APoipleTurtle
APoipleTurtle
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@JesseJH28 said:
I'd like if they just defaulted to no items when switching characters in the lobby. They're not gonna get a quick switch to a 4-man identical Steve with keys unless they make that switch with enough time to equip their keys and add-ons
This is what I'd most like to see them do.
I also think it would be the easiest and simplest solution to this problem.
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I've been running Windows of Opportunity a bunch recently just to mix things up, and I've been really enjoying it so far. It's super nice to be able to see if the maze tile you're moving toward still has its pallet available, plus I've gotten a lot better at chaining tiles together effectively while using it.
I know the devs occasionally like to make some newbie-friendly perks (even if many of these kinda fail at their job just by being locked as DLC teachable perks), but I'd be willing to say WOO is probably one of the benchmark examples of how "newbie perks" should be designed. It's useful for less experienced survivors while still offering some value for veteran players.
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My favorites are the streamers/content creators that like to talk about what they're doing while they're doing it. I think it's interesting to hear what kinds of things these CC's are thinking about as they play, plus this content is probably the most educational of the bunch. Otzdarva and Scott Jund (and maybe Monto, OhTofu, and Ussylis as well) are great examples of this style.
I also enjoy some of the sillier creators who do very ridiculous things with the game. People like Demi, Noob3, Samination, etc.
Otherwise I like Zubat for his apathetic "chill-but-skilled" approach to DbD. It's a mindset that I wish I could emulate better when dumb things/people in the game are getting on my nerves.
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The only CC's I don't like are the ones that come off as overly-negative towards the game (it's not fun to watch someone play a game they actively hate), and those that regularly act nasty towards other players through toxic speech.
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@GeordieKiller said:
If you have a issue with freddy teleport and BBQ wait till you experience Freddy Teleport and Thrilling forces you to run from gen and you cant work on other gens for 16 seconds!
But in all seriousness freddy is fine where he is he doesnt need a nerf and doesnt need a buff but if there were anything it would be changing the Z block as its useless for a purple add on
It really wouldn't hurt for them to eventually look at making Freddy a more interactive/engaging killer though. And maybe to remove some of the ridiculous amount of passive benefits he gets.
While I like that he was made into a strong character after his rework, he is now one of the most bland and dull killers of DbD (he's literally just an easier and stronger version of Clown, who is already a very straightforward killer).
From what I've seen in-game and on these forums many players seem to agree that Freddy is not fun, which IMO is worse than him being too strong/too weak.
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People bully Tapp? I know the man's a little obsessive, but that's just rude of them.
I mean, he's one of my favorite licensed survivors (besides Bill and Ash). Though it's not so much because of him or SAW, but rather that Jeremy Dooley (from Achievement Hunter) used to do a really hilarious impression of him in some of AH's older DbD videos.
Playing Tapp reminds me of that "play for fun" attitude and just how great/ridiculous DbD can be at its core with some friends.
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It's definitely unfair that Wraith/Nurse/Hag have this extra disadvantage against flashlight users.
I think it would be fine to tone down how harshly Lightburn affects Nurse and Wraith (Hag is probably okay as-is), but I don't actually want to see the mechanic removed entirely.
Actually, I'd like for them to consider creating unique flashlight interactions with other killers' powers. It would allow flashlights to become a slightly more dynamic item than they currently are (it's pretty much just "go for the risky flashlight save or get no useful value from this item" right now).
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As @ALostPuppy mentioned, Scott made a guide. Here is that guide:
https://www.youtube.com/watch?v=vyuTmnd825A -
Hmm, as far as individual perks go (that I'm not running purely because they're part of my combo):
I really like I'm All Ears lately. Not sure if it's considered a meta perk yet (it has been becoming a lot more popular of late), but I find the information it provides to be a helpful tool. Especially useful on killers like Pyramid Head, Blight, and Huntress.
For survivor, I quite enjoy Aftercare. It's just Bond with extra steps, but it feels good to get the aura reading working with all your teammates. Though I've been using Ace in the Hole a lot recently in my quest to suck less with the new flashlight aiming (lets me preserve more batteries for the dang things so I don't have to go find a CVS in the Fog).
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I keep it off for now. Only time I have it on is when I'm doing things with some of my friends on PC (I'm on console).
