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Dustin

Dustin

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  • Looks like a bunch of materials were swapped out in Haddonfield so I'm guessing a work in progress version of Haddonfield got mixed up with the current one. The different colored porches look nice though.

  • I feel like BHVR probably wants to touch up all the old global perks before doing that although I'm doubtful. Although I'd love one new free perk on each side every new chapter personally.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/848931#Comment_848931

    We all know there's someone who eventually asks "what did he die of?", so... Why are we having this funeral? What's gonna happen to BL?

    Balanced Landing will no longer reduce stagger while exhausted. In exchange it removes the grunt sound when landing iirc.

  • Long overdue nerf tbh. Although BHVR should consider adding more spots on various maps for Balanced Landing regardless. 2/3's of the map pool the perk was broken and the rest of the maps the perk was pretty near useless. BL was broken on Haddonfield not just because of the houses but most of awnings that you would jump off of were only accessible through a window which survivors vault through faster so it added too much of a gap between killer and survivor with BL.

    Edit - I actually replied to the wrong thread but uh.. Hang on

    F

  • imo gen times are fine as they are it's a mix of larger maps for non-mobile killers and toolboxes that harm the game. I'd prefer if toolboxes were nerfed into the ground and larger maps were reworked so that the game speed was more consistent.

  • He better be a giant in game like he is in the trailer or I'm going to be disappointed. Yeah mind gaming will be harder but I want to assert my dominance by just walking on pallets to break them know what I'm saying.

  • @Mandy said:

    I would definitely change my password on the email address that you've used for the forums, and if you have other accounts anywhere using that email address. I'm not saying there is any risk at the present time, but it's always better to be safer in these matters.

    Please make sure the Deathgarden forums also gives users an alert I don't see one on the Deathgarden forums.

  • The Candyman - I'm fine with just the killer

    The Shining - Jack Torrance / Overlook Hotel Map

    Resident Evil Crossover - One of the Umbrella operatives from Resident Evil 2 that Birkin kills / Resident Evil 2 Raccoon City Police Department / Mr. X or Nemesis

  • Low-key I'd really like Frankenstein's Monster added to DBD but I doubt that's ever going to happen.

    The Thing is one of my favorite movies so I'd like to see some sort of adaptation for that in DBD but I don't even know how you would do that.

  • @Peanits said:

    I know this isn't a very serious thread, but let's try to turn this into something constructive. How many average kills do you think something should get per match before you consider it to be overperforming? We can talk specifically about red ranks if you prefer.

    The thing is if a killer is getting 4 kills consistently it doesn't mean the killer or the killer player is over performing. The survivors could also be playing badly.

    I don't believe there's anything wrong with a good killer player getting 3-4 kills on average it just depends on how hard they are working for them. If they're going against the best of the best of survivors then sure the killer is probably a bit strong. Although if they can do that with let's say the worst killers in the game it's likely a player issue.

    Also I really feel as though balancing a killer on 2 kills average is bad but that's just me. Obviously you don't want a killer getting 4k kills consistently without any effort but aiming for 2 kills likely means you're going to weaken a killer just for this weird consistency of balance that has gimped many killers already.

    -

    Regarding Ghostface in my opinion his basekit is absolutely fine. His lean could use adjustments to be more reliable on certain objects like hedges though. Specifically the hedges on Haddonfield and Badham Preschool. Also he could have the reveal mechanics tweaked on a bit to be more consistent and less buggy. Sometimes you can reveal him through a wall and sometimes he can stalk you through a wall even before dedicated servers. That's just something that needs a fine tuning overall.

    Aside from that the only thing I'd adjust are his addons if anything. I never play Ghostface with addons because even the uncommon ones feel a bit strong. Especially the ones that recharge his power faster. Again though I would not touch his basekit at all I would just adjust addons. He's one of the few M1 killers I believe is in a good spot at the moment.

    If we're talking red ranks I'd need to see stats to be convinced Ghostface is over performing. Even so I only care about stats or gameplay for killers without addons. Personally I don't consider killers viable if they need addons just to perform at a higher level. That's why I love the Freddy rework so much. He's playable without addons.

