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Dustin

Dustin

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Dustin
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  • Killer Perk - Tag Team - At any point during the trial you can change killers once.

  • The game needs more marketing outside of Twitch tbh.

    I agree there is a risk of more frequent DC'ers and people just 'trying' out the game with little investment in it influencing them if the game goes free.

    I'd be fine if DBD had a permanent price drop to $14.99 USD instead of $19.99. It would be a modest amount taken off the base game but it could still go on sale down to $9.99 like it usually does. It would also be just below 20 for those who buy steam pre-paid cards and it might encourage them to pick up DLC along with the base game.

    Sounds like a silly reason to be all for a price drop but what ever gets people to get into DBD works for me as long as they enjoy the game.

  • I wouldn't nerf them because it takes two perk slots to perform the devastating combo.

    However in a world where a nerf is necessary I'd only go with a compromise change. Every time you proc Spirit Fury you'll require another pallet. Although to offset this the first proc will only require one pallet broken prior.

    First proc 1 pallet, second proc 2 pallets, third proc 3 pallets, etc

    Or you could go the other way around and start at 4 pallets required and work your way down. It's the only change I can imagine that would let the perk keep a power spike. I'm very much against a timer for Spirit Fury as well because then you'd be playing very opportunistically on the timers whim.

    Again though humoring the suggestion aside I really wouldn't change it. Most killers who use this combo are M1 killers and two perk slots is already a huge trade off to do this.

  • This should be a DC'r penalty for all players tbh.

    100% against the idea of punishing camping in any way because eventually in-game penalties affect legitimate players who don't abuse such tactics. Campers don't care about penalties either so I don't see the point of this.

  • I don't think I could take DBD seriously as an E-Sports because there isn't even a good spectator experience because you're locked to player POV while spectating.

    If there was aerial cams and free cams in Observer mode and overall better features for spectators maybe it could be humored but spectator mode is pretty bare bones as it is now.

    That being said I do agree with most of the previous post that other things need to be taken priority before such a thing is even considered. I don't believe DBD is in a place to be taken seriously in a competitive environment as much as I hate to say that.

  • I support cross-play between all consoles. If that makes it to DBD then consider looking into incorporating PC into the mix based off of feedback. The main argument I see against PC + Console is PC has superior control over their characters with a KB/M although I feel as though that only applies to two killers being Nurse + Huntress where it's crucial. As survivor you can easily play with a controller and have no problems at all.


    tl;dr - I support cross-play with consoles and THEN pc

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/593574#Comment_593574

    Then wait until devs shows the data of freddy kills post rework. You will see that is very easy to get 4k with the current freddy. Im not here for trolling or anything stupid like many out there. Im just telling what looks like to me that needs to be changes based on matches i played with and againts him that all.


    Data from the first week should be ignored tbh because it's going to be New Freddy killing people who are adapting to his power because they didn't play PTB. He's going to get a lot more kills than he should be getting the first week or two.

    Players are going to realize you can just start running once he starts channeling his teleport because it has a near 5 second delay.

  • tbh I feel like cross-play would be fine between consoles. For PC I feel like that's a completely different topic as much as I'd be supportive of it. I just understand why it probably won't happen with certain killers on KB/M being vastly superior to controllers.

    Also are we forgetting Resident Evil 4? It's yet another game that's had many re-releases.

  • @betelgeuseyes

    I've been accused of holding the game hostage / body blocking when I've held a survivor in a corner for 3 seconds as Leatherface to insta-saw them. Some players cry over nothing to get their way.

    Unrelated but are you on an alt with the same name or what is your name referencing. Was just surprised to see two accounts with a similar name when I @'d you and now I'm curious.

    @ElusivePukka said:

    They really ought to take reports on streamsniping. DbD kinda relies on streamers for exposure and continued interest, and BHVR is alienating a lot of them by failing to take care of their community in more ways than just that.


    You can't reliably prove someone is sniping though. Sometimes you can unintentionally queue into a player several times in a row. I've done it before where I got the same killer 3 times in a row. I'd be all for quality of life features specifically for streamers. Nothing too drastic past that though.

    For example a temporary dodge feature that last for an hour or so. As survivor you could block 1 killer so you won't enter their lobby. As killer you could block up to 4 survivors so they won't be allowed to enter your lobby. If an unblocked survivor tries to join your lobby with a blocked survivor in an swf that swf gets rejected from the lobby. You can freely remove any blocked players from the list at any time.

    Personal bias of course is I prefer quality of life adjustments to games over pointless bannings.