Would do the whole "off for killer, on for survivor" thing, but I don't really want to have to adjust settings every other match (I swap roles pretty frequently).
If the game becomes proven to run more stably on next-gen hardware, then I'll switch it on whenever I upgrade (though I'm not in much of a hurry to do so yet). Or if by some miracle they can get DbD to actually run at a consistent and stable 30fps on current-gen consoles, then I'd also consider reactivating Crossplay and leaving it on.
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It's a difficulty with the Nightmare on Elm Street license. It's all probably been made a little more complicated due to the domestic rights to NOES passing back to Wes Craven's estate in 2019. Freddy was added to DbD in 2017 when Warner Bros and New Line Cinema still completely owned the franchise
Presumably the original license agreement did not include featuring Freddy on more modern versions of the game, or at least not any of the ones that were released after the rights changed hands (like DbD Mobile, Switch, and now Next-Gen). They can't legally use Freddy in these ports of DbD right now.
I'm inclined to guess that BHVR is probably working on arranging a new licensing agreement with Craven's estate so that Freddy can be added everywhere that he's missing. Until something is worked out though, there's not really anything they can do with him.
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Just spitballing here, but what about:
Pharmacy:
You have a knack for finding medicine and keeping your friends in one piece.
- Pharmacy increases your chances of finding a med-kit in a chest by 20%.
- Once per trial, interact with any open and empty chest to find an Emergency Med-Kit.
- Your aura is hidden while unlocking/searching chests.
- Your med-kit efficiency is increased by 40%.
- Your aura is revealed to injured survivors who are within a 48m radius of your location.
- After healing an injured survivor with a med-kit for at least 4 seconds, that survivor gains the Endurance status effect. This status persists for 4 seconds after the healing action stops if that survivor remains injured.
I removed the improved chest search-speed, since that'll become Appraisal's thing and also the noise reduction (since I think that should really go to Plunderer's Instinct instead), but I thought it would be good for Pharmacy to double-down on what it can do with med-kits. Since re-searching chests is becoming a thing due to Appraisal, I also prefer making that the function for getting Pharmacy's free med-kit instead of a basic chest search.
This probably wouldn't make it meta, but I think it would gain some better synergy with other perks and create some interesting in-trial interactions.
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I like to play Doc every once in a while, but I tend to get bored if I'm playing him for more than a few matches at a time. He's one of the killers I play in-between running the ones that I deeply enjoy to use all the time.
However, Doc is also one of the killers I consider to be pretty "anti-fun" from the survivor perspective. I just think he's really annoying and kind of boring to play against. Not too strong or anything like that, just unenjoyable to interact with (which IMO is worse).
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While I'm not a big fan of sets, this is one of those things where it actually makes sense when tied directly to LF's lore.
It's his "Old Woman" outfit, but he always wore specific masks with each of his wardrobe choices because the mask determined his personality. He would not wear his Old Woman wig with his butchers apron; that's what his "Killing Mask" (the current default) is for.
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Honestly, I really don't want anything to change about Father Campbell's Chapel, IMO it's already the best map of DbD. Really not looking forward to it inevitably getting the breakable wall treatment.
Maybe they could just add a separate carnival/circus map to the game later instead?
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1748060#Comment_1748060
You must have a low-end pc, don't ya?
Worse, console...
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I love it from an aesthetic/atmospheric perspective.
I hate it from a drain-on-game-performance perspective (since the light drizzle on Red Forest already makes my framerate sad).
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I mean, isn't Charlotte technically the killer out of the two? Victor is really just her highly-controllable power (kind of like a belligerent RC toy). He's not really able to function as a killer on his own.
So I'd guess you're right, Charlotte's gonna have to scoot a little further out to get that Territorial Imperative value. Though you could probably just park Victor in the basement instead for a similar effect.
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Probably something out of Courage the Cowardly Dog. It was a horror cartoon (well, horror-comedy), so it's technically in the right genre to be DbD-eligible. Plus some of the villains from that show got the most terrifying over-detailing that I've ever seen.
Like my boy Freaky Fred here (it's from a fan re-animated episode though).
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In my experience, Vote-to-Kick systems don't usually do an effective job with handling the removal of players from a lobby.
