Avatar

JacobiusWick

JacobiusWick

About

Username
JacobiusWick
Joined
Visits
0
Last Active
—

Comments

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187115#Comment_3187115

    There are people of the mindset Nurse's synergy with Exposed perks which allows her to instantly down a healthy survivor after blinking is overpowered. By making her attack a Special Attack, it would mean she is no longer able to grab by default unless the devs recode it in specifically (like how Wesker's ability handles it) which would also break the associated challenge (3 blinks into a grab), and it would mean she cannot use Exposed perks or any other perk that requires a basic attack. For example, Sloppy Butcher.

    So, basically just for exposed stuff then. That makes sense, given how fast she can move through the map.

  • @Rise432 said:

    Before the core buffs and perk overhaul changes, killer queues was on average 3-5 minutes at day time, while at night it was always instant.

    Now queues for killer can be almost 6+ minutes on day time and 3 mins night time in the EU region.

    There has been a few times killers did have BP incentive but you only saw it for one match then it was instantly back on survivors.

    And dont give me that "4:1 ratio" bs, in that case BP incentive would be around 25-50%

    People are just playing SWF, cause soloq has been stated as "unplayable" when its really now, soloq is just a gamble if you get good team8s or not, if u dont trust a lobby, just dodge and look for another, its not like u as survivor have to wait more then 10 seconds to get a lobby.

    Either revert the BBQ + WGLF changes, or buff soloq to the point they are on SWF level so I grind BP as killer again. IDC MAKE GENS 40 SECONDS, GIVE SURVIVORS 200% MOVEMENT SPEED I JUST WANNA PLAY KILLERS AND GET MORE THEN 2 bloodwebs worth of BP again.

    I been playing so much survivor just trying to level up my Huntress, Billy, Nurse and Twins to prestige 20 while also mix-max spending BP on survivors for items and prestige 3+. I am losing my sanity

    YES. Bring back BBQ and WGLF stax. That nerf was so unnecessary.

  • @SuzuKR said:

    Then you are the problem. If you have a problem with some part of the game, take it up with devs respectfully. If you take it out on the other players by disconnecting, suiciding on hook, AFKing, sandbagging, etc, you are the problem in that game.

    Blatant cheater holding a game hostage? Sure. Game-breaking bug like being permanently stuck in a hill? Sure.

    Because you dislike the map? Because you dislike the other side's build(s)? Because you dislike the other side's character(s)/cosmetic(s)? Because you dislike something that happened in the game (eg, downed early/flashlight saved/gens done quickly/etc)? Because of literally any other non-cheater/game-breaking bug reason? You are the problem.

    There's a really, really easy solution if you hate facing a part of this game that badly. Don't queue up.

    By DCing/suiciding/AFKing/sandbagging/etc, you are actively ruining this game for the other 4 players just because you are incapable of handling facing some part of this game. Sure, you paid for this game for your own fun and aren't responsible for others, blah blah blah. But guess what? If every single person gave up the second they faced a part of the game that wasn't how they wanted it, you would not be getting to play out any games either.

    Want to take up what you see as an issue with devs respectfully? Sure, go for it. All the power to you. When you're in a game? Either suck it up buttercup, or don't queue up at all. If you care that little about the experience of anyone except yourself, go play a single player game and don't ruin the game for the people that are mature enough to play through a match they queued up for.

    Then you are the problem. If you have a problem with some part of the game, take it up with devs respectfully.

    Oh yeah, they'll get right on that. lmao

  • I've been seeing this for a while and I'm curious. Why is everyone asking for her attack to be special, and what exactly would that mean for her anyways?

  • @BenSanderson55 said:

    Firstly, I apologize if this has already been addressed, I'm not in here all the time.

    Occasionally I've noticed I dont get my BP incentives. For instance, I start match with 100% bonus, I leave the match still has 100% bonus, but I dont get the bonus.

    Confirmed bug. They'll most likely fix it by mid-chapter.

  • @whampyri said:

    In the last 25 games straight my hex was put out in the open where they literally couldnt miss it. Are they ever gonna make it fair

    Either hexes should be relightable or boons should be breakable. There's no reason why survivors get unlimited use and killers don't.

    I shouldn't have to waste a perk slot for Shattered Hope either...

