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APoipleTurtle

APoipleTurtle

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  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/discussion/comment/1625775#Comment_1625775

    Idk shadowborn isn't that bad of a perk on the premise of it makes Blight playable bc without it I literally throw up and it helps out with my Nurse game too.

    Still though, is Shadowborn really a good perk to focus on early in your killer career? It's nice on a few of the killers, but probably not something I'd say is better than any of these other perks. Especially when M&A offers a relatively similar effect and the terror radius bonus.

    Shadowborn is great on Nurse (and I guess Blight?), but otherwise I'd have to include Stridor for how useful it is on Spirit. They are okay perks, but more killer-specific in use than I wanted to mention.

  • There isn't really anything else that will "replace" StBfL, but you could use other perks that help in chase like Enduring and/or Spirit Fury. Might depend on which killer you're planning to use it on too, as there are several which don't actually benefit heavily from StBfL (though that doesn't mean it isn't fun on them).

    Perks that you definitely want to have access to (in order of how I value them):

    • BBQ & Chili (from Leatherface) - Gives you a big BP bonus per-match, has a good tracking ability, and makes for a nice little extra goal for the killer (gotta get all those stacks). This perk will make leveling up other characters significantly faster.
    • Pop Goes the Weasel (from Clown) - Useful as the primary alternative to Ruin. Allows you to remove up to 20sec of progress from one gen after hooking a survivor. A great stall perk useful on virtually every killer (Pyramid Head is the only one I don't regularly use this perk on).
    • Ruin (from Hag): - Formerly THE stall perk of choice, and still very powerful when it remains up. Benefits killers that can effectively pressure survivors off of gens. Riskier than PGtW because it's a Hex.
    • --- Undying (from Blight) - Another Hex that is very strong when combined with Ruin, though it can be funny when in tandem with some of the other hex perks too. Not very good by itself, really needs to be combo'd with another Hex perk. It's on this list as an optional partner to Ruin.
    • Discordance (from Legion) - The main alternative to Whispers. Pretty good on killers that can attack multiple survivors simultaneously (Doc, Legion, and Pyramid Head) or on killers with high mobility (Billy, Spirit, Nurse).
    • Monitor & Abuse (from Doctor) - Gives you a smaller terror radius out of chase and a bigger one in it (which is almost always what you want). Incredibly strong when combined with Deathslinger or Oni, and good on pretty much everyone except for Huntress and Doctor himself.
    • Corrupt Intervention (from Plague) - The third perk in the super-stall trifecta (with Pop and Ruin). Gives you 2 minutes of a smaller patrol radius at the beginning of a match. Great on killers that need set-up time (like Trapper and Hag). Generally weaker than Pop and Ruin, but is more consistent (you will always get the full power out of this perk).


    Other perks you may want to consider (in no particular order):

    • Enduring (Hillbilly)
    • Nurse's Calling (Nurse)
    • Save the Best for Last (Myers)
    • Play with Your Food (Myers)
    • Franklin's Demise (Leatherface)
    • Spirit Fury (Spirit)
    • Infectious Fright (Plague)
    • I'm All Ears (Ghost Face)
    • Deathbound (Pyramid Head)


    I'd recommend any of the first set in BOLD as must-have perks. Some may be less necessary if you get one of their alternatives (ie, if you have Pop, you don't really need Ruin or Corrupt). Second set are useful and pleasant to have, but are more killer or build specific and less general-purpose like the first set are.

    Regardless, Leatherface, Hag, Clown, and Hillbilly are probably the best four killers to retrieve teachables from off-the-bat.

    Alternatively, Wraith, Huntress, Demorgorgon, and Deathslinger have the WORST teachable perks. So only level them up if you want to play them (which you should eventually, they are quite fun).

  • "All cruelty springs from weakness."

    -Seneca (Roman Philosopher)


    "The time is always right to do what is right."

    -Martin Luther King Jr.


    Or as they say: "be the change you want to see in the world". Break the cycle and be the bigger person.

