WeaverReaver42
WeaverReaver42
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Hot take: Survivors are just bad for the games balance in the forums. We've done this song and danceI see people complaining about the new killer, but to be honest? It's krasue all over again. I'm not even GOOD at survivor and I have managed to escape them pretty consistently. How are the devs supposed to believe survivors about kaneki when people refuse to even acknowledge the difficulty of THE MOST TECHNICAL KILLER IN THE GAME RIGHT NOW? It's all "free wins" but the truth is those wins10 comments 190 views last activity
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Part of the problem with judgement for me is that I can't accurately direct the power AND look in the direction I want to. They interfere with each other. Having a way to more precisely create a line would be amazing, even if it's just a specific button to turn it into a 90 degree angle, that would be a good alternative. That being said, I don't want to REMOVE the option for freeform aiming wi2 comments 90 views last activity
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Before the slowdown made sense because he was still normalish killer speed (faster than survivors) even after the slowdown- he at least could somewhat keep up. His new speed puts him at the 108%, one of the slowest in the game for killers, when he has his knives out. It's a bit unreasonable to expect killers to keep up when survivors have pallets, windows, a haste bonus on damage if the killer is13 comments 303 views last activity
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To preface this: I LOVE the fog vials, but I feel even using them as intended they don't provide much utility. They are too small in range and take too long to expand. However, Perhaps they could be improved by perks? I know it's an annoying habit of slapping bandaid solutions onto things through perks, but it's better than leaving a mediocre item as-is. Simply put: If you are standing in the a0 comments 41 views last activity
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Survivors are getting good perks. Killers should get something nice also. At least to show that killer powers aren't supposed to be the ONLY part of them that matters. I figured, looking at territorial imperitive, why not double down on shack being "killer's spot"? "Dwelling" is essentially another hex perk for killers, but it also acts as an invocation ritual for survivors. Since unlike a hex2 comments 72 views last activity
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Houndmaster is a PRIME example of WHAT NOT TO DO in making a new killer, and updating them. The state they are in make me actively and violently angry. Not just because of how buggy they are, but how PREVALENT AND COMMON these bugs seem to be. Kaneki's overpowered state came from the PTB being so buggy you couldn't use his power at all- meaning you got NO meaningful feedback until we actually0 comments 61 views last activity
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TLDR: Splitting and lengthening the PTB to 3 parts would help allow behavior and us as players to better address bugs in the upcoming updates, while also allowing for better balancing and observation of quality before it goes live. Kaneki and Hound Master both went to live without proper balancing and it has harmed the game experience, which the PTB could help outright prevent if used differently6 comments 61 views last activity
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Two Prefaces for this- First of all: Not having an official place for people on the forums makes this WAY harder to respond in a way that isn't guaranteed to get lost in a tide of comments. I'm sure the devs are looking plenty at the Pixel bush post, but due to being a content creator there will be some bias for or against what they have to say on the topic. The way you did the previous preview0 comments 21 views last activity
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I know you did a large amount of bug fixes after her ptb release, however there are aspects that still feel extremely clunky when playing her. SUMMARY: -Chase hit boxes are strict, but do not allow refined control to counteract the need for precision and planning. -Search power requires far away generators to go long distances, cannot efficiently travel otherwise. -Choosing between generator0 comments 11 views last activity
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I literally started playing survivor because there have been 4 days straight where I just couldn't play killer. I JUST got my first killer game today during the blood moon after going through an entire prestige for a killer while waiting. The last time I was able to get into a killer game was in the Kaneki PTB. The killer queue is awful, I might HAVE to stop playing this game if the queue doesn49 comments 2,554 views last activity
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We all know facing mostly Blight and nurse is a drag. Especially when it's almost guaranteed to be someone who is going to make sure you don't survive. What can we do to stop that? Well, nerfing them is USEFUL- however killers still need to play the game so that will only take us so far. Which is the point, WHY are the "overpowered" killers more popular? Because the less you focus on "finding and29 comments 961 views last activity
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It's common sense that it takes time to learn and get good at countering something new in a game. A different mechanic or unique character will require you to take time to adapt and learn before having a good understanding of their quality. So why do I see so many posts ALREADY complaining about Kaneki being OP? At that point stop playing the games or at least don't post on the forums. Hopefully6 comments 161 views last activity
