starpilotsix
starpilotsix
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Not 100% sure this is a bug and not expected behavior, but if the latter it's dumb enough I'm going to report it as it's a bug because I have faith in BHVR's developers not to be this broken. Step 1: Pyramid Head lays down rites of judgement on their Hex Ruin totem, close enough to touch the hex. Step 2: Survivor crouchwalks to the totem, start cleansing. Step 3: The moment I start, I get to0 comments 1 views last activity
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Okay, I'm sure that whatever discussions are going on with Moris reworks are already probably past the point where suggestions will do anything. And probably the thinking on bloodlust either way, behind the scenes, is beyond what any one forum post could influence. But I just wanted to suggest it to get it out of my head: I'm not here to talk about whether or not bloodlust, as a 'speed boost m2 comments 21 views last activity
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DESCRIPTIOn: Step 1: Have a medkit without enough charges to complete a heal (probably because you've already been injured and healed). Step 2: Have a survivor knocked down and left slugged by the killer Step 3: Heal the survivor using the medkit and the perk We're Gonna Live Forever Step 4: Continue the heal even when the medkit runs out of charges (I believe medkit must run out of charges b1 comments 152 views last activity
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Summary: If you've already cleansed a totem and then use For The People to heal another survivor, Inner Strength deactivated. Description: If you've already cleansed a totem and have it saved for self-healing, then use For The People to heal another survivor, your saved totem/perk charge (sometimes?) disappears as though you used it and you need to get another totem to activate it again.4 comments 641 views last activity
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Like most changes, the new Ruin proposed changes has some benefits and some drawbacks. I'm writing this, btw, as a survivor main and... I actually kind of like Ruin? Like, it's irritating when you can't find the totem, but I like that it actually adds variety to the game. Is this a game where Ruin's in play and I just bang out generators until the killer finds me (basic game), or is this a g0 comments 21 views last activity
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So I did previous runs of Fun Buffs to Trash Perks for survivors, here , and killers, here . But since then, we've had some new perks. And some of them are good. Others are trash. And by trash, I mean sometimes they have cool intentions behind them, but I can't really see people using them. Sometimes I exaggerate 'trash' just for comedic effect... but still, I want a wide variety of perks i0 comments 32 views last activity
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A lot of times even when I'm not coming up with a full chapter I like to make perks around a theme as though it were, just to help direct my creativity a little. So, these perks are loosely based around the idea of an abusive prison guard type killer and a semi-reformed low-level criminal survivor. But, really they're just perk ideas, take them individually if you like and change the descriptio0 comments 32 views last activity
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I previously did this with survivors (linked here) , but now I'm back with some Killer ideas. I try to focus on something beyond mere numbers buffs (though there are times where that's required) but instead fun secondary effects that get can provide interesting gameplay twists and more variety overall. Some perks you can tell are trash just from basic game experience. Others seem like they'd0 comments 64 views last activity
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So, just for fun, I went through the perk list and tried to come up with some buffs to make the more marginal (occasionally outright useless) perks not just more useful, but in some cases more fun as well, to promote a wider variety of gameplay. There is also a separate post for Killers (linked here) . My key philosophy is that ideally every perk should fall into at least one category A) prov5 comments 174 views last activity
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Just an idea I had to make Hangman's Trick a little more useful when survivors aren't a sabo-squad: Hangman's Trick: Your ingenious modifications to Hooks prevent tampering and permanent damage and make them harder to find. Hooks destroyed by sabotage or sacrifices repair automatically after 30 / 20 / 10 seconds. Gain a notification when someone starts sabotaging the Hooks. 1/2/3 ran2 comments 221 views last activity
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I like the EGC, mostly, and even, mostly, like that the hatch opens when there's one survivor no matter what. But I do miss the tension of "oh man we need to get at least 2 generators done to secure the hatch." Not just for more intense gameplay, but there's also an incentive to keep people in the game... not everybody cares about things like this, but I know for me personally at least, and p1 comments 22 views last activity
