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  • I like the mind games involved with her chase. At least for the first blink. Not a fan of the second blink that she can use to immediately negate any successful mind-game. But I assume it’s necessary given she’s a 97% movespeed Killer.

  • I'm still disappointed that she can't just Teleport to TV's that are turned off in the first place, albeit a slower Teleport (Perhaps a need to charge the teleport while looking at the TV). Akin to how in the Movies turning the TV off didn't stop her.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/381782/the-last-dead-hard-change-was-poorly-thought-out-and-solved-nothing

    Yeah they just killed it instead of balancing it. But honestly not much could really be done... make it shorter? ping. Make it wind up? ping again. Only work on basic attacks except nurse and blight? perk is much weaker while still destroying low tiers. Buffer period where you cant drop pallets after usage? Wont stop it from being uncounterable at pallets, because if you swing they'd still just dh and not drop and if you dont they just drop. It was just kind of bad game design, in a game designed around tight timings and predictions an instantaneous 0.5 health state just doesnt work.

    I loved playing around the perk anywhere except at pallets as killer. everywhere else was fun and counterable but pallets made it unbearable.

    Remove the on-hit speed boost and disable Endurance when performing any Interaction?

    One thing I’ve never seen mentioned is that while yes, Dead Hard is an extra health state through Endurance, it’s also a Haste Perk through the On-Hit movement bonus of 165% for 2s inherent with getting hit.

    It’s basically Endurance and Overcome combined.

    It also causes the Killer to suffer a successful attack cooldown (2.7s) instead of an unsuccessful attack cooldown (1.5s), which can mean more distance.

  • When it comes to the Healing Action with Med-kits, there are three major components

    • Player positioning (Self, Altruistic, Stationary)
    • Healing speed (Buffs, de-buffs)
    • Charges (Item)

    Adjacent relevant mechanics include:

    • Grunts of Pain
    • Skill checks (Failed, Good, Great)
    • Pools of Blood
    • Aura Read
    • Healing Decay (Hemorrhage)
    • Terror Radius

    At least that's what I can think of so far.



    If you want to create archetypes I'd suggest splitting the major components into each med-kit for specialization purposes.

    We have

    • Positioning
    • Healing Speed
    • Charge Focused

    I would also eschew from the standard thought of just "Buff them in general", and make their specialization more niche.

    • A Ranger Med-Kit has its Aura revealed to all Survivors if Dropped with 24 or more Charges.
    • Emergency Med-Kits can be used to increase Altruistic Healing on Dying Survivors by 100%.
    • Camping Aid Kit can be used to rummage oncer per chest for 12 additional charges (8s Action).

    (I would swap the rarity of Camping Aid Kit and First Aid Kit.)

  • Usually you won’t want to open the gate immediately when you’re ahead and not getting pressured, but still have a few things you could do, EG: one Survivor is on Hook and the Killer isn’t pushing 2-3 of you out of the gate. (Which they wouldn’t do as it leaves the hook open)

    And by keeping the gate 99’ed you do allow for a technically limitless amount of time to regroup and heal to save people on Hook and cover any failed attempts.

    But you can also focus on getting extra bloodpoints from Totems or opening chests for Items if the game really swung in your favor, and if someone gets downed because of the 99% that’s just more gameplay to engage with. (Unless they’re Deathhook)

    There might also be some challenges you could still squeeze out.

    And some people might simply not want to open the exit gate immediately because it starts a timer, it’s a commitment that the match will end in a specified amount of time.



    Personally I’m a proponent for the EGC starting on the final gen getting done to keep match flow going in all scenarios, but I understand concerns over Killers trying to use it as a way to Kill survivors through time constraints.

    Sure, the same scenario happens with the last Generator now, but there’s a much greater risk holding off on that given the switches still need to be interacted with, instead of a half-second interaction on your way out.

  • @sickdeathfiend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467589#Comment_3467589

    summed up post "Noooo I need to camp and tunnel to win, game is fine as it is! Trust me broooo"

    should just change the name of the game from Dead by Daylight to Camped by Tunnel

    This mechanic doesn’t address tunneling or proxy-camping at all. Just camping while standing at the Hook.

    I think a lot of survivors will be rather disappointed when it arrives.



    I’m also concerned how quickly the close-range buildup occurs, given that Killers quite literally are in front of the Hook after Hooking a Survivor.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469556#Comment_3469556

    I know right? Seriously, its like we cant get away from every single character being straight now...

