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Gwinty

Gwinty

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Gwinty
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  • The thing is that I play this game for fun.

    The most fun for me is when I get to chase a survivor, switch targets, down and hook somebody (laugh at the flashlight attempts when I have Lightborn), get a good stalk as Ghostface, a sweet chain as Cenobite or more rescently a nice chainsaw as Billy.

    All of the above things are not possible if I facecamp. As such I just do not do it. Sure I lose some gens and my MMR goes down but only until I hit a place where survivors are at a fitting skill level to face my playstyle. MMR is maybe not working as intended here as I get better and better at chains, stalking and chainsawing, but it is working in my favour.


    Do I want some change to gamespeed and face-camping? Sure. But I believe that they are working on these issues. However they are, as you said quit complex as both top solutions (early game collapse and pausing the hooktimer) could be very much abused. However creativity knows little boundaries and they will come up with something.

    As long as I can enjoy the game everything is fine for me.

  • I have a good friend who got into playing Twins rescently.

    She liked them very much but refuses to use the slug playstyle because she thinks it is boring. Currently she is trying to learn some of the more fancy stuff you can do with this Killer and is having a blast...

    That said, Twins feel clunky even for her. Maybe some quality of life changes are in order to fix this. They did it with Plague so please fix up the Twins.

  • I played a few rounds, used some of her new add-ons and had plenty of fun. Iron Will is still the bane of my existence as survivors can now become nearly untrackable unless they are in a corn or grass patch but now I have a new add-on.

    I also faced some Spirits and got to enjoy her new chase music. Good beats and even the connection to Oni is there when you listen to the instruments. You can now make an educated guess where she is while she is still faster then you. Also I still got jump scared from time to time.

    However I feel like less people are playing Spirit right now, which is a shame considering her add-ons where never more interesting and her music was never better.

    @Nayru said:

    agree to disagree in that spirit never has the control now unless you run out into a total deadzone right off the bat or you get tagged without iron will

    first hit is always the big issue and if you have to use your power to get the first hit you're not ending a chase in <30 sec (barring potatoes as per standard protocol) and that's a game losing scenario to be in

    disclaimer: whatever my mmr is it only puts me against hard-committing m1 gamers that now know where i am at all times in phase

    I know about this problem of the second hit. Hex: Bloodfavour can do the job quit well. You phase in for the first hit and block all pallets allowing for a better chance at the second hit. Add Safe the Best for Last for a quicker succession of hits to make this combination even more potent. Mindbreaker (Fearmonger) also works pretty well when ambushing at generators.

    I ran Bloodfavour, Safe the Best, Fearmonger and BBQ during my games and it felt nice.

    Sure no slowdown, but you could always add Surge (Jolt) or Pop instead of BBQ or change Fearmonger for Ruin too.

  • Dead Hard now leaves the same feeling as pallets after hit validation was added. They felt awful at first but once you got used to it and survivors started to get more greedy and I still got hits at pallets. Also now survivors can not complain about this anymore: The game clearly preferes their action now, they know what they are doing.

    That said, I had a few games yesterday and only in one I got a Dead Hard where I heared a scream and the survivor was not wounded. Confusing for sure but then I remembered. Also I could still bait a Dead Hard.

    @Jangles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2594374#Comment_2594374

    It's not preference, He's just wrong. Why do you think competitive runners grab SB over DH? Dead hard can be baited and it can only be used once you're already in a terrible situation. With sprint burst you're not getting into situations where you need to iframe a swing or short stop into a pallet. You also get more than double the distance off sprint burst.

    Dead hard makes for sweet memey outplays, thats about it.

    I prefere a Dead Hard over a Sprintburst 9/10 times. When you play Ghostface Sprint Burst ruins your game while Dead Hard is just not there most of the time. When you play Cenobite you have chains and can try to get them chained or they try to Dead Hard the chain and miss the timing 9/10 times...Sprint Brust thou? Well, good luck your survivor is already on the next tile...

    Not to say that Dead Hard is weak, it is a top tier perk for sure. Just that Sprintbrust is far more annoying to me.

  • I personaly have no problem with big maps or indoor maps. I like both of them. However I see the problem with these maps for Killers who have no mobility or anything close to that.

    The thing is that map size should hit survivors as hard as Killers. A Killer hooking a survivor on a big map forces the survivors to go on a longer detour to get the unhook also they are supposed to travel longer to reach the next generator.

    @Predated said:

    https://forum.deadbydaylight.com/en/discussion/290164/so-why-are-maps-still-huge

    Map size isnt really the issue tho, patrol potential is. RPD isnt a bad map because it has a lot of paths, RPD is bad because it's nearly impossible for killers to patrol gens. Mothers Dwelling isnt a bad map because its big, Mothers Dwelling is bad because sometimes there isnt even a single 3-gen potential.

