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Archol123

Archol123

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Archol123
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  • The normal stuff? I mean we mostly talked during it so no callous or stuff and we had 2 relatively new players for which looping was that thing in a Rollercoaster... Overall better than soloq but the duration of those quques... We always played customs if we could find anyone else to join because it just ate up so much time to wait that long... You still had the occasional really good killer that ate through our worse players... And in customs you could always meme around ^^

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732151#Comment_3732151

    I mostly play soloq with the rare exception of playing in a 2man.

    That queue sounds horrible.

    It was... We played for 4-6 hours and had a max of maybe 10-12 games in that time..

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732130#Comment_3732130

    Sure, but they should not be locked behind perks.

    Alternative objectives in general could change up the gameplay for the better.

    I understand OP in the sense that 5min games are awful regardless of what role is played.

    I want to play the game. If my time to reach the match is longer than the match itself, then we have a big problem.

    Why? Because then the "game" consists more of lobby and loading screens than actual gameplay.

    Have you ever played on Friday and Saturday evening with 3 friends? We waited like 10-15 min per match, it was ridiculous...

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732108#Comment_3732108

    I never said the intention was to punish the survivors that are better skilled, that’s just twisting words. The idea is to bring new engaging and horror themed mechanics for the base game that make chases more interactive obviously those won’t stay neutral that’s why a single mechanic out of them will seem like it’s just a nerf for one side. But there are several ideas and most are just concepts without any kind of numbers.
    it’s okay if you like current chases (hold w, predrop, free hits at certain tiles/loops) - those wouldn’t really go away either and it’s understandable that some people don’t want new mechanics. That’s okay. You don’t have to agree that this is a good mechanic. It’s just weird to focus so much on the balance side when it was never the focus or intention of my suggestion in the first place..

    You don't need to say that something is the intention when its result is exactly that. I don't think stuff randomly happening makes chases more interactive, as killer it would not feel like I did something for that hit if the survivor gets hindered by that mechanic. I'm sure there are other things to introduce that would reach that goal without giving them game more unnecessary rng elements.

    Well that is a rather onside summary of what a chase in dbd looks like xD

    I'm not exactly focusing on the balance side solely, it is just fairly obvious that the idea only harms one side and does so without player input on the killer side... I'm not really a fan of rng that just helps you out without you doing something for it.

    The problem is though, the way you described it this mechanic can only ever harm the survivor and the killer needs to do nothing to benefit from it, even further there is basically no interaction with that mechanic... If you want the game to be more interactive maybe look for things that allow for more interaction between both sides... Maybe stuff similar to the freeze trap in nostromo, traps the survivors can prepare to hinder the killer for example or the other way around by being able to break certain windows and make loops weaker by doing so... Things you as the player have to chose to do and not something that just happens because you got lucky.

  • @Femtrapta said:

    It feels like everytime someone mentions gen repair speeds (base time, speed-ups, slowdowns) its always met with "Well it's our objective to do them and get out they shouldn't take forever"

    I just want games to last longer than 7 minutes so we can have some good chases. Even as a survivor who LIKES doing gens I at least want one or two chases with the killer, even if I go down in 30 seconds. Chases are what makes the game fun, games should take even a tiny bit longer so we can have more of them in a match

    The issue is not only that gens are rather boring but that longer games will result in resources being used on the map and eventually there is nothing left to use, it may result in more chases but the chase is not interesting when the map is just a giant dead zone.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732086#Comment_3732086

    to make chases more dynamic and engaging. And getting back to the spirit of the horror aspect - escape the killer not only play with them. Also there are other things that help the survivor as well eg maybe they trip/have to get around such a tentacle but right after/before that there is a vase they can utilize to hinder the killer to even it out.

    If the chase is too long then matchmaking was faulty anyway and the killer certainly isn’t having fun. It’s not only about the perspective of one side but both. And free hits are already a thing in this game anyways at certain tiles with certain rng placements and lags etc

    I think it messes with balance too much and would probably feel way too frustrating on the receiving end.

    And because the matchmaking is bad, something that will most likely never get fully fixed the best call is to punish the survivor for playing better? I don't think that is a good idea and even on worse survivors it might scarew them over. And given that there is already enough stuff you get stuck on because of bad collision I really don't think we need more stuff to avoid...

  • @OogieBoogie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732065#Comment_3732065

    I think you misread his post. When he said OP, he meant "original post" not "overpowered".

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732057#Comment_3732057

    You're thinking of Feng's perk Technician.

    I understood he meant original post, but I still assumed the complain about the addon is because it is too strong...

    Or that, for some reason I though it was Jane's perk?

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729084#Comment_3729084

    I personally dont like her since she is the definition of "the illusion of choice".

    You stop in place or crouch to avoid being hit with her power thus not giving her a free health state or avoiding the Hindered effect… but in the process of doing that, you are slowed down and still have the potential to be hit. Regardless of what you do, youll still be slowed down and youll still be hit eventually, hence why it's the illusion of choice.

    None of this is even covering the fact that Chess Merchant is still a thing that people do. :(

    Yeah, she just has no redeeming aspects to her kit... Nothing about her is well designed, astheticially pleasing or fun to play as and against. The game would be better off without her and that is a really hard to accomplish thing...

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732074#Comment_3732074

    Getting punished for longer chases by random events that shoot you in the leg are a bad idea

    that’s why they are luck based (which is an underutilized mechanic) and not completely random AND can be completely avoided by watching your steps.
    the duration of a chase can also be broken if the surv knows what they are doing to avoid a long consecutive chase.

    If you have to walk around them, and the killer does not then it is still a hindrance, for no reason... Most good survivors want to have long chases, as that is the most aspect of the game, so why would you want to punish them for it? I don't think that this is a good idea.

  • Sure it is 4 players vs 1… so that would need to be taken into account when it comes to the amount maps being banned, both sides should have an equal amount of bans and the survivors should just be able to have a ban list in a way that they don't ban a map twice and therefore lose one... We have over 40 maps in the game, I don't think it would be too big of a deal to ban 30% or so... (compared to other games with like 8-10 maps and 2-3 bans per player... ). There are still more than enough maps to play on and if this gets rid of the bad ones then why not, if for example nobody wants to play map x then why should those guys have to play on that map? And if there are players that like that map they will play on it eventually.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732073#Comment_3732073

    I don't think map bans could work in a game like Dead by Daylight due to it being asymmetrical.

    You need to go more into detail here... Just because it's asymmetrical means nothing...