    Oh wait, did you forget thats also a sexual orientation? You dont have an issue with that though I'd imagine. God forbid gay people also get represented.

    Eh. My issue with all this is that sexuality is something personal. Private. Share it if that’s your thing, but this just comes off as policy, a mandate, for everyone to bring their private matters into public eye.

    Work against the general bias by people sharing their stories and through support of these events, people and movements (such as creating new or revisiting old stories and characters, I’m not against that) to shape that bias into general uncertainty.

    Though mandating everyone and every character, to wear their sexuality on their sleeve and be properly “labeled”, rubs me the wrong way.

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468732#Comment_3468732

    I mainly did the locker leave on failed skill checks thing because both actions share the same input (space on keyboard by default), so you technically couldn't leave the Locker because the Skill Checks would take priority.

    Hmm, right. That would be a problem

  • Seems to be trying to merge Quick and Quiet and Iron Will to make it easier to dip out in chase while Injured.

    Given that, I’d suggest making being Injured the criteria.

    To prevent locking that perk to always being used I’d suggest making it trigger when a rushed entrance occurs while Injured, not including a slow entrance. This also gives a better thematic tie to the rapid skill checks.

    The skill-checks themselves I think should only occur when the Killer is within 12m, irrelevant of Undetectable.

    The skill-checks progressively getting harder to the point of impossibility is also probably a good idea, as if holding you breath. Cuttoff point maybe being 16s.

    I also wouldn’t kick the survivor out on a failed skill-check, but cause a loud noise notification/scream of pain. (Better synergy with Head On and/or Calm Spirit).


    Clasped Gasp - Rushing into a Locker while Injured is silent, and activates this Perk: Your grunts of Pain are reduced by 50/75/100% until exiting the Locker. While the Killer is within 12m, face successively harder skillchecks until the Killer leaves. Failing a skillcheck reveals your location with a scream and deactivates this Perk.


    You can throw the Killer off by using QnQ while Healthy too, or a QnQ Vault into a Locker. Calm Spirit to let you fail the skill check without revealing yourself, Head On as an attempt to make a play.

    Maybe even Lithe/Dance with Me/QnQ/Clasped Gasp to play a magic trick and disappear.

  • If accessibility is a concern, perhaps use the character movement keys in some manner instead of the skill-check button? If rapid inputs are still a concern, maybe focus on smooth slow movements following a path, akin to following/moving wires or a circular wrench motion?

    I don't think it necessarily needs to be a fast-paced rhythm. But some kind of movement that's evocative of the animations being shown to the player while on a generator.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468324#Comment_3468324

    Do you feel the same way about survivors? Shouldn’t they be balanced around max potential?

    Yep. And then MMR fills in those knowledge and skill gaps.

    Toolboxes are still problematic from a game design standpoint just like old Mori's (Especially counting BNP). Not a fan of Styptic and Syringe working even with 2 charges left on a med-kit.

    I think Flashlights in general need an overhaul when it comes to min-maxing of player positioning and blinding the Killer to prevent a pickup (in addition to the general thematic sense of shining a light in someone's eyes stunning them not really fitting apart from tradition)

    Starting split pressure is still rather powerful and needs some feel-good work done, and disparity in Map strength based on resources at the start vs the end is still a bit imbalanced punishing buildup Killers more than anti-loop (EG: Oni/Pig).

  • @Shroompy said:

    Just waiting for them to give out Legacy again

    Eh. Legacy is a bit of an eyesore and better done with the newer blighted cosmetics. I could see them adding it as a P100 reward for the OG survivors/Killers though.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468253#Comment_3468253

    Ok… you’re not taking into consideration the skill required to use the power. Ghostie is beginner friendly, and has an easy to use power that is STEALTH and ONE SHOT capable.

    Blight has the most beginner UNFRIENDLY power in the game, and has neither of those abilities. Recharge is fine where it’s at.

    Skill should not be taken into consideration... It should be a prerequisite to utilizing it to its full balanced potential. Akin to Nurse. If you cannot reliably hugtech or flick, then you are not using Blight to their full potential. Blight should be balanced assuming that hugtechs and flicks are landing reliably, to be balanced competitively.

    If a player isn't that skilled, it's up to them to become that skilled.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468246#Comment_3468246

    I’m sorry…. Did you say 10 seconds per token? Did I read that right? So you’re suggesting a 50 second recharge for full power? That would be absolutely miserable.

