Rezblaze
Rezblaze
About
- Username
- Rezblaze
- Joined
- Visits
- 0
- Last Active
- —
Discussions
-
Hook grabs don't benefit the killer at all unless the survivors bum rush the hook. And honestly, with that amount of coordination and risk involved with just bum rushing toward a killer, I don't see why this mechanic should remain. All it does is allow killers who don't use their power to facecamp to do so even better. And with the current changes, I don't see why we need it. If we remove the46 comments 641 views last activity
-
The 2.5% is nice but the investment of a kick on a gen isn't worth it, especially since regression speed aren't being buffed and so on. I think the total should be 5%. It would make the investment more worth it per kick, and it wouldn't be overwhelming. Not to mention you can only kick a generator once.0 comments 21 views last activity
-
I think this game is going in a good direction, despite a chunk having a piss poor response to it. However, while the current changes were good, they weren't enough to properly address tunneling and camping. And now, since there are people who rely on those tactics, they will double down on it. If Camping isn't addressed, this will continue to be an issue. Here is my suggested changes to doub9 comments 91 views last activity
-
i used to play dbd. All the time. i have at least ten thousand hours into the game, and my entire freetime was dedicated to it. I would even pretend to be sick so I can skip school and play dbd. dbd is my life i think i speak for everyone in the loud and active minority that this patch was among the worst patch dbd has ever had in the history of dbd patches. why? because they BUFF KILLERS19 comments 571 views last activity
-
It was a brief period, but I played during the beta and some during its launch before taking a break. Its been so long, I don't remember what the state of the game even was without Dead Hard.9 comments 131 views last activity
-
Right now, regression on generators without the help of perks mostly just wastes time. Unless you can guarantee that it will have a good amount of regression time. And it can, at times, help. But the base regression is negligible with how fast paced matches are becoming. With a default kick, generators regress at 0.25 charges a second. Four seconds equals one charge.9 comments 151 views last activity
-
There's some killers whose power has become so niche or has no map presence whatsoever, with nothing to really help them in chase unless they've already set things up like this. I think a 5% Haste boost would help immensely with some killers in their looping game for those who don't already have a power for it. The 5% boost won't help much with map control. That can only be resolved with map d9 comments 121 views last activity
-
Yet again, a reworked map that, while not nearly as egregious as old Haddonfield, it seems to have similar issues in some of these houses. I just completed a match where the survivors had great gen spawns, and vault points. I made a map of the house they were in, first floor. Sorry for my poor craftmenship. This obviously isn't to scale its just to visually showcase the issue. KEY: Blue Cir4 comments 101 views last activity
-
Killer: The Keeper M/S: 115% Height: Average Lore: Once a druidic cultist, corrupted by the Entity, the druid now serves the Entity, growing her plants into twisted, thriving forms. She is now completely changed, skin turned into dark green vines with the Entity's influence controlling her. Primary Power: Cultivate The Keeper shoots a seed from her left hand's fingertip into the d0 comments 51 views last activity
-
Posted prematurely fat fingered woops3 comments 151 views last activity
-
I've played survivor several times. There are moments where I would clearly blind the killer, even get the score event, the flash, and the sound notification. But as both killer and survivor, despite all this, I haven't been getting any saves. And these are green level flashlights, not crappy brown or yellow ones.4 comments 151 views last activity
-
Right now, we are kinda caught in a loop with MMR and everything: 1) Gens pop too fast and the killer is punished too hard for making a mistake in chase. Against a very coordinated team, unless you're Nurse or speedy killer, you can't dish out pressure evenly. In some situations you could play perfectly and still only squeeze out a 1k, maybe a 2k if you tunnel and camp. 2) Tunneling and Campi2 comments 101 views last activity
-
I wanted to see what people thought of adding an idea of feinting into the game, preferably as a perk under Unrelenting. Feinting is usually a mechanic that allows a person to avoid doing full commitment on attacks without punishing them. I think the ability to feint your lunge attacks would help spice up gameplay without breaking it. Here is what I propose; A killer with the Unrelenting Perk3 comments 71 views last activity
-
