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ArkInk

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  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701038#Comment_3701038

    Never said stealth killers are strong, nor did I say Huntress is bad at all. But I’ll say Huntress is low A Tier (I agree with otzdarva putting her that low in A) but when she gets an indoor map I would say it makes her D Tier on those maps. Same with Slinger to a degree. 110 killers, slower when aiming, having to reload, can generally go for long range shots and so on. All I’m saying is indoor maps are worse for more killers than outdoor maps period. A ranged killer is at a bigger disadvantage on an indoor map than a stealth killer on an outdoor map. ESPECIALLY with some of them being 110 AND having to reload and one in particular having to literally drop chase to reload.

    And while yes they gave Freddy a lullaby to make him more stealthy, does it work? The awnser is no not at all. It’s literally the same as a terror radius to be honest. A “true” stealth killer is Any killer that can remove their terror radius at will without perks or add ons. And they would have to remove their lullaby as well or else that’s not very stealthy is it? Survivors have no idea where the killer is at besides visually seeing them. Ghosties robes and Meyers breathing are things that give them away when it’s already far too late and nothing can be done about it.

    It literally cannot be denied that indoor maps are worse for more killers than outdoor maps. Outdoor maps would consistently benefit the most amount of killers. if something happened where we got 30 new stealth killers then they should help them by making the odds of them spawning on indoor maps higher or something. No matter how you slice it, it’s not fair to consistently add maps that hurt other killers severely without doing something to help. And that’s exactly what they were trying to do to make Huntress faster; but it got removed because people don’t want a low A Tier killer to go to high A Tier. Like it was the end of the world.

    So now, all Stealth Killers are One's that can give themselves Undetectable without add-ons? Okay, then the following "true" stealth killers are:

    Wraith, Myers, Pig, Spirit, Ghostface, Twins, Sadako, Skull Merchant, Singularity, Xenomorph, and Chucky. Twins and Singularity are both completely undetectable when not being controlled by the player, if you're wondering what includes them in your parameters. That's 11/35, a character under a third of the roster.

    No, it cannot be denied M1 stealth killers are hampered less by outdoor maps than ranged killers are on indoor maps, but that wasn't the argument, was it? You said Stealth killers are in no way gimped by being on outdoor maps. You've since made arguments yourself that combat that point, saying that "true" stealth killers can only be detected by being seen by a player, which obviously makes them better on maps where they're harder to be seen, i.e. indoor maps. Is that something you still standby, and do you believe there are still so few Stealth Killers that they should be effectively ignored by the map design?

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701018#Comment_3701018

    I do play Huntress the majority and only switched to other ranged killers casually because they aren’t punished as much for using powers. I have 500 hours on Michael alone, over 100 on wraith and spirit, and only about 30 on Ghostface. My experience with stealth killers isn’t nearly a lot but it is more than enough to know stealth killers don’t suffer as much as ranged killers do when it comes to certain maps considering the stealth killers have secondary abilities that help when stealth is hard.

    Meyers and Ghostie insta down removing half of the chase in most situations, Pig has bear traps that slow down the game, Dredge can teleport and has anti loop along with nightfall to confuse survivors as well. What does slinger have? What does Huntress have? What does Trickster have? They have nothing but just their standard power. PP head has cages and artist has anti loop but still these so called “stealth” killers have extra aspects to their powers to help them out on poor maps. Spirit/ Wraith move insanely fast and are hard to see as well.

    Wesker, Blight, Billy, Bubba, Artist, Huntress, Trickster, Slinger, Oni, Cenobite, Singularity and Skull Merchant are all held back by indoor maps for different reasons. That’s 12 killers out of 35 who are hindered by indoor maps. Even Dredge can be held back by indoor maps. And no Huntress having a wooden fox does not make her a stealth killer. If you care about winning at all you would never even attempt to use stealth on her. And in no way can dredge be stealth because how loud he is. You can literally hear him before you see him, you can hear ghosties robes but only when he is really close. And while yes you are oblivious when asleep against Freddy having a huge lullaby immediately makes him not stealthy. Ghostface doesn’t have a lullaby, Meyers doesn’t have a lullaby and nor does wraith. True stealth killers have nothing that gives away their position except for the player seeing them

    And every map is filled with so much clutter hardly any maps are bad for stealth killers. The farm maps are basically the worst ones for them with a handful of others here and there. Either they make Slinger/ Huntress 115 and both faster while Ads and holding which would literally solve the indoor map problem completely for the 2 who are affected by it most or they can never make an indoor map again which will help out the other killers I mentioned.

