Best Of
Re: What do you think of current Freddy Krueger?
Powerwise he feels very balanced. He seems decently strong and does well, but I never feel like losing to Freddy feels cheap or like any part of his kit is a crutch.
I think his good balance comes from the unfortunate fact that his kit is kind of boring. As it stands it's a very unambitious take on the idea of him being a dream demon that hunts you in your sleep. He's basically an antiloop killer with a gimmick secondary power in the form of his pallets. Funny when they work though.
Aesthetically, he's my least favourite killer in the game. He was the star of a post of mine about petty reasons to dislike a character, as I hate going against him purely because of how ass his presentation is. Negative personality, suffering from early-chapter syndrome badly.
Re: Does Stake Out need a tweak?
I think the problem is that Stake Out is just a bad perk by itself. If you remove the syngery it has with other perks you just create a perk no one would ever consider.
Re: Nintendo Switch 2
I second this, it’s unacceptable imo, the game has a fairly decent sized player base on switch that would only get bigger if that patched the game and made it fully utilize the new hardware
Re: Nintendo Switch 2
I have DBD on my Switch 2, but I almost always play it on a laptop. I can't get over how bad things look on the Switch. They should definitely give the switch version some TLC.
Re: Fixated now gives 15% haste instead of 20%
It still says 20% in the description. Maybe a bug?
Re: The draft for Boon: Steadfast sucks
If it stays like this, that combo will be the only thing that would be able to drag it out of F tier.
Re: PSA For Solo Queue Teammates and Survivors
Screaming into the void with this one lol. The player base at large has zero common sense - the amount of times I've wanted to ignore healing for Resilience or any other perk benefit from injured state only for another soloqer to tail me and almost beg to heal whilst ignoring any other task is insane. You can see it now on 2v8: most surv games I have are sh*tshows because everyone is too busy running around trying to get heals in rather than grouping on gens.
Re: How to make Solo-Q and SWF closer to balance the game overall
I would never try to make swf and solo equal, because its just impossible. I just want it to become as close as possible, so Bhvr gets better data for their statistics, so they can look at it and react to things being good or being bad.
In my opinion the game is Swf-Sided at the moment. Survs are in general pretty strong because of the gens being done so damn fast. So on the survivorside i'd look for Solo-Q Buffs in general, like the one i just talked about or status effects being shown in the Hud.
The first thing to focus on imo, after getting Solo-Q and SWF as close as possible, is the main objective. Gens are going damn fast, thats why the meta is almost everytime Killer running full antigen builds. In my opinion every single perk regarding Gens should be deleted and the objective needs to be redesigned or extended. But not in the simple way by just raising the timer for a gen to be done. I'd say nobody likes to do a gen for 2 minutes. The first thing coming to my mind is for example an additional objective, f.e. Survivors need to open chests to find a Genpart and they need to take it to the gen to start repairing it (its just a random idea coming in my mind to make the games last a little bit longer).
Some Thoughts About Boon: Steadfast
I figured I'd make my own post since the thoughts here are a little rambling to be on anyone else's thread. So, Steadfast's preview has some rather worrying elements to it, and I've been thinking about how to potentially prevent the perk from being a huge problem once it's actually hit the game.
The sticking point here is that the perk has two problems, and one of them is both far easier and far less important to fix.
If we're only looking at the perk as it would be used by the person bringing it, the problem is very clear- the numbers it has would require the use of a toolbox and probably some other tools to make it function, and after that investment the perk would only be mediocre. This is super easy to fix, just do something like:
- Repair speed penalty lowered to 15-20%
- Permanent progress per great skill check raised to 3-5%
That way the perk has a downside that is both much easier to manage, and a more potent effect that more justifies having the downside to begin with. Just from the perspective of the person bringing the boon, this perk still probably won't be hard meta, but that's fine, it just needs to be worth using.
…But that's the snag. This is a boon. While it only affects one generator, it affects that one generator for everyone repairing it, and they have no guarantee to have prepared for a repair speed penalty, because why would they think to do that?
This is the FAR bigger problem with the perk, and it's also harder to fix without tossing out the core concept of the perk… which we can't do because it was voted on. Sticky situation. You could do something like:
- Repair speed penalty removed entirely
And that's certainly a solution, but one I don't favour because it means the actual charges taken off can't ever be much better than they are in the preview we've been given. Even with the booning time, permanent repair progress is a big deal, it's something that should generally require keeping in check… but you'd also only bring something like that if the effects are good, and 1% isn't really, even if it's appropriate for the investment the perk asks of you.
So, instead, I've considered something like:
- Repair speed penalty removed
- Permanent progress per great skill check raised to 5%
- Each player repairing can only contribute 10% permanent progress per boon activation
Which would work a lot better, what we see there is basically a sidegrade to Weaving Spiders— it doesn't have the potent upside of instantly adding that amount to every generator on the map, but it also doesn't have the potent downside of the minute-long Invocation or the permanent Broken. You'd need to repeatedly re-boon to benefit more than a BNP, but that'd also be the only real downside.
This version of the perk could also affect more than one generator and be pretty fair… but it's sloppy, right? This is kind of an awkward way to make the perk work?
One final idea for discussion could be a re-imagining of how "boon that provides permanent progress" could work, something like:
- While the boon is active, great skill checks performed in its radius "lock in" X% of current progress to ensure it can't be regressed even after the boon is snuffed.
Now, the biggest detracting argument for this one is that it does somewhat break the rules of Boons, which typically don't provide benefits that last after the totem is snuffed, but the counter-argument I'd suggest would be that CoH gives health states that aren't taken away when the totem gets kicked, so you could argue it's in a similar vein.
If X here is sufficiently low and we allow it to work on all gens in its radius, this could be a more fair baseline for the perk since it requires repair already be done before it'd be effective. At the same time, it's a similar sort of value to taking charges off the maximum, so similar arguments could be made about it being too strong for a single perk affecting the entire team.
So far that's all I have. It's kind of an interesting problem to try and fix with the parameters we've been given, honestly, I've enjoyed thinking about it. I'm not hard-committing to any of these things as The Changes That Should Be Made, I just think they're interesting + potentially viable directions to look.