  • @PinkEricka said:

    https://forum.deadbydaylight.com/en/discussion/comment/587650#Comment_587650

    @Sairek I don’t think there’s any possible way this game could get better then. Endless bugs that take way too long than it should to be fixed and queue times that are pretty much ######### at times.

    One person that I do know for certain that I don’t understand that they don’t remove as a Fog Whisperer is TrueTalent. When Legion got nerfed, he started showing off on Twitter insulting the devs instead of just giving a precise reason of why he disagreed with the nerfs. I don’t watch him but I’ve watched a few of his videos and most of it was just him complaining about things. He set a bad impression for me.


    Plenty of fog whisperers have said negative things about BHVR. Tru3 does actually explain things in depth on his stream. Issue is he doesn't repeat them at times so when he references what he's talked about before it's lost on some people.

    I don't always agree with tru3 but stuff is definitely taken out of context from his stream.

  • In my opinion when you get crows you should get soft collisions where as a survivor you're able to just phase through the killer like when they M1 you. I'm sure a lot of people could say it's unnecessary but it would prevent rares cases like these from happening.

    Absolutely zero logical reason you'd want to box a player in one spot for more than 15 or so seconds. Maybe for BT or Pig RBT shenanigans but there's absolutely no other reason for it and those two niche situations are negligible.

    Also my counter argument to this not being necessary because we have the report system. In the current system yes you can report but your game is already ruined because you were held hostage. If AFK crows removed collision with killer you wouldn't have these specific hostage scenarios where the report would be necessary.

    • Reduce speed penalty while reloading
    • Remove slowdown when throwing Tonic
    • Fix Clown bugs


  • Your points (iii) (Being a solo player) and (iv) (Massive grind) is why the majority of my friends don't like this game when they tried it. Also a large complaint a lot of my friends had were things were either two loud or quiet. Specifically generators were deafening at 100% volume and that was an instant turn off from one of my friends.

    Good post though this is pretty well summarizing the complaints a lot of my friends had too.

    Also I actually agree with (v) (Addons and offerings affecting game too much for both sides) and I have quite a bit of time in DBD.

  • Slug the unhooked survivor to deny points and down the other survivor if I can. If I can't do it quickly the one who gets farmed is paying the price for their teammates.

    I don't care about made up survivor rules. If you want a fair game then play better.

  • @Justice said:

    It would probably be super helpful if anyone knew what the hell you are talking about.

    This smells like troll bait


    Granted I don't know of the 40+ unique bugs thing but I do know Clown has a bug that made me quit playing him after it happened to me 3 times in a row in a single game. Very rarely when you throw a bottle it will instantly explode the moment you release even if it doesn't hit anything. I've never seen any patch notes or mentions of this being fixed even though I never see complaints about it therefore I don't try Clown again.

    It's happened to me in a total of 4 games once in the previous 3 and the round it happened to me 3 times was Shelter Woods. The Bottle didn't mysteriously hit a wall I was out in the open. I was confused enough over it the first time where I was looking to see if a survivor was crouched in front of me and I hit them and somehow didn't see.

    This happened to me roughly 6 or so months ago iirc.

  • I can agree with the majority of the proposals in the video. I really like the Doctor suggestion proposed where the longer you hold it the longer the shock is.

    Regarding extending hook and generator times his reasoning was solid although doing generators is boring enough as it is. Not sure if I'd be a fan of such a change. Overall though good proposals and very well explained with solid reasoning on all fronts. I wouldn't mind seeing some of the proposed changes in the PTB.

    Edit ---

    Figured it would probably be a better idea to elaborate on what I disagreed with

    Clown - I don't agree with him getting a massive bonus for direct bottle hits because you can just cheese this. A good example is if you're using the Ultra-Rare you can resort to throwing a bottle at a survivor to slow them and then throw another to land an easier hit to get that guaranteed exposed hit. It's not completely reliable to do this but I feel as though this is something that anyone could do. Maybe I've just played too much Clown where hitting bottles directly isn't an issue and I'm biased. I do agree that Clown could use some quality of life changes and some buffs but I don't agree with this. This is mostly regarding the "No faster running on hit" suggestion though.

    Plague - I don't agree with completely disabling survivors ability to do generators while sick. I agree there should be a better incentive to cleanse but this feels like it would be too much because it takes away a survivors choice. Do I work on generators while injured or do I cleanse giving the killer a ranged attack that poses a decent threat? I could probably be convinced this wouldn't be a big deal but I never really cared for Plague's power in general.

