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APoipleTurtle

APoipleTurtle

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  • This was something I found to be inconsistently possible depending on which killer you're playing.

    Killers who are relatively small/thin and may also have movement speed boosts can usually walk to the side-bales pretty easily (possibly without even needing to lunge). Examples: Wraith, Legion, and Pig.

    Killers who are somewhat larger (or walk slower than 115% speed) can usually "jump" to the side-bales by lunging. Examples: Trapper, Huntress, Myers, etc.

    The "Absolute Unit" killers may not be able to reliably land on the side-bales at all. I'm sure someone will have been able to pull this trick off with them, but I haven't been able to get this tech to work consistently with Oni, Pyramid Head, or Clown (and it has NEVER worked with Clown, I can't seem to heave his bulk over there).

  • Just throwing this out there as food for thought, but a Prison-styled map would work great if they ever did a licensed chapter involving the Outlast series (which would also fit thematically for DbD).

    Map could be set in Mount Massive (a mixture of Mental Asylum, Prison, and Research Lab).

    Survivor would be Miles Upshur (Outlast 1 protagonist) with alternate skins to become Waylon Park (from Outlast: Whistleblower) and Blake Langermann (from Outlast 2).

    And I'd pick Chris Walker as the killer (the flesh-colored Hulk from Outlast 1), but Richard Trager, Eddie Gluskin ("The Groom") and Marta (Outlast 2) would probably also be decent candidates.

  • @Pior_Morte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1586935#Comment_1586935

    It's not, it doesn't "damage" the survivor directly so it's not considered (like throwing a bottle with Clown or putting a trap with Pig)


    Vile Purge does damage survivors though, albeit very VERY slowly (they become injured and Broken if they get too sick). Because it has the potential to do damage (changing survivor health states), it's considered a full-on special attack instead of just a special ability (as with Stalking, Gas Bottles, or Portals).

    Before the comparison to Pig's RBTs rolls back around, those are not a special attack; they are actually more like slow moris that the survivors can escape from (thus encouraging them to do that instead of gens). As far as I'm aware, moris aren't treated as attacks, so they don't cost PWYF stacks (just like with Myer's Tombstone moris).

  • I appreciate guys like Otz, Scott, Monto, and Ussylis for the detailed logic and creativity they bring to the table in their vids. They provide great outlets for understanding how to be a better player in DbD.

    I go to guys like Zubat and Ayrun/JRM to see CC's who like to flex their skill against their opponents (and then to be grateful that I'm not the one who has to play against them).

    And I enjoy Noob3 and Demi for just being hilarious to watch, despite neither of them having particularly consistent (or frequent) upload schedules.

  • Ghost Face.

    If they ever get his mechanics to work in a consistent manner, then he could probably be a more exciting killer to play as and against. As it currently is though, it feels like the game randomly decides whether he can be broken out of Shroud at any range (and through objects), or that he can't be De-Shrouded at all. Ghost Face comes off feeling either situationally overpowered or pathetic almost completely at random.

    I enjoyed Scream and like Ghost Face's various designs, but he is by far my least favorite killer in DbD.

  • @DetailedDetriment said:

    This and the categories need to lose their cap. It's not fair in the slightest to get chased all game (carry your team) and only get around 8K points.

    I'm not so sure removing the category cap is a good idea. That one exists to prevent people from farming for eons in one match. Being stuck in a farming trial is already incredibly boring, I'd rather nothing was done to further incentivize it.

    I think it would be better to add in more ways for each role to earn post-match BP. and BP multipliers. Such as making the BP-bonuses of BBQ & Chili and WGLF base-game as a start. I also think the old version of "Merciless Killer" (4 sacrifices in one trial) should be made a bonus as well.

  • I can confirm that the "Silent Survivor" bug absolutely does happen on console too (I have crossplay disabled right now on Xbox). Doesn't even require Iron Will to be part of a survivor's loadout for it to occur.

    It is not PC-exclusive and is most likely nothing more than a pesky lil' bug.

  • Wraith! One of my favorites by a long stretch, even if he is highly-reliant on add-ons to put much needed tools into his kit.

    I also like Huntress a lot, though I play on console and optimization problems make her extremely hit-or-miss to use (pun not intended). I can only watch so many hatchets collide with invisible walls or travel through survivor models before I have to abandon her for a few days to rebuild my tolerance for nonsense.

  • Interesting how Tome IV is only worth about as much as Tome I in Rift progress. Though it has also been a very easy set of challenges thus far (like Tome I was).

    Tome III, worth the most Rift progress, had all the controversial challenges like Dwight the Brave, Seizing Discord (two grabs in one trial), and all the "Hit X amount of survivors with a single use of Feral Frenzy" nonsense. IMO, it was the hardest challenge set we've faced by a large margin compared to other Tomes.

    Tome IV also has far fewer Collection entries than Tome III did (34 vs 43, respectively). Fewer Master Challenges definitely helps to make it an easier Tome once again, but also means fewer Rift Shards and lower bonus BP. Tome II also had 43 entries, whereas Tome I only had 33.

    Basically, Tomes I and IV are just inherently smaller than Tomes II and III due to fewer lore entries and, by extension, less Master Challenges.


    Though I'd be fine with these smaller Tomes if we could just nerf the Rift itself. I would much rather ditch all the re-skinned charms and shorten the Rift to only be 50 levels instead of 70 (and get a nice parallel to the Bloodweb system). The Free Rift would then have fewer "dead levels" between rewards, and the Premium Rift would lead to desirable cosmetics much faster (and likely be more enticing for it). It would be a tale of Quality over Quantity.