I feel like Ghostface is so close to being perfect. His kit has lethality, it has neat tricks you can do with it, and it rewards you for knowing how Survivors play. Thing is, Ghostie still lacks... something. And I think that despite having a similar power to Myers, he doesn't have the same benefits Myers has. I think Ghostie should gain twofold buffs: 1 Mark: 3% Haste, 1 meter extra lunge1 comments 31 views last activity
-
The grind of the game has been growing more and more gross over the years, and BHVR throwing blood point events at us every other month doesn't make it any less grueling. I've heard many requests to just remove perk tiers all together considering they have no purpose other than to pad out a game that once had only 3 killers and 4 survivors on launch. The only argument I've heard against this wa14 comments 311 views last activity
-
Here, I'm going to advocate for an adaptive gen repair time, or rather, generators whose required repair progress changes based on the conditions of the match, and why such a change would be both lore friendly, more fun, and fairer given the current meta and direction of the game. I propose a baseline value for each generator depending on how far along the match is. All these values assume you'4 comments 51 views last activity
-
Just a quality of life feature I wish the game had. I wish you could cancel a lunge hit for a reduced slowdown effect. Nothing really feels worse than lunging halfway through a hit and realizing you're not gonna make the hit anyway but having to accept the big ass slowdown that comes with it. I think you should be able to right click during a lunge attack to cancel it. Cancelling a lunge will4 comments 31 views last activity
-
Obligatory Dead Hard discourse trademark. I think a big reason people don't like some of the infamous perks like NOED, Sprint Burst, Dead Hard, etc, but not perks like Devour Hope or Pop Goes, is because of one thing: Devour and Pop both feel earned; the Killer earns it by getting hooks and progressing the match. Survivors know this. If Pop had no cooldown and happened, say, every time the17 comments 171 views last activity
-
Play With Your Food is a unique perk that people used to use because they could cheese stacks out of it without being too broken. But with more and more restrictive changes to the perk, its slowly degraded from underated to not worth the slot, even if it has a fit in some fun builds. I'm thinking that there should be a change to this perk, and I'll explain it here: Play With Your Food begins3 comments 212 views last activity
-
Condemned, I feel, is a far more SAW-like power than the Pig's power to be honest. It forces you, in a way, to interact with it to save yourself from it, so you're always kinda playing with fire here. And, in my opinion, its way more fun to interact with a Killer's power when its a give-and-take system rather than pure chance. With this said, I think we can make adjustments to the Pig's power14 comments 401 views last activity
-
Evolving Perks act similarly to token perks, but the idea is that the perk begins with one effect and gains an additional effect after a criteria is reached. These perks can evolve as many times as is balanced, which can create perks that hit stages throughout the match. This differs from token perks which usually progressively get stronger under conditions, but usually do not gain additional e6 comments 101 views last activity
-
I once said that Purple Bag Trapper would be far too weak to run on its own. I stand by this claim. I stand by this because from what I've observed and how I have played, Purple Bag Trapper will always play it safe. Locking down the Shack, locking down Main Building... its an addon with an extreme benefit and side affect but does not encourage the Trapper to take risks. I would like to propos2 comments 51 views last activity
-
Some of the more recent DLC has special interactions between survivors and even Killer voicelines, like with Trickster. If we could go back to other killers, what special interactions would you add? Here's a few I would want. Some of these lines are probably corny (especially for Clown) - Myers and Laurie When Myers is stalking and gaining Evil from Laurie, he will tilt his head slightly to6 comments 121 views last activity
-
If a fricking TRAPPER can mind game for hits, then why are people suddenly thinking that the killer that can go invisible, zoom around pallets, and lunge right out of it for a hit suddenly can't do mind games?16 comments 221 views last activity
-
I'm very excited to see their changes. This update seems to have the most changed of any midchapter yet.31 comments 341 views last activity
-
Some said a fun and lore-accurate Freddy is impossible in DbD. I want to challenge this notion by providing a version of Freddy that hits both these criteria. FREDDY: Freddy begins the trial in the Dream World. While in the Dream World, Freddy has 120% movement speed, has 10% additional vaulting speed, and lunges 2 meters further. Freddy cannot damage sleeping survivors in the Dream World.0 comments 21 views last activity
