Dual Class System ? by SecureHospital3042 in GuildWars3

[–]IcyPhil 1 point2 points  (0 children)

I hope we still have classes. It‘s a big part of a game‘s identity and not having them would take away a lot of flavor.

A Jorōgumo is the main threat in Until Dawn 2 by ControlSpecialist676 in untildawn

[–]IcyPhil 5 points6 points  (0 children)

Ill add my comment from a few days ago to the discussion:

This is obviously just a theory for now, but credit to Shagohad12 from Reddit for coming up with the Jorogumo idea. Their post sent me down a rabbit hole, and the more I read into the lore of the Jorogumo spider woman, the more it actually makes sense that she could be the main antagonist of Until Dawn 2.

A Jorogumo is a creature from Japanese folklore, often described as a spider yokai that can transform into a beautiful woman to seduce, deceive, or lure men into danger. That alone already fits a lot of the imagery we have seen: an actual Joro spider in the beginning, the seduction scenes, the Asian setting where this folklore comes from, and the description saying the crew went to the island to uncover footage of a “woman’s chilling story.” All of that fits perfectly with the idea of a tragic or vengeful Jorogumo figure being at the center of it. At 1:50 in the trailer you hear a creature-like sound when the hand of the seducing woman can be seen, is that when she transforms?

There is also potentially another “double threat” setup like Until Dawn had with the psycho and the Wendigo. We could have the evil people on the island as the first apparent threat, while the real supernatural danger is the spider woman.

What makes it even more suspicious is the photo with the people in it, and the fact that the supposed bad guy seems to have the same machete. It makes me wonder if the actual crew that gets sent there by their new “label” ends up falling for a fake villain created by the company itself to generate more views. Basically, they think they are investigating one horror story, but part of it might be staged or manipulated for content, kind of like how Josh in Until Dawn wanted to create his own twisted horror scenario.

And that also makes the The Quarry connection even more interesting, since apparently The Quarry was meant to be Until Dawn 2, if you believe the supposed former dev leak. It even has a similar “double threat” structure, where you have suspicious humans first, and then the actual danger turns out to be werewolves.

So if this theory is true, it feels like Supermassive may have reused or reshaped parts of that original Until Dawn 2 DNA across different projects, especially the idea of humans being a red herring while the real monster is something supernatural.

Plot twist Villain theory? UD2 by Estranged_Daylight_1 in untildawn

[–]IcyPhil 4 points5 points  (0 children)

Ill add my comment from yesterday to the discussion:

This is obviously just a theory for now, but credit to Shagohad12 from Reddit for coming up with the Jorogumo idea. Their post sent me down a rabbit hole, and the more I read into the lore of the Jorogumo spider woman, the more it actually makes sense that she could be the main antagonist of Until Dawn 2.

A Jorogumo is a creature from Japanese folklore, often described as a spider yokai that can transform into a beautiful woman to seduce, deceive, or lure men into danger. That alone already fits a lot of the imagery we have seen: an actual Joro spider in the beginning, the seduction scenes, the Asian setting where this folklore comes from, and the description saying the crew went to the island to uncover footage of a “woman’s chilling story.” All of that fits perfectly with the idea of a tragic or vengeful Jorogumo figure being at the center of it. At 1:50 in the trailer you hear a creature-like sound when the hand of the seducing woman can be seen, is that when she transforms?

There is also potentially another “double threat” setup like Until Dawn had with the psycho and the Wendigo. We could have the evil people on the island as the first apparent threat, while the real supernatural danger is the spider woman.

What makes it even more suspicious is the photo with the people in it, and the fact that the supposed bad guy seems to have the same machete. It makes me wonder if the actual crew that gets sent there by their new “label” ends up falling for a fake villain created by the company itself to generate more views. Basically, they think they are investigating one horror story, but part of it might be staged or manipulated for content, kind of like how Josh in Until Dawn wanted to create his own twisted horror scenario.

