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Feetusgod9

Feetusgod9

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Feetusgod9
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  • @DBDnerd said:

    Another Idea:

    The Sacrifice.
    A Sacrifice to Nature to gain Power, in return, a horror wonderland.

    Weapon: A Cherry Blossom attached to her hand. (Think nemesis whip, but with a flower, and more nature like and green.


    Power: All Will Be One. Whenever one or more survivors are weak, it boosts you, and hurts them. For every injured, downed, hooked, or dead survivor, you grow. When there is no one injured, you are basically just a M1 killer with no real power. When there is 1 person injured and etc, gain Vine Whip. When there are 2, gain Infecting Affection. When there are 3, Vine Whip grows in power, and all 4 allows a Mori, if they have max Sacrificial Material stacks.

    Vine Whip: A Long Range Attack with a Hefty Cool Down. At its 1st Level, a successful hit hinders the survivor 7% as it hits (like direct unknown UVX hit). At its second stage, it now also increases their Sacrificial Material stacks. At Third Level, it now also takes away a Health State.

    Sacrificial Material: You can not get rid of these stacks, there are 5 levels, at max, the survivor is exposed, and can be moried if you are at 4 stacks.

    Give feed back. 👍

    I absolutely love this idea. it combines a reward system with a punishment for not doing altruistic actions. I think the killer would benefit from a small passive as a basekit. maybe like an option to be able to send out a doctor blast with less range and big cool down.

  • @JudasChrist said:

    https://deadbydaylight.fandom.com/wiki/Charlotte_%26_Victor_Deshayes

    ""Victor now glows red whenever he is vulnerable to being Crushed and white when he is invulnerable.

    The latter also prevents Victor from being stunned by Pallets.""

    Who's perspective is this talking about?? the survivors, charlotte, or victor??

    Also how is victor invulnerable to being stunned by a pallet?? Whether you are controlling charlotte or victor, if a survivor slams a pallet when victor is near the pallet, doesn't he disintegrate??

    Funnily enough, as of the patch, that info is false. Victor glowing white means you have 3 seconds to kick/be kicked while red means you have 5 seconds (more or less if victor is idle) to kick/be kicked. victor will glow white when he downs someone and will glow red when idle or after missing a pounce.

  • your posts are awesome :) love getting to hear other's opinions so that I can be either less toxic or prove things aren't toxic or don't have to be. Also Background player doesn't need a nerf, I just think it needs more counterplay or people running the current counterplay more. OOOOOOH like a killer perk that exhausts survivors when you down someone similar to the hinder on forced hesitation. Or better yet, make forced hesitation exhaust as well as hinder.

  • Quad Flashies with flashbang and background player for all 4 survivors. lightborn feels mean because I've been on the survivor side and it hurts to want to try a build or strat and have 1 perk kill the entire match. so I run Fire Up. it makes your pick up speed faster so background player and flashies are increasingly harder to time for survivors.

  • Hopefully this channel will help the community stay more up to date with the small mechanics that can be the difference between a 1K and a 4K. Also hopefully it helps with counterplay on the survivor side so that they don't constantly rage and DC because they think something bugged.

  • nvm this bugged out and I meant to put more options lol

  • @sinkra said:

    Twins was already strong before the update with a near 60% kill rate. My question is why are the devs buffing killers that don't need buffs? Of course if you make any killer op it's going to become more popular to play.

    They aren't trying to "buff" twins. the point of the update was to address their issues and things that felt boring or slow. I personally am happy with the changes that came out yesterday. they made twins stronger and smoother without removing the counter play.

  • @DBDnerd said:

    The Blossom.

    4.4M/S

    Tall

    Power: Overgrowth, and Vine Rupture.

    Blooms: A Bloom (Flowers) Is by every generator. (Like within 16 meters). You see these auras in green. Survivors must tend to these blooms with a watering can. When survivors don’t tend a flower for 60 seconds, it does a poison cloud. Survivors can search glass chests and grab watering cans.

    Poison Cloud: A 32 meter radius of lime poison seeps out of the bloom. This makes survivors hindered 3% instantly, incapacitated while in the cloud for 10 seconds, and exposed after 30 seconds and more. (This gives a clownish bottle effect that gets more powerful as your in the cloud). These effects linger for 5 seconds after leaving the cloud.

    Vine Rupture: A blooms aura becomes purple when it uses poison cloud. You can use Vine Rupture after 10 seconds. (You can select via arrow, like Freddy). This will injure anyone tending to it, or anyone within 6 meters. This will also down, and will use killers instinct on downed survivors that were downed because of this.

    One With The Vines: If a Bloom has not been tended to for 120 seconds, you may teleport to that bloom. The bloom will no longer have the poison cloud, but will come back 100% faster till the poison cloud.

    Just The Iridescent Add-Ons.

    Iridescent Watering Can. All Blooms Always are using the Poison Cloud. Watering cans no longer appear. Poison can now only Hinder survivors.

    Cherry Blossom. Poison Clouds Now Exhaust survivors instead of Hindered, and Make Survivors Oblivious instead of Incapacitated.


    This is my mid idea. 👍

    what if we made the different effects as like nemesis tiers. and the killer would be able to absorb the clouds to tier up maybe? Btw I love the concept you created 👌

  • @Marioneo said:

    https://www.youtube.com/watch?v=W_KbSLE2Mxw

    Almost 2 years since the Knight released and he and his guards are still terrible from the plethora of bugs (Stun in power) to the mandatory addons (Call to arms, dried horsemeat, map of the realm) Knight needs some buffs and fixes

    Solution, enduring. so stop squabbling you infinitesimal worm (don't mean it personally it's just a cool singularity voice line)

  • Stop Squabbbbling you I-I-I-Infinitesimal Worm

  • Solution to background player, FIRE UP. it makes you pick up 4% to 16% faster.

  • has anyone ever had the unfortunate circumstance where you are queued against a good player who is playing your killer main? I always find myself losing against Xenomorphs and singularities on the very off chance that I get one (Dammit people, use killers other than bubba, billy, nurse, and blight, PLEASE!) btw I am a Xeno, singularity, and unknown main yet I hate playing against them, why is this?

  • to me, as a killer main, I hate playing against all killers because I know it is gonna take me a while to learn how to deal with the vast open sea of killers. All of what I just said is completely untrue when I play with people on comms.

  • Majority of the maps aren't inherently good or bad. Rather, as a community we state how maps are good or bad when it is really our understanding of our own strategies. it's more that WE don't know how to deal with the map rather than the map being bad.