  • How about a fair compromise

    Just add in a date on the item description for when the player redeemed it and add an inspect option in the lobby for cosmetics so people can view your items.

    I personally don't believe anything is necessary but if I play devil's advocate that's what I'd do. Adds a little recognition for those who received them early but doesn't add anything stupidly flashy or exclusive which would kill the point of making these cosmetics public in the first place.

  • @NoFace said:

    I think that removing her collision is a good idea. The only time you would ever get stopped, it was a survivor. You almost never get suck when using your phase. People didn't like this becasue it was just a easy free hit that was just an accident.

    Also this raises the Spirits skill cap and also gives survivors more room to mind game/ counter her. I think this is a good change and I play alot of Spirit.

    This is the main change I'm happy with and your post is pretty much why. Speaking from experience I know I'm garbage at Spirit but even in purple ranks and sometimes red I could consistently 4k with her just by doing the collision method instead of actually playing her normally. I always felt like it wasn't intended because I'm not trying to guess where survivors go I literally just run into them and worst case scenario I just have to chase them down another 5-10 seconds because I didn't run into them and they don't go far usually.

    I definitely was using some addons as a crutch as well regarding quicker charge speed for phase. To me Spirit felt like she should be restricted to players who want to master her like Nurse rather than someone just looking for a way around on how to use her power for cheap kills.

    Am I trashing on myself here? Definitely. Although since I won't be able to do this method anymore I'll either be forced to learn her properly or play other killers. Likely I just won't play her again though because I never found her fun to play in the first place. I don't see the collision change affecting good Spirit players though.

  • I'm fine with these cosmetics being given away. Will add more variety to character appearance and overall a nice addition to the available outfits.

    I earned the event outfits and I'd prefer they be added for everyone. I rarely see any of the event cosmetics used anyways so now there's a bigger chance to see them used instead of being shelved away forever.

  • Seems a bit redundant to add more exclusives when they're trying to get rid of them. Also seems like a lot of unnecessary work for the same reason.

  • I wish that each node shared a survivor and killer challenge so that when you complete either on that tile the entire node was done. That way it would let players choose between survivor and killer.


    For example - Sacrifice 2 survivors on the hook as killer OR Escape the trial using Adrenaline as Survivor

  • I admit I want more licensed content but if I had to pick I'd want more licensed VIDEO GAMES characters.

    Give me a Tyrant (Mr. X) from Resident Evil to play as like seriously or Postal Dude from the Postal Franchise or just something cool you know?

  • Prayer Beads, Collision and foliage not moving although that one is debatable.

    I'm not a fan of the addons that lets you enter phase quicker because from experience (I am a bad spirit full disclosure) I just use it to run into survivor collisions because I can close the gap too quickly before they can react. It makes it too easy for me to just keep playing poorly rather than improving by actually predicting and reading their movement. I don't know if I am on the receiving end of that but I sometimes assume I am. Just a nitpick though regarding addons but the collision part is why I mention this.

    My primary gripe though is I find it hard to learn how to adapt to her at times. I keep getting told she glows blue slightly when she phases but I don't see it and half the time she has cosmetics anyway. Like against a Tombstone Myers for example I know to look for his hand being open or closed. It's subtle but if you're observant enough it can save you or at least prolong your death. Against Spirit I find it hard to read any signs that she is phasing. Also even with these subtle signs against a spirit what am I supposed to do if these are present? They're too hard to see and I can't stop to pay attention because that's how I get hit. There's obviously some game sense involved in predicting when Spirit will phase but some addons make her relentless on how often or quick she can phase.

    Also I don't believe Spirit is overpowered it's just in certain circumstances she feels unfair to deal with. Mostly due to various addons. I feel as though her basekit without addons is absolutely fine though.

  • Ghostface because if you lose track of him for just a moment he's hard to predict at times. Also I find no terror radius / silent killers more fun than most of the other killers. Ghostface is also not too over the top with his power.

  • Give extra BP in everything because you're likely to be focused for using No Mither anyways.

