WeirdHexButOk
WeirdHexButOk
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- WeirdHexButOk
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Someone's probably thought of this already, but why not make both these perks token based? Each token can reduce the time MoG activates by 10 seconds, up to 30 seconds. Apocalyptic Ingenuity could gain 1 token per chest/rummage simultaneously up to 3 times to reconstruct 3 different pallets. Both of these perks often get low value due to their cooldowns, so just lighten up on them a bit. Even1 comments 30 views last activity
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Perk1: The nearest exhausted, non-oblivious, survivor within 32 meters of you gains the oblivious status effect. The effect lasts for as long as the survivor remains exhausted. This perk goes on cooldown for 15 seconds. Perk 2: The nearest Oblivious, non-blind, survivor within 32 meters of you gains Blindness. The effect lasts for as long as the survivor remains Oblivious. This effect doe4 comments 122 views last activity
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I jumped in a locker; the nurse was fatigued and next to me. I jumped back out with head-on fully charged, she did not get stunned and i was downed.3 comments 101 views last activity
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I've noticed a bit of a negative and repetitive gameplay loop both as survivor and killer. If the killer decides to tunnel, and does so successfully, it will force the team to sacrifice themselves to protect the tunneled survivor. If the killer has mobility powers with gen regression perks, it's basically game over. If the killer can insta-down, and they decide to proxy-camp near a 3 gen, it's ba0 comments 91 views last activity
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I can't tell you how many times I've tried healing someone on hook only to accidentally sabotage the hook. Not only does this trigger the hefty 60 second cooldown but it also deactivates the perk regardless of whether or not you successfully sabotaged the hook. This is very annoying; therefore, the perk's key bind should be changed to something other than M1. While we're on the topic, the cool2 comments 61 views last activity
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Imagine if the illusion could actually make progress on the objects it spawns on. For example, it could progress generators, totems, chests, and exit gates. However, the progress made should be slow compared to a real survivor; maybe 20% slower. Additionally, the generator progress that is required to activate the perk should be increased up to 60% of a generator. Finally, the illusion object wou0 comments 61 views last activity
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I would like the ability to switch the order of my pre-set loadout selections for both killers and survivors. This is simply because I don't want to remember and re-do my loadouts to switch their orders around, it's very annoying. In other words, each loadout should be treated as a unique object within an ordered list. This update is so simple, even a new hire or intern could do it within a week.1 comments 21 views last activity
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I've noticed a slight yet consistent increase in skill check while using a toolbox. Therefore, I'm assuming the answer is yes, even though none of the toolbox descriptions mention this at all.3 comments 161 views last activity
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I don't think this would disrupt the game balance too much, especially if this change was applied to both killers and survivors. For balancing purposes, perks should only be made base-kit on a one-by-one basis. Also, I just think this change would de-clutter the perk inventory ¯_(ツ)_/¯0 comments 11 views last activity
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Similar to Overwatch or Fortnite, imagine being able to upgrade your build as you progress through a match. Imagine gaining an additional perk slot and being able to equip one new perk from a selection of three non-equipped perks. These perks should provide three various options, one for Lightbringer, one for Unbroken, and one for either Benevolent or Evader. If the survivors are at an "advantage5 comments 81 views last activity
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Personally, I would love it if they added mini games to some of the killer's powers. Pig's traps could require more than just boring skill checks; they could even be inspired by the variety of traps in the SAW movies. Similarly, they could add mini games to the generator repairs. For example, once the generator reaches 25% progress a "connect the wires" mini game pops up where you have to recon0 comments 11 views last activity
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In my opinion, most of his scamper add-ons need a rework. The base-kit scamper mechanic is practically useless; it only works against newer players that hold shift + w after pre-dropping a pallet. The scamper add-ons don't really add anything to make scampers more useful. I wish they would rework an add-on to increase the maximum turn rate after a scamper; that would make loops much more interest0 comments 1 views last activity
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Even if the killer were still in the match, survivors should be able to see their perks and add-ons if the whole team leaves. The whole point of hiding the killer's build in the end game chat is to prevent SWFs from relaying that info to the remainder of their team; but if all of them DC, what's the point? It's not like we can tell the bots what the killer's build is. Are we really expected to wa8 comments 151 views last activity
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I've been thinking about some perks for a potentially new killer. First, 'Deathly Dash'; this perk would not increase your lunge length; it would only affect the speed of your basic attack lunge animation. I'm thinking the animation speed should be almost doubled. In other words, basic attacks would become a mini dash. Ideally, this perk would share the exact same token activation conditions and0 comments 11 views last activity
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Similar to the Cenobite or the Clown; I want a killer which applies the "hindered" status effect to survivors. I imagine a killer power which is similar to that of 'Moira' from Overwatch 2. If you are familiar with that character, you would know that her M2 attack has an auto-aim feature, which triggers when targets are within a balanced range from you and your cursor. In the context of DBD, th1 comments 61 views last activity