  • @this_aint_h00die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730403#Comment_3730403

    notice how you said "could" , NOT EVERYONE TUNNELS, and even in your confused mindset you think its "begging" its honestly understandable to want to lessen the hate on her as she is easily beatable, especially since not the entire player base is toxic or tunnels, slugs, etc.

    I mean it is not only about her gameplay and the mechanics, she is also hated because of her visuals and lore, they all seem rather low effort and generic.

    Also it is kind of fair to not like her because of how she plays, people don't like legion because they don't like mending, he is not necessarily strong but annoying. The same goes for Skull Merchant.

  • @Mooks said:

    Some of these wil seem unfair and favouring one side heavily. These are not meant to be implemented solitarily into the game without balancing numbers and giving other stuff for the other side. They are just meant to enrich the chases in DbD generally as we currently only have pallets, vaults and Line of Sight blockers that are really making chases dynamic. I am not really counting breakable walls as they are imo a failed mechanic and just interupt the killer gameplay without real interactivity. Idea is to keep up the general gameloop while incorporating new chase mechanics that thematically fit DbD/horror.

    You dont have to like these ideas and can be against the implementation (as they will not be implemented anyways) - but try to stay respectful when giving feedback.

    Different Pallet types

    We all know DbD pallets, can be dropped to create a block for the killer which they can destroy and survs can still vault. In the right moment, you can stun the killer to get some additional time. They are an essential DbD tool and kinda defining for the game.

    Now we already have different interactions for these with perks, namely: pick up dropped pallet (Any means necessary), trap pallet for slowing killer (Chemical trap) and various killer perks to auto destroy pallets, shorter stun or break durations, some killers can vault/ignore pallets with powers (Wesker, Legion, Nurse, Chucky)

    we also saw another take in ‚My little Oni‘ survivors were not able to vault dropped pallets.

    There is also already different types of pallets based on location/surroundings: god pallets, safe pallets, unsafe pallets.


    My suggestion: Different types of pallets for variety

    We keep our current pallets but some of them will be replaced with new types for variety.

    • Unvaultable pallets: just like in My Little Oni, survivors can’t vault this pallet creating possible dead ends and may be more beneficial for killers - can especially be placed instead of god pallets for the killer to not be forced to destroy them. Can’t be picked up by Any Means Necessary. Could be visually like in the RE trailer where Ada throws a pallet (see

      https://www.youtube.com/watch?v=QMEFfoaNX34

    https://us.v-cdn.net/6030815/uploads/44LCONT8FLB9/grafik.png

    • Fragile pallets: break upon dropping. Can be used to stun killer but will be destroyed immediately either way - just like the event pallets from anniversary or Spirit Fury

    Throwable Objects

    Possibly some specific pots/vases (as a hommage to breakable pots in Zelda which became kinda a video game trope). Replacing some pallet spots/occupying empty pallet spots. The pot can be grabbed by the survivor running past it and then be aimed and thrown at the killer to stun them. This stun should be shorter than a pallet stun but may obstruct the vision partly (if aimed at head) so survivor may gain some small distance/lose line of sight but not as much as a pallet

    I am thinking about Sam throwing the vase at the psycho in Until Dawn:

    https://us.v-cdn.net/6030815/uploads/J895MQLCCGKV/episode-5-throw-vase-sequence-28sam-29.jpg

    Spider Webs

    I already made this suggestion before: Spiderwebs

    But again, shortly. Some windows/passages may have spiderwebs blocking them. Killers can pass through (and destroy them) without issue. But survivors will scream once passing through and gain the blindness status effect and a spiderweb overlay over their view/hud. Can be repelled just like Artists crows.

    https://us.v-cdn.net/6030815/uploads/AFXFQ0CU64AP/spiderweb.jpg

    https://us.v-cdn.net/6030815/uploads/5RXA00DGREET/spiderweb-frame.jpg

    Entity’s tentacle

    also suggested from me before, here

    Again, short description here: during chases based on the duration of the active chase and the luck of the survivor a tentacle may appear on the ground in the way of the survivor. It’s visible and can be circumvented by the survivor if they see it in time. If not they will trip over it (tentacle gets ahold of the foot) and slow the survivor down shortly. Survivors will automatically free themselves quickly and run again.

    I think there should be predetermined spots where tentacles can spawn, survivors can avoid them but have to look not only behind them to see the killer but also mind where there are running

    Crows attacking survs

    Crows, when startled by a survivor that is being chased, have x % chance of attacking the survivor instead of just vanishing. The single crow will act like Artists crows and 'swarm' the survivor and have to be repelled, otherwise will reveal the position of the survivor to the killer by noises.

    My other concepts (Feedback and suggestions always welcome):

    Killers: The Ice Queen, Hannibal, Charlie(The Darkness), The Blair Witch, The Firebreather, The Photographer

    Survivors: Aria Morrison, Lukas Schmidt, Paitoon Saeli

    Survivor Items: Piece of Chalk, Pocket Knife, Walkie Talkies, Lighter, Water Bottle, Sling Shot, Spray Paint Cans, Salt Pouch, Smoke Bomb, Voodoo Doll, Smudge Sticks

    Game mechanics: Expanded survivor objectives, Exhaustion Rework, Spiderwebs

    Some of those ideas add more depth while other sound just annoying... Getting punished for longer chases by random events that shoot you in the leg are a bad idea, they would feel terrible to have them happen to the survivor and the killer just gets a free hit because he got lucky...

    Would could be a nice idea in addition is a breakable window... Similar to a breakable wall but some windows could be unstable and basically upon kick change into a hole in the wall. It should not be a thing on all windows, but only a few otherwise the map would end up even drier...

  • Best case would be to have a map ban system so each side can block a certain amount of maps that can never appear, that would not only help bhvr which maps need to get looked at again but also lead to less frustration and a more balanced map pool. With that addition I don't think map offerings would need to change, because the maps people don't like are already not in the map pool anymore.

  • @AshInTheTallGrass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731968#Comment_3731968

    Last part I'm not sure about.

    Personally, as a modifier, I'd love to do it. Back then, nobody kew what they were doing so it would be interesting to see what happens now.

