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About the Author: Scott Jund

38 Comments

  1. Dredge has the best chase theme in the game imo: it's dynamic, it meshes with his environmemtal sounds seamlessly, and it was HORRIFYING. Wesker's chase music was never horror-like, but it was definitely music and had a lotta effort put into it. Then we got Ghostface's washing machine, Knight's drone, Skully's drone (lol), Singularity's beep beep (I like the beep beep, but it isn't like this is a musical score), and whatever this windshield wiper thing is. What happened!?

  2. I don’t think the composer gave up, he’s just gimmicky. Like the Trickster’s theme being all screams. Sure it’s a neat idea that plays to the killer really well, but imo it doesn’t make good music in the slightest. Same with an alarm as a chase theme.

  3. I honestly don't like most of the latest chase themes. They all sound like broken printers (ugly sounds are great for horror themes but the composer needs to understand that it's a song we'll constantly hear throughout a 10-15 minutes game)

  4. That is so damn cool! This is the kind of killer I like for DBD. Low skill floor so anyone (my dumb ass) can pick up and play them, but with a high skill ceiling so people can constantly learn cool things about them! Singularity had too high of a skill floor, Skull Merchant and Knight had a too low skill ceiling. THIS is right in the sweet spot, I love it!

  5. It would be really nice if they gave players some debug commands, like showing hitboxes of objects or attacks. It'd make it a lot easier to test things out and know what will and won't work. That said I'm sure there's a reason they haven't, but man it'd be nice.

  6. People with aphantasia must have a hard time visualizing hitboxes like these, since the game doesn't do a good job of indicating them at all.

  7. I'm so excited to play as this killer. My dad traumatized me with Alien when I was 7 but as I've matured I have grown fond of the film. Imma try to traumatize some survivors with him. 😂

  8. I wonder if the tail hitbox is like wheskers where as you start the attack the game decides if you have a full range attack ir if you have hit a wall making your attack shorter. What im saying is what if when you hit m2 it looks if there is a wall in the way and doesnt change at all so you could start in an open section and then before the actual damage hitbox comes out go to a place with a wall in the way.

  9. I feel like when they go for music design on killers they are going for off putting and chilling. So if you don't like the music they did their job no?

  10. I remember on another video I saw a comment saying that the Tail attack should be televised I was like really cause it takes a second for it to attack. On the survivor's pov you can clearly see the tail raise up when it's about to strike.

  11. I think the hitbox actually follows the tail’s trajectory over time, so if you try to hit over that truck too early then your tail just plunges into the truck head-on, whereas if you take an extra second before flicking down then the tail has lifted over and past the truck and you can angle down to hit. Actually a really cool idea, I hope they keep it, but I’d like if the animation showed that better

  12. After watching Scott's videos, I'm left wondering if the hitbox also comes out bit by bit like Nemesis, except instead of having wafers from top it bottom, the hitbox starts from the base of the tail and then becoming active at the tip later? It would explain how he was able to hit over cars. If the whole hitbox comes out at once, I don't think he would be able to do this. Idk though, it all seems so weird and clunky

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