    "True Stealth."

    Where's the description for that? Is that some developer designation for killers? What makes a "true" stealth killer and who has the right to make that decree? You mentioned Ghostface makes noise with his cloak flapping, and then said all true stealth killers make zero noise and have zero indicator of their presence aside from LoS, which seems like you going against your own argument of stealth killers not changing between indoor and outdoor maps, but I digress. So does that mean Skull Merchant is closer to a truth stealth killer than he is? She makes no noise with her Undetectable.

    Stealth is a property of game design applied to killers when the developers want to give the player the ability to mask their location. Freddy's Lullaby does that, it is, in fact, the purpose of the trait. It's a stealth ability, because what else is it? When the devs gave it to him compared to a regular terror radius, what was their intention? To make him stealthier.

    I won't deny that stealth killers often have other abilities, but also consider where most of these characters are on a tier list before saying Chase and Ranged Killers are the ones with strength issues. Pig has been considered mediocre since forever, only now getting substantial buffs. Dredge is usually B tier for most people, on account of his addon dependency and rather ironically, his map dependency. Spirit is arguably top 3 I admit. Ghostface, despite his popularity, often put in low B to C tier. Chucky is good, that's another one. Michael and Freddy, the only two killers some people have the gall to say are worse than Trapper. So that's Chucky and Spirit that are generally considered powerful, and I feel compelled to shout-out Myer's tombstone and whatnot, despite the fact that ig we aren't mentioning add-ons in this discussion.

    Huntress, Unknown, Plague, PHead, Pinhead, Artist? I rarely see these outside of A. What does that leave on the okay to poor scale for ranged killers? Trickster and DS are often times with Ghostface in C or B, and Clown is usually C and occasionally D. Those are pretty good numbers, all things considered. That said, I do think something should be done for these killers on indoor maps, I even made a post about it earlier. But arguing that somehow Stealth killers are the ones who hold the power among the cast? Nah, I can't see it.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700953#Comment_3700953

    Freddy is not stealth even remotely he has a lullaby that actively gives him away, Xeno isnt stealth at all either as the turrets detect him from up to 40 meters away, spirit is invisible when phasing so while she can be stealth LoS doesnt matter nearly as much. Chucky is 1 foot tall tall wall or chest height LoS is irrelevant because he is hard to see regardless. Wraith again is literally invisible past 24 meters and moves so fast that LoS almost doesn't matter. Dredge isnt even close to stealth with how loud he is, lockers are the only stealth aspect and even then people use them to teleport and thats it. So ill say there are 5 stealth killers. Stealth based add ons are irrelevant to the characters default playstyle. Huntress is NOT stealth and can NEVER be stealth. Her 50 meter lullaby prevents it completely.

    There are far more killers hindered by indoor maps than helped, so no there should never be another indoor map again. They could've fixed it but didn't so might as well just make it fair by having only outdoor maps with an insane amount of clutter. Or make it to where certain killers can never play certain maps.

    Freddy's Lullaby is Basekit Oblivious it is stealth 100% if you know how to approach. Xeno gets a shorter TR in Crawler Mode and can traverse the map through tunnels and even detect survivor inside it with undetectable, that's stealth. Spirit LoS does matter because you can hold power longer and wait until you're closer to start chase, leading to more effective ambushes. LoS does matter with Chucky because if he's running from one object to another, he's visible. I don't see what part of that you don't understand.

    Moving from rock to rock? You can be seen as you move if the survivor is swinging camera around and looking for you, which any good one will be once they realize you're a stealth killer. Moving from wall to wall? You're behind a wall, I don't need to explain what that does for you. Wraith LoS in the distance is absolutely useful, especially if he hasn't seen you. What if you're waiting in a locker for head on? If it's an indoor map, you won't see him coming.

    Nightfall and screaming can disorient Survivors if they're inexperienced, it isn't much but it's useful at times for Dredge, especially on indoor maps with multiple floors, like the Game. Regardless, he is designed as a stealth killer, which of your own admission overrules how he's actually played, since apparently stealth add-ons don't count because how a killer is initially conceived matters more than the game given options available to them? Is that your argument?

