Avatar

09SHARKBOSS

09SHARKBOSS

About

Username
09SHARKBOSS
Joined
Visits
640
Last Active

Comments

  • eddie better be his own character

    i do not care who else gets added as long as Eddie is his own

  • @BloodBird said:

    So I don't want to get into a whole debate about what makes a killer an M1 killer but i'll give a quick explanation of what I use as criteria.

    To me there are three types of killers.
    1. M1 Killers, killers like Trapper, who can only use basic attacks
    2. M2 Killers, killers like Blight, who can use special attacks
    3. Hybrid killer, killers like Legion who can rely on special attack to down or injure people, but eventually have to use basic attacks to kill the whole team.

    I have two main criteria that makes someone an m1 killer in my mind.
    I call it my two check system.
    1. If they can consistently and reliably injure/down survivors using m2/special attacks. Nurse, Blight, Billy.
    If they pass check 1 you ignore check 2.
    2. If they can for the most part completely ignore pallets either by attacking through them or by never needing to kick them to attack people.
    This is important because I feel like Pallet Play is quintessential to M1 gameplay, killers like Hag and Spirit cannot use a special attack to injure or down people, but the nature of their attacks allow them to basically just appear at survivors than hit them. Spirit in particular is similar to Nurse in that she phases around pallets basically ignoring them, its this very instance that caused nurse to change where her powers no longer were basic attacks years ago to begin with.

    For this reason I am not including Spirit on this poll but will put hag as hag at least does deal with pallets, but I personally do not consider her an M1 killer in my mind, I think she should be changed so her attacks are special attacks.

    Anyway, who is your favorite M1 killer, that is the point of this poll. 😛

    Any killer left off this list I either don't consider an M1 or consider a Hybrid.

    understandable.

    telportating turkey

  • @Leon_van_Straken said:

    Hello everyone,

    Could you honestly answer these questions?

    There is no correct answer to these but I am curious about your opinions.

    How long should a chase be to be seen as good? (1 Gen? 5 Gens? 1 Stun?)

    How many hooks happen before the first Survivor dies in a game? (3? 8?)

    How long should a new thing (Killer/Perk/Item) exist before the devs touch it? (Instant/1 week? Never?)

    What do you see as a win? (4K/4E? I escape?)

    What should happen if devs change something? (Make it useless?/Fix numbers till it hits the sweet spot?, Change it completly?)

    Please don´t scream at each other. I just want to hear your voice.

    i gochu pal

    personally i think

    1 min

    it really depends on the game and whats going on in it

    as soon as needed to make it not OP but not useless

    8 hooks or making sure my team escapes

    fix numbers until its right

  • @Rokku_Rorru said:

    Hi,

    Even my steam deck has better input speed, no it's not my TV as I used an OLED lmao. I've tested on several monitors and its much harder to hit great skill checks on PS5, even with a wired controller and i think it's something to do with the games optimisation? it seems a little less impactful when I look at the ground.

    Is anyone else having this issue? It really puts me off playing the console version and I really would like to play it on there.

    Unless someone else knows a fix for this? Help would be amazing, if not then hopefully the feedback gets through.

    try on Xbox with a bad controller lol

    but yeah I think that might just be a console thing

  • @Just_a_Normal_Guy said:

    So, I'm a killer main, about 60/40 (now It's more like 50/50 since queues are way too long for playing only killer). I've took a long break off the game, then I decided to play again lately (just 2v8 so I can be a chill guy).

    Yesterday I've decided to play 1v4 again.

    First map - One of the borgos - Got 2 kills, not bad, I was really bad, really rusty on 1v4…

    Second map (I think it was Unknown's) "oh ok, there are a lot of pallets, but I can work it out." Got 2 kills and the other 2 survivors just gave up.

    Then I got Sanctum AND HOLLY COW…

    Sprint burst to 1 unsafe pallet, that the survivor just dropped and ran to… Another unsafe pallet, that that survivor just dropped and ran to… A jungle gym. That conected with another unsafe pallet that connected with the temple…

    Yeah, guess what, even tho' I've dropped chase, tried to patrol gens, it was a mess. Only 3 hooks with 4 man out. Yeah I could've played better, of course, played sweatier, slugged, forced unsafe unhooks… But my god.

    There was NO SKILL at all involved, just run to the next pallet 'cause there are so many that you are NOT WASTING resources anymore. There isn't a way to create a dead zone if by that time all the gens are completed.

    And yeah, sprint burst/lithe in everyone of them with finesse, so they could get even more distance when they decided to vault something or just run to another loop.

    Sorry about the rant but that's not fun at all, and now I dread to get in a map that I'll just play minecraft since I'll be breaking wood all day.

    minecraft is a good choice, what kind of player are you?

  • @Massquwatt said:

    We just need a low-priority queue for people who ragequit. The best punishment is having those people play with each other really. You could have the grace be like one free DC per day, anymore than that and you're thrown into low prio for 6 or so hours and scales up from there. To keep queue times managable Killers could have the option to opt into low priority matches for a bloodpoint bonus or something like that.

    i do like this idea as it makes to people that do participate not suffer but it also gives a chance for people with bad internet or their power randomly going out

  • @pickle4juice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028225#Comment_4028225

    yes, it stops the killer from using their power. but okay, maybe ten seconds was a bit much. If I had to balance it better, I'd say 6-3 seconds, and by things in effect, i'm talking about togglable killer powers, and some that can be charged or aimed indefinetly.

    alright thank you that would work better

  • maybe not stop tings already in effect like a wesker dash but stop him from dashing in the first place

    AND NOT TEN SECONDS PLEASE

  • My controller dies mid game or gets random stick drift so I'd say my controller

    im great otherwise

  • ill gladly say ghoul as I fully stand by it

    im a killer main and I just quit when playing survivor against these

    0/10 never gonna try this killer or against him

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027916#Comment_4027916

    Hey someone who wants to talk and is open to a discussion, I am honored.

    I understand the problem and the feeling that beeing hard tunneld sucks and it shouldn´t be possible. But I think that many people are "like Scott in the video" to fast in throwing the towel and the saying "it´s every game the same". I often heard the narrative: "OMG the Killer found me I am dead" by a friend of mine while he stood there under hook waiting for the Killer to come back, get downed and said "proudly" "See the killer tunnels me out". No he didn´t you just stand afk under the hook or ran to the Killer.

