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APoipleTurtle

APoipleTurtle

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  • MIDWICH ELEMENTARY SCHOOL

    I love Silent Hill and all, but this map does not mesh well with the core gameplay loop of DbD. It is aesthetically impressive, but functionally lackluster. It feels like a waste of my time to play any trial involving Midwich (as either role) because it's just so dang boring. I have not had fun on this map since I stopped being wowed by how it looks.

    If they cannot redesign it or simply don't have the resources available to do so right now, maybe it would be better for this map to just be removed from the public map pool? Quality over Quantity; I'd rather have a smaller map pool of reasonably balanced and fun maps instead of a large selection bogged down by disappointing options.

  • Well, do you want mobility or tracking as your main ability?

    Personally, I'd recommend Blight. He'll give you Hex: Undying and he's an absolute blast to play once you get the hang of him.

    But Doc isn't a bad killer if you're more inclined to make the survivors scream at every opportunity. Plus he has Monitor & Abuse, which is VERY strong on certain other killers (though no longer very good on Doc himself).

  • Maybe it's an unpopular opinion, but I actually think the Hatch itself is fine as it is. I would not change anything about the Hatch itself to make these endgame standoffs more fair. Even if I'm still not a fan of the Hatch Blueprint Offerings.

    Exit Gates should be tweaked instead. Personally, I don't think they should be present at the start of the trial and should instead be placed once they are powered (whether from gens or a closed hatch). The distance between them could then be dynamically adjusted by the game to bias towards the losing side (or pick a more balanced option in a close match).

    -Killer's been losing and having a rough time of it? Both gates would spawn relatively "close" together, possibly on the same wall of the map.

    -Survivors have had it rough and been forced into a failed Hatch play? The gates would spawn "far" apart, possibly on opposite sides of the map.

    -Both sides have stayed neck and neck up to that point (probably 2-3 survivors reaching this endgame stage)? The gates would spawn an intermediate distance apart on separate walls connected by a corner.

    Then just adjust things so that killers can't dump traps right under the switch box and I think we'd have a better dynamic system to work with.

    *This is of course assuming that keys and mori's will be tweaked in the future to be less ludicrously strong tools for their respective roles*

  • Enough hilarity already ensues when aim dressing tries to do its job with my basic attacks. I don't really need an add-on like this to give me pseudo aim dressing on my special attacks too...

  • Definitely not a big fan of Ormond.

    It's okay for survivor, but pretty annoying as killer. Though definitely not as boring as Midwich, Rotten Fields, and some of the other maps.

    If they made it darker (so scratch marks were more visible) and tightened the overall patrol route more (since gens all spawn around the outer edge of the map), then it could possibly become a more enjoyable map. Maybe they could even reintroduce the snow-truck tile if they've worked out the kinks with it.

  • Stinde pretty much nailed it, but to specify the point system for Devout a little more:

    -You need 10 points to get Iridescent Devout

    -Each survivor sacrificed OR killed (by mori's, not bleedout) is worth 2 points (up to a total of 8)

    -Hooking each survivor at least once gives you 1 point

    -Performing a cumulative total of 9 or more Hook Actions gives you 1 point.


    If a survivor DC's or self sacrifices themselves on the hook early, they've likely just ruined your chances at Iri Devout. It is unfortunately really easy for them to mess up this emblem.

    Haven't confirmed it, but Pyramid Head's cages may not count as a "Hook Action", even though they progress through hook stages. If survivor's transition to a new stage while on the hook, you will also not get credit for a second hook action (though you will get progress towards Malicious instead).

  • I'd say more cosmetics is reasonably likely. Possibly more characters in the form of Legendary Skins (such as already exist for Robbie the Rabbit, Lisa Garland, and Alessa).

    I do not think we will be getting more playable Silent Hill characters with unique powers or perks anytime soon. Thus far, BHVR has never returned to a previous license to add more playable characters to it.

    They are probably working on other in-house characters or making plans for which IP they will attempt to license next.

  • There is a distinct lack of Aftercare here...

    I mean it's not as easily and readily available as Bond is, but hey, unlimited range on its aura reading.

    Otherwise Kindred, Spine Chill, and Alert are not perks to sleep on.

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/1637648#Comment_1637648

    Doesn't It though? Steam comes out and has a sound at each light.

    Those gates emit steam with each light, but use the same beeping audio that all the gates use when the third light turns on.