    And I didn’t say to nerf fatigue, I said to fix the double fatigue bug.

    Yeah Kinda basing it off of Ghosties Recharge. Given that like Ghostie, he can use his Power to get closer to Survivors (in this case through sheer speed, which also allows faster map traversal), in addition to being able to use his Power to get downs in loops where other Killers couldn't (whereas Ghostie is about Lethality through Exposed to get an immediate down).

    Which he did get the recharge for shroud reduced to 24s, so taking into consideration that Blight can also use his Power for map Traversal, but also doesn't cause exposed necessitating it to be used in chase, might mean that 24s might also be a decent target instead of 50s, so maybe 5s each Token instead.

  • @ReverseVelocity said:

    I hope they just nerf the stupid strong addons, and don't touch his basekit. He's a really fun killer for both sides until you throw in the overpowered addons, and seeing his basekit nerfed would be a massive shame.

    Eh. Not once you start factoring in his slides and flicks, after which his power is less obvious where to play around. But hopefully MMR would at least counteract that with matchups against well-organized or knowledgeable survivors, mitigating that issue.


    He just feels like he’s everywhere with rush spam and with little strength lost in loops, only amplified with addons.

    @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468082#Comment_3468082

    It’s 100% your fault if you sit there and let a blight hug tech you. It’s not hard to predict, see, and counter.

    @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468213#Comment_3468213

    Hopefully. Double fatigue, shoelace bug, getting trapped by collision. All of em need fixing.

    If you just go about nerfing the Fatigue, which is quite literally a stun, it'll feel bad to play.

    Honestly I’d take a look at nerfing the Token recharge rate a lot (like 10s recharge per Token), so that upon using 5 Tokens to cross the map for patrolling or tunneling, it’s not just 10s of downtime before you have your entire Power back. But I think Rush should be useable even without being at full Token Stacks.

  • So you'd rather have the addons that make a Killer "Playable" locked behind a lot of Bloodweb RNG and Bloodpoint investment?

    I'd prefer the unique playstyle altering addons be rarer, given that if a player gets a lot of them in the first place, they likely invest in that character more.

    Whereas making the more common addons base-line improvements better suit players that have minimal investment.


    I should also clarify, that IMO rarity shouldn't simply mean "strength" of an addon, just how much it diverges from the normal kit.

  • Can I get a unique Kebab Icon if I slap enough Survivors on Hook? Maybe a Bloody Mess Icon for multi-bleed outs, perhaps a "Bloodletter" title.

    Sounds like fun things to chase. Not sure what it has to deal with a reputation system though when you're talking about stat-tracking.


    On a more serious note: You're giving people a reward for doing those actions if they like doing it in the first place, and shaming people who already feel shame about it. And are otherwise promoting lobby-dodging and out-of-game harassment. Assuming you're making this mandatory to display.

  • A purely M1 Killer only ever does a Basic Attack or a Lunge and that Power button is nonexistent.

    No one in the Killer roster actually does that.

    Trapper has his Traps that he can place in a Loop to shut the loop down, as well as pre-placement that can stop a chase early or Damage/Delay Survivors without him being there.

    Wraith has his decloak Lunge and map Traversal/TR suppression while cloaked.

    Even Pig has her Crouch that can let her get up close to unaware Survivors or Ambush in certain loops.

    So, what Killer are you referring to?

    Edit: But to also add to what other people have said regarding dropping chase, The Game is a multifloor level, and you can hear generators while on different levels, if you have a person that used a pallet in a loop and isn't a fast down, and you hear a nearby Survivor on a Gen, it might be worth it to go to that gen to chase them for them to drop some pallets while the other person has to reorient themselves onto another generator in the meantime.

  • @Seraphor said:

    Ghostface, Myers and Pig say no.

    The irony being that when I play Pig on Lery's the amount of pallets (And vaults near Pallet Loops) makes for quite the nice drumbeat on my skull. Might just be rusty though.

  • Quick mafhs:

    1 Killer, 4 Survivors. Killer gets 4 times as many mistakes as Survivors in order to be balanced.

  • @HoodedWildKard said:

    Probably just as well they didn't. When big companies like microsoft get their claws into smaller companies they tend to ruin games.

