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WiseTraveler

WiseTraveler

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WiseTraveler
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  • Make it so all offerings are shared across all survivors and killers alike. This change would ensure that players don't run out of their favorite offerings because they will no longer be stuck behind one specific character. This would be a nice quality of life update that does a variety of helpful things for current and new players coming to the game.
    0 comments 21 views last activity
  • Scourge Hook: Monstrous Shrine is one of the very few perks in the game that promotes a healthy gameplay loop cycle. Because it requires being x meters away from the hook to gain its effect, it encourages less camping or tunneling. It also encourages survivors to be altruistic for their teammates and punishes survivors for ignoring their teammates and gen rushing. Unfortunately, the % at which
    2 comments 52 views last activity
  • 1. The killer shouldn't see the display of the teeth icon on survivors until they have used their first leap. This would help new players understand that the first leap doesn't deal damage, and it would also help players not waste the first leap when they want to attach themselves to the environment. 2. Decrease the size of the teeth's icon hitbox Far too often, the hit box is
    2 comments 51 views last activity
  • The Ghostface is a beloved stealth killer in Dead by Daylight , known for being able to stalk and terrify his victims. Unfortunately, several aspects of his design make him feel unnecessarily punishing to play, and not the Stalker that he is meant to be. Here are some aspects of the Ghostface that make him frustrating and punishing to play: 1. Lack of chase power - While Ghostface is a maste
    0 comments 31 views last activity
  • Wake up in its current form helps your teammates and the individual when it comes to opening exit gates and knowing the locations of the exit gates. Why are we nerfing Wake Up when sole survivor exists in its current state? Sole Survivor incentives players to give to on their team, letting their teammates die so they can get perk value. This is an unhealthy design and should be changed. Pleas
    26 comments 422 views last activity
  • Two of the biggest complaints throughout Dead by Daylight have been about slugging and tunneling. An important question I ask when talking about this topic is 𝘸𝘩𝘺 π˜₯𝘰 𝘱𝘭𝘒𝘺𝘦𝘳𝘴 𝘧𝘦𝘦𝘭 𝘡𝘩𝘦 𝘯𝘦𝘦π˜₯ 𝘡𝘰 𝘡𝘢𝘯𝘯𝘦𝘭 𝘒𝘯π˜₯ 𝘴𝘭𝘢𝘨 π˜ͺ𝘯 𝘡𝘩𝘦 𝘧π˜ͺ𝘳𝘴𝘡 𝘱𝘭𝘒𝘀𝘦? It's not that complicated to understand, tunneling and slugging have been the best strategies for killers to build up pressure and control the pacing of the match. Slo
    3 comments 101 views last activity
  • please fix I hate wasting 10-20 minutes of my time to recieve NOTHING,, thank you
    1 comments 11 views last activity
  • The image I provided shows the buttons that you need to press to switch between forms, but the sides the buttons are labeled on do not match the controller binds. SO L2 is on the RIGHT SIDE of the screen and R2 is on the LEFT SIDE of the screen, this makes it very confusing and makes it so I accidentally switch to the wrong form. Please update the UI
    2 comments 81 views last activity
  • One of my biggest gripes about playing on a controller is having multiple actions bound to one button. Examples are: Throwing a pallet, healing teammates, vaulting, and even disarming traps are all bound to the R1 button by default. Any tips to make my key binds not all do the same actions are welcome and appreciated, thank you!
    4 comments 3,003 views last activity
  • While playing in the 2v8 game mode pallets and loop tiles were not spawning in correctly all over the map. These pallets also include invisible walls that you collide into.
    0 comments 21 views last activity
  • The entity feeds off emotion you would think that 2 hooks for each survivor would leave the entity pleased compared to one kill and all the other survivors didn't even get hooked once.
    6 comments 191 views last activity
  • While in the lobby the knight's cape part of the cosmetic glitched, I do not know how to repeat this glitch with the cosmetic.
    0 comments 1 views last activity
  • I was playing a match and at 1 gen when there is supposed to be 3 gens left I have 4 gens left to defend. I don't know how to repeat this bug it just happened.
    7 comments 171 views last activity
  • Map offerings are some of the most frustrating offerings in the game for both sides, having to play on a map that is completely one-sided frequently is tiring. It also supports the foundations of trying to swing the odds of the trail towards one side more than the other. It's time for map offerings to change for the better, instead of choosing a selected map, map offerings should ban a specific
    9 comments 101 views last activity
  • Perks like deception are rarely used due to the fact that they are very minor and rarely make their effect have value. A cool addition to this perk would allow it to make false vaults noise for both pallets and windows, this would increase the number of mind-games in the game, and give players alternative options other than just constant full meta.
