zarr
zarr
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SUMMARY OF THE ISSUE: When unhooking another survivor via Shoulder The Burden, perks that trigger upon being unhooked do not activate for that unhooked survivor. This includes Off The Record and Decisive Strike, but likely also pertains a variety of other perks, such as Resurgence. (It may even affect killer perks like Floods Of Rage.) PLATFORM: Any I reckon. I play on PC. STEP BY STEP INSTRU0 comments 91 views last activity
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We didn't get stats for the previous two Chaos Shuffles, but we did get some stats for 2V8, so there is precedent that you are able and willing to share some stats on the modifiers. I think getting stats from Chaos Shuffle would be uniquely interesting because as all perks are applied randomly for everyone, over large enough sample sizes insightful trends could show up. Any biases of certain pla2 comments 101 views last activity
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All-Shaking Thunder doesn't need the active window. It's not really feasible for a killer to keep falling off a height, so you could just make it so that it stays active until the killer lunges. At most adding a 20-or-so-second cooldown after it is used. I would also want to see a perk that increases lunge range by increasing lunge speed rather than duration since it is much more exciting to h0 comments 31 views last activity
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SUMMARY OF THE ISSUE: If Skull Merchant manually changes the rotation direction of a drone while looking at a survivor in the zone of said drone, that survivor will receive a lock-on stack regardless of where the beam is, and regardless of whether they are crouching. PLATFORM: PC, XBOX, PlayStation, Switch STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: I stood inside the zone of a drone0 comments 31 views last activity
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Still being convinced that killers need help in the early game and that solo survivors need help in general, I thought of an implementation that would benefit both tremendously: All survivors spawn together at a designated new tile called "The Campfire", which is simply the campfire from the lobby; on this tile, survivors can heal themselves at 50% regular healing speed (32 seconds per heal); Cor0 comments 41 views last activity
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An abusable bug I thought had long been addressed, but seemingly hasn't: If Skull Merchant manually changes the rotation direction of a drone while looking at a survivor in the zone of said drone, that survivor will receive a lock-on stack regardless of where the beam is, and regardless of whether they are crouching.0 comments 31 views last activity
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In yesterday's patch, you "Fixed an issue that caused the Eye of Belmont perk to behave inconsistently when paired with Object of Obsession perk." I suppose the inconsistency was that since Object only shows you the killer aura as a result of them seeing your aura, the duration their aura is revealed to you by is never technically "specified" for Eyes Of Belmont's sake, as rather than a concrete0 comments 91 views last activity
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Originally, this system included multiple functions (Last Standing with "heightened senses", basekit Unbreakable after 45 seconds, Finisher Mori if everyone else has escaped or is hooked or slugged) and was designed with the intention to create a more climactic, cinematic and satisfying end to matches, with the killer not having to go through the motions of "cleaning up" after already having won,6 comments 261 views last activity
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After successful pounce attacks that don't result in latching onto a survivor (i. e. downing an injured survivor or hitting a survivor under the effect of Endurance), Victor recovers back to his full movement speed in a fraction of the time it used to take. This was not mentioned in patch notes, and if anything the fact that he used to erroneously glow white during this period implying that he co0 comments 31 views last activity
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Dark Arrogance : Should also increase the speeds of picking up and dropping survivors by 25%. Two downsides for one upside isn't good enough. Alternatively, make it increase vaulting speed by 50% (as well as increase stun and blind duration by 50%). Languid Touch : Either make it only proc on survivors disturbing crows while in chase state, or reduce range to 20 meters. That way other survivo3 comments 101 views last activity
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Endgame scenarios where only 1 or 2 survivors remain have often been criticized for the undesirable gameplay they can yield. With only two survivors left alive and generators left to be done, the match is regularly a foregone conclusion, as either of the survivors being found will usually lead to their death, only seldom with a chance to delay the down until the other survivor can repair the rem25 comments 461 views last activity
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Platform: Supposedly any, but I play on PC. Description: If you vault a window normally as killer, the vault stutters, and keeps you stuck in the animation for a brief moment even after the action has ended. So much so that you actually lose some distance on survivors. How often: Every time.5 comments 133 views last activity