    I had an disscussion two months ago here in the forums. That all Killers do is to tunnel and it should be possible to abbandon the game if you get found first. My question was simpe and is still unanswerd. "How do you know that the Killer will tunnel you if you haven´t been hooked once?" Thats just self fullfilling.

    What I want to say is: Not every game is over just because you got first as not every match is over when all gens pop at 2 hooks. Many people would be suprised what they are missing out by just giving up with the excuse "Yeah it will always happen because I know it better".

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027933#Comment_4027933

    I am always open to discuss (an ability which it seems nealry no one is capable of in modern times)

    From time to time i compare DBD with the 1v3 Mini Games in Mario Party. Ofcourse the 1 has the bigger hammer and can deal more damage but the 3 have many more attempts to hit the 1 with their tiny hammers. If you would compare them in a 1v1 ofcourse the Killer will win it is designed that way thats the single reason why not every chase can be a 5 gen chase. Even 1 full gen chase time is huge. Imagine for every hook state you will get a full gen. Game would be over before the sixth hook is reached.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028022#Comment_4028022

    Communicatiion is key I agree there with you but communication can be toxic and annoying as hell. Now our communication is limited to waving and pointing. Or how most of the community uses it butt slap and shame pointing.

    From time to time I thought about a emote wheel could be great but to this day I still hear the Questionmark ping from league of legends and I swear to god… not a single one of these where meant to say "enemy is missing" You shouldn´t be able to annoy your teammates with emotes and try to trigger them to tilt. Imagine sitting on a gen and trying to listen if Myers is breathing around the corner while permanent a Killer is missing signal is in your ears. Maybe you could make it that some actions allow you to ping an emote one time. Like you unhook and you get the "run away or I heal you" emote or that you get the option after 15 second of chase to ping "Killer on me or Killer leaving"

    self fulfilling profecies, Mario party, and emote wheels

    somehow you made all of those make sense and agreeable

    i tip my hat to you

  • @pickle4juice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027994#Comment_4027994

    More like the entity is more a part, and involved in the game. kinda like whenever in a god sim, whenever thing get boring, you would spice it up by throwing a obstacle in their way. Basicially, they're just more involved, the endgame collapse feels more dynamic, and it is more challenging for casual players, but not there to confuse new players.

    so when all gens finish the maps fall apart and actually has changes that aren't just visual?

  • @100PercentBPMain said:

    bystander effect is a species wide problem i don't think there's a solution to combat our genetic programming.

    id like this though to help coordinate medic plays

    correct I do believe its a problem with almost all players as some have adapted to being better team players

  • @TheGoon224 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027937#Comment_4027937

    It doesn’t really doesn’t differ too much I think, but if they have the puppet hand, I’d say it’s a bit more likely but I’m not really taking cosmetics into too much consideration.

    puppet hands in my eyes usually do crazier things and are usually more fun to play with/against

  • @pickle4juice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027935#Comment_4027935

    The biggest reason i came up with this idea is the fact that endgame collapse in the current dbd doesn't have enough action, and also the matches feel stale whenever it's just the same thing every time. You see, i wanted to change that, my idea was dynamic endgame collapse, where each map had 3 different collapse variations, the idea was it would make the endgame collapse more action packed and adrenaline enducing, however, my idea is it would only be available to players that have played more than 10 matches to ot confuse beginners, because I also care for those guys. basically, my summary: To make the endgame collapse more action packed and fun

    like the entity finally notices a new soul controlling its puppets?

  • @jesterkind said:

    This is a take I've seen a fair amount over the last few years, and I've never understood what it means. The best way to find out about opinions you don't understand is to ask, so that's what I'm doing here!

    If you personally feel this way + have made this argument before, I'm curious about two things:

    • What would you actually want to see changed about the balancing for hooks over kills?
    • What is it about the current state of things that makes you think BHVR are balancing for kills over hooks?

    So, some specific ideas for what could change, and some specific things about the previous few years that make you think BHVR balance for kills over hooks, if you don't mind.

    There is one restriction though: Don't mention the MMR system. It's not a balancing variable, it's a matchmaker, and while I do have a suspicion at least a few people who talk about this really just mean they want the matchmaker adjusted, I prefer not to assume people mean something other than what they say. So instead, I'm asking in good faith for a balance discussion and not a matchmaker discussion.

    I appreciate any answers I get!

    bloodpoint bonus for "wins" which might not do much but we could also do challenges and new killer specific quests that require these wins other than adepts which could give new cosmetics or little trinkets to put on your character/hooks

  • @TheGoon224 said:

    Ash players genuinely confuse me because or at least the ones that I see will almost always do really dumb crap and for some reason, it usually works out for them. I don’t know why, but it just does.

    puppet hands or non puppet hands

  • @Pulsar said:

    Stranger Things 2 would get me reinvested in DBD.

    GIVE ME EDDIE

    I NEED IT SO BADLY

    as a guy who loves DND and the style Eddie had id buy him and P100 him asap

  • @pickle4juice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027927#Comment_4027927

    Honestly, that is a cool idea, my idea was for outdoor maps, the ground would crack below the player, or maybe a storm created by the entity with debris, but this also sounds like a cool idea. I wonder what other people will come up with, i'm always curious.

    love the big storm idea weather comes into a big play with ambiance in games just like lighting and music so something more energetic and exciting would work well for egc when stealth goes out the window and brutality arrives

  • @Leon_van_Straken said:

    Well I think what Scott is saying here is right and I can kinda prove it.

    Since I am a Survivor main with a little bit of Killer Time (80/20) I see the exact same problem in DBD. Normally I get some opinions on my topics which I share and my opinions are not liked by all but by some so I get a tendency better upvotes than downvotes.

    The only posts where the downvotes escalate are the posts where one of these two things are said.

    First: There is a lot of the "The game is unwinnable as Survivor" propaganda in 1v4 for 2v8 and that the game is not worth the time to being played.

    Second: If I ask the simple question. "What do Survivors want to feel that the game is fair."

    I get downvoted for these two things into oblivion but I never get an answer which is strange.

    If these people who say to me the game is unplayabe really have this point, why can no one answer me the question what they need?