  • This would be sick.

    Face-hugger mori or we riot.

  • You forgot unbreakable and soul guard

  • @BlackRabies said:

    No, survivors are already getting a %100 BP bonus incentives up time 24/7 (at least where I'm at from what I seen) giving survivors even more BPs where they can farm like 90k BPs a match w/o any offerings while killers are getting half or only a third the amount of BPs. If that ever happens have to give killers more BP gains or just leave it alone as is.

    I'm absolutely in line with doing something similar for killers as well, it would only be fair.

    After the tunneling/camping has been addressed, of course.

  • Thanks for your compelling and informative response, you win the debate.

  • @Bot_Salvo88 said:

    Giving extra points won't change genuine bad players. If they can't make it until the end right now and don't even know how to do gens, they won't do it with a bonus BP in play, trust me.

    This isn't about bad players, it's about tangibly rewarding teamwork from decent/good players.

    Most newbies are going to get stomped anyways. This system would just ensure there is an actual incentive to get more of your team out regardless of skill or playstyle.

    Survivors are much more likely to cooperate and play strategically with a BP bonus on the line. no?

  • Have fun with the stealth killer adepts..

  • @PaintedDeath said:

    People suggest making Kindred basekit for soloq a lot, but I am a soloq player and I don't believe it's necessary for a few reasons, however, I see their point on how it makes soloq stronger, and I don't exactly disagree either. I've seen suggestions that maybe you make just the survivor aura reading part basekit, and the killer reading part is what you get from Kindred, and I don't think that's exactly a bad idea either, but I can tell you I would never run Kindred again unless I was running Open Handed or something. So here's what I was thinking.

    What if you make "The first 10 levels" have Kindred enabled by default, and those players can play with Kindred basekit (I guess the option to shut if off should be included) but once those "First 10 levels" are up, it goes away and they have to choose to keep it equipped.

    Now I don't know exactly what "The First 10 levels" means, thats up for you to decide because you'd know better, but what it means more generally is "The time it takes to learn the basic swing of things and understand how the flow of the game works, without seeing everyones aura". Once that limit has been reached, inform them that they will no longer be receiving the benefits of this perk without it equipped, and if they wish, they can continue to use it, but they will need to sacrifice a perk slot for it.

    I feel like this could literally be added to, and be a part of, the tutorial which would help acclimate new players to the game, and its general flow and back and forth.

    Nah, it should be base-kit in it's entirety now. And killers should get shattered hope as a trade off.

  • Both.

    It's a fun map but shite for stealth killers. I'd love to see a night aesthetic for it.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183981#Comment_3183981

    Dead Space's flashing lights and crunchy sounds hurt my head.

    But is it worth the soul-crushing agony that is DBD rn? I get it, this game is stupid addictive though.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183981#Comment_3183981

    Once you beat Dead Space around a dozen times, it loses a bit of its luster. That being said, I have not played it in a couple years, I might have to do it again around Halloween.

    nah you just play the second one, lol.

    On a real note, that's the best time to play. Halloween and horror games/movies keeps me alive.

  • @Pulsar said:

    I've found the same hacker THREE times tonight.

    They've hit me off twice and now they are holding me hostage. I am literally going to have a ban for multiple hours if I DC from this match through little fault of my own. You may be wondering, what fault lies with me? That's easy, I shouldn't have booted up DBD and I should've kept playing Dead Space.

    If you want my honest and radical opinion, quarantine the EGS accounts. There's clearly too many for BHVR to ban effectively and they are ruining what little fun I've been finding in DBD these days but hey, here's another Feng skin and we fixed the cosmetic glitch that nobody wanted us to fix!

    This is unacceptable.

    "That's easy, I shouldn't have booted up DBD and I should've kept playing Dead Space."


    Why in the heck would you choose DBD over Dead Space? That is your main issue. lmao..

  • I actually think it looks really cool. It's definitely in the early stages and has a ways to go before it gets a serious player-base. But, I honestly think it could be a damn good game. It's survivor sided taken to the extreme, but it looks fun from what I've seen.

    Only time will tell for sure.

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182590#Comment_3182590

    While I do agree with this point, the thing is when I/my teammates take our time for the rescue, the killer often punishes that by coming back to camp the hooked survivor into second stage. So it's often at a situation where either the rescue will be early and not the most efficient, or late and unsafe.