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General recommendation : In the in-game graphics options, choose fullscreen mode (as opposed to windowed fullscreen), disable anti-aliasing and V-Sync. Ideally run the game at your monitor's native resolution. Go for a smaller resolution if you are struggling to get high enough a framerate on that native res (make sure to change the actual display resolution, leave the "Screen Resolution" settin14 comments 10,268 views last activity
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The introduction of HUD indicators for survivors has had tangible improvements particularly for the solo survivor experience, but I feel like the concept can be expanded upon now that it's had time to settle in. Why not also implement progress indicators for healing, cleansing, gate opening? Show survivor loadouts to other survivors, either in the lobby, the loading screen, and/or the in-trial5 comments 111 views last activity
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Skull Merchant continues to be a problematic design, with global average killrates going to show that she is too easy to play as compared to how difficult she is to play against, and being able to injure survivors without a hit sprint and afflict Deep Wound, Broken and Hindered as well as gain Undetectable, Haste and tracking at the press of a button just being a little much. I have a few suggest0 comments 51 views last activity
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Nurse, Spirit and Blight are generally said to be the three killers far and away above most other killers in terms of lethality in the hands of a good player. I'm sure if you look at your stats you can also see that these killers have the highest killrates that are being achieved, and the most players boasting ridiculously high killrates. Among other possible, specific balance adjustments for th0 comments 41 views last activity
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Some easy perk adjustments that are realistically feasible to implement. Ace In The Hole could allow you to loot Ultra Rare and below add-ons, not just Very Rare. Looting is unoptimal gameplay as it is, why not buff perks that make it more attractive? Aftercare shouldn't deactivate when being hooked. It is outclassed by Bond, with this change it would be a true contender. Alert could las8 comments 171 views last activity
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Just a quick idea for a fairly easy-to-implement Modifier that could be great fun: Everything is randomized. Perks, offerings, items, add-ons, survivor characters, cosmetics - no player has any idea what they will load in with, until they do. Even the killer character could be random. Hell, even which player ends up being the killer could be. Having to adapt on the fly will be an interesting ch0 comments 11 views last activity
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Breakable walls just aren't a very interesting gameplay mechanic. Some are essentially mandatory for (most) killers to break, others are simply walls because you basically never want to break them. There isn't really any decision-making involved. It's a bit sad the only new general gameplay mechanic to have been added in years is still in this lame state years later. Breakable walls are present o3 comments 41 views last activity
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Some of these have likely been suggested numerous times, but might as well: Letting go of an interaction during a skill check should not cause the missed skill check event. There is no reason for this to be a thing. It's a completely random happenstance that has no real counterplay and can decide between win or loss. Letting go should either simply cancel the skill check, or the skill check sho0 comments 21 views last activity
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Platform: PC Desc.: It's been one too many times that I didn't connect a Doctor hit that I was sure I was in range for. Seems as though Doctor's lunge is shorter, or otherwise bugged.0 comments 21 views last activity
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Platform: Any The game servers currently seem to cause a desync between clients, introducing what is essentially artificial latency and leading player models to appear more offset from their actual positions. This is obvious when you look at the now very frequent instances of reverse pallet stuns, where a survivor will pull a pallet, stun the killer, but the killer will end up on the same side o5 comments 91 views last activity
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I have talked about this fairly often, but I figured I would shoot my shot and open a dedicated thread for this suggestion, because I think it is something that would be very beneficial for the game. This ended up a quite wordy submission, but I feel like everything I say here is important for the central idea. I have still decided to highlight some of the main statements in bold, so as to give m26 comments 841 views last activity
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We've always known how the hit detection system in DbD works: The killer client calculates whether a survivor's hurtbox overlaps with the killer's hitbox, and these hit calculations are performed exclusively on the killer client (the killer player's PC/console). Both of this has been stated and demonstrated by the devs themselves multiple times. Since survivor positions on the killer client are49 comments 3,775 views last activity
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Over the last weekend, www.twitch.tv/Wwispy1 held a tournament in which every character, perk, item, add-on and offering was allowed . This makes it special because usually in tournaments there are a various restrictions for these things in place. I have taken stats on a plethora of tournaments in the past, and every time without fail average kills settled slightly above 2 . My experience95 comments 3,101 views last activity