    I'm on the fence about Trapper proposals but truthfully I'd be fine with Trapper just having his default capacity increased and maybe start with 2 Traps by default.

    For the most part I agree with everything else though.

  • Either The Cannibal or The Legion.

    For the most part Cannibal needs some tweaks to his base kit and a complete rework on the majority of his addons. Afterwards I believe he would be in a good spot.

    I'm not a Legion main but after the "rework" The Legion seems to have lost their identity. There is much to be desired with that killer and I can't really think of a redeeming quality about Legion aside from the perks.

  • I believe he should have is both Snares and Pallets base with some minor adjustments. Such as 6 Snares and 2 Pallets by default and addons can shift how many of each you have. Something along those lines anyways. Having both abilities would bring that uncertainty to survivors because only having one makes him more predictable.

    I also believe Snares shouldn't require a channel to be placed. Pretty sure pallets don't require a channel and also snares take time to arm. Snares are also set directly in front of Freddy and he can't throw them over obstacles like Clown Tonic. So I don't see the harm in letting him place snares instantly or at least reducing the channel time for Snares.

    I also feel as though some of his addons are quite awful but I believe plenty of threads have covered that already. The main ones I'd bring up are...

    • Z-Block - 60 Seconds of Hemorrhage after interacting with Dream Trap even if healthy
    • Unicorn Block - 60 seconds of Blindness after interacting with a Dream Trap
    • Cat Block - 60 Seconds of Hemorrhage after interacting with a Dream Trap
    • Sheep Block - 30 Seconds of Blindness after interacting with a Dream Trap

    Quite honestly I don't have many suggestions for these but Hemorrhage and Blindness are both kind of bad. I'd say that only Sheep Block and Cat Block should give those effects and should also be raised if you're really bent on keeping them.

    • Sheep Block (Common) - Blindness for 90 seconds after interacting with a Dream Trap
    • Cat Block (Uncommon) - Hemorrhage for 90 seconds after interacting with a Dream Trap

    Unicorn Block and Z-Block should receive completely new effects imo. Feels kind of unnecessary having two addons for both effects. Maybe Unicorn Block and Z-Block provide the same effects except when they enter Dream State for any reason?

    Overall I genuinely think BHVR did Freddy justice but those are the specific things I believe needs adjusting. There are some quality of life stuff other users have mentioned but I'm more worried about Freddy's strength against good survivors once this goes live.

    He absolutely does not need any nerfs.

  • Survivor - Clumsy Escape

    While being carried by the killer perform a difficult skillcheck within proximity of a pallet to pull it down and stun the killer. Can only be activated once after receiving 3 protection hits.

    Killer - Deadly Repercussions

    If a survivor escapes your grasp as a result of you being stunned all survivors within 24 meters become exposed for 60 seconds. This perk is not activated through flashlight blinds or breaking from the killers grasp through struggling. Cooldown of 180 seconds.

    Alternatively for a killer perk that doesn't punish altruism

    Killer - Quiet Sweep

    Gain a token for each survivor working on a generator. For each token your terror radius is reduced by 6 meters up to 18 meters. When a survivor stops working on a generator lose a token after 12 seconds. Potential addition for 24m tr killers - This perk sets your max Terror Radius to 32.

  • So far he's looking pretty good. I'll probably need a few more days to form a better judgement of him but at the moment it's definitely an improvement. Although I wish they would tone down the dream world effect on Freddy's view. They did that with survivors from my understanding.

  • I'd be down for a setup time but you'd have to give survivors something to do in this short timeframe. Also give killers something to do if they don't have certain builds that way it's consistent and doesn't give away the fact that it's a certain killer or they're running certain perks.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/569694#Comment_569694

    What I always figures these suggestions were meaning is that there would be more totem spawns out In the world by default, but that you could pick any single one of those spawns that a totem would usually pick. But if killers are allowed to pick totem spawns I want it to be *before the game* otherwise it would be useless tbh.

    I'd be fine with a short setup time if that's what you're suggesting. For killers to navigate the map to set stuff you could just put them in a "ghost" mode where they move super fast until the actual trial begins.

  • What if you could place totems but the totem locations were in pre-determined locations similar to pallets? Would that be an issue?

  • For the most part I'm fine with the new Freddy but I can see where others are coming from with complaints. Current Dream State gives Freddy some advantages but there's so much that can go wrong for a Freddy.

    I'm liking the new design but the teleport has a lot of unnecessary penalties and I personally don't see Dream World being an issue for survivors because when has a survivor ever really been afraid of a slow?

