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APoipleTurtle

APoipleTurtle

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  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/1518168#Comment_1518168

    it becomes doubly funny if the film has excessive violence, we don't see movies getting banned for "promoting violence"

    So interesting thing about that, some movies HAVE been banned due to their violent content.

    This is pretty rare in North America (the US in particular mostly only bans films considered to be overly sexual), but there are lots of European, Middle Eastern, and East Asian countries that are not so lenient. If you want examples, just look up the array of films banned in New Zealand over the last 40-50 years.

    If they are trying to soft-censor some of the various drug-referencing add-ons of DbD, I would only assume it's for better access to the German, Australian, and/or Chinese game markets (which are infamously restrictive, especially where violence/crime is concerned). North America (mainly Canada and the US), the UK, Japan, and Russia are all pretty relaxed about content (and don't ban many games, if they ban any), but they are only so much of the potential market.

  • The man in the trap uses Jake's injury audio in the trailer, so it's likely that Jake transformed from a redneck-esque character (possibly due to the introduction of Hillbilly) to an Asian-American survivalist.

  • It's a pretty solid list of a bunch of underwhelming killer perks.

    Though I'd be curious to hear your thoughts on how you think these perks could be buffed to make them better/more fun (excluding the ones that only need shorter cooldowns such as Thrilling Tremors and I'm All Ears).

  • @Skysair said:

    Honestly, no. Adept Killer achievements used to be 4k only, and then they changed it to Merciless Killer.

    Yes, it's difficult and annoying with certain squads. But oh my god, when you finally achieve it... The actual feeling of being done with it is SUPERB.

    It really makes you analyze your play style as a killer, and adapt in order to achieve Merciless Killer.

    Some Adept Killers are absolutely miserable to get though.... Adept Myers, Adept Executioner, and Adept Demogorgon were the hardest ones for myself.

    I promise it's worth it once you do achieve them. Keep at it, and good luck!

    They never specifically changed the achievements actually, the definition of what was considered a "Merciless Killer" match changed when the emblems were introduced to replace to former pip-determining system.

    As someone who has all of the current Adept Achievements (mostly earned AFTER the change to emblems), I'd honestly be fine if they adjusted the Merciless Victory back towards its classic standard (4 sacrifices in one match). Some killers have inherent problems with earning emblems (like Plague) which makes them generally harder to "Adept", even if they have a solid set of personal perks.

    Survivors only have to escape, so swapping killers back to only needing a 4k (with sacrifices, not kills) would probably be a welcome change for plenty of players. Using sacrifices instead of emblems would also give players a more concrete picture of how close to their goal (these achievements) they are in a match.

  • So you could be considered to TECHNICALLY be proxy-camping, as you never made it more than like 20m from the basement after hooking someone.

    However, that entire clip is just screaming justified basement lurking. The survivors kept running you near the basement (bad idea), leaving scratchmarks near the entrance to the basement to indicate someone was nearby (bad idea), and their actions led to multiple survivors getting downed/hooked in the basement against a Bubba (bad idea).

    So yes, you technically did proxy camp all of your basement hooks. But that was because you were making the correct decision to punish the poor plays of these survivors. Camping for no reason (outside of EGC) is pretty mean, but these guys gave plenty of reason not to stray away from the basement (heck, they wouldn't even lead you on a chase away from their incapacitated teammates).

    As far as I'm concerned, you made the right calls in that situation and outplayed your opponents. Their salt is just some poor sportsmanship following their poor decisions in that match.

  • There is no list, at least none that I'm aware of. Whether you played toxic or not, if you didn't do anything against the rules (using in-game add-ons obviously isn't a violation) you won't see any trouble.

    It's probably just some salt from an unhappy survivor, so don't worry about it and continue on with killer life.

  • I liked to play Bubba a lot before his rework, but I like playing him a whole lot more now. He's got all the same utility that he already had (insta-down + pallet-breaker), but he has also gained some light mobility and actual anti-loop thanks to his improved speed during Chainsaw Sweep. Plus he can't accidentally "Chainsaw Cancel" by only revving to 99% (when the meter appeared full).

    I really cannot see any way that LF's rework can be considered a nerf beyond him losing some of his old add-ons (mainly the charge-speed-improving ones inherited from Billy). Once you get the new timing down for revving his saw and effectively using charges to prolong his Chainsaw Sweep, Bubba is pretty good in chase. If you're regularly revving the chainsaw until you enter a Tantrum, then you are holding it for way too long. After playing a dozen or so Trials with new Bubba, I did not overheat into a Tantrum at all (and I was only ever using common add-ons).

    New Leatherface > Old Leatherface

  • DS does a great job of de-incentivizing tunneling, and I'm fine with that.

    My own issue with it stems from the fact that some survivors tend to use what should be a defensive perk in an aggressive manner (locker tech, doing gens in your face, bodyblocking while you carry a different survivor, etc). Especially when combined with Unbreakable, survivors do actually gain up to 60 seconds of being untouchable; killer can't grab them without eating DS, killer can't slug without Unbreakable canceling the pressure of Dying. Survivors who actively flaunt this untouchability are usually some of the most annoying people to possibly play against.

