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ArkInk

ArkInk

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ArkInk
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  • Hard to describe, but the best way I can think to put it is that Freddy has a power, Skull Merchant has the Undetectable Status for awhile after placing a drone.

  • I wouldn't say he's terrible as a killer but just feels super clunky and unsatisfying to play. I wanted them to move his kit away from being just Slice and Dice the character, but they kinda just hit it with slam hammer and then handed him a cooldown nerf that isn't massive but can definitely be felt.

    They should revert the Slice and Dice nerf and give him back Scamper Vault for Windows (I will die on this hill). I think he'd be a satisfying Stealth/Dash killer with a long enough cooldown for survivors not to find him annoying after that.

  • I thought it'd be neat if F13 ever got added that they add the graveyard Jason resurrected from in Part 6 as an area.

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  • Not really my demographic, but there's totally a market for it. So long as they stick to horror and it fits right in the game, I'm down. Maybe Trickster will finally get a map he belongs on.

  • New Line dislikes money.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870868#Comment_3870868

    My thought is that rather than buff everyone, they need to just give Survivors more BP. People want BP. You see higher engagement when BP gain is 400% or more.

    Permanently make it so Survs and Killers all invidiDually earn the same amount of BP, no one should be leaving a game with less than 10k BP PERIOD. There is no bloodpoint economy, enough is enough, JUST GIVE SURVIVORS MORE OF A REASON TO STAY AND EARN POINTS.

    Definitely part of it. Idk why Killers just at base make so much more BP than survivors. It made releveling the cast really hard pre-crossprogression because I kept wanting to swap between roles when killer was the only one actually allowing for proper progression.

  • @[Deleted User] said:

    Two hatches should open after 60 seconds in that scenario. The killer is free to be greedy, but they risk letting 2 escape if they do.

    Incredibly solid idea. Killer has to initiate it by slugging at two survs so it can't be effectively weaponized, and it turns an otherwise slog moment of the game design into a potentially interesting encounter.

  • I don't think Gen Z and Alpha should be lumped together in this context. A lot of Gen Z are young adults (like me) or late year teens, with the youngest in it turning 13 I believe as of 2025. Marketing a chapter to people like us is very different from 12 year olds and below, not just because of age differences but simply in that we've been exposed to very different internets with different horror icons at different points in their legacy.

    For example, I see a character like Herobrine referenced here, but I honestly haven't heard that name since like 2016 in relevance, Gen Alpha might know him, but his reign of popularity was probably before they were on iPads.

    More to the point, Slender is like the face of internet creepypasta. The real life incident is incredibly tragic and might stand in the way of a DBD inclusion, but if we're talking a character whose design elements and tropes can be seen in various popular works over the years after his creation, I can't think of any other Ip with as much influence in Internet spaces. SCP would be fun, but likely a licencing nightmare with Creative Commons in the context of a pre-existing work like DBD.

  • Glad there's at least community consensus on this being a bad idea. If it does happen, at least we'll hate it together.

  • The 40 Second Gen Block was Grim Embraces initial effect, and wasn't considered very strong for a long time until it got the recurring smaller Gen Block beforehand.

    It's a powerful perk, just not stellar compared to some of the other slowdown options.

  • They need to find a way to attract more survivors, not replace them. Honestly extremely disappointing. This is probably how 2v8 will return too :(

  • Very true, I honestly can't lie and say that I've opted out of posting on a lot of discussions because it didn't really seem like there would be any actual discussion going on beyond venting out a nights frustrations over keyboard. I wish some people could separate their emotions from their mind when speaking.

  • I feel like this a nothing solution. Most survivors slugged on the ground for the first time won't be aware of Knockout, and in the context of Solo Q a lot of players won't know the perk is in play until it's already working on them, wherein the annoying part of Knockout is that your teammates don't know where you are and you can't do anything.

