IrishRedCap
IrishRedCap
About
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- IrishRedCap
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Discussions
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First off I main killer but play both sides consistently enough to be red grade 1 every month on both ends. With the hatch rework keys are in a strange place and not worth their cost on the blood web. My suggestion is to completely overhaul keys and their add-ons as follows. • Keys no longer can open a closed hatch. • Keys no longer have aura reading base kit or through add-ons. • Keys ar1 comments 21 views last activity
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CoH is the boon that has received the majority of attention since release. In both having to be adjusted PTB side for literally breaking the game, then being run on survivors as an immediate meta perk. I dont think CoH is... as OP... as some people might but I think it does need some tweeking. My proposal is to scale it backwards as the game progresses. Ex. CoH gives 100/80/65/60/50% bonus heal3 comments 21 views last activity
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Next to the broken dingy that spawns with a generator on it the totem spawning on the front end of the ship is not able to be snuffed with Trapper.0 comments 1 views last activity
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Turning on hit validation like pallets for Dead Hard?? This is the most asinine thing I think the devs have ever done. Dead hard already gave a frame of invulnerability, it could be used to juke, gain distance, fake out a hit etc. Now even when a survivor does a bad DH (e.g. runs at my face thinking I will swing immediately) and I punish them by 180° M1ing instead im greeted by a blood splatter,0 comments 31 views last activity
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This isn't going to be some outlandish idea about making things impossibly hard and requiring a high level skill cap to learn. It is an idea i present as the games main objective in the game is rather stale. The idea is to basically give an increasing difficulty to the size of skill checks as the game progresses. Nothing extreme and not like old ruin that required just the great skill check zon0 comments 11 views last activity
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Title is the request. With SBMM implemented I don't see the reason for killer locked lobbies. Since apparently killer specific MMR plays minimal part in overall match making I believe it is time to remove the lock on killer lobbies. I get why survivors can change in lobby, since they are effectively just same character different skins. The original unlocked lobby for killers though gave a bit m5 comments 71 views last activity
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So with the introduction of boon totems being something to not only disable hex totems but also be another time consuming objective for killers I had an idea for a new Hex totem. As follows. Hex: Imminent Doom Your devotion of blood to the entity calls upon its unnatural favor. While Hex: Imminent Doom is active each time a hooked survivor is rescued and you are 32 meters away you gain a to0 comments 1 views last activity
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Step 1 : Boot the game Step 2 : Play as killer in a public match Step 3 : In-game, grabbed survivor trying to fast vault out of locker Step 4 : Survivor disconnected mid-animation resulting in me being unable to pick up any survivor for rest of the game. Additional information Character played: Clown Perks played: Tinkerer/BBQ/Hex: Ruin/Save the Best for Last Map: Lampkin Lane Frequency0 comments 1 views last activity
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I have noticed this since the nemesis introduction. The spawning of survivors has become... predictable. Survivors, regardless of offerings, are spawning together in groups of 2 or 4 typically at the furthest or second furthest gen from killer spawn. This has plethora of negative effects. 1) Survivor shroud offerings are now worthless and a waste of BP on the bloodweb. Since you already spawn w16 comments 91 views last activity
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Finishing up adepts trying to get most achievements done. Been doing Demo for the past 2 days and getting gen rush after gen rush (typical for decent ranks). Finally manage to have a good game, reach 31700 BP in end game. 10 out of 12 hooks, all survivors hooked without camping any of them. 3 iridescent emblems and then I get this bullcrap? Cmon BHVR this is just stupid, came back to the game thi4 comments 61 views last activity
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This has happened on 2 different killers today. Demogorgon, Trickster (twice). The issue that is happening is inconsistent. After breaking some pallets or getting pallet stunned the forward movement (including lunge from holding M1) is locked in position. This requires movement to be only strafing side to side or backwards to have any motion. So far it has happened twice to trickster being pa1 comments 1 views last activity
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Its seriously time to look more at GF reveal mechanic devs. The 3 in 1 killer is already strong enough with a decent skill cap. His power should reflect that skill cap. The design is nice and the laziness of folding 3 characters (pig, Myers, wraith) can be overlooked but the reveal power system is such trash its laughable. There is no reason a survivor should have to have their camera facing th2 comments 41 views last activity
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The poor demopuppy gets run around a lot and while the shred fix... helped... I guess he still is a m1 killer with on/off map control. I believe with all the map wide SFX demo produces when using either side of its power Demo needs 1 small fix to make him a lot more viable but not turn him into the must-play killer of the month. Allow demogorgon to travel to an unused portal and not have a vi0 comments 11 views last activity
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Then look at it from the arguments presented. Currently the most against argument I've seen is that Bloodlust is a crutch for lower rank/newer killers and not used much for high rank/experienced killers. The argument for it (which i am on) is that Bloodlust is necessary due to high skilled survivors knowing when to drop pallets and how to chain loops. This coupled with speed perks and smaller18 comments 271 views last activity
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For the first time in 4 years I've put down DbD and really have no desire to pick it back up again. The game has stagnated to such a disappointing degree I can't bring myself to play. Core Issues: Gen Speed: This was supposed to be addressed with the nerf to toolboxes and brand new parts. It failed. There are games where I soloQ survivor and spawn next to a teammate (no offerings) we latch ont0 comments 41 views last activity
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I've noticed that breaking Ghost Face out of his power is extremely inconsistent regardless of Add-ons. Granted I don't play ghost face that frequently I have had to play him lately for a consistent daily that the game seems to love to give me. The issue I'm noticing is both from a survivor point of view and killer point of view. As Survivor, there are games where GF can be directly in line o0 comments 11 views last activity
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Title says it all. I understand you can turn cross play off and sit in queue for a long time to get a match. It's boring. What makes it worse is turning crossplay on to try and finish some of the tome achievements and running a literal roller coaster of pings and horrible interactions. This rant is a long time coming but seriously BHVR increase part of your revenue back into the servers and act3 comments 31 views last activity
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Autodidact is a unique perk in that it is either a game winning perk or its completely worthless. My suggestion to change autodidact. New Autodidact: When healing another survivor without using a medkit successful skill checks add 1 token to autodidact. At 5 tokens autodidact activates. While active autodidact applies the "deep wounds" affect the next time you would be put into the dying state0 comments 11 views last activity
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Personally my idea, since I enjoy playing Demo with his better response time. The killer itself is still rather weak if survivors know which portals need to be sealed and when a proper time to do so is. Without being to long, the basic idea would be as follows. Any time an injured survivor enters Demogorgon's terror radius, he hears a small auditory alert (like a "ping"), this effect can onl9 comments 71 views last activity
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While I have my fair share of complaints about the hidden MMR system I'll keep those to myself as it's a work in progress and I don't want to bash the system until it has had its rough edges smoothed out. This feedback is in regard to the combination of killer MMR and dailies respectively. By giving killers independent MMR from each other as a killer main it bothers me when I get a daily fo0 comments 21 views last activity
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The end game collapse is a good concept and is definitely useful against SWF and troll players. The issue is that the time limit is ridiculously long and gives survivors to many options to still troll killers. Most games still have survivors take the game hostage for the full 3 minutes or require the killer to feed them blood points to get them out. Requiring a perk from a pay to play character20 comments 611 views last activity