ArkInk
ArkInk
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- ArkInk
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I still think he's A tier tbh. The weird projectile lets him hit all sorts of weird shots and Hallucinations make him one of the best map control killers in the game. It also helps that he's a 115 Ranged killer.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734703#Comment_3734703
Suggesting to play without an item to counter this perk combo is silly.
Good thing I wasn't the one suggesting that, and instead suggested something completely different and more reasonable.
Cool, the entire point of the comment you replied to was to say that suggested counter was silly, so uh, thanks for the info I already knew.
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If you have Interloper it's no big deal, but aside from that Mage Hand feels about as interactive as old Scamper did from the survivor side.
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I believe this is a known bug. Hopefully it'll be fixed sometime between 3 months and 4 years from now.
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@Chocolate_Cosmos said:
There is something new again? Don't tell me ofc how to do it, just tell me what is bugged about him?
I'm not sure how but there's a way to skip his pallet break animation with rush and transition immediately into his syringe recovery, letting him act out of a pallet break much faster.
https://youtu.be/N8loM3bMH2A?si=ypuPIXXhD9PmUWqXHere's a video I found with it.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734619#Comment_3734619
You don't need an item. I almost never take items into trials.
A better solution would be to just put empty items in places that don't matter.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734629#Comment_3734629
One survivor being away from gens doesn't matter if the killer gets all their chases invalidated with no hooks.
You can also play without a fourth perk, but I don't see the gameplay benefit of that. Of course you don't technically need an item, that doesn't mean the game isn't designed and balanced around them being in use.
Suggesting to play without an item to counter this perk combo is silly. It's like saying the best way to counter totem finding perks is to not bring hexes, like yeah sure, why don't I read into the future to predict exactly what I'm going up against and adjust my build accordingly?
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A Wesker with Distressing, Unnerving Presence, Coulrophobia, and Merciless Storm can ruin your day with a Midwich offering and Iri Vial plus the green that speeds up infection rate.
You'll almost never not be in his TR, and you'll need to go out of your way to deal with infection more often and earlier.
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He's a lot of fun in my experience. A survivor always has some weird item and trick to surprise you with, and you'll constantly be finding new ways to combine his spells into fast downs. FotD into an M1 isn't common but is one of the most satisfying things in the game. He also feels very consistent, with Mage Hand, Fly, and Dispelling Sphere being pretty decent on pretty much every map.
You can play him with cool down add-ons to just spam spells as fast as your brain will let you, or you could try some of his other more specific add-ons to make certain abilities much more lethal or versatile. Solid killer imo
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They should definitely consider slowing the release schedule a bit in terms of chapters, focusing on QoL and Perk Variety while filling the content gap with Modifiers and events and whatnot until the next big release.
It would presumably be a risky move monetarily, but I'd argue they could squeeze more longevity out of the game this way.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733398#Comment_3733398
small? we still pretending that?
also, I will never, ever, take the company side on big layoffs. neither should anyone else.
won´t take a neutral stance either. if the company wants any sympathy, they must come clean on their reasons.
1,300 employees work at BHVR as of 2022, Microsoft just laid off 1,900 employees this year and ten times as many in January last year. We can split hairs over this as much as you want, I'm only calling one of them a large company. BHVR might have grown a bit since then, I doubt it's by a magnitude of 10.
I don't tend to take a Company's side on layoffs either, as someone's livelihood is always going to be at major risk, but to pretend that layoffs don't happen sometimes is fools folley. Given some of these people were hired halfway through 2020, it is possible hiring them was something of a risk in of itself given the global recession. It really does suck that these people lost their jobs, especially given the passion I've seen in most of their leaving comments, but I doubt there was an alternative where BHVR could just say 'nah' and keep them all.
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@I_Cant_Loop said:
For those complaining about the map - did you play the PTB and provide feedback to the devs?
Yeah, multiple times. In fact this was mentioned a lot, including by some fog whisperers. I can't imagine this escaped the notice of the Consultants either, sooooooooo why is it still in the game?