  • Doctor:

    • Huntress Lullaby is hilarious when it works. It affects Snap Out of It skillchecks among other things, which can become a chaotic on-screen mess when in tandem with the extra visual noise generated by Madness. It's not a perk that I'd consider reliable or particularly good, but when Doc makes it work (especially on Console) the results are hilarious.
    • Iron Maiden is also a pretty awful perk, but it does punish one of the main base-game counters to Doc (hiding in lockers). Might be worth trying if it's available and your friend has a slot free.
    • Your standard tracking perks are all fine on Doc (BBQ, Discordance, Thrilling Tremors, etc). I personally skip on Whispers with Doc specifically, as I feel his Static Blast can fulfill the same utility and make that perk redundant.
    • Stall perks are great for Doc (Pop, Ruin, Corrupt Intervention, sometimes even Surge).
    • Loop Assist perks can be helpful (Enduring, Brutal Strength, Spirit Fury, etc), though Doc has stronger anti-loop in his toolkit than he used to.
    • While I don't think it's really a "meta" option for him, Dark Devotion can be used to screw with survivors in interesting ways (Static Blast affects the terror radius passed to the Obsession). I've been using this a lot more recently, and it's been fun. Can be combined with Nemesis to activate it more often.

    ---Doc probably wants to avoid all perks which would lower his terror radius (Furtive Chase, Beast of Prey, Monitor & Abuse); these effectively weaken his Static Blast.

    *Add-ons:

    • His chess pieces are easily his best. Iri King is chaotic, while Iri Queen is incredibly strong
    • Things that reduce Static Blast recharge time are fantastic
    • Electrodes are very helpful (I usually just bring the Moldy one, but there are others who'll swear by the rarer ones)

    Though most of his add-ons are useful for something or other, his set overall is pretty good.

    A basic Doc build that I usually use is Pop + Discordance + BBQ (for BP) + Huntress Lullaby


    For Pyramid Head:

    • I really enjoy using the tried and true Ruin + Surveillance combo. I try to have both in any build I run on him when possible.
    • I have also found StBfL to be pretty fun on Pyramid Head thanks to his ability to preserve stacks with Punishment (though I sometimes get a little too greedy with trying to save my stacks even when the ranged attack isn't practical).
    • I'm All Ears synergizes really well with how his Punishment attack hits through walls.
    • Spirit Fury (plus Enduring) combos nicely with his nasty "uncounterable" mindgame when using Rites of Judgement while chasing a survivor towards a pallet.
    • Otherwise most perks that the majority of killers benefit from are useful on him too (Whispers, Discordance, Corrupt Intervention, Infectious Fright, etc).

    ---Because I like to use Cages/Mini-Mori when they are available, I tend to get less use from hook-activated perks (like BBQ, Pop, and friends) and so I avoid using them on PH. It's not that he can't use these perks, but you may have to pass over some of his Torment-related abilities to make use of them. Just something to consider.

    *Add-ons: Pyramid Head's add-ons are mostly pretty mediocre. I think he gets the best use out of add-ons that let him:

    • Increase the reach of his Punishment attack
    • Increase the duration that Rites trails persist in the map
    • Increase the recharge rate/total amount of Rites of Judgement (mostly to use Punishment more often in succession, in case of misses).

    On PH, I usually run Ruin + Surveillance + StBfL + Discordance


    When in doubt, most killers benefit from having at least one Tracking perk and one Stall perk in their loadout. The other two slots can be specialized a little more based on the killer or personal preference.

    Hope this helps!

  • Would it be fair to assume that this tier list is based on playing as/against these killers on relatively balanced/non-biased maps (such as Coal Tower)?

    Because even the strongest killers in the game have some maps where their powers are either useless, or so glitchy as to be useless (think Nurse on Yamaoka/Midwich, Hillbilly on Lery's, or Wraith on Blood Lodge).

    Or the opposite; some killers can be extra-oppressive on maps that allow them to use their powers more freely (Oni on Rotten Fields, Doctor on The Game, or Huntress on Temple of Purgation).

  • I'm not usually too concerned with 360's. It's fun to dodge killer attacks with them and it's fun to smack survivors who think they've got their big spins down pat. Problems only arise from the low framerate that I get to deal with on console.

    What DOES bother me is those survivors who've figured out how to move in a Zig-Zag pattern. This has frequently confused the heck out of Aim Dressing on lunges that looked like they should have connected, leaving my killer wiggling aggressively back and forth instead of landing the hit.

    Like, it's not my fault that my ancient alligator instincts are kicking in and making it difficult to hunt zig-zagging prey.

  • Gotta love how regardless of which perks each person believes truly make up the "strongest" general survivor build, DS and Unbreakable are always going to be a part of it.

    Heck, out of the 8 people who have listed loadout suggestions thus far (including OP), 6 have included that dynamic duo.

    Realistically, it's just those two perks plus other stuff. You can take both of them and splash in whatever else you like from the meta pool (like Iron Will, Adrenaline, Dead Hard, etc) for a solid build that will see you through most situations. Provided you can back it up with some decent survivor skills, anyway. You could even stray somewhat outside of that and still have useful tools to work with (like Head On, Detective's Hunch, or Plunderer's Instinct).

  • Lockers do apply a pretty big muffling effect on survivors hiding within them. It's not completely silent, but you usually have to listen pretty closely to figure out that someone's there. Though at that point, I'm usually more concerned with which locker has the big pool of blood at its base (left by an injured survivor when they entered it).

