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SkeletalElite

SkeletalElite

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SkeletalElite
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  • The gap between solo and SWF can easily be solved with an update to the HUD. New HUD will have the following information Totem Counter Action a survivor is currently doing (gen,healing, totem, in locker, ect.) + progress bar (can just be a rough estimate rather than exact) Chase indicator (already exists for the obsession, should be one for all survivors though) Terror Radius Indicator (act
    16 comments 72 views last activity
  • Fire crackers are currently event only. I have hundreds of them saved up becuase of that, but it would be nice to add them with different rarities and maybe even a new set of addons to go with them. Survivors basically never get new mechanics, just perks, so this would be a cool thing to add.
    10 comments 82 views last activity
  • WGLF is the survivor equivalent of BBQ, but as it is right now, it feels bad to give up a perk slot for bloodpoints alone, especially if you're at red ranks where almost every killer you play against will be running strong builds. I recommend moving the bloodpoint bonus effect of WGLF onto We'll Make It. We'll make it is currently a perk that only has altrusitic effects and adding a selfish rewa
    1 comments 22 views last activity
  • 1) She gives no feedback to the survivor, which leaves little reasonable counterplay for the survivor since the survivor basically just has to guess and hope they get it right. There's no skill involved in that. That is not a mind game. There's a mind game when there is TWO-WAY Unknown. Ie. You run at the window on an T wall, the killer doesn't know whether the survivor will vault or fake and t
    34 comments 612 views last activity
  • Currently how well hits work on dedicated servers is completely reliant on the killers ping. If the killer has high ping they will get hits that look like they shouldn't connect. If the killers ping is bad enough they can even get hits AFTER they've been stunned with a pallet (as in after they are in the stun animation). The simple fix is to add a delay on hits equal to the killers ping where i
    0 comments 52 views last activity
  • Base kit: Increase starting traps to 2, carrying capacity to 3. Can press the secondary ability button to rearm a trap on the floor (cntrl on PC) Addons: Brown Trap Bag: +1 Start Trap Yellow Trap Bag: +1 start trap +1 capacity Purple Trap Bag: +2 Starting Traps +1 Capacity Remove Longwood Dye (to maintain Addon formula) Make Tar Bottle Yellow New Green Addon: Wide Sole Boots description
    9 comments 72 views last activity
  • Dead by daylight has a pretty large roster of characters now and only a few are free which can be a little daunting to new players considering picking up the game. A free rotation of killers/survivors could be a cool way to make the ratio of base game content to DLC a little better while also keeping the incentive to buy characters. However, it is not unreasonable to make it so that any teachabl
    2 comments 1,262 views last activity
  • These cosmetics are pretty much only sought after because of their exclusivity and for the most part aren't anything special. It's a way for truly veteran players to show off how vetted they are and is a huge kick in the balls to people who already have them.
    5 comments 43 views last activity
  • The Katana Tsuba Decreased the post phase speed boost duration from +0.25 seconds to +0.2 seconds. Wakizashi Saya Decreased the post phase speed boost duration from +0.5 seconds to +0.3 seconds. These two in particular. As it is right now even just running only the saya without the tsuba gives your lunge an absolutely insane range after you come out of phase, you don't even have to k
    2 comments 32 views last activity
  • So a big problem in this game is the difference in strength between a solo team and SWF team. The lack of information provided by the game at the base level with no perks makes SWF much stronger than solo. Now a team of friends working with each other who communicate and work cooperatively well will always be better than any group of randoms, but things can be done that will close this gap so tha
    0 comments 12 views last activity
  • It's annoying when I get a lot to do I could do them all relatively quickly but Im gated because I can only do one at a time. I'd like to be able to progress on 2 or 3 at one time.
    0 comments 2 views last activity
  • 2 comments 22 views last activity
  • So I've made this suggestion before but it didn't get much traction last time so I thought I'd post it again. Current Vigil: Recover from Negative Status Effects 20% faster. Affects allies within 8 meters. Persists for 15 seconds after leaving 8 meters Buff Idea: Recover from negative status effects 35% faster. Positive Status Effects and perks last 35% longer. Affects perk cooldowns and timers
    2 comments 11 views last activity
  • So this is a suggestion to help with gen times that wouldn't just increase the amount of time holding m1. Basically how it works is that repair starts slower but speeds up over time as your stay on the generator. Shortly after letting go over the generator your repair starts to rapidly decelerate back to the base speed, but not instantly so if you get back on a gen within a few seconds you won'
    14 comments 91 views last activity
  • Since dedicated servers got delayed, are we no longer getting automatic rematch with SWF in the next update? @Peanits
    6 comments 121 views last activity
  • When leatherface chainsaws through a pallet, his chainsawing is no longer interrupted he is able to keep on with his chainsawing. Simple change, makes him viable since his power is now helpful in a chase for more than catching out survivors who ######### up.