    Huntress has a stealth addon, idk what to tell you. Default killer design is irrelevant, because most killers are encouraged in some way to try stealth builds. Stealth is part of the games design and is present across most of the cast in some form. How many killers have an Addon that turn them into Ranged killers? How present is your niche in the rest of the cast? What if we don't get any more ranged killers for awhile and the ratio changes? Will you advocate for maps no longer designed with ranged killers in mind?

    This whole reply comes across as a really bad faith way to say "The Killers I like deserve priority in design because they're more common" which again isn't even true by the nature of how this game augments killers with add-ons. You mentioned in a post of mine some time ago that you play Huntress 90% of the time, correct? And when you aren't playing her, you're playing Artist/Trickster/PHead? All also ranged killers, no?

    You seem pretty convinced and I'd rather not go in circles with this argument, so I'll end with this question.

    Do you think your experience with Stealth Killers is somehow more than everybody else in this thread, and more than enough to tell them that everything they've explained to you is wrong?

  • No, not without the mountains of restrictions present in current competitive play. I'm still fine with competitions though, those are fun even with all the rules.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700861#Comment_3700861

    Pig is 4’’1” so no you can’t see her half a map away. Ghostface is like two feet tall when crouching and is impossible to expose and pull out of Nightshroud. Not to mention 70% of all the clutter on every map that is literally head height. I’m sure you would rather them run full aura then full slowdown anyways so it’s not that big of a deal. Huntress’s would also be more likely to bother with actual chases if they weren’t 110/77 when holding. Besides there are 3 stealth killers in the game compared to 9 ranged killers who suffer on indoor maps, 2 chainsaw killers who suffer on indoor maps and 3 movement speed killers who suffer on indoor maps.

    "Besides there are 3 stealth killers in the game"

    Killers whose main ability is stealth: Wraith, Chucky, Myers, Ghostface.

    Killers With Significant Stealth Abilities: Pig, Dredge, Xeno, Sadako, Freddy, Spirit.

    That's almost a third of the roster.

    Even ignoring the secondary list of killers your count is wrong, not to mention the massive list of add-ons based around stealth, including on Huntress. It's one of the most common killer designs and tons of other characters have undetectable or oblivious perks.

    Less LoS = Easier Stealth and that isn't a debate, the less you can see someone, the stealthier you are. Therefore, more LoS = Harder Stealth because the more you can see someone, the easier it is to find them.

    Ghostface as a killer relies on appearing at the wrong place at the wrong time for survivors, and snagging an easy down when they don't realize he's there. If somebody sees his floating threads while he fails to make it around a rock in time on an outdoor map, It doesn't matter if he doesn't get knocked out of Nightshroud, because they'll have booked it to Timbuktu by the time he realizes and stands up. With certain pathing on indoor maps, this scenario simply can't occur, because they can't see you until you're already stalking them. See what I mean?

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700694#Comment_3700694

    or whatever any other method that works without interfering other killers

    We really don't have to be so strict in doing things. what we need is lot more of imagination and all that ridiculous things

    Hell, just scrap the idea of stealth killers? they aren't even working in indoor maps, they can jumpscare here and there but that's pretty meh

    I'm curious about what you're proposing here. Is it that we rework every single stealth killer in the game even when some of them are the most enjoyed and played characters out there, or is it that we just outright delete Wraith, Myers, Chucky, GF, etc. along with all perks that give Undetectable?

    I'm genuinely just stumped as to how anyone would even go about making this change, let alone justify it.

  • As a stealth killer player, they're perfect, and I actually do get a little happy when I see one, especially as Ghostface.

    As a Ranged or Chase centric killer? No. Noooooooooooo

  • I think the game has been the most fresh its ever been. There's always an event or a chapter or rift or tome or game mode.

    Survivor, despite it's current issues (especially on the solo q side) is more varied than ever with all the different killers that show up, even if you see some a bit more than others.

    As killer, despite it often feeling like the current meta perks are so much better than the sillier options, I feel like there's more minor and chase and weird perks to try than ever. I personally hope the devs rebalance a lot of perks at once like they did a year or so ago.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700455#Comment_3700455

    But you couldn't know if they were running sabo so you're wasting a perk slot every game, "in case".