Either it's way too easy for a "majority" to be reached for kicking a player, which leads to a lot of players unfairly getting the boot (as seen in R6: Siege) or it's so difficult to actually get enough votes, usually due to large lobby sizes, that problem players are nearly impossible to remove from a match (like in Wreckfest).
I can't see such a system working in DbD however you try to slice it, plus people would always find ways to abuse it and make it bad for the health of the game.
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@Nobsyde said:
honestly I'm absolutely in favour of stopping new maps development in order to divert all the man-power to map rework and (hopefully) optimisation. If we can have a decent totem spawn everywhere it would already be worth it.
I'm not a huge fan of how the breakable walls are being used though, but what can you do...
After all the last new map we got was Midwitch, which has the most horrible level design I ever seen since the Normandy Landing
I'm not sure if words can express how deeply I agree with this sentiment.
For me, Quality significantly trumps Quantity, and I personally feel that there are still a LOT of highly unbalanced and/or unenjoyable maps in the game. I'd rather they improve existing maps to make them more mutually fair and mutually fun instead of adding in potentially-problematic (or mediocre) new ones to further pollute the pool.
We currently have 35 maps in DbD and I'd argue that only about half of them are in a pretty good state so far (which might even be a bit generous).
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I've just been going with his name, "the brother", or some amusing term for tiny monsters (goblin, gremlin, etc).
Though at times I do wish that he and Charlotte's designs were swapped (where Victor would have been the main body) just so I could make 1984-inspired "Big Brother is watching" jokes.
Might start calling him Quasimodo though, because he's looking pretty half-formed (and Hunchback of Notre Dame was written by Victor Hugo).
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It'd probably be pretty meaningless from a balance perspective, but I do think it would be cool if survivors had slightly altered animations for performing actions when injured.
Like, it'd still be roughly the same animations but with the survivor periodically wincing in pain or pausing for breath (without interrupting the action; it'd all just be part of the animation loop). Little details beyond just grunts of pain to make it more clear to them and anyone nearby that they are very much not healthy at that moment.
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@Fishydevili22 said:
https://forum.deadbydaylight.com/en/discussion/comment/1742281#Comment_1742281
I don't think there should be. It's the survivors who determine how much blood there is in the trial, based on how fast they heal and other things like that, now you can make the argument, that perks like sloppy butcher and that make it hard to heal. But that's their job and it synergizes well with the power. Overall the amount of time it takes to heal is still in the survivors hands.
There already is a hard limit on how many blood orbs can be on the map at any one time (it's 100 orbs).
It's a pretty generous limit though; I think that's enough blood for Oni to fully build his power about 2.5 times off of just those orbs.
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Totally fine with them adding in (or revealing) survivors of whatever orientation; it's not really something that concerns or bothers me. Plus Ace already dresses like a watered-down Freddy Mercury...
I admittedly do prefer just leaving all characters ambiguous so that anyone and everyone can project themselves into them, but I can understand how this might not fly as explicit inclusivity in this vein.
Regardless of what BHVR does confirm about any character though, I'm sticking with my Fog Multiverse Theory (where infinite versions of every character exist in all possible orientations, persuasions, and attitudes).
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I second Goro over Shao Kahn.
I could see them both fitting from a design standpoint, but I don't think I could suspend my disbelief seeing Shao Kahn and his mega-ego submit to the Entity's command.
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Unless they've explicitly stated otherwise and I somehow missed it, there is no cross-progression between PlayStation (or Xbox) and PC yet.
To my knowledge, progress is carrying over from PS4 to PS5 (and Xbox One to Xbox Series X) because DbD is backwards compatible and these consoles can track saved data tied to player accounts. It's basically the same game running on more powerful hardware.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1743574#Comment_1743574
This. While it is a good idea it would cause certain killers to basically become unplayable. It does suck though for the people with serious phobias/PTSD that they either have to be afk, eat a DC penalty, or just not play at all to avoid killers that are triggering to them.
What I don't understand is why someone would play a game that they know has a reasonable chance of triggering severe negative fear/stress responses.
Like, I dislike things that portray realistic depictions of surgery and bones breaking and thus avoid games/books/movies which show that. I know my limits and have no problem with cartoonishly over-the-top stuff like you'd see in Mortal Kombat or Gears of War, but I cannot watch that scene in Dr. Strange where he has the pins in his ruined hands (after his car accident) without feeling nauseous (similar story with Dead Space 2's infamous "eye-poke" machine).