    I don't agree with No Mither being hard mode either because most people who run No Mither run other perks with it. Hard mode would be running no perks at all or just running No Mither which no one does. They only run No Mither to combo with the gen rush build.

    Also my other opinion is No Mither is only the way it is so survivors can use Dead Hard immediately. Unless the devs clarify this is the only way I can interpret why this perk was designed the way it is. Never looked at it as a challenge mode perk just a bad one.

  • @THEghostface said:

    This anti-heal build, which Tru3 is spreading about, is getting out of hand and is a poor impression for any new Ghost Face players. Sure, the build is handy for a versatile stealth killer like him, but thinking that his stalk mechanic is useless is laughable. You may as well play as dead rabbit Myers if you're using this build. As Ghost Face, marking survivors at the right given opportunity, applies more pressure than going about loudly with nurses calling and sloppy butcher, really boring gameplay that plenty of killers use, but Ghost Face is an exception because he can have no terror radius. Stalking can lead to map pressure if you use it correctly, unlike Tru3, who proceeds to call it bad while displaying poor usage of the ability, hence the build he calls "optimal". From what I've seen from Ghost Face mains, no one really tries when they stalk survivors, and that's pretty disappointing (PS4). Ghost Face carries the potential to add pressure by gaining fast downs and hooks, but the ever growing conditioning of playing a simple m1 killer with no terror radius instead brings people away from that potential. Play how you want, but I really don't want to see players using this great killer as if he's another killer, and not his own.

    Personally when I stalk survivors I don't plan on chasing them but coming back to them later after I've 99'd the meter on them. I usually go for other people if it's an option because I can quickly build up momentum that way.

    I can understand not wanting to stalk because honestly the lean mechanic is really finicky and sometimes doesn't work. Really frustrating to use on some maps as well. Especially against certain shrubs and bushes where you seemingly cannot lean over at all.

  • Not really a new killer but I'd love for most killers who are weak be given a second ability. For example Wraith.

    Wraith - Alt Fire emits a thick gray fog from the Wailing Bail. While The Wraith is within the fog they are Undetectable and the sound of their wailing bail is muted.

    While survivors are within the fog their vision is obscured and they are oblivious.

    Something like that just because I consider Wraith weak and I'd like to see a smokescreen ability (Not Clown) but on its own the ability sounds weak. With Wraith it makes sense because it's all about stealth and ambushing survivors.

    Regarding actual concepts I want two kinds of killers. One is a killer that throws a hook or something to grab survivors from a distance.

    Another is I'd like a killer who has special passive traits such as 2 Killers on the map you can swap between where they have something like 6 perks in total (3 each). It would allow for a lot of cosmetics, the UI could have a special button for selecting both at the same time to look flashy and such at the killer loadout and it could let BHVR try something new regarding killer abilities.

  • I'm fine with Doctor being next because he's been in line for a while. Granted I think he needs a lot less work than Legion but still fair is fair.

    Pretty much Doctor, Legion, Cannibal and Clown need overhauls some more than others. Although again I don't think we should keep shoving Doctor to the back of the line because certain killers aren't getting appropriate treatment when they've had chances such as Legion. It sucks but I'd actually prefer Doctor or Cannibal get the next big overhaul. Those two specifically are long overdue.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/553857#Comment_553857

    We've gone over it in the past, but it's mostly a matter of simplifying it for new players. Having a wall of numbers on each item and add-on can be overwhelming, while saying 'slightly' and 'moderately' is a lot simpler. There are also cases like the mist offerings where the things they modify don't make sense as numbers. If they said "makes the mist 50% thicker", that wouldn't really be helpful. On top of that, real numbers can be misleading with the way math works in video games; take a look at old Enduring for example.

    One of the suggestions I've heard before that I think would be interesting is having a simple and advanced mode for descriptions. By pressing a button, all of the "slightly" and "moderately" parts of the descriptions are switched for actual numbers. This way it's simple for new or casual players but the numbers are easily accessible for more experienced players.

    It's good feedback, though, I'll bring the feedback up with the team.


