Comments
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I think "Pressure" is largely just the killers ability to affect the actions of survivors. Something like Artist forcing a survivor off a gen with crowd or Ghost face intercepting an aura while in Stealth. Killers can have more or less pressure in a situation just by nature of their powers. With that in mind, Spreading…
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I feel like an argument can be made for Blight to be made 110% to ensure he relies on his power more (like Huntress). Given it is a mobility power as much as it is a chase power, he should still be able to get a lot of work done. That said, there's also the chance a change like that would make him incredibly clunky to…
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We members of Swamp Support Society have decided to take great offense to this post.
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Would probably necessitate much more campy gameplay from the killer, especially at high level. Can't afford to risk losing two gens at once if basement is being pressured, but you also don't wanna give up the ones opposite the map. Honestly, I think the game would be a lot less fun in this hypothetical scenario.
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Doctor and Wesker can make some proper nasty builds with them, especially on maps like Midwich, but they are generally not great perks unless you commit to certain playstyles.
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My issue is less with the portals and more with almost the entire upper layer of the map. I wish it got nixed and the lower dungeon was expanded instead, then use the Portals to wrap around to make traversal easier.
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Impaling Wire does feel almost necessary depending on the map. I can see an argument for making it basekit or partial basekit, but I'd settle for all chains consistently connecting whenever a hit is landed. It's so annoying (if not funny) to tag a survivor and see half the summoned chains just not hit.
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Other players have said it well. The box is fine as a mechanic, but Chains as an ability should be made more consistent. Pinhead phasing through his own chains would be an easy fix, and then maybe find a way to make chains spawn logic post hit more consistent. Aside from that, the addon that essentially lets you tunnel…
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Randomized everything sounds fun. Throwing add-ons into the mix (maybe barring meme add-ons), and randomized items will lead to a lot more craziness. Random offerings could be fun too, since you never see stuff like the Mist bottles get used. I do like the mode as is, but a few actual changes would be nice.
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Hard to describe, but the best way I can think to put it is that Freddy has a power, Skull Merchant has the Undetectable Status for awhile after placing a drone.
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I wouldn't say he's terrible as a killer but just feels super clunky and unsatisfying to play. I wanted them to move his kit away from being just Slice and Dice the character, but they kinda just hit it with slam hammer and then handed him a cooldown nerf that isn't massive but can definitely be felt. They should revert…
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I thought it'd be neat if F13 ever got added that they add the graveyard Jason resurrected from in Part 6 as an area.
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Not really my demographic, but there's totally a market for it. So long as they stick to horror and it fits right in the game, I'm down. Maybe Trickster will finally get a map he belongs on.
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New Line dislikes money.
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Definitely part of it. Idk why Killers just at base make so much more BP than survivors. It made releveling the cast really hard pre-crossprogression because I kept wanting to swap between roles when killer was the only one actually allowing for proper progression.
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Incredibly solid idea. Killer has to initiate it by slugging at two survs so it can't be effectively weaponized, and it turns an otherwise slog moment of the game design into a potentially interesting encounter.
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I don't think Gen Z and Alpha should be lumped together in this context. A lot of Gen Z are young adults (like me) or late year teens, with the youngest in it turning 13 I believe as of 2025. Marketing a chapter to people like us is very different from 12 year olds and below, not just because of age differences but simply…
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Glad there's at least community consensus on this being a bad idea. If it does happen, at least we'll hate it together.
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The 40 Second Gen Block was Grim Embraces initial effect, and wasn't considered very strong for a long time until it got the recurring smaller Gen Block beforehand. It's a powerful perk, just not stellar compared to some of the other slowdown options.
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I think he'll be fine in his current context if they fix Dream Pallets. It's so weird to me you can the pallet outline and they appear in the real world. Having them be indistinguishable fakes that were sometimes there and sometimes not were both a lot more useful and a lot more on brand for Freddy.
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They need to find a way to attract more survivors, not replace them. Honestly extremely disappointing. This is probably how 2v8 will return too :(
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Very true, I honestly can't lie and say that I've opted out of posting on a lot of discussions because it didn't really seem like there would be any actual discussion going on beyond venting out a nights frustrations over keyboard. I wish some people could separate their emotions from their mind when speaking.
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I feel like this a nothing solution. Most survivors slugged on the ground for the first time won't be aware of Knockout, and in the context of Solo Q a lot of players won't know the perk is in play until it's already working on them, wherein the annoying part of Knockout is that your teammates don't know where you are and…
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Yeah honestly a classic Nemi design would go hard with the DBD art team and he only has the blighted Outfit iirc Given how chummy Capcom and BHVR are, it seems like something that would be natural.