    Look at what happened to halo. The original 3 games were amazing. Soon as microsoft got a hold of it the last 3 games have been absolute dog #########.

    I find smaller companies tend to make better games. They care more about making a good game versus just churning out prepackaged crap for quick turn arounds. I'd hate to see a big company get any influence over dbd.

    I mean that quite frankly might be why they're taking a more hands off approach when it comes to established titles/companies, acting more as a financial/logistical framework. Look what happened with HALO.

    Better to provide some economy of scale services through being a network of major companies (and thus shared licenses/technologies/workforce) and exchange trade as a result of those services rendered, instead of burning out for short-term profit.

    Of course I support the skepticism, especially when it comes to that kind of parent company relationship when it comes to a pure buy-out.

  • @Science_Guy said:

    Interesting, though I'm not sure why they would have considered it in the first place. I can't see what they would have expected to gain.

    Basically to prevent Sony from setting up exclusivity or early-access deals with BHVR.

    However given that BHVR's cash cow is already highly cross-platform and cross-licensed, it's unlikely that they'd even agree to an exclusivity deal for any mainline content.

    Not to mention the Canadian government, especially Quebec's gov't, would likely have many words to say about that. They're pretty nationalistic.

  • @SleepyLunatic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465507#Comment_3465507

    Sony istn event that bad with exclusives anymore. Almost everything comes to PC now.

    In recent years it seems that Sony is trying to buy exclusivity deals with companies, much like the way that Epic Games is competing with Steam.

    Cheaper than buying out the company, and fingers can be pointed at the company that "took the deal from the devil".

    But basically they're trying to gain market dominance to steamroll competition using FOMO tactics rather than being a better platform or a platform that offers unique services not provided (or supported) by others.

  • @LapisInfernalis said:

    It's about 55 per prestige on killer and about 30 per prestige on survivor. P100 survivor is the same, just more items, P100 killer gets about 120 for the same BP spend.

    Hmm, thanks for the information, especially the P100 similarities. Wonder if truncation happens with the smaller bloodwebs if it spawns a set number... But then the numbers should match up between prestige on Survivor/Killer too. So the Items do likely influence them in some manner.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465788#Comment_3465788

    The pallet break power is really nice for denying a vault. If you chase a survivor around a loop, you can trigger the ranged break power right b4 they vault the power. Since they can't vault during the short break animation... it tends to result in a hit.

    Hmm. Clever application. Don’t think I like that though given in optimal play it needs to be assumed that the pallet is already unsafe (in that it halts movement due to non-interaction). Maybe have it mark the pallet with a dissolution effect (independent of TR), and touching the Killers hitbox just causes it to disintegrate?

  • Huh. I really like the wordplay. Cool for collectors and/or those of shared interests and acts as cross advertisement (especially beneficial to a small business, me like).

  • Yeah it's a bit irritating.

    I want to hit Survivors on hook to stop it (which it does), but it just comes across as BM.

  • @Shenlong1904 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465788#Comment_3465788

    About the pallet break power. Its not too strong by itself but the fact that it lets you keep bloodlust is ridiculous. So many matches ive seen where the killer just uses bloodlust and only breaks strong pallets with the power and theres almost no counter.

    Oh, I thought it stopped bloodlust. Yeah that's odd.

  • Use her Crouch. She becomes Undetectable.

    Listen for the sounds of Generator repair and Generators with progress while crouched and using LoS to get an early hit in (as well as the sounds of Survivors trying to take off an RBT). It cuts down on chase times dramatically if they more or less "start" injured. (This makes up for the minimal loss in speed from Crouch)

    I suggest not using Ambush when jumping out at Generators, as a lot of them are near Vaults/Pallets and the cessation of movement at the start of Ambush (coupled with the roar, and also opportunity loss of a grab) might let them get there before your speed makes a difference.

  • @OwlWithMustache said:

    Survivor's can block windows and spawn pallets. Both sides got enough bs to cancel eachother out imo

    The invitations are out of the way and sometimes it takes a while to even stumble across them, especially as a Survivor if you start near a gen, you don't want to run around the map looking for one. And sometimes you spawn right next to one.

    From a Killer perspective (with some survivor gameplay, but I get more cakes on Killer since I don't share the event pool with Items):

    The Pallets are roster dependent and outside of long loops with no LoS blockers (EG: Haddonfield hedges)/safe-loops are somewhat easily baited (I say this as a Pig player).