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Ok, getting beyond clickbait title so the forums actually read what I have to say on this- Y'all really just didn't read the post properly did you? I'm trying to be nice, but most of you are posting blatant misinformation. Like, some of you said the drones share a power resource, when the devs IN THE INITIAL POST, said that each power resource was unique for each drone and are used WHEN CONTROL0 comments 32 views last activity
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He's the only killer in the game who can chase two survivors at once. Instead of having 3 survivors working on gens, if you use your knights to distract a survivor and get in chase with another, you are functionally putting yourself in a 3v1 scenario simply because there's the same amount of survivors working on gens as you would have chasing a survivor in a 3v1. Having only 2 survivors on gens m6 comments 121 views last activity
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The problem is by the time survivor healing is noticeably slowed down by the perk, the game is already almost over and survivors are either already healing slower or just flat out not able to from the pressure of having so many people at death on hook. It also doesn't reward the killer for going after multiple survivors, since killing a survivor doesn't lose you any tokens. So I thought of an alt2 comments 31 views last activity
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Lore: A vicious predator, peerless in his ability to wear down and destroy whatever prey he targets next. Louis Vernal Was abandoned at a young age in an unforgiving wilderness. He honed his skills fighting for survival while hunting, trapping, and fighting for the scraps of food he could get his hands on. By the time he had contact with people again he had become little more than a rabid animal0 comments 12 views last activity
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Since 3 genning is no longer possible, do you think it's safe to buff these perks into a useable state again? As it is right now, even if you combine the perks you are still left with only an increase of 55% on regression speed.... and considering it takes 4 seconds for 1% of regression, that's not much of a difference (that's assuming my math is right and it knocks the time down to two seconds,28 comments 1,011 views last activity
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Broken as a concept is neat, you prevent survivors from healing for a limited amount of time. The problem is, with as many options for placing the mangled effect on survivors that killers have, the effect functionally becomes a secondary option for anti-healing. Negating healing for a short amount of time isn't nearly as valuable as making their healing slower. Why? Because of time. The longer su0 comments 11 views last activity
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I played trickster a bit before his rework ptb to see how he improved after it. During that time I felt he was a bit clunky but overall still salvageable. during the actual ptb I really enjoyed playing trickster, was he a bit strong looking back? Maybe. But he was much more fun. After the ptb though? It's a different story. This isn't meant to be an insult but it's genuinely how I feel. He's so m0 comments 11 views last activity
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The aura of survivors gets covered by the unhook loud noise animation, making it impossible to see where they are going at long ranges. This functionally makes it harder to chase a survivor who did the unhooking, which disincentives going after that new survivor. It's genuinely easier to just stay near hook and either wait for someone to come along or just to not use the perk and go after the unh0 comments 11 views last activity
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Not really, but I know that people don't like the fact that the tombstone addons allow you to straight up kill survivors without any real effort. I figured suggesting some alternatives for the addons would be a step in the right direction. First idea: Recovering Evil Within Myers is the only killer who can straight up lose his power and get weaker the longer the game goes on. I figure having a4 comments 81 views last activity
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I recently got a good bit of dlc for dbd since it was on sale for good 'ol spooktober. One of the dlcs was the saw chapter, which I was looking forward to, mostly because what little I knew of pig was she had innate slowdown from reverse beartraps and that she had some kind of 'ambush' mechanic. Having played her though, I feel underwhelmed. Her 'roar' seems to not just be a sound effect for you,23 comments 652 views last activity
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Beast of prey is all about being unpredictable, but as it is- that isn't what the perk accomplishes. I figure, it would be better to become unpredictable by gaining undetectable when dropping chase, rather than while your in it. This way you can swap between survivors without them being aware exactly of what you're doing, potentially tricking a survivor to remain 'in chase' while also hopefully s0 comments 11 views last activity
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Rusty anchor: an anchor from a long ago sunken ship, it was modified and used as a hook to hold bait to catch the Aquanaut and drag them from its home. Appearance: A fish-man hybrid. Scales covering the body, with bloody gills along the chest looking almost like slash wounds. He has webbed fingers and toes. Wears a bloody fishing outfit from the fisherman that took him in. Power: Puddle and pi1 comments 51 views last activity
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TLDR at the bottom. So, anyone who's played as killer in dbd for more than 10 hours will probably notice a... discrepancy in certain playstyles. This isn't to say that there aren't a good amount of varied killers to play. Rather, certain playstyles seem to.... miss the mark. I'll stop beating around the bush. While there are killers that specialize in locking down areas, they come in only two0 comments 21 views last activity
