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Grimmy_Bluues

Grimmy_Bluues

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Grimmy_Bluues
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  • Surprising how people will be against FNAF (Springtrap), but want Chucky.

    Like, both of em are murderers whose souls reside in stuff for kids (Doll/Animatronic)

  • Better than 4.5.0, worse than the old HUD.

    A hook counter and portraits are nice additions, but ultimately weren't needed.

    If you play survivor with no item, there is a ton of wasted space and score events are awful.


    They should really go with adept portraits and go back to horizontal layout, as there is no good reason for the HUD to cover that much valuable space (Like c'mon, it's a "horror" game, we need good visibility).

    This one completely lacks personality, and I severely hope they let us customize in the future.

  • I main PH and he's fine as is.

    Yeah he can tunnel easier, but it's on the survivors for getting tormented, saving at bad times, or just being a super easy target.

  • I hate 360s not because they're hard to deal with, but because they look stupid and unnatural. It only ever hurts casual players.

  • @QwQw said:

    I like this idea, but Legions fine right now in my opinion, I don't think they need a full rework.

    That's understandable, I don't think they are in a bad spot balance-wise, but I find them frustrating to play as and against.

  • All of these could work as killers. Some would have be downsized/upsized, but any are possible.

    I'm of the opinion that if there is a good/well known horror license, they deserve a spot in DbD.

  • I wish we got FNAF, but this is a confirmed Original Chapter.

  • @uncreative_username said:

    https://forum.deadbydaylight.com/en/discussion/comment/1971576#Comment_1971576

    I was thinking it was original anyway but where did they confirm?

    LeaksDBD checked and it will be purchasable with Iri Shards. It's on their Twitter.

  • I'd like if people were encouraged to explore the map more, but the red glyphs felt random and annoying at times.

    To accomplish the same goal, I would go with ScottJund's idea of generator parts.

  • This game has always been meh with balance, so of course people will complain about stuff that is too strong

  • Instead of changing NOED, they need to address totems in general.

    Since the Undying changes, the only reason to cleanse dull totems now is to avoid NOED, which leads to people ignoring them and complaining when they die to it. The devs just ought to add a reason to do totems.

  • The creature from the game Carrion or Springtrap would be a dream come true for me.

    William Birkin from RE too.

  • They're easing us into how awful it'll be.

    Think about it, the first reworked maps were okay, but played worse than before. The next ones were same as the last, and the most recent ones were straight up awful.


    Hope everyone is ready for all the corn to replaced with breakable walls! Let's also be ready for breakable fences in Haddonfield!

  • Slinger zones you out by just being in LOS, making him super unfun to face, especially good ones.

    PH is similar, but gives you much more leeway with the slow down on literally everything he does (pls change bhvr).

  • Change them to be used on breakable walls. You'd push the key into the wall with Entity effects covering your hand, with the wall crumbling after you turn the key.


    Hatch is just a bad mechanic in general, and I would be in favor of replacing it with something else. (Like a boost in speed and whatnot if you manage to outrun a killer in chase for long enough when you're the last alive)

  • Instead of changing NOED, there has to be more incentive to do dull totems.

    The perk itself is perfectly fine, it CAN reward bad gameplay, but in an ideal match, 2 will die and 2 will escape anyway,

    So many people just sit on gens all game without interacting with the killer and then complain when they get caught with NOED.


    If you consistently run into killers with NOED, bring Small Game/Detective's Hunch/A map.

  • It should either be changed for only gaining distance or only for dodging hits.

  • "Our 5th year anniversary event will feature some impressive stars that will blow your minds."

    A quote from Mcote wishing everyone a good 2021, according to LeaksbyDaylight for anyone wondering why RE is brought up


    Personally, I would like to have William Birkin as the killer though.

  • I would love if both ideas got implemented.

    Keep in mind, the whole parts system would need tweaking to it as well as several perks, but it's a far more engaging gameplay loop than hold m1 on the first gen you see until you get chased.

  • When you play against "skilled players", it feels like you are facing perks rather than people.

  • We're very likely going to get a teaser sometime before the 20th if we base it off previous chapters.

  • The only good breakable walls they have implemented have been on Midwich and possibly Badham, which people tend to dislike as maps to begin with.