    I was hoping for more of a classic steam-powered train whistle noise to be blared a few times instead of the beeps.

  • If you can activate Second Wind before getting hooked, you might also benefit from perks that better protect/hide you after being rescued.

    • DS acts as some possible anti-tunneling insurance. Y'know, in case you get chased before Second Wind is done healing you.
    • Off the Record hides your aura and silences grunts of pain for 80 seconds after being unhooked. That's more than enough time for Second Wind to activate and heal you.
    • Lucky Break is a weaker alternative to OtR, but it will prevent you from leaving pools of blood, provided you haven't used up the perk beforehand.
    • Kindred may be worth bringing just to encourage teammates to rescue you in a timely manner.

    And whatever you do, DO NOT combine Second Wind with Deliverance or No Mither. The Broken statuses they inflict will prevent SW from activating.

  • A "Double XP/Fragment Weekend" would be nifty and all, but I'd rather have some QoL changes to the overall grind instead.

    More than anything, I'd really like for them to ditch most of the charms (especially the "copy/paste charms") and shorten the Rift by about 20 tiers without removing the other cosmetic/auric cell rewards. These easily make up about 30% of the Rift (mostly on the Premium Track) and in my opinion aren't very desirable or valuable. They just increase the grind between me and the rewards I actually want...

    Or at least reduce the XP needed per fragment to 600xp (down from 800xp). This would mean you could consistently get about one fragment per match played, instead of needing roughly 1.25 trials per fragment (or 3 fragments per 4 trials). Including the daily role bonuses, you'd then only need to play about 9 matches to tier up once a day instead of 12.

  • @MeltingPenguins said:

    Yeah, there should be unique gates for the maps (also Dead Dawg needs a different sound effect... and MAYBE change the lightbulbs to gaslamps that flare up)

    Badham could be an alarmclock, btw.

    Also, I don't remember if this was mentioned as something they are planning, but will we also be getting unique Gens for every map at some point?

    I was definitely sad that the Dead Dawg gates didn't use some kind of steam whistle sound instead of the standard 3-Beeps when the gate is nearly open.

  • I have Crossplay off purely due to performance discrepancies between platforms. If performance ever improves enough to make DbD run more smoothly and stably on console (whether this gen or next), then I'll turn Crossplay back on as I'm actually a big fan of the concept.

    Even when I did have it on though, I didn't really notice any major changes in my matchmaking times. Killer queues were still slow during the day, survivor queues were still slow in the evening. For the time being, I don't have a compelling reason to keep this feature active.

  • Literally just use Myers.

    • Bring Devour Hope
    • Bring a Mori (Ivory or Ebony). You can bring Tombstone Piece instead if you're careful with it.
    • Bring add-ons that speed up stalking or increase Tier III duration

    Use Evil Within III to get your Exposed attacks (and possibly a mori with Tombstone Piece). Otherwise play as normal to get your 5 hooks and mori someone after that point.

    I'd seen this mentioned a while back before I'd attempted this challenge and was able to knock it out quickly with little frustration.

  • I had a match last week against 4 Blendettes on Grim Pantry (they brought an offering for it). Would've been fine except that these Claudettes almost immediately resorted to hiding in the reeds and NEVER touched a single generator at all, for almost 10 minutes (when I finally found the last two sneaking in the basement and forced the trial to an end).

    Probably would've been less annoying if I'd had more tracking perks than Discordance (kind of useless when they don't do gens) or if I was playing a killer with some inherent tracking capability (I was Hillbilly).

    It's definitely been a while since I last had the survivors so effectively take a trial hostage. Reminded me of why I don't usually enjoy playing on the Backwater Swamp maps.

  • There are two Susie outfits for Legion which seem to have the cosmetics you're talking about: "Volunteering" (dark green hoodie) and "Extracurricular" (definitely purple hoodie w/ blue hair). No idea about these ghosts you'd mentioned. The hair/hoodies are part of the "body" cosmetics, so she shouldn't be able to have the blue hair with the green hoodie at the same time.

    Both should be available in the store as green cosmetic sets, though I don't know if they're both available for Iridescent Shards or if one is auric cells only.

  • I'm still curious whether the Cages of Atonement are actually considered a Hook Action or not.

