Dustin
Dustin
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For convenience for each state I mention I'll list them as EW1, EW2 and EW3.
Evil Within 2 is the Default - Can stalk in this state - Tap alternative power button to switch to Evil Within 1 for a set duration / Hold alternative power button when fully charged to switch to Evil Within 3 for a set duration
Evil Within 1 - When switching to Evil Within 1 it works the same as before however it's for a set duration / Cannot cancel this status / Everything else functions the same - Can stalk in this state at a higher rate to fill the meter for Evil Within 3.
Evil Within 3 - Functions the exact same as prior / Can now stalk survivors to fill meter without automatically activating power - To activate Evil Within 3 hold down the alternative power button.
To tl;dr this - You have full control over when you're Evil Within 1 & 2 - Stalking at all states is purely to fill the meter for Evil Within 3.
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@NomiNomad said:
Why does it have to be tormenting the Survivors? Why can't it just be hitting them with punishment of the damned? Survivors avoid that ######### like the plague. To the point of just avoiding loops. I know torment sucks, but please just LET ME GET MY GODDAMN DAILY.
I've played like 4 games. I don't wanna play PH anymore :(
Honestly it should be a mix of hitting survivors with your skillshot or caging them. Would make dailies for PH less sufferable and create less tunnelvision for killer.
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To be honest I'd prefer one of the Very Rare addons get reworked to make Freddy function similar to how he used to - Similar to Scratched Mirror Myers and his addons.
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@DeathByGiggles because recently they joined as a community manager. I'm curious as to what an interview would bring.
If that doesn't count as major forum member my bad just genuinely curious is all.
https://forum.deadbydaylight.com/en/discussion/comment/2023058/#Comment_2023058
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One thing I'll say is learn to adapt and read survivors on a case by case basis - Some will double back the moment you charge a blink, some will run around a corner and stand there, some will just keep running as far as possible, some will fake doorways - Learning these patterns and adjusting on the fly is a crucial skill to have on Nurse. Sometimes you blink ahead when you're experienced enough and cut them off and sometimes it's easier to conserve a blink and just follow the survivor slowly creeping your way for a guaranteed hit.
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Nemmy or riot
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/2163149#Comment_2163149
2.1.0
It used to reduce killer aura reading ranges by a percentage based on the number of dead survivors.
Now is blocks aura reading against you specifically within a certain range of the killer.
Oh that rework - It was so minor I thought maybe there was something recent I missed. Yeah that didn't work out too well the perk just needs a new concept entirely in my opinion but it is what it is. Not really sure what you can fit the perk into regarding builds tbh.
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/2163141#Comment_2163141
It has, actually.
Didn't work.
It has? When? Remind me I don't recall it getting reworked but granted there's been no changes that's likely why.
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@onemind said:
Intentional or not ?
I'd imagine Sole Survivor gets changed in the future. It's the only perk in her kit that hasn't been reworked yet.
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One thing and this is a minor nitpick but the cowtree walls on the farm maps seem a bit too high just ever so slightly - This is in regards to ranged killers like Huntress / Trickster / Deathslinger. I also noticed the collision seems higher than the actual walls. Only thing specifically I'd bring up so far.
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Give multiple killers and survivors I am willing to shill out 50 dollars for this DLC.
Give me Nemmy at least.
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Ace - I love the smug confident aura he gives off.
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If we're talking iconic horror games we still have the granddaddy of survival horror which is Alone In The Dark. We also have stuff from franchises like Parasite Eve, Clocktower, FEAR, Dead Space, Amnesia, Bioshock, Alan Wake and Fatal Frame.
Those are a handful that are either horror or horror themed.
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It would be a tossup between Myers and Trapper specifically because of how long both of their powers take to setup and use. Admittedly I'd lean more towards Myers in this case.
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Bad players can't adapt to a new threat. It's just like people who still haven't adapted to Leatherface and think he's only a threat when he's breathing down their neck like he needed to be with his old ability. Then they complain he was overbuffed when they're just not respecting his powers potential now.
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Nurse, Blight, Oni
Those are pretty decent ones.