    Sure, but I'd argue that's still more useful than the current effect, which is basically useless all the time.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699998#Comment_3699998

    Ok but Thrill itself is a Hex. Cleanse that and the penalty is gone.

    Dont know if Im missing something here, feel free to let me know

    Nvm idk what I'm talking about. One of the cons of always choosing Undying over thrill lol. Could've sworn it was just a general effect than a totem. I suppose I'll be off to visit my good friend Dunning Kruger.

  • It's all five totems if we're following the logic that it's effect is tied to how many there are. It doesn't even have a use without other hex perks aside from I guess slower blessing, and none of its "totems" are lit. A far more accurate description of the perk is calling it merely a scaling debuff.

  • Deathslinger, Huntress, Oni, Unknown, pleeeease

  • Must've been your imagination. Have you seen my dog?

  • I've noticed it too, and I really hope it stays tbh, even if it's just a bug.

  • Thrill of the Hunt isn't a totem either

  • Honestly the lack of them led to a lot of goofy moments in old DBD a lot of weird starts with great results, I preferred having them here more than not. The devs should've found another work around for spots where survivors could be invincible, maybe by just making them slide off after a certain amount of time.

  • @ExcelSword said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699305#Comment_3699305

    Yeah, but right now they are stuck into making sure any adjustments to Freddy revolve around either his snares or fake pallets. They couldn't implement anything like fake generators, fake walls or fake windows. He is supposed to be a dream master but barely feels like it, no wonder survivors say they don't bother waking up.

    Honestly, I wish that Freddy had the teleporting power that the Unknown has, literally his most iconic parts of him is being nearly omnipresent in the dream world.

    https://us.v-cdn.net/6030815/uploads/J9H9HEI878PL/freddy.gif

    Very true, it would be cool if he was more of a map manipulation killer with a good tp, instead of just ole Sharp Hand Joe.

  • @ExcelSword said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699188#Comment_3699188

    Freddie's Lullaby is a by-product when he originally had pure invisiblity, with next to no ability to tell his position except if you see grass moving or hear his footsteps. If you were awake, you did not hear the terror radius, so the lullaby was the only warning he was nearby and that he could maybe see you. Funnily enough, with Monitor and Abuse with wallhacks he was basically a stealth killer anyway, and could reduce his TR to 8 metres with Paint brush.

    They kept the lullaby when his rework came in, where being asleep made you oblivious. Oblivious was stronger on Freddy originally, back when deep wounds depended on if you were in the terror radius rather than if you were sprinting.

    I don't want them to get rid of the lullaby, because it is one of the few remaining parts of him that still feel thematic. But for some reason Freddy rarely gets changed, which I assume is because New Line are very stingy about making any changes to licensed characters.

    The devs have actually said they have full control over power and balance decisions because of the nature of DBD as an evolving game, it's why Demo was able to get changes even when he was unavailable.

    It's a good thing they do too, because if a licensed killer was OP and the devs weren't given permission to change it, the game would basically be screwed.

    Technically speaking, the devs can change Freddy anytime they want, he just hasn't been on the priority list for some reason.

  • What do you think Doctor said to be banned from the forums? I'd tell you myself, but it might be a bit too shocking for you.

  • Truth be told, I don't think this is a discussion with a right answer until we see how often each killer ends a match with a certain amount of kills.

    Blindly spouting off potential match result combinations doesn't really lead anywhere not just because each killer varies in kill rate, but likely how they win their matches.

    For example, Pigs RBT's make it incredibly easy to secure at least one kill in endgame, I've snatched many a 3k with that and Blood Warden, a strat that won't work on like 90% of killers. Because of this, Pig likely has a higher chance to 1k than a lot of other killers, and as such less 0ks. So, this means she could potentially have a higher kill rate despite not having a higher win rate due to the nature of her kit. I'd expect the same from chase centric killers, especially a Bubba with a down in endgame, because survivors simply have a harder time challenging hooks like that with these tools in play.

    Simply put, kill rate isn't win rate, so trying to extrapolate numbers we've been told don't represent the full picture is fool's folley.

  • @Bardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699154#Comment_3699154

    You forgot Demogorgon, his STOMPY STOMPY is worse than a lullaby and makes stealth perks/addons useless. "Oh no, I don't hear him scream but the ground is shaking and it's coming from behind that wall. I wonder where Demo could be?"

