Rezblaze
Rezblaze
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I got a four man SWF team, determined on bullying me with flashlights. Three flashlights, one purple flashlight with a Pink addon and a yellow addon, one medkit, on Rotting Fields I'm running some pretty outta meta perks, because I haven't leveled Trapper for a good three years since his power was able to be sabotaged. With those changes reverted and his power having less ability to be bullied0 comments 31 views last activity
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These Trapper quality of life buffs are really wonderful so far, and its made him less bullyable. That said... Bear Trap escapes being completely RNG is kinda absurd, and makes it frustrating to play around. Yes, sometimes it comes in clutch, but more often than not, survivors are escaping on their first or second attempt, usually third. I think the Bear Traps need to have a stagnant amount of0 comments 11 views last activity
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This coming update, and the last one, are increasing my confidence in the developers and the direction they are taking the game. No, it doesn't address every issue. It doesn't fix tunneling and camping. But it makes those tactics a little less necessary. It helps killers be able to breathe a little better at higher ranks, and if we don't balance around high ranks, we aren't going to get to a29 comments 711 views last activity
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KILLER: I got these from no particular aesthetic. Grotesque Display Your ability to keep victims alive from the most brutalizing experiences leaves their time on hooks looking more like a horrific art display. Any survivor who is unhooked suffers from the Mangled status effect for 100 seconds. All survivors within 30 meters of the hook suffer from the Oblivious status effect until the surv0 comments 61 views last activity
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Trapper is one of the few killers who can directly delay the End Game by using his power. The Pig used to be able to do this, but it was nerfed to the ground because rewarding people for using their power strategically was just... too much to handle, I guess. Trapper gains information from keeping traps on exit gates, especially when they're close by. Remember Me at full stacks would be slowin1 comments 81 views last activity
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I made a ton of threads about changes that would make the game pace better, have better objectives, and would overall be more fun to play on. These changes range from simple stat adjustments to complete reworks. I'm compiling them into a single thread, so as to gain feedback from both the community and, hopefully, the developers, on this compilation. I've made adjustments to all of these based0 comments 11 views last activity
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Fog addons seem to do little but curious, what was the foggiest match you've played in and how did it affect the match, if at all.10 comments 81 views last activity
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Insidious is a simple perk that does what it says it does; once you stand still for a certain amount of time, you become undetectable. Though this perk stops having use once you realize that time standing still and setting up plays with it is time that is not spend putting pressure on survivors. When you do this, you risk not finding anyone at all to surprise. This makes an otherwise wacky and17 comments 201 views last activity
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Honestly, I think most of the issues and pressure on the Killers would be near absent if we didn't have such boosted efficiency from the number of survivors. Otz did a video where the first gen popped within 27 seconds of the match starting which is nearly or exactly the fastest amount of time a team can do a generator. Honestly? I think 4 survivors on a gen should add up only to 44 seconds, i9 comments 151 views last activity
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Trutalent made a video on comparisons of the Deathslinger to the Huntress and why such comparisons are pretty absurd. https://youtu.be/bgSCNmficmU I tend not to like the types of people who are "I go off data and if you say otherwise you're biased" types of people. But he makes good points here. Base kit, Huntress can down multiple people, can hit people multiple time6 comments 131 views last activity
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NEW KILLER The Tallman (Jedidiah Morningside) (Licensed Killer) Some additional notes; the Tallman will be completely motionless while controlling the Sentinel, but he can grab any survivor within a two meter radius of him, which takes you out of controlling a Sentinel and gives you a free grab. Addons: COMMON0 comments 62 views last activity
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As it stands, Bubba is considered the worst killer. Not because he has a weak power; being able to one-hit anyone is not a bad thing at all. But his power is simple, and his addons are derivative. He is braindead to play as and against. His power can really only make plays against multiple survivors, which doesn't occur often enough, and hardly at all if people know not to stand in your way w5 comments 31 views last activity
