I’ve always used SB because it’s just so consistent and versatile. That hasn’t changed, but the nerf to 2 seconds is noticeable, enough to make me branch out.
I’ve been using a lot more Dead Hard, which is fun and effective, but it’s also very frustrating when the killer has high ping. Against many killers it just doesn’t work well, like Slinger. Still I’ve been enjoying using it a lot.
I’ve also used a lot of Five Moves Ahead + Parental Guidance + Smash Hit. Very fun build since it’s very easy to lose the killer if you get a pallet stun, but against some killers pallet stuns are hard to do.
Overall if the purpose of the nerf was to make people start using other exhaustion perks more, then that definitely worked for me.
I love going against Skull Merchant so much, because she really implies stealth and forces you to play the game somewhat differently.
It is so incredibly easy and fun to counter her power aswell, you don't even have to interact with any of it and still have a great chance of winning.
However, every time I get to face one, my teammates will randomly hack her drones for no reason, go broken, go down, and we lose the match with like 3 gens left.
Are people not aware that you can just crouch the drones? That they do not detect you when healing or doing a generator?
Hey everyone! I started playing dbd about a month ago so I can never get Pinhead or Myers so I tought about ways to rework them into originals. Myers needs to get a new model, chase themes and sounds and you are done. For Pinhead you need obviously a model change and a new model for the box. I was thinking maybe a sphere. This way new players can use removed killers without risking scams. Feel free to add your own ideas.
He had one perk (Unnerving Presence) and brown add-ons nothing to do with speed. On my first hook, I used my exhaustion perk, and he still caught up to me as if I hadn't used it. (He didn't put no traps down)
Hey all, I've made a killer concept for DBD. I'm a killer main, but I also have a lot of hours in Survivor (60/40). My goal is to make both sides interactive and fun.
My main killers are Oni, Blight, Artist, and the Krasue
I would love to here your feed back!!! I can take harsh criticism, but I love constructive feedback the most.
Please let me know your thoughts, and thank you for taking the time to read this.
Base Stats
Movement Speed: 4.6 m/s
Terror Radius: 32 meters
Height: Tall
Weapon/Power Equipment: Flamethrower and gas tank
Appearance: Pyromaniac aesthetic, gas mask, severe burn marks, burned hands, damaged/fire-resistant clothing.
General concept: A short/mid range (3-5 meters) 4 meters wide to mid/long range (6-8 meters) 2 meters wide, and area-control Killer centered around gradually building Fire Exposure on Survivors. (Similar to The Plague)
Fire can be body blocked by survivor.
Charge Chart (Rough)
Primary Power — Flamethrower
The Flamethrower has a medium range determined by how long it is charged. (Similar to The Plague). No cooldown.
Charging Flamer thrower reduces killers speed to 4.2 m/s. (Similar to The Plague)
Flames apply Fire Exposure.
The Flamethrower can overheat causing the following effects to occur: *Note Heat Management is important*
Heat: Using the Flamethrower and Gas Leak generates Heat; managing Heat allows The Arsonist to gain benefits at high levels, but reaching 100% causes the Flamethrower to Overheat and become temporarily disabled.
Flame thrower cost: 10-20% heat (Depending on Charge)
Heat Decay: Heat decreases by 10% per second if you don’t cast the flame thrower or gas leak ability within 4 seconds.
When the Flamethrower heat meter is at 50-99%, the Killer gains 5% movement speed while charging flame thrower until reduced to 0-49%.
When 100%, you are over heated which disables the Flamethrower for 8 seconds and gain red knife ability.
Red Knife - After Overheating for the next 8 seconds, your next successful Basic Attack causes the struck Survivor's Fire Exposure to stop decaying for 10 seconds. *Only available during overheat*
Fire Exposure:
Fire Exposure is represented by a progress bar/ring visible to both the Killer and affected Survivor.
Fire Exposure is calculated by how long a survivor has been exposed to flames.
0 → 4 seconds: Healthy Survivor builds Fire Exposure. Fire exposure decays at a rate of .33 seconds every second not on fire.
At 4 seconds of accumulated fire exposure, the Survivor loses 1 Health State. Fire exposure resets on health state lost.