    For the Vault block I expected it to at first to kinda work like Bamboozle, where you do a Vault and it blocks the vault, but it's kinda clunky (especially on controller), given that you need to aim at the vault for the prompt to appear. It's also not clear that you can vault your blocked vault, just like Bamboozle. The Vaults where it's beneficial to do so (outside of against a Killer like Legion), are small.

    The Pallet Break for Killer is slow, almost the same as if you kicked it normally, though it does let you start moving around the loop early if possible.

    The instadown feels cheap, but I haven't used it much.

  • @luvcraft said:

    good ideas, but bad execution. I am CONSTANTLY accidentally activating "don't get stunned" during a chase when I hit RT to attack, I guess because my controller's R3 is super sensitive. And then that effect fires off and my attack doesn't. UGH.

    BHVR, next time you do this, map the special to Y or X or let players remap it. PLEASE.

    I guess I'll just ignore the invitations and try to play without them; I really almost never see survivors using them, and when they do it's to block a window AFTER I've already hit them through it.

    Honestly when I first started playing a few matches for the anniversary, I thought that the event Powers were only active if both the Killer and the Survivor in Chase had opted into the invitation, I saw it so infrequently (I also didn't grab it much).

    In regards to pressing R3, maybe you're clenching when your whole hand when you press attack? I know I sometimes do. Found it a bit odd that when I got the jump on someone in a shooter game I'd end up crouching sometimes.

  • @MimiDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465171#Comment_3465171

    Please devs this right here would be the perfect Sabo. Please change perk accordingly thank you.

    I'd be concerned about a med-kit/styptic meta that'd create if a Survivor can plant themselves in front of a Hook and use a Styptic(?.?s)+Sabo (2.5s) within the time it takes the Killer to make another Swing (2.7s).

  • I like the suggestion about the Hook Aura's being Visible when a Survivor is in the dying state, lets you get there faster and would allow you to sneak to the Hook (especially a Scourge Hook) to pop out and sabo it when the Killer is committed to that hook without you needing to run behind them giving them ample chance to drop the Survivor.

    I still think that it should be put on Cooldown if you cancel the animation, since even feigning it has value to get the Killer to drop the Survivor early.

    Though it should take highest precedence so people learn to move away from the Hook if they want to heal a survivor.

  • @JawsIsTheNextKiller said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465086#Comment_3465086

    You can remap on console. I've remapped mine to Triangle as I had the exact same problem. Unfortunately this leads to another problem - If you are moving using one stick, turning using the other stick, the only way to hit triangle at the same time is to press it with my nose.

    It's still preferable to regular accidental activations though.

    May I interest you in the Claw method? Index Finger for the button/directional pad, thumbs on the joysticks, and middle finger to hit R1/L1.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465057#Comment_3465057

    Once the event is over, a decent chunk of the experienced players will leave for a bit to play other games until the mid-chapter/PTB.

    You have to think realistically, people have no reason to play when +535% BP isnt on the table after the Anniversary, especially when everyone knows that people will just hoard the event offerings.

    A bit surprised they don't do double BP weekends like nearly all other games do nowadays.

  • @Coder said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464914#Comment_3464914

    I've read people like you already, a million times, you're all the same with your short minded answers.

    DS needs rework: jUsT sLuG!!!

    Dead hard needs rework: jUsT bAiT iT!!!!

    Pop needs to be reworked: jUsT dOnT gO dOwN!!!!

    Guess what? I was right about DS, dead hard, call of brine + overcharge, pain res, and more. I don't come here to cry because I lose a match, I KNOW when things don't add up, I've been playing this game long enough and I was right every single time. Pop is the next example, just wait and see.

    Pops counter isn’t to not get downed, but to get downed away from gens being worked on, such that it makes for an easier safe unhook if the Killer beelines to a generator to kick it.

    Though I could certainly see it getting the Tinkerer treatment while getting changed to a flat percent.

  • Survivor - I like figuring out how to best use the environment around me, with teammates, that also means playing off of them and them off of me. I tend to always find myself using information Perks like Kindred and Detective's Hunch. Though I always slot an exhaustion Perk, just wish there was more variety than moar speed.

    Killer - I like figuring out how to best use the environment to sneak up and spook Survivors, mainly through means of the Undetectable status or an expansive Terror radius. However I don't like using Aura Perks all that much given it feels like it removes any semblance of the survivors using the environment to their own advantage.