  • I'm not really a fan of giving the survivors a gun. The stun-on-demand is simply too powerful of a benefit and would likely be extraordinarily easy to abuse. A lot of killers are already frustrated with the insane popularity of the second-chance-perk meta that survivors enjoy. This "Rusty Old Shotgun" would basically do what the flashlight does while also being more reliable for wasting time (since it can cause an actual stun, not just blind killers). I don't think most people would really want to jump into a lobby as killer if 4 survivors with shotguns might be waiting for them.

    Otherwise, the "Backfire" mechanic sounds like it would just be frustrating from the survivor end when this item randomly fails to work. Pig already gets to benefit/suffer greatly from the power of RNG, do we really need a survivor item that does the same?

    I think a better direction for this concept would be to expand upon what the Firecracker/Party Popper items can do and give them a full-fledged item tree in the base game. These items could be changed from being individual firecrackers spent-on-use into boxes of the items with a varied amount of charges (able to be depleted without destroying the item). They could have add-ons affecting AoE, detonation delay, or even changing attributes of their "pop" effect (such as making it a blinding flash, having it leave a Diversion-style scratchmark radius, or even hiding auras within the area for a brief time).

  • And our new updated tally for the Champion of Rage (within this thread):

    1st: Freddy w/ 20 votes (defending his title from yesterday)

    2nd: Hag w/ 17 votes

    3rd: Ghost Face w/ 15 votes

    4th: Doctor w/ 10 votes

    5th: Spirit w/ 9 votes

    6th: Pig w/ 8 votes

    7th: Deathslinger w/ 7 votes

    8th (tie): Trapper & Legion w/ 6 votes

    9th (tie): Wraith & Leatherface w/ 4 votes

    10th (tie): Huntress, Plague, and Pyramid Head w/ 3 votes

    11th (tie): Hillbilly, Myers, and Nurse w/ 2 votes

    12th (tie): Clown & Blight w/ 1 vote

    The "Joy Boys": Oni & Demogorgon who haven't been mentioned at all thus far.

  • Too much Spine Chill. It's not really a necessary perk, especially not after the years of DbD I've played, but it's just sooooo pleasant to have that I pretty much run it every match. It may be an addiction...

    ...Also it is very handy when dealing with Ghost Face's shenanigans. Shenanigans that would otherwise be much more annoying to work around.

  • There's a technical reason for Linked Sets: they allow the art/design team to make more detailed cosmetics that would otherwise not be possible due to extreme clipping problems when combined with other cosmetics.

    I think they mentioned in the most-recent Dev Q&A that they might be considering de-linking some cosmetics from these sets that wouldn't necessarily be incompatible with other cosmetics (such as linked killer weapons and survivor head-pieces). I believe they also want to eventually add alternate voices and animations to some of the Legendary Linked sets (like Lisa Garland and MinOnitaur) to better justify their price tags.

    Regardless, they are only part of the future of DbD cosmetics, not the whole thing. If they aren't currently fitting your fancy, just don't spend money on them. With any luck, we'll achieve a better compromise on just how many parts of these sets have to be linked together.

  • Use them or don't; it's entirely up to you.

    Like a couple others here, I pretty much exclusively save my moris for rituals, tome challenges, or to brighten a rough series of games. If I'm prepping a character for prestige and am only a bit below the 1 million BP cap, I might use one of these instead of burning a BP offering just because I can. I'm not personally a big fan of how mori offerings are "balanced" in DbD, so I tend to avoid using them outside of those special circumstances.

    However, I will happily run the Cypress (yellow) mori's when I've got them. It's pretty fun to freak out survivors with them, even if they are rarely useful.

  • My least favorite is Ghost Face, though that is subject to change if his Shroud/Reveal mechanics ever start to work in a consistent manner.

    Also I was bored, so here's where our current "I hate playing against X" tally stands:

    • Freddy with 9 votes
    • Hag & Ghost Face with 7 votes each (including mine for GF)
    • Pyramid Head, Spirit, Pig, Trapper, and Wraith with two votes each
    • Hillbilly, Huntress, Doc, Legion, Deathslinger, and Myers* with one vote each

    *Myers wasn't mentioned, but gets a tally as one of the "stealth" killers that Xbob doesn't enjoy playing against (which added +1 to Wraith, Pig, Myers, and Ghost Face).

