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Blue_Archer33

Blue_Archer33

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Blue_Archer33
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  • If they, like, FULLY remove characters out of the game - even if you already bought them and play them - then I would be done with DBD.

    I play and enjoy PH, Nemesis, Pig, GhostFace, Demo way too much to have them taken out of the game and unplayable. That would be an instant quit.

  • I'm not sure if anyone would consider urban folklore/myths as "modern" and "iconic" as well of creepypasta, but there are quite a lot of good opportunities there. SCP's? SlenderMan? Wendigo? Voodoo? There are a LOT of choices that I'm honestly surprised DBD hasn't explored yet. The best we got was CryptTV and THAT was just cosmetics.

  • In addition to what everyone else has been suggesting (especially the idea of better zombie AI to not get stuck as well as more zombies) I think that when Nemesis kills a zombie, it should ALWAYS spawn far away like PH's cages. Every time I'm killing a zombie, it is to attempt to send it away to get info across the map for me. Half of the time, it spawns within freaking 40 meters of me.

  • @xenotimebong said:

    I like the idea of combining these two perks (if their effects do actually synergise), but I really hate using killer perks with cooldowns so I don’t think I can bring myself to try it out. Seems like a fun combo though!

    You know, I thought the same thing about Killer perks with cooldowns until I realized that the cooldowns on quite a few of them are quite reasonable. For example:

    - Surge's 40sec cooldown isn't long at all, especially when you can get good at placing where it'll activate.

    - Make Your Choice's expose lasts for the entire duration of the cooldown, good for constantly keeping 1 survivor on the defensive if you use it back to back.

    - Starstruck's expose lasts for HALF of the cooldown (unless the survivor leaves your TR before you hook).

    - Dragon's Grip has the potential to OVERLAP exposing survivors with it's use depending on how LATE the survivors activate their exposure.

    - Oppression is just a good perk if you generally keep damaging Gens, there isn't much of an argument for it's cooldown.


    Just to discuss a few!

  • @TheMadCat said:

    I love how Oni and Spirit are connected, even if they don't know each other because they're from too different generations. Same goes for Trickster and Yun-Jin.

    I'd like to see more connected characters, between Killers, between Survivors, between Killers and Survivors.

    Well, Yun-Jin and Ji-Woon aren't RELATED RELATED as in family, but in profession. Which is still cool, but I'm speaking more about FAMILY relation. You know?

  • Do we KNOW that the next chapter will be licensed?? Because bets for the next chapter being UNLICENSED is more difficult granted it could be ANYTHING that BHVR comes up with.

  • @BasementDweller said:

    How exactly is he "the new freddy"?

    Freddy received a full rework and used to have an entirely different powerset.

  • @Jarol said:

    Bees as a special attack and mirrors for their mobility. If so, Tier A can become.

    Thank you, Jedi Master Yoda

  • @AGM said:

    No offense to anyone who likes Slenderman, but as I got older I found Slenderman to be kinda... lame. The character is nowhere near the level of horror juggernauts like Myers and Freddy. I think it'd be a bit odd if he ended up in DBD.

    A fair point, but everyone has varying perspectives on what types of horror are effective.

    Also, before DBD, were either Myers or Freddy featured in a horror game such as DBD?

  • Slenderman is one of the biggest ideas I have wanted this badly since DBD started adding licensed Killers. Even if folklore/mythology Killers aren't *technically* always licensed (like Oni and Spirit), it could be a goldmine of new content that I REALLY wanna see happening.

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2364416#Comment_2364416

    Not meant to be toxic but i loved to play item trapper and secure items instead of gens n hooks. Was so much fun. ;(

    You can still do that with Trapper, Pyramid, Hag, what have you. In fact, I LOVE running Franklin's + Hoarder on Pyramid to leave trails over items. They either let the item die out or take the torment 😈

  • I think this thread needs more attention

  • I absolutely LOVE each of these ideas brought up here!

  • @JoByDaylight said:

    Or,

    There are two totems that spawns.

    Maybe each of them could be cleansed, so that the effect could be activated twice in a game.

    I like this idea a LOT more

  • @Blue_Archer33 said:

    I freaking love running Oni. Especially with some perks that help you keep the survivors at the curb afraid and grouped up. Something like Discordance, Deathbound, Forced Penance, and maybe Caulrophobia.

    Oooo now that I think about it, maybe replace Caulrophobia with Nemesis' Hysteria perk. Could do wonders with Oni.

