Best Of
Re: Why Making the Blight 4.4m/s is a Bad Idea
Also maybe a hot take but I'd remove the pallet break from Dracula's wolf pounce as well. He just doesn't need it given the rest of his kit.
Re: Why Making the Blight 4.4m/s is a Bad Idea
Actually if you want an answer that's simple to do and not something that requires extensive number tweaking and/or reworking, and thus playtesting? Remove the pallet break on rush attacks. It's not even something that was there during the PTB (and maybe even launch patch, don't remember at this point, I was more concerned about how horrible the rush turn rate was on controller at the time), it was something added later.
Removing that would make playing downed pallets with the power more risky, as if the Blight narrowly miss someone that vaults, now their power is on cooldown and they have the choice to either manually break the pallet or attempt to keep playing it instead of being rewarded with a resource and forcing a survivor to run to another tile for free. That would have a decent impact on Blights' micro and macro potential, especially less skilled Blights.
Re: Why Making the Blight 4.4m/s is a Bad Idea
what would you suggest as changes instead? you've only denied pallet break giving a cooldown and claimed to be on the fence about 4.4 movement speed without providing anything is more interesting or not "lame" and I'm curious to know your approach
Re: Why Making the Blight 4.4m/s is a Bad Idea
Well, yeah.
In a proper suite of changes that address Blight, some would be targeted at higher end problems and some would be targeted at lower end problems. Some would address the ways his skill floor can be low, and some would address the issues that arise at higher level play.
There's no one change that'll affect everything, he'd need multiple changes at once.
Re: Giving up seems to be so common now, why?
Tbh you must be psychology profesor because one of best way of people that tend to attention is to ignore them and bully squads just hate to be ignored thats not why they decided to play to just do gens and get ignored but they came there to tilt the hell from the killer and make him reage quit or be mad for their amusement but you just denny them, what a monster.
Personaly I know they will be insulting me in most cases in chatt so I fight dirty as they by strategicaly slugging and tunneling them because I dont want to spend the gam just sit in the corner (try it as wraith and most will hate you xd).
Full bully squads dont do gens so its just matter of time before they all die or one gets lucky on hatch and I do it to honor all these baby killers that were crushed by toxic bully squads. If I give up as killer its when its end or almost end of the game and theres 0,11111110000% chance for me to win so I just let go so I can end it faster and I dc when is cheater because of devs inaction there is nothing you can do against cheater nowdays and if he holds you hostage I dont have 1 hour to spare so I take penalty thats less punishing (unless you face many cheaters in few games and prnalty is hours long).
Re: The many problems of DBD's matchmaking (and how to fix them.)
I agree that the MMR system (at least on the survivor side) needs to encourage playing as well as you can, even in doomed matches when your teammates are terrible and/or not doing anything. The incentive would be to be matched with better teammates in future matches (although it would mean better killer opponents as well, which is a tradeoff I will gladly take for competent teammates). Imagine how much better the game would feel in the survivor side if you were actually rewarded for how well you play even if you don’t escape!
Re: Giving up seems to be so common now, why?
This is exactly it and it's why more comeback mechanics are needed. You can often tell a match is lost a minute in. It's not exactly great for morale, especially when it happens over and over and over, and there's zero hope of recovery.
What I don't understand is that the same people who wanted the anti-cheese canceled are the ones complaining about DCs. People should stick around and suffer but they shouldn't have any chance at winning.
The Skull Merchant Buff
Suggestion: Buff for The Skull Merchant
I believe The Skull Merchant is currently underperforming compared to other killers, especially in higher MMR matches. Her power feels too easy to counter, and survivors can often disable or avoid her drones without meaningful risk.
A small buff could help her feel more rewarding to play without making her oppressive. For example:
- Improving the effectiveness or pressure of her drones
- Increasing the threat or punishment for survivors who interact with drones
- Slightly enhancing her chase potential or map control
These changes could make The Skull Merchant more viable and enjoyable while still keeping her balanced and fair for survivors.
Thank you for considering this feedback.
Re: I still don't think new Vecna is overpowered
Yeah he's really not. Hes decently well balanced for the current state of the game where gens can just fly no matter what you do. Any future patches he MIGHT need some tweaks. Personally not a big fan of only 3-4 of his addons being worth using mainly the roller skates and rabbit remains. You play without at least rabbit remains and it becomes hold W across the map with sprint burst simulator from undergate because you simply can't do anything else besides waste time.
Like maybe in a future patch where certain exhaustion perks are made balanced or completely gutted then we can consider vecna changes.
The Nemesis buffs & feedback
Contamination
For every contaminated survivor, zombies receive the following:
- +0.25 m/s movement speed.
- +1.25 detection range.
- +3 Field of View.
Zombies
The Nemesis now has 3 zombies instead of 2 zombies.
Zombies give a small amount of mutation points when they succesfully hit a survivor.
Zombies have a 12m AoE detection when a contaminated survivor is close by.
Zombies that are stuck somewhere for too long automatically respawn near the closest hook immediately.
Add-Ons
Visitor Wristband: AoE detection of Zombies are increased by 8m.
S.T.A.R.S. Field Combat Manual: Holding tentacle strike reveals the tentacle's silhouette of where and how it attacks and the landing distance.
Zombie Heart: Zombies receive a burst of movement speed whenever it detects a survivor. The movement speed logarithmicly returns to its original speed.
Mikhail's Eye: The aura of the survivor is revealed for 3 seconds whenever it is detected by a zombie.
Licker Tongue: Replace all the zombies with 2 lickers. Lickers have a default movement speed of 3.5 m/s. Have a ranged tongue attack that can contaminate or injure survivors.
Ne-α Parasite: Contaminated Survivors have a 20% slower recovery of any negative Status effect.
Iridescent Umbrella Badge: All survivors are contaminated. Add +2 Supply Cases.
Shattered S.T.A.R.S. Badge: The Nemesis starts with 0 zombies. Corpses are sitting at empty chest and totem locations and which is also revealed by a white aura. When you hit a corpse with your Tentacle Strike, a zombie spawns. Zombies that are stunned are permanently killed. Every 15 seconds, a new corpse spawns at the empty locations. There is no limit to the amount of zombies that can spawn.