  • I don't really main any one killer; I tend to cycle through several to keep gameplay feeling more "fresh". I do generally enjoy playing Leatherface, Huntress, Wraith, and now Blight much more than the other members of the cast, though the only killers I really don't like and actively avoid playing are Ghost Face and Nurse.

    For survivors, my "main-est" survivor is David; I have him at P3 with all survivor perks unlocked. I'm absolutely planning to eventually set up Felix as another "main" to use, and then I may also try to bump Dwight and Tapp up to that level later (after I finish P3'ing the last few killers).

  • I mean, the same thing could be asked of those players who specifically make the effort to reach out and mock or antagonize others after the match has ended. Sore losers suck, but sore winners are worse.

  • I think Coldwind, Red Forest, and Backwater Swamp would benefit the most from a visual update to (hopefully) boost game performance on those maps and make them more pleasant to play on.

    The Game, Haddonfield, and Ormond could also use some re-designing to make them into more exciting gameplay experiences (even if Game & Haddonfield are probably less in need of an actual visual upgrade than most older maps).

    It's a small hope of mine, but it would be kind of neat if more easter eggs could be scattered among the realms. Ideally as nods towards other horror series that either aren't in DbD yet or simply wouldn't fit with its core gameplay. Examples could include hiding a wrecked red Plymouth Fury among the cars of Autohaven (Christine), having an icon/statue of Pazuzu tucked within the Temple of Purgation (The Exorcist), or having Hannibal Lecter's prison cell visible within Lery's (Silence of the Lambs).

  • If Jason's lawsuit is truly finished by next year and he becomes an actual possibility, I would say he is the most likely candidate. He is one of the only remaining "Mega-Icons" of the Slasher genre that we don't have in DbD yet. Plus Tommy Jarvis would be an easy survivor choice to go with him.

    Candyman or the Xenomorph (Alien) are probably the next most likely. I wouldn't be surprised if these two were some of the most highly requested characters on this forum (besides a FNaF Paragraph). I'm not personally super familiar with the characters of Candyman yet, but Alien would also have an obvious survivor choice in the form of Ellen or even Amanda Ripley.

    Licenses that I'm not really expecting but would love to see join the DbD cast as well:

    • Resident Evil (Mr. X or Nemesis + Jill Valentine, Claire Redfield, or maybe even Albert Wesker himself)
    • Outlast (Chris Walker + Miles Upshur)
    • The Evil Within (The Keeper a.k.a "Boxhead" + Joseph Oda and/or Juli Kidman)
    • Child's Play (Chucky + Adult Andy)
    • Dead Space (maybe the Ubermorph as a killer, otherwise as a Paragraph with Isaac Clarke)
    • Hellraiser (Pinhead)
  • The best I can offer is that the light produced by the generators is intended to function as a way to renew the hope of escape of the survivors. Remember that the Entity feeds off of that hope. It ideally wants survivors to make it to the cusp of escape and then be sacrificed by the killer.

    Gameplay-wise, the extra gens turn on as an additional signal to nearby survivors that its time to drop what you were doing and get out of the trial.

    For a reason more routed in "science", they could always just be charging other powered objects (gates, doors, lights, other gens, etc) through wireless charging. Finishing 5 gens would then create enough of a wireless charge to automatically power the gates and remaining gens. Maybe the Entity is just a really big fan of Nikola Tesla's research?

  • It's very trollish on the claustrophobic indoor maps (literally just Hawkins and Lerys). While it still probably won't save you on its own, it can waste a chunk of killer time by getting them stuck on every doorway and prop between you and the hook. Not to mention finding hooks is more challenging on indoor maps.

    Perhaps ironically, Boil Over is probably at its strongest right now. It can exacerbate the "can't hook survivors" bug that killers are sometimes facing to a ridiculous degree (by constantly messing up their approach angle for the interaction). Though even then, it's still not a particularly great perk...

  • Snares allow you to potentially get hits in loops or alternatively force a premature end to the loop (whether from forcing the pallet drop or driving the survivor away from the loop).

    Pallets are good for a trollish "free" hit, but they really require Freddy to remove pre-existing pallets so that he can replace them. Might dictate filling your build with anti-pallet perks (Brutal Strength, Spirit Fury, and the like).