    1 comments 61 views last activity
  • So object, unless you're against a stealth killer, or are using it in SWF, is a pretty terrible perk. So I wanted to redesign the perk in a way that it's actually useful for solos and not crippling to stealth killers. You are able to see the killer's aura within 32 meters. Your aura is revealed to the killer at all times unless you are within their terror radius. A killer with no terror radiu
    9 comments 201 views last activity
  • Seriously. I've spent so many points on a survivor and still don't even have level 1 of about 12 perks. Ive taken a perk on every single bloodweb, never passed one up. I have another 3 perks that are still level 2 and another 4 at level 1. I still don't have BL level 3 (only level 2.) on the very same character it took me 140 bloodwebs to even get adrenaline level 1 (although thats level 3 now.)
    8 comments 121 views last activity
  • 1 ) Chase indicator on the HUD. It would be the killer symbol from the menu in red and it appears in the upper right corner of a survivor being chased on the HUD. 2) Action indicator that tells what a survivor is doing. Nothing if the survivor is just running around, a generator symbol if they're on a gen, totem symbol if theyre on a totem, lit totem symbol if they're on a hex totem, chest symbo
    5 comments 82 views last activity
  • Urban Evasion should cause survivors to instantly die when crouching for more than 4 seconds Maybe the Claudette's would stop hiding in a corner and do a gen
    3 comments 91 views last activity
  • Getting 3 protection hits is not worth it ever, you basically have to let the killer hit you 3 times just to get 1 free hit. You could literally just put on adrenaline instead and in all that time you spent you healing and taking hits you can just get gens done and get an extra heal/hit from triggering that. I say make it have multiple requirements. So you need to get 1 unhook, 1 protection hit,
    4 comments 142 views last activity
  • Just make it so the survivor's know they're exposed after the last gen gets done and not once someone gets hit.
    0 comments 31 views last activity
  • I made the stupid mistake of getting every perk in the game and now getting the perks I actually want on a new survivor takes way too long. I've gone through over 100 bloodwebs and I still dont have adrenaline 1
    Mod
    12 comments 191 views last activity
  • I had a game where I accidently brought a brown medkit because I had looted it from a chest the previous game and escaped with it but I forgot to take it off because it automatically equips when you escape with it. Also for the sake of not skewing the data when the game started I hid it in a corner and it never got used. Will I be disqualified from receiving the reward for participating. I stil
    11 comments 291 views last activity
  • So as it is vigil is currently a pretty terrible perk Currently it Reads You look over your friends even in dire situations. You and your Allies within 8 meter range recover from Exhaustion, Hemorrhage, Mangled, Hindered and Blindness Status Effects 10/15/20 % faster. Once out of range, this effect persists for 15 seconds. So there's a few problems with this. 1) This was good back when
    Mod
    9 comments 431 views last activity
  • Seriously, every time I see something being complained about everyone always talks about the counterplay. While I think it makes sense to talk about counterplay when it comes to add ons and killer powers that tremendously effect how the game goes, not every perk in the game needs to have counterplay. Look at Spirit Fury+Enduring's "counterplay" is to drop pallets early which just results in y
    2 comments 72 views last activity
  • Ebony Moris are probably once of the most balance altering things in this game right now. It reduces the amount of times you have to chase a survivor from 3 to 2 on each survivor. This means that to kill everyone on their death hook instead of hooking survivors 12 times, you only need to hook them 8 times total. Obviously you don't need to hook everyone every time in a normaly match so sometimes
    21 comments 506 views last activity
  • https://strawpoll.com/4gxrkk1x Want to see what people think about the nurse on PC, please come vote if you're a PC player.
    33 comments 612 views last activity
  • 1) Killer can close hatch, this takes 5 seconds to do and the survivor is able to jump in during this 5 seconds. 2) Pulling from hatch jumps is disabled so if the survivor gets to the hatch before the killer closes it, the survivor escapes. 3) After the hatch is closed the last survivor's aura is revealed to the killer and the hatch's aura is revealed to the survivor, after a given period o
    0 comments 41 views last activity
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