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Two changes I'd make to Deathslinger
- Give Deathslinger an accuracy meter - Aiming down sights takes a chunk out of it and holding aim down sights gradually but slowly drains it. The less accurate the more shaky Deathslingers aim becomes. You won't notice this until it's about 50% and if you take quick shots you won't ever notice it. Basically a way to balance out the constant Aim Down Sights spam.
- Add little targets on the map Deathslinger can shoot for advantages - Such as a high up post that can help Deathslinger reel himself up vertically to bypass a wall.
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@Thr_ust said:
https://forum.deadbydaylight.com/en/discussion/comment/2153492#Comment_2153492
That would probably require them to create a completely unique way for nurses bloodweb to work and let’s be real if they did that they’d probably accidentally remove huntresses hatchets or something
I'm referring to addons that buff the base power - Just rework them into something goofy like the other addons. Anything that enhances the base charge speed, distance or recovery time is too much.
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@Thr_ust said:
https://forum.deadbydaylight.com/en/discussion/comment/2153482#Comment_2153482
Oh don’t get me wrong I don’t really like this idea I’m just saying what I think the result of this change would be. Honestly nurse is in such a league of her own when it comes to how strong she is talking about how to balance her is such a headache
Yeah pretty much can't do much without the power without deleting it. Only thing I'd genuinely do as said though is remove any addons that make her power stronger in any regard.
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@Thr_ust said:
The thing about nurse is that most of the people who play with her to the point that she’s S tier will still be able to predict survivors fairly easily since they probably got hundreds of hours on nurse. The only way I see something like that really affecting nurse is it’ll make her harder to learn but I still think she’ll easily be the best killer in the game.
Making her harder to learn isn't what I'd propose personally. If you wanted to change her I'd re-balance her kit to make her slightly faster walking but limiting her blink range and speed more but only after bugs are fixed. I genuinely feel Nurse shouldn't have addons and that's the only way she is fair to play against. Granted all things considered I wouldn't change her at all as she currently is basekit.
I play Nurse without addons to clarify - I'd personally delete all her non meme addons. She doesn't need them.
Gatekeeping Nurse to only the best of the best is only going to allow those insanely good players to be frustrating to play against and deny any fun Nurse players from existing.
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Are you talking about LoS blockers for maps? The only gripe I have about maps is BHVR has a habit of adding too many deadzones for Nurse when ever a map is changed or added.
Would it be a fair proposal of the maps changing based on what killer is being played? Yeah I think that would be fair personally. However I don't trust this to be a non-frustrating mechanic added initially because the bugs.
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Amazing every game with Tombstone Myers? Good luck getting EW3 against good survivors.
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Blight is not weak. There's a reason aside from maining Nurse I only play Blight.
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Yep - This is what BHVR either doesn't seem to understand or care - Instead they lower the use for skilled players and still enable it for bottom of the barrel players who don't play the killer properly - You can easily make the argument that the way you can play each character is very flexible - This is true within reason. However Huntress should be an example of a killer who has to earn their downs - Says who? Most of the community seems to agree on this with the common factor being they want Iri heads to require a high skill floor and reward skilled players but still be worthy of being an ultra rare.
Right now the proposed change is not it. It still enables low skill floor players and becomes worse for decent players. Most of the time the low skill players breathe down a survivors neck, down them, hook, refill and repeat - The number going from 3 to 1 doesn't change this. It just became more unusable to players who will actually try to make skillful plays with them.
This is why Iri Heads could have easily been insta downs with a 20 meter requirement locking them at 3 hatchets or something along those lines. Would have been more fun for everyone.
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Easier access to content that affects gameplay
- Shrine rework for acquiring perks
- Easier way to level up perks without the need for the bloodweb
- Recycling of items
- Paying Bloodpoints to skip bloodwebs
- Reduction of junk in the Bloodweb - Example - All map offerings just become one rare item and upon purchase you choose what realm offering you want it to become - This leaves room for more survivors addons and killer addons on the bloodweb. In a sense like the mystery box except no randomization - Or just make it another type of mystery box to reduce junk on the bloodweb and make map offerings less common.
