APoipleTurtle
APoipleTurtle
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I don't think I've even reached tier 20 yet. Heck, I only got around to finishing the last few challenges from level 1 of this tome a few days ago. It's the farthest behind I've ever been with one of these and I'm skeptical that I'll actually finish the Rift this time around.
My favorite Rift was probably the 3rd one. If I'm remembering correctly, it's relevant Tome had a really high quantity of challenges (especially master challenges due to covering 4 characters plus Observer Logs) that reduced how grindy it felt overall.
Overall, I feel that the quality of stories they tell with the Tomes has improved over the years, while the actual quality of stuff you get from doing the Rifts has decreased.
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Honestly, I still hate this type of challenge less than the "unhook someone who unhooked you earlier in the trial" challenges.
But yeah, this isn't a particularly pleasant challenge either.
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I'm still pretty skeptical that anything's really going to happen with NOED. It already got a massive nerf a few years ago and it was an actual nerf too (not a nerf-turned-buff like with DS). I can't remember seeing any comments on it from the Devs (though that conversation was probably being drowned out by the outcries against DS, OoO, and Undying).
But as for the next "game-breaking" perk that will be seeing changes, it's almost certainly going to be Object of Obsession. They showed us a proposed solution, got mostly positive feedback on the proposal, and will probably be implementing it in a future content update after they've had time to make it happen (kinda hoping to get this rework with the next Mid-chapter patch, but we'll see).
Beyond NOED and OoO, I'm not really sure what else still constitutes as a game-breaking perk at this point. I guess maybe Borrowed Time or Devour Hope? Not that either of those perks actually need or deserve nerfs, at least not in my opinion.
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I think Doc overall gets the best cosmetics of the killer cast. Though Wraith and Nurse are both a close second.
For survivor... I usually just find one or two cosmetic groups I really like on the characters I use most frequently. I guess Kate, Jeff, David, or Felix would be my top pick.
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If you're after perks, then go for Tapp (Detective's Hunch & Tenacity) or Adam (Deliverance & Diversion).
Dwight's perks are decent, but not really super interesting.
Jane has Head On, which is a lot of fun, but her other two perks are pretty underwhelming.
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A survivor suffering from Deep Wounds is considered injured by the game (ie, they will be affected by perks like Thanataphobia and Resilience).
Deep Wounds is also loosely treated as its own health state in-between the Injured and Dying states. If a survivor is deeply wounded and receives an insta-heal (like through Adrenaline or the syringe add-on), then their deep wounds are removed but they remain injured.
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Meg is probably the overall best choice for maximum level-up value. Even if you don't intend to use Sprint Burst, she'll also give you Adrenaline and Quick & Quiet, which are great perks.
Beyond that, I'd say Detective Tapp is the next-best choice. Tenacity is fun (especially combo'd with Unbreakable) and Detective's Hunch is still hugely underrated for some reason. Stake Out is pretty worthless, but can help with the "get great skillchecks" and "spend time near the killer" tome challenges at least.
After those two, I think it's just picking and choosing individual perks that you want from specific characters (like Iron Will from Jake or Head On from Jane) and winding up with their other teachables as a bonus.
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I guess I'm not sure how "bad" it qualifies as (there really aren't a whole lot of survivor perks with self-detrimental side effects), but I'd like to propose what may possibly be one of the most useless survivor builds currently possible:
A build where 3 of your perks are basically rendered non-functional by No Mither (the most you'd get is reduced Obsession odds thanks to FTP).
I suppose an alternative would be to go for a full-blown self-detriment build with No Mither, OoO, Autodidact, and something like Babysitter or Red Herring, but you'd also still have all the positive effects those other perks bring too (versus having a full build that effectively amounted to one bad perk).
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Practice definitely makes perfect. I spent a good chunk of one of the previous Tomes just playing Huntress so that I'd become better with her (and for the most part, it worked).