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At the very least, it needs a nerf. This "Quality of Life" change is only really fair against meta, over-powered, special attack dash killers; basic attack killers are suffering the most at the moment. I didn't buy this game and its DLC only to play as/or against a handful of OP, boring, killers who share the same repetitive dash abilities. If the developers choose to keep the current pallet de0 comments 51 views last activity
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They need to remove his ability to use hellfire while near the hook. They've already removed other killer's ability to use their power to injure survivors immediately after they've been unhooked; so, how is this still in the game? This camping strategy is especially horrible when combined with DMS and Pain Res. What's worse is that cheesy killers never even use hellfire in chase (which is what it20 comments 371 views last activity
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When within 16 meters of a hook, you see it's aura in white. If this is also a scourge hook, you see its aura in yellow.1 comments 21 views last activity
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SUMMARY OF THE ISSUE: Weaving Spiders and Treacherous Crows can be used separately but only one works at a time. PLATFORM: PC STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Go to basement. Complete Invocation: Weaving spiders. Complete Invocation: Treacherous Crows. Work on any generator Notice how the effect of Weaving Spiders is "removed". Notice how Treacherous Crows works as in0 comments 41 views last activity
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Imagine being able to choose from a pool of pre-set 'wagers'. Before the game starts, the 'bettor' would be able to place any amount of bloodpoints on their chosen 'wager' and send it to one or more survivor(s) in their queue. The 'bettee' would then be able to accept the bet or reject it. These 'wagers' should include trackable markers such as: time spent in chase, time spent on healing, time s5 comments 121 views last activity
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I've always assumed it works like chemical trap but I can't tell. The perk description doesn't even mention a yellow aura.0 comments 31 views last activity
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This change is meant for The Cenobite, of course this would only apply while using the respective addon. The purpose behind this change is to easily distinguish the box's aura from other white auras such as: generators, chests, glyphs, etc.0 comments 41 views last activity
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Tier 1: Allow killers to read all survivor auras after 2 doors have opened. This would allow the killer to catch the nearest survivor in order to ensure that Bloodwarden has a higher chance to activate every single time it's equipped. Tier 2: Allow killers to read all survivor auras after 1 door has been opened. This would allow the killer to catch the nearest survivor in order t0 comments 21 views last activity
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Make it so that her drones have auto lock-on like they did on release and remove the rotating scan line. When survivors are within the drone's detection radius their bleed-out meter depletes at 100% of the normal speed. Injured survivors within the drone's detection range bleed-out at 150% of the normal speed. Dying survivors within the drone's detection range bleed-out at 200% of the normal spee0 comments 11 views last activity
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Killer Power: Soul Steal The ability to charge a heavy special attack which activates the survivor's bleed-out timer. The bleed-out timer determines how much time will be removed from the total bleed-out meter. While charging your special attack, movement speed and lunge distance is reduced, but is faster than survivors. The time to charge your power takes 3 seconds. The bleed-out timer is pa2 comments 81 views last activity
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I just lost a match as survivor because of this "feature". It encourages camping, tunneling, and it prevents survivors from getting more bloodpoints. They already removed this from Pinhead's power, so clearly the Devs know this behavior is a problem. Not sure why Doctor can still do this.11 comments 211 views last activity
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I've been reporting a lot of blatant hackers and recieved confirmation of their ban.8 comments 151 views last activity
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Let me start off by saying, I think BHVR's original concept for this killer is amazing and very fitting for the Cenobite. However, I think his kit could use some modifications to make him easier to play as and against. My main issue with Pinhead is his chain hunts, they're always overwhelming when active and completely useless while inactive. On top of that, survivors often hold onto the box or s1 comments 162 views last activity
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The clown's bottles do not remove pwyf stacks upon use. Considering his recent buffs (as of 7.6.2), this makes him one of the best users of pwyf. Consider the following haste build (which I've tested myself): Cheap gin bottle (3% haste), sticky soda bottle (2% haste), play with your food (up to 15% haste), rapid brutality (5% haste), save the best for last (attack cooldown), and batteries incl21 comments 501 views last activity
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I often enter a bot match to test my killer builds as well as my connection to the servers. It's so annoying having to reset my loadout every time I restart the game. I like that my loadouts remain after switching to the normal game mode, but I feel like they shouldn't reset after exiting the game. This simple change would facilitate testing killer builds. Please consider this.1 comments 11 views last activity
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I always hear people complaining about how loud survivor screams are and that they need to be nerfed. Well, I recently figured out that if you turn on mute focus in the audio settings and then press the windows key, all in-game sounds will be muted. You don't even need to keep the dashboard open for the entirety of the scream, you can simply double click the windows key as soon as you're hooked.0 comments 81 views last activity
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In my opinion, the current state of stbfl is fairly balanced (as of 7.5.0). The only changes I would make are the following: Every time a survivor is unhooked, the unhooked survivor becomes the obsession. If a non-obsession dies by any means, you lose half of your tokens. An odd number of tokens is rounded down. If the obsession dies by any means, no tokens can be lost or gained. I think swit0 comments 123 views last activity