Avatar

jesterkind

jesterkind

About

Username
jesterkind
Joined
Visits
17,633
Last Active

Discussions

  • I've had the idea for this post in mind for ages, I'm not subtweeting anyone here lol This is a thing you'll see people reference in passing quite a bit. If something harms lower-tier killers, it'll often be phrased as hurting M1 killers, or you'll see people say "M1 killers don't have the luxury of doing [X] thing". My issue with this is that it doesn't make any sense once you try and defin
    73 comments 1,553 views last activity
  • It's not uncommon these days to see people reference, in passing and as part of a wider point or comment, the notion that Wake Up was nerfed, typically with language like "killed", "gutted", or "deleted". I'm not sure why, though. I've been using this perk more since the last change it got, and it's pretty unambiguously stronger now overall. While I mostly want to make this a commentary about
    20 comments 371 views last activity
  • Now, before I delve into the ideas I have, I do want to mention that this is more a series of changes intended to adjust the more annoying parts of boons (from either side) and boost the more interesting parts to bring some more attention to the archetype. I'm not trying to lift them out of the gutter and into the light, because they're not in the gutter to begin with. That said, there's always
    2 comments 61 views last activity
  • I wanted to have this post up and ready for the FNaF release, but better late than never! Before we begin, there's an important thing I need to mention first: The idea of "pressure" in DBD can be quite nebulous within the community, so when I lay out my definition of what that word means, it's so you can easily understand the concepts I'm conveying. It may not be what others mean when they use
    14 comments 1,594 views last activity
  • Seriously, hear me out. I see this buff talked about in passing a lot since it happened, usually in the context of talking about how healing is busted right now or some such. Now, trust me, I get it- I was also nervous about them buffing Botany and even had misgivings about this specific buff when it was announced, so I get how you'd come to this conclusion. However, I do truly think the buff k
    55 comments 1,423 views last activity
  • I won't sugarcoat it: 2v8 makes all killer queue times awful, and while the next iteration after this one has some fixes planned, I still feel the survivor role needs new shiny toys to play with so people feel more inclined to pick that role over the novelty of playing with a killer teammate. I think one of the best ways of doing this would be adding new classes, and lightly shaking up the on
    1 comments 41 views last activity
  • This isn't really one of the big "thorough and comprehensive" posts I do sometimes, I've just noticed a few addons I think could be tweaked here and there. Sadako needs basekit changes as well, but those are a little outside the scope of this post. Here's what I've got for Sadako: Cabin Sign: Reduces the time it takes for TVs to turn back on after Projection by 10 seconds (was 4.5) N
    7 comments 231 views last activity
  • Bear with me. I've got some real points to make about this. So, tunnelling is often a hot button issue, with those who want it to be addressed often answered by comments about how it's necessary at the high level to secure any hope of victory. This, broadly, isn't true, but what I have to say doesn't really get swayed either way by that statement. There are two reasons why tunnelling is agains
    199 comments 4,323 views last activity
  • This isn't a post just complaining about Dracula, I actually play him a bunch myself and think he's very fun. He is also, though, arguably the game's newest S tier and is inarguably very powerful. A huge part of that, in my opinion, is Bat form, which I'd argue is just barely weaker than Spirit's Phasewalk… despite Spirit's Phasewalk being her entire power and Dracula's Bat form being one
    3 comments 71 views last activity
  • Now, if you're the type that reads that title and reflexively starts disagreeing, hear me out. I think this would work out to be better for killers overall than the current setup, where slowdown continually gets nerfed because people can stack it for overwhelming advantages whenever the individual perks are too good. And, on the flipside, it sucks as survivor to go against quad slowdown even whe
    26 comments 232 views last activity
  • Having played with this system for a few more days and having seen a bit more of it, I feel more confident suggesting some more specific changes. The same caveat as before applies to one thing, though: We still haven't seen what the second batch of weeklies has in it, so for the sake of staying on track with things that can already be witnessed to be lacklustre, I'm going to take it on faith that
    2 comments 32 views last activity
  • Don't freak out, I know this perk's quite good already, but I noticed something annoying about it while I was running it today. So, let me set the scene, because this'll be hard to explain otherwise. I had Clean Break activated, and someone injured started to heal me, so I hit E. I'm now Broken, and the timer's ticking down. The perk's icon has greyed out, but the timer shows on it, indicating