-
I like the addon, because I've been suggesting something similar for ages. But I don't like the weird necessity to add such a strong downside for a pretty underwhelming thing. Not being able to reposition or pick up traps AT ALL is completely detrimental. As a Trapper, the last thing you want is all your traps being in predictable positions, and to keep resetting traps again and again in the s15 comments 361 views last activity
-
This is just a general question, but with the meta shifting toward Ruin/Undying, Tinkerer, why aren't more survivors running Premonition? It detects stealth killers, and while it isn't as specific as Spine Chill, it can help better predict a Tinkerer killer and always gains value.7 comments 121 views last activity
-
Trapper needs a few changed but his spring addond are so useless they have to be adjusted. The springs are useless at the highest tier. Especially compared to all of the other addons. Here are my proposed changes to his spring addons: - Strong Coil Spring Slightly decreases the speed of an escape attempt from a bear trap. Slightly decreases bear trap disarm speed. - 4-Coil Spring Kit5 comments 41 views last activity
-
Killer: The Alien Movement: 115% / 120% TR: 28 Meters Height: Tall Primary Powers: Stance Switch: Standing In Standing stance, the Alien has a standard lunge attack and gains access to one ability: ACID FLICK When standing, the Alien can stab itself in the torso with its tail to coat the tail in acid. Using M2, the Alien flicks its tail, flicking acid0 comments 51 views last activity
-
Some of these perks have fell off so horribly and they need an update. UNRELENTING: - Reduces missed hit cooldown by 60%. - Reduces the movement speed reduction of successful hits by 90%. TERRITORIAL IMPERITIVE. - Begin the trial with 10 tokens. - Holding still and looking at a vault point, pallet, generator, totem, or chest will consume a token and highlight the object. - Whenever a0 comments 41 views last activity
-
This page will be separate from the Pig Ambush page. If you want to see that, I will link it to this post. This is just to make it so the Pig's power is not as basic to use, and has more interesting applications with the RNG. JIGSAW'S BAPTISM All survivors will begin the match with no Reverse Bear-Traps on their heads. However, once the Pig puts them on, the traps are permanent until the e0 comments 121 views last activity
-
Since the release of the Pig, she's been through multiple passes and nerfs. I think its time she had a full rework, similar to that of Freddy. Her power is painfully mediocre and her abilities don't assist very much in chase. So I would make some changes that make the interactions more interesting and fun for both parties. Here is what I recommend. --- POWER (Ambush): Instead of an instan5 comments 62 views last activity
-
This Chapter concept will be based on the SCP universe. For those unfamiliar, the killer will be based on this: http://www.scpwiki.com/scp-106 Killer: The Old Man The Old Man is a 110% killer who has the ability to kidnap survivors and pass through solid material. This power, Corrosive Mucus, is used to pass through objects,0 comments 83 views last activity
-
I have a suggestion that will possibly allow NoED to remain strong but give Survivors a chance to address it throughout the match. - NoED starts with six stacks and is inactive. - For every Dull or Hex totem cleansed in the match, lose a stack. - Every stack lost gives NoED a 10 second cooldown between instadowns, for a total of 50 seconds. - Stacks can be lost even while NoED is activated8 comments 81 views last activity
-
Let me tell you something. Trial of Torment had a negligible 16 second undetectable that told you exactly where you were coming from. It didn't even activate long enough for someone to use it. Now that it has indefinite use, players are calling it a nerf? You do realize that this duration only lessens if you kick a gen and don't clear the area of survivors, right? I think people are gross7 comments 251 views last activity
-
I never realized how bad of a perk Unnerving Presence was, until I started playing survivor more regularly recently. Rank 20 trappers usually start with these sorts of perks, under the impression that it is actually useful. And for a time, I knew how weak it was, but I didn't know how bad it actually was, in such a way that its sometimes even counter-productive or downright harmful to the Kille9 comments 481 views last activity
-
The Trapper on Lerys is awful. Without dark traps (in which he does amazing in that case) his power is negligible. You can't trap anything because they stick out like sore thumbs. There's no wild grass in Lerys and nothing is done to compensate that. I don't understand why the developers keep leaving Trapper in the dust. He's a great killer, one of the first and literally the most iconic in1 comments 61 views last activity