    So the crux of the strat already relies on teammates on comms or being psychic. You'd get picked up then hopefully, and now the question is whether the map you're on actually lets you play around lockers or if it's so full of deadzones you'd wish you loaded into a tombstone Myers match. Even then, why does a perks design encourage players to just outwardly avoid the game being played how it was meant to be played? Killers putting survivor into the dying state should be a natural part of how a standard match flows, Knockout turning it into something that needs to be avoided at all costs even at the cost of getting yourself hooked is simply asinine game design.

  • Pretty certain Original Trilogy content was denied by BHVR specifically on the grounds they didn't think it fits the game, and I'm inclined to agree with that assessment. Using Lich Kings like Vecna is one thing for a killer, I honestly don't think most people see Vader as anything near a horror villain, or even horror adjacent. He's certainly a beloved and intimidating killer, and I guess with Wesker and the like being added some would say the game has lost its identity, but I honestly have faith the devs will choose the collabs they want to include rather than prioritizing funds over theming.

  • Not terrible, but still just kinda boring. Would've been cool to find a way to make him invisible and untouchable to awake survivors without breaking him in the dream world. As of now the dream transition still feels secondary to his power.

  • I like the change of blood snares to a disabling wave rather than traps, feels on brand for him and much more useable.

    Pallet explosions seems like a really niche ability that may end up being more trouble than it's work to land, though that's ultimately a hard call to make with such limited experience. I also just assume dream pallets stunning Freddy is a bug but if that's intentional then lmaoooo

    Heal TP is fun but honestly I just don't think survivors will heal asleep after a couple weeks. It has a very cause and effect response that'll make matches sink or swim depending on whether people know counterplay.

    Overall, Sharp Hand Joe has some new tricks, but he's still Sharp Hand Joe. At this point, I say that with as much love as I do bitterness.

  • Old Freddy's biggest issue aside from self care was survivors being given free time in the dream realm before he could interact with them. During the transition, they were free to finish gens in his face, slam pallets, unhook, the general works.

    This change wouldn't "fix" him, but if you know old Freddy, you understand why someone might request it.

  • A bit unrelated but I wonder what the new dream world effect will look like. There were mentions it was given a makeover and that's quickly becoming one of the parts of this rework I wanna see most.

  • I wanna actually see gameplay before making a call. This does kinda sound like it's just pallet and snare Freddy rolled into one, but changes like being able to TP to healing survivors, exploding dream pallets, and moving snares sound like they could actually make him a really interesting killer. The return of his omniscient aura read is ballsy but you kinda have to respect it, and I honestly think that is a playstyle I'll try out when he drops.

    I know it made him weak originally, but I am a bit sad to see him not made invisible in the waking world. It was a really freaky effect realizing he was right on top of you without actually being there in his og iteration, I'd have liked to see the devs try to make a version of him work like that.

  • Freddy is already mentioned to have had his powers altered in like the one scrap of lore we have of him in the realm. I don't really get this argument from this perspective, we should be discussing whether this fits his gameplay.

  • At least for the original members of the cast, it definitely feels wrong they haven't gotten them yet. Plague and Huntress especially since they weren't launch killers unlike Wraith.

    Hopefully we'll get something for Freddy soon. It'd be nice to hear new tunes for licenced cast, though I just wanna see this months rework.

  • Not yet but it's in my backlog :3

    Deck builder roguelikes are quickly becoming one of my favorite sub genres

  • @Skillfulstone said:

    I'm honestly just concerned about possible health hazards a FNAF Killer can bring.

    Fnaf is a game which has the "horror" label almost only because it's 90% loud jumpscares and flashing screens, those kind of things (which will become beyond infuriating even for people without any medical issues after a while, imagine just getting fnaf-jumpscared but repeatedly every 1-2 minutes) can cause issues (seizures, diziness etc.) for many people.

    Remember the flashing basement bug? The thing that justified a seizure warning to show up on startup? Yeah I'd rather not have a Killer that has jumpscares and flashing screens/ear-blasting noise as it's entire gimmick.