    If I had to pick I'd like current Freddy's aura reading and progression slow over the Snares personally. Although if the Snares prove to be strong in the PTB I'll probably change my mind. I'm just not at all convinced new Freddy will be amazing because he loses map control as the game goes on and again he just has a slow. We'll see how things play out though. Granted new Freddy won't have any of the shortcomings current Freddy has.

    I'm going to miss choosing who can engage with the killer though. That was always my favorite part about Freddy's power is you decide who is asleep or not. Just not so much who stays asleep at times.

    tl;dr - I like new Freddy but I'd gladly take the Aura Reading + Progression slow over the snares if I had to pick.

  • While it's obvious to say we'll see how it goes on PTB my impressions are as follows based on the stream.

    ---

    The short opinions I have are

    • Micro-sleep and sleep cycles are fine
    • Visibility mechanics for Freddy are good
    • Ways to wake up including Clock is fine assuming snares are good
    • Pallet ability warranting an addon AND replacing snares is unnecessary. Seems weak on paper and I'm not convinced it will be strong against good players. Either just give it to Freddy base kit or when using an addon let Freddy keep both.

    ---

    Regarding teleport why does it start on a cooldown when the cooldown is 45 seconds? 45 seconds is such a long time considering survivors receive a warning for you channeling the ability and regardless on whether you commit or cancel it the ability goes on a cooldown. This is completely overkill and seems completely unnecessary for something survivors receive so many warnings on already.

    Second issue I have with teleport is you cannot teleport to finished or blocked generators. Freddy pretty much loses half his power when the gates are powered or End Game Collapse starts. This could end up not making a difference in the grand scheme of things with everything else about Freddy so it's something I can overlook if everything else is good.

    Feel free to correct any inaccuracies in my post.

    tl;dr - Most stuff good / Teleport has too many unnecessary penalties.

    Greatly looking forward to the PTB and hoping some of the bad things are really not as bad as I think they will be.

  • DBD - Old locker bug on Bloodlodge.png

    Here's one of my favorite screenshots from 2 years ago. I'm the Jake and my friend is the Claudette. This was a bug in the PTB specifically where if you went in the locker upstairs you would fall through the floor.

    I dated the screenshot so if someone remembers this maybe they can get some nostalgia out of it too.

  • This is why I quit playing Clown and why I won't play him until it's fixed. I have no idea what's causing it but sometimes a bottle can explode point blank with NOTHING around you the moment it leaves your hand. When it happened to me 3 times in a row during a Shelter Woods game I was just done.

    @xllxENIGMAxllx said:

    I do agree that his bottles are buggy but nurse do the same with his blinks sometimes.

    Since this patch I've had moments where I've been double and triple stunned. One of the triples being Pallet > Blade Wipe > Fatigue. Although with the triple stun I'm sure there's something I just overlooked that caused it because I've never heard of the triple stun happening before.

  • I point the center of my screen at him to break Shroud. I pretend there's an invisible crosshair on my screen right in the middle and that helps me a bit. Although the issue is sometimes while trying to break his shroud my survivor model blocks view of ghostface even though I break shroud. It's annoying but I don't have any troubles breaking Shroud.

    I don't know if this is actually how it works or not but I've had the most success doing that. Sometimes he breaks my sight by quickly strafing left and right but that's the only time I have any slight issues.

    @brokedownpalace said:

    Your own character model obstructs the process. You have to make sure you're not in the way. It's absurd.

    Does it actually? I'll have to pay more attention in game if this is the case. Thanks for advice.

  • If it's a choice of one killer I want Candyman.

    He has an interesting story, cool appearance and weapon, lots of gruesome kills and a lot of dialogue that can give players chills. Also if I recall correctly there's going to be a reboot of the series in 2020. Would be the perfect time to pick up the character.

  • I scored a 90% and if I recall correctly most of the questions I answered incorrectly were lore related. The one I had no idea on was the Feng Min alias she goes by. I also recall I couldn't remember how The Clown's mom died.

    Those are the two that stood out to me of the ones I answered incorrectly.

  • @not_Queen said:

    The goal with this VFX was to provide more visual feedback and make stuns consistent and understandable. I've talked with Designers and they confirmed that we adjusted the VFX to lessen the impact on players. The live version has a lighter VFX than the PTB version. We'll keep a close eye on that one and I invite you to keep on giving feedback.

    Both versions of the VFX is obnoxious and gives me a headache. Almost everyone who commented on it was asking for it to be removed. No one likes this effect no matter what the intentions are.