-
I think Survivors need more identity, but without completely overturning the mechanics they have. It would encourage each survivor to a playstyle that suits it without negating perk combos and picking the survivor aesthetic you want. Some are clearly more powerful in their given situation than others, but that's not really the idea; the idea is to bring forth discussion about it. DWIGHT2 comments 21 views last activity
-
I've noticed this quite often when I'm trying to drop a survivor. IDK if the server is just lagging and its detecting the survivor's struggle completion before my drop, or if this is an intended feature, but it seems whenever I try and drop a survivor who has wiggled a fair bit, my character is auto-stunned.2 comments 61 views last activity
-
Wiggling in the Killer's grasp is meant to influence their movement and buy you time as the survivor to escape or for others to slow him down to a hook. Though, Wiggling in itself doesn't do much besides make the meter progress. If you're running Boil Over it becomes a bit of an issue, but nothing really worrisome. I propose then, a more strategic play toward the wiggle mechanic, that makes it11 comments 222 views last activity
-
I decided to share a rather funny game to offset the usual negativity I spout. I'm playing a game as the Trapper, Rank 12. I have BBQ, Sloppy Butcher, Whispers, and Agitation. I get my first hook, business as usual, when I spot an AFK player with crows. I get the brilliant idea: I have Agitation, which makes me slightly faster than survivors when carrying another. I decide to carry the AFK1 comments 21 views last activity
-
Perks like Coulrophobia, Overwhelming Presence, and Unnerving Presence oddly have a very hard limit on their effect. But perks like Leader have an AoE effect, and the effect lasts on survivors for 15 seconds after leaving their AoE. So my question is, why don't these perks have a similar effect? Why don't they linger for a bit after leaving the Killer's terror radius? It's not a huge buff and4 comments 41 views last activity
-
I've always been curious, why is it that perks like Leadership linger on survivors as an AoE perk, but perks like Unnerving Presence and Coulrophobia only work in a static radius? These perks wouldn't be half as bad if they lingered on a survivor like Leadership did; for an additional 10 or 15 seconds. These two in particular suffer heavily and are extremely niche because of it, and it really d0 comments 31 views last activity
-
The Trapper suffers most in his Early Game set up. Set up already soaks incredible time from the Killer, but the Trapper is damned by being forced to pick up traps (if they are near him) which can create difficulty in centralizing. People have said just giving him two traps to carry would be enough, But I feel like that's the talk of a starving man; someone who is willing to take anything, as2 comments 31 views last activity
-
As of right now, the Trapper Springs don't do much in the way of being useful. Additional seconds to sabotage a trap can come in clutch if you're preventing someone from triggering one in front of your face, but that doesn't happen often, does it? And because bags are usually so valuable, stacking these doesn't do a Trapper much good. The goal is to never have your traps be found, not act as t0 comments 11 views last activity
-
Not sure why we haven't seen these types yet, but I want them! Survivors get this offering, but Trapper and Hag can both benefit from this offering as well. This is the Shaved Hair offering. Shaved Hair Common Tall Grass expands its radius by 10%. Stacks. Uncommon Tall Grass expands its radius by 20%. Stacks. Rare Tall Grass expands its radius by 25%. Slightly increases7 comments 51 views last activity
-
https://www.youtube.com/watch?v=DF_MRhPTO78 I genuinely thought we would be getting a grocery store map. Which woulda been hype for me. IDK what it is about grocery stores, but empty grocery stores at night or early morning freak me out. It just seems really off to me, so I was hoping to see something like that when I first saw the Ghostface Trailer. I mean, sure, it10 comments 201 views last activity
-
I think having the ability to convert things you earn on the Bloodweb (except perks) would help reduce inventory and addon clutter. I'm never gonna use Padded Jaws so I'm just stuck with 100 of them in my inventory. It would be nice if we can put them to some use. Doesn't even need to be a lot, like 100 per item or addon or scales to rarity.6 comments 81 views last activity
-
Community: "But I don't like these changes!" BHVR: "Then why did you ask for it?" *Removes changes* Community: screeches louder https://www.youtube.com/watch?v=gz1pL_NspCw2 comments 101 views last activity