Though if it helps, Scott Jund (a former Huntress main) has a nifty guide full of tips and tricks specifically for her (I'm surprised it hasn't been shared yet, actually).
https://www.youtube.com/watch?v=IQRDijaX5Io -
I have different favorites depending on what content I really liked from them.
For new characters? Lullaby for the Dark or Descend Beyond (I like Huntress more than Blight and Felix replaced David as my "main" survivor, but I enjoy all four of them and use them pretty frequently).
For new perks? Demise of the Faithful (or maybe Halloween, exclusively because of STBFL and PWYF).
For new maps (or newer chapters' map reworks)? Curtain Call, no competition. OG Chapel was a wonderful map.
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You need to sacrifice or mori each of the original four survivors 25 times each to unlock their corresponding mask:
Dwight -> Leaderface
Meg -> Athleteface
Claudette -> Smartface
Jake -> Survivorface
Unfortunately, Jake's is generally considered to be the hardest, as he's played less than Dwight/Meg/Claudette for whatever reason.
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The WIP picture certainly feels like an improvement over the UI which is currently live.
However, I personally still dislike how far the survivor indicators extend up the left side of the screen. I think relocating the killer's hook tracker (again) and sliding those indicators down into that space would potentially be an acceptable compromise if we're keeping the vertical orientation of the survivor portraits (which I'm assuming is the case).
I have two suggestions for places I think the hook tracker could be moved to.
#1: Shrink the add-on icons and double-stack them next to the power icon (similar to their previous layout, because they really don't need to be so large). Then the hook tracker could sit in the newly-opened space to their right (and directly underneath the gen counter, keeping both of the killer's objective indicators together).
OR
#2: Change the circular design of the hook tracker into a bar-shape and insert it in place of the dividing line (above the power icon and below the gen indicator).
***To really go above and beyond with the hook tracker, the hook icon itself (or the circular space around it) could be adjusted to change color based on the killer's Devout emblem progress (ie, turning bronze/silver/gold/iridescent when their requirements are met). This would further improve the killer's feedback on how well they are doing in the match (at least for the Devout emblem).
I made rough mockups (like, really rough mockups) of both ideas. Shared changes between the two are the gen indicator moving further to the right and the survivor portraits moving downward (to just above the dividing line).
Definitely appreciate seeing the DbD team share more WIP content to get better feedback earlier! Hopefully it will help to steer the UI in a direction that more people can be satisfied with.
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Movement Animations
The Good:
- The new "Recovery" animation (survivor transitioning from Dying to Injured state). Beforehand it looked ridiculous when survivors were just suddenly upright from the Dying State, so I appreciate that an animation exists for this transition now.
The Bad:
- Animations don't always seem to match up correctly with the survivor's inputs/actions and also tends to look clunky when the survivor moves very slowly or very quickly (making the survivor appear to "slide" across the ground in their standing pose and/or suddenly "warp" to a position on the map).
- The new upright standing pose looks very out-of-character for the survivors. Where before they had a cautious and/or nervous stance, now they look to be just a couple steps away from outright T-posing at the killer. There just aren't a whole lot of situations where this pose doesn't look silly.
Updated UI / HUD
The Good:
- "Hook Counter" added for survivors. Knowing how many hook states teammates are on is useful info for everyone, solo and SWF alike. Also may encourage altruistic plays to save a teammate on the verge of being sacrificed.
- Survivor portraits; it's nice to easily see who all is present in the match and which character is the current obsession (when relevant). Though the character selection artwork used for the portraits doesn't match well with the other UI elements. The more simplistic Line Art style of the Adept Achievement silhouettes would align MUCH better with the visual style that perks, items, add-ons, and status effects already use.
- Not sure if it entirely counts as "new", but I'll give a point for it anyway: Skill Checks run much more smoothly (especially on console). Probably not a big deal for PC players with good setups, but it's nice to not auto-fail skillchecks because they occurred too close to a brief frame drop.