    I'll wait to see what the feedback amounts to but honestly I'm just going to play something else until a final decision on this is made. Regardless though thank you for clarification on the designers goal. Although I can't say I ever struggled to understand I was being stunned even when I initially bought the game.

  • @[Deleted User] said:

    Definitely needs all 3 as the base kit. I think people are overstating the benefit of the gen teleport a bit. Yes, it will give map presence, but it won't help in a chase unless the survivor is being chased in the direction of a generator. If it takes 7 seconds to teleport and survivors see a telegraph, it's literally a dream transition in concept.

    Also consider we don't know if the teleport only works on uncompleted generators or not. It's safe to assume it won't work on completed generators or generators blocked by the entity due to EGC.

    We also don't know the range and cooldown of his power but those are not as important as the above question imo.

  • I'm in agreement that all three should be part of the base power personally. The teleport on its own is strong but not enough to pose a massive threat unless you are strictly playing defense.

    The fake pallets is a decent idea and thematically can work but the thing is you need to take a risk in assuming a fake pallet will fool a survivor on its own while they are completely asleep. Also considering you need to look for a spot and place it yourself you're using as much time as Trapper and Hag to set up.

    The Snare idea compliments the fake pallets ability very well and I see it as something that should be part of the base power because having an addon specifically to give a power that could be potentially weak on its own seems like a bad idea.

    I don't see it being overly complicated either and having a diverse set of abilities per character enables a lot of strategy and makes learning that killer even more rewarding. Also I find it more fun to play against killers that have more than just one ability personally even if some parts of the ability are weaker or passives.

    Also yes I've made strong opinions I know it's not out etc wait until PTB. I'm just speculating based on what I've been given although I'm in favor of giving Freddy all 3 as a base. If other killers need buffs I'd be in favor of giving everyone a second ability too but I don't know if that's really relevant here.

    The main thing that I'm using to assess my opinion is the assumption that while a survivor is asleep you no longer see their aura and their action speed is no longer slowed down. Based on that if that turns out to be correct I see the three abilities being fine.

    Overall though I am very pleased with what I saw.

  • Here's a short list taken from my discord that I typed for a friend as the stream went along so some things may vary. If anyone notices any inaccuracies point it out and I'll correct it. Likely I probably got a few things off for the killers so be sure to verify it via stream.


    Here's a quick tl;dr of the Dead by Daylight Anniversary stream


    *Nintendo Switch Release - September 24th, 2019

    *Mobile Release - Unknown Date > Currently up to their mobile department

    *Game will handle friends list + party system for SWF and Invites + Requeue + Will be an in-game friends list based on platform

    *Punishment for disconnect abuse - Mentions frequent abusers will get "special" treatment

    *New progression system called The Archives with freemium and premium tracks for unlocking stuff

    *+ Will also have NPCs called The Observer and The prisoner

    *Rewards will be in something called The Rift that is available during a 3 month cycle

    *Tomes which are character progression for lore will always be available for free

    *Premium The Archives (Essentially battlepass) will be story related for that theme

    *Rank rework + Seasonal rework + Self Progression based on stats + Compare stats of your characters to other players playing that same character

    *Older maps getting reworked with new assets and designs starting with Badham Preschool

    *Springwood will receive new tiles, layouts and variations amounting to 4 new maps in that realm

    *Addressing stuff such as fat shaming and totem placements

    ---

    Here is the section about Freddy from another user on Reddit since it's formatted better than what I had.

    308 votes and 131 comments so far on Reddit


    ---

    Ghostface

    KILLER POWER - Night Shroud

    *Ghostface can crouch for 0 terror radius, no red stain and can peak around corners while moving at full speed. Moving makes an ambient sound that's distinct. If survivors stare at Ghostface within 32 meters this action is cancelled.

    *Ghostface can stalk survivors for 4 seconds to make them exposed for 20 seconds (Individually)

    PERKS

    I'M ALL EARS - Detection Tracking Perk

    If a survivor performs a rushed action outside of TR their aura is shown for 6 seconds (On cooldown)

    THRILLING TREMORS - Obstruction Perk

    When a survivor is picked up or interupted it will block any generators not being worked on for 16 seconds

    All affected perks are highlighted in white (Works on cooldown)

    FURTIVE CHASE - Obsession Perk

    When the killer hooks a survivor they gain a token that reduces TR by 4 meters while in chase

    Every time obsession is unhooked the savior becomes the obsession. If obsession dies all tokens are lost.

