Avatar

apropos

apropos

About

Username
apropos
Joined
Visits
158
Last Active

Discussions

  • Would it be overpowering, or possibly underpowering to have Leatherface's chainsaw attack to function like Legion's. So, Leatherface would still charge the chainsaw as usual, but once he entered his accelerating sprint, he could continue until his power bar ran out. So, without addons have the chainsaw attack last 6 seconds starting at 85% movement speed, accelerating to 115% movement speed ove
    0 comments 53 views last activity
  • I am playing as a killer. What changes will I notice with the new matchmaking system? > As a killer, the noticeable difference is that you will see all four survivors appear almost simultaneously in the online lobby. https://forum.deadbydaylight.com/en/discussion/31987/new-matchmaking-system-information#latest
    110 comments 1,701 views last activity
  • I could be wrong, but it seems that every killer perk that gives an audio notification has the same sound. The same sound made when a survivor fails a skill check. I mean, for most things it's not too bad. But it's easy to confuse which notification you're receiving if you're using multiple perks with audio notifications; spies from the shadows, thrill of the hunt, tinkerer, etc.. or all the surv
    3 comments 121 views last activity
  • So, at Prestige 3 level 50 the bloodweb has 3 very rare, 6 rare, 9 (?) uncommon, and 12(?) common nodes. This is the same number of items that a Prestige 0 level 50 player gets. What I would like to see is common bloodweb nodes being replaced with rarer nodes with each prestige level. So, Prestige 1, level 50: One common bloodweb node is replaced by an uncommon node. Prestige 2, level 50
    0 comments 11 views last activity
  • So, this last cycle I was finally able to get Leatherface to rank 1. In the past I haven't been able to get him above rank 3, but this time I did it and with a combo of perks I didn't expect to work out: BBQ Whispers Spies in the shadows Hex: Ruin I was basically just lunging to win, but it seemed like once whispers activated, spies in the shadows would alert me to anyone moving in t
    3 comments 271 views last activity
  • Once per generator, per trial, allow killers to damage a generator once it's powered. When a powered generator has been damaged: A reset timer lasting 120 seconds begins. The generator glows red as if its overheating A green aura of that generator becomes visible to all survivors, and turns to yellow, then red depending on the time left before the generator resets. The aura is not visi
    5 comments 231 views last activity
  • Add a "Hardcore" game mode option that can be activated in the settings menu that removes the rank restrictions for matchmaking, but only for that player. As an example for a person playing as the killer; if a rank 10 killer activated hardcore mode, the survivors they would face in each trial would be near their rank, or as high as rank 1. As an example for the person playing as a survivor;
    3 comments 21 views last activity
  • I understand that face campers need to be punished, but more often than not the people who do camp are people who don't understand that camping affects their score. During the halloween event I got my survivor from rank 19 to rank 13 and I didn't see killers avoid camping until around now. On the other hand, I still experience people who face camp my survivor, if I've taunted them in any way. Gra
    0 comments 11 views last activity
  • I would like to be able to see how an item looks on a character, but some of the time, I can't get a good look because the character is facing mostly sideways. This is especially true with the survivor models, whereas the killers are angled a bit, but their outfits are mostly visible. It would be nice to be able to rotate the character models to see the outfits from a specific angle before we
    5 comments 51 views last activity
  • This has probably been suggested... But maybe, when you down a survivor, this killer can knock them out, and hide their body, also hiding their aura. Then for 120 seconds the killer looks like that survivor, and whenever they try to heal or repair they do damage instead?
    2 comments 21 views last activity
  • I wasn't sure if this post should be a bug report, or if it should be a balancing request, so I'm going to try and combine the two. So, while playing Leatherface there are times when I appear to be "on top of" a survivor with my chainsaw out, which I assume should put them into the dying state. However, as you can see in these videos, that's not the case. The attacks just complete as if I had
    7 comments 111 views last activity
  • In my experience Hex Perks are cleansed before they've served any real purpose. The only exceptions here are that 'No One Escapes Death' can sometimes last for a hit or two, and 'Haunted Ground' has regularly gotten me some sacrifices. However, these are easily countered; for NOED, survivors can cleanse the totems over the course of 40 - 100 seconds if multiple survivors cleanse, which most do at
    3 comments 11 views last activity
  • 0 comments 21 views last activity
  • The point of this status effect would be to slow down the game's progression due to 'generator rushing.' Complacency reduces action speed based on how often the survivor has interacted with the killer, either directly or indirectly. There are a total of 5 levels of complacency that have varying effects on a survivors action speed. A level is gained depending on the survivors actions: Le
    0 comments 22 views last activity
  • I never really liked the movie Chucky, because it actually terrified me as a kid, but considering it as a playable character sounds like a lot of fun. I'm not sure if this something the community would be interested in, but based on the plotline of the movie, here's my idea of how the character could work in dead by daylight. When the trial starts, 10 chucky dolls would placed throughout the m
    6 comments 331 views last activity
  • Survivors shouldnt be able to be so confident near the exits that they can sit there and taunt the killer, they should want to escape when the doors open, no questions asked. Unless of course they want to run back into the map to help a friend. But, for them to hang out near the exit just so they can 'teabag' over and over doesn't make sense to the concept of the game. It's especially frustrating
    5 comments 71 views last activity