The Bad:
- The exploded layout of the new UI is visually busy and distracting. It is an inefficient and rather annoying way to present this information to the player. I found myself generally just ignoring the UI as much as possible when playing either role because it felt obtrusive instead of helpful.
- Timers for hook states, bleeding out, and Deep Wounds are tiny and difficult to see. The dull and dark colors used to fill their bars also make it challenging to actually tell where their progress is at.
- The overlays used for injured and hooked survivors look ugly and obscure who the injured/hooked player is (partially blocks the survivor portrait).
- Killer's Hook Counter is far too large for how relatively unimportant it is. This should be much smaller and moved into the one of the corners (or maybe even placed by the "Gens Remaining" icon).
- Personal preference, but I liked the old placement for score event popups (roughly where the killer's hook counter now is). I would prefer that these return to their original location, but that Bloodpoint Category counters be placed in the top-right instead (showing how much total BP progress has been made in each category).
Overall I'm not a fan of the new animations or HUD in their current states. For me, they have cheapened the DbD experience; making the game look and feel worse to play than it did beforehand.
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The tradeoff for the Iri Head's one-shot capability was supposed to be that you now only get 1 hatchet. You get one shot, so misses are much more heavily penalized.
If that was the end of the story, Iri Head would still be very powerful, but probably not overtly problematic. However, Huntress has ammo belts that can reduce the handicap from this tradeoff. Especially Infantry Belt.
Look at it like this:
- Standard Hatchets. Huntress carries 5, which is enough ammo to down 2.5 survivors without reloading.
- Iri Head: Huntress carries 1; enough to down 1 survivor without reloading (but it only takes one hit).
- Iri Head + Infantry Belt. Huntress carries 3, which is enough to down 3 survivors without reloading.
In addition to their range, Hatchets can also easily be used as a point-blank melee attack. Iri Head turns this "Melee Hatchet" into a reloadable insta-down.
Billy and LF have to charge their saws before they can use them, while Myers and GF also have to charge their abilities and only have temporary access to insta-downs. Huntress's "charge" only takes a few seconds at any time (whether to reload or to wind up) and her attack is capable of hitting survivors at any distance from her.
Iri Head is one of the most overpowered add-ons in DbD. It's only real competitor for this spot at the peak of infamy is Myer's Tombstone Piece (because swapping your insta-down for an insta-kill at a minimal cost is nuts).
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Nope, they are M1 killer with mobility options. They can only perform basic attacks.
An M2 Killer has a power that can damage survivors directly, like Hillbilly's Chainsaw or Huntress's Hatchets.
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You should just be able to ask your question in the "Q&A" Subforum. It's pretty similar to making a post.
The Mods and Community Engagement Team generally let us know when a new Q&A stream is approaching, plus they frequently add banners which also mention when we're close to one.
Do keep in mind that your question may not be featured in a Q&A Stream unless a lot of people up-vote it. They tend to take the most popular questions for those streams. By that same token, you can also search to see if your question (or something close to it) has already been asked.
Edit: You can't do this until they re-open that Subforum for an upcoming Q&A Stream. But they have been pretty good about making it clear when questions can be posted there.
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Tops:
- Huntress: The one killer I actually put some serious effort into learning (on console too). I still wouldn't say I'm a Huntress Main by any stretch (as I'm also not specifically a killer main), but she's one of my preferred go-to's for a fun match.
- Wraith: He's still arguably one of the weakest killers, but he does have one of the best add-on complements in DbD. It makes his kit extremely versatile and opens him up for a ton of different build possibilities. Variety is the spice of life, and so is Wraith.
- Demogorgon: Really any of the killers who can abuse the power of STBFL could go here (Pig, 'Slinger, PH, etc). But no-one saves those stacks better than Demo does, so I gave it this spot.
Bottoms:
- Freddy: I personally consider Freddy to be "The Tutorial Character"; he's so freakin' basic that it's almost insulting. He's great for learning the ropes and fine for playing relatively mindless trials where you don't want to think nor work too hard, but he's also an extremely boring character in comparison to pretty much any other killer.