    Basically, Snares are stronger in function because they are always a useful ability and can trap things besides loops (doorways, exit gates, totems, etc). But Dream Pallets are pretty fun though.

  • This was very well stated. Perk Tiers are a rather archaic system that the game has ultimately outgrown. DbD is thankfully not one of those predatory "we made the grind really bad so that you'll pay to skip it" games. Heck, you can't get BP through any means beyond actually playing it (besides events/special giveaways).

    This would be a massive improvement to the grind and hopefully make things simpler for the devs who have to design these perks (or open up new doors for perk functionality, as you said).

    It would also lessen the negative impact of unlocking all teachable perks. With the current system, the average player is actually better off NOT unlocking teachables for mediocre or poor perks that they won't use (or that aren't useful enough to be worth running, such as with Sole Survivor, No Mither, Predator, and Cruel Limits). There is no reason to unlock many of DbD's teachable perks when you really don't want them competing with more desirable perks for a spot in your Bloodweb.

    So yeah, I agree. I think the elimination of perk tiers would be a strong step in a positive direction.

  • I mean, the intro should probably swap over to Blight's trailer given that he's the newest addition.

    That said, it would be pretty cool if the intro could be randomly selected from any previous cinematic chapter trailer at random when you boot up the game. It'd be a neat way to reuse some old assets.

    Wishful thinking, but it would also be nifty if Wraith, Hillbilly, and Nurse got cinematic "trailers" of their own. As I'd assume Trapper could either just have the default one as his or otherwise use the old Launch Trailer (with the alternate designs of Meg, Claudette, and Jake).

  • Should be his tannish-yellow sport coat. At least, that's the "DLC" cosmetic listed in the wiki for him.

  • I've actually noticed this as of the most recent Chapter Update, except that I'M the one warping all over the place as killer (no issues thus far as survivor).

    It happened very consistently as Plague (who seems to still be kind of buggy in my recent experience): every time I attacked a survivor or used one of my Purge attacks I would teleport about 2-3m in a random direction (which included a couple instances of being moved through pallets and walls, sometimes next to survivors I was chasing). It was very disorienting and made the game very unpleasant to play. Probably wasn't an incredible experience for those survivors either.

    Hope they can sort this new wave of bugs out ASAP, it's really frustrating to play around most of them right now.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1606564#Comment_1606564

    A totem counter wouldn’t give any information on where totems are, where they were cleansed or where they remain, it would just give solo survivors an idea of if their teammates are actually doing totems or not. Nobody is asking for base kit Detective’s Hunch, they just want to know how many totems remain on the map.

    I mean, how is this any different from the gen counter? That exists and yet there are also gen revealing perks that aren’t base kit despite SWF having an advantage on that as well. Should that be removed too? Killers bang on about totems being an objective but then when survivors ask for the game to treat them like the only other objective and have a counter within the UI, all of a sudden that would be like making Bond base kit somehow. Your comparison is nonsensical.

    The Gen Counter makes sense as gens are the survivors' main objective towards reaching their team goal (escape). Totems are not a necessary step in achieving this goal. Just an optional step in improving the survivors' chances of success; about equivalent to searching chests. (Do we need a base-game counting system for those too?) The same kind of argument could be made to give the killer a pallet or breakable wall countdown (it's not their objective to destroy those, but each one lost can weaken the survivor team).

    Really, people should be calling this what they intend it to be: the "Am I safe from NOED?" Counter. I get that people hate NOED, but it seems more sensical to counteract this perk with another perk. Survivors already have several tools to prevent (or remove) NOED more effectively. Let's just improve some of those tools a bit so that players are more inclined to actually use them instead of falling back into the "second chances out the wazoo" meta.

    Maybe it's just me, but a base totem counter would also remove the one part of NOED that is actually fun from the survivor's perspective: the "is it active?" moment right after the gens get finished. It's a unique thrill that helps make playing survivor more intense in that brief period before it's existence is confirmed or denied. A totem counter will much more reliably remove that moment, whereas you could otherwise experience this suspense virtually every match as a solo survivor. Putting this counter in a perk or as part of a map (or a map add-on) provides the utility that people want at a reasonable cost. Otherwise this is bound to make most survivors generally feel safer against NOED and other Hex perks, which seems counterintuitive for the "prey" role of DbD.