    If they aren't, then Pyramid Head would be the first killer who winds up punished in the Devout Emblem for using his power to full effect (since part of Devout's scoring involves the actual amount of hookings completed, not just the Hook Stage Progression).

  • I think Demo's POWER is above Clown's, but DG also has one of the most underwhelming add-on complements in the game (whereas Clown gets several that could be considered pretty good or at least fun to run). Though if Clown truly sees any big adjustments to his power after his possible future rework, he might just overtake Demo anyway.

    Huntress and Myers are probably first in line for future add-on reworks (since they don't adhere to the modern formula), but I'm really hoping that Demogorgon will be one of the killers considered for a follow-up add-on pass sometimes afterwards.

  • That's what they call the vocal minority. Most people in the community are probably relatively unbiased or reasonable enough to consider the other side's perspectives (if they only like playing one role).

    Unfortunately, the players that do sometimes act a little "Entitled" tend to shout louder than the rest of us. Though if you come across an argument between two of these kinds of individuals on opposite ends of the Fog, it can be funny to watch the chaos unfold.

    As Mark Twain put it: "Never argue with a fool, onlookers may not be able to tell the difference."

  • I traditionally had really bad luck when trying to use Deliverance and didn't enjoy how little it ever seemed to come into play. It's ironically a better perk in SWF than for solo survivor.

    It may not fix your problem if you're often matched up with selfish anti-altruism survivors, but I like to bring Kindred to make it blatantly clear who (if anyone) is coming to save me. Plus Kindred helps punish the occasional campy-killers by showing them to my team, so that my sacrifice might still buy time for someone else's escape.

  • You need 10 points in the devout category for Iridescent.

    You gain these points by:

    • Sacrificing/killing survivors (2 points per survivor for a max of 8)
    • Hooking every survivor at least once (gives 1 point)
    • Successfully performing the "Hook Action" a minimum of 9 times* (gives 1 point).

    *A survivor transitioning from one hook stage to another while still on the hook will NOT count as an additional hook action. For example, if a survivor self-sacrifices themselves after being hooked once, you'd only get credit for the initial hook action (though each stage will still give points toward the Malicious Emblem instead). While Pyramid Head's Cages do count towards progressing Hook Stages, I'm not sure if Caging a survivor is actually considered a Hook Action (since you technically aren't hooking them).

    Unfortunately, it is super easy for survivors to bugger this particular emblem. If the survivors you're up against are very good or give up easily (or if the map is bad for you), then these emblems can be very tough to get.

    Best solution is probably just to use the killers that you most enjoy playing and can consistently perform well with. You can mix in some of their nastier add-ons to give yourself a leg up if necessary. Then just try to avoid using tactics that discourage survivors from attempting hook rescues (mainly avoid camping hooks).

  • Both are great, but I'd argue Spine Chill is generally a more useful perk, at least for your average solo survivor.

    It gives you information on if the killer is heading your way (very good against stealthier killers) and, depending on map layout or other contexts, may even give you an idea of where the killer is.

    Its action speed boost is useful in chase (for vaulting). Or it can save you the few seconds you need to make an important play in other ways (opening a gate, finishing a gen, even unhooking someone) before the killer gets there.

    And it's 36m activation range is very generous. It is pretty tough to effectively sneak up on someone using this perk unless they simply aren't paying attention.

    Plus Spine Chill is one on of the default Universal Perks and functionally useful at any perk tier (whereas Iron Will isn't really great until it hits Tier III). Spine Chill is more easily and readily available on any character.

  • If they can implement a character like this in a fun way (both to play and play against) then I don't really have any issue with it.

    Because Slenderman is a "lower tier horror character", I don't really see why BHVR would make a big effort to include it. They'd probably be more likely to build an in-house character whose design was inspired by Slenderman instead. This would also leave their team with full creative control over this character without needing to license them.

    Though we did get the Stranger Things chapter because of how the popularity of that show exploded, so anything's possible.