    So i just beg you before you downvote me, take your time and write an answer to my question, "what in your opinion do survivors need to feel winable for you"

    i myself am also an 80/20 ratio but its killer to surv and I'm glad you look at more than just the angle you sat at because you see the bigger picture

    when I solo Q I play to the best of my ability and my only complaint is my controller sucks because its not hard as either side if you know what you are doing, I unhook, I heal, I take hits/chase, and I die for my team to survive so I'd have to say as someone that mains killer EVERY time I see someone doing that most of the people escape because they help their team but when not a single person does (which is most of the time) everyone dies game after game till that one person just decides "yknow what lets win this, not alone but as a team" that person single handedly makes me lose because its a team game

    like R6 siege you gotta work together to win

  • I said yes but my idea to add to this is make some pallets fall not shack but do make the weather on outdoor maps become more drastic more violent, have those glowing cracks in the ground be actual cracks that glow with the entity's anticipation or rage depending on how the killer is doing but still allow the people to walk over the cracks of "hard energy"

  • RIP AND TEAR BABYYYYY

    yes. that's my only thing to add to this

  • @AssortedSorting said:

    Sweaty casual?

    I'll play hardball until I'm in a position of control (and/or I figure I'm against greenhorn survivor(s)), then I usually goof around and let folks escape (and of course using piggies undetectable to setup jumpscares). My MMR is screwy, because of it. I've been bringing Rancor and in conjunction occasionally 2K or more with Headpops (since greenhorns will occasionally not know how to take them off), which keeps the MMR up a bit.

    Not a whole lot of chases in those games though, but I'll swap to other Killers for that. Though I typically always go for 8-hooks first when possible, regardless of Killer.

    I've been jaded from cuteness. As Pig I too often get boops, and it feels less sporadic, and more the survivors demand it.

    i love seeing pig mains and especially ones that play for fun

    you have my respect

  • @Linkdouken said:

    Very much a mixed bag, sometimes I'll be after blood, other times I just want to do a quest or something and that's it

    fair enough

    having different goals is fine as long as you have fun

  • @cjt said:

    So i feel like the creature from the movie The Thing would make a pretty good killer.

    It could work something like the thing has the ability to impersonate a survivor by hitting them. And when in survivor form if working on a generator with other survivors it could slow the generator speed and if working on a generator solo it regresses the same speed as a survivor would progress it.

    This would introduce a mechanic where survivors have to keep track of who had been hit by the killer.

    Also when not impersonating a survivor the creature could look like split face or the dog creature from the thing since it doesn't have one set appearance that we know of in the film.

    could you show a picture of it because I keep getting the rock guy the thing instead of what you are all talking about

  • i personally would only uninstall because of toxicity because i do really like this game :3

  • @Deadman7600 said:

    I tend to play for fun chases lately so I typically just go for fun shots with xeno's tail or springtraps axe and sometimes I let survivors go. Most of the time tho, if I stomp or anything I'll let them get resets and stuff so I can 1v1 them.

    i respect you so heavily for just playing for fun

  • @brewingtea said:

    I refuse to sweat. If I encounter a coordinated SWF, I'm mostly going to give them the win and the associated MMR boost. "Good job, guys. You played well."

    Why would I want to beat them and subject some poor lower-MMR less-skilled killer to that? I'd rather bump them up so they have to play a Comp Nurse or something. ;)

    love how you look at that and how you react to it

    instead of trying to get BP for yourself you just decide to not subject someone that just wants to have fun to a terrible match that could make them quit

    and make the survs play against something more their skill level as well that may get them shot down or even boost them higher

  • @Colt45m said:

    I may of mentioned before that springtrap is busted but yeah….he kind of sucks. lol His fire axe is way too easy to juke and once he uses it he pretty much has nothing. lol Idk why people pick him. Whoever told me c tier killer was right. Huntress is way better. lmao

    strange I'm a better Springtrap than huntress but then again I haven't played her in a while

  • if I died and it was to save someone else i won as long as they get out safe and come back to play another game

  • @cogsturning said:

    I usually adjust my vibe to the match. I can be charmed, and I can feel pity or admiration and give hatch, but if it's a sweaty team I'll sweat too.

    thats what id call an adaptive killer I love seeing those

  • @goyoru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025913#Comment_4025913

    It is probably the friendliest modern souls like. Highly recommend it. The story is gorgeous as well. But looking at your comment, I maybe should've added their pictures. Will do that in an edit.

    i thank you for your recommendation and will try it out when I get a better controller/xbox

  • @Xray said:

    Warning: this post contains spoilers from the Bioshock series. If you have not played any of the games i recommend doing so before viewing this post.

    Killer: The Bouncer (Big Daddy)

    Weapon: Drill

    Movement Speed: 4.6 Meters

    Terror Radius: 32 meters

    Height: Tall

    A Protective Killer that will guard the Little Sister with his life using his power Guardian. His personal perks are Sentinel, Monsturous Caretaker, and Shackled to Another.

    The Bouncers Lore:

    Andrew Ryan was an idealist who dreamed of somerhing more, a utopia removed from the world of superpowers where a man would not be bound by any law. His dream came true when he created Rapture, an underwater city he was in charge of. Everything was going well until one discovery set Rapture on a path of blood and carnage. A slug was recovered and a substance called Adam was harvested from it, it could be used to rewrite the genetic code of humans giving them powers called Plasmids. To harvest this Adam children were altered to collect it but they needed a protector as the Adam had driven Raptures inhabitants mad with insanity causing a dog eat dog world in the crumbling underwater society. Big Daddys were humans placed in a massive suits of armor and only given one directive, protect the Little Sisters. One Big Daddy was carrying out his directive when he was attacked by the Adam hungry residents now known as Splicers. He fended them off as best as he could using his drill and strength to kill many. But he was soon overwhelmed and was brought down causing his vision to go dark unknowing if his Little Sister would be ok. Death did not claim this Bouncer though as he awoke in a fog with his Little Sister leading him further into it. He didnt care that the surrounding were unknown to him, he is glad he is back with his Little Sister.

    The Bouncers Power:

    Drill: pressing the active abillity button the Bouncer can charge up his drill to maximum speed, once fully charged the Bouncer will sprint forward for 5 seconds. If a survivor is hit by the drill they are put into the dying state. If the Bouncer hits a wall or object the drill stops and the bouncer is stunned for 1.5 seconds. The Drill remains charged for 15 seconds and if the drill hits a object or it is not used in that time it goes on cooldown for 25 seconds.

    Little Sister: when the Bouncer spawns in the Little Sister will beckon the Bouncer towards a nearby body full of Adam. The Bouncer will see a whispy white line and the Little Sister will follow it until she reaches the body. Once at the body the Little Sister will begin Harvesting their Adam, once the harvesting begins a map wide audio effect will sound out for both the Bouncer and the survivors.
    If the Little Sister fully completes the harvest she will speak to the Bouncer and pressing the active abillity button will climb on the Bouncers back and give the Bouncer a huge buff.