    It doesn't help that this perk is overwhelmingly popular. I would not be surprised if DS is the most-run perk for survivors in Purple and Red Ranks (and would probably be the most-used survivor perk overall if it were not initially locked behind Laurie Strode).

    I'd personally like for them to double-down on DS's ability to punish tunneling, while forcing it to ONLY work in that fashion (giving it additional ways to deactivate if the survivor is not being tunneled off hook, but also freezing the timer when the survivor does get tunneled). Heck, I'd even say they could consider removing its once-per-trial restriction if they limited its functionality to anti-tunneling and nothing else.

  • Plague's ritual is on-par with Oni's and still pretty simple. Rather than charging herself up to use her power (like Blood Fury / Evil Within III), it's more like she's prepping the survivor so that she can have the same effect. Plus, since a lot of survivors are still running off the notion of "don't cleanse against Plague", you can just hit 'em again later. Her ritual is fine, just be glad it's not downing survivors with Corrupt Purge.

    Besides that, I agree with the rest.

    Though if it makes any sense:

    -Ghost Face can earn credit towards his ritual by finishing a Mark while leaning (he does not have to lean the entire time). One of the Dev's confirmed this pretty recently.

    -Freddy's ritual is a holdover from his old power (like his supposed "difficulty"). Since they haven't really reworked any of the rituals, this one seems to have been left unaltered.

  • @RakimSockem said:

    This is such a non issue.

    Play your normal length session and tell me how many times you see a survivor switch last second to another character with an item.

    Or these so called squads of people that all switch at the last second together to mess with the killer that people in the forums complain about as if its a common occurrence.

    Hell, if you play 25 games tomorrow, come back and tell me how many of those 100 survivors make last minute switches. If there's more than 10 and you have video evidence to prove it, I will Cashapp or Paypal you $10. That's how confident I am that yall are being extremely dramatic about something that doesn't even happen that often

    While maybe not the most common sight, it is definitely an issue when it DOES happen. And fixing this would (in theory) be so incredibly easy that there's really not a strong argument why they shouldn't.

    I even have two different solutions that I think would help resolve the issue:

    A: Survivors do not maintain their item/add-on loadout when not selected. This means swapping to a new character in the lobby will reset them to holding nothing and the player with have to manually put their item and add-ons back on.

    OR

    B: Survivor characters are locked-in 20 seconds after a full lobby of 5 has been created (at 40 seconds left on the matchmaking cooldown), meaning players cannot change their survivor after this point. Survivors can still edit their loadouts up until the 5-second mark, just like killer can. This resets if any player backs out of the lobby before the countdown finishes.

  • You can usually find canon heights for the licensed killers, though I'm not sure how true to these the DbD models are:

    • Micheal Myers (Shape): was 5' 10" in Halloween (1978) / 6' 7" in the mid-2000's Halloweens / 6' 3" in Halloween (2018)

    -Weirdly enough, his model seems to be closest to his most recent appearance's size, despite his inclusion in DbD pre-dating that by two years. Otherwise he would be about the same height as Freddy and Ghost Face.


    • Leatherface: Either 6' 2" or 6' 4" in Texas Chainsaw Massacre (1974)

    -Height listed depends on where you look (though his actor was the latter height).


    • Freddy Krueger: 5' 9.5" when played by Robert Englund (original) or 5' 5" when played by Jackie Earle Harley (2010 Reboot)


    • Pyramid Head: ~6' tall in Silent Hill 2 / ~7' tall in the Silent Hill movie. Add an additional 2-3 feet for the size of his namesake headpiece) He's currently the tallest character model in DbD.


    • Amanda Young (Pig): Around 5' 3" (her actress's height) in Saw (2004). Possibly with a few extra inches for the pig-mask.


    • Ghost Face: Supposedly 5' 10" in the original Scream (1996). Though he's a costume played by so many people that he probably doesn't actually have one canon height.


    • Demogorgon: Can apparently be between 6-10' tall according to Stranger Things lore. Though the one in the show looked to be on the shorter end of that range (probably around 7 ft tall).


    And just because I found this hilarious:

    • Ash Williams: 6' 1" (his actor's height)

    -This means Ash should actually be taller than all of the Average-height killers.


    I'd guess that all of the "Tall" killers are around 6-7 feet tall, while all the "Average" killers are more like 5-6 feet tall. It's also worth considering whether you're going for body height or total height, as some killers gain length from hair, hats, and headdresses (Spirit, Oni, Plague), while others noticeably hunch/slouch (Hillbilly, Clown, Demogorgon).

  • The Hatch exists as a final hope for the last survivor, who most likely no longer has time to finish gens and will only have time to open a Gate if both spawned sufficiently far apart. It allows a team of inexperienced/newbie survivors to have a second chance when their team almost inevitably gets sacrificed by the killer. It also gives a possible chance of escape for a good survivor who got matched with a bunch of potatoes. It is rarely a free survivor escape (where the killer couldn't do anything about it) without the use of a "tactical disconnect" or a key. It's not like the killer can't already slug to counteract the hatch opening in most situations.