  • I freaking love running Oni. Especially with some perks that help you keep the survivors at the curb afraid and grouped up. Something like Discordance, Deathbound, Forced Penance, and maybe Caulrophobia.

  • For the years I've been playing this game, I've always wanted a Slenderman chapter. I think that this is the best concept of a Slender chapter I've read so far.

  • Definitely Empathy.

    I'm always told that I have an uncanny and insightful sense of when someone else is not well. It's odd. But those are stories for another day.

  • I don't main anyone ONE killer, but I do really love playing Spirit. I almost never use the "fake phase at a pallet/window" tactic. Instead, my favorite is to catch a glimpse of a survivor on the side of my POV, look away as I phase, and jumpscare the survivor as they anticipate that I noticed something else. Always works. Always fun.

  • (okay, this one isn't a joke perk)

    Survivor Perk: This is No Place to Die

    While healing another survivor from the dying state, press the ability button to start dragging the dying survivor at 40% (1.6 m/s) movement speed. The survivor being dragged can continue healing and, additionally, recover from the dying state as long as they are being moved.

    Once the dying survivor recovers from the dying state, both survivors are granted a 10% (4.44 m/s) Haste effect for 10 seconds.

  • Survivor Perk: Curb stomp

    Sometimes the best catalyst is the fear of failure. You make an example of those who fail you.

    Each time that another survivor sandbags you at at window or pallet, gain 1 token.

    Each time that another survivor fails a skillcheck within 8 meters of you, gain 1 token.

    While you are on the hook and no other survivors are within 30 meters of you, gain 1 token each 20 seconds.

    After 5 tokens have been received, stand over another dying survivor to play a mini mori animation to stomp their head, killing them.

    The perk deactivates for the remainder of the trial.

  • Firm handshake :)

    Happy Birthday, Dead By Daylight!! My best regards and appreciation to all of BHVR!

  • Always will be PH or Spirit. There's so much to love about PH - the mindgames, the special hook, the special mini mori, drawing hazards... I could go on 👌👌

  • @Abbatoir_Blues said:

    Until recently, OhTofu was doing a weekly "Shrine Showcase" series in which he would describe, demonstrate and assess the usefulness of killer perks in the Shrine of Secrets. This was particularly useful for players who still do not have many add-on killers unlocked, but he hasn't posted a new video in over a month. So, I am asking for feedback about Surveillance. Is it worth the shards?

    I highly reccomend it. It is up there among the best information perks so long as you stay on top of noting which gens are supposed to be regressing and do not show the appropriate aura color. Has great synergy potential.

  • As a medic-build main, I would absolutely LOVE to have the buff to allow injured survivors to see YOU. However, the perk is already quite good as it is so I can see why this suggestion would be dismissed.

  • @FireHazard said:

    Getting into it

    Before anyone says it, yes I know there are much worse perks and perk combinations out there then just Sloppy Butcher. But I wanted to make a post today asking the community of the forums what they genuinely think about the perk itself.

    I personally believe the perk is annoying and originally this post reflected that statement. But I thought I would transform it into a question rather than stating the perk is something like "unfair" or "OP" outright.

    My reasoning for why I believe it's annoying, but is it also unfair?

    For one, it isn't like an average slow-down perk where it actively goes against generator progress. Instead it actively puts a negative toll on healing progress instead.

    Now you might ask "Well survivors have Botany Knowledge, Desperate Measures, Med-Kits, etc. Why would it be unfair to slow down healing progress as THE KILLER? Wouldn't it be more unfair that survivors have the ability to increase this progress?" and to that I say is a good point.

    Yes, it doesn't make sense to claim a perk is unfair if survivors have MORE perks and items that can negate this. But allow me to give you some insight into how the mangled status effect works as a whole.

    The Mangled status effect gives a 20% healing penalty to any survivor that's affected by it. This doesn't mean that their healing speed on others is penalized by this, but rather the speed in which others can heal them is penalized.

    Of course Botany Knowledge can negate this since it gives a 33% healing bonus, which is 13% higher than the mangled status effects 20%. But not every survivor is going to run Botany knowledge with a med-kit are they?

    Now we can argue semantics until the sun dies out since you can argue pop goes the weasel is negated by any tool-box. But my point (at least for me) is that I believe its more annoying than it's unfair. The perk itself is fairly balanced, even if it's annoying by itself, but aided by others perks and what Killer is using it can also pose the question of if it becomes unfair or not.