    1 comments 22 views last activity
  • The time has come for another one of these posts, where I attempt to fix or improve a specific part of the game as comprehensively as I can. This time, tunnelling! I won't waste time with too much preamble about tunnelling as a problem. It requires little effort for potentially massive value, and requires a lot more effort + often specific perk choices to combat. This is bad, I want to fix it. A
    30 comments 452 views last activity
  • Overall, I'm not as down on this system as other people, but I do have some concerns and criticisms to make right off the bat. Now, to temper this list a little, I acknowledge that this system has been out for a day and we've only seen one batch of quests. Some of the issues I have may not be particularly huge ones once we've seen more of how this system functions over time, and I'm confident t
    9 comments 91 views last activity
  • It's no secret that the new rarity colours are bad. Not that they look unappealing - I actually quite like the blue shade, myself - but that they're bad for the game by increasing confusion and decreasing fidelity for players with colourblindness. There's no feasible way forward where they just become the new norm without significant downsides and zero upsides. That being said, full reversions a
    1 comments 51 views last activity
  • I've rolled this perk a few times in Chaos Shuffle, and it's just in such a sorry state, it's practically an empty perk slot a lot of the time. I have three buffs in mind for the perk, and I do think all three could be safely done at once. They are as follows: Reduce the activation timer from 4 seconds to 2 seconds. Somewhat self explanatory. The time it takes to activate this perk is lud
    35 comments 271 views last activity
  • Spine Chill has been suffering ever since the visual heartbeat came to the game, and I think it's high time an iconic perk like this one gets a new, healthy niche to fit into. For this rework, we're tossing out absolutely everything Spine Chill currently does and starting from the ground up. Here's what I pitch: Whenever your aura is read by the Killer, Spine Chill activates for the duration o
    9 comments 171 views last activity
  • So, the second Design Preview for Skull Merchant has been posted, and while certain things were improved from the first time I'd argue it's broadly net worse for a few reasons. Last time a design preview was posted, I decided to pitch an alternate rework that'd better preserve Merchant's identity while filling the same design goals BHVR have stated or implied in their posts. I'm going to do the
    13 comments 141 views last activity
  • Now that the event's coming to a close, I figured I'd collect my thoughts on it overall. Broadly, I quite liked this event, I found the new generators to be very interesting and I thought they prompted more interesting perk choices on both sides due to the way they worked and the perks they didn't work with. I also found the overall BP gain, especially towards the end, very satisfying. Howeve
    2 comments 52 views last activity
  • Provocative title aside, I do have a legitimate point I want to make her about the discourse surrounding the game, and the idea of "second chance perks" that keeps getting brought up consistently. I've always been kind of confused by this term, because the perks people cite as supposed "second chance perks" never seem to match the way they're talked about. People bring up this kind of perk as on
    46 comments 1,164 views last activity
  • The perks that have been in the game the longest do, from time to time, warrant taking a critical eye at to see if they need to be updated or modernised. For this post, I'm only looking at teachables from year one characters, and only on the killer side- I may or may not make additional posts for the other perks from year one as well, who knows. If I don't list a perk here, I believe it doesn't
    0 comments 21 views last activity
  • Title, but a couple extra details/questions: This would be an activation with the Active Ability Button, but some details could be tweaked. Should you need to be standing, or would activating it while running be healthier? Should you have to be looking at the generator, or not? The perk could keep its current passive stun/blind when kicked, or the survivor could need to detonate it manually th
    3 comments 101 views last activity
  • The latest design preview is up and showcases some potential changes for the Skull Merchant. I think those changes are broadly quite bad for a variety of reasons, but I think there's a few things that could be nudged in a different direction; the devs seem to want to make Skull Merchant's drones far more active and personally controlled, and they want to streamline her power to be easier to under
    0 comments 51 views last activity
  • A while has passed since the DnD chapter, and while I have thoughts about all of the survivor perks, right now I want to talk about Bardic Inspiration. I love the idea behind the perk, I especially love the lute animation, but I find that the actual effect you get is lacklustre and uninspired. I don't want to just buff it, that doesn't help from a variety of angles, so instead I pitch a change.