Improve the new player experience
- Up to date tutorial on all features streamlined into a sandbox tutorial where the player is given time to experiment with gameplay mechanics in an open environment much more relatable to Dead by Daylight
- Give players a handful of starting addons and items for both killer and survivor - This teaches them an important role in properly using addons that are available to them - This could be incorporated into a tutorial
Overhaul outdated mechanics and implement fresh new ones
- Overhaul old survivor addons as some of them are outdated or confusing - A good example is the majority of the flashlight addons make no sense or are worthless
- Post game heatmap of survivor and killer activity with timestamps on important events such as when a totem is broken and by who, generator completion times, etc.
- Better customization options for both killer and survivor - Cosmetics for flashlight models, light effects and blind effect, medkit skins, toolbox skins, map skins, etc. - Proper killer customization and the option to lightly decorate the basement - For example stringing up the last survivor (With cosmetics) on the wall that you mori'd
- Lobby Customization - Music, visuals and survivor placement (Client Side)
- Various themes and weather effects in maps (Snow in Red Forest, Rain in Macmillian Estate, etc.)
- The ability for each survivor to see each others perks in the lobby to help plan the game better - This closes the gap between Solo and SWF.
- Overhaul of all team oriented perks - GIves allies notifications when a perk comes into play - For example - Babysitter should give a survivor a buff icon similar to We'll Make It - Make this consistent with all Team Oriented Perks. Again this closes the gap between solo and SWF - Balance the perks after this change.
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It's the way Pig's kit is designed - Entire thing from power to perks encourages tunneling and camping. Thematically it is appropriate but the entire kit encourages unfun gameplay. Pig excels when they play unfun for survivors but again not exactly a fun killer to verse. Pretty much the same as how Hag is designed to camp an area which yes includes a hooked survivor.
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As a side note Dead Hard is also why I quit playing Trapper. Too many instances where a survivor can just give the middle finger to my trap. Dead Hard is a charge not a ######### jump it shouldn't bypass traps I don't care what anyone says. It's one of the most common perks in the game and makes playing Trapper harder. Yeah I get it you need good hidden traps but it nullifies being able to deny certain things like doorways.
Unless it's been changed to not do so anyways but I haven't played Trapper in such a long time because of this.
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Please no use of promo codes and a requirement to sign in every single day to get any free stuff. Honestly more annoying and a buzzkill - I want to sign in at my own leisure that feel like it's a requirement or I get the middle finger.
Aside from that I'm expecting a large amount of tweaks + new map + potentially 2 new survivors + would love 2 killers for Resident Evil but I know that pushes towards not happening territory.
Maybe some mechanic reworks on how certain features are, a roadmap on dev plans, big announcements for something none of us expected, overhaul of cosmetic system, proper optimization and something new to invest into.
Give Nemesis and a Resident Evil map at least and I'll be happy.
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@Man_of_triangles said:
https://forum.deadbydaylight.com/en/discussion/comment/2145549#Comment_2145549
1: Mr. X is a year older than Nemesis and nobody cared about him until 2 years ago, 19 years after his debut. This is because he's pretty generic. So generic that Mr. X isn't even his real name, a toy company slapped it on him and Capcom has never officially labeled him that. He's named T-00. The guy really isn't iconic and it's just recency bias and internet memes propping him up.
2: You should play the original RE3. Original Nemesis is scarier and more dangerous than even remake RE2 Tyrant.
3: A rocket launcher would be a lot easier to implement than Deathslinger's speargun was. It could absolutely make it in, it just couldn't be his primary power because Nemesis did not stand back sniping people with a rocket launcher all day. I'd take Birkin over a generic Tyrant any day though.
He has had the nickname Mr. X / Trenchy for a while granted it's mostly just fans of the series who typically called him that. Although Capcom started referring to him as that or at least acknowledging it in Resistance. The voice actor Daniel does call him those names which is actually a nice acknowledgement.
https://youtu.be/wl7HCjOk0VI?t=505 -
Doctor should get small tweaks in my view but not exactly nerfs or buffs. His entire kit is to track survivors but I feel the hallucinations should do more than just be a varying way to track survivors. For example I feel the Doctor illusions should occasionally run at a survivor from around the corner to make them feel they're being chased by an actual thing to show what proper madness would be like. Maybe they see a survivor working on a generator or a totem that isn't really doing so, etc.
Madness overall is underutilized and instead it becomes something merely to track survivors rather than fool them. I get maybe that's the intended purpose but thematically Doctor's power feels kind of stale because of it. There are much better ways to locate a survivor and killers that can have a fair compromise of tracking for better killing power.