    BHVR, for all their faults and issues, have a good track record when it comes to making licensed content. Even the weakest licensed Killers are lore-accurate gameplay-wise and, even if weak, are interesting and unique in their own way during gameplay. There's no way to make a fnaf Killer without basing it's power around sensory overload and epileptic seizure hazard, even if somehow they manage to not make the most visually and audibly insufferable Killer yet, there's no way that the Mori will lack the classic "death" animation jumpscare (and with the horrid ill-thought-out Finisher Mori... hopefully the community unites once more toward a common goal against it, it's bad enough that it incentivizes slugging for the 4k).

    I honestly don't really mind an animatronic Killer (although a possible wave of kids is unnerving, although manageable thanks to not being forced to hear other players) but for once, the Killer can't be too close to the source material.

    I don't really think this is that big an issue tbh. FNAF jumpscares aren't just strobe light shows, and honestly it kinda annoys me how you say it can't be done right because of this when I see tons of concepts without this all the time.

    My own personal idea was to express the notion of a Jumpscare through the gameplay mechanics, giving the FNAF killer stealth and Instadown abilities to create a Ghost face like playstyle where you stalk around undetected for surprise attacks. In my mind, a "Bite" M2 ability for Springtrap that functions as a short range lunge and Instadown attack would be a fun callback to the series most memorable moments and would be completely devoid of the issue you mention.

    Yes, faithfulness to the source material is key, but the devs have absolutely not been afraid to rework, recontextualize, or scrap iconic abilities from killers if they think it isn't working gameplay wise. A good example would be Xeno's original wall run power and lack of Facehuggers/Chestbursters.

    @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863808#Comment_3863808

    I highly doubt it.

    It'll probably be remembered like Slender, if Slender hadn't had those killings.

    Also, yes, Chambers needs more love.

    I've seen this said a couple amount around the forums, and it kinda confuses me. Are you referring to the singular Slender Stabbing in 2014? Even I remembered that when it happened but I see lot of people describe it like multiple people died when there was actually only one girl who got seriously injured, and thankfully ended up making it in the end.

  • Been addicted to Balatro as of late. DBD is a lot of fun, but there's always room for something else

  • This post certainly went a little off the rails. I don't really wanna argue about this with anyone. It's been years of this debate and I think we all know where we stand.

    In my eyes, FNAF has been trying to cage some of its more adult demographic for years. There've been smaller projects that take a darker tone like the recent Frights game and Tjoc which is M rated and officially funded, and a cancelled gritty remake of the OG was planned. The lore of the games have naturally been dark but the presentation is purposely "clean" as per the creators own admittance, and the more recent games have disappointedly been much more kid friendly (the Help Wanted set are creepy enough, but Security Breach just sucked). I was 8 when I got into Fnaf, 10 when I got into Dead By Daylight, and I'm old enough to vote now.

    Some would argue that because of how kid aimed the series is it doesn't belong, others would bring up licenced chapters like Castlevania and D&D and point out how many of them are outwardly kids games. It's ultimately up to personal preference if you think it belongs in DBD.

    To the more important point, I don't consider this series anymore anti-lgbtq than most big companies projects. FNAF creator Scott Cawthon has donated to causes I think are awful, but among Konami, WotC, Disney, Park Avenue Entertainment, Netflix, I don't think even in the context of damage done to the LGBT community he's the worse offender sitting at the table. And from my perspective, it is kinda strange to see so many controversial creators be pushed aside or ignored in favor of dumping on FNAF when so much has already been let slide. It's ultimately not my place to judge anyone on this, and there's honestly just so much built up animosity over the years that it's necessary to understand the different contexts so many people have interacted with FNAF, especially in regards to DBD.

    At the end of the day, people will want this no matter what, people will hate this no matter what. I just wish people could be more civil when discussing it.

