CrossTheSholf
CrossTheSholf
About
- Username
- CrossTheSholf
- Joined
- Visits
- 924
- Last Active
Discussions
-
After playing the pth last night here are some thoughts The anti tunnel should deactivate after healing fully or 20 seconds on a generator. And 30 seconds is too long The anti slug should reset each time a survivor is downed and there shouldn't be basekit tenacity If they are nerfing gen perks then the kick limit should be removed and pain res should have its token system removed.0 comments 11 views last activity
-
"Disclaimer: after 6 fun years of working on DBD with an amazing team, I've moved on to another studio to work on something new. These opinions are mine, and not those of Behaviour Interactive. First, it's extremely hard to set up an asymmetric game of any kind that works. From a game design perspective, you're not able to assume that any rule fair to one side is fair to the other. Worse, asym78 comments 2,652 views last activity
-
Currently Conviction punishes killers for using their powers, reloading, checking for flashlight/flashbang/pallet saves and generally having gamesense. In order to make it more balanced I propose the following changes: A survivor can only use it once per hook state It takes longer to get off the ground You are permanently broken after using it until you become hooked once more You are put in6 comments 151 views last activity
-
Now we know why they were looking at killing the handful of good add-ons that artist has in the PTB, If this is the logic they use (Big Number + Kill Rate up = Bad). I don't particularly think it's a healthy way of game balance…. Like The Artists changes were so bad and hated there were massive threads here, Steam, and elsewhere. Like is there any cons3 comments 71 views last activity
-
Hey, Since chaos shuffle wrapped up, I'm wondering if anyone found a perk or two they had previously written off or didn't even know about to be useful or fun? What was your experience?2 comments 41 views last activity
-
Who thought it was a good idea to turn off ALL GEN PERKS AND KILLER ABILITIES that interact with Generators for this event? Pig and Freddy get neutered for no ######### reason? And the extra event items that spawn do so in totem/chest locations which is also where KILLER ITEMS like Sadako's Televisions and Xenomorphs Tunnels appear. The only way killers can apply pressure effectively is tunneling2 comments 51 views last activity
-
Unless you are playing a top tier killer most of the games are steamrolls by survivors, especially with bad perks11 comments 221 views last activity
-
Xenomorph changes just make him a much worse nemesis. None of the changes should go live.4 comments 91 views last activity
-
So it cannot be weaponized by toxic survivors26 comments 591 views last activity
-
Hello Fellow Denizens of the Fog. I want to get feedback on which killers are the scariest to face in lights out! Additionally, what moment with said killer was the scariest?3 comments 81 views last activity
-
Seriously. It's almost impossible to play any lower tier killer and get even one kill. I had 3 gens pop in one chase, and that was only like a minute. Pop should be reverted or be 20% total, Scourge hook should be 25% again, Grim and deadlock need their time increased, ruin should be 175%, Revert the changes to overcharge and call of brine now that there is no infinite kicking. Or Just nerf the3 comments 61 views last activity
-
They were fine as they were and encouraged a hit and run style of play that passively slowed the games down. Now they only last for a little while and are useless if you proceed to hook the survivor. Either the timer should stop when they are on the hook or doing actions, or it should just be returned to how it was before.2 comments 61 views last activity
-
Hex Ruin, Pop goes the weasel, Thanataphobia, Scourge hook: pain resonance, and Call of Brine and Overcharge all have been or will be nerfed into irrelevancy. Is Jolt and Deadlock going to be too powerful too? Ruin, COB, and OC should all have 150% regression speed as a medium so they aren't as oppressive, but still useful. Thanataphobia could use just a 1% increase, Pain Res should have a way to10 comments 251 views last activity
-
So, seems a lot of the mid chapter perk changes are a bit contentious, I think some are deserved but others are just.... weird. It seems that behaviors policy to "balancing perks" is either kneecapping it with a pipe wrench or taking it out behind the fractured cowshed and putting it down. Honestly don't think that's very healthy for the game, especially as it just forces changes rather than enco0 comments 21 views last activity