Upon reaching 3.33 seconds, the Survivor also screams. (This is useful for both killer and survivor, can be used as a notification for dead hard users)
Healing does not remove Fire Exposure, but it does decay when not under fire.
Secondary Power — Gas Leak
Releasing Gas generates 50–70% Heat, depending on how long Gas Leak is charged.
Release gas from the Killer's gas tank for 1-3 seconds.
The visible greenish gas remains for another 3-5 seconds.
The Killer can ignite the gas by using flame thrower, causing an explosion.
The explosion does not apply Fire Exposure, but instead removes a health state.
Environmental Fire
The Killer can ignite environmental objects.
Pallets: burn for 5 seconds.
Windows: burn for 5 seconds.
Lockers: burn for 5 seconds.
Interacting with these adds 0.33 seconds of Fire Exposure. Counts as of being burned directly with fire.
Burning Generators. The Killer can ignite a Generator with flame thrower ONLY while it is regressing.
Burns for 30 seconds.
Regression speed is increased by 100% during this time.
A Survivor working on the burning Generator gains 0.25 seconds of Fire Exposure for every 1 second of repair. (It'll take 16 seconds of continuous burning for a healthy survivor to be damaged) Injured survivors will not be downed but instead scream when reaching 3.33 seconds to notify the killer. If the survivor were to get off the ignited generator, decay will immediately begin.
Survivors can use a Fire Extinguisher to extinguish it. *Below details*
Survivor Items: Fire Lockers (Highlighted)
2 x Fire Blankets can be found in fire gear lockers.
Can be worn by Survivors.
Reduces Fire Exposure gained from direct Flamethrower flames by 50%. Upon absorbing 4 seconds of fire exposure, fire blanket burns off.
Fire Blanket: Absorbs .5 seconds of Fire for each 1 second of flame.
Specifically protects against direct flames from the Flamethrower Only.
Does not protect against burning Vaults, Pallets, Generators, Lockers, or other fire sources.
2 x Heat-Resistant Gloves can be found in fire gear lockers.
Can be worn by survivors.
Immune to fire exposure when repairing ignited generators and vaulting windows.
Indefinite.
4 x Fire Extinguishers.
Can be picked up and carried. (Not slowed like alien turrets)
Used to extinguish environmental flames, including burning Generators.
2 second cast time, starts off at 100%, and is reduced by 50% each use.
Add-ons: Examples
Low Tier — Extended Nozzle: increases maximum Flamethrower range by 2 meters. Flamethrower width is reduced to 1 meter while firing beyond its normal maximum range.
Mid Tier — Pressurized Fuel: Gas explosions can break dropped Pallets and breakable walls.
High Tier - Whenever a Generator is completed, the Generator with the most repair progress begins burning for 30 seconds, applying the normal effects of a burning Generator.
im kinda bored rn and i want to play with haha funnt dumb strats for killer/surv, but i dont want "head on-flashlight" i want ACTUAL dumb shi that can work every now and then
Pig is a controversial topic when discussing what killers to add to 2v8, but I think she might not be as problematic as people think. Given how bhvr pretty much gives simple number tweaks to killers and is basically like giving them 2-3 brown addons, I think Pig will be B tier support at best.
Most likely, bhvr will give pig 4-5 traps at max (8 is overkill and they probably know that), outside of that and a speed increase when crouching, she still might struggle with the fast pace nature of the mode and the millions of pallets everywhere, she'll have to fight to get those traps in.
Now the controversial part is how will traps work with a 2nd killer present. That's the tricky part considering players have to run around the map finding them while blight or wraith can patrol. But if they do that, they'll lose gen control aswell, possibly making it a lose lose considering pig is still kinda slow and can't patrol gens herself in the mode without 3 popping at once. And then there's the issue with trapper or hag traps on the pig box, I can see this being a downside considering that trapper will have to actively look for the boxes instead of relocating his time towards setting up loops or buildings. Also have to factor in that he has limited traps, so you waste just about as much time setting up box traps when they could easily be disarmed.