    ---

    PTB June 4th / Launch Date June 18th

  • Well one thing is for sure it will make defending gens easier. Pop Goes The Weasel seems like it will be much better on him.

    Did stream mention if there was a limit on range for the teleport and a cooldown I didn't quite catch the full thing.

  • I'd like as many iconic characters as possible to be added to Dead by Daylight but right now I've been wanting Candyman added for a while. He has a great theme, lots of possibilities for a mori, plenty of quotes you could use for perk names and overall the movies were really great.

    The Shining is one of my favorite movies of all time but I'd be surprised if you could ever capture the insanity Jack Nicholson managed to display while playing as Jack Torrance. If it was possible though I'd take that possibility over The Candyman.

    tl;dr - Candyman (Assuming one vote per post)

  • Community dedicated servers that support custom mods and community maps.

    It's more of a two for one but that would offer a few things to this game.

    1. Community has a end of life plan if official servers ever shut down
    2. Community can get special maps that the devs normally wouldn't be able to add to the game normally such as movie inspired maps
    3. Community creativity can reach full potential
    4. Mod support would add endless potential to new content

    Also sorry I know console players probably get screwed in the long run by this. I only know of Fallout 4 supporting console mods but I don't know how that turned out. I'd like to see Dead by Daylight support community made maps some day though.

  • Honestly I'm a big advocate for custom content and I'd really love to see DBD get to a point where custom maps and community servers with mods are a thing. Although if it ever happened it would probably be years off minimum so I'm not going to get my hopes up over nothing.

    I'd agree that custom content shouldn't automatically be mixed in with official matchmaking. Maybe BHVR could do something similar to CS:GO where community maps are hand picked by BHVR and occasionally rotated in with official maps but nothing past that.

  • I agree with Orti to an extent where cancelling a mori can be used to fake out or mind game survivors. I've had quite a few games where I've faked mori'ing a survivor and another survivor hiding made a run for it or jumped out of a locker and that secured me another kill. I'm against completely disabling mori cancelling as it's taking away an opportunity from the killer even if it's a rare moment.

    I'm against the removal of the charge meter for the mori for two reasons. It would remove the ability to mind game as killer with Mori and it would cause some potential accidental misclicks. Personally I've had a game where I lost a lot of momentum because I mori'd a survivor when I meant to lunge at another survivor healing them. I'd imagine that would be a bit more common if instead of charging a meter it was an immediate button press.

    However I'd agree that it shouldn't be spammable. Although the farthest I'd go on that is after 3-5 consecutive cancelled moris on a survivor the option will be grayed out for something like 20 seconds. Mostly for situations where a survivor is held into place. There's no risk or counterplay to the survivor being slugged like that. You could argue that the killer can easily execute the survivor but if they're spamming mori their goal isn't to kill the survivor. It's to drag out the end of their game. If the killer knows the survivor could eventually start crawling after a certain amount of moris eventually they'll have to finish the survivor off. Knowing we have EGC specifically to prevent stalling end game I'd feel like a hypocrite if I didn't support some sort of change to mori specifically for this scenario.

    tl;dr - I'm against removal of charge bar but I support a cooldown on mori to prevent spam and having a survivors game dragged out.

  • I'd need someone to explain to me how crossplay could exist because Bill only exists on PC. Unless BHVR is able to arrange getting Bill on console of course. Would be a win win for everyone.

    I don't see controller & KB/Mouse being a factor here. I know plenty of good players who use a controller on PC and playing Nurse isn't impossible either. If anything Huntress is more difficult than Nurse with a controller but it's still doable.

  • It's a tough toss up between the two because they're both awesome and iconic characters in their own right.

    With Pinhead the potential for adding some unique power is very high especially with the puzzle box being in the mix. However being realistic it wouldn't be anymore glamorous than Freddy's dream world.

    With Ghostface I feel as though there's more expectations for him than Pinhead could ever have from the community. From the cunning mind games in the movies to having multiple killers or copycat killers from a gameplay standpoint there's a lot to be desired for Ghostface. The one thing I believe the community has requested the most is that Ghostface's power have a phone involved somehow.

    I personally welcome all licensed killers but if I'm forced to choose I'd want Pinhead because I feel as though it could give more diversity to killer powers. I'd hope that either Frank or Kirsty from the first movie would be the accompanying survivor. For the map it could be an abstract horrifying experience walking in the realm the Cenobites dwell.

    tl;dr - Pinhead

  • I'd rather the game not introduce anymore event exclusives personally. I've yet to see many people use the exclusives already in the game as it is (Exception being the Feng cosmetic from Moonrise). When's the last time you saw someone wear the Untamed Donkey Jacket for David? It's more interesting to let people who will actually equip them have the option to buy them. If they're willing to spend money on them they're willing to wear them.