They have to spend literal years revamping and reworking maps, it'd be better if they got it right the first time, especially when the issues with the map were known the moment the PtB released.
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You could fill a novel with the comments on this post. There aren't even that many, it's just loooooooong.
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Let's be real, the primary reason people were going to run this was to pull out a lute mid match, the effect was always going to be secondary. That doesn't really excuse it being so hard to use, but the main goal was achieved nonetheless.
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BHVR is a small indie company managing one of the biggest licensing nightmares in the industry alongside trying to grow as a name and brand. It's a shame, but sometimes this is going to happen. I don't think this was corporate greed, unlike Microsoft or Konami and whatnot.
Edit: guess if someone is gonna look back and downvote this over a year later I might as well revise this statement. Don't know why I said this, layoffs suck and are often unnecessary when you run a company correctly. That's all.
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Night and day experience for me, Vecna feels maybe mid A tier. Survivors have to go out of their way to counter him to get items, a system that can either greatly reward or punish them. Flight of the Damned is very situational but can get a hit if you know how to force it. Mage Hand can almost always be used at a pallet for a free hit if you know what you're doing. Fly helps you catch up and can even bodyblock a vault. Dispelling Sphere is how you get around survivor items and can be a pretty neat chase tool with the right add-ons, alongside it's obvious tracking benefits.
As someone who rarely plays strong killers aside from Chucky, this is kinda a power trip.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732790#Comment_3732790
Ill bet 10$ mage hand will be back to being mediocre at best in less than six months.
Sure, but that's because Mage Hand is currently overtuned. It'd be like if I put money on the Twins PtB awhile ago and said the same thing. Sure, sometimes BHVR nerfs killers after awhile, should I plan on showing up those times with a tinfoil hat, string, and a pin-up board too?
If we're actually looking at the line of logic for each of these changes and trying to draw similarities to them, then I'd say the devs correcting a 'bug' they told nobody about despite how it affects gameplay actually is actually more similar to them correcting Plague getting knocked out of Red Vomit by all stuns, although that was obviously out for years and the Chucky vault was only in the latest PtB.
So, am I going to look into that for some grand master villain scheme about how BHVR rigs balance each chapter too? If you read into anything hard enough, you can predict anything.
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@North85 said:
Anyone learn their lesson about buying licensed DLC day 1? No? It'll happen again. :)
Right, that's why Vecna's literal everything was buffed from the PtB.
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I'm down for mixing gender cosmetics, but it was a weird decision to do it with an elf given their typical frame. I'm glad the devs are experimenting more, but I agree with the general consensus that this was deserving of a new survivor frame. An Androgynous survivor would be cool.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732697#Comment_3732697
It also doesnt help that Boons are an entirely underutilized mechanic. After the first wave of Boon perks, it took us a long time before we actually got another, BHVR seemingly forgot about the mechanic as a whole until Alan Wake came around.
Teamwork Perks:
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@diegaster said:
Also mentioning that some add-ons feel like pointless/useless without the manual scamper
Thissssss idk why they thought most of these add-ons would be fine unaltered. Basically all the scamper addons are terrible compared to the Slice and Dice options. Massive shame.
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This was the only way to do double vault mindgames with Chucky because it wouldn't make a vault noise, so skill ceiling and strength are lowered with this change. Extremely unnecessary. Scamper Pallet needed to go because it broke the way loops are designed, Scamper Vault was basically just a quiet, slightly faster vault. There's no real reason to remove that aspect of his kit.
Is he just supposed to be Slice and Dice the killer now? How boring.
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Has BHVR made an ability for killers that can only be used after a survivor has been killed? I don't think so.
If the ability is too strong, players will tunnel someone as fast as possible to achieve it. Granted, they already do this, but they don't need more incentive too.
If the ability is okay or weak, sure. It's a small thing on a killer with a lot of quirks, but I feel like it isn't a big deal that it's absent. Vecna does already animate the dead with Flight of the Damned and his mori. I know a lot of people wanted him to do more Lich stuff, but I'm glad they gave him a more diverse spellpool. He already has his signature Lich spell, so it's cool imo
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Oni has to at least get a hit before having the chance to get his power and it can be difficult to keep it up when you need it the most. Chucky gets his power every 12 seconds and it has an entire stealth component on top of it.