    Don't forget Dredges directional phasing and the fact he gets highlighted bright white when Nightfall happens

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699279#Comment_3699279

    It doesn't matter because literally everything is problem there, I bet there is people bothering with basekit BT or hook grabbing removal

    People are complaining about hook grabs literally everywhere. I've seen three YouTube vids in my recommended in the past two days and I hardly even get DBD content in my feed.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699270#Comment_3699270

    But we still have BNP and it's rather unlikely that will be changed, in addition I haven't really seen people complaining current BNP nowadays, so probably still a "not a bother" too

    You ain't looking in the right places. Spend five minutes on DBD Twitter and you'd wish you never heard of BNP.

  • @ohheyitsbobcat said:

    I don't think I've ever disagreed with a list more then this. Granted I don't know DBD lore super well but my opinions down below.

    Myers higher then Oni? Oni is basically made of muscle. Myers can pick up a person, Oni could probably pick up a car. I don't see Myers swinging around a kanabo like Oni can.

    Speaking of, if you're giving them their powers then Wesker should be higher. He's superhuman.

    Huntress, Trapper, Bubba and Billy aren't quite superhuman level so should be lower.

    If Freddy is allowed dream powers then he is basically top tier.

    If Doctor is allowed to shock his opponents with his grip he'd probably move up some.

    Plague and Artist should be lower assuming your not going to let them Puke/Throw crows mid match. They're just normal humans more or less.

    Demo/Alien should probably be higher. I don't see any normal human beating them in strength.

    Blight, Unknown, Singularity and Dredge I'm not really sure how to rank.

    Chucky should be a bit higher assuming he can hold himself down. He's the size of a doll but he still has above average human strength.

    Edit: Fun list though. I wish we had more stuff like this lol.

    One could make the argument Myers is stronger than Oni. He did tank six gunshots and walk it off, whereas Oni was outmatched by a village. It's also worth noting that if we're discussing Michael outside the original film, he was maimed in like 20 unique ways during 2018 and Kills, and still managed to kill an entire team of armed fire fighters, an entire angry mob attacking him with improvised weapons (something Oni couldn't), multiple individuals actively hunting for him with firearms, police officers, I could keep going. And that was all across the same night.

    Huntress is implied somewhat to be supernatural, there's a neat comment earlier in the thread about how she's seemingly a werewolf of sorts.

    Trapper has access to the perk "Brutal Strength" so I'd say his current placement works.

    Freddy's placement depends heavily on whether his dream powers are closer to the movies or if we're following how the Entity changed him to work within the realm.

    Doctor shocking people during an arm wrestling match is maybe the most in character thing he could possibly do

    Xeno might actually lose to a lot of the cast because their biology makes it so that parts of their body pop in order to spread acid blood after being injured, so an arm wrestling match against some of the stronger members of the cast would probably end with their arm just snapping off outright lol

    It would be hilarious to see Chucky fold Legion or whoever without much of an issue because he summons his ghost and they both start talking trash.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/410878/whats-your-singular-most-wanted-cosmetic

    The add-on isn't really about haunted video game cartridges, it's more of a reference to Polybius, an urban legend arcade game that was a government experiment in psychological manipulation that drove its players insane, before mysteriously vanishing from all arcades. It was never real but it's still a story that circulates today.

    I wouldn't be so sure. Polybius is definitely referenced partially because the addon description is ripped straight from the urban legend, i.e. the US government is experimenting on the population through videogames, but given The Unknown's nature as a killer based primarily off of Creepypasta and Analogue Horror, I'd find it incredibly hard to believe that any of numerous massive videogame Creepypasta's that got popular (and were actually haunted game cartridges except for Sonic exe) didn't form at least the idea for the addon.

    Bare in mind, Polybius's effects on people were meant to be subtle and mind controlish, the Unknown addon implies it was a way to summon it, which is a lot closer in nature to popular stories like Ben Drowned, Sonic exe, and even Godzilla NES where a monster tends to be lurking in the game.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698500#Comment_3698500

    The problem is what made Deathslinger fun to play as just isn't there. Plus people complain that every killer is unfun to play against so I don't see this as a real issue with bringing back quickscoping.