    This is unfortunately a reality we face in the current state of the game. However, if you're facing a camping/tunneling killer, it's still best to focus on gens and let that survivor hang for a while. That killer is just going to repeat the process with another of your team anyway, so it's best to make use of all the time you can.

    I can't tell you how many games I've seen thrown (as survivor and killer) simply by survivors being too greedy for unhooks and not prioritizing gens. The gen rush is the best weapon you have against killers, especially toxic ones. It's disheartening, but if your team isn't cranking them out steadily and quickly, you are all going to die against any decent killer.

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182590#Comment_3182590

    I agree with the premise, unfortunately the reality doesn't live up.

    I hate it when people see you leaving the gen you're both working on to rescue... to then race you to them.

    I try to stay on gens, but then people suicide on the hook if you don't make an effort to save within 10 seconds of being hooked.

    Or, I wait it out then no one else bothers either and by the time I've ran across the map someone pops up for the save at the last second .

    Lack of information for all is really the culprit here though. Base kindred, without being able to see the killer, would help a lot. That or activity statuses next to player icons.

    Undoubtedly, base-kit kindred was needed months ago. A majority of my comments on this forum revolve around that. Unfortunately, my post is only relevant to good survivor gameplay, and it requires some form of information/communication.

    I almost always run Kindred when I play, and I wish it was meta. Actually, I wish I didn't have to waste a good perk slot for it. But, what can you do?

  • Y'all think him and Ashley ever bonked after Re4?

  • --Another important tip that should be mandatory reading before you play solo q--

    DO NOT immediately race your teammates for unhook!

    You have a whole a** minute that could be spent finishing gens if the killer isn't on you!! 9/10 games as soon as someone is hooked (including me) I immediately see all 3 survivors sprint like it's the goddang daytona 500 to get the unhook and waste all that gen time. Kindred or no, gens come first. So stay on them as long as possible, especially if it's a first stage hook. Most of the time, the killer is proxying anyways and waiting to get a trade...Please don't give it to them.

  • No. Look for and cleanse as many as possible. Don't worry about gens, you've got plenty of time to spare...

    While you're at it, make sure to randomly jump in and out of lockers, and miss a few skill-checks here and there. Us killers hate it when you do that.

  • Any Bethesda or Obsidian game if you like open-world and story.

    As far as 4v1 like DBD there really isn't anything besides VHS or Friday the 13th. IDK if the former is even out yet, and the latter is so broken that it's a gamble at this point.

    It really depends on your interests though, what else do you usually play?

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182264#Comment_3182264

    I did however, feel the urge to p3 all characters under the old system. As to me, that felt like a tangible, worthy goal to strive toward given the benefits and mental satisfaction of having my characters maxed.

    I was working on P3ing as many as I could. I had most killers and a bunch of survivor p3'd on the old system. I held back on a few survivors because they had event items/offerings that I hated to lose, and it made me a little bummed that I'd probably never p3 everyone because of that. Every new character got p3'd as quickly as possible, though. It felt nicely rewarding to get the new ones to P3.

    The rewarding goal I really miss is the BBQ 4-stack. That was the big one for me. It was a nice reachable and rewarding goal to have every match. God, losing that hurts; not sure matches will ever feel rewarding enough for me to return to playing regularly.

    Yeah, BHVR is not good when it comes to rewarding players. They don't seem to understand the addictive nature of attainable goals that feel satisfying and rewarding to achieve; instead, BHVR relies on grinding and frustration, which can suck players in for a while but absolutely cause burnout. Even a bunch of their Tome Challenges reflect this bad philosophy of theirs.

    I didn't even play killer until after the 6.1 patch, but now it's almost unbearable to think of going back to solo q in its current state. The loss of WGLF and BBQ stax hit both sides hard for BP gains.

    Don't get me started on the Tome challenges. Of course I love the idea of them, but a lot of them basically require you throwing matches to obtain. And like you said, some are incredibly grindy.