Spirit has more similarities but the whole invisibility part of her power is absent on the killer and survivor side for Chucky. He's 3 feet tall and purposely has misdirection baked into his kit.
I know he lost Scamper, but he didn't go from being one of the most unique characters in the game attribute wise to poor mans spirit just like that. That said, they should reduce the time it takes to scamper more now that it can't be done normally, because right now it's really hard to use it for anything aside from map mobility.
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I think I will. His perks may be kinda dirt, but the QoL they gave him looks perfect and I was having a lot of fun with his power and voice lines. "ArCaNe SSSecretssssss" is seared into my mind. His variety also makes him a little less map dependant than a lot of other killers.
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Pleeeeeease he needs this more than anyone. He's the only licensed character you can truly say is in shambles design wise. Nemesis is at least imposing with how he can eat through pallets, Freddy has nothing.
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It'd be nostalgic, and I'd marvel at the old graphics, but it would also be the most broken, unplayable filth imaginable. Mori's, Keys, BNP, Infinites. Just think about the current world order when NoeD returns to its hexless origins.
Are the first three killers the only options available, or are the other killers available in their launch forms?
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Noticed this too, there's been a lot more clunkiness with hits that feel that like they should connect. I've had him drop grabbed survivors in a literal open field, it's weird.
I'm they're nerfing his hindered and making it harder to tunnel infected survivors off hook, but this should be rolled back imo.
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I'd be down if that was an extra option, maybe even a separate modifier that shows up, but I kind of like the semi control you have with the current system.
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I think the issue ultimately comes from the fact Gen times need to be balanced around both Toolboxes and perks that increase gen speed and Killer perks like Gen blockers and regressers. Because of the nature of these perks, they're necessities at competitive play, and you'll rarely see a general match without at least one of them.
It makes sense, people are going to run what they believe is the best strategy. Still, it'd be nice if it was easier to get by without them. Maybe killers without any slowdown perks in their build could get an extra 10 seconds of gen time? That might encourage going all or nothing on those perks, but it's the best I have.
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@GentlemanFridge said:
F13 - too slow on content updates, limited freedom of what that content could be, and got hard screwed by the license dispute. The fact that Jason was killable also turned the very premise on its head, making him the victim to be sought out and killed.
VHS - arguably had the best run of them all. To its credit, it was fairly simple to understand, and had every opportunity to be something unique. But the dev team was too small, there was no community management at all. The devs created an echo chamber of “positive rewinders” which stifled any and all negative feedback.The closed beta lasted WAY too long, meaning that once it did come out, the playerbase was already too good at the game for any new players to come aboard smoothly. Maps weren’t randomised in any way, meaning that every map played the same way. Monster was too weak…
Last Year: Not sure what really “killed” this one, insofar as I don’t remember anything specific. It never really saw any traction, I suppose.
RE: Resistance: Arguably the most unique take on the genre, and it had a lot of potential. But there was barely any dev support after Nikolai was added. I don’t think Capcom had any real plans for it to begin with. IIRC, there were also a lot of cheaters.
Evil Dead: Lack of dev support, and even less marketing. ED never breached containment, so to speak. After Baal, there didn’t seem to be any plans for new content either.
TCM: Not dead yet, to its credit. They went the route of making original characters, which is already a massive up over their previous game, F13. I personally think this one is hampered by how clunky it can feel to play, which is mostly due to the healthbar system a lot of these games use. It’s not hit = damaged, it’s wail on the character model until down. There were also a lot of ways to stun and incapacitate family members, which you really cannot have in the phase of the game’s life were you most desperately need the game to feel smooth for both sides.
Deathgarden: Too little to the main gameplay loop. I can’t speak for anyone but myself, but I just thought it looked a bit boring?