    I enjoy sneaky gameplay when feasible.

  • His Power is simple in application. You dash forward. It's easily understandable.

    His Power gives immediate results. You move forward, and will hit or not hit a Survivor. And on a success it gives a very impactful visual/effect of tossing the Survivor or slamming them.

    His Power allows for trick-shots. After the initial Dash, you have a window in which you can dash again, meaning the first dash can be used to prime the next dash, giving an increased skill-cap without adding much complexity.


    Nurse constantly has you looking at the ground and ceding control of movement as a result of exhaustion, a built in negative that should be loaded into power preparation/cooldown/use, not afterwards with player controls. Even a "successful hit" will "punish you". She also cannot play normally without using her Power. So you always have to use it.


    Wesker plays with, and feels like, he has a lot of agency in how he uses his power, even given its simplicity. And its limitations feel naturally constrained. Not artificially. (Why can't I move when tired, why do I always have to look down as Nurse?)


    Not to mention Wesker is quite the egotistical character whose quips probably strokes people ego.

  • I think, if you want to have an end-game Killer, they need to lead up to their own end-game.

    You kind of have this with Tombstone/Tuft Myers, but it bypasses Hooking/Chasing Survivors almost completely, which makes gameplay even more monotonous (and Survivors aware of how his Kill interaction works can just say screw you to the payoff and hop in a Locker).

    You could probably expand upon Oni's Blood harvest into some kind of vampire Killer, wherin they can continually acquire blood for even greater tiers of Power, are able to use part of that collected sanguine ferocity in chase to down Survivors, and Hooking survivors is incentivized by being able to siphon/collect blood from Hooking them in a quantity more than just chasing them (and acting as an incentive to use that collected power in chase even if it detracts from the end-goal), and after reaching an end-goal limit being able to Kill outright.

    But in general, finding out a way to mesh standard gameplay into a thematic conclusion that should occur about the same time as End-game collapse that would occur in an even match.

  • Well... What about the end-game differentiates itself from normal gameplay, and what facets about it do you want accentuated?

  • I hope they both have a “purely random” selection option, but also a “randomly curated” option with Perks that follow a theme with synergies with each other or a focus on a mechanical element.

    EG:

    Lethal Totem (Haunted/Retribution/Undying/Devour)

    Devourer of Pallets (Brutal/Septic/Hubris/Spirit Fury)

    Hot Potato

    (Nemesis/Furtive/MakeyourChoice/Lethal)

    Etc.

  • Yeah that reasoning is strange. It seems to ignore that the players still have to equip them in the addon select screen.

    It’d be cool if they embraced the auto-complete and made it spill across the grooves of the Bloodweb like blood spilt from the center point all at once outward like a sacrificial altar with grooves. And if the player made any node selections prior, it would spill from all selected nodes.

  • Haven’t played him yet, but so far his Power seems… Disjointed?

    Fire pods for a camera.

    You need to swap to the camera for them to do anything.

    You need to pan around the area with the camera.

    You need to tag a Survivor with the Camera, but that takes some time.

    You then likely need to detach from the camera and then chase the Survivor.

    Then shoot a biopod on the Survivor, to be teleported to them.

    Or if the survivor is still in the open shoot them with the camera to be teleported to them.


    I’d probably enjoy finding spots to place pods in interesting locations that are out of the way. (Which would subsequently be EMP’ed, lol)

    But I don’t think I’d like the artificial delay on marking survivors with a biopod, or that shooting Survivors with biopods from your arm in the first place does nothing if they aren’t tagged by a camera, since for some reason HUX doesn’t have the ability to shoot what the cameras he shoots… shoots…

    Coupled with using a controller and the camera pan is going to be a little slower/getting used to it. (It’d be nice it it auto focused on nearby visible survivors when switched to).


    But I will eventually try him out.

  • Seconded. When churning through swing animations I’d rather not pause to check/record if that survivor is someone I’ve hooked before before I pick them up.

  • I think the Exposed ability is probably unnecessary.

    If Event Pallets didn't Break when Dropped (Only on Stun), and the Killer could break them with an M1 or the Event Ability and gain Bloodlust, that might make them more interesting as props.

  • Don't use her Ambush outside of a select few Loops and crouch into them (the Pallet) so you can ambush lunge out of it into the Survivor.