    BHVR seriously needs to take a second look at the fallout from these last few patches. The game and marketplace are in quite a rough state and I can foresee a massive player drop if they don't find ways to balance the gameplay and reward system. My heart goes out to those still playing solo q in fall 2022.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182188#Comment_3182188

    I said I don't understand the feeling of needing to reach p100. I'm a completionist in that I complete every Rift, I do all the Tome Challenges, I grab every dumb charm, but when I look at p100 I see an unreachable goal that's meant to trick players into getting invested in a never-ending grind. So I look at it as a cap, a ceiling. My goal is still to just keep P3ing everyone to get their tier 3 perks unlocked on all characters.

    For me, it's a win because I don't lose all my stuff when prestiging, now, and the tier 3 perks of previous characters are available automatically immediately on new characters. That part I like. What I don't like is the attempt at making players competitive to prestige. It feels manipulative, especially since I can't opt out of showing my prestige levels.

    I was never trying to say that the new one is better for you. I was just telling you why BHVR did it: they hugely value the grind, as they seem to think it's the only thing that keeps players around. They lessened the grind that's necessary for unlocking perks, taken away some of the RNG involved, so to compensate for any loss to the grind they created p100 and started showing prestige levels to foster competition among players and get them invested. Not only would BHVR never risk truly lessening the grind, but they actually increased it. At least, they increased it if you care about that kind of thing.

    The new prestige system is better for BHVR and for their goal of using the grind to keep everyone sucked in. Though, I'll give it credit where it's due: seeing someone with a p100 Ada saved me from a match with an obvious cheater. That's a nice bonus.

    I don't feel the need to reach p100. In fact, I abhor the idea of wasting that much time for one small aspect of this game.

    I did however, feel the urge to p3 all characters under the old system. As to me, that felt like a tangible, worthy goal to strive toward given the benefits and mental satisfaction of having my characters maxed.

    For the rest, it sounds like we're in complete agreement.

    BHVR has intentionally made the grind worse, under the guise of making it better.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182145#Comment_3182145

    No one cares how high yours or anyone else's prestige is. That doesn't matter in MMR anyways.

    You'd be surprised how many people are suckered in by this meaningless number. The moment their status is shown to other players, they feel the need to raise that status, even if it's completely pointless.

    I was never saying I agreed with what BHVR's done. It's just... this is why they did it. They didn't do it for us. They did it to keep people grinding endlessly forever.

    I've complained about the new prestige system from day one. I simply hate my prestige being shown to other players. I don't care about the number, and I don't want other people seeing my number. I'm not competitive in that way.

    Then how do you not understand my position?

    You basically just agreed with everything in my last comment. If you are so against the new system and it's resulting effects, can you illustrate why you disagree with my initial post?

  • @TragicSolitude said:

    I'm a completionist myself, but I guess I'm not as much of one as I used to think, because I don't understand this stance. P100 has never looked like a goal to me. It's just a cap, a maximum. The devs could have left it to be infinite but didn't, probably because they wanted prestige icons and didn't want to have to design them beyond p100. Hell, there might be some designer there right now, sketching out ideas for more icons so in a couple years they can up it to p1000.

    The point of this wasn't to give players a new reachable goal, but to give players a cap they won't reach anytime soon that way the grind can be an unending competition. Before, only matches contained a competitive element, and grinding was just a means to an end. Now grinding itself is also a competitive sport with a visible number attached to it.

    Yeah... no.

    I don't see it as anything other than a currency sink that offers no real value to the player. No one cares how high yours or anyone else's prestige is. That doesn't matter in MMR anyways.

    The old system coincided perfectly as you unlocked the perks and bloodies at the same time. Ending at 3 was reasonable as your meaningful BP sink into each character went towards those and ended roughly around the end of the 3rd level. From then on, you had all the important stuff. You could keep purchasing for new perks, add-ons, and items as needed though.

    Looking over the character screen (survivor or killer) and seeing loads of p3's and then one or two p90's or above is an incredibly frustrating thought knowing that I'll have to spend god knows how long to attempt to max them all. And that's not considering adding new characters or if (like you said) they raise the prestige cap.

    There was nothing wrong with the old cap, it provided an achievable goal, and rewarded the player fairly for their time sunk into the character. The new one is atrociously high and gives no functional value after 3 (or 9 if you count bloodies).

  • @Friendly_Blendette said:

    Then don't? Nobody expects you to get p100 on everyone. After p3 its most just presiteiging and leveling who you main like.