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Pig: I understand not letting her have too much power with the EGC, but I do think she needs just a little more than she has now. So here's what I'd like to see. If EGC has started, Pig's traps no longer activate on survivors. Traps already on their head, if not already activated, do not stop them from leaving through the gates. HOWEVER, if all five generators are done and the exit gates ar0 comments 42 views last activity
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Had an idea along these lines before, but don't think I ever posted it, and the Plague seems like a perfect opportunity. Have a cosmetic pair, one survivor, one killer cosmetic (either a single piece or a whole outfit depending on how in-depth you want to get). Obviously, this would be on The Plague and Jane (I guess it doesn't have to be Jane, but since she's the one released in the chapter0 comments 22 views last activity
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Consensus from the DBD areas I frequent is that Legion's getting a buff. It's also that Legion's a really unfun killer to play against, both because you spend so much time mending and there's little outplay to his chases, and if he wants to tunnel you, he might waste time, but he's usually going to get you. I had an idea that might mitigate the latter annoyance, and maybe even make the legion m0 comments 11 views last activity
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Something I did for fun, anyone (including devs as unlikely as it may be) is free to steal any story, perk, mechanic, add-on or any other ideas they want. Killer: The Bowhunter: Reggie Burton, as he came to be known, suffered abuse and neglect by his parents, a nightmare that ended when social workers took him out of his home and arrested them. Although some saw a growing darkness in the b0 comments 41 views last activity
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Ultra-Rare add-ons should be cool, making a significant power-up or a fun change in how the game is played for a particular killer, or both. One of Legion's add-ons, the Iridescent Button, qualifies for this, barely. The Fuming Mix Tape on the other hand... well, first of all, it's basically a lazy copy of the Wraith's add-on. Now, with Wraith, it's reasonable... not super-strong, but reas1 comments 61 views last activity
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One of the things that bothered me about the Legion is... the killer's unique concept is that, unlike other killers, it's a group, rather than just one killer. Yet in terms of gameplay, there's no sign of this... it's basically entirely cosmetics. And it's a cool feature for cosmetics, but it feels like a huge waste of potential. Once you've entered the trial, The Legion is just one dude. Whe0 comments 21 views last activity
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1) Killers who complete a vial, immediately start a new vial. Killer queues are bad, and one of the big reasons is that it takes a lot longer to complete the killer half than the survivor half. So people who want to get everything play more killer. It's not just that hooks are harder to get than extracting Nectar (often as a survivor I completed my nectar in the first minute or two of the ga0 comments 21 views last activity
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The devs have stated they want to make sure the killers are consistent with the add-on number and types. Which means we will be needing some ultra-rare add-ons for some long-running killers. I thought I'd come up with some suggestions: Doctor The Phantasmagoria Protocol: An experimental treatment developed within the fog. A constant low-level stimuli leaves the patients unable to prope0 comments 91 views last activity
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Simple, allow, in post game wrap-up (and maybe in other ways), an opportunity to gift auric cells to other players. If you're worried about shady things (hopefully it's already implemented in a way where you can't inflate how much you have), you can limit to only 1 or 2 per game. But, over time, players who can't buy the cells can build up enough to get something exclusive with it. Seriously0 comments 51 views last activity
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A frequent problem for survivors is when they're in a team and people have DCed, either before the match starts or after their first down. I wish there was a fifth Emblem category for survivors, called Grit. You ONLY get grit for staying in a match to the end, and ONLY if one of the following has happened: 1) A fellow survivor has DCed (before or after the match starts, EXCEPT if they've1 comments 31 views last activity
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Currently, Escape Cake and Survivor Pudding are 100% BP bonus, all categories, to a single player. But each side has a "25% BP at all categories" at the same rarity level (not to mention 100%-bonus-in-one-category ones). More importantly, neither of the cake or pudding seem like the right mechanics, at least with the name. What I'd love to see is: 1) Hollow Shell and Yellow Envelope bas0 comments 1,101 views last activity
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I had an idea for a secondary objective for survivors, one which helps a little the balance disparity between skilled survivors and killers, but only comes into play in situations where the survivors are too good. The Hatch serves as a brake if the killer over-dominates a team of survivors, to prevent them from automatically killing all four just because not all the gens are completed, they need0 comments 31 views last activity