    They're going for form over function it seems.

  • Yup, I'm on a basic Xbox One though.

    Been playing on the new Chapel as Blight and Pyramid Head with very annoying freezes that screw me over.

  • To put it bluntly, it's just not good overall.

    Starting with the UI/HUD, some changes are definitely welcome such as hook counters and portraits to show who's who, but there are still some issues that I will bullet point.

    • Info is too spread, making it feel claustrophobic in a bad way
    • Much harder to tell at a glance what state your team mates are in
    • Audio seems to have issues when someone becomes the obsession or gets hit/downed
    • Much less personality in the design, feels very unoriginal

    There is certainly more that can be listed, but this is enough to show that it was a mistake to change it this drastically.

    It would have been much more welcomed if you guys kept the layout and overall design of the current HUD while making the new one (The screenshot from the first reply is a perfect example).

    As for the animations, I have found everything but the basic standing pose is not too bad. If survivors hunched down more while idle, I imagine people would be happy enough.

  • I hope they let us customize the HUD in the future.

    I'd be okay with the new one if not for the survivor portraits on the screen all the time.

  • Honestly, the perk just needs it's range reduced while a killer is Undetectable (18m or so).

    Keep in mind not every killer wants to moonwalk to gens and whatnot to find survivors and 2 of the stealth killers literally have to look at you for their power.

    SC isn't really problematic, it could just use a QOL change to adapt it to how the game has become.

  • A dungeon could go very well with any medieval or undead killer.

    I would also love to see an indoor aquarium map, with one half being in regular condition and the other being ruined with dead fish and water on the floor. Lots of opportunities to make a map like that stick out from others.

  • Really no reason not to have them base kit.

    If you can use a yellow mori you've already won the match, so it's better to let people see the cool animation than make them hook. It makes the ending of a match feel more exciting.

    If you somehow have DS when you're last alive and on the floor, the killer can already wait 60s, making it pointless. Better to just end it quickly.

  • SC is a tough topic seeing as everyone is used to it without it's problems being extremely obvious.

    Currently, I just think it does too much with no drawback. If you compare it to recent perks, they are either lackluster, or have some requirements to them.

    If I were to change it in any way, I would just delay the activation of the action speed and make the range only 9m if a killer is Undetectable.


    Also, this is coming from someone who runs Spine Chill every match, I just want it to be more fair to stealth killers.

  • Honestly, I agree it does give a tad too much benefit for no cost.

    Imo, Spine Chill should ONLY have the bonus speed when being looked at (maybe with an extra 1-2%) and Premonition should get it's effect changed to what current Spine Chill has (36m detection normally, 12m on Undetectable killers).

    I understand people are very used to current Spine Chill and don't see it as a huge problem, but when compared to newer perks that have requirements with less potent effects, Spine Chill is extremely strong.

    This is coming from someone who runs Spine Chill every single match btw.

  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/1915707#Comment_1915707

    That’s actually good to know, I don’t tend to look at dbd on reddit as it seems a tad bit to toxic for me. I respect people who do want it, especially people who don’t push it too hard.

    Also after doing a bit more research https://forum.deadbydaylight.com/en/discussion/138393/would-you-be-fine-with-springtrap-in-dbd/p1 seems like maybe more people do want it.

    You're right to avoid Reddit, I agree it's rather toxic. But I appreciate how civilized you are about this, props.

    Honestly, with how split people are in this community anyway, it seems pointless to compare which side is larger. It would be nice if people would adopt the mindset of "If it happens, it happens" and just hope that the license they like will get added instead of going out of their way to disagree with others.

    Regardless, cheers mate.

  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/91866/should-there-be-a-five-nights-at-freddys-killer A fairly old poll, however I believe it still stands for the most part, and for more recent info,

    https://us.v-cdn.net/6030815/uploads/R0AHMLXY0JH0/622436da-39d7-4c55-8877-882a7b25e335.jpeg

    When someone says No and nothing else and that much people agree compared to no one agreeing, I think it shows that majority wouldn’t like it in the game. Even in this post, the two most upvoted comments are about how someone wouldn’t like Fnaf in the game.

    Although the perks sound ok, I’d much rather anything but fnaf, and the closest I’d take to fnaf would be an original animatronic killer.