    Hatch was a 50/50 mechanic BEFORE the Hatch-closing mechanics were introduced (hence the infamous "Hatch Standoff"). But, this interaction is actually in the killer's favor now; they search for the hatch significantly faster, closing the hatch is very likely to doom the last survivor, and (in my experience) the game tends to prioritize killer closing the hatch over the survivor jumping in if both players are sitting on it waiting for it to open. And I think it's great that hatch has been rebalanced this way. Killer still gets to feel powerful near the end of these matches, while survivor gets properly placed under even more pressure to find the hatch first. Besides, if the last survivor escapes, you win. If they don't escape, you still win. You are simply determining whether this one survivor can eke out a small "victory" for themselves.

    I think most frustrations with the Hatch boil down to survivors cheesing it with DCs & Keys, or the killer feeling entitled to a free 4k (when they've already won the Trial and still have favorable odds of stopping the 4th person); two issues that I don't see a base-mechanic NOED solving.

  • Based on the 6-month rule, cosmetics from Tome II should be available starting in September (Rift ended on April 1st of this year).

  • Underrated pick for Haddonfield: Legion.

    Legion can use their power to follow survivors through all the ridiculous vaults and shorten dumb fence loops into hits (not necessarily downs though). Plus Haddonfield isn't a super huge map, so Legion can more realistically chain a bunch of frenzy hits together to slow down survivors with mending times and keep pressure up. Their main issue is the risk of losing a survivor around a corner or off a balcony, since they can't see scratches while Frenzied.

    Maybe still not as good on Haddonfield as the trap characters, but Legion is probably one of the few that I'd consider using if I knew I was going to that map.

  • Unless they are glimpsing into the future, they are mistakenly referring to the Ruin challenge, which is actually:

    • Finish a Trial before all the gens are completed while using Ruin.

    Which just means to complete a Trial where the survivors did not do 5 total generators. It's not that bad. I think I got it in my first attempt at it.

  • Depends on the loop. Bubba generally cannot Chainsaw Sweep around loops as tightly as survivors can run them unless he is EXTREMELY precise (even then, I'm skeptical). Survivors that run a good line in loops will still be able to outlast his power at loops with weird angles or trick him into entering Tantrum, but Bubba is doing a lot better at short loops and loops with long, straight sections.

    @Zeus Bubba's current Sweep ends when he breaks a pallet, but he won't lose any additional charges that he hadn't used yet. If he bumps into a wall while using his saw or over-revs into a Tantrum though, he will lose all remaining charges.

  • I wouldn't be surprised if both mori's and keys have actually been on the to-do list for a while now. They were probably just left on the backburner while other major changes were being prepared (End Game Collapse and Hatch Changes, Introduction of The Archives and The Rift, and the upcoming graphical updates).

    It's nice to finally have confirmation that mori's and keys are definitely in line for adjustments, at least.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1493384#Comment_1493384

    The issue there is that for Plague, 90% of the time survivors don't go from healthy to dying, they stay injured all match so you only get 1 point per chase/down instead of 2.

    Hence why I suggested this would make more sense when based on health state changes. Killers lose Malicious points any time that the survivor heals a full health state; they only really keep the point from downing an injured survivor (provided they hook them afterward). Because of this, killers don't actually lose on points if the survivors aren't able to fully heal before being chased, downed, and hooked again.

    It's also worth remembering that hooks actually count for Malicious points in addition to Devout.

    (A) So a normal M1 chase for Malicious would look kind of like this:

    • Killer downs a survivor (Healthy -> Injured -> Dying): +2 points
    • Killer hooks a survivor (moving them forward one hook state): +2 points
    • Hooked survivor is rescued (returning to injured): No Change
    • Hooked survivor is healed to healthy: -1 point

    Net Change in Malicious: +3 points


    (B) And say the survivor wasn't able to heal before you chased them again:

    • Killer downs the survivor from Injured: +1 point
    • Killer hooks the survivor: +2 points
    • Hooked survivor is rescued: No Change
    • Unhooked survivor is healed to healthy: -1 point
    • BUT, unhooked survivor was not fully healed from their previous down & hook: +1 point

    Net Change in Malicious: +3 points

    You would lose out on a point from only needing to move the survivor from Injured back to Dying, but you would also get to negate the point which would have been lost if this survivor had healed. So ultimately, this awards the same amount of Malicious points. Same deal for killers that survivors tend to purposefully not heal against like Plague and Legion (though Legion can technically hit one survivor in chase an infinite amount if they really want to, fun fact).