- Hag: I will absolutely concede that Hag can be a powerful killer, but I don't find her playstyle very enjoyable. She's here instead of Trapper due to her lower base movement speed and the indirect lethality of her traps.
- Plague: While I ordinarily really like the killers with ranged attacks, I hate Plague. Almost entirely because of how buggy she is on a regular basis and how frustrating her particular adept challenge was to complete.
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I dislike having so many HUD elements be on the upper half of the screen. Watching the segments where the HUD 2.0 was visible in the Dev Tape, the new placements felt really distracting and were constantly drawing my eye away from what's important (the central area of the screen). By spreading everything out, it has made the new HUD feel more visually busy than it used to be.
I think the location of the killer's hook counter is fine and moving the score events to the upper right is an improvement, but I strongly dislike where the survivor icons and gen/escape counter have been moved to. In my opinion, both of these things should stay in the bottom left where they've always been (though this would likely require revisiting the hook counter that survivors see).
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Midwich isn't a particularly unfair map in most scenarios (sans OoO, of course) so Haddonfield should win handily from this pairing.
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Could be used as a natural evolution of the Fog system. Have weather effects get harsher when the "Fog" is thicker, or vice-versa if offerings are used to lessen it. Could also enable the Reagent Offerings to be useful on some of the indoor maps that don't have fog by giving them unique "weather" effects tied to the system.
However, my biggest concern would be how these effects would likely obliterate the game's performance on any platform that isn't using high-end tech. If you're on current gen (soon to be previous gen) consoles or using a middling PC, DbD could realistically become unplayable when intense weather effects are active.
So I think it would be pretty neat from an atmospheric perspective and could create some unique balance/strategy nuances on each realm, but I don't think the game or the hardware running it are at a point where they could handle this effectively yet.
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If you want either of the survivors who have an actual inherent advantage over the others, it's Claudette (small stature with lots of earth-tone clothes) or Ace (quieter breathing sounds).
With cosmetics, the original launch survivors have way more options than anyone else (last I checked, Meg has the most cosmetics of any character in DbD). As for actual outfit quality/variety though, I'd say Dwight or Jake take that cake.
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It's a meta perk. Preventing the killer from hearing your grunts of pain (sans Stridor) takes away one of their biggest basic tracking tools. Especially since it can be hard to see the blood puddles in some places.
Iron Will allows for a lot more mindgame and stealth opportunities too, which would otherwise not be possible when injured.
It's not as flashy as stuff like DS or Deliverance, but Iron Will is still a pretty strong perk and provides a useful ability on a regular basis (you will almost always get some value from it in the average trial).
Iron Will is quite effective against killers that regularly lose sight of survivors (or lose elements of tracking while in their power) like Spirit, Legion, or Twins. It's also a pleasant tool to have when against any other killer in the game who isn't Plague (it's nearly useless against her).
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I can't believe so many killers lost to Nurse. I mean, she's literally wearing a bag over her head...
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I have P3-All-Perks on David and Felix. Haven't prestiged any other survivors yet (not really a strong reason to right now).
I have Wraith, Hillbilly, Doctor, Huntress, Leatherface, Freddy, Clown, Oni, Deathslinger, Pyramid Head, and Blight at P3 so far (Demo and Legion are close).
Wraith, Billy, Huntress, Bubba, and Deathslinger also have just about all of the killer perks too. Though 'Slinger only has them all because I had to get every other freakin perk just to make STBFL available on him.
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I can mostly agree with this. Changes I would make to line it up with my own opinions would be:
- Blight and Huntress move up to the highest tier. I think Blight especially is on-par with Demo and Billy in fun-factor.