    It's like how people hate Ruin and Undying. Undying by itself is fairly decent and so is Ruin. But together? Especially on a Killer with map mobility like Blight or Spirit? Now that adds a bit of an issue.

    additional comment after discussing below

    Originally I said the perk is unfair, but perhaps I was rather saying it's annoying. So instead of just changing the section above outright, I posed it as a question instead that would add a better discussion below.

    Do you believe it's unfair to face Sloppy? Or is it just an annoying perk like Dead Hard? The perk itself can be considered unfair when you're talking specifics, like what Killer has it and what their build is, but when we're talking specifics THEN it becomes muddy as a result.

    A perk needs to be considered unfair if it's just by itself, saying it's unfair when adding specific scenarios does not equate to this claim.

    Sloppy butchers combination potential with other perks

    So we've established that the perk itself isn't really the primary issue, its the combination potential itself that I believe is the issue. Sloppy Butcher by itself can be argued as more annoying than OP, but with other perks like Pop, Nurse's Calling, Ruin, and the addition of a Killer with mobility or damage potential? Now that's what I call a boring match.

    Even if it's not Blight or Spirit, it's still not fun to see the perk on any Killer that usually runs meta builds. Why would I want to be chased by The Legion who already adds healing penalties when Frenzy is put into the mix?

    It really just boils down to what each person perceives as unfair. Which really is just subjective at this point. That's primarily why I decided to present this as a question, rather then stating it as a fact.

    What do you think?

    Is Sloppy Butcher unfair by itself? Is it unfair with other perks? Or is it not unfair at all? I want to treat this like the Dead Hard discussion I made before. The perk itself LIKE Sloppy is annoying, but the primary question is asking if it's just that.

    Do you believe it's OP? Or is its power just derived from other perks? You can even argue my reasoning above as to why I believe it's unfair, that's fine to.

    TL;dr

    I believe Sloppy Butcher is more annoying then unfair, but I also believe the perk can be unfair when you bring up what Killer is using it and what their build is.

    Is it unfair by itself though? Not really, It's fairly balanced actually. But is it annoying to face? I personally can say yes. But what do you think? Is it unfair? Annoying? Both? Or do you even think it's OP?

    I have no problem with Sloppy. It pairs well with other perks which get fun.

    As a survivor- I like the pressure that it adds when a basic hit applies mangled + hemorrhage. It makes me fear being damaged to not have that burden added.

    As a Killer, I like using Sloppy to make builds to prolong injuries and make them more punishing - ESPECIALLY on Pyramid Head.

    Overall I think that is is a good perk as is and I had no idea that anybody had an issue with it.

  • @Blueberry said:

    I'm thinking a surprise this time with actually 2 killers.

    This seems to be a direct link to Code Veronica. Maybe Alexia Ashford as one of the killers.

    I was talking with a buddy about how hype a 2-Killer release would be

  • @FrenziedRoach said:

    Alfred Hitchcock, one of the masters of suspense, often employed the use of the "Handsome Villian", so there's precident for making a killer non-grotesque that's been used again and again.

    Dexter, Lucien LaCroix... all men capable of monstrous deeds but looked as normal as anybody else. Fiction makes use of the handsome monster all the time, people need to just deal with it.

    Love this. But people in this fanbase don't want to wrap their heads around the fact that a "realistic," "handsome villain" has a place alongside horror icons, "grotesque monsters" and unnerving characters in this game of ultimate horror mashup.

  • @LazyPayday said:

    You see it in his mori, you see in his promotional crap, hell you even see it at the top of the discussion page. Trickster can throw four knives at a time with no problem.

    So what I would do is simply this, you can't hold onto main event just like before, but instead of throwing knives like a machine gun, he simply throws four at a time that spread at a horizontal angle. This means you can do an entire health state with 2 successful hits if you were directly behind a survivor. The catch is that every throw would take an additional 1 (or .5 whatever's balanced) second off the duration of Main event while allowing you to throw when you wanted to instead of it going off on its own.

    Could be better could be weaker, who knows?

    I think that this post needs attention. I think that this is a great suggestion for a substitution

  • The Always-Watching / All-Knowing:

    - Surveillance

    - Spies From The Shadows

    - Nurse's Calling

    -Rancor


    The You ALLMMOOSST Made It Out Alive

    (aka The Hope-Crusher)

    (aka The YOU THOUGH!)

    -NOED

    -Blood Warden

    -Remember Me

    -No Way Out

  • I love builds for PH that heavily punish injuries. I most frequently run

    BBQ + Nurse's + Deathbound + STBFL

    But I also love throwing in either Sloppy, Bloodhound, or Forced Penance.