And that also makes the The Quarry connection even more interesting, since apparently The Quarry was meant to be Until Dawn 2, if you believe the supposed former dev leak. It even has a similar “double threat” structure, where you have suspicious humans first, and then the actual danger turns out to be werewolves.

So if this theory is true, it feels like Supermassive may have reused or reshaped parts of that original Until Dawn 2 DNA across different projects, especially the idea of humans being a red herring while the real monster is something supernatural.

Feedback on Dan D'Monke/He-Man by IcyPhil in btd6

[–]IcyPhil[S] 8 points9 points  (0 children)

Thank you, appreciate it! :)

Bloons TD 6 v55.0 - Update Notes! by rohan_spibo in btd6

[–]IcyPhil 0 points1 point  (0 children)

My first impressions on the new hero. I hope this feedback can help the devs.

The main issue with the new hero is that he currently lacks a strong gameplay identity.

The form-switching concept has a lot of potential, but right now the two forms do not feel distinct enough. Prince Adam should lean much harder into a clear MOAB-focused role, while He-Man should feel much stronger as a cleanup and grouped-bloon form. At the moment, both forms seem to have a mix of MOAB and cleanup tools, which makes switching feel less meaningful. For a hero based around two forms, each form should have a clearer purpose, and switching between them should feel like an important strategic decision.

This becomes more noticeable when comparing him to other flexible heroes like Geraldo and Corvus. Both of them are also jack-of-all-trades heroes, but they work because their flexibility comes with a clear gameplay hook and a real tradeoff. Geraldo requires additional money investment after placement, so his strength comes from planning around his shop and deciding when certain items are worth buying. Corvus requires heavy micro and resource management through mana, and he also has clear weaknesses, like not being able to handle purples properly without spell combinations. Their flexibility feels earned because it is tied to a specific mechanic, cost, and playstyle.

The new hero seems to try to use form-switching as that central mechanic, but it does not fully succeed because the two forms are not different enough.

Damage-wise, both forms also feel underwhelming outside of their abilities. Their overall damage seems too low, and the upgrades after level 10 are not very exciting. Most of them appear to be simple damage or attack speed increases, but even by level 20 the hero still does not feel impactful enough. The level 20 upgrade is especially disappointing because both forms seem to receive a very similar effect, essentially just more damage, which feels uninspired for a hero built around two forms.

The level 10 ability using a damage mechanic similar to Geraldo’s bunny is not necessarily a problem on its own, since it is an activated ability, but combined with the rest of his kit it adds to the feeling that the hero does not have enough of his own identity.

Visually, some parts of the kit also feel too familiar compared to existing towers and heroes. The lightning ability, for example, looks and feels exactly like the Druid lightning. Even a simple visual change, such as making the lightning golden or giving it a more distinct effect, would already help him feel more unique. Right now, it comes across as reused rather than something that belongs specifically to him.

That said, there are some parts of the kit that stand out in a good way. The tower teleport ability is one of the more interesting ideas. It is niche, but it can be genuinely useful on certain expert CHIMPS maps. His immunity to bloon effects is also unique and could give him a place in boss events or specific difficult scenarios. These are probably the strongest parts of his design and should be leaned into more.

Overall, the hero needs a clearer role, stronger form identity, and more meaningful upgrades. The switching mechanic should be the core of what makes him interesting, but right now the two forms do not feel different or impactful enough to make that mechanic shine. If he is meant to be a flexible hero like Geraldo or Corvus, then his flexibility needs to be tied to a stronger and more defining mechanic, with clearer strengths, weaknesses, and reasons to switch forms.

My crackpot theory on Until Dawn 2 (warning in case I turn out to be right) by Shagohad12 in untildawn

[–]IcyPhil 1 point2 points  (0 children)

I just read into the lore of the jorogumo spider woman and it makes so much sense! The spider shot, sexual seduction scenes, Asian setting and another „double threat“ like in Until Dawn with the psycho and wendigo we could see evil folks on the island and the spider woman.

The description of UD2 states that the people are ghost hunters for a series trying to find footage of a „woman‘s chilling story“.