Then again I played a lot of the beta for Grounded despite being deeply unnerved by the gigantic spiders out to get me, so what do I know?
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Yup. He's perfectly fine to play on console. Higher sensitivity helps if you can handle it.
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So I've seen Big Sister come up a bunch for Charlotte (and Gollum for Victor on other posts) and now I can't stop seeing the Twins as the loose equivalent of this:
...I regret nothing
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In terms of power availability: Billy > Blight > Oni
In terms of power versatility: Blight > Oni > Billy
In terms of power threat (and snowballing capability): Oni > Billy > Blight
They're all fun killers. I think it just comes down to what you value in their abilities.
I personally enjoy having my power more readily available with Blight and Billy. But I also like that I don't get lots of dumb game-performance problems with Billy and Oni on console (though Blight has the most satisfying power to hit survivors with out of the 3).
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It's gonna vary from player to player, so I couldn't give you a definitive answer.
Some people dislike the "Poor Counterplay Options in Chase" killers (Spirit, Deathslinger, Hag, maybe Clown and Nurse too) because they don't enjoy feeling quite so powerless when being chased.
Others (like myself) dislike playing against killers that feel really non-interactive (Freddy, Leatherface) or that have kind of lame or annoying interactions (Legion, Plague, Doctor).
But there are so many different variables that might make someone dislike a certain caste of killer.
I've seen people say they hate the stealthy "Jumpscare" killers (Wraith, Pig, Ghost Face, etc) and I've seen other players who think that killers with insta-down abilities are unfair (like Billy or Myers). Heck, some killers can even annoy survivors just because their terror radius music is too loud or too quiet (Blight and Oni, respectively).
So, uh, pick your poison I guess?
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/1740589#Comment_1740589
In the lore Victor dies, but his half-decayed body stays in Charlotte's body for years.
In reality Charlotte and Vicor wouldn't be a thing because conjoined twins are always identical twins (atleast to my knowlegde) and Charlotte and Victor are obviously not identical.
Parasitic Twins are a form of Conjoined Twins. It's sort of a square-to-rectangle comparison; parasitic twins are conjoined twins, but not all conjoined twins have a "parasite twin". Considering Victor is heavily deformed, as though his body hadn't developed properly, he fit the description of the "parasite twin" pretty well. Even if he started as a normal conjoined twin though, Victor would have essentially become a psuedo-parasite twin when he died (and Charlotte would have had developed severe health problems as a consequence of his passing).
Also like I said: hadn't read their lore before this, that was just my impression upon seeing what they looked like and how they were related.
I was reading about it in this article if it helps explain what I'm talking about.
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@miachan22 said:
https://forum.deadbydaylight.com/en/discussion/comment/1740488#Comment_1740488
But Victor died years before they were taken by the entity, did he still aged?
I haven't seen the lore, but based on appearances Victor is likely the Parasitic version of a Conjoined Twin. He would be the same age as Charlotte (the dominant twin in the pair) but he would never have fully developed, hence his small and deformed appearance.
In reality, Victor likely wouldn't even have a complete mind of his own, nor would he be able to survive on his own without being attached to his twin. But the Entity works in mysterious ways.
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Most killers have a few of those perks that are sorta "high synergy" for them (and so you usually want to use them, like STBFL on Demogorgon or M&A on Deathslinger).
I'm All Ears is that perk for Pyramid Head. Temporary wallhacks are good times with PotD. If you want to try and become more skillful with PH, this is the perk that best allows you to do that. Any other perks that can give him similar info are pretty handy and incredibly fun (Nurse's Calling is the other prime example, but you can also sometimes pull this off with Nemesis and/or Undying too).
While I don't think it has any particularly special synergy on PH, I've also been using STBFL a bunch and having a great time. Since that perk is usually more heavily associated with Demo, Pig, and 'Slinger, no one seems to ever expect it on PH. And seeing the Great Knife be swung around as though it were the weight of a butter knife is the kind of hilarity that fuels me.
Otherwise, what other people have said about not building around hook-activated perks (like BBQ, PGtW, MYC, Devour Hope, etc) is solid knowledge. You can use these perks (they aren't completely worthless on him), but you likely won't be able to get maximum value from them if you want to use your Cages/Final Judgement.
