Avatar

Seiko300

Seiko300

About

Username
Seiko300
Joined
Visits
1,323
Last Active

Comments

  • I've said it before, but I'm a HUGE proponent for a Nautical Horror themed chapter. It's such an iconic sub-genre and yet we've seen so little of it represented in Dead by Daylight save for a few cosmetics like Trapper's Seaside Psycho.

    There's a wealth of opportunity in Nautical horror, and as far as original concepts go I could definitely see a killer covered head to toe in a vintage diving suit wielding a harpoon. Other ideas I've thought of are an undead naval officer wielding an officer's sabre, an undead pirate or pirate captain wielding a cutlass, a creepy sailor with a whaling spear, or just your classic old sinister fisherman holding onto a long hooked fishing tool of some kind.

    There's no shortage of map opportunities either, "The Lighthouse," "The Island," or "The Dockyard" / "The Docks" all sound like perfect harrowing locations that are all dark and mysteriously isolated or abandoned. Each covered in a thick, eerie, and unnatural fog. It could also be the first map with boundaries that aren't at all defined by walls, but instead by a vast ocean with choppy waves below menacingly looming storm clouds. The occasional sound of thunder accompanied by a bright flash of lightning really setting the tone for such a place.

    Original concepts aside though, I have high hopes for a Licensed Bioshock chapter featuring The Big Daddy as a killer known in Dead by Daylight as "The Bouncer." With a giant drill strapped over one arm and access to various plasmids that grant supernatural abilities, there is so much room for The Big Daddy to flourish amongst the killer roster. Best case scenario this chapter would also be able to bring Rapture in as a map, and instead of trying to fit all of Rapture into one map you could easily make multiple maps of the different areas of underwater city. Worst case scenario there wouldn't be a map, but really The Big Daddy is the most iconic aspect of Bioshock that could be brought to life in DBD which would be incredibly cool.


    Honorable mention though is a fire themed chapter. Someone else said this would be "low hanging fruit" but the fear of burning to death ranks pretty high amongst horrific ways to go, and I would personally love to see an original crazed fireman with a gas mask wielding a fireman's axe as a killer in DBD. The irony of emergency personnel condemning human lives instead of saving them is the perfect concept for the foundation of an interesting character story I think. Also we could finally see the "burned" status effect in Dead by Daylight, which you'd think we'd have seen a lot sooner in a hellish purgatory like place like the realm of the entity. You would think that burning to death would have come around in some form or fashion to Dead by Daylight a lot earlier than year 6 going onto year 7.

  • Brother I am busting the wallet out for this one.

    (The implication being that I don't bust out the wallet for every chapter which is entirely untrue)

  • The real answer here is apparently Bioshock from what I've heard, because the two companies have apparently worked together in the past and are also both Canadian companies that are not that physically far apart. (In the same city if I remember correctly).


    But screw it, people are actually voting Slender Man - a weird and nebulous license all around, Fnaf - Scott Cawthon exists, and IT - Stephen King exists, so screw it, I'm just choosing Alien. This poll is all kinds of messed up already.

  • On a slightly separate note, I just want to see a water-themed chapter ANYTHING at some point in Dead by Daylights future. I think it is severely lacking in Aquatic Horror, and the Trapper's "Seaside Psycho" cosmetic already proves it is a compelling character design. Not to mention there are plenty of ideas that can fill that niche.

    The classic "Creature from the Black Lagoon" (as OP mentioned)

    Vintage Scuba Diver clad head to toe in old Scuba Gear armed with fishing spear

    A (haunted?) Naval Officer with a Saber

    A (haunted?) Pirate with a cutlass

    An old and grim Fisherman using any number of hooks, fishing tools and equipment

    The Big Daddy from Bioshock

    Cthulu (as OP mentioned)

    I wouldn't want to see such novel killer concepts which have barely been touched in DBD go to waste as skins for other killers.

  • I am interested in the Terminator.

    NOT

    The Terminator.

    Beating around the bush aside, I am a huge fan of the idea of adding in the T-1000, and I am less than enthusiastic for the T-800 which I think would just be a missed opportunity.

    The powers of the T-1000 are far more diverse, with an arsenal fit to be the perfect subtle hunting model of the terminator series. Being made from a "mimetic poly alloy [liquid metal]" it is unlike anything that Dead by Daylight has seen thus far in its killers. It can use its entire body for environmental analysis in multiple ways, for example, situating auditory sensors anywhere on the body making it more situationally aware and adept at tracking, it can separate pieces of itself from the main body to act as small individual units under the command of the host, like most terminators it has immense strength and speed to the point that it could throw the larger T-800 around like a ragdoll, and most impressively it has the ability to shapeshift which it uses throughout the movie in different and intelligent ways to hunt its target.

    At its most basic the shapeshifting can be used to transform different parts of its body into lethal weapons. The T1000's most iconic use of this ability was to transform its entire arms into gigantic knives and other sharp instruments. It was also able to mimic the color and texture of its surroundings, allowing it to camouflage against any surface and hide in plain sight, like when it laid flat against a tiled floor and reformed into its default human shape after. Of course, most notably however, was its ability to shapeshift into other people as it could perfectly mimic human behavior and emotion, down to the very voices of its intended targets.

    I would love to see the T-1000 in Dead by Daylight, I think there are a lot of ways that kind of a power set could be applied to create a unique kit for a killer. I can definitely imagine an M1 animation where a regular arm transforms into this giant silver arm-length knife blade and slashing at the backs of the victim in front of it.

    I'm 100% invested in the possibility of adding the T-1000 to DBD in the future.

    image.png


  • After watching the show (around the time that Ash Williams came to DBD actually) I absolutely fell in love with Evil Dead, and I was so excited when I saw that they were releasing a game, it looks absolutely fantastic.

    What I think is absolutely great is that this game doesn't seem to shy away from the strength of the survivors / heroes. A lot of games that fall in the asymmetrical genre advertise power roles like killers or monsters or whatever, but they fail to accurately portray how strong the "victim" role is. In Evil Dead there is no mistaking the capabilities of the survivors, you've got chainsaws, guns, swords, and you are certainly going to be using them to beat the hell out of some demons in a bloody fashion that's close to the heart of what Evil Dead is. Survivors seem to have much more agency in Evil Dead than compared to other asymmetrical titles, they're competent and experienced, and they know what they're doing (more or less).

    (Side note, I love that there are FOUR versions of Ash from his appearances in all 3 of the movies and the TV show. It's great to see every version come to back to life, and be represented in in this game).

    I think going forward this upfront and honest perspective is going to make balance a lot easier to manage because you're not dealing with the nuances of a power role that is masquerading as the non-power role. You've got two sides going head to head with their own unique tools and objectives, and I think that's going to present a much more unique and fun style of gameplay that other asymmetrical titles aren't going for. While the survivors are fighting back with their own weapons, the Evil you are in control of as a demon is violent with a cruel sense of humor. You have greater movement, awareness, you set up traps, spawn enemies against the survivors, as well as have the power of possession to take control of your own minions, other players, or even objects like trees and cars which is so wild but so very true to Evil Dead.


    As for the whole boss protocol thing, I think it's incredibly sad that people are going to put business and politics over the artistry of games. If you've seen Evil Dead, then can immediately tell that a lot of love went into this project and it appears to be incredibly faithful to the world of Evil Dead (both the films and TV series), while also innovating on the asymmetrical genre and creating some entertaining mechanics that are genuinely unique. I hate NFTs as much as the next person here, but I'm not going to just ignore all the work and effort that clearly went into what looks like a passion project for Evil Dead.