    3 comments 51 views last activity
  • Title. I've been thinking about how Self-Care is a really bad perk that heavily requires additional supporting perks to even be considered halfway acceptable, and how I'd fix that myself. It's a tricky perk to balance because raising its actual healing speed too much makes it broken, so instead, what if it gave you medkit efficiency like it used to? Before, that was busted because medkits wer
    22 comments 551 views last activity
  • Pretty much just the title, but to elaborate a little bit— when people talk about the state of slugging in the game, one of the things you'll see brought up in passing is the notion that hooks themselves are weak now, and not worth going for. What I find curious about this argument is that very few people really attempt to explain it- they just skip straight to slugging being strong because of th
    7 comments 281 views last activity
  • As part of their QoL Initiative, BHVR announced some changes to prevent people from excessively hiding in unwinnable matches where there's only two survivors left. In general, this is a great idea, nobody wants to be stuck in a match where the only thing you're gaining by stalling is just… stalling. The killer still wins, you're only wasting everyone's time. However, I think more could be done,
    9 comments 81 views last activity
  • We know there's some form of anti-tunnel change/update coming in BHVR's big Quality Of Life Initiative sometime in the back half of the year, and there are two things I'm personally hoping to see there: Basekit Endurance changed to basekit loss of collision off hook. Keep the Haste, that part works perfectly fine, but change the Endurance to simply being entirely intangible for the duration.
    6 comments 161 views last activity
  • As excited as I am to see 2v8 returning, I find the lack of changes to the survivor class options a little disappointing. It's not that I don't like the ones we have - I think they cover the basic archetypes of survivor playstyles rather well - but that I think we have a lot of room for more effects to bring more niche playstyles to the mode. Normally I'd structure a post like this with some sp
    2 comments 51 views last activity
  • I don't know how other people feel about this perk, but personally, I have big problems with it. It's one of those perks that basically won't do anything in the course of regular play (outside of fluke chance scenarios), but that you can build into for an excessively annoying strategy to face— like Boil Over, albeit admittedly not nearly as bad. In the course of thinking about how to make this p
    3 comments 151 views last activity
  • I won't go into tons of detail setting up the issue with slugging, everyone knows what general conversation I'm talking about regardless of how much they agree on it being a problem. What I want to talk about is one of the alternative solutions to basekit Unbreakable that I see, and how I think it's not a good idea at all despite how popular it is. The pitch is typically something like this: Onc
    243 comments 4,434 views last activity
  • The Invocation perk type is an interesting one, and in my opinion it's not too far away from being genuinely great. There's just small things standing in the way, but cumulatively those small things really do weigh the archetype down far too much for them to be consistently worth bringing - albeit not equally across the two perks we have, one is considerably better than the other. Here's what I
    10 comments 151 views last activity
  • I'd like to be upfront and say this is a discussion, rather than a declarative statement. I want to know what other people think about this topic. So, I've been thinking a lot about Wesker recently, and specifically about how much stuff he has in his kit. Just to run down the list, as neutrally as possible, Wesker has: The ability to damage survivors with a dash/lunge mechanic that can curve
    50 comments 1,314 views last activity
  • I want to make it clear what I'm asking here, so bear with me. I see this notion pop up a lot, that there's no win condition for DBD so players have to come up with their own. I cannot understand this position, personally, because the win conditions are so obvious to me (with slight ambiguity that does exist) that I can't see how anyone could think the game doesn't have one. I'm not here to arg
    61 comments 1,856 views last activity
  • Back at it again with another pitch. I'll cut right to the chase: Aggressive slugging is kind of an issue in the game right now, one that requires specific perks and often some kind of coordination to beat. On the flipside, there are forms of slugging that are not only unproblematic but often necessary for the game's nuance and balance to remain intact. This makes fixing the former kind of tri
    82 comments 1,233 views last activity
  • Imagine an altar down in the basement, one dedicated to the Entity where the desperate can come to pray and beg for a favour. The Entity doesn't give something for nothing, though; if you want a gift, you must give something up in return… Specifically, your item. This altar would allow you to 'feed' your currently held item into it, and gain some kind of small passive buff in return, alongside a
    1 comments 22 views last activity
  • Aura reading has been a bit of a hot topic lately, and as I am wont to do sometimes, I wanted to make a post talking about its counterplay and broadly just what you can do if you find yourself in a position where you consistently see killers running aura perks + want to do something about it. The first thing to talk about would be, of course, blocking the auras outright. In my view, there are th