Last Year was horribly mismanaged by the head dev and it ended up way behind schedule. There wasn't a proper team working on it for a good while after it was funded, and a bad deal with Discord basically meant no eyes were on the game when it finally did come out. It was a pretty fun game, like a strange take on L4D Zombie multiplayer, but it was screwed from the start.
I do feel inclined to mention that F13 also had original survivors, and an original Jason type (though Savini Jason was impossible to get post launch). Had the licensing not broken down, it might've made it.
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We saw gameplay awhile ago, so the wow factor is kinda gone now that we know what's coming up. Plus, the target audience for this chapter definitely isn't the usual, and I've seen a fair amount of turning heads over in the DnD fandom. Who knows, we might get a bump in player count after this. There's been a lot more newbies on the PtB I've noticed, that could be telling.
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This is the closest we'll ever to get to Pyramid Head changes, isn't it?
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Dbd's licence variety gave it a pretty strong start to a casual audience, and its got a lot of fantastic original characters to form a Brand identity out of, along with having a ridiculously high skill ceiling that only got bigger as more and more characters and perks were added. Simply put, DBD got the ball rolling and never stopped, even if they rolled out a few stinkers along the way.
One thing I often see with Asyms is that they hit a snag and spiral. Evil Dead and RE Mastermind stopped getting proper support before I even realized it. BHVR, regardless of whether or not their updates literally shatter the game and start bleeding players, keep it pushing and you can expect a new chapter in 3 months regardless of the last bombs.
Combine all this with the fact DBD had no competition and was able to grow freely at first, and the fact that any competitors now have to stand up to DBD to keep players. Well, it isn't surprising the game stuck around so long. At least not to me.
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I agree, it's definitely a strange decision. Mage Hand is just useless with this item on a survivor and the aura read was fine.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729824#Comment_3729824
These are also why majority of Survivors have a burning hatred for Xenomorph i still remember a month or two after release the hate swarm
It's a shame, because otherwise Xeno is one of the more interactive killers on the roster with the Flamethrowers. Maybe they should add a windup to the tail like other killers, in exchange for increasing the range or smt. They could also reduce TR more while in crawler mode, since 24 meters is still a fair amount.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730007#Comment_3730007
Project W you mean the chapter based on one of the best survival horror games of all time featuring 2 of the most popular characters from said survival horror franchise? Okay
…are we still talking about RE5?
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I think we'll see something tomorrow or the day after. There's not much they need to change tbh, I think what you listed was pretty spot on, although I'd reduce his slowdown on pretty much all abilities and make Flight of the Damned have its Iri effect.
They definitely need to adjust the infinites on the new map too, but I imagine that'll be their first priority.
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I think some are annoying, but I don't tend to grimace at loading in on one. Except for Lery's, it can rot.
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Feels like at least one character needs to have this glitch during any given patch. Spirit still moons the camera at the start of the match sometimes I think
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728848#Comment_3728848
That's punishing the killer for doing their objective, and encourages bleeding everyone out.
Encourages bleeding 'everyone' out? I mean, if they're all hanging around that one hook and there's somehow literally no other hook to in the area, that's an issue with map design more than it is the hook being lost, and I'm not seeing any gens being done, so sure, slug away.
As for it punishing the killer for doing their objective, a survivor is dead, so this is still a net gain regardless of how many hooks are left.
Survivors are punished for doing objectives when they open gates too early, as it starts a two minute timer to kill them.
Killers are punished for killing survivors with mori's, as it locks them in an animation for a set amount of time.
Survivors are punished for doing gens, because it reduces the killers patrol area and lets them find teammates easier.
Killers are punished for hooking survivors, because all survivors are immediately alerted that a killer is occupied and their location is revealed when the survivor is hooked.
Killers are punished for sacrificing survivors on third stage hook, because the hook breaks and they can't use it again.
Sometimes doing your objective comes with downsides you need to deal with. If I mentioned how everything a killer did to advance their objective can somehow come back to bite them, this post would be even longer. You're complaining about a design aspect present in almost all processes related to completing objectives.