- Nurse goes up to "Mostly Fun"
- Bubba and Ghost Face drop to "Mixed Bag"
- Pyramid Head moves up to "Mixed Bag"
- Deathslinger moves up to "Unfun"
- Spirit, Freddy, and Hag drop into the bottom category
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P3-50 the rest of the killers (either Demo or Pig is up next) or finally getting the "Where Did They Go?" Achievement.
Whichever comes first.
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Best solution is probably just to get a good feel for the map's layout and memorize where the gens are most likely to spawn. Midwich doesn't have any visual indicators of gen locations like Lery's or The Game do. Might've been intentional design due to the school's small size.
Alternatively, just run Detective's Hunch; Midwich is so tiny that you basically see all interactive objects on the map anytime that a gen gets competed (people say OoO is OP on Midwich, I say Detective's Hunch is the true OP survivor perk in Silent Hill).
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On the survivor side, it's hands down Object of Obsession. OoO is an unpleasant perk that I think most of us can agree should have been reworked a long time ago.
I don't think there are any killer perks which are quite as egregious as OoO (not even NOED, Ruin, or Undying), so I could agree with removing Insidious. I think it is a poorly thought-out perk that also deserves a rework; Trail of Torment is a better example of what Insidious could have been.
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I've got an easy one:
Take the Firecracker/Party Popper event item, add a little loop to the top, and BAM! Firecracker charm.
If they really wanted to go the extra mile, they could even allow this charm to play the firecracker noise (from the usual Lunar New Year event assets) when completing gens and hooking survivors (depending on which role is using it).
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If I was going to "fix" prestige, I'd simply have it reset all available perks on that character to a lower tier; a tier matching the level of prestige reached.
For example:
- Prestige 1 - Resets all perks owned on that character to Perk Tier 1
- Prestige 2 - Resets all perks owned on that character to Perk Tier 2 (if they were at tier 2 or higher; lower tier perks stay at the lower tier)
- Prestige 3 - Same as prestige 2 but with Perk Tier 3 (so it basically just doesn't reset any perks; it just eats up all your add-ons/offerings).
But yeah, really hoping the DbD team can come through on their plans to reduce the grind and add some more prestige rewards in the future.
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Either Ormond or Family Residence.
I hated both maps prior to their updates, but I'm actually pretty excited to see them now. They look nicer than they did, had meaningful balance adjustments, and just feel really pleasant to play on.
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I hesitate to call myself a "main" of any killer because of how much I like to bounce between different characters and the roles themselves, but I do really enjoy playing the ranged killers.
Ie, I play characters like Huntress (with her bus-sized hatchets that irk some people), Deathslinger, and Pyramid Head pretty regularly. Enough that I have them all at P3 with most of the perks available for each.
But I have no major qualms with going against 'Slinger or PH unless their player is choosing to focus on unpleasant tactics (which are annoying against any killer), so I don't really feel that bad about using either of them myself.
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Bubba's power isn't his Chainsaw, it's the friends he made (in the basement) along the way.
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That third point is incorrect (and I don't why it's wrong on the wiki again).
Devout scoring is:
- 2 points per survivor sacrificed/killed (up to a max of 8)
- 1 point for hooking all survivors once
- 1 point for performing 9 or more hook actions in the trial (the physical act of hooking a survivor; on-hook stage progression doesn't count)
Iri Devout requires 10 points, and there are only 10 points to earn.
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Gold requires 8 points, so you probably just didn't get enough proper hook actions to receive that 1 extra point to bring you up to Gold.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1839841#Comment_1839841
Oh ok, that makes sense lol! Thanks! :))
Honestly a 4k with using only the killers perks would make more sense (and align closer to the survivor adepts) though
The 4k used to be how killer Adepts were earned. They only changed because they're specifically tied to the Merciless victory (which changed when emblems were introduced), whereas the survivor version has always just asked them to escape.
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The big thing off the top of my head would be to loosely incorporate elements of the Windstorm and Shadowdance add-ons into Wraith's base Cloak and then nerf those add-ons accordingly (because Wraith could use a buff, but most of his add-ons do not need one).