    4 comments 182 views last activity
  • My opinion on Self Preservation is, bluntly, that it just isn't very good. Its only reliable use case is in a coordinated SWF, and you also really don't need it in that scenario, so it just generally sits in the "sometimes you'll get value and it'll be noteworthy but usually it's kinda useless" camp that a small number of other perks sit in too. For those of you who don't know, the perk curren
    8 comments 121 views last activity
  • Lightborn exists in a sort of annoying position in this game, where it's simultaneously not all that good and also designed in a pretty unhealthy way. It's not generally good, in my opinion, for one perk to be the perfect counter to an entire class of tools your opponent can bring- that's why Distortion was nerfed, after all. So, I was thinking about what I'd do to preserve it being useful and w
    25 comments 351 views last activity
  • I made a post like this about Skull Merchant a little while back, and @Spare_Them_Mori_Me suggested I do one for Trapper. I do like dear old Evan and think about him a lot, so I figured that'd be an appropriate next target for this format! First, I'll lay out my goals here. I'd like Trapper to fill his role and identity as best he possibly can, by addressing his key problem areas without movin
    7 comments 301 views last activity
  • I think fairly frequently about what to do with medkits, as there's no denying that they're suffering from there not being a substantial difference between the tiers anymore. This is a hard issue to fix, because in terms of balance medkits are doing pretty great and tweaking anything too hard risks unbalancing them again. I think I have something in mind, though. So, for the sake of this sugge
    16 comments 201 views last activity
  • I'll get right into it: Hexes need help, as a class. I'm going to talk about my suggestions for how to improve them overall, first looking at two universal changes I want to make to the overall system and then looking at individual perks to see how they'd be adjusted in light of those changes. For each, I'll list the change, then some explanation underneath where appropriate. First, the universa
    2 comments 62 views last activity
  • I won't sugarcoat it: This will involved undoing almost everything from the last set of changes, because they fundamentally cannot address any of the issues this killer has while they also ended up unfairly harming players attempting to engage with her basic gameplan. So, we'll start with my goals for this rework, overall. Skull Merchant's power currently shines when everyone involved both und
    17 comments 552 views last activity
  • I said earlier in another thread this is something that should be talked about more on the forums, so I figured a post about it would be appropriate. This is also something of a mini-essay on effectively spreading pressure, since the two concepts are pretty heavily linked. So then. There is a tooltip in this game, shown in the loading screens, that I think does incalculable damage to people's ab
    49 comments 1,871 views last activity
  • The topic of aura perks and their answers has been on my mind lately, as it has for a lot of us, and while I broadly think there's no huge overbearing problems with either side as a whole, that doesn't mean things can't be improved from either direction. Something that I've been thinking about is Object of Obsession as an answer to aura perks without being an aura blocker, and how it + Disto
    16 comments 211 views last activity
  • Recent discussion has me thinking about killer aura perks, specifically two that I believe are overtuned and two that I believe are undertuned. We'll start with the two I think need nerfs, and what I think those nerfs could realistically be. Weave Attunement. Nobody's surprised to see this one take top billing, it's obviously overtuned and we already know it's getting changes. I propose the
    8 comments 171 views last activity
  • I'll lay my cards on the table right off the bat: I don't think Pain Res is in a particularly healthy spot and I don't think the initial rework it got back in 6.7.0 (I think) really worked out as intended. The goal of that rework, at least to my understanding, was to incentivise spreading your pressure across multiple hooks so that you'd have more access to your tokens. On paper, this should dis
    31 comments 423 views last activity
  • I think a lot about Trapper. He was my first main, and most people agree he's in the running for worst killer, if not taking that spot himself (especially now that Skull Merchant was executed). There are lots of things that could benefit Trapper, and about as many things he really shouldn't get, but I keep coming back to one specific thing I think would really help him: Trap spawn adjustments.
    0 comments 21 views last activity
  • I've been seeing a lot of posts about how the nerf to Distortion is problematic, or how Distortion has been "killed" or what have you, so I decided to test it out. I equipped Distortion for a good chunk of games, and tried to get a feel for how accessible tokens were and how much impact Distortion had on the trial. My conclusion, broadly, is that Distortion is still a good perk. It still does t
    117 comments 2,202 views last activity
  • We know now, thanks to the roadmap, that our boy Mikey is set to get some changes. We also know that they'll be "tweaks", so nothing super substantial. While I think Myers is still going to need a proper update some day, I think there are some small changes that could absolutely help tide him over until then. Here's what I'm hoping for: An actual lunge in Tier 1. In my opinion, the two downs
    3 comments 81 views last activity
1 2 3 4 5