    Gotta keep em injured to utilize Cages and Final Judgment when you want it.

  • So here's my objective view of the situation.

    For Doctor - the passive static (insanity increase) seemed quite fitting for the character and logic. The sheer presence of a fear-inducing and mind-bending person makes sense to have a passive ability to generate insanity within survivors near to them. However, it makes even more sense to make this sheer presence factor an ability to apply insanity to anyone nearby (static blast) for more fairness all-around.

    For Freddy - this character revolves around the idea of falling asleep. The old Freddy was cool and all, but needing to manually put survivors to sleep? That doesn't make as much logical sense. Sleep comes naturally, whether we choose it or not, and passively "gaining" sleep makes the most logical sense. The idea of taking longer to wake up each time you successfully wake up AND falling asleep faster each time you successfully wake up is even a scientific fact. (I know that this game is nowhere near 100% scientifically accurate, but my point still stands. If you're gonna use sleep as a mechanic - do it properly.)

    Anyway! Just my thoughts! And no, I'm not a Freddy main - just thought that I would throw that out there, too.

    Thanks for reading

    -Blue

  • @Pulsar said:

    Stranger Things accurate Demogorgon.

    Can pull Survivors into the Upside-Down, where there is a corrupted version of the map. Demo is faster and sees aura's when within 20 meters while in the Upside-Down.

    Survivors can use either his own Portals to escape, find a randomly generated Portal (which is highlighted) or get another Survivor to pull them out.

    Demogorgon can pull one generator into the Upside-Down with him, forcing the Survivors to play in his realm.

    His Portals expand in the normal world and corrupt the surrounding environment, making it more dangerous to leave them unattended.

    Basically, make Demo a hybrid of himself right now and Old Freddy. Main difference is that Demo doesn't HAVE to pull Survivors to the Upside-Down to hit them, it's just better for him to do so.

    This is literally what I imagined Demo would be like when he was announced.

  • @Grimmy_Bluues said:

    Killer concept: The Creature

    A grotesque killer, able to control it's biomass to gain new abilities and hunt prey with it's power, Advanced Evolution.

    • Tall
    • 18m/32m/40m Terror Radius
    • 4.2m/s / 4.6m/s / 4.4m/s
    • Hard Difficulty

    Power: Advanced Evolution

    The Creature utilizes it's superior genetics to alter biomass at will, having 3 levels of biomass with several abilities.

    ENERGY

    The Creature requires energy to fuel it's abilities. To recharge energy, hold the Attack Button on a generator for 2.5 seconds. You have 100 charges of ENERGY by default.

    NESTS

    7 Nests are scattered across the map, used to gain and remove biomass. Each Nest holds 1 Stage of biomass by default and can hold 2 maximum. While atop a Nest, press the Active Ability Button to remove biomass and the Power Button to gain biomass. Survivors may sabotage your Nests, making it unusable until you permanently remove one Stage of biomass to restore it. Only 4 Nests may be sabotaged at any given time.

    STAGE 1

    The Creature starts the trial in this stage and moves at 4.4m/s with a 18m Terror Radius. In this state, it has no added biomass trailing behind it and has glowing green eyes.

    SPECIAL ATTACK: Arachnoptysis

    Press the Power Button to expend 20% ENERGY and launch a 12m long web that binds a single survivor in place, and grants you a 5% Haste status effect for as long as they are bound. The survivor can move backwards slowly and break free by doing 2 difficult skill checks. Can also be used to siphon energy from afar.

    SPECIAL ABILITY: Photokinesis

    Hold the Active Ability Button to expend 10 ENERGY per second and bend light around your body, making it near invisible and granting you the Undetectable status effect. Remaining still will not drain energy until you move again. Additionally, you do not trigger any non-aura detection perks while in this state.

    STAGE 2

    The Creature moves at 4.6m/s with a 32m Terror Radius. In this state it has added biomass trailing behind and has glowing yellow eyes.

    SPECIAL ATTACK: Xiphorrhea

    Press the Power Button to expend 10% ENERGY and generate blade-like appendages and launch forward at 7m/s for 1.3s, damaging any survivors caught in the path and destroying any pallet or breakable wall. A successful hit will put you in the fatigue state for 3 seconds. (2s on pallets/walls)

    SPECIAL ABILITY: Acanthosis

    Press and hold the Active Ability Button to expend 5 ENERGY per second and grow many keratin spikes that will launch at any survivors within 3m of you. When any number of survivors are hit by the spikes, 20% of your energy is consumed and you will enter a fatigue state for 2 seconds. The spikes can only injure, any injured survivors hit will be given the Deep Wound status effect. Can be used with Xiphorrhea.