Cloaked Wraith should move faster (probably the same speed as Yellow Windstorm) and he should be able to vault faster (perhaps the same slight vaulting bonus that EWII Myers gets). Then give him "true invisibility" when he is cloaked and further than 32m or so from survivors.
Then we can buff his Blink add-ons to actually do something useful by decreasing the range he can be from survivors while retaining "true invisibility" (and I guess these could keep their current-and-mostly-useless function in addition to this).
I'm almost certain someone's going to say "remove Lightburn from Wraith", but I think the devs should just tweak how Lightburn affects him instead. They could reduce how long the Lightburn stun is and have it prevent Wraith from re-cloaking for 5-10 seconds. Then give him Lightburn resistance while performing the damage action (for kicking gens or breaking pallets/walls) which persists for X seconds afterwards, since he partially uncloaks during this animation anyways.
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I think keeping Solvent Jug as an Exhaustion-inflicter would be fine if they raise its rarity (to green or purple) and SIGNIFICANTLY REDUCE its duration. 30 seconds is a drastic amount of Exhaustion to be easily inflicted on a whim. It should be decreased to cause around 5-10 seconds of Exhaustion max.
Same thing should happen with Huntress's Venomous Concoction; drop its duration to 5-10 seconds (because holy cow is 90 seconds ridiculous) and retire/replace the Berus Toxin.
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I'm okay with the concept of reward codes that only last for a limited time (in regards to things like BP, Shards, and event cosmetics/charms).
But I'm not a fan of how briefly all the Eyes/Sweater cosmetic codes are available. 2-3 days is a very tight redeem window, especially during the holidays when most people are enjoying some time off with their families. I feel that these simply could have been offered as code pairs for each week of the month instead. As they currently are, you basically have to boot up the game every day to make sure you aren't missing out on something...
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I have David P3 w/ all perks. He was my "main" survivor until Felix came out (and now Felix is also P3-All-Perks).
I haven't bothered to prestige any other survivors yet (still working on the killers), but I do have everyone at level 50 for whenever I do decide to bloody some more of 'em.
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Wraith has a whole bunch of options available, since he has one of the most versatile add-on complements in DbD:
- Speed Wraither / Bodyblock Wraith (Double Windstorm add-ons + speed-boosting perks like PWYF or NOED)
- Mega-Lunge Wraith (Swift Hunt add-on + Coup de Grace and other speed-boosting perks)
- Destroy Everything Wraith (Double Shadowdance add-ons + action-speed-boosting perks like Bamboozle, Fire Up, Brutal Strength, and Iron Maiden)
- Reverse Wraith (The Ghost & The Beast add-ons + perks that manipulate the terror radius, like Trail of Torment, M&A, or Tinkerer)
- Ghost Wraith (Coxcombed Clapper & The Ghost add-ons)
- All-Seeing Wraith (Either of his All-Seeing add-ons; they give him massive map awareness)
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I once had a match with 4 Claudettes (I think it may have been a SWF of 3 plus a random, since 3 of 'em were Blendettes of similar rank).
They brought a Map Offering for the Swamp...
...And then just hid in the reeds for like 20 minutes. I had one chase with the 4th Claudette pretty early, but she literally got ignored by the other three and died on her 1st hook. I did eventually search thoroughly enough to find the rest of them, but it was hardly exciting or engaging gameplay (sort of like coloring over Waldo in a Where's Waldo? book).
Aside from that 4th Claudette, the other 3 never touched a generator (and I didn't have Ruin, so they definitely weren't attempting to repair anything).
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I really don't like the idea of Exhausted survivors running slower. That just seems inherently anti-fun in my opinion. However, I actually do like the concept of the Exhausted status being a little bit more than a fancy cooldown for these perks.
So alternative suggestion: What if survivors had louder breathing while suffering from the Exhaustion status?