    (C) A normal chase for Plague's Malicious Emblem:

    • Plague makes a survivor fully sick (breaking them): No Change, not considered an attack
    • Plague downs the sick survivor: +1 point
    • Plague hooks this survivor: +2 points
    • Hooked survivor is rescued: No Change
    • Unhooked survivor cleanses back to healthy: -1 point

    Net Change in Malicious: +2 points


    (D) *For Plague after adjusting points to be rewarded from Health States instead of Attacks:

    • Plague makes a survivor fully sick: +1 point
    • Plague downs the sick survivor: +1 point
    • Plague hooks this survivor: +2 points
    • Hooked survivor is rescued: No Change
    • Unhooked survivor cleanses back to healthy: -1 point

    Net Change in Malicious: +3 points


    This is all kind of in a vacuum, assuming that the killer will immediately hook everyone that they down and that survivors will not escape the killer's shoulder before being hooked (or use things that cause Endurance). Slugged survivors who get picked up and fully healed currently lead to killer getting no Malicious points from those attacks, and actually cost a point to any killer who downs a survivor with a single attack (whether from insta-down, sickness, or bear traps). Using Health States to give/take points, "one-shot" killers would not be able to lose Malicious points like this, plus they would gain back the point they normally forfeit in standard chases. These examples are pretty basic, but hopefully they illustrate the point.

    Your average insta-down killer (and Trapper) will likely earn points similar to Plague's normal result with the current system for this emblem (since they tend to "skip" a necessary attack like she does). Changing this over to be based on State changes would bring them more in-line with other killers for Malicious.

    Would it give these killers a slight Malicious Emblem advantage by awarding the same amount of points for potentially half the hits? Yep. Am I okay with that? Also yep.

  • Best thing to do is ignore them and continue thinking about how you're going to beat them. If they're teabagging at a pallet, they aren't making distance to a new loop. If they're chasing you with a flashlight while you hunt someone else, they aren't doing gens or totems. You can use these people to your advantage, especially when they finally screw up and make a poor play.

    As far as chat things go, toxic people are usually the ones to fire first with the mean comments. Just ignore them, or else you'll be giving them the salty response that they so desperately crave. Or better yet, play along with their toxic delusions and watch their confusion unfold as they try to process the concept of you agreeing with them (results not guaranteed, but it's hilarious when it works).

    At the end of the day if these mean-spirited individuals are really pushing your buttons, might be best to just take a break and either play survivor or do something else entirely for a while. I know I like to take a break every once in a while when I encounter particularly nasty players.

  • So I think you're actually thinking of the Malicious Emblem.

    Chaser awards points for getting a hit in chase and that's about it. There is no bonus benefit to leading longer chases as killer. Mainly because you want to end chases quickly to pressure the survivor team. Both long and short chases that ultimately end in a down should award the same amount of Chaser points. Though longer ones might give you more Hunting Bloodpoints.

    Malicious awards points per hit, meaning an insta-down (or one of Myer's insta-kill abilities) miss out on points in this category. Downing a survivor with basic attacks will ultimately yield 2 points (Healthy -> Injured + Injured -> Dying). Using something like a Chainsaw or Evil Within III only nets 1 (Healthy -> Dying).

    Best fix would probably be to adjust this category to reward/penalize killers for survivor health state changes. Ie, any time a survivor went from Healthy to Dying state, the killer would be rewarded with 2 points regardless of how the survivor reached that state. This would ideally help killers like Plague, Leatherface, and Trapper who tend to put survivors into situations where they can be downed in one hit (or grabbed out of a trap), while also slightly toning down Legion's ridiculous potential in this category.

  • I'd be fine with them improving Wraith's base kit just a bit, but I don't really think he needs it. I certainly don't think he needs any full-blown rework (especially not if it would touch his add-ons).

    He's add-on dependent for sure, but Wraith gets a lot of fantastic add-ons. In my opinion, he is one of the few killers who can attach almost any kind of utility to their power:

    Pressure: Bone Clapper / The Beast

    Tracking: All-Seeing set / The Hound

    Mobility and Loop Shortening: Windstorm set / Swift Hunt set / Shadow Dance set

    Stealth, Mindgames, & Jumpscares: Coxcombed Clapper / The Ghost / The Serpent

    He can even apply some status effects like Mangled and Blindness through add-ons

    Only big piece of utility unavailable to him is Insta-downing. But this can always be added in through perks.


    I'm probably a little biased since I enjoy Wraith and play him a lot, but I think he can be strong enough to be relevant. The only situations I find he really falters in are matches against lots of flashlights and matches on large maps with an excessive number of decent loops. But most killers would be challenged under those circumstances anyway, so Wraith's probably fine as-is for the time being.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492503#Comment_1492503

    this reply is just you saying you didnt read past the 9th word of the description they cant open it it at the start of the trial. read the post

    Why, when you won't even have the decency to read everything I've said? And you've done it TWICE now without refuting any of the reasons I've used to claim this would be a bad change for the game.

    Not much of a discussion when you just dismiss all counterarguments without any real response. Like, sorry that I don't agree with your opinion and that I can provide actual reasons behind why I think it wouldn't work.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491709#Comment_1491709

    i was going to talk about how steam rolling players means you should double pip every time it happens to get them against equally skilled opponents as fast as possible but you are completely mistaken on hatch spawn conditions it is tied to gen completes its "if number of completed gens exceeds the number of survivors in a match (by 1) then hatch spawns. look it up this is how it works

    You seem to have misread: I said that KEYS are tied to finding the physical Hatch and opening it. Their function is not directly relevant to the survivor's goal completion, it is relevant to when the Hatch spawns. Because of this, they are only indirectly tied to either role's goal through the Hatch's own spawn mechanics.