  • Personally, I think it'd be neat if they added another new mechanic in the same vein as Breakable Walls.

    Gist is that these are door-sized holes shrouded in thick fog (no player can see through to the other side) that ONLY the killers could walk through. They do not need to be smashed or otherwise activated beforehand, they're just in place from the get-go. Killers would not be able to pass through these doors while in contact with a survivor (whether carrying them or Spearing them as Deathslinger).

    I've been calling them Thresholds of the Devout, but I suppose the name doesn't really matter as much as what they could offer in the way of unique cut-off points/map traversal for killers.

    To be clear, these are NOT portals, just doorways that survivors can't use. Ideally creating paths through certain walls on some structures and maps. I could see this adding a little more dynamic gameplay to maps like Midwich and Haddonfield (stick these in key spots along classroom walls or long fences).

  • @Gylfie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1606312#Comment_1606312

    So you'd rather add to the pile of advantages SWF gets over solo queue instead of trying to make it better? Sounds backwards to me.

    By that logic, we should just make the effects of all perks SWF get for free into base-game features.

    Should solo survivors get free locations on where their teammates are, where the killer is, where gens are, where Hexes are, and where gates are at all times? What makes a totem counter different from other SWF "freebies"?

    Solo survivors don't get Bond or OoO or Detective's Hunch for free without a corresponding perk/item, why should a totem counter not cost a perk slot?

  • I mean, do you really think that the killers' weapons or hooks are being sanitized between uses either? I'm sure the CDC would be just as flustered as OSHA in these scenarios.

    Regardless, hope the survivors remembered to get their Tetanus shots...

  • This is still one of those UI elements that I would be okay with as part of a perk, but NOT as a base-game feature.

    SWF get the benefits of plenty of perks for free (such as Bond, Kindred, Detective's Hunch, etc) through the power of communication. Solo survivors must run the corresponding perk to get these abilities on their own. I see no reason why a totem counter would be any different.

  • Adrenaline activates once exit gates are powered, but waits to take effect until it actually can be used; meaning if you are being carried or hooked when Adrenaline pops, it will wait until you've returned to the injured or dying state to kick in.

  • Before I finally got a new controller, the LB button on my previous one had fallen off (I could hold it in place to make it work like 60% of the time, but it wasn't real comfortable). For context, that's the button I have skillchecks and running mapped to.

    I eventually cannabalized it and a couple other semi-functional controllers into one working "Frankontroller", but now the headphone adapter I have on it is loose (meaning one bad rumble and I lose all audio for at least 15 seconds). Though I keep using it for DbD anyway. Don't really want to prematurely wear out the analog sticks on my nicer controller from playing survivor.

  • I've seen Dead Hard used cheekily by players and content creators alike.

    -Get injured as you're unhooking a survivor? Dead Hard away so they take the follow-up hit.

    -Stuck sharing a loop with another survivor? Dead hard past to drop the pallet for yourself.

    -About to finish healing a dying survivor as the killer approaches? Dead Hard as you finish the heal so they take the hit for you.

    -Etc.

    Not saying I condone messing with your teammates like this, but gosh is it funny to watch these shenanigans unfold.

  • I don't have definitive answers to everything (or anything technically, I'm not a dev), but I think I can clarify a few points based on what we seem to know so far.

    -Which side gets tortured the most: survivors. The Entity feeds off their hope (hence why they have Exit Gates and Hatch). You don't see the killers getting stabbed and put on meat hooks.

    -Can survivors request to change sides: It's presumed that a survivor who has become devoid of hope will either become a killer themselves or else be discarded into the Fog. There was a really old fan theory that Benedict Baker (one of the early background characters who made journal entries on many killers and game elements; sort of a precursor to The Observer in the Archives) had disappeared and become a killer.

    -Who is the oldest killer: By development - Trapper (formerly Chuckles) and/or Wraith (Banshee). By theoretical age - Plague (a Babylonian Priestess). Alternatively, the ages of Demogorgon and Pyramid Head are somewhat indeterminate since they aren't human or worldly, though they'd have to be several millenia old to beat Plague.