    My only big dislike with using lockers for stealth while in chase or near the killer is that survivors enter and exit the locker quite slowly when they don't rush the action. Wouldn't mind if they buffed something like Inner Strength with a passive effect to speed up the quiet enter/exit locker animations by around 20-25%.

  • I'm inclined to say that Monitor & Abuse is a must-bring perk for Deathslinger, given how it allows him to sneak within spearing range of survivors while also giving him FOV benefits and a larger terror radius in chase. It's annoying to play against a 'Slinger with M&A because it's such a solid perk for him.

    Corrupt Intervention and/or Pop Goes the Weasel are great stall perks for him. With his poor ability to pressure the map, he doesn't really get much out of Ruin (and without Ruin, I don't think he gets much from Surveillance either).

    I hate to say it because I dislike the perk, but NOED is quite powerful on Deathslinger thanks to his general ease of securing single-hits in chase (and through windows). Anytime I play against him, I pretty much always assume that this perk is going to come into play towards the end.

    Consider running Sloppy Butcher. Slowing down survivor healing (or discouraging them from doing it) makes him a much larger threat throughout the match. Every Deathslinger attack is a basic attack, so you'll always get the benefits of this perk.

    While he can only kind of preserve his stacks, Save the Best for Last can create a nasty two-hit combo on Deathslinger, and is pretty fun to use in general. After you get this perk loaded up, you can often smack a survivor and then spear them shortly after before they have time to gain much distance.

    Otherwise, a few tracking perks can be helpful for him, as he has no tracking built into his power. Whispers, Discordance, Thrilling Tremors, and BBQ are pretty good choices (though really, these are useful on just about any killer).

    If you really want a basic, but pleasant, build for Deathslinger, I'd recommend picking from a few of the above perks. Especially M&A, Corrupt/PGtW, and Sloppy.

  • With the general darkening of maps that's been happening, I'm holding out hope that we might see killers receive some sort of "Night Vision Lite" where their standard POV brightness is made slightly higher than the survivors' is. It would make it a little easier to see/track in general (especially on dark and foliage-heavy maps like Yamaoka and Swamp) and lessen the effectiveness of Blendette's cloaking device somewhat.

    Plus if survivors aren't able to see the killer quite as easily in the dark, it would certainly present far more jumpscare opportunities (and generally act as a small buff for the stealth killers).

  • Lullaby hasn't traditionally caused me too much grief under its own power. I may forget it was in play and be surprised by one abrupt skillcheck, but I can usually play around it with no issue past that point.

    However, Huntress Lullaby has been giving me significant grief recently due to its surprise synergy with the actual mediocre performance of DbD Console. Who'd a thunk that faster skillchecks and lower framerates would combine so chaotically?

    It's pretty good on Console Doc because of how it affects his "Snap Out of It" skillchecks; between all the visual noise already present from Madness and the heightened speed from Lullaby, these skillchecks can become very difficult to hit in succession. Under our lower fps (usually further decreased by Doc's very presence), these skillchecks will really put survivors through the wringer.

    That said, Undying is probably not going to give you much more utility out of Huntress Lullaby beyond possibly saving it from being cleansed in the first 30 seconds of a trial. The loss of stacks you'll incur when it "resets" somewhere else will limit what Lullaby can do. Though you'll always have that bonus failed-skillcheck penalty in your back pocket (meaning you could use some funny builds built around making skillchecks extra spicy as a "psuedo-stall" build).

  • I like Whispers and will usually bring it if I don't need a 4th perk slot for whatever build/killer I'm currently using (provided I actually have Whispers III on that killer, Whispers I & II aren't very helpful).

    I do agree with Khar though, it is a perk I've been forcing myself to use less in favor of other perks that are arguably more valuable in the middle of a trial (the value of Whispers is primarily in how you can use it at the very beginning and very end of a trial). Though realistically, I just alternate it with Discordance, my other favorite tracking perk. I mainly prefer to load up on tracking perks to help with those matches where audio/visual elements get derpy, which happens more than I'd like it to on console.

    I used to have a similar addiction to Spine Chill on the survivor side of things.

  • Basically, it's bannable in certain circumstances where the action (Face Camping) could be construed as some larger form of targeted griefing against a specific player. If they face camp everyone equally, then that player is still a jerk but that's about the end of it. In a vacuum where all they did was face-camp you enough to get a ban for such an action (without using mean or naughty language), they'd probably still have to repeat it to that extreme level at least a couple more times before they got any serious bans due to it.

    If you really want to follow this rabbit hole to its craziest conclusion though:

    • Face Camping can be considered a form of Griefing
    • Griefing is a form of Online Harassment
    • Online Harassment is a form of Cyberbullying
    • Several US states have laws against Cyberbullying. Some other countries might also have such laws, but my research didn't go that deep.

    Therefore, by the Transitive Property, Face Camping is Illegal (in some US States, at least). You can hit the next killer who face-camps you with this knowledge and "Book 'em Danno".

    Though this is ultimately just a really ridiculous theoretical outcome to what would probably be a very VERY minor offense at most. I sincerely doubt anyone is going to actually try to fine or incarcerate someone for Face Camping in DbD. And BHVR probably doesn't issue a ton of bans for it.