    If the Hatch was changed to be visibly present somewhere in the Trial from the very beginning of a match (as you've suggested), Keys would no longer have any relation to either side's goal whatsoever. There would be no mechanics in place to stop survivors from immediately finding the Hatch and opening it with a key. At best, killer closes the Hatch and the EGC begins. At worst, all survivors could literally escape within minutes of a match starting. Even if the key could only open this visible-from=start Hatch under the normal "spawn" conditions, killer can't really do much to stop survivors from using their keys unless they can kill them before they can return to the Hatch. Keys already have a very strong function, this would make them more blatantly overpowered.

    It would drastically speed up games like the old Moris which let killers instantly end survivors without hooking them, or the old BNP's which could finish an entire generator in seconds.

    So my opinion remains unchanged: Hatch's spawn/visibility mechanics SHOULD NOT CHANGE.

  • Yeah, I think making the Rift-centric characters all part of the Free Track would be a neat idea.

    Though that might also be less effective at incentivizing players to buy the Premium Track, which was likely one of the primary goals of this "battle pass" system in the first place.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492237#Comment_1492237

    Having the option to vote on a map sounds good in theory, except that not all maps are created equal. Some maps clearly favor survivors more than Killers, like Ormond and all its damn pallets. The one person playing as Killer would lose the map selection every time.

    I don't know if it has something to do with the update, more tinkering around with the MMR, or some hot fixes, but I'm getting stuck on the same maps that I was yesterday and it's getting really old.

    I didn't say it was a vote; the system I'd thought of was more like a Realm Veto primarily affected by the killer.

    I'll link my original post on it in case anyone cares to read the full concept, but the general gist of it was that the killer would be presented with three realms which the upcoming Trial could be in after everyones' loadouts had been locked in. They would be allowed to block one of these realms. A map would be selected out of one of the remaining realms. Map Offerings would still be usable, albeit with new functionality (and working differently for survivors than they do for killer).

    Basically, killers could avoid maps where they believed their powers would become nearly or completely useless (like Oni/LF on Lery's), while there would still always be a chance for any of the "survivor sided" maps to make an appearance.

    https://forum.deadbydaylight.com/en/discussion/172742/not-map-voting-but-realm-veto#latest

  • I'd be fine with giving greater emphasis to the relevant characters, though I think I understand why it is not the case.

    If the cosmetics were mostly exclusive to the 4 characters in the current Rift, players who aren't fond of or interested in those characters would probably be more likely to just pass on the content and wait for the next one. The character variety probably keeps the art team from going insane designing something like 5 new tracksuits for Meg, while also generating interest for players who prefer other characters with cosmetics tucked within the Rift. For example, if you weren't interested in the new outfits for Wraith/Hag/Meg/Ace, but really wanted David's sailor outfit, you might be incentivized to grind through the Rift anyway.

    Plus most of the cosmetics are just re-colored versions of existing cosmetics, likely to save time so that enough cosmetics/charms can be loaded into both sides of the Rift before it's released. If they made more brand-new or relatively unique cosmetics, then it would be a lot harder to make all of the content necessary for it. Though I personally wouldn't mind if the variety of re-colored charms were ditched and the Rift maxed out at Tier 50 instead of 70.

  • I noticed this a lot a few months back. Had a session where EVERY map I played on as either role (with one exception) was Pale Rose. This happened for like 6 matches in a row before I used a map offering to get a different map, and then occurred for another 4-5 matches afterwards before I took a break.

    Haven't seen it quite THAT bad since then, but the matchmaker does seem fond of sticking to one map for a few games in a row (maybe it speeds up load times?). It's why a while back I'd tried to brainstorm a sort of base game realm selection/veto system that would take place right before loading everyone into a Trial; giving the players a little more input on map rotation beyond the map offerings.

    Honestly though, if I got stuck only cycling through the MacMillan maps, I don't think I would be too bothered (since I think like 4/5ths of them are pretty fun for both sides).

  • I'm fairly convinced that Ghost Face himself is just three bugs standing on each others' shoulders wearing a cloak.

    Besides his stalking woes at the very least, his Reveal mechanic isn't working properly again (well, if it EVER was). If I'm playing him, the survivor I'm following will break me out of Night Shroud through rocks, walls, or any other object that should be completely obstructing their line-of-sight on me. When I'm playing survivor, he cannot be broken out of Shroud at all, even if he's carrying me or sitting right in front of my hook.

    I want to enjoy playing as and against him, but he's basically an RNG killer like Pig who is situationally overpowered or pathetic depending on which side gets "luckier".

  • I think it's just that the opacity of these new auras is pretty low. Because Trapper/Hag traps are very small (unlike Corrupt Fountains, Jigsaw Boxes, or Demo's Portals), they are basically impossible to see beyond a few meters.

    The devs are aware that the new auras are causing problems for a lot of players and are working on some kind of changes/solution. Though as far as I know, we don't have any kind of ETA for this adjustment yet.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1489993#Comment_1489993

    for killers it can turn a 1 or 2 pip game into a draw based on an uncontrollable roll of the dice. maybe highlight the hatch aura when it opens for open both survivor and killer. i dont like being robbed of a victory by something i never had a chance at.