Overall though in Doctor's current form they're fine. Granted I feel they're featuring lacking.
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Not a nerf but a rework for Spirit.
Freddy's Snares should have gotten a rework instead of nerfing his kit. Strong killers should have high skill floors is why I believe this.
Pyramid Head's cooldown for his skillshot needs nerfed imo.
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Make Your Choice - It encourages unfun gameplay for both sides.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/2131364#Comment_2131364
What do you mean Freddy was nothing special? He had the highest Kill Rate among the roster, was incredibly boring to play against, and could achieve good results by anyone with little experience at all.
A killer power is only healthy when it's fun to play as and against and Spirit/Slinger fail hard on the latter.
He had a high kill rate because people find him boring and just suicide against him to move on - Admittedly I find myself doing this more and more because every Freddy just constantly bounces between gens with slow down perks I just want to casually play and do challenges not have a 20 minute slog of a game which yes some games actually do last that long with Freddy. Pretty much every game I've played 2 out of 5 games are normal and the rest people suicide on the first hook. I'm just tired of playing normally only for the someone to just suicide first hook so I don't bother anymore.
I'd rather his Snares would have been reworked into some skillshot admittedly and the rest of the power stay as is.
Although not say Freddy wasn't piss easy to play in his new state. BHVR should have just raised his skill floor which the changes don't do at all - All the changes are just flat nerfs for unskilled players without giving players who are skilled something to improve on. Terrible changes overall tbh.
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@Mert_MK said:
Use Spine Chill and git gud
4Head
Legit had a Spirit say that in EGC after no one wanted to play against that garbage. As if Spine Chill magically makes you quiet lmao.
They can't even admit she's super busted and kept denying it because they know damn well they're being carried by this bullshit combo that is Spirit + Stridor and as if that isn't enough put NOED and slowdown perks with Ring and Amulet on top of it.
Very fun and interactive.
How this hasn't been adressed yet is beyond me.
Inb4 those defending it will bring up SWF and how Spirit is the only way to win in high ranks.
To be honest I can't take anyone seriously when they suggest "equip X" to solve problem. Bandaid fixes for balance have been an issue with the game for a while and equipping a perk when you don't know what you'll be facing against is stupid.
Yeah let me use a perk I don't want to for the one out of ten chance I'll actually face what I had the perk on for.
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Here's how I would reduce the grind
- Only the first tier of a perk is available in the bloodweb - To level up the perk you must level it up in the Loadout - To compensate the ease of acquiring the perks the price of each tier perk has been increased - Overall this is meant to just reduce the randomness of the bloodweb
- The Tome / Archives now have two separate types of challenges - General and Specialized challenges. General challenges can be finished passively while playing as there is no need to select these challenges (Ex - Completing generators count toward challenge, hooking survivors count toward challenge, cleansing totems count toward challenge - These types of general challenges do not need to be selected in the web as they are passively part of the Tome / Archives now after being activated in the menu. To activate them simply select the general challenges in that specific tome / archive.
- Players may select up to three different challenges at once.
- Daily challenges has been reworked - Each challenge given will have an objective you can complete for either the killer or survivor role.
- A recycling system has been added - Recycle addons, items and offerings for half the original price of the recycled good.
- Players can pay 10,000 bloodpoints to skip the current bloodweb
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######### that has to be a bug
I get on the cliff but right there in the middle of it?
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To me as a biased killer player the only issue I have with NOED is it makes patrolling the exit gates easier due to the movement speed you receive. Sometimes map RNG isn't good on maps and gates spawn too close and in some situations this does put survivors in unwinnable situations where they cannot even cleanse the totem. I do understand the argument of do bones before gens etc but there's another issue with that which I'll bring up. However if I were to change NOED as a killer main I would make it so the speed bonus only applied to killers during chase. This would have two affects.
- It would be harder for killers to patrol gates - Especially if they've had a game where they're snowballing and NOED is overkill
- It would give survivors a tell on killers having NOED because they would suddenly get faster in a chase - The logic behind this is to alleviate some frustration survivors receive when getting whacked by a killer and surprise they have NOED and you feel a bit taken by surprise. Since NOED is more passive in nature I strongly feel as though it should have a much more obvious tell - In Contrast to Devour Hope the killer must work for their tokens.