  • I hate to say it, but Freddy is probably the easiest killer for learning the basics:

    • He's a basic M1 killer who has access to both traps (Dream Snares/Pallets) and a form of mobility (Dream Projection). He's very straightforward, but very competent.
    • Because he has no special attacks, he is ideal for learning how to play most structures and generic tiles optimally as killer. You don't need to worry about figuring out how to Pinball as Blight, Curve as Oni/Billy, Blink/Teleport as Nurse/Hag, or avoid objects like Leatherface.
    • His traps can help teach you tricks that might be useful on both Trap killers (Trapper/Hag/Demogorgon) and Clown (the other killer who shortens loops by slowing survivors). Plus they can be set quickly, don't reduce Freddy's movement speed, offer a TON of information, and Freddy gets a whole bunch of them.
    • Dream Projection is useful for getting around the map to pressure survivors off of gens (especially when combined with good tracking like BBQ/Discordance and good stalling like Pop or Thrilling Tremors). Can also be used in chase to craftily cut off survivors or fake them out (if they see you doing it).

    He's pretty boring to play against as survivor (exacerbated by many of his add-ons), but I think he is one of the best killers for learning the role in his modern state.

  • I generally don't mind the solo survivor experience. Though my friends don't play DbD much, so I don't really get a choice in the matter.

    The only killer tactics that deeply bother me are killers who face/proxy camp (earlier than the EGC. If we're in endgame, then I care less) and killers who tunnel excessively.

    The only killers I loathe going against are Ghost Face for his inconsistent mechanics (if they can ever fix that part, he'll be great) and Spirit/Clown/Plague for lacking fun interactivity (their powers don't encourage interesting changes in gameplay).

  • Making the Blink Set (faster cloaking) into a faster uncloak movement speed would be extremely similar to what Swift Hunt (faster uncloaking) already does. Plus it would still be worse than Swift Hunt; being able to uncloak faster to attack (or get the Windstorm speed burst) would still be a much better benefit than simply walking faster while bing-bonging. I doubt many people would double these up either, because that would mean ditching Windstorm, or one of the clappers, or other more useful add-ons.

    This might be a stretch of an idea, but it could be fun if the Blink add-ons instead allowed Wraith to cloak faster without ringing his bell (but took away the ability to cancel the cloaking action once initiated). Additionally, they could disable the global "whoosh" that plays everytime he swaps between Cloak/Uncloak. Combine this with something like The Beast (maintain terror radius while cloaked) and you could create some crazy mindgames near large walls or objects.

  • @Dwight_Fairfield said:

    For Myers I love J. Myers memorial and the memorial flower for speedy stalking. Hair bow and hair brush are nice for extended tier 3 duration. Dead rabbit is great for lowering that tier 2 terror radius. And of course scratched mirror for the fun spooky Mikey build.

    Dislike vanity mirror and the mirror shards. Pretty worthless. Don't like using tombstone because it ends matches quick with less points.

    I was really close to including Scratched Mirror on the original post. I like how drastically it shakes up how Myers is played.

    Whenever Myers gets his add-ons adjusted, I'm hoping they'll keep Scratched Mirror and make it his Common "BP Add-on" (as it's basically his equivalent to Speed Limiter or Padded Jaws).

  • Blight felt really REALLY bad the first few matches I played as him (without add-ons, which was a mistake). For me, it definitely felt too hard to turn his Slam/Rush without either cranking sensitivity all the way up or using a turn-speed add-on.

    That said, I just keep using his uncommon Plague Bile add-on in all my loadouts and I've been having a fantastic time with Blight. He has easily become one of my top 5 favorite killers to play, even in spite of all of the bugs generally affecting the killer role as a whole right now. I'd argue he's a little add-on dependent because of this, but he's just like Wraith in this regard (another favorite of mine, and they both get great add-on sets).

    For context, I play on an original Xbox One.

    Tl;dr: Run Console Blight with turn-speed add-ons; they make him feel significantly better to play. Plague Bile makes Blight smile.

  • I don't play on Switch, so I don't know exactly how bad the sounds are for you, but DbD has been struggling with some audio troubles for a while now (usually in the form of survivors making no noise whatsoever, even when slugged).

    Best advice I can offer would be to see if a bug report has been submitted for this issue pertaining to DbD Switch (in the Bug Reports section) or otherwise submit your own if one doesn't exist yet.

    For the time being, you might be able to slightly "band-aid" these problems with a few perks:

    -Spine Chill should cover your main needs as survivor (since you can safely guess when the killer is approaching you or still chasing you). Perks that charge up in the killer's terror radius (Diversion and/or Stake Out) can also indicate when you're within range of the killer, provided you haven't been considered "found" yet.

    -Stridor and Surveillance on killer both make certain survivor sounds easier to hear (grunts of pain and repairs, respectively). Tinkerer can also help warn you about a gen that's about to be completed.