    Regarding the even older exclusives I'd take the argument that most of the people who would wear them have probably quit by now. Although BHVR probably knows the true statistics for that.

    To me most of the events weren't about the cosmetics but the extra mechanics that came along with the event. Although with that in mind it's easy to associate every event with frustration. Either due to how most events ruin matchmaking or because most events encapsulate the thing I hate most about the DBD where they're usually grindy. I get some people like to feel special knowing they have stuff other people don't have but for everyone else it's better to just have the option to buy stuff if we really want it that bad.


  • Isn't it listed as the same ability? Either way I think the ability as a whole is good but I use it for mind games more than expecting an ambush attack to land each time. My only expected change would be a slightly higher camera for The Pig but that's all I'd really change.

    Not going to complain if it's buffed either way though.

  • Well with Ghostface there's one thing the series and movies shared is usually there were multiple people assuming the role of Ghostface or even copycat killers. In the movies the killer was always a step ahead and was playing the victims right into their hands. For a Ghostface killer in DBD I don't expect two killers on the map (Although that would be cool) but I'd expect Ghostface to be good at mind gaming and deceiving survivors somehow. A lot of people remember the phone bits but those were only tools in Ghostface's pursuit to terrorize his victims.

    I liked both the movies (First two) and the tv series but if we had to pick one I'd want the original Ghostface from the movies.

    For survivor I want Officer Dewey no question about it. Sidney is alright but I found Dewey more interesting throughout the series. I mean it's unlikely but it would be cool to get two survivors and a killer from a licensed chapter but probably out of BHVR's budget. Although yes it's likely with a Scream chapter we would get Sidney that's the obvious go to fan favorite.

    Would also be cool if there was a cameo for Stab which was the fictional horror movies in the Scream universe. Ideally we would have the school and surrounding areas around it with little nods to the movies.

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    Edit - Wait I just looked it up are the Stab movies actually a thing?

  • Crouch / Ambush is pretty good as it gives you 0 TR on demand while allowing you to move. The main downside I'd say to using it is the field of view you have does not actually represent the height of your character and should be slightly higher (For the killer vision) but that's really about all I'd change with it. You need to understand when you can use it and it's pretty much all about mind games.

    I hate how an option for Pig is being taken away but what ever at least the TR change was reverted. I'd personally prefer a compromise of Traps activate past 5 gens but heavily slows down EGC while active but I don't know how appealing that sounds to anyone else. Whole point of the traps late game were being able to prevent people from leaving. At best you get 1 survivor maybe 2 after 5 gens.

    Personally I'd only save 1 trap at most if I thought the game would go that far but usually never have to resort to that. I just like having options on the table you know what I mean?

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    Edited post to address possible error on first line.

  • The only two incentives to not leave a game early would be are you having fun and do you care about the fun other players have? Other than that there's no immediate drawback to DC'ing and there's no other incentive to stay if you're having a bad time.

    Can't really say much about the killer but for survivors I would be in favor of adding a forfeit option specifically for the last survivor or when the End Game Collapse is active. Forfeiting would sacrifice you like End Game Collapse and let's just say give the killer a BBQ stack if the survivor forfeits if they somehow weren't hooked at this point.

    Here are some instances that need addressing though where I wouldn't judge someone DC'ing.

    Mori Spam for more than 10 seconds - A few of these are fine but there are some people who do this for the entire bleedout. I'm not certain because it hasn't happened to me but doesn't the startup animation pause bleedout? If that's the case a start for addressing this would be continuing bleedout unless the actual mori has started. Then disallowing the mori to be cancelled on specific survivors more than let's say 3 times because misclicks do happen. I'm not against a little BM spam either but there's no need to do it past a minute honestly.

    Taking the game hostage by blocking survivors in basement or other areas - No matter how anyone tries to justify the current state reporting the killer in this option isn't acceptable because the survivors game is ruined regardless. I don't have a solution for this but this should honestly be addressed. Worst case scenario survivors should get soft-collisions when they get crows. This way they can slowly move through the killer and then the killer has to react. This would still allow cheeky plays with EGC or RBT's because crows take a minute or so to activate.

    There are a few more that don't immediately come to mind but those two specifically I don't judge anyone for DC'ing to.

  • So simple question if we allow climbing how high would you imagine players be allowed to go? Should fall damage be a thing for let's say jumping out off a 5 story building?