    STAGE 3

    The Creature moves at 4.2m/s with a 40m Terror Radius. In this state is has even more biomass trailing behind it and has glowing red eyes.

    SPECIAL ATTACK: Harpagorrhea

    Press the Power Button to expend 33% of your ENERGY and shoot out several 20m tentacles in a cone that embeds in survivors and retracts, damaging and pulling them back to you. Can be used to damage generators, pallets, and breakable walls from afar.

    SPECIAL ABILITY: Keratosis

    Press the Active Ability Button to expend 3 ENERGY per second and construct a thick plating of keratin that will negate flashlight blindness and reduce pallet stun duration by 35%. Every stun drains 20% of your energy.

    Perk 1: Electrosis

    For the next 10/15/20 seconds after a generator starts regressing, if a survivor interacts with it, it will instantly explode, losing 5% progress. Has a cooldown of 10 seconds.

    Perk 2: Parasitism

    After a survivor is unhooked, you become linked to the rescuer, seeing the aura of whatever they interact with for 40/45/50 seconds. Has a cooldown of 40 seconds.

    Perk 3: Echolocation

    If a survivor fails a skillcheck, the aura of every survivor within 8/10/12m of the failed skillcheck is shown to you for 15 seconds.

    I think that an evolving monster-type killer would be a sick addition to DBD. We need more Monster-type anyway, the only TRUE monster we have is Demo. The rest are either human, deformed human, or supernatural human. I could imagine the devs gutting this to all hell despite how cool it sounds, though.

  • @Beelzeboop said:

    Being good doesn't mean being recognized for it.

    As a monster design specialist, I love it.

    From a game design specialist, I like it.

    As a player psychology specialist, it sucks. But only because of the players.

    Player Psychology Specialist.. you have my attention. What did you mean by this?

  • Pyramid Head all the freaking way. But Demo is a VERY close second. Both are incredibly fun once you've gotten practice and learned how to properly use. Their play styles are awesome, very rewarding, and I'd argue that they're very versatile.

  • My two favorite in the same vote - heck yeah.

  • Wearing geometry and causing misery since release.

  • I VERY much like this concept. The power, the Scarecrow aesthetic, the perks - all of it. I'd LOVE to see something like this take place in the game.

    Thank you for sharing!! :) If you have more, please do share!

    -Blue

  • Normally the only reason I'm not on a gen is because I stay true to my medic playstyle and builds by making my way over to a survivor who I anticipate will be downed and hooked shortly. I like already being nearby when a teammate is thrown on the hook so I can do my job efficiently. If I was wrong about the hook, at least I'm already nearby to heal the injured quickly and get back to it.

  • I actually cannot bring myself to pick one over the other. I choose "All of the Above"

  • Bubba. Always bubba. I can NEVER escape a chase with him because the chainsaw down is inevitable. It started as fear, but now it is just sheer frustration and annoyance. The second I am spotted by him, it's over.

  • @Chilli_man2400 said:

    ultra rare item= Pistol

    hold M2 to aim and M1 to shoot. If you shoot the killer they are stunned for 10 seconds

    I've unironically always thought that this would be an awesome addition

  • @Hoodied said:

    Prisoner type of survivor, like a survivor who was actually in the bad

    The perks they could have can easily be related to escaping through hatch and gate!

    Dude that could go so well with the new Killer concept I just posted a few days ago! Please go check that out!

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/220595/killer-concept-the-servant

    How fast is this Killer, how big are their base terror radius?

    The first power is good and fitting, I like it, but the second is... aaaa. People don't like Deathslinger because of how he ignores a Survivor's skill, and this is giving me Deathslinger vibes except he can easily hit you over pallets and can move freely while you're trapped. Also, how much range does this have?

    Thank you for your feedback!! I made some changes to the original post in response to your thoughts. His movement speed would be 4.2 m/s (just barely fast enough than a survivor), his terror radius would be 24 meters (while his shackles are audible at 32 meters, and his TR reduced to 0 meters during his Power) and his chain throw would be quite short-distance and very arched - a max distance of 30 meters.

    Again - thanks for the input, friend!! :D

  • C'mon, guys - I know you wanna get in on this :)

  • Interesting.. this seems to be a mix between an altered version of the Black Catalyst ability (Hag) and Spencer's Last Breath ability (Nurse's)

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