    It would basically be a 0 K every single game... The game has true infinite, gens could not be regressed, entity blocker and Bloodlust did not exist... That mode would feel horrible to play xD

  • @AgnyLeo said:

    I've just had a game where I got chased in main building with the double windows, and I tried vaulting the left window but it made me vault into the locker right next to it. Of course, I tried to fast vault out of it but got grabbed anyway, despite being full heatlh state. It's not the first time it's happened to me, I guess I should have taken the second window but wasn't sure I would make it. But surely I'm not the only one here? Can we do something about that locker? Either put it outside for the Huntresses/Tricksters/Dredges or slightly increase the distance between it and the window? Please? Asking very kindly:)

    We could just have seperate buttons for that instead of needing to remove lockers xD

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732048#Comment_3732048

    When i was playing killer, I'd get perks like Undone, Thrill of the hunt, Unnerving presence and Thwack!. It is like, what the heck are you suppose to do with these perks? it is just pointless.

    They really need to buff almost half of the perks in the game to make them worth the slot.

    I don't see it. the last perk was like what, ultimate weapon? They're unable to re-balance simple perks to make them usable.

    I also don't have much faith ^^ Nonetheless what would be needed is to buff weaker perks to make them usable.

  • @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732055#Comment_3732055

    The example I used in the OP wasn't a hypothetical: The other survivors were morons and 'memeed' with the killer at the start of the match and fed him Evil Within progress. We only got one generator done.

    But that does not make the thing op... If you feed an Oni 20 free hits because you meme he will have blood for the next 5 games... Does not make it Op... Memeing around decreases your chances of winning.

  • On a side note, Jane's perk that let's you miss Gen skill checks without the blowup is kind of decent against him... Because if he wants to mori you and you are on a gen you can prolong the Gen duration by missing skill checks ^^ I don't remember what the perk is called, because it is so trash xD

  • But that addon combination is trash, just hop in a locker or spam vault a pallet or literally just sit on a generator and he cannot mori you.

    Sure it gets tougher, but it is so easy to force him into the down and it takes ages, you will lose 3 gens until you even get t3... Winning or even getting the achievement is so hard with that...

    It will say however that I think the addons should be reworked because the gameplay is not really engaging, but winning against it really is not an issue.

  • @Zaydin said:

    Yeah, it can take time to build up… or your fellow survivors are idiots and try to 'meme' with the Killer and instead feed him Stalking progress and he gets Tier 3 before you get even one generator done. Once Myers is in tier 3, there is no counter play beyond hoping you get four or all the generators done by the time it pops.

    What on earth is infinite scratch mirror Myers? You cannot get t3 with that addon... What do you even mean?

    Also infinite t3 is really not that big of an issue...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731884#Comment_3731884

    the dev avoiding power-creep is one of main reason why the perk game is stale. The other reason is that community has no desire to play against varied perk strategies. All that Chaos shuffle has shown me as gameplay experience is that half the perk in dbd are empty perk slots. Sometimes they're even worse then no perks. I got no mither for like 6 games. Yes my luck is that bad.

    Probably 30-40% of perks do basically nothing, as they have barely an effect or are too situational. 10% of perks can probably be considered meta and the rest is somewhere between "okayish, but there are better options" and decent.

    They really need to buff almost half of the perks in the game to make them worth the slot.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731908#Comment_3731908

    For Oni I would say if it is not broke don't fix it..

    Shouldn't this logic be applied for Chucky's flick and Blight hug tech? /shrug

    I was against Hug techs removal, and his new collision is an abomination...

    As for Chucky I don't know... His 180° is fine I guess, his scamper without dash is what mostly bothered me about him.

    My point there however was that we should not remove an existing feature just to swap it for a feature that is supposed to do exactly the same... That does not really apply to those two you mentioned.

  • @zarr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731911#Comment_3731911

    Matchmaking being what it is is simply the reality of the game though. Everybody discussing things on this forum talks about pub matches, OP certainly isn't competing against tournament teams. Unless they change matchmaking in major ways, it's simply true that Singularity is already strong enough to decisively demolish most of your matches if you get good enough at him. Or to be essentially unbeatable - I guarantee KnightLight could go on an indefinite winstreak with him. So I for one don't think he needs buffs. And buffs like Soma Photo basekit to "improve his chase" won't make his 3-genning any less oppressive, it will in fact make it even more so. If there were to be some such buffs to make him more accessible or attractive to the average player, it would have to go alongside actual nerfs to his 3-genning potency (which there should be anyway).

    But the point of my posting wasn't necessarily to say he could not do with the one or other adjustment or even straightforward improvement, even if I do believe that if Singularity needs anything done at this time it's remedying the 3-gen issue (maybe as a trade-off for Soma basekit). It was more so to counter the narrative popular around here that Singularity is a mid or weak killer that EMPs completely rid of an ability ("isn’t as strong in normal situations", "a power that is borderline not rewarding", "EMP’s are downright OP", "low on a lot of stats", "make him a more viable killer", etc.). Couldn't be further from the truth.

    I think most people put him in high B or low A tier, he is decent but it depends on the playstyle, if you don't hold a 3gen he is much weaker. And quite dependant on addons...

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731912#Comment_3731912

    I mean… is it that terrible? Or is it only terrible from the point of view of some people?

    and it wasn’t me that got personal first, I have asked from the very beginning to stay respectful even if you dislike the idea. I never asked anyone to tell my my idea is perfect when I said from the beginning I know it has flaws.

    It pretty much is, it is basically unredeemable, it does not have flaws.. It is a flaw. The whole thing produces more issues than it solves.

  • To be fair, the idea is really terrible and probably not redeemable, however there is also no need to get personal on this… But you have to see it from this angle: If the idea is fairly obviously so bad that nothing about it should even be considered or can somehow be changed into being decent in the end, you cannot really expect people to phrase that differently… If it is a bad idea it is a bad idea.

  • @zarr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731805#Comment_3731805

    And he probably still did not lose that match either despite not having Photo, against a highly-coordinated tournament team trying their hardest to win, i. e. something you will never see anything even just close to in pubs. Of course Soma Photo is a great add-on, and there is a very tangible difference between using it and not, and again, I would like for them to mediate that. But people make it out to be something akin to a requirement for the killer to be "playable", which is nonsense. Watch that harrybotterr guy, for just one random example. Survivors are still usually hopeless when he doesn't use Photo either. Just from the last two days:

    4k at 2 gens: https://www.twitch.tv/videos/2160295599?t=5h20m6s

    4k at 2 gens: https://www.twitch.tv/videos/2160295599?t=8h6m47s

    4k at 2 gens: https://www.twitch.tv/videos/2161184323?t=2h45m58s

    4k at 3 gens: https://www.twitch.tv/videos/2161184323?t=4h1m27s

    I'm not saying Singularity is the strongest killer in the game, but KnightLight himself has said that he's basically unbeatable in the hands of a good player in pubs (and in tournaments it depends on the map, it's not like he has never lost, but he still 4ks most of his tournament matches too). He definitely does not need no-strings-attached buffs to his entire kit like OP is suggesting. The EMP change particularly would be horrible, there would be little respite against the constant onslaught of Singularity being able to teleport around and get free hits and downs out of it. It would completely wreck any but the most coordinated of 4-player groups, and even those would not be able to beat a good Singularity.