    But it's much less satisfying then the old model where I could reach a reasonable solid 3rd stage and then be finished with the arbitrary numbers. As a completionist, it's a nightmare to have potentially years of work to max out my characters as opposed to months.

  • @Pulsar said:

    Yeah. Solo Q is awful. Seriously, why does anyone play it?

    I got left on hook from 1st to death AFTER I had been Reassurance'd TWICE.

    I think, "Oh well, just some bad luck."

    The very next game, exact same thing, except it's a Tombstone Myers. He just sits in front of me, Stalking and nobody even comes close to grabbing me. They just sit and t-bag in front of him and let him 99 his power. The girl who hide the entire game in and out of lockers gets out through the Gate because it spawned poorly for the Myers.

    It's just been awful today and my Killer queues are exceeding 10 minutes, can't imagine why.

    Just play killer bro, it's worth the wait. Leave solo q to rot of it's own accord.

    qxu74xcmz8my (2).jpg


  • They could make it 500% and I still aint touching solo q.

  • Imagine complaining about gen speed when most matches are ending with 3/4k's. I'd love to see the kill rate now, any higher than 50% do not touch gens.

  • @Mooks said:

    Hm, I would always suggest to get original characters with Iridescent shards as it doesn’t cost you anything. It kinda needs much time to get enough but in the end it’s free (though it’s easy for me to say as I play too much).

    otherwise, it really depends on which playstyle you prefer: Stealthy, ranged, high mobility, insta downs, low mobility (camping..)

    also, which platform/input device are you using? I wouldn’t suggest Trickster for controller players for example. Also Oni and blight among others are harder on Controller while M&K (especially higher quality ones) can make this killers very strong

    Console player. Trickster was the first one I bought with iri shards. Can confirm the knives are a pain in the ass sometimes. It's so satisfying getting downs with him though. Huntress on the other hand....

  • Nah OP is right. Give all survivors pistols and let them shoot killer. And add sex too.

  • Resi survivors got the menu treatment. I want some SH love now.

  • They could make it 500% and I still wouldn't touch solo q.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171752#Comment_3171752

    We are not in agreement. I think new DH is more rewarding than old DH because new DH can give you more distance than old DH if you successfully tank a hit. Old DH is more versatile, but the peak payoff of new DH is higher.

    So you're equating more distance with higher value, but if that were the case, Overcome would still be and have been the most rewarding perk, no? I would say that's not sound because you are arguing distance alone (of new DH) is worth more than the countless broken ways old DH could be used for both distance AND protection virtually automatically. Further, I would say that versatility trumps distance categorically in this regard as the ideal strat for using DH in the first place is to massively extend chase time and provide a buffer against the killer (third health state). Having a perk that barely functions, and is only really valuable at pallets, is not more rewarding than a perk that can do all the aforementioned things and more (with all the techs in mind). Yes, new DH gives you more distance, but old DH gives you more options with a much safer approach. Both of those factor in when considering how "rewarding" this perk could be. If you had played against skilled survivors running it before the nerf.....we wouldn't be having this conversation.

  • @SheepWolfe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171774#Comment_3171774

    you get a burst of speed from getting hit that is much much greater than the old deadhard 'sprint' or whatever you want to call it, giving you huge distance between you and the killer. With that burst of speed, you can easily make it to another tile and if you're good, extend that chase another minute. High risk, high reward. DH shouldn't be a get out of jail free card, you should have to take that hit to get that distance.

    And for the sake of argument, the whole 'high risk high reward' thing is a saying assuming something goes right. The 'high risk' part of the statement already attests to the possibility that you could fail and go down. The 'reward' is in the case of success- so a successful deadhard being pulled off, which is very rewarding in a chase. So it's high risk (there is a chance you can go down as a result) and high reward (if you do it right, you get a burst of speed and make a lot of distance, possibly to another window or pallet)

    90% of what you just said, was already stated in my last few comments. We're comparing a perk that barely works, and when it does only gives you a small amount of distance that most killers can mitigate anyways... to a perk that this community has been crying about for eon's on it's busted ability to extend chases and secure loops/tiles with borderline ease (with a degree of skill). Just by bringing old DH in the match you were already "rewarded" with two insanely good abilities, on top of the psychological value of killers having to strategize around said busted perk. As mentioned in a previous comment, I have yet to see (from both killer and survivor POV) new DH add anything more than maybe a few seconds or a pallet drop to chase. Anyone on this forum can tell you horror stories of the crazy plays old DH was capable of.