    In my opinion numbers would be easier to understand. You just need to list the base value and what it changes to with the modifier. Right now as a new player I'd question what does Slightly, Considerably, Moderately, etc even mean? What am I basing this off of? Number values are easier to read and easier to compare to a base value in my opinion.

    Good example is movement speed. You can see all the killers movement speed on the Bio Page. Then you look at Judith's Tombstone for example and it just says it Tremendously reduces movement speed and that honestly doesn't tell me anything aside from I'll move slower. I can't remember what that specific tremendous value is and use it for comparison in any of my other experiences. Like if I had the specific value right then and there I could better understand or have an idea in advanced how quick other killers are with and without addons.

  • I'd like to see map specific objectives that are optional personally. Something that is hard to achieve but if the survivors complete the objective it rewards them in some way gameplay wise for the rest of the trial. Such as access to a new shortcut or something along those lines.

    The Grim Pantry is a good example of this when the doors actually spawn with generator requirements. I'd like to see every realm have its own unique objective personally that doesn't involve generators.

    To clarify on what I want with Optional Objectives

    1. The reward incentive for survivors to complete them is rewarding enough to choose them over completing generators
    2. The threat is big enough that killers will occasionally check on them
    3. They're a consistent part of gameplay and not a HEX style objective where a perk is required to be used.

    Regarding the event itself I believe the Survivor side of the event is as good as it's getting. For killers I hate how there are so few hooks in such awful locations that it's unlikely you get them unless RNG is good. Even with offerings overall I'd rather just play survivor for this event it's less of a hassle.

    In my opinion each offering should give 2 hooks minimum possibly even 3. That way killers have less of an incentive to farm as there would be more hooks scattered around the map.

  • The charms themselves I haven't seen any that really grabbed me as neat but if someone else likes them then it's what ever. I just don't see a reason at all to use them even on survivor. Feels like baby steps on BHVR exploring actual misc cosmetics for survivors and killers. Like they want to add more cosmetic slots on characters but for some reason can't so they chose the belt area on survivors and hooks on killers. I'd rather have stuff like custom sounds, music and animations than charms.

    For the charms on the hooks to be worth it I'd like some cool effect from them when I hook survivors. Maybe they make a subtle noise or animation? Maybe they track my hooks on specific survivors that can be seen on a leaderboard? At the moment I don't see a reason to care for them. Granted I haven't seen all of them so maybe they already do this.

    To nitpick personally I'm not a fan of the new interface that accompanies them though. I'd like to know where exactly each item goes when put in a specific slot for starters. If the slots do indicate this then it's not obvious to me. Also I just liked the old interface in general.

  • @Eleghost said:

    The real problem here is why are you letting something in game get to you? It's probably impossible to get rid of the rapid clicking because you'd have to take out the ability to turn the flashlight on in the first place.

    For me personally my only problem is when people use a macro and makes rapid clicking noises. The noise gives me a headache which I'm prone to. I don't mind the actual clicking just the rapid clicks hurt my ears. I wouldn't mind if BHVR just made it so the sound didn't get so obnoxious by spamming it or if they put a .5 second cooldown on flashlights or something so they couldn't be spammed I don't know honestly.

    I don't expect anything to change though I just accept it.

  • I can tolerate most of the issues with dedicated servers but Huntress is frustrating to deal with as survivor. I understand it's a latency issue but every time I've played against Huntress I get hit by a hatchet while I'm behind a wall fully covered.

    The Shape is the only other killer I can think of that definitely needs work with dedicated servers. His power just randomly reverts progression on Evil Within seconds after ending stalk.

    Aside from those two issues though amazingly I've had a pretty good experience with dedicated servers overall. Guess I've been fortunate for the most part compared to everyone else.

  • Trapper

    • Ability to set Traps that are already on the ground without picking them up
    • Trap pickup range is slightly larger so you don't have to precisely be in the right spot to pick one up
    • Trap set spot uses the sticky function Freddy snares do so you don't have to keep inching yourself against a window or something to set it in the perfect spot
    • Increase default capacity to 5 at all times and just make the addons increase the amount he starts with.
    • Personally I'm fine with Trapper needing to roam around the map to pick them up honestly all things considered.