    Like I said, I can entertain the idea of mediating a basekit Overclock Haste with a nerf to Soma Photo, as well as making Singularity more accessible for the average player but at the same time less oppressive around a generator cluster. If there would be a larger rework with the goal to make him less frustrating to play for the average casual player in order to up his pick rate, it could definitely revolve around removing EMPs entirely: they could make it so that whenever Singularity teleports to someone, they lose Slipstream, and any pod Singularity uses to tag and/or teleport from destroys itself.

    That is as per usual most likely a matchmaking issue… Players of a certain skill level just cannot find opponents of equal skill.

    Whereas in the comp matches it does not matter so much, because the way singularity is played in comp is just territorial and holding a 3 or 4 gen.

    I did not agree with the EMP change either but I think it would be nice to improve his chase power so it can be put to better use instead of relying on the 3 gen, where he is really good. I don't think he is that opressive even with Family Photo, you just need to time it properly when to drop the pallet and don't get scared into dropping it early.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731857#Comment_3731857

    Yeah, visuals should match what is possible, though in blight's case not having any kind of movement slowdown prior to a hard flick would need to be a mechanical change, not simply visual.

    In Oni's case, does it make sense to slow down by wiggling your movement? Or is it just accepted because that's what is available? Why can't you slow down/speed up via forwards/backwards input?

    I like depth, but there's a difference between utilizing mechanics together for a better result, and utilizing mechanics to bypass existing mechanics.

    For Oni I would say if it is not broke don't fix it.. The wiggling works for what it is supposed to do and trying to change that in best case will give us the same mechanic on a different key and in the worst case it just won't work…

    I don't see why the movement slowdown would need to be changed? Isn't that like the only "buff" he got out of having his collision butchered?

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731880#Comment_3731880

    Only buffing and never nerfing overpowered stuff would create power creep.
    and nerfing doesn’t need to mean making them terrible, the world isn’t just black and white, you know that right?

    Which perks would need to be toned down then? Because currently I would say there are not really overpowered perks anymore. Especially with buckle up + ftp gone and background player nerfed.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731858#Comment_3731858

    to get them closer together they would need to tone down the current strong perks as it’s not feasible to buff everything else to get anywhere close…

    Good luck with that with this community. People are already disrespectful and insulting with minor changes or even mere suggestions..

    They should definitely buff the weaker ones and not the other way around. Otherwise of course the community would be against it… I don't think it is too far fetched to expect perks to have decent effects instead of them all being terrible, but closer together in strenght.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731824#Comment_3731824

    that wouldn’t help either as you can’t balance over 200 perks to make all viable and some not standing out at all. There will always be a meta and perks that will be considered waste compared to them and not be used at all.

    And ‚valid‘ perks need to be reduced to avoid power creep..

    There is a difference between perks being utterly useless and others winning you games… Nobody questions that it is impossible to make them all the same strenght, but they should not be that far apart in strenght.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731208#Comment_3731208

    So your solution is to simply be content with the powers as they are now instead of improving them such that they have visual and physical consistency with their animations and basic physical assumptions for players? Like making blight able to cut a rush short without a bounce, giving Oni the ability to adjust turning speed by lowering their sprint speed (by holding the backwards movement key) without having to perform angle stuff, giving billy a short window of high turn freedom before accelerating faster and restricting movement, or making it so that Wesker doesn't dash with survivors once hit and instead immediately decelerates while unrestricting camera movement and following up with a throw?

    When I mean consistency, I mean the power able to standalone perform the kinds of things you'd expect the power to be able to do "naturally". Flicks and curves all ignore momentum and as such are not visually well telegraphed to players and ultimately just makes it feel cheap.

    We could just change the visuals so they match with what is possible, instead of removing the techs because they don't fit the visuals…

    I don't know what you mean with that ideas? Oni can already slowdown by left right strafing…

    I'm always up for fine polishing stuff, but I don't want those techs removed without giving something of equal worth instead, otherwise we just dumb down killers and remove their depth.

  • @zarr said:

    Singularity is already a powerful killer that 4ks most of the time in the hands of a good player, including in tournaments. Watch KnightLight's Singularity and you will understand that he is much more oppressive than EMPs are to him.

    https://www.twitch.tv/videos/2160253423?t=0h41m43s

    https://www.twitch.tv/videos/2149025395?t=0h47m54s

    https://www.twitch.tv/videos/2149841644?t=1h59m9s

    https://www.twitch.tv/videos/2142352855?t=2h24m58s

    If you don't like tournament DbD, watch some pub player like https://www.twitch.tv/harrybotterr win most of his matches with ease.

    I could agree with making Singularity more accessible for players that don't like to learn and challenge themselves too much since he does require a lot of awareness, multi-tasking and decision-making, with an average casual player already often being overwhelmed with the mere mechanics of setting up a pod, switching into it, tagging someone, switching out again, then shooting to teleport to them, and doing all of this swiftly. But it would definitely not be straightforward buffs, and anything they do to him would absolutely have to go in hand with making him less oppressive in 3-gen scenarios in my opinion, which is a major problem of his design.

    I don't think he is dependent on Soma Photo in the way some people make it out, it's just that Soma Photo is an incredibly good add-on that that makes it so almost any teleport will result in a hit, or at worst a pallet gone instantly. I do however agree that it would be neat to have a bit of Photo basekit, with a nerf to the add-on itself to compensate.

    I remember watching Knightlights stream when he played him for a tournament and saying that the killer feels terrible without family photo and got really frustrated about some hits he did not get because he did not have the addon in that specific game, because it was banned I guess…

  • @Official_hilbert said:

    It has now been 1 year since the release of the singularity. While I tried to play and learn him when he first came out I quickly disliked his playstyle and dropped him immediately. I could never quite put my finger on why I didn’t enjoy him and just moved on. With the recent release of chaos shuffle however, I’ve began playing him again since it’s much easier to play a new killer on a mode that isn’t normal matchmaking. I’ve come to finally realize why he has an incredibly low pick rate, isn’t as strong in normal situations and why in other instances he seems almost unbeatable. His skill ceiling is too high for a power that is borderline not rewarding.