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I've been mulling over DbD for a little while now. There was always this issue that nudged at me, but I couldn't put my finger on it. But I had to ask myself, is this a team game? Of course it has teams, but it seems to not really play like one. You gain generator speed when repairing a generator with others, and the goal is to prolong your chases with the Killer as long as possible. The for4 comments 41 views last activity
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I'm starting to play Trapper again. I understand why I quit. The quality of life improvements were a must, but he's just so left behind out of all the other killers, who can set up on the fly and can keep up with the pace of the game. Every chase hurts the Trapper in a way no other killer is hurt. It hurts his time to set up, to become more than just an M1 killer. So what are some strategies5 comments 172 views last activity
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With the exception of NoED and Devour, Hex Perks are absurdly weak. I've already commented on the absurdity that Hex Perks already have a giant Neon Sign attached to it as soon as an inch of their power is revealed (Huntress Lullaby). But the randomization of Hex Perks is what really sucks for Killers. You can't strategize. You can't prep. You work with what you got. People will defend this9 comments 761 views last activity
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Let me play you a scenario. You're in a chase with a survivor. You're heading toward a jungle gym, and they vault and give you the slip. You hear nothing, see no scratch marks. Then, there's a little pop up at the edge of your screen that reads "Quick and Quiet" Now imagine that the perk will only work if you gain stacks, and does nothing until then. But when a Killer enters a chase with yo16 comments 251 views last activity
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I was watching gameplay of Otz playing Deathslinger, and a few minutes in, he downed someone near a generator and Surge was activated. He had a Pop saved up at the time, but when Surge activated, Pop was completely removed. Is this a bug? An intentional implementation? Was this a problem before or has nobody noticed as of right now.4 comments 41 views last activity
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It was explained that resetting traps is a bit more complicated and would require some dedicated effort to make possible, as when someone steps in a trap, it shifts slightly. Why not have a "reset zone" around the trap, maybe a meter long, to where you can position a darker orange highlight of a trap and reset it in that position with M2?6 comments 91 views last activity
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Everyone knew in the PTB that Hangman's was way too strong. Why, then, is everyone shocked that it got nerfed? And why is everyone rushing to post forums about it without even trying it in the base game?13 comments 151 views last activity
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The Trapper is the only set-up killer in the game whose power he has to collect throughout the map. The Hag, Freddy, and others do not have this issue. Oni can collect blood orbs in a chase. The Trapper usually has to spend valuable time collecting, setting up, and so on. This is why his bag add one are so strong; they cut the time needed for set up. Thing is, I feel this ability is outdated14 comments 121 views last activity
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Another tool in the Survivor's arsenal, one that was rarely used because it was extremely weak and took too long to pull off. Now that a survivor is rewarded with being coordinated, what do new killers do? They complain. They think they're entitled to a hook because they downed a survivor. Yes, gen pressure is a problem with Survivors, but if you think reverting Sabotage back to its original13 comments 291 views last activity
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Wraith, Hillbilly, and Deathslinger all have white, glowing eyes. What does this mean? Does it mean anything? Was it simply an aesthetic choice? One thing that seems common in these three characters is that they were wronged by other people in some way, and feel their murder is righteous or vengeance for their mistreatment or betrayals. Could that be a sign? I know they're not the only ones28 comments 3,355 views last activity
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Why do killers tunnel? It would be foolish not to. It's the Killer's only form of permanent pressure. While the Survivors just by doing their objective gets permanent pressure without harming the fun of the game, for the Killer to gain any sense of permanence, they have to focus down one person and make the game unfun for them. So what's the problem? Obviously it's a pressure problem but it34 comments 951 views last activity
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I think Status Effects are healthy for the game to make things more unique. It gives it a bit more depth to a game that's generally pretty simple. So I'm shooting some ideas. A few of these I heard on the forums but wanted to improve on or add my own spin on them. - Disoriented Survivor Status Effect When a survivor is Disoriented, they have 10% more difficult skill checks with a 15% inc0 comments 11 views last activity