    [That being said I do like the idea of her being able to Legion Vault Pallets/Vaults, but can't think of a way to implement it at the moment that doesn't have her using it all the time]

    Her Crouch can get you an early hit when utilizing LoS blockers, effectively starting a chase with the Survivor already Injured.

    RBT's have already had their RNG rework so that at minimum if all Traps are used Survivors have searched 10 Boxes (Or around there), meaning if one Survivor gets their RBT off first try, everyone else has to search 4 Boxes each.


    That being said her largest flaw is that she needs a down first to start utilizing the slowdown portion of her Power, the first down being the time when Survivors have the most amount of map resources available to them, meaning she can get snowballed pretty hard, especially if the first few Survivors RBT'ed have few searches.

    Her video-tap addon is cute and thematic, but is gimped by the fact that all Survivors taking off their RBT's at the same time mean that once everyone has theirs off, her Power isn't pulling a survivor aside over the course of the match anymore, which is what makes her better able to pressure the other three Survivors.

    And the problem with making her Ambush more powerful to better secure that first down is that she can then snowball that into her pretty hefty delay.


    If you want to improve her Ambush to be more chase oriented, you need to tone down her delay a bit, not amp up both.

    Might want to try suggesting playstyle shifting addons first, and see how those go over.

  • Or through sheer coincidence there was data loss in the download for an update that corrupted a core file that caused this issue and the solution is to re-download it.

    Turn it off and on again is quite literally a core troubleshooting method. It's not just a meme.

  • Usually updates roll around at 11:00AM EST. So 17min from now.

  • The novel part of his old kit was that the Dream World and the Waking World were distinct, and more or less Freddy was in the Dream World. No Terror Radius for Awake Survivors (in addition to only having a lullaby in the Dream World), and could not be seen by Survivors that were awake. It was fun to mark a Survivor for sleep and see where they ran off to, if they did, and repositioning yourself in the loop to maybe have them run into you.

    Though he got cucked by how easy it was to wake up, because skill-checks immediately woke Survivors up, already Awake Survivors could wake up sleeping Survivors, and his slowdown was entirely dependent on Survivors staying in the Dream World (also boring stat-stick slowdown), which was easy to ignore because of that, and since he had no mobility he couldn't really take advantage of Skill-check explosions across the map, and Survivors that gained distance through some manner could very well be woken up mid chase.



    However, his rework did a lot of good in terms of versatility, it just lacks some of the flavor the OG had, making him more like any other Killer in that he's always visible and around.

    I'd like to see him return back into the Dream World, no Glimpses unless a Survivor is being pulled in or almost asleep due to Micro-sleep. He is Permanently Undetectable, and his Lullaby is only heard while in the Dream World, by Survivors being pulled in, or when nearly asleep. Skill-check failures do not wake Survivors up, but add Micro-sleep protection. Awake Survivors can no longer Wake Up Asleep Survivors, but Awake Survivors can perform the Wake Up action on Awake Survivors to add Micro-sleep Protection without notifying the Killer. Getting Hooked does not Wake Up Survivors. Asleep Survivors can only Wake Up by interacting with an Alarm Clock, which will always spawn the farthest away from when they fall asleep. Freddy receives Killer Instinct on any Survivor that Enters the Dream World.

    I would keep his Teleport, his Snares, and his Dream Pallets, but let him use all of them at the same time in the Dream World.

    Key points regarding sleep: The only way to Wake Up is by interacting with Alarm Clocks, every other method just delays Micro-sleep. Freddy cannot interact with Survivors that are Awake apart from putting them to sleep.


    If they were feeling really frisky, I'd like to see the following:

    When Survivors fall Asleep, they leave a "Husk" in the Waking World, sleeping. These Husks mimic the sounds that the Asleep Survivor makes. Awake Survivors cannot interact with them in any manner. Neither Freddy or Asleep Survivors see these Husks. And Awake Survivors cannot interact with/see Freddy or Asleep Survivors. The only way to Heal/Unhook/Interact with Asleep Survivors is by entering/being in the Dream World as well. (However let me clarify that both Asleep and Awake Survivors are able to work on Generators). When a Survivor Wakes up by interacting with an Alarm Clock, they return to their "Husk". Awake Survivors can interact with the nightstands to enter the Dream world, leaving their "Husk" at that nightstand. Pallets dropped in the Dream World do not drop Pallets in the Waking World, same with Breakable Walls.

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