  • Personally, I think you have three main archetypes within most horror genres:

    • Slasher

    May have supernatural elements, but still seem mostly human in what they can and can't do (ie, they can't fly or run at supersonic speeds). Usually extremely relentless and virtually un-killable. Their big thing is suspense through atmospheric buildup. We (the audience) often know they are lurking around before or as our protagonists realize it. The tension comes from the uncertainty of if/when/where/who the killer is going to strike. These stories also have large casts of protagonists, since you need lots of supporting characters to kill off to give your slasher street cred.

    Examples: Micheal Myers (Halloween) / Jason and Mama Voorhees (F13) / Leatherface (Texas Chainsaw Massacre)

    • Monster (including Lovecraftian/Eldritch Horror creatures).

    Strange beings with confusing and/or dark origins. Usually ridiculously overpowered until the protagonists figure out how to escape from them (or sometimes defeat them). Often come in really disturbing shapes and sizes and have unsettling movements. May have humanoid characteristics.

    Examples: Pyramid Head (Silent Hill) / The Pale Man (Pan's Labyrinth) / The Gatherers (Amnesia)

    • Mastermind

    Highly intelligent, probably with a sadistic side or possibly suffering from sociopathy/psychopathy. May prefer to work behind the scenes, actively threaten protagonists to "toy" with them, or even pretend to be one of the good guys for a while. May or may not be very physically dangerous in addition to their intellect.

    Examples: Albert Wesker (Resident Evil) / Hannibal Lecter (Silence of the Lambs) / Jigsaw (Saw)


    Some characters bridge the gaps between these archetypes too.

    For example, both Freddy Krueger and Ghost Face toe the line between Slasher and Mastermind. They like to mess with their victims and show pretty high intelligence compared to the more impulsive/instinctive tendencies of normal slasher villains, but are also very persistent once they've determined who they're hunting.

    Meanwhile Pennywise from It is a mixture of all three archetypes. He is effectively unstoppable when racking up his kill-count and tends to appear suddenly without warning. He taunts/misleads his prey to manipulate them and their emotions. Plus he's actually some sort of godly spider-clown-shapeshifter monster who feeds on fear and children every 27 years.


    More than anything though, your villain needs a distinct appearance that makes them easily identifiable.

    Myers has his overalls, mask, and knife.

    Freddy has his fedora, sweater, and glove.

    Ghost Face has his costume and camera.

    Leatherface has his faces and chainsaw.

    Chucky is a doll with scars and a knife.

    Pyramid Head has... well, you know, a really big... knife. I hear it's great.

    You can also subvert this trope by using a relevant stand-in. For example, Jigsaw is really just a plain and sick old man. His puppet Billy is really the iconic face associated with the "Jigsaw Killer". Meanwhile he has "games" and henchman to do most of his dirtier work.

    If it helps, I also dug up this article from 2016 which discusses some of the things that make horror villains more fun:

    https://bloody-disgusting.com/movie/3413245/makes-horror-villain-interesting/

  • The Shroud Offerings in general are all bad for the roles they are available to.

    • Shroud of Separation hurts killer by spreading out survivors (giving them peak efficiency more easily).
    • Shroud of Binding and Shroud of Unity hurt the survivors by diminishing their initial efficiency, forcing them to spend time spreading out (or to work together and risk being interrupted en masse).
    • Vigo's Shroud has a high chance to backfire because of how default spawn mechanics work. The killer is usually aware that survivors will spawn in the corner of the map opposite where they spawned and will just beeline there immediately (putting the user of this Shroud in a more obvious starting location). If killer spawned in the middle of the map instead, then it was basically wasted by being unnecessary anyway.

    A rework for them would be great, but honestly I would be fine with them just being decommissioned. I haven't encountered anyone running a Shroud Offering in almost 2 years, so I'd rather just have them be replaced by different, more useful nodes in my bloodwebs.

  • @OllieHellhunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557969#Comment_1557969

    When you say map altering do you mean stuff like Petri/Putrid oaks, and the new blueprints coming next patch?

    • The Oak Offerings (Hook distances)
    • The Coin Offerings (Amount of Chests spawned)
    • The Fog/Mist Offerings (Level of Fog/general hazyness)
    • And the Blueprint Offerings too (Basement Location)

    Any offering that specifically affects how objects within the map will be presented is what I'm talking about (I guess they're officially called "Map Modifications").

  • I'd really like for them to go back and add BP bonuses for all map-altering offerings, so I'm all for this. IMO, every offering should award a BP bonus (maybe except for mori's and map offerings, since those can be pretty powerful).

    Also, since everyone is affected to some degree by map-altering add-ons, they should give their lower BP bonuses to everyone in the Trial (like a baby party streamer). Would probably help the newer folk with their grinds too if everyone could potentially contribute to boosting the match's BP output.

  • You'd think the gaping wounds survivors are receiving each match combined with the blood getting splattered everywhere would be a bigger cause for concern. Plus look at how derelict those gens/gates/lockers/vaults are.

    We all know what the real killer of DbD would be: Tetanus.

  • This seems like a fine idea for Technician and Solidarity.

    I think it could work with Distortion too if the concept was altered to not be a passive buff to those nearby, but an active one. Basically, if you were directly interacting with another survivor (healing, unhooking, waking up, un-trapping, etc) when Distortion activated, THEN that survivor would share in your bounty of having no aura or scratches for a bit. And maybe give Distortion a way to recharge its stacks during a match.

  • Hmm, 4th perk may as well be Open Handed. Then you can really boost your arcane knowledge of generator locations.


    But maybe that's too much power for any one survivor to handle. Killer's are (were) people too and don't deserve to be hit with such a ruthless build.