  • I only have Crossplay off because of performance disparities between platforms. DbD usually runs somewhere between 10-30 FPS on console, I didn't really want to play against people who had the hardware to regularly get 40+ FPS. If performance ever improves (or gets significantly better on next-gen consoles) then I'll turn the feature back on, because I think Crossplay is an awesome concept for the future of gaming.

    Until then, I see no noticeable changes in my matchmaking times with or without Crossplay, so I have no real reason to keep it on right now.

  • I like killers that actively make use of their power in a trial. It's a lot of fun to work around (most of) the 21+ different powers currently in the game and feels more varied than when everyone goes full-blown M1 on you. Having those moments where you briefly outplay someone using their power feels really good (or outplay a survivor using it).

    For survivors, I really enjoy when they play super altruistic. It keeps their teammates in play longer and gives me (as killer) more interactions with them. It creates a longer match where we all (presumably) have more fun.

    Umm, third thing... hmm. Playing with people who Boop the Snoot? Or going against Pigs that respect Snoot Booping.

  • This is one of those perks that should probably be a high priority for buffs.

    I think Altruism perks in general are actually really healthy for the game, but tend to be overlooked because they are weak (or at least weaker than all of the second-chance & Exhaustion perks). They promote teamwork between survivors, more interactions between survivors and killers, and would ideally create longer games (by slowing survivors' progress on gens and spreading hooks more evenly across the entire survivor team).

    WGLF should definitely do more than nothing. Maybe an increase to unhooking speed for every stack earned? Though it would honestly be really great if this perk briefly hid an unhooked survivor's scratch marks for like 6 seconds instead as an additional layer of "tunneling prevention". This second idea would make Babysitter obsolete, but it's not like anyone uses that perk anyway.

    In general it would also be nice if they added a few extra contexts where protection stacks could be earned (as a mini-buff to both WGLF and MoM). For example: what if taking any hit that could have put another survivor within 10m into the dying state would count as a protection hit? Such as if another survivor was healthy, but Exposed, or you take the hit from an insta-down power instead of them (such as a chainsaw or Oni's Kanabo).

  • As with a lot of the killers, Blight is really fun to play against when he's trying to use his power aggressively to attack survivors. Also like many of those killers, he is less fun to play around when he chooses to exclusively use his rush for mobility and otherwise only chases like a bland M1 killer.

    I think the most exciting killers in DbD are the ones that encourage you to think and play differently in order to work around their powers. Blight fits well in this category.

    Good luck with the Adept Blight though. While it still only took me like 3-4 matches to get it (and I only barely got merciless when I did achieve it), it was pretty frustrating due to how generally awful his personal loadout is (Blood Favour sucks, Dragon's Grip was bugged, and Undying is underwhelming when not partnered with a strong hex). But hey, I did manage to do it with only Common/Uncommon add-ons (meaning no Compound 21), so it'll work out eventually!

  • Old Balanced Landing was a problem because of how it liked to exist at the extremes of balance; it was almost always either completely bonkers or virtually useless depending on which map you got.

    I do agree that the change to it has removed its potential to be insanely strong without changing how bad it is on some maps (it is probably the weakest Sprint perk now), but the passive stagger reduction it formerly had needed to go.

    Maybe it could get an alternate passive effect instead? What if it reduced falling/landing noise by 25-50% all the time instead of its current 100%-muffling-while-not-Exhausted effect?

  • I hated playing him initially, but then I remembered he has add-ons that improve his turning speed. Blight feels SOOO much better even just when using the Plague Bile.

    He's definitely annoying to use when the game starts derping out and dropping frames, but that's hardly a Blight-specific grievance on console. When things decide to run okay, and especially when you get a good map for him, he becomes incredibly fun to play.

  • The only change to Unbreakable that I really want to see would be to make it COMPLETELY deactivate after its primary effect is used in a trial. As in, a survivor who picked themself up from Dying State would no longer have the 25/30/35% increased recovery speed.

    That's all. Otherwise I think it's in a fine spot.

  • Can we just hope that both of these issues are recognized and patched ASAP? Because both are actively making the gameplay experience worse for pretty much everyone affected by them.