    The singularity is hit in three major areas that make him too difficult to play.
    • His power is underwhelming

    • He’s too addon dependent

    • EMP’s are downright OP

    First his base kit ability to place biopods around the map while great for map coverage and spreading his power to survivors, is ruined by how clunky it can be. The detection range to shoot a survivor is not forgiving and even being slightly off can result in not being able to hit the survivor. Along with how the hitboxes can make it difficult to attach biopods to some surfaces and ruin the momentum you have. Not to mention slipstreaming to a survivor is used by the same button to place biopods, it can sometimes lead to shooting a pod and blocking your line of sight. Then there’s the issue of still having to chase the survivor after slipstreaming and this leads to the next issue, he needs addons/perks to be good.

    It is rare to never see a singularity not running soma family photo, it gives a 5% haste for slipstreaming with the downside of losing 20% of your overclock mode. So most people pair it with kids ball glove to gain it back. While some people run the iridescent addon that starts all survivor slipstreamed and makes EMP’s take longer to print. Not to mention that most players have to run perks like bamboozle, rapid brutality and play with your food etc just to be able to catch up to survivors. Even with overclock mode it’s clear that the chase isn’t rewarding enough especially when gens are getting done and every moment counts.

    Finally there’s the issue of how much the EMP’s are a detriment to his ability and quite frankly are overpowered. Right from the start the EMP’s are being printed with the ability to speed up the process. Once it’s picked up the printers begin making a new one and can be held onto the entire match. So not only are EMP’s readily available at all times and have an unlimited amount you can obtain, they also then destroy every biopod within its detection range, so in chase you can lose your ability multiple times if the survivors teammates come by to help. Defending gens and map coverage are also hit really hard by EMP’s since once a biopod is hit it’s disabled for 40 seconds, there’s no other option than to either wait for it to recover or go all the way back to the biopod, destroy it and place another. Which in that time you can lose any chase or more importantly not being to stop a gen from being completed.

    So how do we fix the singularity? Starting with his basic kit, he needs a lighter version of soma family photo base kit. A 3% or even 4% haste wouldn’t be too strong, to balance it I believe overclock mode should immediately end after any fast action is done during the mode.
    The hitboxes on the biopods should be looked at to make placing them easier and a quality of life change would be to have slipstreaming as a different key/button from placing biopods.
    Finally EMP’s should be nerfed a bit and change some properties to allow the singularity to recover biopods faster. Printers should no longer automatically begin printing at the start of the match, survivors should have to go up to them and manually start them up to get EMP’s. After retrieving an EMP, the printer cannot be used for let’s say 15-20 seconds. This makes it so survivors have another objective to their match to receive their counter and limits the amount of EMP’s that are spawning around the map. An interesting idea I had was to allow the singularity to recover EMP’d biopods manually, not entirely sure how it could work but it’s an idea I had floating around.

    Those are my thoughts on why I think this killer is so low on a lot of stats and what could be done to help improve him to make him a more viable killer without overtuning him. Let me know your ideas or opinions.

    I don't think the nerf to the EMPs is necessary, the rest seems allright, especially that he is basically required to run family photo is a huge issue.

  • @TheRealConsent said:

    Survivors do the same thing, and I'm honestly tired of some people acting entitled to a 50% chance to escape after the Killer handed it to them.

    What if, hear me out, we added a button for the Killer? When 5 gens are done, you get to press a button, and there's a 50% chance a random Survivor will die to a heart attack. Does that sound fair? Dying after playing correctly?

    Now of course, there's a difference. One is game balancing, so I do believe hatch should exist. But what about the survivors that just camp exit gates? Some Killers are simply not fast enough to even hold W towards the exit gate the Survivor is at by the time it's open.

    And this is ON TOP of the alreadt 50/50 chance for the Killer to find a hatch. Imagine this:

    • Have a good start
    • Make the correct decisions, execute chases well
    • Maintain an adequate amount of pressure
    • Get 3 kills
    • Win a 50/50
    • Lose the last guy anyway

    I think the fairest solution to all of this, is to make the Entity impale the survivor after the hatch is closed (If the gens weren't complete before). That way, the last Survivor still has a chance to win, the Killer can get a 4k, and there's no longer the issue of hatch/exit gate camping.

    Sounds about right :) In addition make adepts and such just nobody can escape through the gate, therefore the reason to slug for the 4k gets a bit reduced.

  • @bjorksnas said:

    No thanks this mostly just punishes new players, used one of the only few perks you have, now its a lower tier until you play a bloodpoint tax.

    And even if it didn't why would I want forced variety in the standard game mode. What's stopping other people from just stacking stronger stuff that they constantly recharge while I try to "interact" with the variety system. I think it just creates another layer of something unfun that people might carry on to the next match. Wow the one match I used a weaker slowdown because the one I prefer is on cooldown I got bodied while heres even more slowdown now and hopefully the system they are engaging with makes their perks weaker so its an easier win.

    Too hopeful of a system and too unfun of gaps it creates

    If you want a variety system put incentives on killers, "free items" and perks.

    Heres how it would work, after every match 1 random item as survivor gets highlighted, 6 random perks get highlighted (as both sides) and 4 (*mostly random) killers get highlighted.

    Highlighted items are free to take into the match with you so survivors always get a free item of the lowest tier (except keys will be purple or green at random) and its a bit more variety but its not forced, so you could get a medkit, or you get a toolbox and instead bring a medkit of your own.

    Highlighted perks will be ones you don't have equipped but give 25% bonus bloodpoints per highlighted perk you take the more perks you have unlocked the more perks are highlighted (so you don't have to make a specific farming account with don't unlock this character they have bad perks)

    Highlighted killers tag the least played killer, and 3 random killers you haven't played in the last 3 matches and give 50% bonus bp

    Now you have a system with incentives for new players, progression for mid game players, and something to help give some variety to end game players who while might not need the bp would probably enjoy the game getting them to step out of their comfort zone if they so choose

    That sounds solid I would either switch the perks after specific durations or maybe even automatically based on what perk has the lowest rate of usage within the last 7 days or so... But an incentive to play with those perks would be nice, until hopefully some day we have most perks in a decent state... Well as if that will ever happen though ^^

  • @Mooks said:

    why not start of by removing them instead of degrading perks to level 1


    The devs have stated they are against the idea of removing perk tiers, many including me have made this suggestion before.