    It's less about being unfun and more about counterplay. What are you genuinely going to do against a Deathslinger with CoD quickscope? It's either keep out of line of sight until he leaves, or get shot. Any player worth their salt isn't going to fall for a juke, especially not with a quickscope. It isn't even close to same way other killers get hit confirms. It's the easiest zoning tool in the game and it's basically free. You could play almost an entire match as DS in old DBD without firing a shot, instead just threatening to and survivors being forced to path around as to not try it.

    It isn't like this wasn't known either, it was the reason why this change was made in the first place. Is there not a single way to buff DS that doesn't bring back the thing that made him completely unbearable to face? Wouldn't this still not change the issue he's a 110% with no map mobility and has to slow himself down a lot by reloading?

    It seems like most of the other people in the thread are with you in terms of stance, but idk man, that would honestly really kill a lot of the fun I have with Slinger as both killer and Survivor.

  • He still wouldn't be great but it definitely couldn't hurt. Tbh, I think it'd be better if Dream Pallets were simply an effect of being asleep, so as to make the effect both more unique and a little scarier.

    That said, Freddy really needs another rework, as giving him something like this really wouldn't do much for him imo

  • https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698515#Comment_3698515This is a fantastic design! However, it's origins are a little different. The comic was released back in 2008, but was only bundled with a deluxe rerelease of SH origins soundtrack. Ito did want BHVR to use White Hunter instead of PH, but he didn't design it for the game

    fkgy4am1leg91.jpg
  • A good idea, but it would take at least a year for us to see who wins and I imagine the devs would want more creative control over the power and lore.

    Still, worth a shot in my opinion! At least just to try.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698538#Comment_3698538

    make it an iri add-on. what is that useless thing he has? Hellshire iron? irrelevant undetectable add-on. I would equip that add-on to have 0.15 wind-up for moving at 96% or 100% m/s.

    I mean, sure. If it's a new style of play and people want it, why not? But I wouldn't look forward to the forum posts after that PTB, nor the Fog Whisperers tearing the change apart while Slinger has much more significant issues to be handled.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698500#Comment_3698500

    As fun as quickscoping was as killer, it really sucked as survivor because you could be shot basically whenever you were in his LoS.

    that entirely the point of the character. honestly just make slinger 100% m/s or 96% m/s. just bring back quick scoping.

    That would make him significantly less fun to play as and against imo. Now he's basically just the snail that moves incredibly slowly and kills you instantly. It's not even like that would make him stronger, as map mobility is already his biggest issue and this proposed nerf makes him as fast as a survivor. He's Nurse with no map traversal and even less counterplay when he does get in chase.

    This would also be a horrible idea on indoor maps, and I don't think I need to explain why.

  • He's got a fairly good chase power, he just needs either his old TR back or 115% speed imo. As fun as quickscoping was as killer, it really sucked as survivor because you could be shot basically whenever you were in his LoS.

    They also need to remove a ton of the invisible walls so he can do more cool shots! Idk why they started adding them in the first place.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698472#Comment_3698472

    Unknown's UFX is compare to Artist birds. you need 2 hits for an injury. Nemesis whip is counted as a hit. not as debuff. It is just that debuff does nothing for Nemesis. Only helps survivor. that is why i don't understand why he has infection cases or why he even has that tier system because it only self-weakened his power.

    He'd be stronger killer right now if he just had no infection, had no cases and his tiers were just his base-whip.

    That would give him basically Xeno tail forever and remove one of the three actual things he does. Would it be better competitively? Maybe. Would it make him even less interesting and infinitely more braindead? Yeah.

  • @DragonMasterDarren said:

    The Organisation 13 Coat from Kingdom Hearts 2 is the main one I want

    I would kill to have that on Jake

    Oddly enough, that doesn't sound at all out of place as a cosmetic. It fits the DBD style well

  • @arcaneGospel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697866#Comment_3697866

    There's a lot from ST they could add, they just shouldn't 'cause ST sucks. That's really my only reason for not wanting more ST in the game I think the show is really bad. Shallow and subjective reason, but, I mean, I'm totally right.

    I think the problem with RE in DbD is that it really brought the level of technology survivors can hit you with somewhere I dunno if I feel comfortable with, you know? Flashbangs and blast mines and wiretaps are all… A lot? Not to mention they're super obnoxious mechanics so far as they were implemented, but the survivors and skins are good.