    Move 1-2 generators slightly closer to the center of the patrol route, and those maps are fine.

    Let alone that the biggest reason for generator issues comes from the chainability of loops. If a survivor goes from 1 loop to the next, they need to be at risk of getting hit, or they need to have stunned a killer. Right now, you dont need to stun a killer. I actually think Bloodlust should be removed and be replaced with a generic movementspeed buff when outside of chase(with a 10-15 second cooldown after 1 chase has ended, dont want killers like Wraith or Blight to catch up too fast ). That way, a killer has more mobility when not in chase, which is important to pretty much all killers, and smart killers could avoid chase as long as possible by walking backwards, giving them the ability to catch up to survivors holding W faster, while making loopable tiles much more important to a chase.

    This is hitting the nail I think. Most maps are not that bad with their ways and detours. They are bad because of the generator placement and potencial plays around them.

    I would not nerf maps or buff Killers with no movement speed for this reason but think about how the map can be filled with places without pallets but maybe places to hide and cover without vaults or anything like that.

    Corn maps are not bad for their corn part for me, they hurt my sould becaus a long wall jungle can lead to a safe tile with a pallet and into the Killer Shack on one side with the Cowshed on the other...

  • I always felt that Legions playstyl punished them for playing the game (losing power on basic attacks) or using their power (4 seconds stun) or it just not rewarded them (hitting a wounded survivor oh joy).

    This is a problem in my opinion that needs to change. It should feel rewarding to get hits (like Oni who filles a chunk of his bar for a hit) or using you power also skillful plays should be rewarded.

    As such first of all I support you suggestion that the basic attack penalty has to go and that you should get less fatique for canceling your own power. I would however add an effect when you hit a wounded survivor again with you power like applying a penalty after healing like "Scourge Hooks: Gift of Pain does" or inflicting the "Broken" status when you hit a survivor with deep wounds.

    Would that add much power to Legion? Probably not. But at least now you can reap a reward for hitting the survivor again and not just "oh deep wounds. Anyway here is your Deceisive Strike to go.".

    Overall I like your idea very much and hope some dev sees it and supports it.

  • Ghosty does not need a rework. He is a fine and fun Killer who has just a few problems with his kit. Most of them got adressed by you but you miss out on a few too.

    Ghostface being revealed is the big topic here. The way this mechanic works is interesting to say the least and the fact that you can get revealed by streched resolution is just the cherry on top. Now I get that survivors should reveal you and that you should lose your power that way. This is counterplay and you can try to counteract this by playing smarter.

    However there is nothing that helps you against streched res. The reveals will just get messy and you will feel bad. It is almost like they are cheating.

    Now losing all stacks on a stalkes survivor is okay. This is part of the Ghostfaces kit and should stay in place. Maybe they coud bring an add-on to change this up a bit but not for the basekit. Also 12 seconds would be too low. Dino already said that and I support this: 20 seconds seems like a solid sweet spot.


    I think most ouf your ideas are fine. However I think they should also address his add-ons. Most of them are just flat stat buff and add nothing interesting to his gameplay and this is just boring. Notive how Ghostface does not even have a joke add-on!

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2591495#Comment_2591495

    I'm trying to think of someone from Dark Souls.

    Nito? Aldrich?

    Aldrich would be a good addition. But without Gwendolyn and his arrow spam. He would be a giant man eating worm that could gain power-ups by wounding survivors / another way of sacrificing by eating them.

    Chaos Witch Quelag also comes to mind or Slave Knight Gael.

  • I think that they should stick at least to characters that are "horroable". Nemesis with his zombies is a pretty good example as Resisdent Evil is more than just an action game but has a huge horror aspect and I think this sets a good mark.

    Action is okay but it should have a terrifing aspect as well as a survival aspect. This means that characters from dystopian games are also quit fitting.


    As such i would like them to go for Killers who fit this aspect.

    Big Daddy and Little Sister (Bioshock), Slenderman, characters from Little Nightmares are a given. But you could also add characters from Bloodborne, SOMA or Dark Souls (or equaly crafted games) if they want. As long as the character is terrifying enough and hunts humans...why not?

    Sure Father Gascoigne or Micolash, Host of the Nightmare are from an "action" game. But they would fit here because the DbD survivors are not Hunters.

  • Thanks for all of your input, I will look up all the material and practice to implement some of their tricks into my arsenal on the way to become a descent Billy.