    1 comments 21 views last activity
  • I believe that having a second sensitivity bar when using a killer power on a console would be really useful. As someone who plays on the switch, I find it very difficult to aim the majority of killer powers. This is the sole reason for why I don't play a good portion of the killer cast because I simply can't play each of the killers to their full extent. One of my favorite characters to play o
    0 comments 11 views last activity
  • The Pig has been known to receive a multitude of changes to the point where the joke is if any change is happening to The Pig it will be a nerf. Today I propose a few quality of life changes for The Pig. Before I start making changes I want to identify some of the issues with The Pig first. (I will offer the solution to these issues after I address them all.) Box Progress - One of the most
    13 comments 361 views last activity
  • Every time a new killer is released if there is any sort of turn rate limit Mouse and Keyboard always figure out some sort of flick that allows them to go over the limit that is set. Meanwhile, on Console, you will always be limited by these restrictions and will not be able to pull off as many techs or flicks as a Mouse and keyboard player can. I want the skill floor to be evened out. That way
    9 comments 121 views last activity
  • Hex Ruin was a solid perk in the meta when it was at 200% Which I will agree with was a bit too powerful. The nerfs that followed completely destroyed ruin to what it is today. Ruin is in shambles compared to its former self. There were two nerfs that happened to Hex Ruin Ruins regression was reduced from 200% --> 100% Ruin would stop working after 1 kill These nerfs would have been fine
    29 comments 512 views last activity
  • When in demon dash power I grabbed someone off a gen and hooking them. My view was glitched and when I used the demon dash it no longer did the animation. It also bugged the noises of the regular attack & the slam at the same time In this image with the full charge I was moving at full dash speed but the anim
    1 comments 11 views last activity
  • Hexes are supposed to be strong because they're cleansable/removable. High risk should mean high reward. The 100% regression that ruin provides isn't enough for the amount of risk you put into having it as a hex. Not only is hex ruin cleansable it also shuts off after you get your first kill. Being that it has two functionalities to remove the effect it should do more than just 100% Why should
    7 comments 121 views last activity
  • The pig can be a frustrating character to play and face against at times. Whether it's because the pig is playing a mean play style to make your head pop or just dealing with the m1 struggles and a character who almost doesn't have power until the first down. First, I will start off with the frustrations of playing against the pig (survivor's struggles) The pig's head traps can be some of the
    7 comments 71 views last activity
  • Playing the game as Survivor needs a bit of coordination to work as a team. I don't see why this hasn't been implemented into the game. There are plenty of reasons why knowing your teammate's perk could be of use for Solo Queue and simple coordination with players you can't verbally talk to. Dead by Daylight Mobile has this feature already and it could be used in the main game too.
    2 comments 21 views last activity
  • Sure it's a lovely idea to stop this unfun gameplay but If people want to tunnel or camp they will do it. People will now just camp from a distance where the meter doesn't go up. People will still use their powers to quickly remove endurance and down you. Invites other unfun gameplay like slugging to the table. I also think this mechanic will be used incorrectly by newer survivors or peo
    7 comments 141 views last activity
  • Spirit is the only killer in the game that requires you to be able to hear to play as and against. Since the requirement to play is hearing people who don't have good hearing or good headsets can't play the killer as efficiently or effectively. Same with counterplay, if you don't have good hearing or a good headset playing against the spirit is a struggle. This makes the killer frustrating for p
    2 comments 51 views last activity
  • The pig has a stealth ability that is highly underused because in most situations it isn't worth the investment because of how weak the ambush and crouch are in general. Current Crouch Issue The current crouch speed for a pig is 3.6 meters per second this makes taking the time to be stealthy and transverse the map lengthy and usually a waste of time. combined with the ambush not even acting
    5 comments 61 views last activity
  • Recently when playing on my console I've noticed that games are dark and harder to see all of a sudden. As if before it wasn't already dark. Most people on pc will use filters to be able to see better in the game. If so many players are using filters why not make it part of the base game and give players the option to use filters so it's easier to see? I personally play on the switch, which is a
    0 comments 1 views last activity
  • This perk was introduced with the Xenomorph. This perk allows you to see the furthest injured survivor after an unhook. But since it's the furthest why use it when it's overshadowed by perks like Barbecue & Chilli which does the same thing but more? It shows all survivors further than 40 meters no matter what health state. My proposal to make this equal to barbecue and chilli is to make the
    5 comments 81 views last activity
  • This perk would be perk would help you save teammates who are going to be death hooks the next time they are hooked. This way if a teammate gets tunneled or simply you're the one person on the team who hasn't been hooked yet you can take one for your teammate so they don't die when they get hooked again. It could be a strong anti-tunnel perk that is used for your teammates. How will the perk wor
    1 comments 731 views last activity
  • The pig has gotten multiple nerfs over the years to the point where it has become a meme about nerfing the Pig over and over again. Adjusting the pig is very difficult in the sense that the slightest change to headtraps times is the difference between a survivor being dead or alive. Crouching The Pig has the ability to crouch and become undetectable, This is nice but you walk so slow that mo
    19 comments 151 views last activity
  • Killers have so much to focus on in a match, and I don't think I should have to keep track of my perks because that just makes it more complicated. Survivors get so much info on what their teammates are doing. Why can't killers get a little info update that doesn't buff the perk but just helps you keep track? Tinkerer Tinkerer triggers only once on each gen and sometimes it's difficult to kn