    If the last survivor escapes through the hatch, that's still a killer victory. Gens did not get completed and killer got 3+ sacrifices. Plus you can always slug for the 4k if you're really hungry for it. The Hatch's spawn location is only a roll of the dice when the killer is already steamrolling the survivor team (and they can't finish enough gens for it to appear). The race for Hatch is already in killer's favor (they move faster, don't need to hide, and may have found it earlier if it spawned), so they don't need to make things even easier in that regard.

    If you're failing to pip when one survivor escapes a trial, then your matches are ending far too fast. You do not need a 4k to earn ONE pip (it's not even a total necessity for a double-pip).

    If it's keys that are making you unhappy with extreme hatch escapes, then that's a problem with the KEYS themselves, not a problem with the Hatch. Because keys are tied to finding and interacting with the closed Hatch, NOT to completing a certain amount of generators, this would also make their function EXTREMELY broken (as survivors could just go find the hatch and immediately open it to prematurely cause the Trial to reach its end-game or end). Or they'd just find the location and keep it in mind for when they had completed enough of their goal for a free escape (making keys stronger either way). The buffed Franklin's Demise also exists now to finally do something about these pesky key-holders.

    Basically: Hatch is fine, keys are not. Changing Hatch spawn mechanics will open up a fresh can of worms that will likely create lots of new problems without addressing the parts of it that many players actually consider unfair (keys).

  • Why?

    It's just my opinion, but I feel like the Hatch is in a good spot after they gave Killer the ability to close it and introduced the End Game Collapse. Literally the only element of the Hatch that I currently dislike is that the Dull Key specifically (a deceptively common Purple item) is capable of opening it.

  • @zoozoom6 said:

    i was hoping they would have an audio cue similar to a fully wound up hatchet for huntress when the charges are full or empty

    There actually is a noise when you consume the last charge while using Bubba's power (signifying it is about to run out). If I'm remembering it correctly, I thought it sounded a bit like metal scratching against something.

    As DWolfAlpha said, there is also a noise every time that a charge refills while not using his power. It sounds like a drop of oil "plonking" into the tank.

  • It really shouldn't be insulting; there is nothing wrong with generally preferring one side over the other. Plus basic context like having multiple friends who play the game may lead to more survivor games (where you can play with those friends).

    If they can back up their opinions with logic and reasoning, then I don't usually find much fault in role "mains" weighing in on options. Mains of a role often experience certain problems far more frequently/intensely than those who more often swap between roles too (whereas dual-role players often develop a better view of the grand scheme of DbD balance). Sort of a little-details vs big-picture outlook.

    It's those players who seem oblivious to the fact that their role is only HALF of the full game that tend to grind my gears. Though regardless, trying to insult people or dismiss their arguments purely on the grounds of whatever role they prefer to play is pretty dumb.

  • For Menu/Character mechanics: The ability to save custom outfit combinations under the "Outfits" tab. With the ability to save up to 3-5 custom outfits per character. Ie, I could make a unique Wraith outfit by using cosmetics from three different sets, and then save it for quick selection later.


    For game mechanics: Thresholds of the Devout . These would be similar in size to breakable walls, but ONLY killers would be able to walk through them (though not while carrying a survivor). They would be placed in certain locations on some maps to give killers alternate routes through the environment. Some examples of where these could be used:

    • 2nd Floor hallways of Midwich (allowing more drop-down points into the central courtyard).
    • Certain walls on Indoor maps like Lery's, Underground Complex, and The Game.
    • Through some tall fences and boarded-up houses on Haddonfield
  • Based on googling it, the Nightmare Edition should have:

    • The base game (Dwight/Meg/Claudette/Jake + Trapper/Wraith/Billy)
    • Spark of Madness (Feng Min + Doctor)
    • Of Flesh and Mud (Ace + Hag)
    • Curtain Call (Kate + Clown)
    • Shattered Bloodlines (Adam + Spirit)
    • Stranger Things (Nancy/Steve + Demogorgon)
    • Left Behind (Bill)

    Plus you should be able to download both Last Breath (Nea + Nurse) AND A Lullaby for the Dark (David + Huntress), which are FREE chapters.

    You probably won't have any extra licensed characters besides the Stranger Things set.

  • I sincerely hope they won't do any major changes to Huntress's base kit or the majority of her add-ons. In my opinion, she only has three which need a revisit:

    • Iridescent Head: Literally just change the instant-down effect to only apply on successful hits from further than 24m away. It wouldn't even need the massive ammo restriction if adjusted like this.
    • Venomous Concoction (Rare, causes 90 sec of Exhaustion): Drop its max Exhaustion to 30 seconds.
    • Berus Toxin (Common, causes 30 sec of Exhaustion): Remove or rework to do something else. I'd personally like to see them capitalize on the Madness status effect beyond Doc's power. Have this apply Madness I (complete with tier-up scream) for 90 seconds. Stays at either Common or Uncommon rarity.

