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Potential Buff For Spine Chill
It's no secret that Spine Chill is weak, so I won't explain why I think this change is necessary, I'll just skip straight to what I think that change should be. In the course of thinking about how to make Spine Chill a little more impactful, I started thinking about what it is this perk actually does; what purpose, if any,…
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You Can't Weaponise DS
I've seen a fair amount of discussion around the forums lately about whether or not survivors weaponising DS is a problem, or how to fix the problem of survivors weaponising DS, and rather than toss a response out into the sea of answers in a thread that isn't really about what I have to say anyway, I figured I'd make my…
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A Fix For Dead Man's Switch
While I wouldn't go so far as to call DMS overpowered or too strong on its own, I do think the perk is unhealthy in a very specific way: It's a time bomb just waiting for a synergy that makes it obnoxious as hell to face. In the past (and currently, for some reason) it's been Pain Resonance, as well as Ultimate Weapon and…
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Map (Item) Overhaul Idea
It's probably not controversial to say that the Map item is somewhat neglected, especially in comparison to the genuinely powerful items like medkits and toolboxes. There are a few reasons for this, but I think the main one is that the two maps between them both don't do enough, and do things they don't have any real…
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Eruption Update Suggestion
Ever since the anti 3-gen change, there is exactly one perk that is suffering unfairly. For almost every perk that revolves around kicking or damaging generators, eight uses per generator is perfectly fair, but the problem with Eruption is that it doesn't get eight uses per generator- it gets four. To arm Eruption on a…
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Addressing The Skull Merchant
As ever, Adriana is a hot topic on the forum lately, and I figured I'd throw my hat into the ring talking about what I think her problems actually are, and how I'd go about addressing them. There are a number of things in this post that I want to address, but most of them are relatively minor, and I'll be explaining why I…
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"High MMR" Should Probably Be Defined For Stats
I do really enjoy the new and updated stat spreads, they are super interesting, but one thing that leaps out to me is that "High MMR" isn't actually defined in any way. What percentage of players is being counted for those stats, how exclusive of a club is that? Obviously, knowing this won't change the general caveat of…
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"Tunnelling Gens" Doesn't Mean What You Think It Means
Whenever a thread about tunnelling comes up, usually from the perspective of acknowledging it as a problem and attempting to come up with a fix, there's a particular rhetorical trick that some people will use. I have some issues with this trick, and I'd like to lay out why I think it's misleading and unhelpful. The trick…
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Grim Embrace + Dead Man's Switch Is Nothing Like Old Eruption
I keep seeing this comparison around, and it's absolutely baffling to me because it's so obviously not true. Even assuming the things people say about GE + DMS are true (more on that at the bottom of the post), that combo is nowhere near as awful for the game as old Eruption was. For comparison here... Eruption: Blocked…
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Save The Best For Last and The Demogorgon
Recently I've seen some lively debate (sincerely, I wouldn't call this 'discourse' per se) about whether or not STBFL is a good or bad perk to run on the Demogorgon. While I could talk about my direct answer to that question, I'd rather talk about something interesting I've noticed regarding the way this conversation tends…
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"Niche" Does Not Always Mean "Inconsistent"
A little while ago, I posted a thread about how I felt most survivor perks were decent and viable, to push back against the idea that almost all survivor perks are entirely trash. As expected (and welcomed!), the thread generated some discussion and a fair amount of pushback from people who disagreed with me. Between that,…
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How To Fix Made For This
(In my opinion, of course!) So, we'll start with getting the pure balance changes out of the way, and then we'll move on to a few other elements I think will push MFT into a much healthier niche than it currently occupies: Remove the Endurance. I think it's relatively uncontroversial to say that, even though it comes into…
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Please Widen Bear Trap Hitboxes
Not much, just a little. It is beyond tilting to have a trap set up at a pallet, successfully chase a survivor into that trap, and for that survivor to be able to walk around it because you were a few pixels off the right positioning, while you yourself have to completely avoid that trap due to the killer's larger hitbox.…
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Most Survivor Perks Are Good, Actually
...Or, if not good, certainly decent and viable. There's a take I see floating around every now and again, that the only reason the survivor meta is the way it is (whether that's in response to someone talking about it being stale/boring or someone talking about why perks like Windows are run despite only being kinda…
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Blindness Overhaul Suggestion
I don't think I need to go into a ton of detail regarding why exactly the current Blindness status effect is a little bit lacklustre, to put it mildly. It rarely does anything of note, and when it does do something, it's very frequently preying on a team of solos having no way to communicate with one another. I would like…
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Item Rework Ideas - Keys
It's no secret that keys aren't particularly useful overall, barring the use of one or two very specific addons or a dedicated hatch build, so I'd like to pitch some ideas that I think would give them more of a consistently useful niche that might attract more players to use them. I'll also give my reasoning behind the…
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The Problem With QnAs Is Not BHVR
...At least, not entirely. Attention-grabbing thread title aside, they do deserve some moderate criticism for having some kinda lacklustre canned responses for a lot of questions they're asked, but the issue lays at least partly with the community for not exactly doing anything to mitigate that situation whatsoever. While…
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Xenomorph Flame Turret Placements
This is not another thread complaining about the Xenomorph being overpowered, I promise. What it is about is some quality of life surrounding the placement of the flame turrets. I've only gotten to play against Xeno since that chapter dropped, and honestly, I really dig everything about this killer's overall design, and I…
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Should Resilience Get This Nerf?