  • They're just a decently solid combo you can use in a variety of situations imo, I quite like them paired with Resilience to consistently guarantee faster vaults

  • In my eyes, it mainly comes from the fact that the game simply wasn't intended to be what it is.

    What most people consider the core gameplay loop to be, well, looping, and that wasn't even intended by the developers, as they expected most players to simply run as far from the killer as possible and initially designed pallets as stop gaps of a sort for that.

    The competitive aspect of this game was clearly unintended considering how little regard for balance there was in first few years of the game.

    Even if you look at the live service aspect of the game, that wasn't even intended either. The devs simply started polishing off cutting room floor content they had after completing the base game, and eventually started incorporating licenced collaborations after the Halloween chapter proved popular. It wasn't until Clown I believe that the devs started working on fully original chapters with the idea of keeping the game around as their main dev project, although I could have that a little mixed up, I remember distinctly BHVR got full rights for the game from Starbreeze around then.

    Overall, from the format of the game to its mechanics, there really isn't a single piece of media that's been so drastically and continuously iterated on as DBD has. Naturally, it isn't all sunshine and rainbows, but one does have to respect how far we've come from those three og killers back in 2016, even further considering I still remember being engrossed by some Beta or Alpha build where there was only Trapper and you couldn't kick generators. DBD is the kind of game where some of the people playing it have learned every potential nuance and tech that could possibly have been learned, so there's naturally all manner of people still struggling to climb up the mountain that is this games design.

  • Definitely agree with the sentiment that Coldwind at Night should return, maybe with a rework or new variant that changes the scene. The corn maps have never been a high point in map design for me, and it's kinda shocking they haven't gotten more adjustments.

    Kinda unrelated, but one thing I thought would be cool would be making a new cosmetic offering that adds some new aspect to each realm, like changing the time of day on something like Dead Dawg or making it rain on Autohaven. Could be a solid place for Night Coldwind, among other neat additions.

  • It's kind of hard for me to articulate exactly how I feel regarding this topic. I much prefer how the game currently works over pre 6.1 DBD, but the casual and more fun natured vibe people approached the game with was much more easygoing than it is now.

    I still have plenty of fun with the game, don't get me wrong, it just feels like some people act as if BHVR is forcing them to play 3 hours a day every day and then project that burnout they get from playing on others.

  • @SoGo said:

    No idea. I don't like it.

    And also, how is Airlock Doors an offering? Did we forget about the lore? Weren't offerings supposed to be small and easy to burn/throw into a fire?

    How the hell are you going to yeet a door into a fire? Makes no sense.

    Agree 100%. It ticks me off because it wasn't like they were strapped for options. Using a dead facehugger, discarded shedding, or something like a copy of Ripley's audio log from the end of the film would've been perfectly on brand. Even something like Ashes head or a tracking scouter would've been easily recognizable for the franchise.

    It's such a minor thing but I feel like it could be fixed really easily.

  • There's not really a point to worry about player counts. It comes up and down with the hype of certain chapters and events. As others have already said, it'll probably jump up by the time FNAF comes around and then simmer back down a few months later. It's natural.

  • There's a palpable sense of irony emanating from this post.

  • Very nice! I'm not well informed on what happened here specifically but Fandom is infamous for how awful it is at this point.

  • It was mentioned on another thread but this change was intentional as the devs are worried about the add-ons effect becoming harmful to the health of the game, and thus essentially nerfed it to the point of uselessness so they can revisit it later.

    That rubs me the wrong way for so many reasons, but here we are. Unfortunately.

  • Nah still too strong honestly. Oughta make it one percent just so survivors could possibly have a chance of playing around it.

  • Like in most of BHVR's yearly outings, I see it is as two steps forward, one step back. There have been major changes for the better like a larger focus on events and the devs have done a lot to try out new aesthetics and tones for chapters that I like, but a few of the balances changes and releases where the devs don't stick the landing makes the game feel just as buggy and unplayable as ever.