    Clown

    • Remove all slowdown effects when using his power and rework the Reload Movement Speed addons. Willing to compromise and take 100-110% MS for reload movement speed. (Addons below are just filler suggestions)
    • Smelly Inner Soles (Addon) - Slightly increases Clown movement speed after hitting a direct bottle / Stacks
    • VHS Porn (Addon) - Moderately increases Clown movement speed after hitting a direct bottle / Stacks
    • Loud grunt reduced in volume when vaulting a window
    • Survivors suffer from Oblivious when directly hit by bottle
  • Since dedicated servers I've found Bubba to be unplayable because the latency sometimes makes a big enough difference that unless you're directly on top of them you don't catch up to them.

    As killer the main thing I notice is I'm getting hit by a lot more pallets a split second before I'm used to it being able to be thrown also. That's the main thing for me.

  • My issue is even if you played well by the games standards or your own if you don't manage to pip the game wants to make you feel terrible about it. At least as the killer anyway I can't recall the last time I depipped as a survivor even while being useless and following the killer and using Diversion as much as possible. I don't like running Ruin for example because I find it only makes survivors good at skillchecks and screws you in the long run but if I don't run perks like that my gatekeeper emblem gets wrecked even if I do well in everything else.

    Regarding killer rank I honestly prefer Last Year's system where you have specific killer goals each match to complete for your rank. I'd prefer something like that in DBD personally because it would be more fun and it could be personalized for that killer.

    Ex - Hit 4/6/8 survivors directly with a bottle as The Clown

    I still feel like this game needs extra conditions for bonus pips on each side that are generated per trial. Almost everything else is procedurally generated so I don't see why rank requirements aren't at this point. I just hate this current system because I can't have fun and rank up at the same time unless the survivors know I'm not trying to slaughter them all.

    --- Actual answers ---

    At the moment for me I consider a win as killer 2 hook'ing everyone or at least black pipping. I don't try super hard anymore in ranked anymore since the emblem system. I'm also one where I don't like playing Nurse / Spirit because I don't find them fun to play. I do play a lot of Freddy though which is usually fine. tl;dr I play a lot of M1 Killers and I don't like feeling obligated to run certain perks just to be barely on even grounds with them.

    As survivor I genuinely don't care because I pip every game.

  • Personally my issue with NOED is consistency and cleansing totems. I do agree that NOED punishes survivors for not being overly cautious but the thing is NOED has such a sudden impact on the game that if you do play cautiously it can make the game very frustrating when it turns out the killer didn't have NOED after all.

    If Totems had a reason to be cleansed aside from POTENTIAL threats I feel as though NOED would be fine and less frustrating to deal with. You could argue that there are perks and other incentives to cleanse totems but at the end of the day no one really cares about Emblem and Bloodpoints as those don't directly affect gameplay. Not everyone is going to be running Inner Strength either.

    I do believe NOED as a perk is balanced but the way NOED activates is frustrating to deal with. I don't believe NOED is a crutch perk either but rather one of those Ace in the hole perks for the late game. I'd just like to see totems specifically looked at so there's always a reason to cleanse them that's tied to gameplay and isn't just a gamble on whether you wasted time or not.

  • For me it treads on "Games as a service" rather than DLC and that's my main issue with it. I'm not a fan of feeling as though I need to play out of obligation to get the most out of my money because playing feels like a chore. I also don't like the idea of timed rewards as much as everyone else does. I also don't have a lot of time to grind compared to some people. Because of that I don't want to be that person who has to pay extra just to get the same as others.

    As long as it supports the game though I'm fine with it. The moment I see anything lootbox related though I'm uninstalling. We don't know if BHVR ever does that but that's where I draw the line.

    tl;dr - I won't buy it but I'm not against others enjoying it. I won't support gambling though.

  • Out of all the things in DBD Mori is one thing I feel as though could use an overhaul. I don't believe a simple "rebalance" would be fair with such an awesome and cool feature (Executing survivors like a horror movie) but the issue with Mori to me isn't that it takes one player out of the game early. It just makes the rest of the game excessively hard for the remaining survivors.