    Evil Dead has to be my most anticipated asymmetrical / horror title coming out 2022.

    For those of you who responded "There's an Evil Dead Game??" or just don't know much about the game, here are some trailers and some gameplay that have been shown so far:


    https://www.youtube.com/watch?v=37j_Lu_9iNs https://www.youtube.com/watch?v=HDeSEAy1OiA https://www.youtube.com/watch?v=i_h21vo5yvs


  • @Salvador578 said:

    I'm the biggest Spine Chill main on earth and even I think it's BS sometimes cause it reduces most stealth killers like Myers and Wraith to M1 Killers lol.

    I'm absolutely the exact same way, Spine Chill is a mainstay perk in most of my builds when I'm playing survivor, but I absolutely recognize it is some of the most ridiculous nonsense for a perk. It provides an insane amount of accurate information, neuters stealth killers, is one of less than 5 something perks out of 100+ that affects both gen. repair and window vaulting (among like 15 different interactions), and it operates completely passively without any input on the part of the survivor and doesn't have a cooldown.

    Add a coordinated SWF on top of all that and you've got a recipe for disaster that absolutely kills any sense of anticipation or surprise in a match.

  • Right now I'm on my between-tomes break where I'm relaxing away from the perpetual grind cycle that is Dead by Daylight. So 0. Meaning I can actually enjoy other games, CIV 6 for example.

  • Just as an overall standard I'm anti-creepypasta. As far as licensing goes there are a multitude of options that are far more interesting and provocative than any of the lazily written "scary stories" that cropped up on the internet in 2011.

    In what universe would I pick that garbage over something from Stephen King???

    I mean if you like that kind of thing okay, more power to you, but you couldn't tell me that it's actually a better and more viable alternative to a real license. That's just a waste of time and resources imo.

  • After all the time I've sunk into the game after nearly six years now, I began to realize at a certain point that not running add-ons is truly just an absolute waste. On my killer mains I've got more than plenty of add-ons to last me a very, very sizable chunk of time, and not using them is essentially just hoarding them for no real purpose.

    So my standard is to run the two add-ons that are the most abundant in my inventory. Generally speaking this means I'm running brown add-ons most frequently as they're the most common in the bloodweb, but sometimes if I've been using brown add-ons for a while that means my yellow add-ons will become my most accumulated rarity, in which case I'll gravitate toward those.

    I also just like running brown add-ons because it's not a huge difference (although depending on what you're running it CAN be a huge difference) either. So it's not totally dissimilar from non-addon related gameplay, which is important because you want to be able to play well without addons and not be add-on reliant.

    But yeah, playing without addons and just hoarding these virtual addendums that aren't significant or important in any other way is beyond a waste.

    In most cases (not all) yellow add-ons and up are the "real" add-ons and if you caught me using them, it's probably for an actual conscious purpose.

  • @OblivisciMortem said:

    Wouldn't it make more sense for his mori to be a bit more like him pushing a survivor into a summoned compactor, or pulling their head with spine attached out of their body? Or even just him whizzing around them at speed confusing them with gongs until he finally smacks them dead? It feels like any of these would be better than caveman clunking their body on the ground. I just hate it, it's so anti climactic. Thoughts?

    His mori is the way it is because it was animated that way nearly six years ago on original release. So it's less because they thought it fit stylistically with his character and more because it's a product of the time. Dead by Daylight wasn't a hugely anticipated game before release and didn't properly explode until a few weeks / months after, so they truly were working with a much smaller indie budget at the time.

    You'll notice that this is a general trend for killers across the board, the earlier in time by period of release you go the more simple their moris tend to be and vice versa. With the later killers getting some much more noticeably flashy and character unique kill animation that would fit in your classic 80s / 90s horror flick. We go from Nurse quietly and intimately choking her victim to death... to Oni (three years later) violently stabbing quarry through the shoulder, jamming his fist into their mouth, viciously ripping their tongue out and crushing it in his palm, and then brutally bashing their heads and bodies to death with his Kanabo.

    With the length of time the game has existed, they've had lots of opportunity to play with different physicalities, weapons, powers, camera angles, and so on to come up with some pretty flashy material for their characters.

    Were killers like Trapper and Wraith released today, we'd probably get something more complex and elaborate. Trapper using a bear trap (or traps plural) in creative and tortuous ways, Wraith pulling the heads and spines clean out of their bodies, etc. Plenty of people still ask for the devs to rework these old mori animations today.

  • Because she rocks mad Hex Girl vibes.

    https://youtu.be/0QsWUa7lnbo


  • Why is ACE NOT on this list!

    You know for sure man has put down bets at some point or another to see if he could outdrink somebody for sure. His tome lore literally takes place in a bar, even if it wasn't focused around drinking.

    Or JEFF for that matter. Jeff's a pretty big guy, so he could definitely down a few- man's literally got a bottle opener on his belt, ready for any situation that might call for one. The Legion even partly paid him in the form of a Six-Pack for his mural in the Mount Ormond Resort.

    I find the lack of consideration in this poll disturbing...

  • I'm not voting for CoH because I genuinely see multiple very clear ways to rebalance the perk, that for whatever reason the devs / community haven't completely embraced. Adding a cooldown either on the perk itself or on the last totem it was attached to, reducing CoH's range, getting rid of the healing speed boost completely, and 15 other things like intermittent aura reveal of the associated Boon Totem or distance cleansing would go so far in taming this perk. CoH will always be good by its very nature, but with changes like these it would be nowhere near as oppressive as it is today.

    It's another Decisive Strike situation. We've identified very clearly what the problems are, and just need to wait for the devs to actually do something about it. But people would rather spend their time embracing the fantasy of CoH getting deleted than avidly supporting fair, well-thought out, and meaningful changes... (no, boons being one-time use is not at all well-thought in the slightest).


    Anyway, I just picked NOED because it's so poorly designed (design does not equal balance) from the ground up. Punishes survivors for doing the objective, rewards killers for not being efficient, impactful, or successful in their matches, etc. That whole design philosophy needs to be reworked and some conditions need to be applied in order to have a proportional affect on the endgame.

  • Alien is a dream chapter, especially now that the Demogorgon is gone- we need some kind of otherworldly humanoid creature like the Xenomorph to fill the void that Demo left behind!

    Honorable mention is Bioshock. My personal most wanted video game license, unless we're counting Alien as a video game license itself which is technically possible. A chapter featuring the Xenomorph and Amanda Ripley instead of Ellen Ripley and a map based on the Sevastopol Station instead of the Nostromo. A map on Sevastopol / the Nostromo would be so cool, but so would a map based in Rapture, very different maps on opposite ends of the spectrum but they're equally cool settings.

    And not that it needs to be said, but I'd love an F13 Chapter above everything, it's just that the longrunning lawsuit has obviously knocked the wind out of our sails here. Still confused on whether it has ended or it's ongoing, and it's just such a mess I can't vote for it in good faith.

  • I'm kind of confused on what "base game" means in this context, base game as in original / non-licensed? Base game as in which survivor is best from the ones you're given at base for free? Base game as in how good they are "at base" considering cosmetics and audio without teachables?

    I just picked Meg anyway. I'll stand by the fact that she is one of if not the only survivor on the entire roster that has fantastic perks across the board: all 3 of her teachables are highly valuable and useful both independently, and with plenty of opportunities for synergy. Sprint burst fits perfect in most chase oriented builds, Adrenaline is great in sustain builds that keep you healed as often as possible in a match, Quick and Quiet is a vital perk to have in aggressive stealth builds, and each of these can stand on their own legs independently in any other build. Most every other survivor has at least 1 bad / niche / circumstantial / mediocre-at-best perk.