    Although general match experience is better, I feel as if the attitude of the general playerbase has only gotten more and more pessimistic with time. I wish people would relax and take matches less seriously, and that the devs would consider investing in more infrastructure and maybe altering their release schedule to give more dev time to each of the projects they work on.

  • I honestly thought it was just fine at 10% with the BP bonus, but I suppose that ship has sailed. This should definitely feel nicer to play.

  • After using it more the dash really feels sluggish now. I'm a ok with the cool down nerf, but I do agree that at least a reversion on the speed and distance change would be nice. In an ideal world we'd get Scamper Vault back too, but that remains to be seen.

  • I think it's meant more for his personality than for a gameplay reason. Wesker being a lot more from the action side of action horror and getting big bombastic opera chase music kinda fits better with 40m than 32m.

    It's kinda weird there aren't any other killers worthy of that category, and that the devs seemingly went back on killers having unique terror radius changes (Pig should get her 28m back), but it's not really a big deal imo.

  • Said it endlessly, but window scamper is designed specifically to be a quieter version of Chucky's regular vault, and can now only be activated while Chucky is screaming his lungs out. In the ptb where manual scamper was removed, the vault still worked just fine and literally nobody complained.

    I'm fine with nerfing his cool down again, but him still not getting an addon pass after half were made nigh useless after the scamper changes really rubs me the wrong way. The speed nerf in dash feels like a bit much, but it isn't the end of the world imo

    Overall, I'm fine with the devs placing a couple more restrictions on Slice and Dice like they have, but I'm still annoyed they removed a unique stealth ability and haven't restored it after all these changes. I wish they'd stop flip flopping over his cool down and either leave him alone or give him the proper TLC he deserves rather than half measures.

  • Tried this earlier with crowd control, blood favor, and ruin. It feels like easy mode, especially on high mobility killers.

  • The game could certainly benefit for a way to speed up bleed outs in my opinion.

    Some people will argue that four minutes isn't that big a deal to wait, but I'd disagree. If survivors had a way to sit in the exit gate and enjoy the safety it provides without the killer being able to chase them out in some way, it would be infuriating and people would complain incessentantly (for good reason).

    It might be rare to get slugged consecutively in back to back matches, but it has naturally happened a ton in a game as long lasting and popular as DBD, and after a certain point, I just wanna go next. I don't care about clout or dc penalty or whether I won or lost, I just wanna get out of an unfun match where two teammates are already dead and Laura and I are just flopping on the ground as the killer bags us for minutes. As killer, there was I can make an unfun match fun, and generally, it's usually possible to try securing at least one kill, even in end game.

    As survivor, the game kinda just tells you to sit there and let a 4 Slowdown Blight throw himself a celebration ceremony for the equivalent of about half of a SpongeBob episode. Trust me, I've had a lot of time to figure that out.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851933#Comment_3851933

    In chase, it does work incredibly similar to the remnant, while yes it does not slow the unknown, the remnant to is also instant. The best part of the hallucinations is map traversal, while it can be used in chase, a survivor can see the aura and avoid the hit once you teleport.

    The multiple hallucinations only comes into mind with map traversal as if you have two hallucinations in a loop you have wasted so much time or are using the footprint, both cases you are wasting a tp place.

    My point being the main part of unknowns power IS the UVX, as the counter for the hallucinations is really damn easy.

    I still wouldn't consider those similar in chase, given Unknown can't reliably summon a hallucination at will and either needs to take advantage of one spawning or use one already there. The whole game with Dredge is you use set up the remnant and make a plan around using it that moment because otherwise you're pouring time with the slowdown it gives. Unknown has either laid a trap or is being opportunistic, Dredge in most cases needs to actually use Remnant in chase to make use out of it.