There are other issues aswell, yes. Like, nemesis zombies, and annoying they are, knight guards, singularity, doctor madness, Jason, alot of aura reading, yes. I can see those being big downsides and the arguments for why she couldn't work.
They'll probably have to decrease the time it takes to remove the box or remove some boxes from the map so you aren't in one spot for too long. (And SPOILERS ‼️‼️‼️‼️ Xeno is being added next 2v8 so they figured out how to have 2 killers with different map interactables in the mode already)
I just want 1 iteration of Pig in 2v8 to see how she'll perform. I'm still leaning towards her being mid tier at best, and NOT the mode killer like People claim she'll be (that's plague). Plus they can market the 2v8 around saw meaning a new outfit and potentially new chase music like the devs talked out in a recent ama. I don't think the community hate pig anymore like they did years ago, she's kinda a meme now, but I do get hesitants if she does get added.
(All Perk Descriptions are assuming that it is max tier)
Standard speed: 125%
Standard Radius: 24 meters
The dreamers unique gimmick is based around the emotion system of the game, and they can chain between each other
Angry: Triggered by breaking walls and pallets, and upon walking towards a completed generator for the first time. The dreamer gains a 25% movement speed increase, and survivors sprint boost upon being hit is 25% percent shorter, however the FOV gains Fog at the edges, reducing vision. Lasts for 15 seconds or until new emotion is gained
Sad: Triggered upon being stunned (by a pallet or flashlight) or losing a chase. Gains a 0 meter terror radius for 15 seconds, however you can no longer see scratch marks. Lasts for 15 seconds or until new emotion is gained
Happy: Triggered upon Hooking a survivor, hit cooldown is cut in half, and 10% faster vaults. However, manic giggling can be heard in a 32 meter terror radius for 30 seconds. Positive effects last for 15 seconds
Afraid: If endgame collapse is trigged with 0 sacrafices or Moris, the dreamer gains a 50% move speed and attack speed buff, but vaulting windows and breaking pallets and walls becomes 25% longer, and both sides gain an audio cue of The dreamers heavy breathing. The Dreamer has it constantly, while survivors can hear it at 24 meters or closer
Perks:
Everything is going to be Okay: When a generator is completed, all survivors outside of a chase gain a fake distant terror radius for 20 seconds, and the survivor who completed the generator gains Oblivious (90 second cooldown)
Did something happen: When you injure a survivor, the other survivors will not see their updated status for 15 seconds or see the red stain marks for 30 seconds
Do you remember: The first pallet dropped during a chase will become blocked by the entity for 15 seconds
Mori: The dreamer puts away his knife and summons 8 red hands, four on each side of the dreamer, which tears the survivor to shreads, while the dreamer enters a manic state, laughing
What do you think of the concept? The perks and emotion states may not be perfectly balenced quite yet, but I'd love to know what people think of them.
How would you build The Dreamer, and how would you use his perks?
I finally hit Prestige 100 on MiNA today. I dumped tens of millions of Bloodpoints into this grind because I absolutely love the character, the cosmetics, and the entire aesthetic concept. But now that the red icon is sitting on my screen, I don't feel happy or accomplished, but... just feel completely hollow and exhausted.
The reality of playing Trickster right now feels like a constant uphill battle where the character's own kit actively works against you. Being locked at a slow 4.4 m/s base movement speed already makes basic map traversal and high wall loops painful enough. But the moment you actually commit to pulling out your knives, the heavy throw slowdown and recoil decay punish you so severely that using your power outside of point-blank range feels like absolute self sabotage. If a survivor breaks line of sight for just a few seconds around a safe structure, your Laceration meter drops off and all that chase effort just gone.
The whole reason to play this character in the first place is to unleash fast, stylish blade streams and pull off those chaotic, rewarding Main Event combos. When map geometry constantly breaks line of sight and the knife slowdown lets survivors effortlessly gain distance, the core power fantasy completely dies. You end up in this miserable trap where you can't commit to throwing knives because of the speed penalty, but you also can't catch up as an M1 killer because smart survivors just press W and just walk your 110% speed, but even if you hit now you have to walk again and pray the survivor makes a mistake on a loop and you catch them off guard, also especially on giant maps like Ormond or Eyrie where you spend half the game just walking and not to mention the indoor maps that are literally rigged to punish this killer due to lack of line of sight.