    While the Little Sistet Harvest is active all Generators will be blocked until it is over.

    Protector Buff:

    If the Bouncer succesfully protects the Little Sister he will get a buff that lasts for 2 Minutes.
    •Increased Pallet and Breakable Wall Break speed by 40%
    •Decreased Stun Time by 20%
    •Increased Vault Speed by 20%
    •A +5 Haste Effect
    • Decreased Drill Cooldown by 20%

    If the survivors interact with the Little Sister during her harvest she will scream out and the Bouncer will gain Killer Instinct until the survivor is driven off or until the survivor steals the Adam from the Little Sister, if the survivor steals the Adam all 4 survivors will gain a buff for 45 seconds.

    • a +5 haste effect

    • any and all negative effects (blindness exhausted Ect) time will be decreased by 15%

    •have your aura hidden

    When a Little Sister Harvest is completed by Killer or Survivor a harvest cannot begin for another 180 seconds.

    When 2 or more survivors are killed or sacrificed no more Adam harvests can begin and the Little Sister will remain on the Bouncers back for the rest of the trial.

    The Bouncers Perks:

    Perk 1 Sentinel: (You will always be ready no matter what threat challenges you.)

    Whenever you are blinded or pallet stunned, decreases the next blind/stun time by 50%

    Perk 2 Monsturous Caretaker: (all who dare oppose you will remember that you will never fail the one you protect)

    Whenever a generator is repaired, chest is opened, a totem is cleansed/booned, or an evocation is completed gain a +15 haste effect for 25 seconds.


    Perk 3 Shackled to Another: (you dont like this one best to make sure this one is no longer a threat.)

    When ever you are blinded or stunned by the Obsession, the Obsession has all pallets and windows blocked for 15-20-25 seconds.

    Ultra Rare addons

    Iridecent Plasmid ( A Plasmid created by the fog itself. Injecting this could lead to deadly and interesting results…..)

    Adam cannot be harvested by bodies but instead by survivors this is done by dealing health states. Decreased Drill Cooldown by 15% Increased Drill Charge by 15%

    Plasmids changed everything. They destroyed our bodies, our minds; we couldn't handle it.— Atlas

    Broken Golf Club ( a very used golf club that was used to help end the madness of Rapture….)

    When the Drill is fully charged the following dash speed is increased by .4 meters


    No Gods Or Kings, Only Man— Andrew Ryan

    would you kindly add this into the game devs

    but imma be so serious I'd just defend the little sister and that's it, because that's my job

    and a skin for it could be the Bioshock 2 main character which would be beautiful

  • @ShMail said:

    https://us.v-cdn.net/6030815/uploads/Y4437Q2MG8UH/311bd112c9f9d4892fa1314279add20e.jpg

    KILLER CONCEPT: Slender Man

    Informations

    ㅤ

    • Killer Name: The Inconceivable
    • Real Name: Unknown (it is widely accepted that it does not possess a true name, having received the pseudonym “The Slender Man” based on the limited human perception of its form).
    • Inspired By: The Slender Man (Creepypasta)
    • Terror Radius: The Inconceivable is inherently Undetectable, meaning it does not emit any Chase Theme or Red Stain. However, upon entering a 32-meter radius of a Survivor, they begin to perceive a subtle static distortion on their screen. As the entity draws closer, color saturation gradually decreases until, at extreme proximity, the entire vision shifts into black and white.
    • Movement Speed: 110%
    • Weapon: The Inconceivable does not rely on conventional weaponry. Instead, it projects long tentacles of varying thickness and length that emerge from its back. These appendages, endowed with anomalous flexibility, are used both for locomotion and to subdue and strike its victims.
    • Appareance:
      The Inconceivable is a humanoid abomination of imposing proportions, standing approximately between 2.5 and 3 meters tall. It lacks any recognizable facial features: no hair, eyes, nose, mouth, or ears, only a smooth, pale head with a slightly withered aspect, resembling the uneven surface of a decaying apple.

    Its physical build is notably slender, marked by disproportionately long arms and legs, granting it a presence that is at once unnatural and menacing. From its back, it can manifest an indefinite number of thin, flexible tentacles, employed both for locomotion and for directly assaulting its victims.

    It appears to wear a black suit accompanied by an equally black tie, though this is not clothing in the conventional sense. In truth, the supposed attire seems fused to its very flesh, as if it were an organic extension of its form rather than fabric draped upon it.

    Lore

    ㅤ
    The Inconceivable is an extradimensional entity of uncertain origin. Numerous theories have been proposed to explain its supposed provenance, from summoning rituals and occult experiments to unspeakable supernatural events, but none have ever been substantiated. Nothing is known about what it is, what it desires, or what its goals might be.

    It presents itself as a paranormal figure utterly devoid of human traits of personality. In essence, it is an enigmatic, inscrutable, cruel, sadistic, patient, impassive, and indifferent creature; an aberration of a fundamentally malevolent nature. Its only apparent interest seems to lie in the psychological torment of human beings, suggesting not only a form of pleasure but also the possibility of some kind of subsistence rooted in that suffering.

    Its existence traces back to an undefined time. It may stretch across decades, centuries, or even millennia, perhaps even to the dawn of creation (though such speculation is impossible to confirm). The Entity has never manifested itself before The Inconceivable, and the reason for this absence remains a mystery, especially since the myth surrounding the creature aligns almost perfectly with the very concept of the Realm of the Fog.

    Even so, at some point, The Inconceivable simply appeared within this domain and never left, as if it were already intrinsically familiar with the place. The veils that shroud what human curiosity so desperately seeks to understand about it are, paradoxically, what make it all the more terrifying. The more knowledge is sought, the closer it becomes; and the closer its presence, the nearer the approach of absolute madness. In the presence of The Inconceivable, madness is not a passing stage, it is the end.

    Power: Psychological Putrefaction

    ㅤ
    Upon entering a radius of 24 meters from one or more Survivors, The Inconceivable imposes upon them an Insanity Meter, which progresses continuously as long as they remain within that distance. If Survivors direct their camera toward it, accumulation increases significantly; in return, the Killer suffers a 5% reduction in movement speed. Until the meter reaches 100%, The Inconceivable is unable to perform basic attacks against the target.