  • It's not that they're impossible, with enough persistence you can get them done (I've completed every single adept for all killers and survivors) and since you can choose whatever add-ons you want plus which map you want to go to that certainly helps.

    But some perks don't have synergy (or even worse have anti-synergy) with the killer they come with, or just flat-out aren't good on their own as individual perks- they're made to be the foil for other perks and act in tandem. IE Monitor & Abuse has anti-synergy with doctor, Furtive Chase doesn't synergize with Ghostface, and so on and so forth. For Freddy's adept you're basically running 0 perks because none of them are active at the very beginning, two of them work at the very, very, end and only one of them is actually "used" throughout the match but the action speed bonus becomes less useful the later the match because there are less resources to use the action speed bonus on. So it's just not a fun adept to do, you've really got to know what you can do as Freddy in order to double pip with zero perks.

    That's not something we can control though, teachables will be teachables, and can't really fault or change that.

    My real issue comes from the discrepancy between Survivor and Killer adepts, simply put: survivor adepts are just way easier to do. I don't think I'm breaking any new ground with this comment, but it really just doesn't make sense to me to have a more difficult achievement on the more difficult role. It's like they're really trying to tell players that survivor is supposed to be easier or something, which is slightly different from whether it is or isn't- that conveys intentionality. I know that's probably not the case where they say that outright but just off the achievements alone it's so heavily implied you can't exactly ignore it.

    It is the worst feeling when you're doing an adept like Freddy's and you're one tick off from getting a double pip and you need to go through all that mess again. As far as achievements go the adepts for killers can be particularly unforgiving in this regard, you either got it or you didn't and there's no leeway between, whereas there seems to be plenty of leeway for the survivor adepts.


    The adept achievements also suffer from blurry and ill-defined win conditions as well, almost 6 years later and we still talk about "what counts as a win?" today. In this regard the adept achievements indicate a double standard, the "win-condition" for a survivor is simply to escape, while the win condition for killers is to get a double pip.

    To put it into words: it is the double standard which is frustrating. If adepts are not meant to be easy to achieve across the board, that's fine, but you need to actually follow through with that ideology. That means either making the survivor adept more difficult, or if that idea isn't the case at all, then it's time to make the killer adept more in-line with how difficult the survivor adept is.

  • It's such a basic feature, you'd think that the devs would have included it when they released the archives in the first place.

    Small quality of life things like that which Dead by Daylight lacks are sorely needed, and without them really just makes the game feel less smooth to play overall.

    For example a feature which reminds you that you haven't selected an archive challenge before heading into a match, they mentioned this more than a year ago and it still isn't in the game. It's perhaps one of the most frustrating things to head into a match, and have an all-around fantastic match where you would have completed a challenge but then come out the other side realizing you never selected a challenge in the first place.

    Something as simple as a message that asks you "are you sure that you want to queue without a challenge?" as soon as you click find match. Alongside an option in the settings to disable the reminder just for players that don't particularly care about grinding through the rift.


    And separate from the rift / archives, other small things like a search bar to sift through your perk inventory, the ability to create custom loadouts, categorize perks by different means than alphabetical order (IE all "healing action perks, aura reveal perks, totem-related perks," etc.) updating survivor vaulting animations that haven't changed since 2016 so that held items don't disappear into thin air during said animation, and on and on and on.

    Small things go a long way to make the game look / feel better and more polished to play.

  • I don't think I'll ever turn down an idea for new animations so long as they stay true to the characters and the game. New animations are really cool, and increasing the number of actions a character can perform always makes them seem more unique and lifelike.

  • I'm absolutely in love with the idea of a potential Bioshock chapter and having the Big Daddy as a potential killer, it is by far my most wanted Video Game license right above Outlast. There's so much room to create such an interesting power, between the little sisters that they are attached to and relentlessly protect, a giant oversized drill combined with a massive hulking armored frame, plasmids which provide a unique source for other powers and forms of utility. Bioshock is a wealth of ideas and fits like a Glove into Dead by Daylight's slasher thematic filled with empowered killers that are hosts to a myriad of all sorts of strange abilities.

    image.png

    I think I really fell in love with the idea after seeing the fanmade chapter / character model posted up on Youtube. They did a fantastic job with the somber seaside music, the inhuman whale calls and mechanical sounds that a Big Daddy makes, and even a decent power idea as well.

    https://www.youtube.com/watch?v=qXNLiez_4a0

    @ReikoMori said:

    Bioshock would lose so much of what makes it interesting in DBD. Like Big Daddies are iconic, but they aren't actually that interesting. Little Sisters, Big Sister, Splicers, and the named bosses the more interesting characters. Visually speaking, Bioshock has a lot of aesthetic touches that adds to the feel of the game that would absolutely get lost in DBD.

    It's just not a good fit.

    That's an incredibly subjective point, personally, I became interested in Bioshock purely because of the design of the Big Daddies. I love the exterior visual design inspired by vintage diving suits combined with a steampunk aesthetic, just as much as the interior lore about these genetically enhanced humans whose bodies were grafted into the suits themselves, and their subsequent psychological programming which compels them to be the protective caretakers of the little sisters- acting as their personal guardians.

    Not to mention the deeper lore about the different versions of big daddies and the prototype Subject Delta. I find them to be incredibly intriguing and with plenty of depth to satisfy that interest. Compared to your average splicer, named bosses, or even the Big Sisters, I still actually like The Bouncers way more, and you would think it's because of all that intrigue that made them so iconic in the first place. I'd have to disagree with you entirely on nearly every point you made in your comment.

    Not only that, but the Bouncer works even better than the other ideas you listed because he's actually been licensed out to another game once before, meaning that the license holders would probably be open to doing so again. The Bouncer was featured in Playstation's Smash Bros. esque title for the PS3, Playstation All-Stars: Battle Royale as a fully playable fighter. Meaning that they would be more likely to license this character out again in the future, seeing as they've already collaborated with other studios in the past.

    https://www.youtube.com/watch?v=r-0JLFEfPGk

    Bioshock would be a perfect addition to DBD, and the only true difficulty I see with a potential chapter is having too many ideas to fit into a single kit for this character. However, I'd consider this to be a "good problem" to have as it essentially means they get to pick and choose which aspects of the Bouncer are most important to the fantasy of the character, which ones reflect the character and the overall franchise the best, and which provide the most unique additions to DBD and fit in the overall flow that open up brand new avenues for players to explore.

    Worst case scenario, we end up with a Nemesis-like situation where the devs end up compromising for the sake of DBD more than they branch out in bold directions. (Although let's be real, we all knew Nemesis wasn't getting a rocket launcher). I honestly don't think this is a bad thing, as overall I think most DBD players welcomed Nemesis as an intimidating killer who brought the core idea of what Nemesis was (an engineered and lethal bioweapon) and brought with him the first AI controlled elements to a killer. Looking back, I think more people would rather keep him than remove him completely if they had they option to, the people that wouldn't are fringe-case purists who don't accept anything less than perfection from their beloved franchises. Which I don't personally believe is a realistic expectation, given some compromises have to be met to translate and adapt nearly any character from other video games into Dead by Daylight at all.

  • Like Rancor, play both sides.

    I'm always appalled when the "both sides" isn't listed as an option on a poll.