  • @UMRTSF said:

    Greetings Community and Designing Team,

    I am an international collage student who likes playing Dead by Daylight. In the game, I play both killers and survivors. In case it may be pointed out to be very subjective and narrow, I have attached my play time and proofs of reaching red ranks on both killer and survivor sides below. I main The GhostFace and reached red ranks with The GhostFace before our new rank systems.

    https://us.v-cdn.net/6030815/uploads/QV90ZZ1IBGQ2/dbd2-png.png

    https://us.v-cdn.net/6030815/uploads/3PUSEB351IUQ/dbd3-png.png

    Before stating anything, I would like to let you kind fellows know that I love this game as much as everyone does. It helped me get through some difficult stages during my life including the pandemic which separated me and my family for 2 years. I, myself, is a huge horror fan. I love Scream. I watched every Scream movie. Though I know in Dead by Daylight, The GhostFace does not come from Scream, it is some core elements that every GhostFace shares that makes us love this killer.

    After patch 5.3.0, GhostFace's ability night shroud have been adjusted. The reason I say adjusted because it is controversial. Some considers it to be an upgrade as the design team has said:

    https://us.v-cdn.net/6030815/uploads/H6EDYYK7UPOL/image.png

    I personally think it is a minor nerf and a yield to fail making The GhostFace unique.

    1. Chewed Pen + Olsen's Address Book. Know as the cd build which decreases night shroud from 30s to 16s.

    However, after the patch, when one goes with cd build, it even adds one more second to night shroud:

    1. Chewed Pen(-4s) + Olsen's Address Book(-3s). 24s - 4s - 3s = 17s.

    What I am trying to say is think about why people rarely uses other addons. It is not because of the numbers. It is due to the core game play which GhostFace lacks of. Before the patch, one hardly utilized stalking since it was very distressing when survivors canceled your night shroud.

    What I ask and demand is a remake of The GhostFace's core game play. Some possible suggestions:

    1. Delete stalking. It is so much alike to The Shape and it is distressing to play with.
    2. Keep night shroud since it is what one immediately thinks about when you mention GhostFace, which also fits the killer's characteristics in the movie.
    3. Make night shroud less powerful than damaging one full health state, which is to say GhostFace has to damage survivors multiple times during night shroud. This should balance the undetectable status of night shroud. Remember, in the movies, GhostFace cut victims multiple times before finally ends victims' lives.
    4. Keep or delete the crotch. It is considered cute but has very little usage with current addons. Another way of saying this is, if you are keeping this ability, make it powerful enough to compete with other builds.
    5. Do something with the phone calling as it is one of the classic tricks GhostFace does in every Scream movies. It is what makes GhostFace.

    I am not going to and not capable to developing a brand new play style. But, I look forward to see futures changes of The GhostFace.

    Sincerely,

    A Loyal Dead by Daylight Player.

    Well, I have to disagree here.

    I for one enjoy the stalking and think it fits the Ghostface of DbD better. The stabby-stabby hunting with multiple hits and gutting opponents like a fish even if they are not tied to a plasitc chair is more of a Legion think too me. I like the story of DbD Ghostface and that he is a more professional Killer than the teens in the movies. He thrives on his own "glory" gathered by newspapers and is kind of like a reverse-spiderman. This has a great appeal to me as he is a truely scary criminal. As such I greatly anticipate "Scream 2022" where Ghostface will probably be more professional and more of a stalker.

    Now I agree that he could use some changes. I made some suggestion on how to change his add-ons for this reason in order to make him a bit more different from Myers who is all about front up stalking. Ghostface could in my opinion gain a lot more "personality" by adding different ways how he can stalk a survivor to his kit.

    If you want, have a look: https://forum.deadbydaylight.com/en/discussion/290011/ghostface-add-on-suggestion#latest

    The idea is that Myers is about direct stalking and having a limited rescource. Then he goes balistic and insta downs the opponents during his "killing spree". Ghostface is much more professional, accumulation information over time and from far away, taking photos, making sketches, drawing up routins until he finaly has a way to approach his victim for a certain, perfectly assemblet kill. He eliminates them one by one, not going on a "killing spree" but rather having a cooldown between his murders.


    I think your rework would eliminate the Killer I enjoy and the fantasy he is supposed to work on.

  • @StarLost said:

    Really love this guy, as Hellraiser is, next to The Thing, my favorite horror movie of all time.

    That said, his abilities really aren't well explained.

    • What is the purpose of your chain summon? Is this ever worth using aside from scouting/a bit of BP? In a chase, even if it connects (really difficult on some maps) I find that the time I spent summoning and controlling it is - at best - a wash. It always feels better to just chase.
    • What exactly does Chain Hunt do? It summons chains, and seems to occasionally injure people - but whenever I play him, survivors just never seem to manage gens. Is this interfering with people working on gens somehow?
    • When a survivor picks up the box, but doesn't solve it - and just lugs it around with them, how do I approach this? If they are sufficiently good at looping, it feels like they can stall me out almost indefinitely (had a game earlier with a Leon who did just that).
    • Should I always teleport to the box when someone is solving it?
    • Is it just me, or are his addons mostly...bad?