If NOED movement speed only worked in chase I feel the perk would be fine and have an obvious tell.
However the reason survivors don't like doing totems for NOED is because of the nature of NOED.
If you cleanse totems and the killer did not have NOED you just wasted a lot of time - There is no counter for how many bones are done so it's not really a conscious team effort as well - Then at the end of the game you could very well get blamed for wasting time doing bones when the killer didn't even have noed nor did they likely consider you would waste time doing totems. However if someone chooses to do bones it outright cancels the perk easily. It's all a matter of luck on what both parties choose to do with their loadouts and throughout the game. It's lacking consistency and this is what players tend to hate. They do something with expectations and it turns out to be wrong.
I feel NOED passively activating is fine however it should be clear to survivors that it's going to happen and there should be clear objectives for the survivors to go through to prevent it and there should be clear objectives for the killer to do to activate it. In this instance I'd say adding a totem counter specifically for the perk and enabling auras of dull totems for the killer would be fine. In fact I'd say removing the movement speed, giving aura reading of dull totems within a set range for killer and scaling the perk off of this and giving survivors a totem counter for this perk would be perfectly fine.
Just my two cents but I am biased.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2125171#Comment_2125171
Generally I'm not too bothered by camping but face camping (or blocking the stairs entirely) on first hook is a whole other thing imo.
Yeah that's perfectly fair granted the stairs I feel is a map issue not a killer issue - BHVR can easily address things such as that.
Although to say I'm not going to make sure someone who treats others poorly in game isn't going to die in one hook would be a lie. I remember toxic players who flame post game (Even if I'm not the target) and they will be camped to death until they get the message - Granted now with today's game environment luckily those people are very rare now.
Good example is I had a red rank flaming a beige rank the other day - How much of an ######### does someone have to be to flame someone who clearly wasn't meant to be there in the first place - It's the games fault not theirs.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2125148#Comment_2125148
A long time ago most Bubba I've played were chill but lately it just hasn't been the case at all. I messaged the one camping basement top of stairs that it's not worth being toxic to get a 4k and he was having none of it lol
I actually play Bubba a lot personally - I'm pretty chill with survivors too. The only time I've ever camped is if someone is running OoO or they constantly spam click flashlight. I make sure they die first hook. I'd say if I camp it's 1 out of 30 games at most. Otherwise I try to make sure everyone has fun within reason.
To be honest though I don't really consider camping toxic granted I only do that for ######### or super unfun squads to verse. Camping is just a strategy to test the survivors altruism to see if they will throw the game. Granted there are other small benefits to it. Completely situational strategy.
Now if you were hitting a survivor on hook constantly that's a different thing.
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Not gonna lie every Bubba I've played against has both been fun to verse and also been fun to play against in regards to fairness. I would actually put the "Good luck having fun" category in "You're gonna have a bad time" category except Nurse. I've only had fun games versus Nurse. I'd put Doctor, Pig and Wraith in the Good Luck Having Fun category because almost every time they tunnel on purpose.
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Bubba is a killer that relies on snowballing but he's very easy to snowball with and build up momentum. As others said he has no map pressure but the way he pressures is quickly downing survivors.
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I don't buy the rift because I don't care about cosmetics and I won't give them money for something I won't enjoy. More than half of the challenges in the tomes ruin games and make them unfun. Way too specific and you can only select one challenge per game. Challenges are way too specific to only have one per game. Which is why I won't ever buy a rift until they address that.
Also grind doesn't matter - It wouldn't be so frustrating if I wasn't locked into one VERY SPECIFIC CHALLENGE every game.
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Add Daniel from Resistance and let him summon every Bioweapon.
Somewhat joking but I want to hear that mans voice more in other games.
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Honestly I don't believe BHVR is really sure how to balance twins. I still firmly believe the killer is feature incomplete but it's what ever at this point.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2116272#Comment_2116272
In an ideal world (I don't at all expect this to happen) I'd like a major chapter that's 30 to 40 with 4 chapters on it essentially
Re2
Survivor Claire
Killer Mrx
Legendary Birkin skin for blight
Map police station
Re3
Survivor Jill
Killer nemesis phase 1
Legendary skin Carlos on Jake
Map Dead Factory
Re4
Survivor Leon
Killer Krauser
Legendary Skin Ada for Feng
Map village
Re7
Survivor Ethan
Killer Jack Baker
Legendary Skin Marguerite for Plague (bugs instead of vomit)
Map Baker estate
No way this will happen but I'd love it
ngl I didn't even think of giving Blight a Birkin skin but I'd buy it - Granted I'd prefer he get his own power but I'd take this too.