    I'm not gonna budge on RE5 Wesker not belonging, though—He's not scary, nor is he intimidating, I can't in good conscience say he's a horror character at all. I don't think he was implemented poorly, either—for what he is, he's well implemented, I just can't help but think they should have gone with a human Wesker to represent the corporate evil of RE instead of the matrix man. He would have been really interesting as a trap-setting, minion-summoning mastermind playing not like the killer in REsistance, that would have been great. I just can't abide by the leather coat high speed Marvel vs Capcom man, I guess.

    I haven't actually seen ST so I can't really comment on that lol. I just like Demo's design so I'd probably be alright with whatever's added later down the line.

    RE did bring a lot of its more spylike aspects with its inclusion. I'm pretty alright with Blast Mine and Flashbang and whatnot, as they're more interesting than the bargain bin haste, heal, exhaust, etc. perks we've been given that are never really worth running over the alternatives. They're pretty silly, but this was the same chapter that came with a bioengineered Tyrant killer, so I think it was kinda warranted. It is undeniable that this was really the start of DBD pushing the limits of what it could include, even moreso than stuff like ST or All-Kill.

    I think Wesker was honestly what the game needed when he came out. Sure, he's going for a tone completely different than the rest of the cast, but I feel like he's perfectly within the lines of how people play the game once they get used to it, if that makes sense. DBD is treated about as much as action horror as RE5 was by the community, so I feel like in this case, it's a good match.

    That said, I do really like your proposed concept of a younger Wesker who summons minions and whatnot to get his way. Certainly sounds like a power befitting 'The Mastermind' which is more than I can say for his current design.

  • @arcaneGospel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697851#Comment_3697851

    I knew it was mostly that, I was just hoping to be a LITTLE wrong. It's a shame—I think she's alright, it's just the most obvious hornybait character I've ever seen after having played the game.

    I'm not so well versed in Silent Hill, so I don't know much about other killer candidates. I would rather not get another ST chapter, and I don't see the potential in Xenomorph 2, really, though.

    As an aside, I think RE has awful representation as a horror series in DbD, because Nemesis is terribly adapted and Wesker doesn't fit this game whatsoever, and it's a shame—Jack should have been here before Wesker, at least.

    SH has a few easy candidates they could pull from, the best probably being Valtiel, who's kinda Cheryl's Pyramid Head in a way.

    I think there's enough ST content as is, but there's also a lot they could add. Without getting into rumor talk, I think it's more likely than not BHVR goes back for more eventually. Personally, I'm fine with what we have.

    Alien I don't necessarily think needs a full new chapter, but Hicks as a survivor would be cool and another map would also be fire after Nostromo (my only issue with the map is the amount of clutter). There's definitely something that could work as a killer from it, but I agree that a second Xeno wouldn't really be exciting. It'd be like if Hillbilly was added after Leatherface.

    RE I think is great. The survivors and skins all are spot on, so that's half the battle. I agree that Nemesis was butchered, but I think Wesker is fine. There's so much currently in the game that was utterly unimaginable at the start it's kinda crazy, and he's well designed for the most part and goofy. RPD is still dog trash, but I don't think there's anyone out there (who plays killer at least) that disagrees.

  • You can drag the sword across many hallways to make them completely untraversable, so prioritize a few of those to lock down an area and you should be able to force a few torments. Also, Trail of Torment on RPD can give you at lot of sneak snipes

  • I hate to say it, but yeah, the guy up top is probably right. I don't think she's a bad character or anything, but she wouldn't be half as popular as she is if she weren't sexualized.

    As for a 3rd RE Chapter, I feel like 7 did so much for the current horror gaming genre that it'd be fitting for a full chapter. Still, I think it goes without saying RE has been done the most justice in terms of representation (Nemesis not included), it is after all the only License with two entire killers and four survivors. I think it'd be much better to double dip Silent Hill, Stranger Things, or even Alien before returning back to RE.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697622#Comment_3697622

    Hmmm. Can we chat about Sloppy for a moment? Do killers find this that useful? With as many resil users and such are, I just wanted to chat a bit about it for insight. ty!

    I really like it as it procs naturally and gives a big reward with sizable anti-heal. Even if it now runs out in half a minute, that means a survivor has been injured for a half a minute, which is still pretty good.

  • Agreed, perks awarding more BP has never really been an issue, they shouldn't have been removed in the first place.