    I like to give my answeres as well...

    • The chains are a good tool in chase. They prevent fast vaulting, they let you catch up better and they let you get hits on unsafe hook. One of the skills is either conjuring it directly under the survivor for a safe hit, conjuring it in front of the survivor and make a 180° turn or other stuff like that. Try anticipating when a survivor will drop a pallet, chain them and they will gain little distance while you break the pallet as an example...also a chained survivor can not Dead Hard, which is quit important. And last but not least chains can interrupt actions allowing you to defend totems, interrupt healing or defend generators.
    • Yes, while a surivor is chained they are interrupted from any normal action and have to break the chain first. Chainhunt is very annoying and can slow down the survivors quit a bit. Also while it is active your normal chains are more potent as a survivor will not be able to evade chainhunt-chains while being normal-chained, resulting in a significant advantage for you.
    • Just let them be. You have 1 survivor that can not do much and has chains harrasing him. Also after a while chainhunt will start for the box holder forcing them to either solve it or be useless. Just remember that you should not teleport to a good survivor as they can mess up you spawn especialy on indoor maps or corn maps.
    • No. Unless you are like me and accept every challenge you should not just teleport every time. Make a decision and observe who is calling you and on what tile you are. If you are on a safe tile and would wast much time here, teleport. If you are sure to get a down, do not teleport. If you can get a hit, take the hit and teleport when the survivor runs to a strong tile. The goal is to enhance your pressure with the teleport by switching targets.
    • No, some are quit good: "Skewered Rat" is a nice add-on to have, more turning allows easier 180°-chains and less cooldown is always nice. "Slice of Frank" adds more pressure to the one picking up the box, blocking Sprint Burst and Dead Hard. Torture Pillar makes for faster chainhunts, "Original Pain" allows you to apply more slowdown. "Impaling Wire" is very mean and rewards you more for hitting chains on jungle gyms and LT-walls. "Greasy Black Lense" can make some mindgames a piece of cake and both iridescents are useful.
  • Of course "I'm all ears" for the wall-hack, allowing for some good shots and interesting play. Good survivors know you have it after a while and this will make it even more interesting. I like to add Blood Favour after the buff because the pallet blocking is pretty good if you got it right, also I do not cry much if it gets cleansed. "No way out" comes in handy with his power as you can get more value out of your Mori and cage when the game goes a bit longer.

    And yes, I would advice for BBQ. Most times you do not want to cage for the first stage and this allows you to get pressure going.

    Pyramide Head is also one of the few Killers I play where I like Hex: Ruin as it fits with his theme. However I like the other perks a bit more.

  • Funny enough I like playing mosty against the same Killers I also like to play...

    Ghostface comes first because most of them make mistakes and get revealed by me, sadly few use the crouching mechanic to mind-game at more places where they could. Cenobite is also fun as I like using the box in a way that he teleports and faces a wall or is in a jungle gym with me, also dodging the chains is fun.

    Billy is a no brainer as I also like playing Billy and a skilled Billy just gets insane...same with Blight if he is not running the Pop/Ruin/Undying/Tinkerer build but something creative. Bloodfavoured Blight was fun, even if he got his 4k.

  • @gatsby said:

    A Survivor that runs Dead Hard (or any other exhaustion perk) will loop and make decisions based on their perk. They will not necessarily make the same choices someone with a different build would make.

    So if a Survivor is consciously playing around their perk... where's the mistake to fix?

    Okay, then I would have another question to compare that argument: A Killer playing around NoeD with No way out and/or Blood Warden would also only be playing based on their perk. They would make different decisions based on this, as an example they would hook in a different way. Is this also fine for you?

    Do not get me wrong, I just want to check consistency here. I have no problem with Dead Hard (except that everybody runs it and I would wish for different survivor perks) and no problem with NoeD either. I do not think that Dead Hard should be nerfed but rather that Killers should get perks / add-ons to apply the exhausted status effect too shift the meta away from Dead Hard only. To be fair I hate Sprint Burst much more...

  • @Røøkë said:

    I know it's unlikely due to indoor maps being a large obstacle for a power based on vertical movement, but how would you like to see a killer who flies implemented? I've seen a bunch of people talk about the concept over the years, and would like to see what people think!

    Well...we already got a fyling Killer with air-Hillbilly don't we? o.o


    Now serious I think a flying Killer would be a bit too much for the game to handle right now because indoor maps would render its power pretty much useless. I guess that if they ever did a Killer with this kind of ability if would be a Killer with the ability to turn into dust or fog and then move upwards or downwards at will, maybe applying hindred or something like that to survivors it touches.