    While I agree with the "Ebony should be a two hook before mori" argument I feel as though that isn't a fair glance at the offerings. I'm just not sure what the right approach is.

    I do however believe Mori should have a short cooldown before you can use it if you cancel it. I believe you should be able to fake a mori out to get those super rare and satisfying mind games where you fake a mori to make a survivor reveal theirself at a bad position but being able to spam it shouldn't be a thing.

    Ignoring all the BM arguments it can hold a survivor in place during EGC as an example where they could have crawled out. You can argue that if they weren't held in place they'd be dead but at the same time if they know they're dead there isn't a point to be in that game anymore. It would mostly be a quality of life change to avoid BS.

    If we can address instant heals this is surely something that can be addressed regardless of BHVR's approach. They know what the community wants at this point I'm sure their solution will be good.

  • Hoping Mori's are the next thing to receive an overhaul next. A lot of the things that make the game unfun at times are slowly being chipped away and it's actually nice to see.

    The addon changes and Nurse changes are both fine honestly imo. We'll see how it is in the PTB though.

  • I like facing her but I'm honestly unsure how to deal with Prayer Beads. Only time I don't like facing The Spirit is when that addon is used.

    You could argue it's just my ability to adapt but I'm not entirely sure how to given every game whether red or purple ranks (Between give or take) anytime a Spirit uses those addons everyone gets destroyed or people DC.

    I didn't vote because your wording on the poll was a little confusing and the answers both sound like sarcasm so I just typed my answer.

  • @Peanits said:

    There's definitely going to be some that are weak. There's some that will make her weaker (White Nit Comb in particular), but for the most part, her add-ons are now focused on helping new players learn or giving her alternative ways to play. Basically her add-ons are a little more like The Shape; different, not just buffs.

    This is exactly what I was hoping for. The Nurse was already strong and having add-ons just to have fun with her instead of absolutely destroying the survivors sounds more appealing tbh.

    I love the changes personally. Although we'll see how the charges for blink work out in the long run.

    Also am I blind or were the Medkit changes not listed?

  • Main things I'd like to see personally

    Trapper

    • Ability to set Traps that are already on the ground without picking them up
    • Trap pickup range is slightly larger so you don't have to precisely be in the right spot to pick one up
    • Trap set spot uses the sticky function Freddy snares do so you don't have to keep inching yourself against a window or something to set it in the perfect spot
    • Make his carry capacity 5 at all times and just make the addons increase the amount he starts with. I'm fine with Trapper needing to roam around the map to pick them up honestly all things considered.

    Doctor

    • Make his projections actually deceive the survivor by having them randomly appear behind walls but they run at you like they're chasing you. The ones that appear as Carter that is.
    • Remove the movement speed penalty when using shock
    • Regarding reducing the delay on shock - I don't agree with that. Mostly because if the shock was instant I feel as though you wouldn't have time to switch to melee to hit them before the stun is over at a pallet. You'd have to either reduce switch time between modes or increase the shock duration imo. To be fair though I don't play a lot of Doctor compared to other killers but this is the first problem I see with that. Feel free to correct me if my assumptions are wrong.

    Clown

    • Remove all slowdown effects when using his power and rework the Reload Movement Speed addons. Willing to compromise and take 100-110% MS for reload movement speed.

    Leatherface

    Legit rework him. Honestly I have no idea what but I'd like The Cannibal to have strengths other than defending an area. He can't even mind game or fake out survivors with his chainsaw like Hillbilly because he gets a massive slow penalty for cancelling it. I love playing as Bubba but his current place in this game sucks I'm sorry but really.

    What you suggested for Leatherface is what I have before. For Leatherface I'd like to see...

    • Removal of speed penalty when cancelling chainsaw
    • Removal of penalty to where you can't m1 immediately when cancelling chainsaw
    • The charge meter for Chainsaw Sweep automatically starts at 100% and the longer you hold it the faster the charge increases and decreases to where you eventually have to let go or use the power making camping more inconvenient. Think of the way grinding on a rail in Tony Hawk's Pro Skater works where it gradually becomes harder the longer you grind a rail.