  • Nope! Not Toxic! You just capitalized on the second survivor making an enormous blunder.

    As far as I'm concerned, the first guy's blood is on the second's hands (well, and on yours, but not in a toxic way). Though I do doubt the first one had much fun having his match cut so short. Surprised that neither of their remaining teammates tried to intervene.

  • I think an animation like that is something we were all hoping for when breakable walls were introduced.

    For the record though, that's not something Myers canonically did. It was one of Jason's (F13) tricks.

  • I always felt like it would be fun if we could have the choice to use old variations of certain killers/perks/maps which were reworked in the Custom Games mode. I have no real desire to play Old Freddy in public matches again nor should 5-Blink Nurse make a dramatic return, but both would be pretty fun to use in private matches with friends.

    Kind of hopeful that we'll get more adjustable game settings in Custom Games anyway. Would allow the community to finally design some of the alternate game modes they've been hankering for.

  • Found this post from its inception in 2019, should help shed some more light on your query:

    @not_Queen said:

    Hey forum members!

    Most of you have seen the new Trusted tags. We introduced them last week and we seen a lot of questions like, why them and not me? Why do this? Why is their tag everywhere?

    So here goes...

    What is A TRUSTED MEMBER?

    Large numbers of members are joining our Community and we can say without a doubt, our Community is successful. Well, now is the time to shine a light on our key members, members that have shown us that they could contribute regularly to the community in a positive manner.

    These are our objectives for the PILOT:

    • Provide a sense of accomplishment for key members of our community
    • Create a place where constructive discussion is promoted and encouraged
    • Help our new members to find a home in this community

    HOW DID WE SELECT OUR PILOT MEMBERS?

    Our pilot members were selected directly from our Forum member of the month initiative. They, themselves, suggested a few more members to join the PILOT. After screening, we will be adding a few more members to the pilot, maybe you are next?

    What are the expectations from the Trusted members?

    For the PILOT, our expectations are simple, our members need to keep doing what they do best!

    • Create discussions and / or participate on a regular basis
    • Provide feedback in a constructive way
    • Provide reliable information to other members
    • Make the forums a welcoming place for all members

    Wait, but I thought they were BHVR representative?

    They are Community representative, they aren't associated with BHVR, they are not moderators. The only deal they have with us is to follow the expectations previously listed. They have shown a particularly high level of involvement over a long period and already are a positive force in the Community. They are encouraged to disagree with BHVR or any member, as long as it's done in a constructive manner.

    What will happen with this program?

    The PILOT is planned to run for 2 months. If we see that it yields positive outcome, we will launch the full program. The full program will include guidelines, rewards and will be opened to a larger group of Trusted members. This is our long time goal.

    Can I be part of this program?

    We are creating this program with the goal of having a large but limited number of participants. Our guidelines will be published when we are done with the PILOT. You might be one of our future Trusted members and you don't know yet!


  • This just sounds like a weird combination of Legion, Oni, and Shadowdance Wraith. Plus katanas are already Spirit/Oni's thing, do we really need another killer wielding one?

    I also agree with Aven that I don't like the idea of survivors actively fighting back against the killer. I'm fine with survivors needing to expend resources and/or make risky plays to potentially buy a small amount of time against the killer (pallets, flashlights, and Head On), but straight-up dueling the killer feels too over-the-top.

    We also already have several killers which fundamentally change chase gameplay:

    -Nurse and Hag cannot be looped at all if their players know what they're doing.

    -Spirit doesn't really loop, but instead forces survivors to blindly guess where she's phasing to (or if she's phasing at all). Also the only killer where walking/crouching in chase is a possible escape strategy.

    -Huntress, Deathslinger, and Pyramid Head can all land hits through windows and across pallets (though 'Slinger can't down survivors through pallets). If you don't fake a vault well, stun these killers with a dropped pallet, or drop the pallet early while they're chasing you, there's a pretty good chance you'll get hit.

  • No Mither, Self-Care, Inner Strength, and Solidarity.