    As the meter rises, visual and auditory manifestations begin to afflict Survivors. Environmental colors gradually lose saturation, brief static distortions appear intermittently, and distant whispers begin to echo within their minds. These whispers intensify in proportion to the progress of insanity, while the distortions become increasingly frequent and the color palette drains away until all vision fades into black and white.

    • Insane: When the meter reaches 100%, the Survivor gains the Insane Status Effect, which automatically applies Exhausted (preventing any method of speed gain until the effect ends) and Exposed (revealing their aura to the Killer for 3 seconds). In this state, The Inconceivable becomes capable of attacking, injuring, and downing Survivors normally. When performing a basic attack against an Insane Survivor, they suffer Hemorrhage, which accelerates blood loss and reduces their healing speed by 8%. Each successful basic attack also extends the duration of the Insane state by an additional 5 seconds.

    Ability: Slender Warp

    ㅤ

    • If a Survivor under the Insane state (induced by Psychological Putrefaction) has their aura revealed (by any means), interacts with an object, or comes within 10 meters of a generator, a mark is applied for 4 seconds. By fixing its gaze on this mark, The Inconceivable can teleport to the Survivor after holding the power button for 2 seconds. After completing the teleport, The Inconceivable suffers a brief penalty: its movement speed is reduced, and it is unable to attack for 1.5 seconds.

    Exclusive Mechanic: The Eight Leaflets

    ㅤ

    • When the selected Killer in a match is The Inconceivable, 8 leaflets will be scattered in random locations across the map. Upon entering the Insane state (triggered by its main power), the Survivor will be able to see the auras of these leaflets for 3 seconds.
    • Finding and interacting with a leaflet requires 7 seconds of uninterrupted action. If the interaction is successfully completed, the duration of the Insane Status Effect is reduced by 10 seconds. However, 1 second after beginning the attempt to claim the leaflet, the Survivor’s aura will automatically be revealed to The Inconceivable, allowing it to use the Slender Warp ability to intervene and prevent the item’s capture.

    End-Game Adaptation

    ㅤ

    • When the final generator is completed, The Inconceivable abandons its psychological game and adopts an openly aggressive stance. From this moment onward, it is no longer necessary to induce the Insane effect for it to directly attack Survivors. Additionally, if The Inconceivable is at least 35 meters away from the exit gate switches, it can use Slender Warp to teleport to them, intercepting Survivors and preventing their escape.
    • Conditions & Limitations:
      • The Insanity effect lasts for 30 seconds.
      • The Slender Warp has a cooldown of 10 seconds.
      • If Survivors leave The Inconceivable’s 24-meter radius, after 8 seconds the meter will begin to decrease very slowly.
      • The Inconceivable does not suffer a movement speed reduction if an Insane Survivor directs their camera toward it.
      • The Inconceivable is unable to injure or down Survivors who are not under the effect of Insanity.
    • Important Details:
      • If a Survivor is downed while under the Insane state, the countdown for the effect’s duration is paused until they are picked up or unhooked. Upon being unhooked, their aura is revealed for 2.5 seconds.
      • The more times The Inconceivable drives a Survivor into the Insane state, the faster its presence will cause the effect to manifest again. In other words, after a Survivor enters the Insane state and subsequently recovers, merely remaining within the entity’s 24-meter radius will cause the meter to fill at an increasingly accelerated rate, up to a cumulative limit of four times. In essence, the Insanity meter accelerates with each renewed exposure of the same Survivor, symbolizing the gradual psychological degradation that The Inconceivable inflicts upon its victims.

    1st Perk: Your Despair Has a Scent

    ㅤ

    ❝ The fear of the unknown breaks your focus... it’s only a matter of time before he finds you again. ❞

    After chasing a Survivor for 8 consecutive seconds and then allowing them to escape, this Perk activates: the next generator Skill Check that Survivor performs will be duplicated. The second check is more difficult, featuring 3 success zones. If they fail either of the two Skill Checks, their movement speed is reduced by 3/4/5% for 5/6/7 seconds.

    2nd Perk: Where Is He?

    ㅤ

    ❝ Even when you’re certain he’s far away, keep running. That’s exactly what he wants you to believe. ❞

    After hitting a Survivor with a basic attack, this Perk activates: 6/5/4 seconds after the Survivor leaves your Terror Radius, they suffer from Exhaustion, preventing them from gaining any speed bonuses. In addition, they are unable to sprint for 3/4/5 seconds.

    3rd Perk: Friend in the Forest

    ㅤ

    ❝ Despair consumes your mind and drives you to reckless choices... and by the time you realize it, there’s no escape. ❞

    If 2 or 3 Injured Survivors remain within 10 meters of each other for 5/6/7 seconds after unhooking someone, the Survivors who are isolated will scream, revealing their positions for 2/3/4 seconds.

    MORI

    ㅤ
    ╭┈────────────────────────────── ೄྀ࿐
    ╰┈──────────────➤

    ㅤㅤㅤㅤㅤㅤ☁️ ₊ ๑ ╰ 愛 🩸ㅤ__𝐌__ 𝐎𝐑𝐈. ˚⊹₊˚ 女

    ㅤ

    The Inconceivable stands eerily still behind the Survivor, who scrambles desperately across the ground, exhausting every ounce of strength in a vain bid for freedom. One of the entity’s sinuous tentacles unfurls and snakes tightly around the victim’s neck, hoisting them effortlessly into the air. As the Survivor summons the courage to glance upon what should be its face, a faint static hum crescendos into an overwhelming roar, paralyzing their ability to look away. Blood begins to trickle from their nose and ears, signaling the onset of their demise. In an instant, additional tendrils lash out, encircling the victim’s body with merciless precision, constricting until a sequence of sharp, sickening cracks reverberates through the air. With a final, deliberate motion, the creature releases its grip, letting the lifeless body crumple to the ground—limp, shattered, and streaked with trails of blood flowing from mouth and eyes.