    Imagin Spirit who dissolves into Clowns gas and comes back to the ground when the power ends, entering a gliding down state. However I see problems with the implimentation. Our they could try to implement it like Overwatch did with Pharah, more of a "jumping and feathering" that a real "flying" ability.

  • I main Ghostface. Whenever I play even if I am hyped about some other Killer I will play some Ghostface. I like his ability, I like his story and his animations. His mori is top tier and crouching allows for some funny mind games. Also I am a fan of the movies, who would have guessed...

    My second "main" would be Cenobite. I was always a fan of Hellraiser especial because it inspired other works of art so much. Cenobites power feels good and rewarding, his passive offers slowdown and lets me run other perks than just regression and his chase music is good. Also I am constantly amazed by the different ideas survivors have to deal with the cube...

  • Honestly I like Dead Hard for the most part. It is a cool ability and produces some very montage worthy situations. Even thou I want to eat my keyboard every time somebody uses it in a very slick way.

    That being said I have a single problem with that perk: A well calculated Dead Hard is okay. But every now and then that Dead Hard is only a "get out of jail for free" card for the survivor. Like, you played Shack with them, they messed up and you think: "Great I won the mindgame!" and then they Dead Hard and you are back to square one.

    This feels bad. There is no calculation, no plan just "I messed up, so I press E." and this is frustrating. Just as frustating as being exhaused on the ground. You know that issue...

    That said: Probs for every Dead Hard user that is brave and calculated. That perks makes for some amazing plays.

    If anything I am sad that this is the only exhaustion perk you see on regular base. While the cool Dead Hards are nice I think that some varity in perks would be good too and this is hindered by Dead Hard just being the best.

    So overall...Dead Hard has its problem but it is fine. The lack of competition from other perks is what makes it so problematic.

  • @BenihimeWrath said:

    They should give billy the ability to rub against stuff like Oni. Obviously not completely grinding face into the wall, but hitboxes are so incredibly punishing and a lot of them seemingly for no reason other than laziness.

    Meanwhile Blight slips and slides on stuff you actually want to hit.

    I would have another suggestion: Make Billys "LoPro Chain" a baseline. He can run through pallets but only makes a single state of damage (and still enters his 3 seconds of cooldown after the hit). Maybe even with the punishment of adding more overheat once you shred a pallet.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/289063/what-is-the-different-between-billy-and-the-top-5-killers

    Billy ISN'T as bad as people say he is. And he is top 5. Probably tied with oni. If you really want to interchange them. Hag doesn't even make that list. That goes to Huntress.

    People just like easier. So they don't put effort in to learning Billy and choose bubba instead. But that doesn't make him better.

    Yes, Billy is good. A-Tier for sure if you put the time into him in my opinion.

    But the training needed to get him to that level is just much more than Oni or Wraith. You can get more out of playing Wraith than Billy because his simplicity yielding you earlier rewards and you can get better results with Bubba as his chainsaw is easier to manage.

    Now Bubba is not braindead camping if you put effort into him and learn funky stuff like moonwalk-chainsaws and how to run loops as thight as possible. However he is still a lot easier than Billy even if you try this and your rewards are better because it is easier to capitalize of a survivors mistake.

  • @Mineguy said:

    I have the feeling pig is now a lot stronger then before. She didn't get any power changes but... Her addons got changed so hard that I think she is now really good.

    You can do so many different combos now that work well together

    6 traps

    16 Meter aura + faster sneak attack

    Survivors start with trap + they can't see the boxes before the trap is active

    Even addons alone are now much better then before

    Thanks bhvr for this amazing change

    No. I do not think so. Her add-ons just do not feel like they do nothing anymore and some are even quit good now. If you consider add-ons she could be a solid C-tier right now on par with Clown and Ghostface.

    Workshop Grease is now a realy good add-on for sure and as a yellow add-on quit obtainable. I wonder how it will look if you put on the Grease with a Last Will for sure. And the video-tape is now a good early game slowdown when you add "Ruleset Number 2" to the mix.

  • Billy is a fine killer but unlike Oni he has two problems:

    1. He lacks good add-ons. Oni has some fine add-ons. Nothing overpowered after they nerfed the topknot but addons that increase his power an make him better overall. Billy has...as somebody already said: Placebos.
    2. He has a harsh punishment for collisions and after shredding a pallett. While Oni and his curving is the same Billy gets punished for hitting anything that is not a survivor. He gets a 3 second stun after all of this hindering his ability to get a good down and letting survivors escape quit easy.