    I'd honestly be fine with that as starting changes for Bubba but I imagine when BHVR looks at killers they want to do more final and complete changes now.

    Also regarding Legion I'd prefer an actual rework instead of the changes they made. Concept was cool and all but I feel like they can do better with Legion.

    Disclaimer I'm super biased obviously

  • @mistar_z said:

    I don't believe any of the killers need strong nerfing. More like ironing stuff out.

    Spirit just needs collision remove and she'll be fine.

    Freddy needs to lose Bloodlust when he uses traps, weird that he can gain bloodlust after using his traps.

    Nurse lunge range from blinks.

    Billy insta saw addons.

    While I'm in agreement with this I don't know how I feel about Bloodlust removal as Freddy using snares. I'd like to see BHVR have some sort of Bloodlust pause penalty rather than outright resetting it personally. At least see it tested anyway to see how it works out. Although I do agree it's kind of silly to not only deny a loop but continuously gain speed while doing so. Only thing at the moment I'd consider looking at on Freddy.

    My vote is None because I don't agree on actual nerfs. Mostly ironing stuff out as you've stated Mistar_z.

  • Alternative outfits for The Cannibal - Family Dinner Outfit variants, Pretty Lady Mask, etc.

    Alternative head slot for The Nightmare - Oldschool (Englund) Appearance

  • Freddy snares have a delay before they activate. You also need to be asleep for them to even affect you. The players that struggle vs Freddy are the ones who tend to neglect the fact that alarm clocks are on the map. You can spam snares and pallets but you need to be smart about your placements on the map with the limited amount you have.

    Freddy is absolutely fine in his current spot. Clown, Cannibal, Doctor and Trapper out of the ones you mentioned should get buffs quite honestly.

    Remove all slows Clown receives when using bottles whether it be throwing or reloading. If anything compromise and give Clown 110% speed while reloading and rework the reload movement speed addons.

    Rework Bubba

    Overhaul Doctor madness effects

    Give quality of life changes to Trapper - Set a Trap that's already on the ground without having to pick it up, give his Trap placement a sticky placement similar to how Freddy snares work so you can automatically set the Trap at the last working spot instead of having to slowly edge yourself against a wall until you find the right spot.

  • Yes, been asking for the change since launch. The best rank in an SWF should be the only rank that is considered for matchmaking. If you SWF with worse players you should be able to pull your weight and assist them.

    To tl;dr getting rid of rank 1 + 20 swf bullying a rank 10.

  • In order of my most wanted map themes.

    • Amusement Park - With various attractions and working objects like a Merry-Go-Round. Imagine a chase happening on an actual moving Carousel.
    • Prison / Asylum (Like an actual asylum) - Could be in the Lery's Realm as one of the areas Herman practiced medicine in as well.
    • Spooky Mansion - Ideally with an outdoor area like a garden or greenhouse too. As stated above maybe from the Victorian Era

    I don't know about a Strip Club unless it was part of an even bigger map. I don't know if you'd be able to make a full map with just that idea alone. Although I can already see the memes and clips in my head with such an idea so not really against the idea with the humor that can be behind the idea. I don't see the location alone hindering BHVR from doing such a thing either as long as there wasn't like naked bodies or something overly suggestive.

  • Personally I'd like Bamboozle to have a delayed activation to actually surprise survivors. The moment you use Bamboozle survivors know to look for another loop / window because they can hear / see the window being blocked.

    Example - Vault window and after 3* seconds it's blocked for the normal duration. Smart survivors would be able to tell a killer has Bamboozle based on Vault speed so there would be counterplay. It would also technically increase the duration overall.

  • I consider him in the top 4 worst killers personally even though he's one of my favorite killers. Main thing I'd like to see with Leatherface is the ability to mind-game with his chainsaw like Hillbilly and I think he would be in a much better spot. If a survivor sees you pull out a chainsaw before a pallet they can just keep running usually. You basically have to be perfect on using his chainsaw to get anything out of it.