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I know this game will have varying amounts of people playing it depending on the time and what day of the week it is, but I want to know when is the best time to have my level be seen and played. I'd rather not have my newly prestiged level go untouched because I activated it at the wrong time.7 comments 61 views last activity
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So it's not exactly a secret that the strict way you have to make basically a straight line from start to finish kind of kills some of the creativity, but we also don't want players to have no idea/be unable to finish a map. I propose a solution: Dropoff Points Dropoff points function as a checkpoint where your little genmat carrier can off-load their resources for another, new type of carrier t12 comments 111 views last activity
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I have a bias towards m1 play, but unfortunately, most killers aren't really suited for it. Or if they are, they aren't that good against survivors that know what they are doing because of pallets and windows basically being a get out of jail free card often enough to stall until endgame. That's why I wanted to come up with a killer that changed this dynamic. Tell me what balance changes you woul0 comments 21 views last activity
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Sadist's speed- When in chase with an uninjured survivor, activate the perk to get tier 2 bloodlust, but any injured survivor within your terror radius gets endurance until the effect ends. The effect lasts for 10/15/20 seconds, and has a cooldown of 1 minute. (the idea of the perk is to help killers get that first hit in a match, without making them have an easy time taking down a survivor when3 comments 21 views last activity
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I think having a 'sticky trap' floor to place on other blocks would be neat. You could use it to slow down people walking over it, and maybe have an upgrade that makes people stuck until they jump or grapple out (allowing people to make 'flytraps' on the walls or just make people slow down a bit). I could even see a mod where the slowdown lasts for a small amount of time after touching it. I just0 comments 1 views last activity
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I recently thought a simple idea. What if: Plague, but like clown? That lead to this killer idea. Please give as much criticism as possible. I'm not too good at making killers, I'm more of an idea kind of person. Garret Yale (named after the man who created the gas mask and the creator of modern smoke bombs) Power The Fumigator has various modes that allow him to spread 'Toxin' wherever he mig5 comments 71 views last activity
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I'm new to the Oni and loving him, however I noticed certain addons mention reducing the blood fury cooldown. What exactly does it do? Does it even make a difference? I get the demon dash cooldowns, that's the running ability. how does a cooldown affecting the blood fury power work?4 comments 151 views last activity
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So, I had asked this question in ask the community, but someone suggested I actually put it in general discussion, and I thought that was a pretty good idea! What are some perks that you think are good in concept, but need a little change or alteration to be worthwhile? In addition, what do you think that change should be? For me, We're Gonna Live forever is the first thing that comes to mind.16 comments 342 views last activity
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What are some perks that you think are good in concept, but need a little change or alteration to be worthwhile? In addition, what do you think that change should be? I'll go first. I think We're Gonna Live forever is great in concept- rewarding altruism plays and helping people get up from the downed state, however because of how strongly killers are incentivized to pick up immediately- the1 comments 31 views last activity
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The Savage: A brutal animalistic killer, seeking to hunt down anyone they can find. They are a killer's instincts distilled into human form. They use their long, sharpened nails as weapons. (base movement speed is 4.8 M/s, terror radius is 32 meters, height is tall) Power: Primal Thirst Instead of building up blood lust when chasing survivors, every 5 seconds in chase you get a 'charge' of prim9 comments 121 views last activity
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Lore: A wild animal of a man, surviving alone in a brutal jungle with no room for mercy. By the time he had met other people he was too far gone. A vicious predator in all but body, he knows nothing but the hunt. Power: Primal Thirst Instead of building up blood lust when chasing survivors, every 5 seconds in chase you get a 'charge' of primal thirst. You enhance various actions through exp0 comments 21 views last activity
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I think blindness is pretty neat in concept. However the problem with it is the inability to place it on the people who you really want it on. Blindness feels like a form of 'soft pressure'. you aren't directly interfering with survivors, just denying them of information. The problem comes in when you realize most blindness addons require you to chase or hit a survivor, and the other forms of in2 comments 11 views last activity
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The worry stone is neat in concept, but the problem is because you always teleport to the locked locker you won't be able to catch up to survivors when seeing their aura, even teleporting to a slightly farther away locker isn't viable since the survivor will have time to run away before you can catch up after leaving the locker. I feel adding a 10% haste buff for 5 seconds after exiting a locke0 comments 11 views last activity