    And finaly I always feel as if Billy has a bad hitbox. You bounce of on the smallest things while missing survivors that are right in front of you.

    Overall, Billy is a solid Killer still. He can get downs and as you said he has mobility. I would not compare him with Nurse (who plays her own game) or Blight who gets sick hits. However he is nowhere near as bad as Legion or Freddy as his ability is at least fun to use.

  • @pyramidheadmain6233 said:

    Pinhead in my opinion is an underwhelming killer, but the fact that he's here at all is monumental. Who would you like to see enter The Entities realm, and what kind of perks would they have?

    Realy? I play him and have tons of fun with him. He has the right feeling for me and honestly as long as the Killer feels good to play I could not care less about how strong it is. I take a good feeling that only gets 1-2 kills over a 4k clunky monster (hi Twins) everyday. But feeling is personal after all.

    Now about which Killer am i excited?

    Never going to happen but a Bloodborn DLC would be quit nice. There are many boss monsters there that would be very interesting and fitting into DbDs theme as long as you do not take the enldich beings themself. "Micolash, Honst of the Nightmare" or "Father Gascoinge" would be intersting Killers.

    Micolash could come with the "Nightmare of Mensis" as a map which would be an indoor map of course but fullfil my dream of a university style map.

    No sure about abilities for them but they would be a blast.


    A more realistic but still unlikely idea would be Scissorman from the Clocktower or NightCry video game. His ability should be some kind of stealth, maybe letting him enter a locker and then exiting another while getting stealth for a short time. His secondary ability should allow him to dash forwards and injure survivors with his scissor, slowing their action speed after healing from the hit to full health thus empathising wounding multiple survivors and playing with his food.


    I do not have any realistic takes on this matter. But if I had to guess I would say that many horror games are now also capable of being interduced into DbD. New perks are going to include more Boon Totems and more Scourge Hooks of course.

  • Thanks. I haven't seen anybody bleed out for some time now in my matches and completly missed that this was an option. But holy moly, 3 bleedout deaths...somebody was not having any mercy over there.

  • I also have not seen that much NoeD even thou it is a pretty good perk. Nobody can deny that NoeD is effective and gives you a huge boon in the endgame. Still I only face one Killer yesterday who was using it and it was a Wraith.

    Tunneling is something that is boring. I want different chases and not the same person over and over again. As such switching targets is nice. This is way I enjoy playing Cenobite and going for everybody who solves my box...you challenge me for a chase and I accept.

  • Maybe, just maybe that Ghostface that t-bags you back at the pallet is me. But just maybe, it could be my partner just to confuse you.

  • You lost me when you complained about Clown throwing too many bottles and Myers stalking too fast.

  • @tester said:

    Guys, did you ever wonder what it's like to be new player today? So did I. Bought a copy for a friend and we played a little in kill your friends so I can teach him. Then, I thought, why not test what matchmaking for brand new players is like, so I switched to his account to try 3 killer games. First one was super easy, but I'm not sure if it was against real people. I think it was bots. I got strange messages after game that normal people don't write, like "good game" and "I enjoyed the match". You know what I mean, no one spells it out like that. Second game was the first Nurse game and I was matched with people with meta perks. Okay, I thought, maybe just a fluke. Third game... (Second Nurse game) OMG! No way those people are new. I only have one crappy perk. Sabo, body blocking, you name it. One grade 1 survivor... How the hell can this be okay for new players that just installed the game for first time 3 hours ago? If you are super new or know someone who is super new, please tell me about your experiences.

    https://us.v-cdn.net/6030815/uploads/KO2KB985PJTS/newplayer.jpg

    Wait a second...how did you kill those survivors. That icon is a mori icon and you have no Mori and you are not playing Pyramide Head. Did I miss some new mechanic for the event?


    New players should have a seperate realm where players with less than X playtime for their role get placed befor they enter the same matchmaking as other players.

  • I am all in for this. We get a nice new tome to work with and some good free stuff. Pumpkins to kick and offerings to make. 13 days is quit fitting as well and by the way, even if it is unrelated...holy moly that Hillybilly skin buyable with shards. Makes me almost want to play Billy just to use it.

    I ha quit some fun yesterday as a survivor trying to do the challenges from the tome to unlock the first witch cosmetics and later had a blast playing Killer with the blighted serum. Rushing at high speed is fun especialy with Killers who are not able to do this normaly.

  • @JohnWeak said:

    Dear fellow friends, we all know that the game balance is terrible at the moment and that's impossible to win a trial properly without camping and tunneling at high MMR.

    But i want to tell you that we are also responsible of this situation 😐️. Indeed, using cheap mechanics as camping and tunneling just to get our win (3k+) or to secure a draw (2k) is a terrible idea as statistics are artificially tweaked to 2k average doing so.