    If you are unable to see the value difference in the two, I'm afraid I can't help you.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169512#Comment_3169512

    I am very much aware at the loss of DH for distance. My point is that while DH for distance is now completely gone, DH to "dodge" a hit is stronger now than it was before (which is fair IMO because that requires precise timing to reap the reward). The risk is higher because of the chance to miss, but the reward now for succeeding on the risk is higher than before.

    Old DH was two abilities in one. Endurance, and a distance dash. New DH is just one, and only works if you actually take the hit. Even if you get the timing right, (extremely finnicky with a small window) you have to be close to a pallet for any real value. Old DH could almost guarantee another tile, loop, etc.. New DH gets you a pallet drop or maybe a protection hit at best, and dead on the ground the other 95% of the time. Therefore, higher risk, lower reward.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169512#Comment_3169512

    I am very much aware at the loss of DH for distance. My point is that while DH for distance is now completely gone, DH to "dodge" a hit is stronger now than it was before (which is fair IMO because that requires precise timing to reap the reward). The risk is higher because of the chance to miss, but the reward now for succeeding on the risk is higher than before.

    I think we are actually in agreement here, but are getting lost in language. My point is that new dead hard is much more risky (harder to time and very finnicky) but not as rewarding as old DH to use. I say this because old DH gave you free distance regardless of a hit or miss from the killer, on top of the endurance. You are "rewarded" with two abilities in one. New DH, rewards you distance only in the case of a hit, and that distance is null if you aren't already at a pallet. You're incredibly likely to go down regardless if not. {S.I.C--Decisive Strike- Post 6.1.0} The distance gained from a hit with new DH, is nothing compared to the free extra tile, loop, or etc.. that old DH basically guaranteed. Therefore, lower reward, higher risk.

  • @RinsDoormat said:

    The 'high risk' of using Dead Hard for certain distance when you know the killer can't do anything about it. LMAO

    It is though. They can wait out .5 seconds, or miss, fake the M1, or you can screw the timing and then you're dead on ground. Nothing is certain.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168348#Comment_3168348

    Even with the Killer buffs they recently got, don't you still get more distance from a successful DH now than before (on account of the speed boost from tanking a hit plus the hit cooldown for Killer)? I think it is overall weaker than old DH (as it should be), but the reward for a successful DH should be higher than old DH (which makes sense since it is no longer free distance), no?

    Yes and no. Like I said, it's entirely skill reliant. You can definitely get value out of it in certain scenarios like being dead zoned or right at a pallet. But for the most part, the lack of dash now took away it's God looping power when using it for distance to reach pallets and vaults. On top of that, if the killer misses or you screw the timing (which is incredibly shaky currently) you are literally dead as you've gained nothing. Hence, the aforementioned risk/reward ratio.

  • It's so hit and miss now though.

    Old DH was a high risk, high reward. If you knew how to play it well, it was extremely op.

    New DH is very high risk, but low/mid reward. At best, it's going to add maybe a couple of seconds or an extra loop to your chases. Even the really good survivors I've played against usually go down shortly after they pop it.

    I don't think it should go back to old DH, but it's super buggy on console atm.

    Sprint Burst on the other hand, is a nightmare. If they know how to bait and loop. It's over.

  • Yeah, report it.. They'll get right on that... 😂

  • That's not a bad idea actually. BHVR write that down.

  • This is a good shitpost, but in reality DS just needs to be basekit. Buffed back to 5 seconds, and deactivate at endgame. That coupled with the now basekit bt should be more than enough to discourage toxic gameplay.

  • @jesterkind said:

    Aw, I love the title voice!

    It's a great reference to the original Resident Evil, where a similar voice does the exact same thing. I missed it when it left after the first RE chapter, I'm so glad it's back.

    I mean yeah, but that one was executed so well it's iconic. This one just feels cheap. I can't help but think less is more in this case. The music and voice lines are more than enough. But, seeing as it's only temporary, I guess I can suck it up for now.

1 2 3