  • I think everyone for the most part agrees already, I feel this poll is a bit out of date and looks like something that would have been discussed at the time Discussions about DS were a dime a dozen and no changes had been made yet.

    For the first time in years ever since DS was released, it is finally in a good spot. It protects survivors who needs the protection, but prevents survivors from abusing that protection in ways that overtly progress the match. Which is exactly what the community was asking for. I don't think anyone is looking for any further changes to DS anytime soon (unless it's to add lockers to the list of things which deactivate it, which was on my original list and I'm still open to making happen).

    Now if only the devs would take that same thoughtful action where and apply it towards perks like COH or NOED.

  • @Clevite said:

    My Ace is not even represented.

    And, no he will never just be, Other.

    But, I guess I am a pretty kind player, perhaps all Ace mains are, hence why we didn't make the list.

    Makes sense

    That's because Ace mains are cool cats and non-toxic 😎

    image.png


  • @Aurelle said:

    I think it's fine. It's supposed to be a high risk, high reward perk.

    I've said this loads of times before, but I'll say it again:

    "The hard mode" perk is really just an excuse to have a poorly designed perk. We called it out back then when the chapter was released, but the devs more or less ignored the community. Instead, the devs pushed the idea that it was a "hard mode perk" and nothing but for so long for years and years that players actually started to believe it, especially the new ones.

    And let me be clear, I don't doubt that the idea of it providing a more challenging experience was a part of the conversation in the original design. It was probably at least in some part, a part of the design philosophy. I will say however, that I do think it was never meant to be a pure unadulterated hard-mode perk and absolutely nothing more. If that were true, why were any positive effects included at all to begin with?

    If "hard mode" perks were a genuine thing, how come Killers don't have an equivalent? Something that absolutely neuters their overall gameplay and imposes a ridiculous challenge on them in exchange for little to no benefit. The fact is, it doesn't exist because it's just not popular in any shape or form.

    No Mither comes from a time when the dev team were trying to make perks with interesting give-and-take mechanics a thing; but the truth is they were largely ignored and the overall community just didn't accept these versions of perks as anything good or worthwhile to run. Opting instead to favor alternatives which didn't suffer from any downsides, and so for the most part the devs stopped releasing perks of this vein and reworked a bunch of the previous ones they already had. Few exist today, especially by comparison to the number of perks that only provide a positive effect, and of the few that exist many still go unused today and could probably use reworks of their own. IE Sole Survivor, Self-Preservation, Left Behind, etc.

    From the beginning No Mither should have always started you out at full health and hidden your Broken Status effect in the HUD from the killer. It still wouldn't be good, but at least you'd actually get to use the perk for what it was originally intended for. The idea of a high-risk high reward perk might actually be somewhat acceptable, because there'd actually be a realistically usable "reward" for running the perk.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2821325#Comment_2821325

    There's not 3 other killers looking around the map to find the boons while you're in chase like survivors have for hexes, nor are there perks to help find totems on the killer side. A killer can search the map at roughly 1/4 the speed the survivors can and during that time they will be doing nothing else. Meanwhile survivors can split between chase, gens, and totem search. Killers were already on a time crunch before boons let alone after. Survivors have numbers and time on their side.

    Its an asym game, the survivor perks should be weaker than a killer perk, not on the same level. Boons should not be as strong as hexes. For 1/16 perk slots you effect the entire team, meanwhile the killer uses 1/4th.

    Exactly. That is what makes "treating boons like Hex's" so dumb, my point was to illustrate how foolish the idea was and you just reiterated that point perfectly. Boons shouldn't be treated like Hex's in any respect whatsoever.

  • @jesterkind said:

    I am once again reminding everyone that CoH is not the only boon perk, and any nerfs one thinks of to try and bring CoH in line must consider how that nerf would affect the other boon perks.

    Since CoH is so strong mostly because it ignores the way boons normally work (requiring the killer to be nearby), nerfing boons as a concept isn't going to do all that much to fix CoH and it'll ruin the other three. You have to fix the perk, not the mechanic.

    Again, absolutely agree ^

    The idea that you can balance Boon totems exactly like you balance Hex: Totems is absolutely ridiculous on a multitude of levels. Not only would you be gutting the boons which are reasonably balanced right now (Shadow Step, Exponential, I hear Dark Theory isn't too crazy right now in PTB but we'll see when that goes live, etc.), but you're also treating Boons disproportionately to Hex: Totems.

    Think about how Boons are balanced. They were created with multiple Visual and Audio cues in mind so as to PURPOSEFULLY make them easier to discover during a match, as opposed to their darker, hidden, and sinister Hex counterparts. Boon totems are meant to be bright, and attract attention, and the hope that they bring can be snuffed out but relit again. So not only does this idea not work balance wise but it fundamentally contrasts the thematic intentions of the perk.

    Not only that, but Boons also have a limited range, whether or not that range is too large or just right is up to plenty debate but the fact of the matter is they are LIMITED.


    If boons are going to be treated exactly like hex's I FULLY EXPECT them to be treated like Hex's in EVERY RESPECT. That means zero audio cues, zero visual cues, and zero range limitations. If you aren't willing to commit to your own ideology in this way, then I would say such rhetoric absolutely mistreats boons and only seeks to nerf them into the ground purely out of an intense and thoughtless bias; rather than engage with the mechanic on an intellectually equal playing field as a valid and interesting mechanic.

    COH is unbalanced, I absolutely agree. But this is NOT a reference point to say "all boons are therefore unbalanced" that line of logic just doesn't hold up under any kind of actual scrutiny. You cannot possibly convince me that Boon: Exponential is a powerful, much less broken and overpowered perk, and yet you somehow need to justify this in order to push the idea that all boons including exponential should be one-time activation perks.

    A widespread change like this does not work because boons do not have suffer from widespread problems, which is what necessitates such a broad brushstrokes change. COH is the ONLY perk anyone ever remotely complains about, and there are PLENTY of solutions to solve that issue that also maintain the integrity of what boons as a whole are meant to be as unique mechanics in their own right.

  • The real problem isn't with what they do or how they do it, it's more that they take so LONG to make changes that I have an issue with.

    The changes made from PTB -> Live are probably the quickest they get anything done, but besides this it can take months or even years for a killer to get more changes after. Leaving them in a sad or otherwise sorry state until that happens, even worse if the changes they get are bad like Clown for instance who really got nothing of substance to make him better.

    I think Scott probably said something similar or along the lines in a video awhile ago, but if they would just pump out some really minor changes a lot more frequently, balance would be in a lot better of a state than it is right now. It'd also go a long way in keeping veterans interested as well I think, things that can be rolled out on their own that don't need to wait for the next big update, value changes, changes to a single add-on or perk, bug fixes, etc.

    It might reduce how much is in the bigger updates, but tbh I'd rather have a bunch of small updates with little interesting tidbits than wait months on months for a bigger update.

    In a schedule sense it could go: Chapter Release -> QOL changes -> Mid Chapter Patch -> QOL changes -> (PTB) Chapter Release

    But the odds of them actually doing this are pretty low unfortunately.

  • RPD. Too big, multiple floors, Circle of Healing hurts most of the time but it's especially worse on maps like this one, and there are a surprisingly decent number of pallets that are pretty safe if you're not playing a chase killer.

    You can use the twisting layout of the map to your advantage and cut a survivor off, but if they get wise to what you're doing and they turn back around then all you've done is added seconds to your chase that you probably don't realistically have.

  • @Hex_Llama said:

    The reason I say no is that I don't think the game has any way to tell the difference between people who rage quit vs they DC accidentally vs they get body-blocked or taken hostage and have to DC to get out.