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Pretty certain Original Trilogy content was denied by BHVR specifically on the grounds they didn't think it fits the game, and I'm inclined to agree with that assessment. Using Lich Kings like Vecna is one thing for a killer, I honestly don't think most people see Vader as anything near a horror villain, or even horror…
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Not terrible, but still just kinda boring. Would've been cool to find a way to make him invisible and untouchable to awake survivors without breaking him in the dream world. As of now the dream transition still feels secondary to his power.
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I like the change of blood snares to a disabling wave rather than traps, feels on brand for him and much more useable. Pallet explosions seems like a really niche ability that may end up being more trouble than it's work to land, though that's ultimately a hard call to make with such limited experience. I also just assume…
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Old Freddy's biggest issue aside from self care was survivors being given free time in the dream realm before he could interact with them. During the transition, they were free to finish gens in his face, slam pallets, unhook, the general works. This change wouldn't "fix" him, but if you know old Freddy, you understand why…
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A bit unrelated but I wonder what the new dream world effect will look like. There were mentions it was given a makeover and that's quickly becoming one of the parts of this rework I wanna see most.
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I wanna actually see gameplay before making a call. This does kinda sound like it's just pallet and snare Freddy rolled into one, but changes like being able to TP to healing survivors, exploding dream pallets, and moving snares sound like they could actually make him a really interesting killer. The return of his…
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Freddy is already mentioned to have had his powers altered in like the one scrap of lore we have of him in the realm. I don't really get this argument from this perspective, we should be discussing whether this fits his gameplay.
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At least for the original members of the cast, it definitely feels wrong they haven't gotten them yet. Plague and Huntress especially since they weren't launch killers unlike Wraith. Hopefully we'll get something for Freddy soon. It'd be nice to hear new tunes for licenced cast, though I just wanna see this months rework.
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Not yet but it's in my backlog :3 Deck builder roguelikes are quickly becoming one of my favorite sub genres
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I don't really think this is that big an issue tbh. FNAF jumpscares aren't just strobe light shows, and honestly it kinda annoys me how you say it can't be done right because of this when I see tons of concepts without this all the time. My own personal idea was to express the notion of a Jumpscare through the gameplay…
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Been addicted to Balatro as of late. DBD is a lot of fun, but there's always room for something else
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This post certainly went a little off the rails. I don't really wanna argue about this with anyone. It's been years of this debate and I think we all know where we stand. In my eyes, FNAF has been trying to cage some of its more adult demographic for years. There've been smaller projects that take a darker tone like the…
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They're just a decently solid combo you can use in a variety of situations imo, I quite like them paired with Resilience to consistently guarantee faster vaults
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In my eyes, it mainly comes from the fact that the game simply wasn't intended to be what it is. What most people consider the core gameplay loop to be, well, looping, and that wasn't even intended by the developers, as they expected most players to simply run as far from the killer as possible and initially designed…
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Definitely agree with the sentiment that Coldwind at Night should return, maybe with a rework or new variant that changes the scene. The corn maps have never been a high point in map design for me, and it's kinda shocking they haven't gotten more adjustments. Kinda unrelated, but one thing I thought would be cool would be…
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It's kind of hard for me to articulate exactly how I feel regarding this topic. I much prefer how the game currently works over pre 6.1 DBD, but the casual and more fun natured vibe people approached the game with was much more easygoing than it is now. I still have plenty of fun with the game, don't get me wrong, it just…
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Agree 100%. It ticks me off because it wasn't like they were strapped for options. Using a dead facehugger, discarded shedding, or something like a copy of Ripley's audio log from the end of the film would've been perfectly on brand. Even something like Ashes head or a tracking scouter would've been easily recognizable for…
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There's not really a point to worry about player counts. It comes up and down with the hype of certain chapters and events. As others have already said, it'll probably jump up by the time FNAF comes around and then simmer back down a few months later. It's natural.
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I love it when players are willing to get silly or stop and stare midchase when something random or buggy happens. It gives off Scooby-Doo vibes.
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There's a palpable sense of irony emanating from this post.
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Very nice! I'm not well informed on what happened here specifically but Fandom is infamous for how awful it is at this point.
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It was mentioned on another thread but this change was intentional as the devs are worried about the add-ons effect becoming harmful to the health of the game, and thus essentially nerfed it to the point of uselessness so they can revisit it later. That rubs me the wrong way for so many reasons, but here we are.…
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Nah still too strong honestly. Oughta make it one percent just so survivors could possibly have a chance of playing around it.
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Like in most of BHVR's yearly outings, I see it is as two steps forward, one step back. There have been major changes for the better like a larger focus on events and the devs have done a lot to try out new aesthetics and tones for chapters that I like, but a few of the balances changes and releases where the devs don't…
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100% agree, especially now that events and stuff like skin collabs can fill the void between chapters. After seeing Doomed Course get such little marketing and come out so buggy without even a map, it really does seem like a smarter idea to slow development to 3 chapters a year than 4.
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I honestly thought it was just fine at 10% with the BP bonus, but I suppose that ship has sailed. This should definitely feel nicer to play.