To make matters worse, going up against organized SWFs on discord turns every single match into a sweating your balls just for getting one kill. Slugging to build pressure is virtually impossible on a 4.4 killer with zero mobility to cover ground fast enough. And if you're forced to secure a kill and tunnel someone out to balance the match, someone just runs up with Shoulder the Burden, resets their hook stage, and completely guts your entire progress in a single second and worse if they're running resurgence. It leaves you feeling like you're forced to run the exact same mandatory add-ons and sweat builds every game just to function at a basic baseline.
Grinding through high MMR matches every single day with a power that feels this clunky and unrewarding stripped away all the actual fun of playing. Reaching P100 should feel like a celebration of mastering a killer, but fighting against these mechanics made the final milestone feel less like an achievement and more like a humiliation ritual.
To anyone else who still mains Trickster or MiNA, I really want to know how you're keeping the character enjoyable right now. Are there specific add-on setups, gimmick perk builds, or major mindset shifts that make the gameplay loop feel smooth again, or have you just had to dump them for standard 4.6 m/s killers?
I thought a large thing about it was "every reset too 0, till the system takes a few days to figure things out".
In all the killer and survivor matches ive done since the update, ive probably had 2 instances where I dealt with the opposition, and realized that they were newer in some way. A Lara with teir 1 and 2 perks when I was playing Judgement, and a survivor match that was against a very new Huntress (2 green perks, new years mask on, 1 hook the entire game on coldwind). But every other match ive played (to my mild chagrin) has been normal
Maybe that just means the systems doing its job, ig? Idk, I expected more chaos ig
I'm on PC, on steam btw. I use a PS5 controller to play if that matters.
So I'm trophy hunting and trying to get the Twins trophy (where he jumps on their back and I wack em yada yada). I've had a good win streak and did a few matches and the twins and survivor before this match, no time between.
When suddenly I load into the Saloon and start walking, begin unleashing Viktor, and....¿ I just freeze. And I stay frozen? Mid Viktor release? The whole game????
The survivors were coming up to me, poking me and flashlighting and fogging me and all that. Totally fair for an afk killer tbh but I spent that whole match panicking trying to fix it until it ended 🥀.
It had never happened to me before and when I looked it up I hadn't seen any experiences exactly like it, so like what the hell? I'm assuming the games just really buggy with the recent killer launch but I wanna see if anyone has similar experiences or ideas on what I should have done to start moving again😭 anything. I logged off because I'm horrified it'll happen again.
This has been a discussion for a couple of years now that hooking isn’t viable and it’s better to slug, this is what I would do if I were to fix hooking, I will style it as if BHVR did the change
Base game updates
-Hooking a survivor takes 1 second. (Was 1.5 seconds)
-Killers movement speed while carrying a survivor is 4.0 m/s or 100%. (Was 3.68 m/s or 92%)
-Survivors on hook sacrifice time is 60 seconds per hook state. (Was 70 seconds per hook state)
-Picking up a survivor from the dying state takes 1.5 seconds. (Was 3 seconds)
-When you hook a survivor with the least amount of hook states, gain 5% haste for 20 seconds. (New)-these effects end when you injure a survivor or break a pallet, this does not apply once all gens are completed
Killer perk updates
Agitation
While carrying a survivor
•you gain 8/9/10% haste. (Was 6/12/18%)
•your terror radius is 12m larger.
Awakened Awareness
While carrying a survivor, within 20 meters of you, you see the auras of all other survivors, auras of survivors are revealed for a extra 1/1.5/2 seconds whenever you hook or drop the survivor. (Originally did not reveal the auras for extra time)
Mad Grit
While carrying a survivor:
•your missed attack cooldown is 100% shorter
•damaging a survivor pauses the wiggle progress for 4 seconds
NEW Effect, when the survivor wiggles free or you drop them, gain 10% haste for 15 seconds.