    I don't think this makes any difference, if you Rage quit or you DC accidentally, regardless the other players don't get the opportunity to use their add-ons / offerings in a completely normal and satisfying match.

    This is just a distinction without a difference, the remaining players are negatively impacted all the same regardless, and they should be fairly compensated for the sudden disappearance of absence of a player.

    Also the grind is bad enough, not to mention RNG in bloodwebs can keep people from getting specific offerings or add-ons for an ungodly amount of time. Until the devs finally decide the want to get rid of perk tiers and address the grind in a serious way, the players as a whole need ever small win that they can get to help them. This is a perfectly harmless change which should go through because it does nothing but benefit the community as a whole.

  • @QwQw said:

    It was probably Mikaela's dumbass.

    Lmao

    I like this idea a lot actually, fits with her character lol.

  • "Victor can really only wait by an exit gate"

    You say this as if this isn't of any significance or consequence: "yeah victor just kinda stands there..."

    As far as playing Survivor goes, this has to be one of the most annoying things about the twins, and arguably makes their endgame (after the generators are done) stronger than other killers who just can't exert that kind of pressure, IE: Freddy who gets immensely weaker once all the generators have been completed because he loses his teleport completely. So long as you've got survivors injured already, Victor gives you a fighting chance in 3 v 1's, makes you deadly in 2 v 1's, and basically spells out death for the last survivor alive in a 1 v 1. (If you're trying to salvage the match in the endgame in a 4 v 1, unless you've got 8 hooks or are running an endgame build, you kinda already lost by that point).

    The latter being particularly annoying. I understand that the twins are probably the farthest from being in a good spot right now, their pick rate is abysmal for plenty of reasons, but you can't tell me leaving Victor by a door to be a Siren while you cover the other door isn't absolute cheese. And I mean no more and no less than exactly what I've said, I'm not saying players shouldn't do it because that's all the Twins have, but I am saying it's annoying and definitely feels like one sided gameplay.


    In all honesty I don't know what should be done with the Twins, clearly they need some love, but equally Survivor frustrations are very much tangible in regards to them. The Twins are kind of a balance nightmare I think.

  • @jesterkind said:

    This poll is missing the "neither" option- the problem with the perk isn't the benefits it gives in either of those areas, it's that you can do it all the way across the map from the killer.

    The other boons are balanced in part because using them to their fullest requires the killer to be in their radius too; hidden scratch marks is useless if you aren't in a chase, and the likelihood of crawling to your boon for Exponential is very low, you're better off going down in the radius. This lets the killer know where it is (at least roughly) and thus begins the intended back-and-forth nature of snuffing and relighting boons.

    CoH, on the other hand, can proc somewhere on the map and give massive value before the killer even finds it, let alone has a spare moment to snuff it. It's unique among the boons because you actively want the killer away from it, letting you heal up for free with no risk because the killer can't even begin to start playing around it.

    I don't know how to fix this, but that is what the problem is. Lowering some speed values may help, but in my opinion it would be better to give CoH a unique cooldown among boons so snuffing it gives more value once it's found, alongside maybe more of a cue to the killer as to where it is. Make it riskier than the other boons- it broadcasts itself more and takes longer to come back when snuffed in exchange for a stronger effect, whereas the other two boons are weaker but more consistent.

    Very well put, the only reason I selected the faster heals is because I think this aspect of the perk is more problematic than the self-heal aspect- in part because I think the self-heal aspect of CoH is supposed to be the main feature and appeal of the perk and the bonus to healing speeds is just a bit of over-the-top "icing on the cake" so to speak. But it's more like you took the cake and added double the length of the cake with icing and it's just overkill.


    But playing off what Jesterkind is talking about, I would argue one of the main problems many people seem to miss is range. I think this has to be one of the greatest sources of power that CoH draws from, the fact that you can be a ridiculous length away from the totem at the very edge of it's range on the other side of a building, behind three rocks, and a tree and still pull off a COH heal.

    Range has to be an incredibly sensitive aspect of balancing boon totems, because while it may make COH incredibly strong, it is also incredibly vital to Shadow Step's and Exponential's usability. Which is why balancing boons entirely around the issues of just one perk (CoH) is an incredibly awful idea, if your reduced the range of Boon totems as a whole you would absolutely be effectively gutting Shadow Step and Exponential, and arguably they'd be some of the worst perks in the game.

    So instead, the ranges of each individual Boon perk should be treated as the completely separate entities that they are. One of the best ways to rebalance CoH in my opinion would be to greatly reduce the range of Circle of healing drastically from 24 to something like 18 or 14 or less. This way survivors have much less liberty about where they can choose to heal and are much more closely restricted to the active zone where CoH has actually been blessed.

    But at the same time this is also lends itself to questions about the visual and audio cues, does that mean they would also be decreased along with the range of effectiveness and thus maybe be interpreted as some kind of shadow buff which hides the presence of CoH? Or should the cues still activate at those ranges even if that's not necessarily indicative of where survivors / the totem itself will be. That one I'm not actually so sure about.

    There's also the question / conversation about vertical range, which I have less strong feelings of, personally I think it's really cool and allows survivors to strategize where exactly they want to place a boon totem. Although I also recognize that this bit may be a bit too strong and it might need to go, at the same time I'm still unaware if the Boon range works in a spherical or cylindrical shape: as in the range works anywhere within a spherical radius of 24 meters, or if it just works anywhere within 24 meters on an X axis regardless of where your Y axis position is. I wanted to mention this as a point of conversation which exists and should be remembered to exist, but I don't really have much of a claim about it.


    But I am sure of some other smaller changes which generally just make it easier to find and extinguish blessed totems. I think the directionality of their cues should be much more apparent than they are, sometimes finding them within a zone can be a pain if the totem is hidden well and that's time killers often don't have when they need to be pressuring the rest of the map. Making the audio cue get a lot stronger and more noticeable based on distance direction, maybe the blue glow on the edges of your screen will pulsate softly the closer and closer you get to the totem itself. Things of that nature.

    I'm also a proponent of the idea that a boon's aura should be revealed to a killer intermittently after enough time has passed. As Jesterkind pointed out, there's supposed to be an interesting back-and-forth between killers snuffing out boons and survivors relighting them, they aren't meant to stay up for long periods of time and this is one of the main differences which separates them from their Hex: Perks counterparts. So I think after a decent amount of time has passed, say 120 seconds or so (values subject to change) every 30 seconds or so a Boon's aura will reveal itself to a killer intermittently for a short 3 or 4 second period of time. Perceptive killers who are looking for this aura reveal will be able to spot the small blue glow of a totem's aura in the distance and then have the option to go there or not.

    There's plenty more to say and more nifty ideas on how to balance totems, such as a distance-extinguish idea I had to go along with the aura reveal bit, but I've covered the main pieces that I wanted to already I think.

  • Killer perks aren't as universally hatable as Survivor perks are because it's less about the perk itself and more about the killer it's ON, and this is also affected by the add-ons they use as well.

    Right off the bat, I can't really bring myself to remember a specific time where I thought "if this perk didn't exist, the paradigm for gameplay would be shifted DRASTICALLY"

    Anti-heal / [negative effect] while injured perks can be especially annoying on killers with abilities that benefit from you being injured or keep you injured, IE Oni / Plague / Legion

    Aura Reveal / Tracking perks can be especially annoying on stealth killers that benefit from knowing where you are at all times and can more easily and effectively approach / sneak up on you from unexpected angles or just in general without you knowing (this is a bigger issue in solo Q than it is in SWF however). IE Ghostface / Wraith / Pig

    Chase perks can be especially annoying on killers with already strong chase tools, because this just amplifies and enhances how strong they are in 1 v 1 chases, IE Pyramid Head / Huntress / Nemesis

    And so on and so forth.