    Basically I'd like to see no slowdown on pulling out the chainsaw and filling the meter automatically starts the sweep. The longer you hold it the faster the meter will increase or decrease until you let go or activate his power. Mostly to counteract chainsaw camping or at least try to but in exchange you're granted a bit more freedom on when you can use your chainsaw.

    In no particular order though I consider Clown, Doctor, Wraith and Bubba the worst 4 but again that's easily argued. I mostly believe that because all those killers are really addon dependent. I'd prefer a killer have weak addons but a strong basekit personally like how Freddy is.

    I agree with everything FireHazard said in post #3 as well.

  • I solo survivor when

    • Killer queue times are too long
    • I need a daily
    • I forget that solo survivor can be awful at times

    I'd probably SWF more but my usual group quit the game and I'm not one to squad up with random players. When I do SWF I avoid ghosting the killer information to my teammates I prefer an SWF where we can just talk about random stuff honestly for laughs rather than being super coordinated.

    I'd probably play solo more but aside from certain other survivors who make this game miserable I find versing Hag, Legion or Plague to be the most unfun parts of DBD as a solo survivor with how most of them play. I'm not saying those are strong killers to clarify it just makes me not want to play survivor.

  • While I don't mind how many perk slots we have now I've always been curious to see what DBD would be like with more perk slots. I wouldn't be against something like more perk slots but stronger perks are worth 2 slots. That way you could have creative builds with an assortment of weaker perks or you could keep the status quo and use what's already good the same way it is now.

    Given how many devastating perk combos there are for each side I can understand why there are only 4 perk slots though and I don't expect that to change.

  • $0

    Add Leatherface's family dinner suit and pretty lady mask and I'll consider. Even so I'm not keen on spending money on something that's a server side purchase.

    Outside of Auric Cells I've spent roughly $80 on the game excluding gifted copies.

  • Disconnecting should always be treated the same regardless of role or reason. Camping is also part of the game and the only way you address it is introducing a new mechanic and not penalizing any side for playing the game with how BHVR left it. I'm not even going to consider the emblem penalty BHVR added a fix because it's such an awful fix it only punishes legitimate players in niche situations.

    For example here are some ways BHVR could address camping

    • Create a 3 life system where 1 hook is a death
    • Create a new objective that can be used to break a hook the survivors are on
    • Give killer crows when they've been in one spot for too long similar to when survivors AFK and let survivors see the crows

    Also not saying any of these are good the point I'm making is if BHVR wanted to address camping they probably would have done so by now. Instead they constantly introduce perks that revolve around focusing survivors who unhook.

    tl;dr - Disconnecting is bad / Camping is part of the game

  • I'd also like an option to turn down the chase music. Even if we don't have the option to mute it can it just be lowered slightly? It's not really about being able to hear footsteps or breathing it's just the music is obnoxious at times.

    Someone mentioned generators as well. I do agree some generator noises are stupidly loud and is why I never 100% my volume as survivor. Most notably completing a generator and the completed generator sound is headache inducing at 100% volume.

  • No Mither - All damage received puts you in deep wounds.

    I don't agree with No Mither being hard mode. Unless you are ONLY equipping No Mither and nothing else hard mode would be just playing without perks. No Mither only exist so survivors can Dead Hard right away because of David's kit. If it's truly a hard mode perk give the survivor a huge bloodpoint bonus as a reward for using it.

    --

    Regardless on if it happens or not I'd like Left Behind, No One Left Behind and Monstrous Shrine to get touch ups. Regardless on if they have a plan or not I'd like BHVR to let us know any ideas they've already discussed.

    Here's my awful suggestion for Left Behind

    Left Behind - Receive a token for each survivor that has been sacrificed or killed. During End Game Collapse gain 5% movement and action speed per token. Cannot gain more tokens during End Game Collapse.

    --

    I'd like Spine Chill to receive a quality of life change to the tooltip. Pretty sure that perk affects all actions even though it only list a specific amount of actions. It would be nice if the description reflected this. Someone correct me if I'm wrong on this but pretty sure it affects vault speed and opening gates too and that isn't listed. It would be nice if the description just stated ALL ACTIONS to simplify the perk.

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