    IMPORTANT NOTE
    • I don't know much about the game. I'm not familiar with other killers' perks, or even their powers. In short, I know nothing about Dead by Daylight... because I don't play it. My PC isn't good enough to run the game, even though I'd really like to play it. But I really like the game's systems and mechanics, so I decided to create a Killer concept for Slender Man based only on the little information I know and the character himself... If the balancing of the power, perks, etc., is off, I apologize... I did this completely blind. I tried my best to maintain the core theme of the character without straying from Dead by Daylight's mechanics, and for what little I know of the game... I think it turned out pretty well, at least in my opinion.

    for a person who went in blind you found a real good path to make this

  • @goyoru said:

    ...it rhymed, heh. Jokes aside, I think a crossover between these two would be brillant. - Spoilers ahead regarding the poll characters

    • The Nameless Puppet is the strongest creation in the Lies of P universe, even stronger than the protagonist. It's origin is the remodelled dead body of the protagonist powered by several egos. It has no will of it's own, but according to it's item, it can only feel hatred.
    • Arlecchino is a puppet that awakened to the ego of a serial killer, that relished in mutilating his victims and grotesquely displays their bodies.
    • Romeo is the protagonists best friend. He was murdered and his body repurposed to be a puppet, but unfortunately for the killer, he retained his ego. Unlike the other two his alignment is pure good. I included him, because he is very cool.

    For survivors I would have chosen either Simon Manus, Giuseppe Geppetto or Fake Alidoro. I chose those three, because they are insane and dead. Might make a seperate poll for them if this gains traction or someone else will.

    Am I onto something? Is this a good idea?

    i love the looks of these characters but have never played the games so I wouldn't know

  • @The_singularity said:

    sorry about my grammar my fingers are numb

    you summoned me, I came

    i wanna see more triangle men as well and I myself might just become one because why not

  • @[Deleted User] said:

    Tank class for survivor

    Dead hard which doesnt require being hooked and doesnt apply deep wounds

    increased speed after taking a bodyblock hit

    see survivors being chased within a nearby distance

    keep deep wound or have a longer CD but tank seems like a common want

  • @Rokku_Rorru said:

    I just thought it would be a fun discussion, it can be either killer or survivor:

    Killer: Shocking class

    You're able to regress gens in a radius with m1, when you proc this if the other killer is nearly they gain a bonus to their next break action or bonus regression (values I have no idea what I'd ask for)

    Survivor: Actor

    Basically Scene partner and Plot twist as a class, if this is underwhelming then maybe add dramaturgy. Basically a Nicolas cage class. This would make games even more chaotic

    What would you like added? <3

    tank survivor class

    DH OTR things like that maybe some MOM

    i wanna see stuff like that so some people can take 3 hits and be more able to defend their team

    some sort of rampaging killer class

    i think it would be cool if there was a killer class that was all about hit down kill repeat fast and absolutely furious

  • @scenekidtrash said:

    Both sides are equally insufferable when it comes to the other side.

    Queued for 2v8. Queued killer. Played 2 games as survivor while waiting for my killer matches. In both of these games, back to back with different people as the killers, I was one of the last 3 alive and both groups of killers tried to 3 man slug for the 8k. Resulted in over 10 minutes of 3 people rotating between picking themselves up and being slugged.

    I get into my killer game. My teammate is afk. Great, kind of sucks but it happens. I just play the match out. I know I'm not going to win but I don't care. I waited 20 minutes so I'm going to play it out. Obviously I don't get a kill, and 5 survivors are sitting in an exit gate waiting for me to chase them out, tbagging me along the way. One of them was a streamer so I went into his chat and asked "why be toxic and tbag me? I'm clearly 1v8 and I dont understand the point"

    His response? "Because you tried when you clearly couldn't win". That's ######### insane. That's an insane thing to say to someone else trying to enjoy the game. Why do both sides do this to each other? I think I'm one of the few people left who genuinely just wants to play this game for fun. I don't care if I win or lose, but I'm never going to go out of my way to be incredibly toxic towards other people, even if I'm stomping or being stomped. It's just a game, we should be treating each other with kindness.

    yeah thats pretty bad and im really hoping that person never gains success due to their toxicity but i do gotta apologize and say sorry about your teammate being afk as well

  • @runningguy said:

    no mercy. killers got to kill.

    thats up to you man but make sure you have fun doing it

  • @JustWhimsical said:

    I play for fun, but if people sweat, I obviously try harder. I usually go 2 death hooks before killing if they are zooming through gens if they aren't then I go for 4 death hooks. If someone acts cute though, I fold instantly, it's actually just over. And ofc most of the time the entire team notices me accepting a cute survivor and now all the sudden I have 4 teammates and just 2 hook everyone. I go easy on new players or just ppl who are unlucky and try to be funny if they have personality, but if they give up early due to the killer I am playing I despise them cause they are cooking their teammates. Which when I play I can't stand.

    These are the perks of all time I usually run, ofc shadowborn and a lot of these are outdated. These days I usually run nowhere to hide, brutal, pop, and bamboozle if I am an m1. Don't typically run more than 1-2 slowdown due to ptsd from gen kick meta as I played a lot of survivor then and still have old buffed eruption ptsd.

    https://us.v-cdn.net/6030815/uploads/GLSLHIX5D6WJ/screenshot-2025-11-05-123156.png

    i run 4 aura perks

    lethal persuer, weave attunement, darkness revealed, friends till the end

    and I stomp when I do so I usually try to be nice instead

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024396#Comment_4024396

    xd, but I really enjoyed seeing some flicks from killers. S flick on HillBilly is so sick from survivor perspective

    fr tho hillbilly flicks make dude look like a helocopter

    @Jay_Whyask said:

    I prefer being casual & friendly, but if I see even 1 person 99% their Sprint Burst...

    It's over dog, gloves off.

    gloves off, slaughter on I can respect that

    i personally don't like sprint burst because there's better perks cough lithe sorry don't know what happened there

  • less than an hour a month actually, I'm just here to see what people see and think and to try and help solve problems

  • @Cvz said:

    What do you think about the next idea:

    Introduce a new type of generator kicking, lets call it "Charged Kick". At the start of the match, this kick is disabled.

    Once you hook teh first survivor, you need to hook another survivor. If you do this, the Charged Kick is enabled and some some generator damage bonus is stored (for example: 5%). Every time you hook a different survivor, new 5% bonus damage will be added to the stored number.

    When the killer is in front of a generator, he can choose if do a normal kick or a charged kick, if the player choose the charged kick:

    • It takes 1.5 or 2 normal kick time to complete the action.
    • Apply the bonus damage to the generator and reset the stored value
    • Disable Charged Kick (will be reenabled when the killer hook a diferent survivor)
    • Can be combined with Pop or other perks.