    Then just give her a second Ultra-Rare add-on option. Of all the suggestions I've heard, my personal favorite is the boomerang:

    • (Insert UR add-on name here): Successful hatchet hits will automatically reload 1 hatchet. Reduces hatchet carrying capacity by 4.
  • Are we talking with or without add-ons? Because Wraith with add-ons is easily mid-tier and possibly low high-tier (he can add nearly any kind of utility to his power).

    Without add-ons, it's Clown. His base power isn't very strong on its own and he has almost no inherent utility. He has anti-loop/loop shortening and some extremely slight tracking through the screams of people in the gas. The only killer who arguably had less base utility than Clown was Leatherface (only a mediocre insta-down and pallet breaker), and he finally got a rework.

    If add-ons are taken into account, probably Pig. She has an okay set of add-ons (with a couple really interesting ones thrown in), but her Reverse Bear Traps are very RNG dependent (making her stall/pressure power situationally worthless or oppressive) and Ambush isn't very effective outside of relatively short loops. Her stealth is decent, but generally weaker than that of Wraith or Ghost Face (though she can exit and re-enter it faster than them). This isn't to say that Pig is a horrible killer, but rather that she requires both more effort and more luck to play well than pretty much anyone else.

  • It's gonna start sounding like a broken record (if it hasn't already), but Otzdarva is great. He's quite good at the game and just has such a wonderful attitude while playing, even when the odds really work against him.

    I enjoy Scott Jund's content for the logic he applies to playing DbD (along with his various "survivor quests"). I don't follow OhTofu as much, but he had some neat discussion pieces on DbD too (really wish he'd continued his Between the Trials podcast).

    Noob3 and Demi don't make content as frequently anymore, but are still hilarious for often making the dumbest tactics imaginable magically work out. Or just making really ridiculous series videos (like Noob's "Toxic" set, or Demi's forays into the various cheap DbD clones that exist).

    Otherwise it is pretty fascinating to watch guys like Zubat, Ayrun, and Ussylis demonstrate their prowess against pretty much any opponent.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/175725/chance-of-xenomorph

    It would be difficult to make the Xenomorph fit the DBD universe because you're making something that's extremely fast and lethal... Loopable. 😅

    The Alien is an ambush predator, just like the Demogorgon. It's really not that far-fetched of an IP to bring into DbD.

  • Honestly, I think the updated powers that Billy and LF got are fine.

    Billy's overheat doesn't really have a major impact on standard gameplay with him. All it does is stop those players who lead long chases while 99'ing the chainsaw and prevent him from "Rev-Camping" hooks.

    And Bubba got a buff; his power offers him more utility than it used to with lesser downsides. I think his ability to "Rev-Camp" may have also been reduced, but I'm not entirely sure with his aggressive tantrum on overheat.

  • I'm more sad when survivors DC early and deny me a BBQ & Chili stack. A truly cruel and despicable action.

  • Hag

    While I acknowledge that she has the potential to be one of the strongest killers in DbD, I do not enjoy using her power nor do I like how she is slow and short (makes playing large and/or "immersive" maps very annoying). Plus Hag has one of the most detrimental pallet-stun animations in the game, practically licking the ground next to the pallet for a couple seconds.

    She is the only killer in DbD that I actively avoid playing. I'm actually not even sure if I ever played her again after I finished her Adept challenge back in 2018-ish.

  • If it helps, here's a top-down view of the map I found in an older forum post:

    (https://forum.deadbydaylight.com/en/discussion/155753/about-the-new-map-midwich-school)

    DbD Midwich Map.png

    It's really just a bunch of long hallways and square rooms. Stairs between floors are available in the top left and bottom right corners. There is also a ramp in the top right that allows access between the 1F Study Hall and 2F Library, and another in the bottom left from 1F Bathrooms to 2F Bathrooms (only available if killer kicks down the walls hiding it). Most rooms along the top and bottom sides of the 2nd Floor also have vaults and/or holes that allow you to drop back down to the 1st. Basically, you can almost always get up to the 2nd Floor from the corners of the map. Just be careful, the stairs lead further up to dead ends as there is no 3rd Floor.

    Almost all gens either spawn very obviously in the hallways, or tucked within classrooms (with a single potential spawn in the central courtyard). I am a bit surprised they didn't accentuate these locations with flickering lights as frequently seen on other indoor maps.

    All that said, I do think Midwich is the least-enjoyable map to play on as either role because of its extremely basic geometry and pallet placement set-ups that mostly reflect those seen on The Game and Underground Lab. Chases are not fun on this map, and many killers are limited in how they can effectively use their perks and powers. Plus Object of Obsession completely breaks the map and can allow survivors to easily drag on the match for eons. They might not be able to rework it due to licensing, though if that is the case I hope they might consider dropping Midwich from the public map rotation (making it Custom Games only).

  • I think all of the "Tall" killers are roughly 6-7ft tall. Though I've never found any official height charts for any of them as they appear in DbD, you can get a decent estimate by comparing them to some of the licensed killers who do have canon heights:

    • Micheal Myers was canonically 5ft 10in in Halloween (1978). Though his DbD model seems to reflect his increased height in later Halloween movies (ranging from 6ft 7in in 2007 to 6ft 3in in 2018); otherwise he'd be about the same height as Freddy (who was about 5ft 10in when originally played by Robert Englund).
    • Leatherface was canonically 6ft 4in in his original appearance.
    • Pyramid Head was ~6ft tall in SH2, or 7ft tall in the Silent Hill Movie (and currently has the tallest model in DbD). I'm assuming these all refer to his body height and not the extra height he gets from his namesake pyramid.