  • So I'll preface by stating I'm not exclusively a Deathslinger main (I just enjoy playing him). However, the perks I see the most on him are:

    • Monitor & Abuse. Drops 'Slinger's terror radius to 16m out of chase, meaning you can spear most survivors before they know you're approaching them.
    • Save the Best for Last. Get a bunch of stacks and 'Slinger gets a nasty two-hit combo (similar to what Spirit can do). Attack a survivor and immediately attempt to spear them after your sped up weapon wipe.
    • Sloppy Butcher. If survivors stay injured, it remains easier for Deathslinger to just keep re-downing everyone. Every hit 'Slinger inflicts is considered a basic attack, so this perk will always apply. Add the slowed heal times on top of the mending required from his Deep Wounds and you can buy yourself either some extra time or some shorter chases.
    • Franklin's Demise (sometimes). If every attack counts as a basic attack, you can swat away survivor items as you like.
    • NOED. I feel that it's scummy when Deathslingers using this perk, but there's no denying that it is pretty good on him. His power (and his ability to fake it for easy zoning) make him very good at getting quick hits. Considering he can also pretty reliably spear and hit survivors through most windows, NOED makes Deathslinger a frightening late-game presence.
    • Brutal Strength (or sometimes Fire Up). The generally accepted counter to Deathslinger is to drop pallets early. Perks that help him remove those pallets quickly act as a little QoL improvement for him. However, perks that involve pallet stuns (Enduring, Spirit Fury, etc) are not usually helpful to him.
    • Pop Goes the Weasel. Deathslinger has trouble maintaining map pressure, so Ruin doesn't tend to synergize with him. But he does secure downs pretty well, so PGtW is a good choice to slow down those gens.
    • Corrupt Intervention. The other big stall perk that's worth using when Ruin isn't a good choice.

    You can also bring things like BBQ, Whispers, and Discordance, though they aren't anything special to Deathslinger. Just generally solid perks for pretty much anyone.

  • @sadkiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1554071#Comment_1554071

    nope all new map all balanced for killer dont cry if you cant have 20 pallets safe on midwich

    Midwich is balanced in that it is bad for everyone involved. Well, except for survivors who run OoO, they kind of break the map.

    It takes eons for killer to actually start chases due to survivors just running in straight lines (delaying when a chase can begin and Bloodlust starts charging). Trap killers fare pretty well with all of the chokepoints in the school, but it's going to be a long match for anyone else.

    All of the pallets that survivors have available are either so safe that killer will always kick them immediately (the rare hallway pallets) or so unsafe as to be pretty much useless (classroom pallets). Survivors also only get a few decent vaults across the entire map, which are rendered very unsafe if their nearby breakable walls are destroyed.

    Basically, there are almost no mindgames to play on Midwich. It all boils down to which team can hold down a button more effectively (either repairing gens or running forward). Midwich is quite visually engaging, but very boring from a gameplay perspective.

  • I always think it's funny how people want Springtrap instead of like, any of the other options.

    The series is named after Freddy, Bonnie was the first animatronic Scott designed, and Foxy is generally the most popular and prolific (well, tied with Freddy anyway). Oh, and the Puppet. Can't forget the Puppet.

    And honestly, the Chicken from the first game was always the one that disturbed me the most.

  • Feng is probably the best choice if you care about perk access. She has Lithe and Alert, which can both be fun and useful. Technician is also an okay perk. She does have a lot of cosmetics, though it's mostly because she is one of the earlier survivors added to the game (Meg has the most cosmetics in DbD).

    ---A con unique to Feng Min: she has a very high-pitched injury whine. She is very easy to track when she is injured.

    Kate has Windows of Opportunity and Dance With Me (which is at its best when combined with Lithe). Boil Over is underwhelming, but also a perk needed for some of Tome III's challenges if you care about those.

    Adam has Deliverance. Autodidact and Diversion are also fun, even if both are actually pretty terrible.

    ---A con unique to Adam: He has the fewest cosmetics of any original survivor in DbD. The newest original (pre-Richter) survivor, Zarina, already has a larger wardrobe than Adam.

    Jane has Head On, which is probably the only perk worth unlocking her for. Poised and Solidarity are too situational and not usually very helpful perks.

  • If you're going to compare BBQ and WGLF, then of course BBQ will look OP. We're Gonna Live Forever doesn't actually do anything, it just provides a BP bonus post-trial. Nearly any perk can look strong when compared to a perk that does nothing.

    BBQ & Chili also isn't unbalanced, especially after the various changes it has received since its introduction. Most killers just run it because it is a decent tracking perk AND potentially doubles their BP from just doing their objective.

    There are a lot of options available for countering it, including:

    • Hiding in a locker (blocks aura reading)
    • Crouching behind a generator (makes it harder to see the survivor's aura if angled well)
    • Mindgames (run one way for 4 seconds, then go somewhere else. Alternatively, pretend to repair a gen for a few seconds, then book it if you suspect BBQ)
    • Being nearby when the caught survivor gets hooked (only reveals survivors further than 40m from the hook)
    • Be on a small map (higher chance to get the above option with no extra effort required)
    • Use Perks (Distortion, Sole Survivor, Off the Record). Even if they kind of suck, they do counter BBQ.


    If you are really having trouble with BBQ, then please grant the perk a little more respect when you think it's in play and choose one of the many options available to you for avoiding it.

  • That would be The Observer.

    It's entirely possible that he could be Benedict Baker, Vigo, or someone else entirely. That is all we currently know about him.