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IGNORING the controversy surrounding Mori offerings, go ahead and pick a Killer and give them a new Mori that you think would be cool! No limits here, go ahead and be as gory as you want. Just try not to make it excessively lengthy. Here's a couple from me: The Pig This one I think is more conditional; if you Mori a survivor who has a RBT on their head, Amanda will force a dying survivor o16 comments 211 views last activity
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https://www.youtube.com/watch?v=3NiQAlGUw_o ITS HAPPENING BOIS! Amneisa has done SO MUCH for the horror community come late 2000s. It was in a downhill spiral for the most part, and this game singlehandedly revived how horror games were done; minimalistic, very little combat, and dripping with atmosphere. I may be exaggerating, but that's how I feel about the game. I grew up with it0 comments 21 views last activity
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He played as Pig and downed all of us in the match. He slugged us every time, didn't even hook once. He then let everyone bleed out on the ground. (10/10 matchmaking btw) In-game report already filed but what else can I do?3 comments 51 views last activity
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Some y'all probably thinking, "Reworking Sacrifices? Insane!" Maybe. But let's give it a shot anyway. ===== SACRIFICE REWORK - Survivors will no longer immediately die on hook after the third hook. They also no longer have to struggle in phase 2. - The Killer now has to fill a "Entity Hunger" meter throughout the match. This meter fills in portions for each hooked survivor. - Each Surv2 comments 52 views last activity
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This is just a fun guide/categorization of what I consider to be various amounts of killer pressure and what their use is. I'm not exactly a pro at this game, but I do consider myself a veteran, as I've played this game since the Beta release and off and on since then. I will categorize the various activities that apply pressure in Low Pressure, Moderate Pressure, and High Pressure. Its import1 comments 81 views last activity
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Simple question. With item retention, do keys stay if you use it on the hatch now that using all charges does more remove the item from your inventory? Or does the hatch still eat it up?9 comments 371 views last activity
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I thought Cruel Limits could be so much stronger. Which only shows how weak it currently is.2 comments 81 views last activity
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People compare the Slinger to the Huntress, but besides having skill shots, I don't see it at all. In fact, I see more similarities with Clown than Huntress. Both are Short Range killers Both use projectiles to hinder Survivor movement Both can close down a loop (Clown with less necessary skill) but are hindered severely just by the drop of a pallet. For both, their power does little except5 comments 81 views last activity
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I was right when I said that DC Penalties would hurt the game more than help. Its not that I don't think DC Penalties are a necessity. But it was too little too late. A 5 minute DC penalty isn't going to do much against the game's developed culture around DCing. And there is a culture around disconnecting. This culture was allowed to developed. It evolved from the pool that this game is, an8 comments 191 views last activity
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25% chance to escape from bear traps? As though it wasn't easy enough? I mean, sure, its not a commonly ran perk. But why? Its outdated in design. No other power seems to really directly counter other killer's powers, besides Calm Spirit and the Doctor. And the Trapper has the most counters in the game. I get its not a high priority target for nerfs, but idk, feels off to me.7 comments 51 views last activity
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Title. I noticed a Dev said they wanted to avoid Power Creep with newer perks, but I think this decision ends up making new perks rather redundant except in niche builds and situations. Would you rather have really powerful perks that risk power creep or redundant perks that avoid touching the current meta of things?13 comments 61 views last activity
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I think it would be neat to shake up generators a bit with unique forms of generator pressure for each killer. These are forms of "kicking" gens but they take a bit longer to pull off. This is reserved for killers who require a lot of set up or are just lacking gen pressure in general. Strong killers on their own right, like Billy or Hunteress or Nurse, I will be ignoring or giving a lesser me4 comments 11 views last activity
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I think a good way to nerf object without changing it fundamentally would be so; - Whenever you and the Killer look at each other, reveal each others auras. - While revealing the Killer's aura, you drain the perk based on how many seconds you're revealing the aura for. - After revealing the Killer's aura for 60 seconds, you exhaust the perk and cannot use it any longer. This change is simple9 comments 42 views last activity