    So here is what we HAVE TO do :

    • Start a trial keeping in mind that you cannot win against survivors at your real MMR level
    • Never camp and nor tunnel
    • Do not use NOED
    • Play fair no matter what and try to get as many hooks as possible
    • If you have the choice between a fresh survivor or a survivor that has already been hooked, go for the fresh one
    • Accept to loose 80%+ of your trials

    This will result in terrible stats and show how unbalanced the game is. If the average kills is between 0,8 and 1,2, BHVR will see how terrible is the killer's experience and that they have to fix the balance.

    ATM, we, the killer community, are comforting the devs in their idea that the game is pretty balanced as it is (50% kill rate).

    If we continue to camp and tunnel to get our usual 2k+, we will have to stick with this garbage game design for years as the developers will never hear our voice.

    If as a killer you want BETTER and FUNNIER trials, start to loose most of them and play as the game should be played : patrolling gens and chasing survivors.

    DO NOT CAMP, DO NOT TUNNEL.

    I do not camp or tunnel unless it is the only option left (exit gates open, person hooked nearby). The funny part is that by playing for hooks and counting my succes that way or by just playing the BBQ-Game (4 stacks = win) I force more escapes. This should support you goal.

    I did not use NoeD for quit some time even thou I find that perk quit okay. It is just not fitting for Cenobite, Ghostface and most Killers I play. NoeD lacks the immersion I want to see on my perks. Like serious: Cenobite is about tourturing, killing would be just a side effect but not the main goal.

    As such well... I already do that. Most survivors are quit okay, sometimes you get the brat-survivor that things bad-mannering but Ghostface has the counter and can just t-bag back at them.

    Yes, yes, I see you found your way to the church of BBQ-Game too. Its good here, we got all the BP.

  • Lorewise this is quit accurate.

    The entity feeds on suffering and agony, yes. But only when there is a silver lining of hope. It seems that betrayed Hope is a powerful fuel for the Entity and most desired by it. Yes the Killer should win but only after the survivor has had a false silver lining over and over again.

    I think the most delicious meal for the entity is a Bloodwarden/NoeD 4k. All survivors saw themself escaping and where full of hope. But then Bloodwarden ruined it and not a single survivor escapes.

    This is why the entity should punish camping by the way...the lack of hope and the lack of agony for the other survivors should make the meal quit stale.

  • I agree. A witch for Halloween, what`s not to like?

    Sure design choices come down to personal preference but I think they made a good one here. Her perks are also an interesting addion, maybe overtuned but still and she can be bought with shards. The last point is quit important as it allows more player to enjoy her.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2578229#Comment_2578229

    If you thought the only thing that was unfair about her was the stand still mind game then you'd be right. But that alone was such a minor thing it didn't even happen very often except for dumb funny survivor montages. Without that she's still the same and can still move 200%+ in phase while being physically invisible.

    No, standing still was just the empitom of bad design. Her not giving any informations to the survivor that she was using her powers and where she was phasing was a problem. Take Wraith as an example: He is shimmering and croaking and thus provides information. Now Spirit also has more audio to her putting her on a more equal footing to the survivor.

  • If you want a kick combination I would suggest Pop and Surge. Both work fine together. Oppression is not that good and has no synergy while Pop has at least some synergy with Eruption when you defend fewer and fewer generators.

  • @Tower_XVI said:

    After Thrill was adjusted to affect blessing speeds, should there be more adjustments made for the new gameplay concept? I don't imagine thana affecting blessing would be huge but the fact that they can do it multiple times per game means that the penalties could potentially add up.

    Yes, this should be done for consistency reasons. Also this should be applied to "Leader" as an example and other perks that already note "cleansing". Not a huge buff but it get it.

  • Spirit is strong but now she is fair. A killer does not have to be gutted down when it becomes a problem and they made all the right moves here. No more "standing still mindgame" and a small bit of information for the survivors to allow meaningful decisions. People can lose a game when they had an impact on it but just losing to a coinflip was bad.

    Now Spirit players can finaly enjoy her without feeling guilty about playing their own game with no interaction. Also her new add-ons are meaningful and interesting and not just flat stat buffs. Overall Spirit is in a pretty good spot right now. Lets wait for about a month or so and then we can re-evaluate her perfomance.

    @Midori_21 said:

    She's basically the same except it feels a lot more fair playing against her.

    Or you could say it like this. And this was the most important part. It is about which feeling a Killer offers.


    @Dumpstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2577522#Comment_2577522

    Shadow Step is what countered him. Not the nerf.

    Like I said, Shadow Step is ridiculously powerful. Shadow Step + Iron Will is a free juke in many chases, just like Lucky Break.