    Clown is roughly tied in height with other tall killers who hunch over like Hillbilly, Demogorgon, and Oni (Deathslinger seems to be the shortest "Tall" killer). If you're just over 6ft tall, you're probably right on the mark for cosplaying him.

  • I'm just hoping that more details will begin to develop concerning both of them.

    In particular, I miss Benedict Baker's little journal entries about the killers. Killers from Legion onward have stopped receiving these extra little lore tidbits. Baker himself has been MIA since like late 2018. I'd like to assume that he'll either make a return eventually, or be revealed as the man who became "The Observer".

  • I think TLOU might work as a survivor-only chapter with Joel or Ellie, but I don't think the Clicker or any of the other infected from those games would fit as killers. All of DbD's characters, licensed or otherwise, are individual entities, not generic enemies. There are thousands of Clickers in TLOU, so making one of them a killer is roughly equivalent to making a Dawn of the Dead zombie into a killer. This same argument could be used to devalue the argument for eventually seeing a Xenomorph from Alien as well (since they are a hive colony with a queen), but there was also technically only one Alien in the original movie, just like there was only one Demogorgon that appeared in Stranger Things, giving both some inherent singularity.

    As Xzan pointed out, we do already have a Wendigo-inspired killer in the form of Hag. As I've recently learned, the Wendigo itself is a sacred (and evil) Algonquin spirit, so it might actually be controversial to include ANY killer that is specifically called a "Wendigo" at all. There are a few articles talking about how it's been gradually appropriated for Pop-Culture (including Until Dawn's version, as frightening of a creature as it is), but here's the one I read about it in: https://ko-fi.com/post/The-Wendigo-Is-Not-Yours-for-the-Taking-C0C116U8P

    I'm a hopeful of eventually seeing an Outlast Chapter. Those games' focus on running and hiding from the things out to get you would be a perfect fit with DbD gameplay. While Trager or Marta (from Outlast 2) would work as killers, I'd personally rather they picked Chris Walker (the giant ex-soldier) instead. Then just use Miles Upshur as the survivor and give him legendary skins of Waylon Park and Blake Langermann (other Outlast protagonists).

    I'm not fundamentally against a FNaF Chapter, but I think there are other Slasher/Horror IP's that I would rather see attempted before they turn to FNaF (such as Resident Evil, The Evil Within, and the aforementioned Outlast). Frankly, I'd rather see BHVR make an in-house character inspired by this franchise instead of an actual licensed chapter of it. Though if they ever do license it, I'd say it should be a killer-only chapter, as the FNaF protagonists tend to not have actual physical appearances in the games (pulling someone from the books just to find a survivor feels like a stretch).

  • Wraith. He might be a bit add-on dependent when compared to other killers, but I think he has one of the best AND most varied add-on sets in the game.

    It's just my opinion, but I find he has almost no bad/useless add-ons (besides the Blink set) and can have nearly any utility that he wants from his power depending on which add-ons are picked.

  • Honestly, I would love to see BHVR go a little medieval for a chapter or two. Mainly just because we are still very lacking in the spooky-castle-map department.


    Also, just throwing this out there, but I know which knight I'd pick if they ever did a license deal for one...

    Black Knight.png


  • For the most part, I just enjoy the core gameplay loop. Out of all of the relatively grind-heavy games I've previously invested significant time into, DbD is the only one I still actively play and enjoy. Outplaying another person (or recovering from a close call) as either of the roles still feels pretty good, even after playing the game for a couple years.

    Plus with matchmaking times being as variable as they are, I can use the downtime between trials to catch up on watching movies/shows and chill out before the next match.

  • @Kira15233 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1474461#Comment_1474461

    But Microsoft and Nintendo are actually great partners, I don't see why Mivrosoft would decline nintendo accounts?

    I think they meant the rivalry between Sony and Microsoft. Nintendo is once again pretty much just doing their own thing and not really relevant to the "console wars" between PlayStation and Xbox.

    I would assume any major holdups are simply making sure that PS and Xbox cross-lobbies don't encounter any compatibility problems. They may be holding back on it until the new MMR matchmaking system is ready to go (they are experimenting with parts of that on Xbox).

    Otherwise it could just be pushback from Sony. They have been very resistant to crossplay for years (mainly due to an ongoing superiority complex regarding their network), and have been slow and picky about which games get crossplay enabled.

    I don't know if there are any plans to enable crossplay between the Switch and other consoles though. I'm a bit skeptical they would, as the Switch doesn't really match up to the specs of the PS4 or Xbox One, nor does it have all of the content that other platforms have (like Freddy and Leatherface). The Switch version of DbD is basically a modified build of the game (like how DbD Mobile is also different) and might not be completely compatible with other versions, at least for the time being.

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