    On the flipside, there are reddit posts on the dbd sub where the majority of people share the opposite opinion.

    I respect that many people may not like the idea of fnaf in dbd, but just saying "no" isn't the way to go.

  • @The_Arr_Red said:

    https://forum.deadbydaylight.com/en/discussion/comment/1915689#Comment_1915689

    Are you still functioning or are you experiencing an error?

    ???

    There is such a thing as "throwing out ideas"

  • Monstrous Shrine:

    • You gain 4 tokens at the start of the trial and a shrine to the Entity is added to the basement
    • Interacting with the shrine consumes a token and allows you to teleport to any generator you are looking at
    • If a survivor is rescued from the basement while you are at least 40m away, the entity will block the exit for 10s


  • Coming to a post to be a douche because of differing opinions is peak-cringe.

    Everyone is free to have an opinion and they shouldn't be crap-talked for it.

  • The HUD we have now isn't perfect and definitely needed some new additions, but the new one has no charm like the current one, looks reminiscent of a crappy mobile game and has all the info too spread apart.

    It did add a hook counter which is great and the character icons made it easier to know who's who, but they could have simply replaced the current in-game portraits with the adept ones and added notches to represent hooks

    image.png

    Like this ^ (Credit to Mister_Holdout for the picture)

  • If anyone gets offended by terms like that or even regular insults, perhaps DbD isn't a good game to be playing (Or at least maybe you shouldn't use endgame chat/any forums)

  • Ruin only regresses generators when not working on them, meaning that it ONLY works if the killer is pressuring gens properly.

    If they keep coming the one you're on, go to another one. If you can't bc they're too close, it's your team's fault for not finishing the right gens.

    Not to mention, it's a hex perk that can be removed from the game, resulting in a wasted slot AND the regression is still only half as potent as a single survivor's repair speed.

    If you hate Ruin so much, run a map/Detective's Hunch/Small Game, they exist for a reason.

  • @Lord_Xylum said:

    This killer concept is pretty badass. Carrion was very enjoyable for the most part.

    And please don't ruin the concept by making it "more simple". Complexity often equals a high skill ceiling, which in turn makes the Killer good.

    The only issue is that DBD Killers, for many modeling and meshing reasons, are all humanoid in appearance, whereas the Carrion monster was literally just a viscera blob. I'm sure you've thought of this though, considering the incredible insight and detail into the The Creature's power.

    Solid 9/10 Killer.

    I really appreciate this, thank you!

    I definitely prefer the concept as is too, but knowing the devs and community, it would get extremely dumbed down.

    In my notes for this concept, I did write that this killer would essentially slide along the ground with several tentacles that extend or retract out to grab onto the environment (i.e. walls, clutter, terrain).

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/223461/about-pyramid-head-and-the-last-changes-he-received

    A little correction: Otzdarva proved it was still possible during that version of the game. It was later patched out in the patch after (undocumented change).

    Ah, I appreciate the correction!

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1911136#Comment_1911136

    Bad idea, because that literally will promote more tunneling than majority of PH players already do.

    How? As it is now, you will rarely torment people, making half of his power useless.

  • @[Deleted User] said:

    Moving 92% for 2 seconds means you'll lose less than 1,84m of distance. It only impacts during a chase, it won't affect your map mobility as a whole.

    If you want to torment people efficiently, you'll use your power right next to window/pallet to make it less likely to be seen. This means for every area you trap, you go 92% for 2 seconds. You are punished for leaving a non-lethal, very obvious trap that has a time limit.

    Also, it just feels extremely awful and clunky.

  • @Beelzeboop said:

    I think that you should work on a different but similar idea, maybe John Carpenters The Thing.

    It was one of Carrion's inspirations, after all.

    It would be pretty fitting, as well. Stalling (the Thing smashed escape routes and had an affinity for sabotage), paranoia (relying more on pickups than chases, and maybe disguising as a Survivor), and adaptation (getting stronger as objectives are completed on both sides) could be themes in it's power.

    You could even keep the perks (please do) with nothing more than a renaming.

    It seems "simpler" from a killer perspective, with an easily identifiable playstyle, and, admittedly, still a bit too unique for most survivors, but they can't really complain, can they?