  • If I'm remembering correctly, we've had some implications as to which killers are most likely top-of-the-list:

    -Huntress and Myers are both due for add-on updates (they are the only remaining non-conformers to the "modern" add-on set in DbD). I'd guess they might mess with hatchet hitboxes, but will otherwise leave Huntress's base kit unchanged. Myers might get some power tweaks or buffs too.

    -Clown and Pyramid Head seem to be other killers that the devs are heavily looking into, probably for power adjustments or maybe even reworks.


    Otherwise Pig and Demogorgon could both use add-on upgrades.

    Wraith and Trapper could use some quality of life improvements (probably in the form of making certain add-ons base kit).

    And Plague needs more bug-fixing. She's in a bit of an unplayable state right now.

  • The one I always though was funny was the Sacrificial Ward (anti-map offering). You could veto a survivor's offering as killer and STILL randomly get that same map anyway, since it's not like you can throw out your own map offering with it. Plus a full survivor team that really wants to go to one particular realm can override your offering and pick that map anyway.

    It's an offering that really has no power or purpose. You'd be better off running your own map offering and taking the 50-50 chance that you get a map that you want instead of bothering with this ward. Perhaps it would be better to immediately decommission this offering and instead apply its traits to all map offerings available to the killer?

    But the real worst part about the Sacrificial Ward? It's GREEN, meaning that it has further reduced the chances of Bloody Party Streamers appearing in the Bloodweb.

  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629799#Comment_1629799

    ...DS and unbreakable aren't free... neither is soul guard. Those are the perks killers complain survivors use the most.

    ...Unbreakable is free though. The Left Behind Paragraph was a free addition to the game...

    Also do people still complain about Soul Guard? It hasn't and doesn't strike me as a "problem perk" like DS (and Unbreakable when combo'd with it).

  • Always try to force the pallet down when possible (even if that means it's coming down on your face). If you feel that you should abandon a loop/chase to go apply pressure elsewhere, try to get a hit or make them drop the pallet before you leave. Exception to this is when the survivor has lots of good tiles to chain together, allowing them to go way longer without using pallets.

    Otherwise, it is good to learn which pallets are "Safe" and which ones are "Unsafe":

    • Safe pallets MUST be destroyed ASAP. Most killers cannot play around these in chase, even with Bloodlust, so removing them is very important. Examples: Midwich "Hallway" pallets, Shack Pallet, or nearly any pallet on The Game.
    • Unsafe pallets are weak pallets where you can very easily mindgame survivors in getting hit. These pallets are strongest while they are still standing and almost useless once they're down. If the survivor doesn't stun you when dropping one of these, they are almost certainly going to get hit. They aren't really worth breaking, unless you A: want brutality points, B: are charging up Spirit Fury, or C: they are making it annoying to move around the map (such as with some of the hall-corner pallets on Hawkins). Examples: Rectangular hay-bale loop pallets on Coldwind, the schoolyard loop pallets on Springwood, or nearly every pallet on Hawkins.
    • There's also pallets that aren't actually particularly safe, but that are part of a much stronger tile and should also be removed when possible in order to weaken that tile. Examples: Long-Wall Jungle Gym pallets, Cow-Tree pallets (Coldwind exclusive), and Crane/"Fun-Bus" pallets (Autohaven exclusive)


  • I want more horror game representation now that Silent Hill has opened that door:

    Outlast / The Evil Within / Resident Evil / Alan Wake / etc.


    While I think there are some decent arguments for/against a FNaF paragraph, I don't personally think FNaF is a worthy horror series for DbD. Mostly because it feels like the EA Sports of the Survival Horror genre to me and also doesn't seem to know whether it's trying to cater to children or adults or both. Not 100% against it happening eventually, but there are several other IP's (from both movies and games) that I would rather them attempt first.

    The other thing(s) I REALLY wish people would stop asking for are generic movie/game monsters. Things such as the Last of Us Clickers or the Quiet Place monsters. As far as I'm concerned, the only exceptions to this rule are monsters that exist as individuals within their origin film/game/show (such as the Demogorgon and the Xenomorph) and can be viewed as a unique character instead of as a generic enemy.

  • I just went based off the average performance I see amongst all the killers I tend to play (which admittedly is most of them). Though using whomever makes the game perform the worst as a baseline might also make sense, as ideally no content should be so unoptimized as to be "unplayable".

  • GG's in their purest form are always welcome (not "GGEZ" or anything derogatory like that).