    You have one perk that almost completely negates the effects of your other three perks while also placing a huge handicap on you. Though you could swap Self-Care with Mettle of Man if you're feeling spicy.

  • Not sure how many times they've come up already (if at all yet), but:

    I'd say it's a toss up between We're Gonna Live Forever and No Mither.

    • We're Gonna Live Forever is the only perk in the game which does absolutely NOTHING during a trial. It is the poor man's BBQ & Chili, except not as useful or as easy to build stacks on. I do like running it as a side objective when I'm playing for fun, but it is the first perk to disappear from my build when I'm trying to win and/or complete a Challenge.
    • No Mither is the only perk in the game which offers a decent combination of mediocre abilities with a massive handicap. Getting Iron Will I, Lucky Break, and semi-Unbreakable as a package deal is pretty nifty, but always being within one-shot territory with the killer can be pretty detrimental. Not to mention it is VERY obvious when a survivor has this perk, meaning the killer will usually avoid slugging them (denying the strongest part of their mini-perk trio).

    This is of course why David is still the hardest survivor to Adept by a big margin; he's playing at a health handicap from the very start and pretty much only has Dead Hard to see him through the trial.

  • Back when toolboxes had tons of charges and a more significant impact on match length, I'd often avoid lobbies where 3 or more survivors were planning to bring them. These days though, I never dodge lobbies because of the survivors. Especially not if a whole bunch of them are gonna run flashlights; those matches are usually an exciting time.

    Now it's dependent on whether or not my connection to the server will remain stable at an acceptable latency. If it's looking like I'm going to have high or inconsistent ping in the upcoming match, I'll just back out and try again. Especially since internet speed/connectivity issues aren't usually a problem on my end anymore with my current service provider.

  • Pyramid Head and Oni are my favorite overall, though I also agree that Doc, Legion, Demogorgon, and Clown have pretty nice menu themes. I also like the more understated and haunting theme that Spirit has.

    While I'm not super fascinated with Plague's menu theme, it is weirdly reminiscent of Left 4 Dead's menu music to me, so it gets an honorable mention for nostalgia points.

    Though the only menu theme I don't like is Billy's new one. I personally find it very unpleasant to listen to (and I'm still a little disappointed it doesn't have a "twangier" banjo feel to it). I try to avoid leaving him queued up unless I'm doing something with him (in which case I'll put my headphones down until its game-time).

  • Mr. X (or Nemesis) from Resident Evil. Probably paired with Jill Valentine or Claire Redfield.

    The Keeper ("Boxhead") from The Evil Within. Paired with Joseph Oda and/or Juli Kidman.

    Chris Walker from Outlast. Paired with Miles Upshur (the 1st game's protagonist).

    And a Haunted Suit of Armor (I'd once joked that the Black Knight from Scooby Doo should be in DbD, except now I kind of actually want that to be a thing).


    Otherwise I absolutely second both the Xenomorph and Pinhead.

  • @TheRockstarKnight said:

    Only if it's a supernatural child with supernatural powers.

    Legion already gets mocked and called 'not scary' and they're high school teenagers.

    If we get a small child and they're not along the lines of Alma or Damien, then people will just die laughing at the 7 year old chasing David King with a knife.

    Though they could always just use the adult versions of both Alma and Damien to instantly dodge any issues that might come up with having children involved with violence.

    I think the majority of potential younger-than-general-adult-age killers could probably be aged in a similar way (if they didn't already have adult versions from their origin series).

  • Please tell me this includes Madness. I want Zap-Hatchets to be a thing.

  • It's all down to personal preference. I like to give hatch to decent players who were let down by their team's actions (resulting in everyone being wiped out) or to survivors who amuse me. Or sometimes I'm just not feeling merciful and everyone's seeing the sharp end of a hook regardless. I think mercy-hatch is generally more common and accepted because sacrificing the 4th survivor doesn't reward a great deal more BP or Emblem points to the killer, while also allowing the final survivor to earn a few more points and possibly keep an item or complete a challenge/achievement (I've helped a dozen or so Davids get Adept like this).