    If you want to restrict meta perks you could have made the system only for those perks

    not feasible to determine want counts as meta and what not as it’s very subjective, based on region and skill level, etc. Restricting meta perks is also only one reason for my suggestion as mentioned in OP. It’s also meant to incentivize general more perk variety and avoid perk reliance’s (which new players can fall victim to)


    Yes perks as Band aid fixes suck, but how is anything gonna change in that regard with your idea?

    Meta perks would mask the base game problems anymore and devs would need to find base game changes to address these problems instead of creating perks as band aids.



    Fine, how about we introduce a system that rewards players for using perks with low pick rates or gives daily changing bonuses for using certain perks that way you reward players for doing the thing you want

    I don’t see why I have to make that suggestion when I don’t think that would work at all? You are free to make that suggestion yourself.


    but a new player that barely has perks not only gets diminished values on the usable ones constantly, he cannot even switch characters to avoid the downgrade and does not have the bloodpoints to constantly afford rebuying perks

    Veterans wouldn’t be able to switch characters as well as per my OP - have you read everything before writing how horrible you find it??

    As to Bloodpoints and grind - I already said I agree. But then you could just use another cooldown/.recharge system for used perks that would affect new and old players fairly. Maybe make it depending on how many perks you have unlocked etc.

    see, that’s why constructive feedback is better than whatever you did in your first post. Open up discussion to tackle the flaws (that I never said didn’t exist). Sugarcoating is not the opposite of destructive critique.

    Well just because the devs are against it does not mean it is not a good idea.

    There are certain perks that nobody runs with a close to 0% rate of being picked, and it is fairly obvious which perks are meta considering they have a high pick rate, there are roughly 30 perks you will see on survivor side and all the other ones barely show up, if at all... Think about it when was the last time you saw somebody run fish perk if not for the adept? (just one example as there are quite a lot of perks that don't get used...). You incentivise perk variety by making people run non meta perks, because those don't get used, but by also applying the system to those perks as well your whole effect is worthless... I could juggle 3 meta builds with that system without ever adding something to perk variety.

    No it would not, there are like 20-30 perks that are considered meta, it would be super easy to just have a few builds you switch in between and then the perks just auto refresh because you did not use them for x matches... It would do absolutely nothing.

    You don't need to make that suggestion, but it would be not only a better idea but also not hinder newer players like your idea does. On a side note I don't think the devs care too much about the issue of never changing meta considering there was not really much done about it over the last few years since the big meta shake up, that lasted like a few months...

    That is probably the smallest issue, and you stated it more like a maybe thing, not like a given for the idea. Veterans would be able to switch towards characters that have that certain perk as their own so it could never be below level 1,so it has a least a bit of an effect on them.

    I don't really think it is redeemable...

    The issue is that your basic idea is somewhat to make the game horrible by taking away meta perks that work as bandaid fixes towards serious issues, and therefore make it more obvious the issue exists... However that problem is already known to everyone, the players, the devs basically everybody knows that unfun strategies like camping and tunneling work much better without certain perks and that it would be a good idea to change that... You don't need those changes to make the problem visible, it already is and has been for years. But the devs stated several times that they don't want to limit playstyles, which means tunneling and camping (not facecamping) are basically here to stay.

    This leads to the issue that the idea fails on many levels...

    1. It affects meta and non meta perks in the same way, therefore not requiring people to use perks that are rarely seen because they can just switch between different meta perk builds without running out of possible uses, which means it does not bring more variety.
    2. Newer players have less perks overall so the system would need to somehow take that into account so it cannot be avoided by paying bloodpoints for perks over and over again as well as not limiting their already bad perk choice by taking away the few good perks newer players have.
    3. The goal to improve the game towards less band aid perks for problems that should be fixed by basekit additions is not tackled at all by this, as it is already a given and has shown its face ones again during the random perk game mode... Even before that basically everyone knew it is an issue, there is no point in shining light on it when everybody already knows. Also the tool to do that is inadaquate as your basically planning to have players having miserable games because unhealthy playstyles cannot be countered by perks anymore...
    4. Limitations towards tome Quests or achievements that are completely unnecessary considering they mostly revolve around underused perks anyway…
    5. To get more variety either the perks need to be changed to be of a similar power level or we need to make it so underused perks have an incentive to be ran, like a BP bonus

    Well the idea is still horrible and it would take more time to fix all those issues with tweaks so delicate it would take many changes to get it done right, instead there are other simpler options to have more variety. Sure it opens up the discussion, the issue is just that I don't think the idea is salvageable or worth the effort to fix all its flaws, I would agree if it were minor issues but the direction was Allright, but this whole thing is just beyond repair in my mind.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731692#Comment_3731692

    i never said there is nothing lacking at all. I am aware it would add to the grind to new players, valid feedback indeed.

    it would still be possible to be respectful and constructive while saying that :) its the way you came in just stating "thats horrible" which is… horrible.

    Well there is two ways to deliver feedback, you can have a ton of text first and then the results of my thoughts or the other way around, and considering the vast amount of negative aspects the idea has I went with the second alternative.

    Calling a horrible idea horrible is not impolite, sugar coating it would be though, as that would be somewhat lead by the assumption that people cannot take straight forward feedback.

  • And I didn't even Stat of by mentioning how bad that is for newer players, veterans have hundreds of perks they can go through with dozens being usable in some way, but a new player that barely has perks not only gets diminished values on the usable ones constantly, he cannot even switch characters to avoid the downgrade and does not have the bloodpoints to constantly afford rebuying perks, which also adds up to the still immense grind for newer players.

    That the idea is lacking in several areas seems rather obvious from the first read, therefore calling it a horrible idea seems rather appropriate.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731683#Comment_3731683

    Especially if this also restricts the usage of non meta perks

    You just answered it yourself?

    as for the achievements/: you would still have the perks on tier 1 ready.

    I know this isn’t a concept that can be brought over into the game just like that. But the current perk system is horrible (nice way of giving constructive feedback btw) as it is. Tiers don’t really have any reason to exist. Meta is boring and perks are being used as bandaid fixes for base game flaws (anti genrush, anti tunnel, anti camp, anti slug)

    My suggestion only really feels horrible because we are used to having all the strongest perks ready all the time

    Sure perk tiers are horrible, but why not start of by removing them instead of degrading perks to level 1,unless of course they are not the teachable of that characters in that case they get fully removed, if I understood that correctly, and need to be bought again... Certain perks become barely usable on lower levels, especially when they have weak effects already.