    The player can choose if he will be storing the damage bonus or use it beetween hooks, so this doesnt force any kind of playstyle. I believe this can be a nice incentive to spread hooks and feel that is rewarding to do so.

    so a mini stored pop?

    i kinda like it actually but if you have 2 people left dead hook but you kept hooking people correctly and hit a gen with pop its gonna reset a 99d gen almost fully

    so maybe add a max of 20% which is 4 different hooks

  • @tuttoinunavolta said:

    I feel like many balance problems the game currently has honestly depend on the completely lackluster tutorials and guides it offers.

    Many mechanics and general rules of this game are now clear and well-known to everybody who has played this game for a while, but honestly this game is not intuitive at all for new players, and the overwhelming amount of perks and killers (and some gameplay-changing killer add-ons) is a lot to deal with. And the current tutorials do not cut it at all.

    Over the years I've introduced many different people to this game, and one thing I've noticed is that all of them only played the two basic tutorials, without touching the game manuals. This means that they loaded into public matches with no clue on what boons, hexes and invocations are, no idea on why stuff like NOED, No Way Out and Head On activate, absolutely no idea on how to handle killers with specific counterplay such as Plague, Pinhead, even Nemesis (constantly going for vaccines right away all the time).

    Now, I understand that a player who really wants to get good at a game will read the manuals too and maybe even get on YouTube/Reddit/Otzdarva's site to get a better understanding, but the reality is that most people buy a game, play the required tutorial, and will want to get into a real match right away. The majority of players will NOT sit through all the manuals. They bought the game, they want to get into the fun part as soon as possible without reading. And their initial experience affects the balance of the game as well.

    There's also a problem with killer power descriptions. Besides the fact some of the larger descriptions (straight up walls of text) often bug out and get cut off screen, they often do not help. I can't even count how many people I've seen try to play Artist without watching a YouTube guide first and ending up completely confused on how to use her, since the game doesn't tell you swarm hits will only work if you only place one single crow down at first.

    This is a problem for the other side as well. There will always be a chunk of players who is only interested in playing the survivor role; these players won't go into the "Killer" section just to read power descriptions, and they will inevitably be overwhelmed by Plague, Pinhead, Sadako, Singularity, Xenomorph etc. Not because these killers are overpowered (sometimes they're not even that strong lol), but because they require more specific counterplay that they do not know about. They might understand they need to use turrets against the Xeno, but they'll place them straight in front of tunnels without knowing it's useless. They'll see that vomit thingy give them a permanent injury, so they'll jump to a fountain to cleanse, without knowing what that entails for the killer. They will also never know that touching windows will save them from Knight's guards, that Pig's traps activate when gens are completed, that mending too early will make them a target for Legion's Frenzy again, or that lockers can instantly get rid of Artist's crows.

    Add in all the killer add-ons that change their powers radically. 10-hours Meg met a Myers before, but he thought the instadown only happened with dash attacks. Why is Myers not dashing anymore, can he still do that in this match? 50-hours Dwight met a Hag before, why is she so fast now and why are her traps bodyblocking him? Why is Bubba not instadowning anymore? Why aren't the TVs spreading Condemn anymore? And so on, and so on.

    Lastly, the survivor tutorial kinda teaches to drop the pallet as soon as possible to shield yourself from the killer. This leads many inexperienced players to instadrop and run to the next one, whereas the optimal play would be to play around the pallet (and learn how to loop in the process). A new player who isn't familiar with the game doesn't really understand that, in chases, keeping the killer busy as much as possible is just as important as not going down (it's way more important, honestly). They will inevitably assume that never ending up on a hook is much more important than giving time to their teammates to crank gens, because that's how it would be in a slasher movie setting, which is what this game has (apparently, at least). I have had a newbie friend drop shack pallet right after spawning in, right before getting on to the gen, so the killer wouldn't take him by surprise from the back. I mean, that honestly makes sense in a way, and it's probably the best strategy that comes to mind to someone who is not familiar with the gameplay loop. The tutorial doesn't make an effort at all to explain that the better strategy would not be that one, though.

    All of this matters for everybody, because inexperienced players also affect the balance of the game, and being constantly overwhelmed and confused will frustrate them and cause them to quit the game. A sub-100h survivor who doesn't know anything about looping will understandably ragequit after the third 80h killer in a row takes advantage of that and tunnels him, and his "Why did you uninstall?" feedback will skew the data a bit, because it comes from a different sources of frustration compared to, say, survivors who know the basics and instead have a problem with overpowered elements or harassment. Characters like Sadako and Pinhead can never really get adequate balance changes, because without a proper in-game tutorial they'll always be overwhelming to new players no matter how much they suck against survivors who know how they work, so they'll always be stuck in that limbo of being overwhelming and underwhelming at the same time. Better tutorials and in-game information make for better players on both sides, they make it easier to balance killers and get more accurate stats.

    - - -

    In my opinion, the best way to go at this would be through multiple steps:

    1) Completely revamp the playable tutorials and make them mandatory

    New players need to play through the full tutorial before being able to queue in as the related role (i.e. must complete the survivor tutorial, or else you can't play online matches as survivor).

    Both tutorials should be longer and go more in-depth about the basics, specifically talking about hexes/boons and the soon-to-be-added anti-tunnel/slug/camp measures (including explanations on how they change during endgame). They should also explain how items work, what saboing is and so on.

    I understand a mandatory, slightly longer tutorial might sound more frustrating at first, but giving more context to the new players will make it much more likely that they won't ragequit out of frustration.

    The survivor tutorial should stress the importance of making chases last as long as possible to give more time for gens to be done, and that pallets are finite resources that should be used, but not wasted. It should also explain what the HUD icons (healing, cleansing, doing gens) mean and that it's important to unhook teammates before their bar reaches the halfway point. Proper team play is necessary to win as survivor and I feel like its current tutorial doesn't highlight that aspect properly.

    Let the killer know about the red stain, terror radius, basic hits and lunges, grabbing injured people mid-vault. DBD in its current state completely depends on chases as a concept; both tutorials should be as in-depth as possible about all the chase mechanics that are not killer-specific.

    2) Make an entire new page in the "How to play" section dedicated to explaining each killer's power, for both roles.

    I think the current killer power walls of text should be ditched completely. The "How to play" section should have a page completely dedicated to explaining each killer's power for both sides. The current killer power descriptions should be completely ditched, and the killer lobby screen should instead have a shortcut button that brings the player directly into that killer's guide page.