    For baby killers, I'll usually just finish the match and leave. I won't stay to taunt them or farm (whether for them or me), I'll just exit the trial and move on to another game. Whether or not they'd accept me as a "pity sacrifice", that's 5,000 free Survival BP I'd be throwing away, which is just too much for me to feel okay with the tradeoff.

    But mercy is entirely at the whim of the winning player. Show as much or as little mercy as you like so long as you aren't a bully about it.

  • Rather than a standalone killer, I think this idea might be more likely as a linked Legendary Skin for The Blight eventually. His movement and animations are already generally fitting for such a creature, they'd just have to make him look like one.

  • You earn 1 Rift Fragment every 800 XP (I think you can earn up to 600 XP for a complete match, which is about 1.34 trials per fragment). Jhondo's average of "3 shards per 4 games" is pretty much the conversion ratio. Though you do get an XP bonus for playing each role once per day, which in my experience is usually about enough for 1 Fragment from each of those matches.

    Basically, if you wanted to aim for increasing your Rift Tier one level once each day (which seems to be what was intended with the whole 70 days for 70 levels thing), then you need to play about 8-9 matches a day while playing both roles at least once. Overall, it would probably require about 2 hours of pure gameplay (not including loading, matchmaking, etc) per day, give or take an hour to tier up once.

    The grind has honestly felt pretty gnarly for all of the Tomes besides Tome III (which had the most challenges and rewards among all the Tomes thus far). Probably because Tome IV is roughly equivalent to Tome I in size and rewards, so it's challenges aren't going to carry us as far along the rift as Tome II/III did. I'm still optimistic that I'll finish this Rift eventually, but we'll see if the motivation remains after I unlock the David and Wraith outfits.

  • Huntress is the most satisfying for me when I do well with her (frame rate doesn't usually like to play nice though).

    But Wraith and Leatherface are my go-to's for more casual play. Simple powers with fun add-ons, and I really like their character models.

    Ghost Face is actually my least favorite killer because of how infrequently his power ever seems to work as intended...

  • I'm curious, who all are you talking about? Just Trapper, Wraith, and Billy? Or even more of the earlier killers besides them?

    I agree that updates to the OG threes' really bland and basic mori animations would be awesome, but I feel that all of the other mori animations are generally fine as they are (though I also wouldn't mind if Huntress's mori was improved a bit too).

    Though I'm probably in the minority on this opinion, I also want to have an option to toggle the mori view between 1st and 3rd person cameras (as I actually prefer remaining in the killer's perspective during mori's). Players who want to keep the cinematic 3rd-person-view camera when mori-ing survivors could do so (and have it for the older 1st-person moris of Nurse, Doc, and Huntress), while players like me could have the more visceral 1st-person-view for all of them instead.

  • Surprised it hasn't been said yet, but good survivors make escape plans.

    If you're near a gen, you should look around and find at least one loop that you could dash for if the killer pops up nearby and starts looking at you funny. Ideally, you really want to try and have 2-3 options in different directions if possible (so you can better react if the killer is between you and your loop), though if you're doing your due diligence and working on unsafe gens first, that many routes may not be possible.

    If it's later in the match and you can't be sure if a nearby loop's pallet is still available: check. It only takes a few seconds to run over and look, which costs far less time than if you get downed by the killer because your escape plan involved a second-hand loop.

  • My favorite part was when they complained about "perks that are busted" as their entire team runs second-chance builds. I would've hated having to play against that group.

  • I still say the easiest solution is to simply de-equip items when a survivor is not selected and not allow items to be equipped past the 15-second mark of the full-lobby countdown (but they could still be de-equipped).

    Ie: if I put a toolbox on Dwight, swap to Meg, and then swap back, Dwight would no longer be holding an item. The main goal of the 6-second swap is to sneak in items that you think might have made the killer lobby-dodge (or run specific counters to). If survivors can't "hot-swap" their items like this, then they lose their big strategic reason for doing so.

  • Does anyone actually "regularly" use Iridescent add-ons? They're so expensive and in such short supply that I tend to save them for special occasions and not for the average match.

    But yeah, Deathslinger's iri's are pretty mediocre. I tried to make his Coin work for a while, but its effect tended to not activate (even when I was certain I caught a survivor far enough away) so I ultimately ditched it out of frustration.

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