    After a bit more thought, the only perk that I can think of which may fit this "universal" criteria where it is universally annoying no matter what killer it is on is NOED. (And probably the reason I didn't think of it immediately is it's not even listed amongst the friggin poll options for some reason...)

    I take ZERO stock in the idea that "just cleanse every single totem" is a legitimate counter to NOED, when you have to factor the realm, the location of said realm, the RNG within said location (and the RNG which just permeates every aspect of the game from the very start including apparently matchmaking), and then the killer- their powers, their perks, how much pressure they're applying at any given time / are they winning or not (if they ARE winning rarely do you have time to wander AKA look for totems), your teammates / their perks (in what direction does their build orient them to what playstyle? Are they doing an archive challenge that they are focused on completing? How competent / experienced are they? Do they care about totems at all?), the mere existence of boons which eclipses nearly any and every reason to cleanse totems at all (including NOED), and on and on and on.

    No, I sincerely do not believe cleansing every single totem is a realistic expectation in most matches (ESPECIALLY if you are a solo). (Been playing since 2016, don't bother trying to cast shadows of doubt on my level of experience).

    The problems with NOED have absolutely nothing to do with strength, and they have everything to do with design, rewarding players pressure that they didn't properly work or strategize for is inherently bad design and it really doesn't get much simpler than that. Especially when its only reason for existing is to have an "oh #########- match ain't over yet!" moment (which I personally think perks like No Way Out and Blood Warden pull off a lot better) that's just not proper excuse to keep a perk designed this way.

    For Killers, NOED isn't all that great either because it's just not totally reliable. Once NOED is announced to be at play survivors will be crawling all over the map to find it now that there are zero other objectives occupy their focus, and worst case scenario NOED appears right in front a survivor that happened to be standing next to a totem. It's not much better if it appears out in the open for everyone to see, or perhaps in a spot that a survivor has already been to before and remembers. So not only is the perk a failure in design from a survivor perspective, but it is equally a failure for killers, and which is which is dependent entirely on RNG which creates a perk that just isn't fun for the people involved. Which isn't to say a match itself or overall can't be fun, but that the presence of NOED in the endgame closes out most matches on a very unsatisfying note. Survivors have a chance to be wiped by an undeserving and unskilled killer, and Killers have the potential of having an entire perk slot be used and then be wasted when NOED disappears after only one down.

    Especially when the alternative is a rework that maintains the integrity of what NOED is supposed to be (one hit downs which provide a killer the last bit of pressure he needs to secure a well fought for victory) with the added stipulation that requires a few conditions be met during the match in order to reap the benefits. IE: a Hook based version of the perk which gives you 30 seconds (values are subject to change) of the exposed effect once a survivor has been hit for every hook you get. Ex: 8 hooks spread across 4 survivors means 4 minutes of exposed status effect, 2 hooks means 60 seconds, survivors will see their exposed status effect depleting along with the timer similar to MYC. In exchange NOED will no longer be made a Hex: Perk, and therefore makes it far more consistent seeing as you cannot cleanse it ahead of time, and you would not be able to stumble upon it after it has come into effect.

    I don't see how this is an unreasonable ask.

  • @ChurchofPig said:

    New realms are great and all, but with every new realm is a new offering that clogs up the bloodwebs where I could be getting bps or add-ons. I'd rather have new locations within the realms.

    I didn't actually think about that, that's a really good point.

    Personally, I like new locations because I like the idea that I could be going to a number of places in a single realm.

    Usually when I spawn in the first thing I see is the map itself, the color, the environment, the assets around me, etc. and after that I'll check the name in the bottom left. In that brief moment of time between seeing the map and looking at the name I like the feeling of surprise and thinking "Where am I right now? / What have I gotten myself into" but in maps where there's only ONE location like Dead Dawg Saloon, that moment is completely stripped away, leaving me with: "oh- I'm here."

    Beyond that brief moment which may seem insignificant to some, there are also times where I'm tabbed out while I wait in queue or maybe I went AFK, or I just flat out wasn't paying attention, so when I suddenly find myself in a realm again- that sense of surprise and wonder is heightened because I really don't know where I am until I get a better look at my surroundings.

    It's just really cool to me to have not only map diversity between the realms but a lot of map diversity within the realms themselves, it makes the realms themselves feel so much more real. Like you could say "Deep in the bayou, within this backwater swamp, amidst the 'bits of flesh which floated in the remaining water and caked blood darkening the already-rotting wood' there stood a shack 'apart from the rest of the village' that housed bloated bodies and other sickening things. A storage place where not only these things were kept, but the memory of inhuman acts of torture, violent bloodletting, and cannibalism as well. The knowledge of this 'pantry' if it could even be called that, was made only worse by the awareness of an accompanying ancient paddle steamer marked 'The Pale Rose' which sat squalid in the heart of the swamp, and the realization that it too was filled with mutilated corpses and bones which had been scraped free of flesh. 37 confirmed sets of human remains were found within the derelict shrimp boat alone, but the true scale of what horror has taken place here in the whole of the delta is impossible to know. Judged only from what can be found, and not from what the swamp has since swallowed up."

    And you can go on and on like that in your head with a number of locations in various realms, I find that to be very fun and enjoyable.

  • You should have clarified in the poll's title that this would only be about video game licenses, seeing as they are the only ones you listed as poll options.

    I would take The Xenomorph, Pennywise, The Predator, The Thing, Jack Torrance, Jason Voorhees, Chucky, Candyman, Hannibal Lecter, The Terminator (T-1000), etc. over anybody on that list.

    Hell, even more niche licenses like The Miner (My Bloody Valentine), the killer from Black Christmas - probably reboot, or the fisherman (I know What you Did Last Summer) are still on the table (although these probably wouldn't pop as well for an anniversary pick).

    As enjoyable the video game licenses are (I'm a big fan of Outlast / Bioshock chapters) I'm far more fascinated by licenses outside of video games, since typically they haven't had the pleasure of being in a playable experience before.

    (Plus, I think the reveals for the last two years have been Video Game licenses?? 5th year was Resident Evil and 4th year was Silent Hill, 3rd year was Ghostface, so I'd like to see a fresh deviation back to movie licenses again).

  • I think the most annoyed I had ever been perkwise as a killer in a match was when I went up against four survivors who threw down the RPD Map offering and were all running Circle of Healing. I legit think if there was ever an impossible match to win, it would be that, maybe not against the particular team I was against because they were absolute goons, but that general setup. It's just too much.

    Having a really large, two layered map, with very difficult to reach transition spots between floors that are only on the edges and in the middle, and a mazelike layout (which I AM familiar with by the way, having played RE2 Remake myself) and all four survivors setting up boons essentially covering the entire map, was absolutely awful.

    That was the frustrating thing about it though, it was very obvious to me during the match had they not all been running Circle of Healing that I could have definitely won that match. But it was very identifiably BECAUSE of circle of healing that I lost and all four escaped, and it very much showcased to me the problems Circle of Healing presents in the game, and was very much a learning experience. All things considered, it was a horrible match to play through and through.


