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yobuddd

yobuddd

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yobuddd
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  • Once they get all the perks unlocked, survivors are all the same (aside from how they look). The current season ranking system makes sense for them. Killers though, each one is different. As such, I think each one should have its own season rank. Most players have a favorite one or two killers they like to use. But every now and then they need to play something different for a daily ritual or j
    16 comments 72 views last activity
  • There are so many “dead survivors”! Lol
    1 comments 52 views last activity
  • You know at the far end of the exit area where the survivor runs free and the killer gets blocked by the entity? Let’s put a crevice right there so that the survivor jumps over it to run free. 1) If we make the leap an intentional button push (like at the hatch) the survivors won’t accidentally leave and the killer can’t drop them outside the gate. (Crawling survivors can push the button and l
    12 comments 82 views last activity
  • First, a few things I’ve notoced about the forum here. Many people have some really good ideas for new killers. Many of these awesome ideas are in the Wishlist. People love to post ideas in the Wishlist, but relatively few people respond to these ideas, and they are soon buried. Therefore the Wishlist is where great ideas go to die. The General Discussions area is where the action is! I’m post
    5 comments 72 views last activity
  • I’ll go first. When I play killer and a survivor disconnects on me when hit or carried, I add their username to a list I keep. When I start matches, I consult my list. If a listed disconnector joins, someone who has already proven to waste my time, I waste theirs. I’ll wait until there are 6 seconds in the countdown and then lobby dodge! Petty? Yes Satisfying? You better believe it!
    81 comments 1,263 views last activity
  • This is likely to be a very unpopular idea, so let me emphasize that it’s just that, a idea, and nothing more. I suggest we allow for often suggested 5 perk slots..... BUT 2 slots can hold perks that are “very rare” or less 2 slots can hold perks that are “rare” or less And 1 slot can hold a perk that is “uncommon” or less This will force an overall greater variety of perk usage in the
    4 comments 42 views last activity
  • I think a simple change would go a long way. Currently, after the trapped hex is cleansed, all survivors are exposed for 60 seconds. If they can wait out that one minute, that’s it. Fairly minimal risk making this almost a waste of a perk slot. Change “60 seconds” to “until a survivor is hit”. Now this thing has some teeth! Still not overpowered as it’s only good for 1 hit, but until that hit
    5 comments 22 views last activity
  • I love it when survivors who make it to the exit gate wait for me to come by so they can salute me for a game well played! They bob up and down, sometimes really fast, like they’re saying “Man that was tough! You had us scared but we barely made it! A moment to reflect on our buddies who weren’t so fortunate...” I play console so there’s no chat feature to send a “gg” message after a match. St
    17 comments 132 views last activity
  • I think it should be easier to tell who the obsession is each match. If the killer is running a perk that, say, punishes him if he hits the obsession, then why does he have to first hit the obsession to know who it is? Furthermore, when the Decisive Strike rework comes out, the obsession can now change multiple times per match. From a logical standpoint, shouldn’t an obsessive person generally
    2 comments 22 views last activity
  • Depending on licenses and such, maybe give it a different name like The Fear. Still, the Grudge is the inspiration for this idea. This is a very short killer (like The Pig while crouching). It’s a girl with hair in front of her face who crawls everywhere she goes, even during a chase. Because of the jerky, twisted nature of her crawl, she’s still quite fast. Her special ability let’s her cl
    8 comments 692 views last activity
  • — It’s raining, so all players audibly splash around in puddles. — It’s storming, and every lightning bolt makes a split-second blinding flash. Thunder makes distracting noise notifications for the killer. — It’s windy, so all sounds are muffled. Perhaps even the heartbeat radius is reduced. Noise notifications and generator auras now have a maximum range. The auras of dying or hooked survivo
    Mod
    4 comments 123 views last activity
  • This perk allows the killer to carry 1 hex totem strapped to his back. In other words it’s guaranteed to never be cleansed, but it costs the use of a 2nd perk slot. High price! If no hexes were chosen in the loadout, then you carry a dull totem instead (useful for NOED). if multiple hexes are chosen in the loadout, then the carried one is randomly selected. As for the levels, hmmmm. Maybe the
    20 comments 92 views last activity
  • Name: The Statue Weapon: Chisel and Mallet (In one quick motion, the killer holds the chisel in front of him and uses mallet to drive it into the survivor’s back.) Special Ability: Animate Statue Detailed Description: The match starts with several (4-5) large stone blocks randomly placed about the map. When within range, the killer can teleport to one of the blocks. Upon entering a bl
    1 comments 63 views last activity
  • I think it would be great to have an option to spectate random games. Sometimes you just want to eat a snack and watch a horror show rather than play it. Maybe you want to see strategies other people use. Either way, I’d love to be able to use the spectate option without having to die first. As an added perk, this option could come with a filter so you could choose what game conditions you wa
    7 comments 32 views last activity