    I'd totally be into climbing to have special routes on maps that were advantageous but very dangerous if you get caught at them. Like maybe climbing up the side of Thompson's somehow but if the killer interrupts the climb you fall into dying state.

  • "I've just seen a post where it was suggested that when you dc, you should be sacrificed; and now with this new Endgame Collapse sacrifice, I think it would work perfectly."

    • "If you were to quit the game, you'd be sacrificed in the same way that you would be if the Endgame Collapse's timer was spent."

    Response here - I suggested this when I saw the EGC. The full animation playing would also prevent (In theory) someone DC'ing to give hatch

    • "If the killer was picking you up, or was holding you, they'd automatically drop you; and you'd be sacrificed (same thing happens when the Endgame Collapse ends, I believe)."

    Response here - I'd prefer them just falling to the ground and the killer returning to their normal stance. Not really a fan of the survivor forcing the drop animation on command even if it does lead to their sacrifice. Feels like it would be kind of annoying having this happen.

    • "If you were on the hook when you dced, the hook would sacrifice you normally. After you were sacrificed, you would be taken to the tally screen like normal."

    Response here - I completely agree with this. Although my personal preference is DC'ing while on the hook would just count as a forfeit instead of a DC. We can argue why it should or shouldn't be the case but I look at this from two positives for the survivor.

    They can just opt out of the game if they believe they're going to be farmed. They can also quickly just move onto their next game if they're on deathhook so they don't need to waste time watching the animation. You can argue that the 10-15 seconds is nothing but if I know I'm dead I don't like being forced to wait it out just for information I can already predict based on my performance. Like if a game went bad I know I probably didn't pip for example.

    Added the Response here - to my replies as I couldn't get the quote box working. Not sure how to do that with OP.

  • I enjoy playing all four license killers because I'm a big fan of the movies they're in. Although if we're talking most viable I'd say it's a matchup between The Pig and The Shape. Then it's a matchup between what I consider the worst two killers in the entire game which is Leatherface / Freddy. Although Freddy does have a power curve in some situations where he's strong but he's super exploitable.

    If you like stealth both The Shape and The Pig are great options. The Shape also has a lot of ways to be played because of his diverse set of addons. Although he's probably the more difficult of the two killers to play because good teams will prevent you from managing to get EW3 by constantly abusing your line of sight. The Pig is probably the most balanced licensed killer atm and can sneak up on survivors as well as use RBT's to slow the game down.

    If everything goes right Freddy is one of the best at stalling in DBD but there's also a lot that could go wrong during a game. Also he's pretty addon dependent.

    Leatherface is pretty consistent on what you can achieve. He's mindless fun with good perks but past that unless you're using fast charge addons you'll rarely pull off good chainsaw sweeps against anything past careless survivors.

    Even with some potential nerfs in the PTB I'd say between the current 4 licensed killers The Pig is probably the most viable and consistent in terms of fun. Although all four killers have their niche satisfying moments.

    Best mori probably is a tossup between The Shape and The Cannibal though.

    Regarding learning curve The Pig is the easiest to get into and has the most potential for mindgames. Once mastered is also the most rewarding if you are looking to one trick as a killer.

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    Unrelated is there a reason my post looks like it's bolded or are my eyes just playing tricks on me?

    Edit - Also relating to your edit OP. I assumed you owned Freddy but I listed him anyway because someone lurking the forums may read this thread and I figured it would be best just to mention what he's good at.


  • @CallMeSpidey said:

    Tunnelling and camping need stronger punishments.

    Decisive Strike should be a 20 second stun to get the point across.

    imo you can't stop camping unless you completely change the hook sequence because as long as someone needs to be rescued from a hook post there is strategy in guarding them even if a lot of them are bad or meme strategies.

    For example if the killer wanted to camp a specific survivor to death the only way you prevent that aside from hook diving as a team is if there was a respawn system instead of hook phases. So if a survivor gets hooked they die immediately but then they respawn for their remaining two phases. They're now somewhere on the map and the killer cannot camp.

    I'm not really for or against such a thing it's just came to thought a few times. I don't see any other way to stop camping aside from displacing a survivor once they're hooked. Yeah you could punish the killer but at the end of the day you're still going to get camped and the killer who accepts the outcome doesn't care about a penalty.

    Also disclaimer when I say camp I'm referring to those who don't walk farther than about 8 meters from the hook. I don't see anything wrong with patrolling an area if someone is hooked tbh. It's up to the other survivors to pressure the killer by completing objectives at that point.

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