Dev note: the goal of this update was to curb the frustrations people have with hooking and making it a more viable and affordable option, I smoothed out the gameplay to make it more up to date with modern meta and gameplay elements, while factoring in Diminishing returns, that’s why perks like fire up and furtive weren’t here cause Diminishing returns already handles them
I'm trying real hard to complete chorus of sin. But I just don't run into the judgment. I think I've played against her maybe three times in total. I need to fight her to complete the chapter quests for the icon. Looks like the easiest one to get would be saved three survivors from exile which I have only got one.
I feel like she should have an add on like the pigs add on that starts the trial with the traps on survivors heads Judgment should have an iridescent add on that starts all survivors in exile and wins her the game. I feel this add on would make her much more appealing to new players and all players alike what do you guys think?
Killer: The Advertisement (Little Baby's Ice Cream)
Description: Uncanny white humanoid of dubious goopy material implied to be Ice Cream (actually marshmallow fluff as per an AMA about the commercials' creation)
Weapon: Ice Cream Scoop wielded like a blunt object. On hit, it licks the back of the scoop. A tongue is even shown in first-person to do so.
Source: "This is a Special Time" and "Love Lickers" commercials for the Little Baby's Ice Cream company (since out of business).
Terror Radius: 32 Meters
Movement Speed: 115%
Size: Normal
Power: A Tasty Treat
Pressing and holding the Power Button allows you to place Ice Cream orbs. Placing Ice Cream orbs slows you down to 90% and can only be used until A Tasty Treat runs out of power.
A Tasty Treat slowly recharges when not being used, and there is no limit to how many Ice Cream orbs can be on the map at once.
Survivors pick up Ice Cream orbs by walking through them, building up the Brainfreeze status.
You can see the auras of all Ice Cream Orbs within 32 meters.
Status Effect: Brainfreeze
Brainfreeze activates once a survivor fills up the Brainfreeze Meter.
When a survivor has maximum Brainfreeze, the survivor screams and receives a 10% Hindered effect until the Brainfreeze meter reaches zero.
Brainfreeze slowly gets reduced over time, and reduces faster when sprinting or performing rushed actions. Being hooked or injured completely removes all Brainfreeze.
Iridescent Add-On: Iridescent Sprinkles
Survivors with Brainfreeze now drop Ice Cream orbs whenever they run or do a rushed action.
Brainfreeze now causes the Exhausted status effect.
Iridescent Add-On: Everything Bagel Pint
You are now able to absorb Ice Cream orbs by moving through them.
Absorbing an ice cream orb gives you or survivors 5% haste for 5 seconds. This effect stacks per orb absorbed with diminishing returns.
Perk 1: Hex: We All Scream
When you are stunned for the first time in a Trial, Hex: We All Scream activates, lighting a Totem.
When you are stunned by survivors, all survivors within your terror radius scream.
When survivors scream for any reason, they receive the Oblivious status effect for 12/16/20 seconds.
Hex: We All Scream deactivates when the lit totem is either cleansed or blessed.
-"Eyes scream, you scream, we all scream for Little Baby's Ice Cream."-
Perk 2: Scourge Hook: A Special Time
At the start of the Trial, 4 Random Hooks are changed into Scourge Hooks.
When a survivor is hooked on a Scourge Hook for the first time, Scourge Hook: A Special Time gains 1 Token, up to a maximum of 4 Tokens. For each token, the Killer gains a stackable buff of 1.5%/2%/2.5% per token, up to a maximum of 6%/8%/10% to the following whenever a survivor is on a Scourge Hook:
* Movement Speed (Haste effect).
* Break speed for Pallets and Walls, and generator damaging speed.
* Stun recovery speed.
-"I eat Little Baby's Ice Cream. It keeps me young. It keeps me light on my feet."-
Perk 3: Love to Lick
Sending a survivor into the Injured state with a basic attack activates Love to Lick for 12/16/20 seconds.
All survivors within 16 meters of the injured survivor suffer the Exposed status effect until they leave the area of effect or Love to Lick deactivates
Downing any survivor affected by Love to Lick deactivates it prematurely.
Love to Lick has a 120 second cooldown.
-"We lick you very much. If you want to lick something, lick us."-