  • I could see Undying mostly usurping the role of both Retribution and Thrill of the Hunt. Plus it would certainly add an extra layer of safety to builds that rely very heavily on keeping one or more Hex totems up (like Devour Hope, or a Shaman Bubba). However, most Hex Perks aren't meta because they are so risky to use; it's hard to count on a perk that may randomly be deactivated within the first 30 seconds of a trial. After Undying's "new perk" phase wears off, I don't think we'll be seeing a crazy amount of it (probably will be the same as what happened with Soul Guard last chapter).

    Admittedly, Undying actually makes me a little sad though. It's nice that additional Hex protection is being added into the game, but it ultimately feels more like a perk built as an attempt to bandage the general unreliability of the Hex Perks. Personally, I was hoping that they might consider reworking Hexes to be a little less all-or-nothing in their use (with a major ability only active while the lit totem stands and a minor ability that can't be removed), which seems far less likely to happen after the introduction of Undying.

    As far as a totem counter, I'd be okay with them adding one to Small Game (it would be an excellent buff to that perk) but I DON'T want a base-game version of one. Sure, coordinated SWF teams get this feature for free. But they also get pretty much all of the other info perks (Kindred, Bond, Empathy, etc) for free as well, so I don't see why a totem counter would deserve special treatment beyond being a perk.

  • Thematically, it would work fine. Silence of the Lambs is a pretty well-established book/film and Dr. Lecter (especially as portrayed by Anthony Hopkins) is a pretty iconic villain.

    Functionally though? Not really. Clarice Starling would probably work just fine as a survivor character (or maybe even the Warden), but I think trying to portray Hannibal Lecter as a DbD killer would be a pretty extreme stretch. He's primarily a schemer, not so much a slasher (roughly the same could be said for Buffalo Bill). Seeing him chase around and attack survivors would feel very out of character for him.

    SAW was able to overcome a similar problem (as John the OG Jigsaw Killer would have also been a poor DbD fit) by using Jigsaw's violent right hand (Amanda) instead of the man himself. I mostly only think of Silence of the Lambs and not its sequels, but I don't remember Lecter or Bill having any accomplice that would be able to fill this kind of role.

    I think DbD could bring in a SotL survivor without much trouble, but our main man Hannibal would actually be a better fit as a Mastermind over in RE: Resistance.

  • Surveillance wasn't intended to remain active on generators that had already regressed to 0%. This functionality was probably a bug stemming from perks which made gens continue to spark even after they had regressed fully (PGtW, Overcharge, and sometimes Ruin).

    It's just a nerf to make the perk work as intended. If I remember correctly, Prove Thyself may have an upcoming buff for the same reason (it currently does less than it is supposed to).

  • He was probably just trying to stay in character. Myers Face-Camped in his original film debut, after all.

    Myers Camping.jpg


  • @Ryuzaki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1545557#Comment_1545557

    Hi @Peanits do you have any update on PlayStation 4 and Xbox One cross-progression please? Thank you.

    They are working on Cross-Progression for PC, Stadia, and Switch to ideally come out in September of this year. Other consoles and DbD mobile are not currently a possibility (at least based on what was stated in the linked article).

    https://deadbydaylight.com/en/news/breaking-barriers-with-cross-play-and-cross-progression

    I would be interested to hear why cross-progression specifically involving Xbox and PlayStation isn't currently feasible, though I'd imagine it involves some kind of resistance from Sony and/or Microsoft or has to do with how information is tracked and stored for those consoles.

  • I mostly just prestige killers as I run low on add-ons/offerings with them. I did rush some of my favorites to P3 (Wraith, Huntress, Oni, Leatherface) so that I could more effectively set up specific builds that I wanted to use on them, but otherwise I usually just wait until it's time to "reload" a killer's consumables.

    Otherwise just prestige the killer that you want to prestige. If you're planning to take one killer up to P3 at a time, then I might recommend picking one of your killers that doesn't have great perks available by level 50 (resulting in crummy loadouts). You can essentially re-roll what's available to them during P3, plus it is no longer a potential waste of BP to complete more than 50 Bloodwebs by that point.

  • I don't really feel Spirit needs a huge nerf to her actual powers, but I would like to see her lose the ability to fake-Phasewalk.

    I believe they could accomplish this by just removing her Husk when she phases (it would begin to "deconstruct" as she charges her Phasewalk). Her terror radius would still be planted where she stood when she began phasing, but observant survivors would have a VERY clear visual indicator that Spirit was using her power. Plus, Spirit could still mindgame an adjustment like this by charging her Phasewalk behind a wall/prop.

    I think Spirit's general lack of a "tell" when she is (or isn't) using her power is one of the main complaints I've seen levied against her. Fix that and she would probably generate killer-survivor interactions that feel more fun and less like endless blind guessing.

  • I'm just excited to potentially be able to play DbD (from Xbox) with some of my friends who play it on PC. Public matches can be nice, but I'm still a staunch believer that a Custom Game with 4 other friends is the best possible way to enjoy DbD.

    Also very excited to see what they can do with Cross-Progression come September, even if it most likely won't be available for my system. If their method with the "Behaviour Account" works out, it could also provide a way to track which players earned limited-time-availability cosmetics after they link their account (meaning these unique cosmetics could actually be returned should they ever be lost due to a bug).

  • Poor game performance is a pretty big contributor. This is primarily the huge dips in framerate that the console versions are used to, but can also include periodic problems that crash out the game (I think this was a major issue on PS4 a couple months ago?)