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He needs a Licker, a Rocket Launcher, a Flamethrower and the ability to run someone down at Mach 4 speed. Definitely not all of these things at once, but make it part of his add-ons.
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Plague could definitely use it since I believe she's the newest character to not have one.
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@Marc_go_solo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729263#Comment_3729263
The Entity manifests in numerous forms. Yes, it protects the generators and takes survivors using spider-like limbs, but it also manifests in other ways, such as spikes which block exit gates and windows.
The Entity is not a spider, but a rather large malevolent being beyond understand and comprehension, whose true form is not known.
A spider killer would still be a great addition, providing BHVR are able to develop a character of spider appearance that will function within the game.
Wasn't the Entity's true form shown off in Casting of Frank Stone and she's basically a giant spider? I don't think a Spider killer is a bad idea, but the Entity is absolutely modeled after a spider beyond the limbs we see in game.
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In an Asym? My mind is open I just don't see the vision.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728909#Comment_3728909
The Rainbow Six collab was ridiculous. A fast-paced team-based tactical military shooter has nothing to do with the horror genre. The only thing R6S and DbD have in common is toxic communities.
It was really weird that we got that collab before any For Honor skins, especially since that game actually had a DBD event. A Knight visceral that turns him into Apollyon would be fire, the voice lines would probably become memes.
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Reminds me of a Wesker match I had recently with some admittedly pretty good survivors. I had no slowdown but pretty consistent hooks and was able to keep pace up to a 10 Hook 2k, which I consider to be a good result all things considered.
The weird thing is one of the dead Fengs messaged me afterwards to say "ggez" which felt kinda wild to hear given she died in endgame after her teammates broke my Haunted Grounds when I was 5 feet away from her.
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It's thematic and makes Sabo plays more viable. Given that a survivor needs to already be dead for this to kick into effect, I think it's fine.
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@Chaogod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728262#Comment_3728262
Judging from the recent other collabs with CV. My guess would be that
Survivor is likely Maria Renard. A Belmont or Alucard might be a stretch in de powering them because any one of them would be stronger than any survivor. But possibly wrong.
Dracula's main appearance would definitely be SoTNs version. Legendary skin could be something like from CoD or DXC / PoR.
Chase music might be Nothing to Lose or Outta time or if god does exist and loves us then it's bloody tears.
And since Matt gave such a strong reaction about a map for CV makes me feel like we might get either a "reskin" of a map to suit CV, a surprise new map, or maps incorporating the castle in the background or something. Maybe even somehow part of his power kit.
Other collabs stuck with SoTN and Rondo of Blood stuff. Maria is a skin in Rising V so that's why I think she is a survivor. She's also not nearly as strong as the others (though she's no slouch).
I'd be fine with Maria, but I honestly think they'll pick a Belmont or Alucard. They've depowered a lot of strong characters in the past. Ash had to ditch his boomstick and chainsaw, Cheryl can't kill God, Alan Wake can't be God, Chris can't 1v1 a boulder, there's a 300 year old elf that plays the exact same as the glasses nerd that gets murdered in half the CGI cinematics. I honestly feel like the devs wouldn't even think twice before putting a Belmont in the fog.
That map reaction from Mcote is definitely telling. He could've just said there's no map, but he didn't. Who knows? Maybe we'll get a surprise. That would really complete this crossover. I won't hold out any hope, but there's something there in terms of speculation.
Definitely true that most other collabs go for SotN and Rondo, but this isn't most collabs, is it? DbD tends to go for the most iconic options available, except for Jigsaw who was simply incompatible with the concept of the Trials as a whole. I think they'll aim for the top of the list when it comes to icons.
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@OrangeBear said:
Matheiu Cote confirmed on Slasher Radio that they are working with Konami, it's video game Castlevania.
Source, timestamped.Definitive, I feel like we'll definitely be getting Simon or Alucard then. Maybe even a Soma legendary? Think abouuuuut it.
Hopefully Netflix throws BHVR a bone with some new content, it'd be neat to get the show Dracula with different voice lines alongside the OG Vamp.