Survivors already breathe a little heavier when they run (and continue to do so for a few seconds after they stop). What if that heavier breathing persisted while they were Exhausted? Their breathing can be an invaluable tracking tool (when it isn't bugged courtesy of Iron Will), so this could slightly increase the risks of using these perks while also giving the killer a little more to work with.
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I Enjoy:
- MacMillan Estate - Aside from Shelter Woods, still feels like a pretty balanced realm conducive to exciting matches.
- Crotus Prenn - Entirely because of Father Campbell's Chapel (Disturbed Ward on the other hand... ugh).
- Ormond - Feels surprisingly balanced now (which is a big step forward from where it was). Plus snow truck's back, yay!
*Honorable Mention: Lery's - IMO, the best indoor map in DbD (even if Midwich & Hawkins are more visually impressive).
I Despise:
- Backwater Swamp - Ugly and unenjoyable realm with maps now creating fat-shaming spots again...
- Red Forest - Huge and likely to reduce game performance due to its atmospheric rain (even if the rain is a neat effect).
- Coldwind Farm - Most tiles feel minimally mindgame-able in this realm due to how easily they can be seen through. It's a frustrating realm for low-mobility killers (especially the stalky boys like Myers and Ghostie), plus it's annoying to play survivor against high mobility killers like Oni and Spirit on these maps.
*Dishonorable Mention: Yamaoka Estate - Entirely because of Sanctum of Wrath (it feels like a Swamp map in disguise with it's excessive dead spaces. Plus it's an I-Shaped map and I'm not a fan of that layout).
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It's basically just half of the "Delete Everything" Wraith build.
It's not a new concept, but it is an absolutely hilarious way to play him.
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Jeff has Aftercare... so Jeff.
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@Shirokinukatsukami said:
What's a linked weapon?
Any outfit featuring this symbol is considered a "Linked Set". Linked cosmetics can only be used alongside the other linked cosmetics in their set.
For killers, this means that fancy weapons used as part of these sets are ONLY available while using that entire skin (such as with Oni's Minotaur outfit). For the most part, there's not really a good reason why any of the current linked weapons should be limited like this, hence why people have been complaining about it.
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Improvements to base regression would be great, but the numbers can't be allowed to get too crazy.
I'd say that instant regression from kicking a gen should be 5% (removes 4 seconds of progress instantly). I think that's enough time to actually justify performing the action without going overboard. Plus it'd be a quick shadow-buff to Brutal Strength and Fire Up.
I think base regression should be doubled to -0.5 c/s (a 99'd gen would have fully regressed after 158 seconds instead of the ridiculous 316 seconds that it currently takes). Survivors could always be given more perks and add-ons that could temporarily slow/prevent regression in the future to better deal with this change (I'm pretty sure that Repressed Alliance is the only tool they currently have with this potential).
All regression-inducing perks would then need to be nerfed accordingly to not get auto-buffed by this adjustment.
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Total speculation here, but I always saw the Temple of Purgation as a loose mashup of the Great Ziggurat of Ur (which has similar, but larger, front staircases and a similar base) and the Angkor Wat (large central tower and ornamented facade). I wouldn't be at all surprised if either structure provided some visual inspiration for Plague's temple.
Great Ziggurat of Ur is on the left, Angkor Wat is on the right.
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Head On + Quick & Quiet is pretty OP...
BUT I'm still awaiting the day that survivors figure out the true wombo-combo: Diversion + Red Herring.
Their pebbles will blot out the sun (er, moon) and we shall fish in the shade.
Their tactics will evolve from run and hide to Perch & Destroy.
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Honestly, I feel like it would make sense to have dual-objective dailies.
As in, each daily ritual generated would contain a survivor objective AND a killer objective built into it. The ritual could then be completed by completing either of these objectives, but would reward extra bloodpoints to players who accomplished both before cashing it in.
Role mains would be able to stick to only their role if they so desired, but people who play both roles (or were incentivized to break from their main role for a bit) would have an opportunity to receive a better reward for doing so.