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I'll pay 30 dollars for a chapter with 2 killers and 2 survivors if it's from the Resident Evil universe. I would genuinely be happy with getting more from the franchise because there are so many to pick from.
The main survivors would be
Leon, Jill, Chris, Barry and Ethan Winters
The main killers would be
Mr. X, Nemesis, Birkin, Wesker and Jack Baker
Thing is BHVR could save time making the assets by just borrowing the models from Capcom like how they did with the base for the Demogorgon on Stranger Things so to me this is fully do-able.
The real issue is maps - There are SO MANY ICONIC LOCATIONS that it's hard to choose from. It's actually to the point where I expect BHVR to go big with this chapter. I am very biased as I am a huge fan of the franchise and I'll be honest I said a long time ago if they messed up a RE Chapter I'd probably be done with the game and admittedly there is truth to that. This is one of my dream updates so I hope they do the franchise justice.
But really you could probably name 2-3 iconic areas per game. With Resident Evil 2 you have The Police Department, the streets, the sewers and The Hive. With Resident Evil 3 you have the entire city, the church, the hospital and another part of an umbrella research location to work with.
If there is no map in this chapter I will be nothing but disappointed with BHVR.
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@Darkskies said:
https://forum.deadbydaylight.com/en/discussion/comment/2115441#Comment_2115441
That's what I was actually worried about I've heard the RE community can be very savage when something happens they don't like. But I hope the devs are aware and know what they are getting into and do this chapter extremely well.
They trashed talked about resistance and refused to play it so I don't know if they would come over to DBD.
🐷💖
Yeah I honestly wouldn't even worry about the RE community getting bullied chances are it would be the other way around.
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@Ecstasy said:
https://forum.deadbydaylight.com/en/discussion/comment/2115441#Comment_2115441
Hrm?
I don't even know what toxicity would look in the resident evil "community" though I sure know its face in DBD. Despite me being old balls--and those balls been gaming my whole life since before OG RE--Dead by Daylight is the only game I've ever found toxic enough to consider that a notable definition or impacting my own desires to keep playing or not. I cannot possible imagine what there is to worry about going from B to A here.
But people in communities love and hate all sorts of things--especially parts of that community--because people aren't one big nebulous blob where one represents all. A lot of the "them" always do a lot of everything.
Honestly, I don't even get how that's your impression of the larger communities stance on change. There are all kinds of opinions, but the fact is that RE has even more side and spin-off titles than it does main entries, and even those main entries include radical change. For example: RE7 wasn't even the first first-person Resident Evil (That was Gun Survivor back on PS1, which was terrible btw and didn't even work with my lightgun, but I loved it.) Meanwhile two of the most popular entries RE4 and RE7 were monumentally different from everything that came before yet preserved the same core ideals in a way that brought new life into the franchise in ways that were clearly repeated in their immediate sequels.
I really can't think of a franchise that has mutated as much as Resident Evil and maintained its popularity consistently.
Basically just elitism in varying parts of the community for liking certain parts of the series like the movies, actions games, etcs. It's in every community but admittedly I notice it the most in the RE community. In a sense I understand where it came from but the mindset should no longer be relevant anymore considering how well Capcom has been doing. It's mostly just a mix of entitlement and elitism for the most part.
It won't surprise me if I see people getting hated on for playing the DBD RE DLC. I would say it's a loud minority but it feels a little louder than other communities considering it feels Capcom doesn't really have any way to quell the flames.
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I'll level with you being part of the Resident Evil community it actually has quite a few toxic elitist in it so you should honestly be prepared for that.
The community will constantly bash on anything where the franchise doesn't go back to its roots or when it does a spin off. I imagine a lot of them will hop in DBD and complain that Capcom did a crossover while still playing it.
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People ask about getting both Jill & Leon but what if we got both Mr. X & Nemesis?