  • Ignoring the bigot up top, the best strat for holding W in my experience with Freddy is Sloppy and a new target. Paint Brush starting all survivors asleep gives you some stealth to get the ball rolling for a few hits, and you get TP faster along with the Skillcheck effect of the addon. The Oblivious effect asleep survivors get generally tends to ward them off objectives if they're injured in my experience. If you really want to twist the Knife, Plaything adds another layer of stealth and a side objective, it can quickly become overwhelming for a lot of players.

    This stealth anti-heal strat can also be particularly nasty with Nurses Calling, and can be a really helpful tool on indoor maps.

  • @ExcelSword said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696362#Comment_3696362

    I don't really see a perk being able to close a gate as being very strong.

    Most survivors leave the gates at 99% anyway, the only thing closing it would be useful at that point would be to trap them so they have to leave. If you are just going to close it to reset the time to open it, it only takes 20 seconds to open it again, and most killers can't defend both doors at once when there are multiple survivors.

    It doesn't necessarily need to be strong, does it? Blood Warden is generally one of the most situational perks in the game, yet it's still popular among a specific niche of the playerbase.

    With the right design, a Perk designed to close the door on survivors can absolutely throw a whole team off guard, especially since this would presumably be the kind of perk you don't suspect due to it's rarity, and it would synergize great with other Endgame perks. There'd be more of a reason to bring Remember Me over other perks with this in the game, so there'd at least be that :3

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/410670/what-do-you-consider-off-limits-for-perk-design

    Devour Hope is technically a manipulation of hook stages as it can allow you to instantly kill a survivor who was never hooked to begin with.

    True, the same logic could apply to Rancor as well.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696143#Comment_3696143

    Oh beloved, bots are far from useless. They serve a purpose—one quite nefarious.

    Among other things, bots ruin the gaming experiences of killer mains as well. See, killers like the feeling of dominating human players but don’t experience that dopamine hit when they face bots. That’s why whenever the topic of killers just facing bots comes up, there’s pushback.

    So with all these enhancements to killers that are pushing survivors away from the role, what we’ll begin to see is killers complain about the lack of people playing survivor (which they already do by way of complaining about survivors DCing). BHVR, in turn, will look at this and come up with creative solutions to attract survivors back to that role. We’re going to have a reckoning of sorts.. a 6.1.0 but for survivors. The perfect storm is brewing. You’ve just gotta wait for the rain.

    Screenshot_20240407-223528.png

    Sorry, couldn't help it :3

  • That's probably grounds for a griefing report. Idk why people wanna waste their and others time like that

  • In lieu of generators, maybe his TP could work on Exit Gates? Given his animation, it'd definitely make him a Blood Warden of sorts.

  • @ExcelSword said:

    i would say that Bloodwarden counts as closing a gate. Sure it is temporary but it effectively serves the same purpose as closing it for real.

    Monstrous shrine and Reassurance both already affect the hook timer, and therefore stages as a consequence. Unless you mean skipping or adding a stage completely, which would be really unbalanced for both sides without heavy conditions and restrictions attached.

    I am referring to these more extreme methods, what restrictions would you consider viable to skip or add Hook stages? Would you be fine with a perk that closed a gate in such a fashion that it would need to be reopened?

    I'm not necessarily advocating for this so much as I am curious about where people stand.

  • https://youtu.be/d43lJsK7Kvo?si=rFatSHZpWL5X5nnm I've won at least a hundred Billy matches with this blasting over the years. It works fine, just be sure to bring Enduring Spirit Fury with you, since no killer is allowed to respect pallets with this playing.
  • Generally just try to be aware of things going into the match. Is there a hatch offering? Multiple Toolboxes, Medkits, etc? Are there any players clearly in a SWF?

    Then, try to be aware of specific aspects of the match as it develops. Are there any dud gens that are better to let be repaired than waste time protecting? Is that survivor off in the distance a good looper that can seriously waste your time? What is that 4th survivor you haven't seen yet doing? What are some of the perks you've seen players use?

    Even just answering simple questions like that can let you make far more accurate decisions and plays during the match.

    I would recommend perks as well, but it seems like a lot of the other users have you covered. Good luck out there!

  • I think they're great in the case of DC's, but I'd never want to see one in lobby. I play DBD because it's a game with the type of dynamic that's rarely seen and is rarely as much fun or has as much depth as in other games, and A.I. just removes that layer from the game. I don't have fun crushing bots, I can do that anytime.

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