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Let's look at all the things that a Killer must account for when making his perk build: - Gen Speed and Items/Addons involving that. - Healing and Perks/Items/Addons involving that. - Flashlights and Items/Addons involving that. - Aura Reading on objectives and Perks/Items/Addons involving that. - Aura Reading on yourself and Perks involving that. - Endgame Exit Gates - Hatch play (which h2 comments 61 views last activity
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The Clown, as we know, is very good at one specific thing; closing down loops. But sadly, he seems to be only good at JUST that. Well, he should be good at a good many things. He is good with chemicals, after all. I think, along with his base power, he should have two additional powers: His Afterpiece Tonic, instead of just being a single chemical compound, now is a placeholder for a number0 comments 41 views last activity
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I'm here with another thread bringing my opinions that nobody cares nor asks for. I'm going to be buffing some Killer perks, mostly ones that are underused or aren't strong enough in late ranks. I'm putting a lot of work into this so any feedback would be appreciated! BEAST OF PREY When beginning of chase, Beast of Prey activates. Five seconds after starting the chase, lose your Red Stain a1 comments 31 views last activity
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Trapper is finally less lobotomized with the PTB changes. But I feel like there's always more the Trapper can improve upon. Here's a few buffs I was thinking could be introduced, I wanted to know what you all think. Make Tar Bottle and Logwood Dye do more than Darken traps Dark traps are wonderful, but there are some maps where it actually hinders the Trapper, and it can make it appear more0 comments 41 views last activity
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So the Trapper finally unlocked 10% of his brain. His traps can no longer be sabotaged, meaning he is harder to bully. He also can reset traps on the ground. I used to main Trapper when the game was in Beta and when it first came out. I'm glad to have him get some quality of life improvements, even if they still require some Big Brain traps to catch other teams off guard. One thing I wanted0 comments 1 views last activity
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Here is just some ways I think he could be buffed to make him more than a B- Tier Killer. Increase hitbox. Maybe if not that, allow the hook to latch onto people as it comes back to the weapon as well, so it actually acts more as a hook rather than a harpoon. Increase his ammo capacity per reload. I think three shots would be good. He suffers already from 110% speed, and having to reload af0 comments 1 views last activity
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https://www.youtube.com/watch?v=_2G7SL3-8F0 Opinions? Its a long video so this thread is for those who have too much time on their hands.19 comments 1,631 views last activity
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Has anyone tried using a Stealth Slinger build? Perks: Monitor and Abuse Dark Devotion Hex: Retribution Furtive Chase Perks may be a bit much but one of these can be interchangeable. Add Ons: Marshal's Badge - Slightly decreases terror radius while aiming. Gold Creek Whiskey - Moderately decreases terror radius while aiming. Without the Addon Numbers: Standard Terror Radius: 13 comments 432 views last activity
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I've had this argument with several people before. But it just urks me because I see it all the time. People claim that NoED rewards "bad plays" by the Killer because he fails to keep up with his objective of defending gens. Except there's one small problem; that isn't the Killer's main objective. It's just his main obstacle. The Killer's main objective is to hook and sacrifice Survivors. I67 comments 1,031 views last activity
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Title. By new animations, I mean animations you can select and customize on your killer.16 comments 101 views last activity
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I like the direction of the meta currently. Toolbox rework makes sense. Sabotage looks like it's going to be a legitimate strategy without being overpowered (if they adjust the sabo time a bit). But one thing that is still an issue is gen speed. It currently just goes too fast. This has been an issue for a while. I know some liked Scott Jund's idea of the Trial Warmup. But I don't think th0 comments 61 views last activity
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The PTB released like, days ago. I remember when Ghostface and Demogorgan were considered low-tier killers. Demo in particular didn't get much recognition until many months after his own PTB released. Now people, at least from what I've seen, appreciate the Demogorgan more as a killer. Ghostface was similar but I feel like he's gotten some good recognition too. He was seen as terrible when h42 comments 1,072 views last activity
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I've caught wind that the Developers are planning to adjust Thrilling Tremors so that when its active, blocked generators will not regress with Ruin. This combo is already niche enough; both the Hex Totem needs to be up and you need to down a survivor to even get use from it. That's not even mentioning Thrilling Tremors having a 60 second cooldown between uses. But the synergy is useful enough10 comments 831 views last activity