    0 comments 11 views last activity
  • The Skull Mechant's Power is way too defensive. Making players completely ignore chase and making matches go way too long. My goal for this rework is to try to make the skull merchant have a power that incentives the Skull Merchant to chase the survivors. If you are wondering what the Current Skull Merchant Power is, Check out the Dead By Daylight Wiki or Just Read the Power description inside t
    3 comments 251 views last activity
  • Often killers can find themselves hooking survivors repeatedly on the same hook or general area of hooks. Killers also have moments where they down almost all of the survivors in one area. This is because the match will slowly but surely revolve around one side of the map. The pressure of hooks states mostly happens near the gens so that the killer can have constant pressure in the area. What hap
    3 comments 81 views last activity
  • Made For This is a really strong perk at the moment. Being able to give you a near-permanent speed boost when you stayed injured and a crazy endurance effect that allows you to pick up your teammates and body block as an injured survivor. This haste is small but when you are playing an m1 killer and a survivor knows how to loops they can make all the dis
    5 comments 51 views last activity
  • Here is the current Low Profile Low Profile only activates whenever you are the last survivor and or all your teammates except for you are in the dying state. This makes it very difficult to activate to be useful because, by the time you are the last survivor, you would benefit more from a perk like adrenaline, hope, sole survivor, etc. Definition of l
    5 comments 71 views last activity
  • Dead by Daylight games are going faster than ever before. The Pace of the match is Dictated by two things. Gens and Pressure. Survivors are in control of the pace of Gens through... Split gen pressure 3 survivors split up each on separate gens at the start of the trail one survivor is on gens at all times Killer has to use pressure in order to slow the pace of gens, forms of pressure a
    0 comments 21 views last activity
  • many perks like lithe and the new lightfooted have an up or down side for using a rushed action. Does a medium vault count as a rushed action on pallets and windows?
    2 comments 861 views last activity
  • As of recent people have realized with skull merchant you can extend the game for excessive time up to an hour and by default, the killer wins when the trial hits one hour. This leads to boring gameplay which is just the killer trying to stall the match in order to win. I personally and I think plenty of others would agree that playing a one-hour match against the same killer who's just trying t
    3 comments 31 views last activity
  • The new Sadako rework has made condemnation a main point of her power. In these changes, it allows Sadako to spread condemnation way easier, whilst also being very easy to counter. These new changes have made Sadako a Public Match Stomper to solo queue and incompetent survivors who don't understand her power. Let's get into why Sadako is so harsh in solo queue Lack of communication - While
    30 comments 341 views last activity
  • They just announced that you now get 2 stacks of condemnation for losing a health state from taking a hit and it breaks the tape. This could be good but survivors can still completely avoid the condemnation all they have to do is grab a tape stop to stop gaining condemnation from teleports. Then once the killer finds them before they get hit and the tape gets destroyed and they gain two stacks. A
    6 comments 81 views last activity
  • Corrupt can be a very essential perk to having a great start of the match for some killers. I think that corrupt shouldn't be removed from Plotwist and No Mither because it is a one-time perk use it has nothing except slowing down the beginning of the game. You may ask then why is distortion allowed against Lethal? This is perfectly fine because lethal has two effects which are showing you the
    13 comments 811 views last activity
  • The new way tapes work for Onyro does not allow you to express your skill against survivors who understand how the tapes work. Tapes are too strong and don't let you express your mastery against the best of the best or a group of people who understand that tapes only protect you and do not harm you. Tapes are no longer a threat in any way. Tapes stop condemnation from spreading on to you when
    4 comments 61 views last activity
  • Pips are like tokens that allow you to increase your grade. One of the Requirements for Piping is getting hooks but more importantly, killing survivors in order to Pip up. I think that the pip system may have to do with why killers have to play so harshly. If the community doesn't like tunneling and camping and all these other terms that are toxic and not healthy terms. Then maybe it shouldn't
    2 comments 51 views last activity
  • The base kit for all survivors and killers is perfectly fine. It is tiring to hear people actually think you need corrupt or other perk's base kit to have a chance. If you think that the current base kit needs any current perk base kit you should change the way you play. Why should a perk like corrupt intervention NOT be base kit? not everyone is gonna want to have the three furthest gens bloc
    0 comments 11 views last activity
  • I love the good parts of the upcoming Onryo changes. Global condemnation and spreading condemnation to other survivors by hooking is really healthy for the game. There's an issue with how strong these tapes are. The issue Tapes now completely stop you from being able to condemn survivors by using your teleports this could be fine by itself but when everything gets added together the Onyro f
    0 comments 31 views last activity
  • Haste is a really strong thing to give to survivors There is one perk that is making a lot of people bothered by what it is capable of doing (Made for this) I don't think made for this is overpowered, I think it's a really strong perk and when stacked with other really strong perks like endurance or other haste perks Made for this becomes an issue Issue Combining haste perks with each other
    0 comments 81 views last activity
  • The Onryo is receiving some changes for the next patch and this is amazing for Onyro. There's an issue with tapes protecting survivors from being condemned from teleports. If all survivors pick up a tape it effectively makes the Onyro weaker If all survivors grab a tape it effectively stops condemnation from affecting all survivors, and even if Onryo hooks one of them to spread condemnation
    0 comments 112 views last activity