    And we get these problems in addition to all of the irritations that PC already has. The audio/visual/action bugs, survivors that only run loadouts crammed with second-chance perks, and the players that choose to be very unpleasant people in game and in chat.

    Sometimes the console versions do run pretty well; I know I wasn't having any major issues (Xbox) prior to the update that brought the Hillbilly rework. But the drastic drop in performance that immediately followed that update has made it far less enjoyable to play killer again, both due to the difficulty in trying to track survivors and the headaches brought on by the hiccuping frame rate.

  • More than any other, I recycle the "Perform 180 seconds of Cooperative Action" Ritual. It is the only one which I cannot reliably complete in one trial, and I don't like being so entirely reliant on other players to be able to finish this ritual.

    I also find it to be the most time-consuming ritual to finish in all of DbD. Considering gens are the main cooperative action (group healing is too, but that only counts for a few seconds at best) and two survivors can finish one full generator in about 47 seconds, that would require almost 4 full gens to be finished cooperatively to finish this ritual. 4.5 gens if someone is running Prove Thyself. That is a LOT of Gen-Repair Simulator for only one ritual.


    Even though it doesn't pay well, I don't recycle the Wraith Ritual. It's easy to do and gives me more excuses to play Wraith (as if I needed them).

    I never recycle mori rituals due to their high BP rewards (around like 50-60k each, I think). My mori offerings are saved almost exclusively for finishing theses rituals easily.

  • Actually, I do play killer differently when no Obsession is in play. Though not in the scummy way which that sentence may have implied.

    In my experience: when playing against a group with 3-4 skilled survivors (whether SWF or Solos), it is almost a guarantee that at least one of them will have brought DS. It is a powerful perk, and likely one of the most popular options at higher levels of play.

    If there is no Obsession, then there is a high likelihood that I have been matched against a bunch of inexperienced low rank players who simply don't have DS and may not even understand basic gameplay all that well yet. If I played as aggressively against them as I normally would against a tougher purple/red rank team, then the match would probably be over within a couple minutes without anyone getting many points or having much fun. If I believe the survivors I'm playing against are all low-skill players like this, then I'll actually back off and play less efficiently to draw out the match longer and give them more time to play. If I'm likely going to win against this kind of team anyway, I may as well let them have a more exciting match at least.

  • 1): In Feral Frenzy, Legion loses access to their lunge (charged attack). This is because it's a special attack, and those do not have lunges. It's annoying to get kicked out of Frenzy due to a miss (especially when Aim Dressing appeared to contribute), but otherwise survivors wouldn't really be able to try and juke the ability (before their rework, Legion could just spam Frenzy attacks with no cooldown between swings).

    2): You do want to respect pallets unless you're playing against a survivor who uses that as bait (ie, they pause and continue looping instead of dropping the pallet). If they drop it early, you can vault it and hit them. If you have to take the stun to force the pallet down, well that's one less pallet. I haven't tried it in a while, but Legion also might be able to use Enduring to purposely take pallet stuns and exit Frenzy significantly faster (I'm not sure if this still works or if the Devs adjusted it for Legion). Taking the stun can be helpful if Frenzy is about to run out (pallet stuns are shorter than Frenzy Fatigue), but otherwise you are potentially throwing away your entire power meter.

    3): Legion cannot see scratch marks while in Feral Frenzy. It's not a bug, it's just how their power works. This is why Frenzy is exclusively a chase ability and not a mobility power. You need to maintain line-of-sight as much as possible, and make predictions about where survivors have gone if they can break it. Scratch marks should return the second you enter Fatigue after Frenzy ends, but they don't always come back that fast.


    Basically, you want to exert pressure on the survivors by constantly injuring them and then interrupting their heals. Use Frenzy to inflict Deep Wounds on one survivor and then see if Killer Instinct reveals any other nearby players. If possible, wound them too, but return towards where the first survivor was when Frenzy starts running out; you can often start a chase with an injured survivor who may have just finished mending in a bad spot (and wasn't expecting to see Legion back so soon).

    Otherwise it's all about understanding how to just run basic chases well to secure a few downs and choosing when to abandon chase to pressure other players off of gens more effectively.

    Legion's not top of the crop by any means and can struggle against coordinated survivor groups, but they aren't exactly worthless either. Legion also has the distinction of being the best Bloodpoint Generator in the game (it is pretty easy for them to max out most BP categories in a match).

  • Key phrase: "May be saved by a smarter teammate".

    Breakdown is a perk that mostly relies on other players to provide benefit. If the killer tries to tunnel you off hook, another hook will be close enough to make it a non-issue for them unless your teammates run interference. Good luck getting randoms to coordinate like this (and they probably won't unless they have Saboteur, Mettle of Man, Breakout, or a Flashlight). DS provides the same basic anti-tunnel functionality without relying on the locations of other hooks or other survivors. I guess Breakdown is still a multi-use perk, but you can only be rescued from the hook twice at most so...

    The aura reading is nifty, but once again it only lasts for 6 seconds. Alert gives virtually the same benefit while being less situational. Plus Alert can be used far more than twice (even Dark Sense can aura read more than twice). AND Breakdown's aura reading is moot if the killer is Undetectable while you get unhooked (Cloaked Wraith, Shrouded Ghost Face, etc).

    Breakdown is something that I want to like, because it is pretty funny when it actually works out, but at the end of the day it is a terrible perk that is usually weak and only good in very specific situations (like basement-induced dead zones).

    A buff that could push Breakdown towards the realm of viability would be making its effects also activate upon rescuing another survivor from the hook. This could theoretically make it work more like an alternate option to Borrowed Time (which might actually encourage some more variety in the average survivor build).