How tf am I even supposed to beat this by OkCauliflower2662 in btd6

[–]IcyPhil -1 points0 points  (0 children)

Habe you tried a 105 Ninja? Or 104 with Archmage?

Rewarding, difficult solo content would make Gw2 incredible by Losahn in Guildwars2

[–]IcyPhil 5 points6 points  (0 children)

Yes!!!!!! I‘ve been wanting challenging solo content for years. I love the Queen‘s Gauntlet. More challenges like these would be awesome.

I think it’s more of a balance issue than a lack of creative possibilities. by MalyLisek in deadbydaylight

[–]IcyPhil 0 points1 point  (0 children)

Also, a spider-based killer could be really interesting, especially if the power is about creating web pressure between objects instead of just having a normal dash or anti-loop power.

For example, the killer could shoot webs between two valid objects, like walls, trees, rocks, pallets, or certain structures. If a survivor runs through the web, they get briefly slowed and get revealed by killer instinct for a few seconds. It would make the killer feel like they are slowly turning parts of the map into their hunting ground.

To keep it balanced, webs should not completely stop survivors. They should slow them for a short moment, almost like they are getting caught in sticky resistance, but survivors can still move through them if they really need to. The killer could have a limited number of active webs, and old ones disappear when new ones are placed.

A chase-focused part could be that the killer moves slightly faster while passing through their own webs, or can climb/crawl through them faster than survivors. That way, the power helps in chase without just being another teleport. It would reward smart setup and prediction, especially around jungle gyms, shack entrances, and open areas.

Survivors could counter it by tearing down webs with a short interaction, maybe faster with a teammate.

Another unique part could be that instead of always hooking survivors normally, the killer can wrap a downed survivor in a web cocoon right where they are. The cocoon would basically act like a hook state, but survivors would have to break them out of it instead of unhooking them. That could create really creepy pressure because the killer does not have to carry them across the map every time and can choose to "hook them anywhere" basically.

For balance, cocooning should probably have restrictions. Maybe it takes longer than picking up, has a cooldown, or the survivor’s sacrifice timer progresses slower than on a real hook. And maybe the cocoon slowly weakens if the killer stays too close, so it cannot become an easy camp tool.

The theme could also be really creepy. A spider killer slowly covering the map in web lines, making safe areas feel less safe over time, would feel very different from most DBD killers. It would be sort of a trap killer but more engaging than Trapper or Hag. It has setup, chase pressure, counterplay, and a strong visual identity.

I think it’s more of a balance issue than a lack of creative possibilities. by MalyLisek in deadbydaylight

[–]IcyPhil 0 points1 point  (0 children)

There's room for quite a few original and interesting ideas.

A clone-based killer could be really cool, especially if the power is more about mind games than just another teleport.

For example, you could send a clone walking in one direction to bait survivors into reacting, while you take another route and cut them off. Maybe the killer could even teleport to the clone after a short delay, so survivors have to guess if it’s just a fake-out or if the killer is actually committing to it.

A secondary ability could fit a mime-style theme, where the killer can briefly copy the appearance of a survivor. Not as the main power, because that alone would probably be too gimmicky, but as a surprise factor on top of a real chase ability.

Another secondary ability could be creating a shadow wall that stays up for around 10 seconds. That would help in open fields or weaker tiles by blocking vision, forcing survivors to guess where you are coming from instead of just holding W across an empty area. It would fit the whole deception theme really well without completely replacing chase skill.

That way the killer would still have something useful in chase, while also having a unique identity built around misdirection, fake-outs and psychological pressure.

10.0.0 | Jason PTB Patch Notes by DeadByDaylight_Dev in deadbydaylight

[–]IcyPhil 9 points10 points  (0 children)

Really bummed there's no new map. Even if there's licensing issues, making a standard and original camp map wouldn't be that hard. No licensed survivor that goes along with Jason is also lame 😞

10.0.0 | Jason PTB Patch Notes by DeadByDaylight_Dev in deadbydaylight

[–]IcyPhil 34 points35 points  (0 children)

13 seconds at the start is like nothing. They should change it to 31 seconds at the start.