    On this guide page, ideally, you press on a killer and you see "For survivors" and a "For the killer" sections. Both sections repeat the same general short jist of the killer power and explain the best way to play against/as this killer. For example, survivors are taught how Sadako's tapes work and what they should do, the killer player is taught that TVs that play the tape animation have a survivor nearby, and that the Onryo's hands phasing in and out correspond to what the survivors see. Both versions of the same tutorial repeat the more general and necessary information, such as how Condemn works, how survivors can nullify it, and that demanifested Sadako can walk through survivors.

    These guides should have lots of screenshots (or even better, gifs or short videos, if that's possible) that break through the text and make it clearer and also easier to read through. Reading these tutorials through completion should each provide a slight bloodpoint reward to motivate players to read through it, and the rewards should be higher for those killers with more complicated/dense tutorials. There should be something to motivate survivors to learn how the more complicated killers work.

    3) Instead of the little perk/add-on icon on the bottom right corner, there should be a pop-up with a brief brief description of said perk/add-on

    The previous PTB had a pop-up message for the killer when he was about to tunnel. I think a similar pop-up message (less intrusive, more in a corner rather than in the middle) should be used to explain the more game-changing killer add-ons and some perks. I'm talking about a very brief, as-short-as-possible description. Currently we see a little icon of the perk/add-on in question on the bottom right corner, but there are a lot of them in the game and these images alone do not really mean anything to most casual players.

    These pop-ups would come up after the add-on/Perk's effect already took place, just like the currently existing icons, so it wouldn't really make them less effective, just clearer for less experienced players.

    Those are just some ideas, I just think that generally better and more detailed in-game explanations would solve a lot of issues, so any attempt to add them in would be great in my opinion

    i think we can all agree as a community this would be great, but I personally don't think they should be mandatory but instead highlighted and rewarded for completion and not just with a little charm which doesn't look bad I cant lie

  • @Debremus72 said:

    This survivor goes with The Forgotten.

    Evelyn "Evie" Walker

    Lore

    Evelyn Walker had always noticed the things others didn’t. The scrapyard behind her neighborhood groaned with forgotten sorrow. Charles White flinched at every slammed door and distant siren—long before he vanished.

    They’d been close once. Two lonely kids bound by proximity and silence, finding solace in the rusted wreckage of their small town. But then Charles disappeared, and the world moved on. Evelyn didn’t. Something in the air shifted that day—thick and wrong. The scrapyard grew quieter. Emptier. She felt it in her chest like static.

    She spent days, weeks even, searching that scrapyard. Yet, she had found no trace of him.

    Guilt took root. She could have said something. Could have done something. But she didn’t. And with time, that guilt turned into ritual: visiting the yard, tracing old paths, whispering apologies to the wind. She scavenged broken radios and rewired them, hoping to hear his voice in the static. She never did.

    Then came the night the fog crept in—silent, crawling. It felt all too familiar, she knew the face she had to go see.

    With a guilt filled heart, she stepped into the fog.

    ---

    Core Appearance (Default Outfit):

    General Look: Evelyn is in her late teens, with a lean, wiry build suited for slipping through narrow scrapyard gaps and hiding in shadows. Her eyes are a striking green—piercing, constantly searching, never quite at rest. Her face is soft but haunted, with dark circles under her eyes and an almost permanent furrow between her brows.

    Hair: Long, dark brown hair usually pulled into a loose, practical ponytail, with a few strands falling out, framing her face. Grease or dust sometimes streaks her hair—evidence of digging through scrap or machinery.

    Clothing:

    Jacket: A faded olive-green utility jacket with a frayed collar and stitched elbow patches. There’s a tear on the right sleeve, clumsily repaired with mismatched thread.

    Shirt: A soft, pale-blue graphic tee underneath, faded with time. The graphic is almost unreadable now—perhaps a band she and Charles once liked.

    Jeans: Weathered dark jeans with a few rips around the knees and cuffs stained by rust and dirt.

    Boots: Sturdy, old hiking boots—scuffed and dusty, but reliable.

    Accessories:

    Charm Bracelet: Her signature piece—a silver bracelet with tiny hanging trinkets: a wrench, a heart, and a little radio. A gift from her mom, never removed.

    Back Pocket Item: An old folded note, partially visible—it's the last message she ever wrote for Charles before he vanished, never delivered.

    ---

    Visual Details & Animation Notes:

    Her lobby animation includes fidgeting with her bracelet or nervously adjusting her jacket cuffs.

    Her breathing is quiet, almost held, until she sprints—then ragged and panicked, like someone running from their guilt.

    ---

    Perks:

    1. "Guilt Bound"

    The weight of your guilt empowers your escape, even if just for a moment.

    After unhooking someone or being unhooked, gain 5/7.5/10% haste for 10 seconds. This perk can only activate once every 60 seconds.

    The weight of your guilt empowers your escape, even if just for a moment.

    2. Shared Burden

    You can’t stand seeing someone else's life on the line.

    This perk activates once you are healthy and 12 meters close to a survivor on death hook.

    If they get hit, you become injured and broken for 60/50/40 seconds

    They start healing over time, finishing after 15 seconds.

    This can only activate once per trial.

    3. "Memory's Echo"

    The echoes of past actions guide your path, revealing who is near.

    Each time a generator is completed, gain the ability to see the auras of any survivors who are within a 16-meter radius of any generator for 4/5/6 seconds.

    The echoes of past actions guide your path, revealing who is near.

    i would love to run this character as well

    how exactly are you so good at this

    the lore is beautiful, the perks are actually useful, and the characters genuinely seem like they would have a great look to them

  • @The_singularity said:

    i like using billy and then being chill then if someone blinds me i kill them and drop them who knows where

    valid response to blinding lights

    @tes said:

    I prefer something in between, because I’m playing solo. Good competition is fine and I don’t mind to see whatever play style to use, but I LOVE when killer do some interesting tricks even if they not the most effective for gameplay. Shows they want to have fun as well

    now I'm seeing hillbilly hitting some wild skateboard tricks then running off with a survivor on his back

  • @Debremus72 said:

    Here is the survivor, Evelyn Walker.

    thank you

  • @Debremus72 said:

    I have drawn this guy, although it's really bad, I've also made a survivor, but it's still a work in progress.

    where can I find the survivor

  • i read through this and loved it

    i really wanna see this come into the game so I can main it till its my first P100 because

    1 its own status effect

    2 beautiful story and attention to detail

    3 its a better dredge

    4 I love it and don't care if I suck at it I wanna have this and would but it for 100 U.S. dollars without a second thought paid directly to you

‹ 1 2 3 … 32