    I appreciate the attempt at painting a rosier picture of Breakdown and that you may have had some success using it, but it is not going to be a reliable, valuable, or viable perk for most players.

  • Here's the thing, we already have an excellent variety of POC characters. Keep in mind that you have to ignore the licensed characters when factoring out these ratios, as their appearances are pre-ordained by license and not something that BHVR really has control over.

    Out of the 22 current survivors, 8 are licensed. 6 out of the remaining 14 original characters are POC (Claudette, Jake, Feng, Adam, Yui, and Zarina). That's 43% of in-house survivors.

    The ratio is even better for killers. Out of the 13 current ORIGINAL (non-licensed) killers, 7 are colored (Wraith, Hag, Doctor, Spirit, Legion's Joey, Plague, and Oni). That's 54%. Even if you did include the licensed killers, the ratio would still be 50% (as Ghost Face is of indeterminate ethnicity, while Demogorgon and Pyramid Head aren't even human).

    While I'll always be fine with BHVR choosing to introduce more characters from unique backgrounds to the Fog, claiming that we don't already have a very diverse cast for both roles is false information.

  • So here's the thing, while an efficiency penalty is applied when more than one survivor is on a gen, 2+ survivors working on one will still finish it significantly faster. From start to finish:

    • 1 Survivor can finish a gen in ~80 seconds
    • 2 Survivors can finish a gen in ~47 seconds (~41 seconds with Prove Thyself)
    • 3 Survivors can finish a gen in ~38 seconds (~29 seconds with Prove Thyself)
    • 4 Survivors can finish a gen in ~36 seconds (~25 seconds with Prove Thyself)

    -It's basically only a major waste in time when all 4 survivors repair a gen cooperatively, as they save almost no additional time compared to the work of 3.

    But the problem isn't the time-saving efficiency. It's the objective-completion efficiency. If all four survivors spawn separated and near gens (immediately beginning work on them), then the time killer needs to find, chase, down, and hook a survivor can very VERY easily result in 2-3 gens getting completed. Against a team of average-skilled survivors, most killers can expect to lose 1-2 gens in exchange for their first hook. This isn't Gen-Rushing, just survivors doing the only priority interaction they have at the start of a match.

    Because of this, the only part of your suggested change which would truly have an impact would be bumping gen times up to 100 seconds (as they are already drastically faster when repaired cooperatively). It might work, but also carries the risk of making both PGtW and 3-Gen setups even stronger. While there are only a handful of severely killer-biased maps (mainly Shelter Woods and Underground Complex), they would need to be reworked (among other unbalanced maps) so that the increased gen times don't make them virtually unbeatable for survivors. But the community has asked for a gen-time change like this before, so we can only hope that it may one day be tested.


    Another consideration to help with early game pressure problems would be changing how survivors spawn in. The Shroud of Binding's functionality should be made a base mechanic. All 4 survivors would ALWAYS initially spawn together and choose how/when to split up from there. Survivors spawning spread out is very bad for the killer and a regular contributor to them losing 40-60% of their objective within the first couple minutes of a Trial.

    And a third idea would be to increase the pressure killer applies when hooking a survivor. For every survivor currently on a hook, all remaining survivors should suffer a 20-25% repair penalty. This penalty is lessened/removed when a survivor is unhooked, but the rescued survivor would continue to suffer this penalty for 60 seconds. As it is, killer currently doesn't really gain a big benefit from hooking a survivor until they sacrifice somebody. This would ideally give greater value to hooks earned earlier in a match (and help de-incentivize tunneling).

  • @gatsby said:

    Ace isn't any more free to play than Yui or Zarina. He's a DLC character.

    And Ace in the Hole is situational, but if you're running an item farming build or bringing a crazy good item with add-ons it's worth the slot

    As far as I'm aware, Ace is basically a base-game character at this point. The "Of Flesh and Mud" Chapter that he hails from is included as base content in both the Definitive and Nightmare Editions of DbD (which have long-since replaced the original base version in most stores). These days, you'd have to go out of your way to purchase DbD and NOT get Ace as a free bonus.

    I already have all the teachables unlocked up through the most recent chapter, but adjusting the Shrine to prioritize teachable perks from DLC characters that cannot be earned through in-game grinding (BP / Shards) would probably be really nice for those players just joining the DbD community.

    Though I'd like to see them implement a "Perk Store" where players could spend Iridescent Shards on ANY teachable at any time (perhaps with an additional BP cost tacked on for perks not in the Shrine at that moment).

  • Father Campbell's Chapel.

    Followed closely by the Macmillan maps (excluding Shelter Woods).

  • @Samwise444 said:

    I have seen this a bit and was wondering if people could respond to using it on huntress. In my opinion, I find that she mostly uses hatchets to down people and wouldn't have the best use for it. Likewise, Huntress needs perks for detection in her loadout to find people. It seems that this perk wouldn't help her weaknesses and could limit her strengths. Was wondering if people could share what they found useful when using it on her.

    Huntress is in a similar vein to Leatherface, Plague, and Billy; their primary means of attacking survivors are actually through their special weapons and they usually only use basic attacks when their stronger power-based-attacks are not available or not feasible (like trying to chainsaw near a window).

    Because all of these killers prefer to injure/down survivors through their powers, StBfL isn't really an important or popular choice on them. Though I do find it to be pretty entertaining to use on any of them when I'm screwing around and just playing weird builds for fun.

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