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Huntress and Huntress Substitutes (Deathslinger & Pyramid Head) are probably my favorites.
Otherwise I enjoy me some Chainsaw boys and their good bud Oni.
And some sneaky lads like Wraith and Myers.
I like Blight too, but he's been causing me massive performance problems lately so I've mostly dropped him for the time being.
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Honestly not really sure why the age restriction is 21. As far as I'm aware, Canada (like the US) uses the ESRB rating system, which requires an individual to be 17+ to be able to legally purchase M-Rated games like DbD. Plus I'm pretty sure the equivalent mature rating for other countries' rating systems (like PEGI and RARS) is only marginally higher at 18+.
Guess you need to be of legal drinking age (in the US) to be a Community Moderator? Or more realistically, I'm probably just forgetting something important on the business end of things that would be blatantly obvious to anyone a little more business-savvy than me.
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Adam Francis.
He has very few cosmetic options to begin with and I don't personally like the styles they've gone with for him. Like, he's a teacher, but most of his clothes are either a variation on his default trench coat or "wait, I'm hip too". Really hoping he'll eventually get some classier/dressier outfits more on part with what Felix and Ace have (because I'm sure he could pull off that look) or some "old-timey" outfits like David and Yui.
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I mean, being one of the top 10 killers is literally just being in the upper 50% (there's only 21 of them currently). Not exactly a challenging benchmark.
Legion is definitely not top tier, but could be mid or low tier depending on whom you ask.
They can exert a lot of pressure on smaller maps, but tend to be pretty pathetic on big maps where they can't cover ground effectively enough. Legion tends to get mocked for having trouble with downing survivors at higher ranks (they can injure everyone just fine, but their power can't reliably down anyone) and for having some big built-in penalties left over from when they were originally introduced (increased power cooldown on successful basic attacks and unable to see scratch marks while in Frenzy) in addition to new ones they received later (hitting deeply wounded survivors or missing an attack while in Frenzy immediately causes a fatigue stun).
Legion's just... ok. Not great, not terrible, but not really all that special to most players either. Kind of like the killer equivalent of honeydew. It's there and you might have some because it was presented alongside more interesting choices, but it's not usually something you'd go out of your way to get.
But if Legion has been creating good experiences for you, then great! Legion's definitely got their own pool of fans in spite of some of their inherent challenges.
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I'd always though that the Badham variations were an experiment to see how more maps could be added to single-map realms. Well, and to rework Badham's layout (since it was formerly one of the most survivor-biased maps in DbD).
It probably wasn't a complete success though, given that Badham Preschool 1-3 are basically all the same map and they haven't tried to do this again with any of the other realms.
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Billy is pretty balanced. He's not overwhelmingly strong (like he previously could be due to certain add-ons) nor is he particularly weak. His power is still good, but can be played around in interesting ways like before.
Base-kit Billy was formerly considered to be the most balanced killer in DbD and, in my opinion, he still is.
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Weirdly enough, I think the jumpscare-nature of killers like Wraith actually makes them more fun to play against. I find it adds a little spice of excitement in contrast to hearing the killer closing in (through their terror radius). Makes Scratched Mirror Myers a particular treat to play against, even if that's an uncommon sight. If Spirit felt less cheap in chases (and at proxy-camping), then I think even she'd be a pretty entertaining killer to face for her jumpscare potential.
Admittedly, I do dislike playing against Ghost Face though. But it's because I don't like how his Shroud/Reveal mechanics work (and how inconsistent they are), not because he's a stealthy character.
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I had messages disabled on Xbox for quite a while when I finally got tired of the near-constant word vomit I was seeing from salty survivor players (whether I was the killer or one of their own teammates). To date, DbD is the only game where toxic speech was frequent enough and bad enough that I felt the need to do this.
These days, I've found that the best method is always to either ignore the message entirely or simply respond with a "GG" and walk away (usually blocking them so they can't continue being a disturbance). Angry people tend to act foolish, and only a fool argues with a fool.
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I'm torn. There's certain things I really like from a variety of the chapters, but there's no single one that had everything going for it (killer, survivor, perks, and map).