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Before I get into this, I will concede that it gets better late game. But that requires you to allow survivors to drop pallets all game and not destroy them, which can slow you down especially if they rarely vault over pallets- which with this perk becomes alot more common. Thi means to get value out of the perk at it's best requires you to potentially make it harder for you to navigate the map w2 comments 31 views last activity
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One of the major problems I find I run into with solo queue players is that there isn't much communication unless they are on pc and chat before the match. However I wondered: why would we need to chat if we had a 'role' system? Before hopping into queue you can select certain behaviors, such as unhook/healing and looper- or just select your general playstyle (I.E. objective based, or altruism, e2 comments 51 views last activity
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I don't care if you need a full build to make it 'work'. when it working reduces gens, slows healing, keeps survivors down longer, and slows down gate opening- it's worth the effort. Seriously, slap on devour hope to FORCE them to get rid of a hex perk or die trying. That gen regression makes a difference. Now imagine being a death slinger and using plaything, they either get sniped before they19 comments 481 views last activity
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If killers can't slug anymore (which based on the update notes might be the case) then they are more likely to just pick up and go for hook. some survivors will pick up on this and start going to disrupt those hook attempts. Assuming even a quarter of them get good at it, there's a chance killers will start wanting to bide for time in ways outside of forcing survivors to go for a rescue. Ergo, th10 comments 271 views last activity
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You guys ever have that moment where you misunderstand someone and do a massive no no? Because I might have done that. You see I was testing out a hex trapper build with longer disarm times to try and make use of the addons that otherwise were just taking up bloodpoints. On my second test, I met some lovely survivors who after a bit of chase- kinda turned into a friendly game of catch and releas5 comments 181 views last activity
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I personally feel the hindered status doesn't get enough use in dbd, and also was suprised when there wasn't more options for trapper that changed how his power worked. While I doubt this stuff would actually be put in the game, I still think it's fun to imagine how they would affect his gameplay. Tell me what you think! Shrapnel teeth (common addon): Breaking the teeth of the beartrap into smal1 comments 11 views last activity
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TLDR: I had an alternative to end tunneling, by the end of it I thought of an alternative that I felt would be better based on criticism of my original idea. So: bloodlust isn't that useful to stop tunneling, however if the killer has less incentive to camp they will be less likely to tunnel. They are related after all. I came up with this: Whenever within 15-20 meters (I'm not sure what wou11 comments 81 views last activity
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I see some survivors complaining about how they got 'nerfed into the ground' and saying it isn't about deadhard and killers are using dead hard getting nerfed as some kind of excuse. The problem is I STILL see people complaining about the dead hard nerf saying it was too much. I'm not saying every survivor used deadhard and that's the ONLY reason why survivors are upset, but killers are right to22 comments 321 views last activity
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Survivor toxicity is down. I used to see teabagging and flashlight spamming left and right. Now I only expeirenced one toxic survivor so far (granted it's been two days). Say what you want about the game balance wise, but I'm enjoying not dealing with cocky people who think they're better than you just because the meta served them well (not saying I totally approve of the update, but seeing survi15 comments 211 views last activity
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This might not get rid of camping, but I believe my idea would theoretically help with killers tunneling survivors (which has been a common complaint and has only gotten worse in the update). Basically, When chasing a survivor who's been unhooked- the killer doesn't get ANY bloodlust until they would earn bloodlust 3- but it would only give them bloodlust 1. However, if the killer manages to sta9 comments 61 views last activity
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I know there was a recent chapter put out, but I got inspired by a killer idea i had and decided to make a chapter around it. The Spinster: An arachnid monster, whether they were ever human is unclear, but the malice and sadism they display are quite apparant. Tricking unwary nightgoers with the sounds of a helpless person calling for help, it made it's prey on those who would help others. Pow9 comments 101 views last activity
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TLDR ignoring my justification of the idea at the bottom I was thinking of something where you could spend blood points where you can combine low level add-ons into a random higher tier add-ons, or a single specific add-on of the same tier for that same item/killer. You could have the blood points vary (since players would already be sacrificing at minimum 6000 bloodpoints worht of items due to0 comments 11 views last activity