    Combine that with the aforementioned map traversal effect the power has. Maybe it's a personal thing, but I make much more use out of Unknown's hallucinationa than I do UVX and I wouldn't say I use them in a way at all similar to Dredge's remnant. That said, sorry my first comment was demeaning, looking back it was harsh to be accusatory over something that ultimately amounted to splitting hairs.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851862#Comment_3851862

    So dredge remnant with more steps? And I say this as someone who plays a lot of unkown, hallucinations are easy to counter once you know how to play the game.

    As someone who plays a lot of Unknown, you should know how unlike Dredges remnant it functions. You get the husks as you play rather than manually activating them, which also has the secondary effect of not slowing Unknown down, there can multiple hallucinations at once, survivors have a whole animation and bar dispelling hallucinations. Generally, Unknown can use Hallucinations for actual map traversal and as set up traps, whereas Dredge usually uses Remnant as a trick or to cut off a loop.

    Thematically, yes these abilities are incredibly similar. Gameplay wise, you might as well rope Nurse in here with that Blink Back addon.

  • Houndmaster will take months to fix. For Thrill changes all they need to do is revert the number buff it got. Not really seeing how this a clean comparison even if Thrill got mentioned and Houndmaster didn't. They aren't comparable content.

  • I feel like there is an argument to be made about items that are designed to be rare and hardly seen being power creeped into being seen incredibly often, but I wouldn't really blame this on P100 webs, especially since they were basically just the old P3 Level 50 Webs.

    To alleviate this, maybe make it so that using an Iri means you can't bring one into the next match? Just to encourage build diversity and not constantly stacking the same uber powerful add-ons on both survivor and killers side (although honestly I'd say that most killer Iri's are fine and that survivor Iri's only get out of hand when stacked excessively).

  • I wouldn't say it's worse than ever. By far my worst experience was years ago getting soft locked by a classic bully squad on Crotus pen where you'd go down the hole and someone would be waiting at the bottom to catch you on the elevation. I would've been pretty young at the time and must've sat there forever waiting for them to let me go cause I was scared of getting banned for a dc.

    People can still be utterly dreadful now. I had a Demo go out of their way with shred tech tactics to get around me on Silent Hill when I was body locking them from tunneling a survivor off hook. Like we're at five gens, its been 2 minutes, you already have someone on death hook, the most progressed gen is at 30%, and I'm right in front of them. Instead? Slide past me so you can get around and hyper tunnel that one survivor, then complain in end game chat about people leaving. Like, as a mostly killer player, do these people have no self awareness?

    Ultimately, some people playing this game have always been annoying. The best thing to do is treasure the games that were golden and try not to get bogged down by the ones that didn't go great.

  • Honestly, I think the devs are just scared of a perk that swaps hook states and made sure to slap a big downside on it to discourage players from trying to abuse it.

    I do think the nerf was unwarranted and I'd even go so far as to say that the Exposed effect should be replaced with something else, but I don't really think this is indicative of the devs trying to keep survivor perks weak or any other upsetting philosophy, just a bit quick to nerf something that could shape the meta.

    Plus, Shoulder the Burden is infinitely more useful than Shattered Hope. If the devs wanted to make useless perks intentionally, I honestly think we'd be seeing much worse.

  • She needs a lot more bug fixes, maybe some fixed cooldowns rather leaving it up to whenever the dog feels like it, and maybe a new minor ability that lets the dog auto target some survivors within a certain radius right next to them. It's just kinda annoying watch the dog barely miss then see them walk back to you instead of just attacking the guy not 2 feet away from them.

    I'd think then she might be a Solid B tier, which is actually just fine imo.

  • Very disappointing honestly. These aren't licenced characters and BHVR committed themselves to making original content free if you have the shards awhile ago. Even if they'll be available for shards soon, it's just kinda lame that people have to wait when their method was spending time playing the game instead of just sighing and opening their wallet.

    I actually really like this skin and will definitely be getting it when it's available, and I obviously don't fault anyone who has or will purchase it with cells or shards. It's just a sad trope of modern gaming that unfortunately found its way here.

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