To me, Descend Beyond was probably the best overall chapter thus far. I liked Felix and Blight, they brought some fun new perks like Desperate Measures and Undying, and we also got a bunch of revamped old perks. However I wasn't a fan of the new offerings introduced here, nor have the updated maps felt like a major gameplay improvement over their older iterations (hence why this isn't a perfect chapter).
Halloween and Curtain Call are probably the closest runners-up though. Silent Hill was also a pleasant surprise (though I really hate playing on Midwich).
As far as future licensed characters, I'm hoping we'll see more horror-game protagonists/villains in the future. I'd really love to see a chapter for Outlast, Resident Evil, and/or The Evil Within (among others).
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It's not something I get super worked up over, but there's two big things that I do dislike about seeing it happen:
- I don't get credit for the safe unhook if they rescue themselves. This interferes with various Tome Challenges, Rituals, Achievements and (more importantly) my precious WGLF stacks. Especially annoying with the "unhook X survivors in one trial" challenges, since there's a pretty hard limit on how many Unhook score events can be accomplished per match.
- I frequently see survivors do this and accidentally put themselves into struggle state seconds before I am able to rescue them. Meaning that if they get hooked again, the Entity will straight-up Kobe them into the sky instead of keeping them in the trial.
The solution I'd most like to see is: all players within a certain vicinity of the unhook, like 2-4m, would be given credit for the unhook and possible credit for a safe save if the rescued survivor isn't downed within 10 seconds. Give all the players involved the relevant points and they'd probably have solved the main grievance with this technique. Plus that's more BP opportunities for survivors, which is always a win in my book.
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Freddy is extraordinarily basic. I'd argue he's the easiest killer to learn in all of DbD. But I also think he gets boring pretty fast (and he's no fun to play against). If you're newer to killer, he's a great starting point. If you have a decent grasp of how to play the role, I'd move on to a more exciting character instead.
Otherwise Pyramid Head, Doctor, and Billy are pretty straightforward (not sure where the community lumps them all on the tier list these days, but they certainly aren't weak). There are some neat things you can learn to do with them, but their skill floors aren't super high, so you can pick them up pretty quickly.
Though if you really only care about ranking up and not necessarily about winning, Legion still tends to cheese the emblem system quite a bit. They're like a mid-tier killer at best, but they really like to pip (sometimes even on losses).
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Probably any of the killers who have remained relatively human and didn't gain (or come with) a bunch of supernatural abilities:
- Any individual member of the Legion (but not as a group)
- Pig
- Clown (if his health problems don't beat him first)
- Ghost Face
- Deathslinger
Considering Hag has thick skin (bark?), sharp claws, and cannibalistic inclinations, I'm skeptical that a group of survivors could truly defeat her in a straight-up fight.
Plague is a solid maybe, but it would depend on just how toxic her purge is (ie, it might be lethal to inhale as shown in her mori).
Everyone else is either too big and strong or has too much supernatural mumbo-jumbo working in their favor.
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Unfortunately, the whole "Fall from a great height" stipulation is super vague and fickle. While shorter drops will activate Balanced Landing (like hills or a handful of Autohaven/Coldwind tiles), they don't seem to be tall enough to count towards these challenges.
You really just want Haddonfield or Springwood for this, because the second floors of all the suburban houses should be tall enough and relatively easy to reach while in chase. Dropping between floors on The Game might work too.
All I know for sure though is that you'd better hope you don't get Shelter Woods; it has no verticality whatsoever.
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I think Wraith actually has quite a bit of power variability through his add-ons. I'd even argue he has more power variability than most other killers because of this (since his add-ons drastically affect what his power can do. Doc and Myers have some similarly impactful options).
But I do get the gist of what you're talking about. Wraith's base-kit power by itself is extremely basic and being able to temporarily cloak props in the environment would be a pretty neat concept for the Devs to experiment with.
Also, I love the supplemental doodle. Any chance we'll get to see the rest of the killers in this style at some point?
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Tinkerer is one of those perks that I would prefer as a dynamic effect (changing based on how many survivors are still alive).
If I was to change anything about it, I would simply have it's activation be delayed by 10% repair progression for every survivor sacrificed (ie it would activate at 80% with 3 survivors remaining, 90% with 2, etc).
Not something I'd consider a high-priority change like reworking keys/mori's and improving map designs, but it's my two-cents on what I'd like to see done with Tinkerer (and a variety of other perks).