  • First of all, I’m not complaining, just commenting. I play for fun and am by no means any sort of pro. As killer my level varies between 11 and 14. (Once I hit 11 I typically get harassed by survivors who’d rather teabag and run loops than fix any gennies. But THAT’S a story for another time......) That said, fairly often after a game I look at the levels of all players. Killer (me): 13, surv
    3 comments 12 views last activity
  • Add a bonfire to each level where all players (survivors AND killer) can burn offerings that are collected from pouches in hard-to-find areas of the map. (1 offering per player? As many as they can find? Not sure, but fun both ways). These are NOT offerings that a player can choose before the match. They can have various effects that may not be fair if they’re not random. Here are a few ideas,
    2 comments 24 views last activity
  • The game can sometimes be predictable and distant, so I feel this character could introduce some more of the in-your-face, fall-out-of-your-chair type jump scenes. As we all know, a magician is a master of illusion and disguise. This particular magician can put spike traps in a few lockers. These would work just like bear traps in that they make a noise notification and survivors that manage t
    6 comments 133 views last activity
  • I think it would be nice for all remaining players to see a little eye-shaped icon in the top corner letting us know that one of the sacrificed players is spectating. It would also be nice if this icon would glow when they are spectating you directly. As an alternative, this could be a modification to the survivor status icons a at the bottom instead of a new icon altogether. (Perhaps a glowing t
    4 comments 982 views last activity
  • First off, Contagion’s general appearance will be goopy and zombie-like, similar to that poor horse next to the circus trailer. His special ability is Plague, which allows him to infect hooks. If he hooks a survivor on one of the infected hooks, then that survivor becomes infected with a virulent, contagious disease. By default, the killer may infect 4 hooks (but may modify this with add-ons). If
    6 comments 82 views last activity
  • After offerings are revealed and everyone waits for the game to load, the killer enters the game to place a hex totem in a custom spot. Now this will be a very small portion of the map about the size of the basement. It will be quickly (poorly) rendered so as to not drastically increase overall load time for all players. Once a totem is placed, he instantly appears in a random location to do t
    11 comments 113 views last activity
  • Name: Precautionary Measures Description: Each time you destroy a pallet that has been pulled down, gain 1/2/3 tokens up to a maximum of 5. Consume 1 token and destroy a pallet that has not yet been pulled down. This is the general idea. I’m not opposed to suggestions for edits.
    5 comments 42 views last activity
  • Just a fun story. About a week ago I was playing killer at Autohaven. Came across an Ace and started chasing him. Realized right away he’s having severe connection issues, glitching around all over the place. Manage to hit him and he heads into “the shack”, ugh. Anyway just before he gets outside I hit him again, but he doesn’t go down. Nope, he goes up, floating, up and up. Character takes on th
    3 comments 81 views last activity
  • A new issue has started that has never occurred for me until this past week. When I play killer, probably 1 of 5 games disconnects and sends me back to the main screen. Now here’s the catch, every time this happens, I’m having a pretty good run. Invariably I’m hunting one of those players who begs you to chase them and then hyper-teabags after throwing a pallet. I finally catch them, maybe eve
    5 comments 71 views last activity
  • You all know the movie: cute furball gets wet and spawns monsters. Gremlins also refer to mechanical anomalies. I think I see a way to make this work. Killer is the furball which can injure survivors, but can’t put them into dying state or carry/hook them. It runs around the map singing it’s little cooing song which wreaks havoc on survivors’ skill checks. Once a generator blows, the killer tel
    0 comments 11 views last activity
  • We all know those players. They take their 2nd hit by the killer and have disconnected before their face hits the ground. They hinder their team, rob the killer and altruistic teammates of bloodpoints, and ruin the mood of the game. Here’s my solution to all this: When a survivor (or killer for that matter) disconnects, they are forced to wait for a 20-second countdown timer. That’s the mai
    8 comments 71 views last activity
  • It’s the DBD Warehouse! A large, dark, indoor building loaded with DBD props and animatronics. All over the place you see Dwights and Megs and Hags and Trappers. Some are mannequins that do nothing, some jerk back and forth, some may run around in small circles. Perhaps they’ll scream if the killer hits one. Some of the killer versions will light up with the red stain when you get near, or tur
    0 comments 11 views last activity
  • 1) Pallet abuse: this has already been addressed with windows by blocking them after 3 jumps. I believe pallets should degrade each time a survivor crawls across. After the 3rd time, the killer can just walk right through it and it crumbles, though this will still slow the killer down a little bit. 2) Hatch battles: the killer and the final survivor have a stare-down over the hatch, wasting co
    2 comments 11 views last activity
  • I’m fairly new, so maybe this has been discussed, but imagine if survivors could drag each other. When a survivor goes into the dying state, other survivors can grab their foot and drag them to a safer location for healing, or even out the exit gate. To keep it fair for the killer, let’s say the drag is slow, but can be sped up with two survivors pulling. Furthermore, it should leave behind a
    2 comments 81 views last activity
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