    If well done, it would just be a horror icon doing it's "Thing."

    I am absolutely certain you have the skill and even the talent to make a good killer, and if we wan't any truly unique perks or killers, we need people who are good at this kind of thing.

    That's a good idea, I haven't actually seen The Thing, but I will keep the themes you mentioned in mind!

    Paranoia would likely be difficult to implement in a power, but I will definitely have to think up something, as I love the idea.

    I'll write down any ideas I get, and hopefully it'll evolve into a proper concept to post here.


    I appreciate all this feedback though, it's very encouraging!

  • @ASpazNamedSteve said:

    Hm. I wasn't around for PH at launch, but I'm surprised at these changes. Because as it stands it's still the right play to fake your power a lot, I don't feel prevented from doing that.

    Would increasing the 'Further attacks cannot be made for 1 second' even more, but reverting the slowdown be an ideal change? Would be much less sluggish leaving his trails around the map.

    Yeah, the changes feel very unnecessary since they didn't change what needed changes.

    That would certainly be better than what we have now, honestly doing that and allowing PotD to apply torment would land him in a very good spot.

  • @onemind said:

    I would of been ok with the changes if they just made his wave dash come out just a bit quicker it's like reacting to a huntress hatchet but she's stuck in place if she miss

    Honestly, it should be quicker regardless of other changes imo.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1910762#Comment_1910762

    Being strong doesn't mean that it's unfair, it's just... well...

    It seems too complicated for most players, for one thing.

    Think of what happened to the Doctor. His power was a lot simpler to begin with, but the combination of the stance system and the madness mechanic meant that just reading his power description was overwhelmingly intimidating even to experienced players.

    The Creature also seems too unpredictable to effectively predict. That can work, of course, but look at how survivors deal with killers like the Spirit.

    If they don't have an obvious, effective counterplay that the survivors can reliably use the exact same way every time, they're gonna hate it, and since BVR is mostly survivor mains, well...

    BVR would probably either nerf it to the ground (Hillbilly, Nightmare), ignore it and pretend that there isn't a million reasons to fix something about it (Plague, Spirit), or gut it and virtually replace the power with something else (Doctor, Executioner).

    It's not bad, and I personally like it, but the devs and community won't.

    The perks are still freaking awesome, though.

    That's completely understandable, I wanted it to be a very flexible killer that could fill many roles.

    The complexity is completely intentional, as I want it to be opposite of Nurse, wherein she requires very good mechanical skill, The Creature would be more focused on understanding all aspects of your power and knowing where to use them. Though, some of the numbers up there could use tweaking still, such as increasing energy costs or adjusting ranges.

    I could definitely add more clear counterplay to the abilities while keeping them useful, but I imagine it wouldn't be all too difficult since you would be able to clearly tell which stage is which because of the appearance and terror radius changing.

    I tried to simplify the stages as

    • Stage 1 = Slower, Stealthy, Semi-ranged, Single target
    • Stage 2 = True average, Non-ranged, Multi-target
    • Stage 3 = Very slow, Non-stealthy, Ranged, Multi-target

    Each stage allows for different plays, and a good way to deal with this killer would be sabotaging nests to force them to go to inconvenient ones.

    Though you are right, it's highly unlikely this would get implemented as I put it which is a shame since I put a lot of thought into it.

    However, thank you again :)


  • @Beelzeboop said:

    I think the power is interesting, if maybe a bit strong.

    I love the perks though. I would play the killer just for those.

    Thank you, I appreciate the feedback :)

    How would you suppose I change the power to make it more fair?

  • I feel bad for BHVR when it comes to balancing whenever I see some of the bad takes around here.

    Like people think DS is completely fine now just because It was taken down from broken to less broken. Or that exhaustion perks like DH or SB are fine bc they removed the recovery while running. (Exhaustion stuff is more debatable, but imo they need changes too)

    Just because something is nerfed, doesn't mean it's in a healthy state.


    Fun idea for exhaustion actually: Most people run exhaustion perks anyway, so just tie them to their own ability for survivors but nerf their effects a bit. Be less of a nuisance for killers while also freeing up a perk slot for survivors and giving them their own little power. Could even make non-speed related ones to spice it up.

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