    Your idea feels horrible because if I want to use the same build every game, because it is my go to build, no matter if it is meta or not, I have to either switch characters constantly or re buy perks after each game to not have diminished values... I'm sure my anti totem build consisting of inner strength, counterforce, small game and overzealous really needs that nerf to it... If you want to restrict meta perks you could have made the system only for those perks, but as it is it just prevents people from using the same build more often regardless of strength ( not fully prevent, but give an incentive not to...).

    Yes perks as Band aid fixes suck, but how is anything gonna change in that regard with your idea?

    You want people to use off meta perks? Fine, how about we introduce a system that rewards players for using perks with low pick rates or gives daily changing bonuses for using certain perks that way you reward players for doing the thing you want instead of punishing them for just wanting to play the game in the way they want.

  • @Mooks said:

    something I think everyone can agree with is, Chaos Shuffle has shown more perk variety in matches is fun and facing only select Meta perks is one reason why this game has been getting stale

    So while I don’t think just making perks completely random works in the permanent/core game mode it would be nice to have more incentive for perk variety while not forcing certain perks/perk combos that don’t make sense or forcing perks that you really dont want to use.

    My idea:

    Once you have used a perk in one match it will be set back by one tier (if it was already on tier 1 it goes on cooldown and can’t be used until recharged)

    Recharging can be done normally in the bloodweb. Teachable perks from the respective character would be cheaper to recharge (and also can’t go lower than tier 1 - this I guess should also work for general perks). So everyone will have always access to tier 1 of the general perks and their own teachables.


    One problem that arises: survivors can just easily switch through all of their characters to basically never be affected by it/just inconvenienced - maybe only in case of survivors have it for survs reset for all of them?

    this may be a big shake up from the known mechanics and viewed by many as a kind of punishment, but i do believe for the fun of the community AND for balancing perk reliance isnt healthy and something should be changed.

    That sounds horrible... Why should you need to rebuy stuff to use it constantly? Especially if this also restricts the usage of non meta perks... Despite that it messes with people trying to do achievements or tome Quests, because that would also limit your tries there if you don't want to spend BP to buy something you already bought.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731665#Comment_3731665

    Im trusting bHVR to examine the use over other addons and its win potential, if its even half what I see other singularities use,
    then it would be a problem. The fact that other addons also have problems is not a factor in why I write this.

    Considering how many utterly useless addons they have created I don't have much faith in their addon design choices...

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731648#Comment_3731648

    There will always be a best in slot addon.

    Yes, I know this. This is bad.

    Making sure no killer has a single "best addon" is key for a few reasons. First off, balanced gameplay keeps things fair and fun. If one addon is way better than the rest, it can make matches feel unfair and frustrate survivors who feel like they can't win.

    Having no dominant addon also means killers can try out different strategies, which keeps the game fresh and interesting. This variety lets survivors come up with counter-strategies, making the game deeper and more complex. It's way more fun when you're not just seeing the same tactics every match.

    Balanced addons help keep players around longer. When the game feels fair and varied, both killers and survivors are more likely to keep playing, which stops the community from getting bored or annoyed. It also makes adding new content easier since well-balanced addons won't mess things up when new killers or survivors are introduced.

    From a bloodpoint economy angle, balanced addons make players want to invest in more items, which supports the game's revenue. Players are happier when the stuff they buy feels worth it, a crucial point.

    bHVR ought to take more care of addons which are so good or deemed essential for current play.

    Just because one addon is the best does not mean its strenght is that far off compared to all the others though... Both sides has dumb stuff that significantly decrease the other sides chances of winning, but I don't think that this addon is one of them.

    I mean sure, there are different viable strategies, but that does not mean they are all equally viable, that is not a thing in most games, there is always the best way to do it and it is probably impossible to make all of equal strenght.

    Family photo is not an imbalanced addon though, because if it was making it basekit would be desastrous... Think of tombstone piece for example.

    I can agree with the last statement... Many killers suffer from poor addon design where you are almost required to run a specific addon because otherwise it feels horrible, similar to range on doctor before his buffs.

  • @n000b51 said:

    'The game is not in a hostage situation, you can still do gens, therefore progression can be done'
    You are right here: he still can do the gens.
    'What exactly does a key help you when the killer just stands on top of the open hatch?'
    Well, if he has found it first, he has to close it. So the key allows the last 'surv' to open it as he knows where it has spawn, I guess.

    The whole point the OP made was that the killer does not close it but just stand on top of it, so the survivor does not gain potential access to gate spawns that favor him in getting out... Whivh is why the key does not help.

  • @n000b51 said:

    'Why should you get out for free when you failed to do all gens and also did not manage to find the hatch first?'
    The thing is: to stay on the open hatch is probably more like to take a game hostage because the game is locked & no progression can be done from both sides. So I think to do not close the hatch is probably bannable if it persists after 2 minutes because the last survivor can do absolutely nothing except to search a chest and to hope to found a purple key for some reason…
    Anyway, a killer with 'No Way Out' can camp the closed hatch as well.

    The game is not in a hostage situation, you can still do gens, therefore progression can be done. And the killer can close it if he wants to progress the game towards the EGC activating. What exactly does a key help you when the killer just stands on top of the open hatch?

    No I don't think this is or should be banable…

  • @Emeal said:

    Its unhealthy because its the most addictive sugar ever.

    I have been playing nothing but Singularity these past 2 months and I see some health concerns for the Kill which might need to be mended. Singularity is an unpopular but very unique Killer, its a type of gameplay you don't expect and its quite fun to play. I know Singularity is down on his luck right now, but that does not mean he isn't due for a checkup on those addons and it does not take even a genius to see how busted one of the addons are.
    bHVR you gotta pull this one out and see if the Killer needs a buff after.

    Soma Family Photo. This addon is a pure sugar addon. You can make it work with every other addon, it makes the Killer WAY easier to play and your chase potential is supreme. it means this addon is gonna be picked more than others. But honestly why should you need an addon to make the Killer function easier for you? Addons should be additions to the Power, not actually making the power better than not using that addon.

    • There is almost no situation where Soma Family Photo cannot greatly increase your pressure in chase.
    • No other Singularity addon gives such chase pressure or utility for the entire match.
    • bHVR should not have Killer addons that outright the best choice for a Killer.