    Not that I'm a fan of the idea of gutting circle of healing, even now, I am distinctly against the idea of restricting COH to one-time use. boons just aren't balanced that way and frankly Circle of Healing is the ONLY problem boon out of the three which currently exist. So I don't think perks like Shadow Step or Exponential, which are reasonably balanced between the effects they provide and the time it takes to set them up, should be negatively impacted by the problems COH individually presents. Boons, both conceptually and in practice, are more or less not so much of a problem; Circle of Healing certainly is.

  • "encourages" is a strong word, I don't think anybody who is using Sole Survivor and is also realistically trying to escape is actually letting their teammates die. You'd get more value out of your teammates being alive (assuming a "normal" match where everyone is equal skill level [arguably not normal, but idc atm]) than you would out of the aura reducing bonus SS provides. If you're running SS unironically in a serious build, I think you'd just let it work itself out passively as the match progresses in a natural way rather than forcing it to activate by letting a teammate die. Best case scenario you're down a perk slot for a perk that you never needed to use, worst case, maybe you'll get some minor utility out of it.


    But No Mither is actively working against you at all times, and if a killer was playing seriously against a comp. with a member running No Mither in it, there's really no incentive to not tunnel them down even if it's just a light tunnel. Alleviate the issue with DH / Spine Chill or whatever you want, but a competent killer would probably assume that you've got those on so that just leaves you with only being able to DH for distance reliably, and not for missed hits. A reasonably competent killer also isn't going to slug someone with no mither for any extended period of time so it really doesn't provide you with anything of value except for the blocked blood / sound reduction- but these are problems the perk GIVES you in the first place and only halfheartedly solves, sooooo I mean???

    Not to mention No Mither REQUIRES that you tailor your entire build to patch up it's weaknesses and play to its strengths, meaning you have to sacrifice some of the strongest perks in the game to make something that is ultimately niche and will rarely work out in your favor. If you've got Sole Survivor you can still keep it there by itself and run meta perks that would actually benefit you, Decisive Strike, Adrenaline, Unbreakable (since the killer would actually be willing to slug you since you're not running NM), any exhaustion perks etc.

    You just can't deviate from a No Mither Build. The classic Dead Hard, Resilience, Spine Chill, whatever else meta. You can try synergizing it with Desperate Measures, Blood Pact, This Is Not Happening, whatever, but again- you're literally patching up holes in a sinking ship and there is little to redeem what you are doing to yourself and your team. Not to mention No Mither has anti-synergy with some decent and arguably powerful perks like Lucky Break, Overcome, (Mettle of Man if anyone is still running it) all of which require you to be hit in the first place- but you can't be hit because you'll go down right away. And as others have mentioned is synergizes with Killer perks like Hysteria, Thanatophobia, etc.


    Seems like a no-brainer to me, but the poll seems really tight right now and slightly (difference of 2 votes as of writing) in Sole Survivor's favor, which I don't get. A perk that does nothing, vs. a perk that does less than nothing, it works against you the entire match with no realistic benefits whatsoever. There were no "rules" to the polls comparison, but if we were doing a 1-1 comparison of these perks and their capability of standing alone on their own in a build, (IE: Just running No Mither and Sole Survivor by themselves without any extra perks) I really doubt it would be this close.

    Sole survivor is bad, but at least you get something out of it if you had a teammate that got tunneled down or camped first 5 mins of the match. What does No Mither Do??? (Rhetorical question, which I've already answered if that wasn't clear).

  • Personally I prefer werewolves to vampires on most days, but in DBD I think a vampire would probably work better.

    Vampire mythology has all kinds of quirks and special abilities depending on which direction you go in, so there's LOTS of wiggle room to create a cool ability out of traditional or brand new powers / storytelling.

    Enhanced agility, strength, superhuman senses / vision (night vision / "blood vision"), echolocation, hunting intuition, mind control / hypnosis, shapeshifting / animal morphing / bat swarming (transforming into a swarm of bats), flight, curses / illusions / dark magic, lunar empowerment, teleportation, stealth, and on and on and on. Vampires are literally an open book that you can make into whatever you want them to be.

    Werewolves are always kinda just werewolves. And again, conceptually I like werewolves more than vampires- but for DBD I see a lot more potential for vampires to go in super cool directions and werewolves would probably be a bit more bland (I'd hate to see another boring chase killer. Again.)


    Also Vampires were basically teased through the archives of DBD. So we know for a fact the idea has crossed the minds of the devs before.

    https://www.youtube.com/watch?v=kMh5ndz03Nk


    Also, also, VHS already did the Werewolf killer concept. And I've heard kinda mixed things about it as well, so I would say DBD should be pushing in new directions which haven't been explored by other asymmetrical titles before, and a vampire fits perfect in that regard as well.

  • I'm late to this one and obviously the poll results are basically set in stone, but c'mon, who was actually gonna vote for Old Ruin lol.

    Old Ruin was a problem, but separately it was also problematic because it was insanely inconsistent. Skill checks depend completely on RNG so you could do nearly an entire gen. with only two checks pop up, and the next gen get hit with a skill check every 5 or 10 seconds. Let alone the difficulty of the skillchecks was also subject to RNG as well- those two skillchecks I just mentioned could be some of the easiest to hit and on the other side of the spectrum those skill checks every 5 to 10 seconds could be awful.

    So it was very much a hit or miss perk that had the potential to stall a match for really long periods of time- and perhaps have just as much impact if not greater than current Ruin. However, the tradeoff was that this didn't happen every single match and for more than a few of them Ruin could just as easily have been ignored, even if it wasn't cleansed.

  • @N8dog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789196#Comment_2789196

    The undyne is a legit mythical creature/monster. It is not created by Toby Fox and is also a playable race in some tabletop RPGs

    In which case if you're talking about the mythical creature it's spelled Undine or Ondine, not Undyne - because the latter is the character created by Toby Fox. A google search will ONLY bring up Undertale if you search up "Undyne" so I don't feel as bad for misinterpreting, since it was the result of a typo on your end.

    Equally my point still stands, I don't see what kind of place a Water Nymph has in Dead by Daylight.

  • A nerf would imply that the effect of the perk is fine and all that is needed is a minor (or major) number change or small tweak / variation.

    I believe the changes that were made to the perk were fundamentally flawed and promote some seriously unhealthy gameplay. Playstyles that can very deliberately and easily be abused by coordinated SWF groups who are using specific map offerings to maximize output and efficiency.

    The changes that were made did not elevate the perk to a state that could be more widely accessible and used by the entire community (including solo players), but benefitted only the people and groups that DIDN'T need it. Despite the devs already basically agreeing for years now about their approach to solo vs. swf, they somehow managed to introduced a perk that slightly WIDENED the gap between the two.

    Not that boil over, even in its current state, is really all that good- it's not- but just the fact that it is mostly convenient and usable by mainly SWF groups is bad enough. Anything that doesn't help solo survivors (and inadvertently hindering Killers in similar ways in the short or long term) isn't favorable balancing for Dead by Daylight.

  • Misclick, meant to select The Terminator

    T-1000 specifically I think would be a really unique and underrated pick I don't think people think about enough

    image.png


  • @Shaped said:

    Why not shards instead?

    Probably more reasonable and realistic yeah lol

    Pretty decent idea actually

  • It's not that Self-Care should be faster, it's that Boon Circle of healing should be a hell of a lot SLOWER. The nerf they gave it was egregiously pitiful, and it won't do a thing to make it a less viable perk.

    Although I could see some arguments that Self-Care may be in need of some kind of attention- a buff or a tweak maybe. I'm usually of the mindset that Self-Care is a lot better than people generally say it is- but even I'll admit it's been a long time since I used the perk and that's probably very telling in itself.