There are two perks in the game currently that I'd like to use as an example to contrast Resilience to here, and I'm curious what other people think. The two perks are Iron Will and Made For This; now, setting aside what you think about how strong those two perks are, they both have the same balancing condition applied to…
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Voice Comms Won't Fix SoloQ (And Toxicity Isn't Why)
I've made this argument a few times across different threads over my time on the forums, but I realised I never consolidated it into its own post, so I figured why not kill some time by doing just that! There's a certain mindset I've seen a few times now, revolving around this idea that BHVR are simply refusing to…
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Trapper's 'Small Killer Update' - What I'm Hoping For
We know from the Reddit AMA a little while back that Trapper has some small changes coming alongside the Naughty Bear skin, albeit nothing huge as they don't want to make big fundamental changes to his kit. There's a lot of things this could be, but there's two that I'm especially crossing my fingers for: Adjusting the…
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The Skull Merchant's Core Design Is Not A Failure (And Here's Why)
No, this isn't a troll post. It's no secret that Skull Merchant is a pretty disliked character overall, but the specific flavours of comments that you see about her around here tend to vary in severity and accuracy. For some, she has a clear flaw in her 3-gen strategy being overwhelmingly awful for the game and other than…
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The Trapper - Iridescent Stone
Now, it's entirely possible that I'm simply not enough of a big-brain Trapper main and as such my IQ is simply too low to appreciate it, but I do play a reasonable amount of Trapper and I struggle to feel as though this addon is actually doing anything for me. I've been running it across a few games, in different builds…
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Fixing The Skull Merchant
...Or, at least, trying to. It's a difficult task, but I think I've come up with some decent first steps to massively lower her 3-gen potential while bolstering the other strategies she already has. Though, as a disclaimer, this rework was thought up under the assumption that 3-genning itself is going to be looked at…
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In Defence of Bloodlust
A relatively popular opinion on the forums and elsewhere is that Bloodlust is a mechanic that either should be removed right now, or only exists as a bandaid to bad map design and should therefore be removed as soon as maps are fixed. I disagree with both of those takes, and I thought I'd spend the time to write up a…
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Nemesis' Iridescent Umbrella Badge - Rework Suggestion
For those who can't be bothered to go look it up (because nobody uses this), the Iridescent Umbrella Badge is the addon that inflicts Exposed on survivors who use a vaccine, for 60 seconds. Now, that buffed timer does make this addon not entirely useless, but I personally still feel it's awkward and doesn't fit with the…
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Clap Trap Batteries Should Last Longer
Whatever else ends up happening with Skull Merchant and with the wider 3-gen issue, I'm of the opinion that her claw trap batteries should be considerably longer. Now that they're used as a way of disabling the drones for a period, survivors should want them to be lengthy enough to get some generator progress done before…
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Anniversary Invitations, and The Knight
Playing around with the Twisted Masquerade's mechanics as Killer has further cemented an opinion of mine regarding the Knight: He should be able to send his guards out to perform the break action without needing to go into the patrol-drawing mode. Expend the guard to do it, maybe incur a slightly longer cooldown if it…
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Random Perks Challenge: Make It Permanent!
Like many others, I really enjoyed doing the random perks challenges in the event tome, and I want to throw my voice into the crowd to support bringing this to the game year-round! Here's how I think it could work: For each perk slot, you can choose to equip a Random perk marked with a question mark and bound to always be…
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If You Think Skull Merchant's Design Is Unsalvageable...
...Tell me why! I see this sentiment a lot and would like to better understand the mindset behind it, so I'd like to hear about it. There's just one caveat/rule to explanations: DON'T mention 3-gens. Those exist as a problem outside of Skull Merchant and their fix would require changes outside of just her too, so they…
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Since Bright Light Interactions Are (Mostly) Gone...
...Any chance we can get Trapper's bear traps removed from the list of killer belongings revealed by the Red Twine Map addon? I'd argue the logic behind removing the bright light interactions would still apply here. It's an item you can bring in that has a massive effect on a killer's power, to the degree of allowing that…
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So What Slowdown *Is* Left, Anyway? (Long. Too Long...)
While I am interested in talking about perks and their relative viability, I want to talk a little bit (or... a lot) about the purpose and theory behind slowdown in this game first, so indulge me. Non-generator perks and killer-specific slowdown is something that I'll address towards the bottom of this post, after I've…
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Perk Change Idea - Scourge Hook: Hangman's Trick
I don't think it's controversial to say that Hangman's Trick isn't a particularly popular or useful perk. Certainly it doesn't do nothing, but what it does is inconsistent and lacking in punch, leading to it not being picked all that often - at least to my knowledge. With that in mind, I'd like to pitch pivoting this perk…