    Conclusion: Its so good, it takes choice away from other Singularity addons.
    aka the 'Why would I run anything else?' problem.

    I recommend you change the addon to something else and decide if the effect should be a default part of his kit or not. Since the Singularity's Kill rate is so low 5% speed in overclock might not be overpowered as a base feature.

    Also make the Ultrasonic Sensor instant activation.

    There will always be a best in slot addon. The issue with family photo is rather that it is almost required to make proper use of the teleport, otherwise you just barely catch up to the survivor during overclock. It would therefore be quite nice to have it at least partially basekit, the addon itself is not unhealthy, it is just that it being required on him is unhealthy, addons should be choices and not requirements to make proper use of the power.

    "Addons should be additions to the Power, not actually making the power better than not using that addon."

    Basically every single numbers change addon does exactly that though…

  • @cclain said:

    As a survivor it happens that I am the last one alive with 2 generators and the killer camp the hatch instead of closing it. Which leaves me with only 2 choices, commit suicide or give my position with a generator.

    Can you please let survivor open the door with the hatch open

    Why should you get out for free when you failed to do all gens and also did not manage to find the hatch first?

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731418#Comment_3731418

    I think I kind of understand what is and isn’t horror to you but not completely. That’s okay though, we can agree to disagree. For me DBD meets the threshold of a horror game, while for you it does not. Thank you for the conversation and for being patient and civil.

    You're welcome I guess ^^

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731376#Comment_3731376

    There are phobias for basically everything, if the only requirement for it being horror is that some people are afraid of it then cooking simulator is also a horror game because some of the ingredients might scare certain people that suffer from such a condition… That just makes this way too wide of a defnition.

    Horror exist in the first place because of what people fear, some horror subgenres exist because some of them plays on fears that aren't as widespread as the more common ones.

    You absolutely can make a cooking simulator into a horror game.

    Horror is a wide definition of many different things people fears as the genre is incredibly broad, even just by the fact alone that you personally reject dbd as a horror game while naming other things as horror just proves that point.

    My point was that I don't think lore or themes are enough to make a game a horror game, and I don't think the aspects are visible enough in the gameplay for it to be considered a horror game, I don't think the lore, the themes and the characters matter too much when it comes to what a game truly is… I guess that just means that I don't think it is a horror game, others think it is and there is no correct opinion about whether it is or not.

    Which by your logic, only the things that people personally considers as horror are actually horror, while whatever everyone else think horror is within the genre who's opinion doesn't match out own is not horror, meaning nothing is objectively horror in the horror genre as a result.

    Either horror is an objective thing used as a term that encompasses all things people considers horror regardless if other people don't find it scary themselves or horror is just completely subjective and changes depending on who you ask and no one else's opinion on horror that would go against their own is correct.

    It can't be both.

    A book does not have gameplay and lore divided, lets call it world building and plot for that aspect… plot is what the characters do and world building is the world around it… You could write a book, that plays in hungary, at the time of Dracula, and in this world Dracula truly exists but the plot does not care about that and it would not be a horror book for that reason, as it literally plays no other role than being there. When we look at that for dbd now then we have gameplay (the plot) that does not really have much of this horror aspect, as it is basically just a goofy game of catch, whereas the world around it might be a horror setting, but it does not really matter that much. And characters present does mean much either… I could write a comedy book about Dracula cooking dishes with garlic, would it be horror just because Dracula plays a role in it? Rather not…

    Except the plot here is that Dracula is acknowledged as the main antagonist who is out to get you and hunts you down as a result, with you hearing spooky music as you hear you imminent doom closing in on you, running for your life from him in a life & death situation, which if he gets you will result in him having you painfully impaled and hung from a dirty meat hook for a spider god to come and eat your soul piece by piece, calling it a goofy game of catch does not change that all those things i've just mentioned is pretty damn horrifying things in of itself and saying it isn't just returns us to the point of you using horror as a subjective term.

    Also yes, a comedy book about Dracula cooking dishes with garlic would be horror, it would in fact fall into the comedy horror subgenre.

    I just don't feel the gameplay reflects its horror theme enough to call it a horror game, which is why I will say it has horror aspects, but it is not a horror game.

    And i believe it does as the elements, themes and actions found in the game are objectively horror as they are all something that's found in other horror related things outside of DBD, anything aside from that is just subjectivity.

    Ofc you can, but not when you use normal cooking stuff… When you make some weird cannibal cooking thing it can be. But not when you take some ordinary ingredients, despite some people having a phobia for ordinary cooking ingredients…

    The issue is that in both cases the word is meaningless… Because if basically everything is or can be horror then it is not descriptive anymore, the same goes for when you base it only on subjective thoughts about the topic the words loses its meaning.

    Thematically it is horrifying, but it does not get projected onto the gameplay, which is what I was saying the entire time, the gameplay does not provide the theme that the lore and the visuals have … It does not feel like doom closing in on you because of the restrictions the gameplay provides. You're not running for your life, because A. thematically you will just get into the next trial even if you do in fact die or get sacrificed to the entity, so you're not running for your life in that sense. You could argue you run to avoid pain I guess.. B. The game just is not able to give that feeling during the chase, while all this might be thematically true it is not really conveyed through the gameplay… Because the chase just does not feel like I am getting hunted down by a powerfull monster, because most of the killers are severely restricted by the map which is why it feels like a goofy match of catch… The theme does not get translated in the gameplay.

    I don't really think it would, but whatever ^^

    The themes alone don't make the game a horror game, as stated before, its gameplay is what defines it.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731377#Comment_3731377

    What games do you consider horror? Why is Amnesia horror to you?

    How would you change DBD to make it worthy of the horror genre title in your eyes?

    And yes, in many ways regular existence is horrific. In many ways it is also beautiful. I would also classify Sisyphean situations as horrific yes.

    And your fitness determing your fear in a trial is very brave. I would still be terrified regardless of how fit I am.

    Because the theme also carries through onto the gameplay…

    I don't really have the intention of making DBD into a horror title, but as I already explained you would need to find a way to have the theme carry over towards the gameplay, which makes it kind of hard in a multiplayer game… As with experience the game loses its horrors…

    I would say they are frustrating, but not necessarily horrific.

    Fully depends on who you face, if you face demogorgon, Unknown or some other you probably would, but then again Legion for example is probably the least of a threat, all he is is a person with a knife… Survival rates in knife fights are not good by any means, but it is not like you won't find stuff that could be used against it.

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