  • BHVR has zero reason to do it, but what am I gonna do- say "no" on the poll for free auric cells?

    Honestly this just falls under the umbrella of conversation of their store page in general. How weirdly they've priced things in their store. The haphazard way that some things are determined to be paywall locked or not (rarity is not the end-all be-all factor in how this is decided). The fact that cosmetics which were made three or four years ago are still the same price as brand new cosmetics that released a few weeks ago. The inconsistent dates and times for which items in the in-game store go on sale (you'd think around major holidays but not always). The inconsistent and haphazard way in which cosmetics are chosen to go on sale or not (there are some cosmetics that have never been on sale a single time). The disproportionate amount of paywall locked cosmetics compared to earnable cosmetics some characters have over others. I always feel bad for Hillbilly mains because for the longest time they've had just a garbage ratio of paywall locked cosmetics to earnable cosmetics. He has like eight premium cosmetics of the very-rare variety and only TWO of them can be earned.


    There's a lot of weirdness about their store that I think is very reasonable to talk about, but people are reluctant for some reason or another either a "moral obligation" because of the classic "they gotta make money somehow" line (let's be real- DBD is IMMENSELY successful, they aren't "scraping by" and the licensed Chapters on their own likely do well enough to sustain development, such that aggressive microtransactions probably isn't "necessary" to support the game).

    Also people like to belittle each other with the "it's just cosmetic" argument which is really just meant to ignore or demean the perspective that video games like DBD are social experiences, and cosmetics contribute to the enjoyment of that social experience, a sense of individuality, uniqueness, etc. (If this wasn't a thing, COSMETICS wouldn't be a thing).

    There's also the fact that regardless of how reasonable or civil discussing points may be- BHVR would probably be too stubborn and greedy to do anything about it.

  • I can't even remember the last time I ran Shadowborn.

    Maybe I'll stick it into an intense tracking build just for a joke build for 2-3 matches one of these days.

  • Stop trying to fudge up queue times more than they already are.

    Survivor queue is already insanely long right now and you want to give people MORE opportunities to make it even longer with constant dodging.

    ???

    Not to mention it'd disproportionately affect specific killers, if I had the choice I would never go up against a Plague, Leatherface, or an Artist, regardless of how good or not good they are I do not enjoy matches against those killers. Be that as it may, my feeling for those killers aside, I understand that some people still want to play them- they like those characters and that's something to be respected at the very least.

    EDIT: On top of that it would make killer absolute hell because it would give opportunities for survivors to actually PREPARE to go against a killer. This might not be an issue at low ranks where nobody has anything and nobody knows what they're doing, but at even middle ranks let alone high ranks (yeah yeah, ranks don't exist anymore, regardless you know what I mean) this is God awful. Imagine seeing you're up against Ghostface / Wraith / Pig and EVERYBODY runs Spine Chill. Or against Legion / Oni and EVERYBODY runs desperate measures / We'll make it / COH. Forcing a Trapper or a Hag to run against 4 survivors all running Small game. Every Doctor has to deal with Calm Spirit, my God the list goes on and on and on.

    On every level and from every angle this is a horrible idea.

  • Giant Spider is honestly the least likely thing to be made. Devs stick to human / once-human / humanoid characters pretty exclusively, but the "Giant Spider" is such a classic pick that harkens back all the way since when DBD released that I couldn't help but pick it for the purposes of this poll.

    I just want them to actually update the Minotaur legendary skin and give it the same treatment legendaries are getting nowadays. As it stands, I think it's pretty low quality by comparison, why does the Minotaur still sound like a rage filled Samurai warrior? Why does the Greek Minotaur wield a Japanese Kanabo? I'd love to see the character make fittingly inhuman sounds which befit an actual minotaur, and wield a Labrys which is fairly iconic to the myth and culture of the original legend.

    Undertale (I'm assuming Undyne being the Undyne from Undertale) is probably one of the least fitting licenses out there, it's cutesy style and tone is far too divergent from Dead by Daylight. Sure they're "monsters" but for most of them, save a few, they're monsters in the same way that Pokémon are "monsters" and it just doesn't work. Undertale has it's dark moments, "brother-killer" and all that, but for the most part it is far too light hearted for Dead by Daylight, hence the bone puns and jokes about Spaghetti.

    Still waiting on the T-1000 from Terminator. I think the liquid metal android would be extremely unique even as far as mechanical inhuman characters go, and would diversify the killer roster quite a bit. Plenty to work with as far as powers go toward a kit, would have a really interesting M1 with knife arms or other classic slasher instruments, and if a shapeshifting power was ever going to exist in Dead by Daylight the T-1000 would be my 2nd pick to give it to (obviously John Carpenter's The Thing would be 1st pick). Hell, I'm half expecting a fnaf animatronic to come eventually, so if they did make an original robot character, it'd have to be pretty unique from either of those franchises I think.

  • There's a lot more to the toggle mechanic than I thought there'd be, making it a perfect subject of conversation and discussion.

    Personally, I think there's enough there that I like to warrant putting toggle ON as opposed to keeping it off. Generators, totems (blessing / cleansing), healing, opening chests, are all things that I really like having the toggle feature for. Plenty of them are decently long interactions in their own right, and multiple of them are affected by perks which slow them down and make them even longer than they already are (IE Sloppy butcher slowing down heals, or Thrill of the Hunt slowing down cleanse / bless interactions). It feels so nice not having to hold the button for these things, and I'm actually slightly disappointed that things like Sprinting weren't included amongst the toggle changes. Although I understand sprinting isn't an "interaction" which is what they were going for.

    However, as other people have probably mentioned, I didn't realize the toggle was for EVERYTHING all at once, I'd never seen a "toggle mode" in the keyboard settings of any game where toggle options were set to affect any and ALL actions in a game. It seems like a really weird and odd choice, probably to save time and resources for the devs so they don't have to go through the settings of each bind to make a custom toggle setting for it.

    ...but why not now? They've already gone through and made most of the actions in DBD toggle-able, so the coding bit has already been done. Why not separate them out so players can choose which they want to have as a toggle and which they don't? The big ones are mainly generators and healing I assume is what most people want to have as toggles, so even just those two might go a long way.

    Specifically, what I don't particularly like having as toggle are unhooking and to a lesser extent exit gate opening interactions. Frequently these are sensitive interactions which are subject to killers interrupting them, and a survivor needs to be very precise about when to complete them. Taking a hit, and then finishing up the interaction can mean life or death differences in a match, and all that gets kind of awkward when the toggle is involved.

    Alongside the aforementioned two, a myriad of small killer unique interactions, such as disarming bear traps or solving the box against Pinhead, are also sensitive actions that you probably wouldn't want to have as toggles, for the same reasons above.

    Sprint to interrupt alleviates a bit of this issue, but it probably just feels wrong either way for many players, especially if you're in a pinch and you're not looking to run necessarily, so much as just take a step back.


    Not a particularly hot or unique take I'll admit, but yeah- the toggle feature would be loads better if it was shipped as you could toggle certain actions and leave others alone.

    For now I'm willing to deal with the weirdness that comes with having unhooking and exit gate opening interaction, and I'm assuming it'll get less weird with a little bit of practice, but I don't think I'd want to have these as toggle options for a very lengthy period of time. Devs should strike while the iron's hot and ship changes out asap, instead of waiting over a year to just be able to select one toggle or the other.

‹ 1 2 3 … 34