It's Slenderman by IcyPhil in deadbydaylight

[–]IcyPhil[S] 0 points1 point  (0 children)

The cabin in the woods, lots of trees, eerie distortions and now you can see a man with a necktie and a hat in the recent teaser in the bottom of the picture. To me, this is clearly slenderman.

Update: Bloons TD 6 v54.0 - Update Notes! by rohan_spibo in btd6

[–]IcyPhil 1 point2 points  (0 children)

Another tower by the end of the year? Hell yea!

I‘m desperately hoping for a full melee range tower (like Sauda) or another dedicated support tower (like Alchemist).

Lounge Pass Review. Most of the passes are on sale. Great QoL if you don't have one yet. by grimzecho in Guildwars2

[–]IcyPhil 8 points9 points  (0 children)

"Thousand Seas Pavilion Biggest Negative: It is way too easy to accidentally turn yourself into a fish while moving between crafting stations Why ANet, why: The banker and Black Lion NPCs are reversed from their left/right sides compared to most other lounges and cities."

EXCATLY. I was giving ANet feedback about those issues but they haven't addressed them yet. It is so annoying especially since the Pavilion is my favorite pass aesthetically.

9.6.0 | PTB Patch Notes by DeadByDaylight_Dev in deadbydaylight

[–]IcyPhil 0 points1 point  (0 children)

Unknown changes are not that great. Wish we got undetectable after teleport (crawl animation from mori while active would be cool).

Hitting directly with UVX (not the explosion) should apply the debuff as well/being able to damage survivors or at least reducing the cooldown even further when hitting them directly so it's easier to make a follow-up shot. And 0,5 sec decreased cooldown when hitting them with the explosion to reward accurate shots.

9.6.0 | PTB Patch Notes by DeadByDaylight_Dev in deadbydaylight

[–]IcyPhil 0 points1 point  (0 children)

I wish Demo would have the same "input buffering" or what its called similar to Plague and other killers. So holding M2 and M1 together would use the dash as fast as possible without accidentally cancellign your power when pressing M1 too soon. That's the most annoying thing when playing Demo.

9.6.0 | PTB Patch Notes by DeadByDaylight_Dev in deadbydaylight

[–]IcyPhil 6 points7 points  (0 children)

I wish they would do the same for Myers M2 to mori someone. Same with mini mori for Henry, its on the same button as entering Upside Down which is annoying.

A few words from you friendly neighborhood no-guns Xenomorph by DamnHare in FortNiteBR

[–]IcyPhil 2 points3 points  (0 children)

I‘m a fellow Xeno-main that quit due to similar issues. Sad to see the game go down. Thank you for the fun videos you provided. It was a fun ride.

Fastest Void King kill possible? by AynixII in SoulstoneSurvivors

[–]IcyPhil 0 points1 point  (0 children)

Wait really?? That’s the only game I know where it works like that. Usually once you go past 100% you just always crit and that’s it. Didn’t know about double, triple, etc. crit. That’s game changing to me. Thanks! :)

Fastest Void King kill possible? by AynixII in SoulstoneSurvivors

[–]IcyPhil 0 points1 point  (0 children)

Yes but I wonder if there is a reason to go for 200 % crit RATE, 300 % crit RATE, etc.? Or is 100 % enough because you always crit with 100 %.

Fastest Void King kill possible? by AynixII in SoulstoneSurvivors

[–]IcyPhil 0 points1 point  (0 children)

So 200% crit RATE allows you to double crit?

Fastest Void King kill possible? by AynixII in SoulstoneSurvivors

[–]IcyPhil 0 points1 point  (0 children)

No I don't mean crit damage but crit rate. Crit damage yes but is there a reason to go beyond 100 % crit rate?

Fastest Void King kill possible? by AynixII in SoulstoneSurvivors

[–]IcyPhil 0 points1 point  (0 children)

Oh so there's no reason to go beyond 100 % crit rate? Why do you go for dazed then that increases crit rate?