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I had unclaimed challenges left in the event tome, I didn't think it would disappear entirely and I would still be able to claim them at a later point. Now that it has disappeared, I don't think I got any of the BP from those challenges, but I'm not sure. Anybody else that had unclaimed challenges and know for certain they did get the BP? Ty.1 comments 11 views last activity
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I'm convinced that the general hit validation system that according to you has been implemented into the game months ago does not actually function. Hit validation has one job and one job only: overrule a client hit if it is deemed erroneous on the server. The fact that overruled hits practically never happen even if the killer player has a ridiculously high ping and as a result lands outlandishl0 comments 2 views last activity
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The unhooking and trap-setting interactions (Trapper, Hag) both suffer from the issue that only 1/3rd of the respective animation is actually affected by action speed modifiers. If you look at the interactions, you will notice that the progress bar does not start filling until some time after the animation has begun playing, and/or is fully filled some time before the animation has played out.5 comments 31 views last activity
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There's two small issues about Saboteur that I think remedying would make the perk much nicer to use. The more obvious issue of the two is that the perk goes on cooldown even if its user merely attempted to sabotage a hook, rather than actually succeeded in doing so. I don't think there is any good reason for this - sometimes you are forced to cancel the sabotaging interaction, sometimes you mer0 comments 11 views last activity
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Breakable walls have been the first new universal mechanic introduced into the game in years, and now that they've been in the game for more than a year themselves and are present on a variety of maps, I think there has been enough time for the team to oversee their impact, review their performance, and consider improvements. It's great that you brought a new universal game mechanic at all, but0 comments 1 views last activity
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Platform: Any Description: When a survivor attempting to unhook another survivor is interrupted and grabbed by the killer, the hooked survivor also gets locked into the grab animation. This makes it impossible for a third survivor to rescue the hooked survivor until the animation has fully played out. Steps to reproduce: Have a killer interrupt and grab a survivor during an unhooking attempt, a0 comments 1 views last activity
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So this is not strictly a bug, but an unharmonious interaction. If you repair generators such that both Blast Mine and Repressed Alliance are active, you will first only be able to activate Blast Mine, and then you have to stop and start repairing again before you are able to activate Repressed Alliance. Also, you will not be able to activate Blast Mine again before you activate Repressed Allianc0 comments 351 views last activity
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I have usually made relatively good experiences with the MMR tests. In the rank-based matchmaking system, the skill disparity between players in a given round can be and regularly is huge, players are being thrown into games more or less randomly, the system does not treat a 100 hour player any differently from a 4000 hour player. This has for years resulted in getting abysmally mismatched teamma0 comments 21 views last activity
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Platform: Any, I presume. I'm on PC. Description: If a killer using the perk Knock Out downs a survivor with a basic attack, other survivors outside of the range at which Knock Out is supposed to hide the downed survivor's aura can still see said aura for a split second as the survivor goes down. This didn't use to be the case and it shouldn't be, as it defeats the purpose of the perk. I unfort1 comments 21 views last activity
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Decisive Strike is set to get nerfed, at some point in the future. ...Finally! It's a bullshit perk that never should have existed to begin with, in its current (and past) form. However, the change proposed by the devs would not balance the perk - it would simply destroy it, adding it to the pile of basically-useless perks there are unfortunately already more than enough of in the game. Stunni25 comments 241 views last activity
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Resilience and Spine Chill increase the speed of various survivor actions. Most curiously perhaps, even things such as attempting escape on a hook are affected by this. Most interestingly however, vaulting windows is affected, as well. Dropping and vaulting pallets, however, is not affected. I find this disappointing. Ever since patch 2.0 I've been tempted to use these two perks in combination2 comments 1,201 views last activity
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I've often wondered why interactions such as kicking a generator or mori'ing a survivor are cancellable, whereas kicking a pallet is not. Kicking a pallet is a two-step process. My idea is this: Give the killer the option to cancel the pallet kicking interaction after the first step. If a survivor vaults such a pallet in the future, it will automatically break after they've vaulted it. It woul2 comments 32 views last activity