    Though I find that the players who actually share this gesture of good sportsmanship are significantly rarer than the more vocal and boorish players who like to mock you after a rough match or tell you how you should play when you beat them (even if you were on their team!).

    I've long since turned off messages on Xbox because I was tired of being constantly bombarded with insults and aggression just for playing this game to have fun (I don't play most multiplayer-only games any longer because of people like this). I'll sacrifice the positive vibes from sending/receiving GG's if it means that I can better avoid the toxic word garbage that some players so readily throw around.

  • By "non-dlc", are you including Nea, David, and Bill (all from free dlc chapters)? What about Ace or Feng Min (who were free with the Definitive Edition on console)? For simplicity's sake, I'm assuming you have access to the perks from all 5 of these characters plus the others you listed (though really Bill, David, and Feng are the only important ones for my builds).


    • Hyper Altruism Build: We're Gonna Live Forever + Kindred + We'll Make It and/or Borrowed Time (And a 4th perk of your choice. Could be the other option from perk 3 or something else like Spine Chill, Dead Hard, or Empathy). Not great for preserving your own survival in chase, but nice for knocking out Altruism challenges and racking up survivor BP. Makes you feel good to be a good teammate, even if the team gets wiped out later.


    • The Chase Escape Artist: Lithe + Quick & Quiet + Iron Will (+ Dance With Me from Kate). Plus 1 other perk of your choosing (if you don't have Dance With Me). Combine this with any flashlight. Goal is to blind the killer (preferably while they're locked in an animation like a stun or pallet-break) and then immediately vault something nearby and shoot off into the distance.


    • King of Slugs: Unbreakable + Tenacity + (Flip Flop from Ash) + (Soul Guard from Cheryl). UB + Tenacity are the crucial perks, but this build is funnier when you have all four of these perks. Only goal is to get slugged and ooze off somewhere else while recovering. If you get picked up, you improve your chances of wiggling off. If not, UB + SG will boost your survivability right after getting up.


  • Surprised Jason got such a low rating when he is one of the biggest slasher icons of all time (easily a peer of Myers, Freddy, Leatherface, and Ghost Face). Sure he didn't star in the original F13, but his hockey mask has probably become THE most recognizable thing in the slasher genre. He'd likely be a shoe-in for DbD (Trapper was likely inspired by him) if all the legal battles over his IP are ever truly sorted out.

  • I don't exactly remember, but it was either Myers or Clown (I'd originally started playing DbD about a month or two before Clown was released).

    Though I got Hag and Doctor (and Nurse / Huntress) for free by virtue of buying the game on console, so I guess I technically "bought" them first.

  • I'd like for them to revisit the killers who have generally terrible personal perks (Huntress, Demogorgon, Oni, Deathslinger, and arguably Wraith and Pyramid Head too) and try to make sure each of them gets at least one pretty-good perk to work with.


    Otherwise, just because they could, buff the basement perks!

    Monstrous Shrine / Territorial Imperative / Slippery Meat (not basement but close enough) / etc.

  • Shroud Offerings are all generally bad for the side that plays them.

    • Shroud of Seperation (the only Killer Shroud): You DON'T want the survivors spawning spread out; it comes at the cost of a lot of your immediate map pressure.
    • Shroud of Union & Shroud of Binding: Excluding challenges/rituals which require coop action, survivors don't want to spawn together. It's less efficient and can easily result in the killer gaining a lot of map pressure.
    • Vigo's Shroud: Where do most killers look for survivors at the start of a trial? On the opposite corner of the map farthest from them (or near whatever gen spawned closest to that point). This shroud makes sure that whomever burns it IS that survivor. Which I guess is alright if you want to be chased, but I doubt the average player wants to be found so early in the match. It's also basically pointless if the killer spawned in a central location (though it could still result in being more likely to be found first).

    This set of offerings should probably go on the list for things to send through the Reworkshop (though at least they aren't really unfair or game-breaking as they currently are, so maybe they aren't a priority).

  • I actually didn't mind the revving (these "gens" are literally just V8 engines wired into light towers after all), though I understand how this one really loud and jarring sound distracts from a lot of the more detailed and intricate sound design that was put into the new repair animations.

    Considering this revving sounds like the gen trying to "turn over" and start, I'd say they should just adjust these sounds to only play at specific repair-progress intervals (probably around every 20-25% progress when a new pair of pistons begin to oscillate).

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