    That combination will be the bane of existence for many Killers. Perks like Whispers and abilities that allow Killer Instinct to show survivors will thrive to midigate the damage a bit. But essentialy this denies the Killer of his two most important things in a chase leaving only line of sight as a tracking tool....meh...

  • Same as always on Ghostface: Whispers, BBQ, Surge, Safe the best. As soon as I get Starstruck I will try it on Ghosty instead of Safe the Best. For Cenobite it is Deadlock, Plaything, Thrill of the Hunt and a rotation of perks I like.

    I also played some Pyramide Head during the last few days and had a blast. He is a fun Killer. Not my main and not close to my love for Ghostface but a nice change. I run him with "I'm all ears", "Hex: Bloodfavoure", BBQ and Scourge Hooks. Is this build the best? No. Is it fitting for the character in my very personal opinion: Hell yes.

    As a survivor I changed...um...nothing. I still enjoy "the chest build" with Sprint Burst, Plunderers Instinct, Appraisal and a random filler perk or my "toxic genrusher" with Spring Burst, Prove thyself, Deja Vue and Better together. Works nice.

    Also I am working myself through this tome. I want that Plague skin.

  • Well I would disagree with some of your placements here. Most of them are fine but I think up to know only Deathslinger, Nurse and Freddy are in dire need for a rework. Maybe Legion too.

    Nurse is just gamebreaking. She is far too good with any form of leathality perk and limits the choices DbD can make in design very much. A good Nurse just plays the Nurse game and wins. Deathslinger...well, they did not adress his real issues and only nerfed him: Slingy boy has no pressure on the map and his chase was too strong. Now his chase is weaker and he still has no pressure...feels a bit like the Billy-treatment.

    Same for our K-Pop idol here. While I like the idea and the design and I also very much enjoy that DbD worked with some real K-Pop idol to creat his look his power just feels a bit underwhelming. Yes he ends chases fast but that does not feel good neither for the Trickster nor for the survivor. I would damp his chase and maybe add a bit more to his lullaby (and different lullabies for different skins!) or add some mild form of game delay.

    Freddy is...boring. He needs a rework that empathises his super-power in the dream state and his powerlesness in the "real world". His pallets are a funny meme but his teleport his only real redeeming factor maybe they could work with this a bit more. Bleeding generators are a nice touche and maybe they could put some love into him here...

    Legion...well you are running fast. You stab people...you...well...you are running fast! Until you see that Wraith and Blight do the running part too just better and you feel like you missed an important point. Legions design is good, he looks fine and the fact that you can play 4 different legions is also nice. I miss a good chase music thou, that has to change. For his power...well, I think they need to come up with a new idea. So far Legion lacks a real signature aside from their heavy breathing...even Slinger has a better signature with his Speargun and his laughing damn it...

    Twins are a special case to me. Their power is quit interesting and nice. Being able to switch between two bodies and controling them is a good concept. Also their body-horror factor is good and well designed. The problem comes from their clunkyness and the sluggish and campish gameplay they endorse. This is a problem and should be adressed.

    I honestly do not know about Clown. I have seen mixed reviews about him. Some people realy like him and his new yellow bottles some people still think that he his underwhelming...so...I do not know.


    Myers is honestly fine for me. He feels good to play and with his buffed add-ons (unless you got screwed by a Boon) he is fun. I like his stalking, his T3 is pretty strong and his short terror radius is also quit nice (especialy with Monitor) adding a nice jumpscare factor too him. Is he an S-Tier Killer by strengh? No. Is he fun for me: Hell yea.

    I also like Ghostface. I agree that there should be a few changes mostly to his add-ons. They are just so meaningless and even his iridescent add-ons feel just a bit bad. I wish for more creativity here.

    Pig is fine for the most part. Her Beartraps are a nice game and I like playing against a Pig. They put pressure on the survivors and they force you into a slowdown. This is fine. He dash is also not a bad tool and her stealth is okay in my opinion. She could use a bit more love for sure but not a major rework.

    Now I would wholeheartly disagree with Nemesis. As far as I saw it (a friend of mine plays him religously) he is quit fun. Once you reach T2 you are an unstoppable force and once you are at T3 survivors should run as soon as they see you. You have a quit challenging power (small hitbox) but can do some interesting things (lingering hitbox) and yes, I like the zombies. They are a good touche and maybe we just need more. I like playing against Nemesis as it feels like a real thread and challenge to escape him.


    Best design for me are Oni, Cenobite and Plague. Oni is overall a good Killer: Strong, fun to play as and fun to play against, clear strengh, clear weakness and badass design. Cenobite hits all the right places, good abilities, nailed the look and interesting mechanic for gamedelay. Plague...well she is just a good killer with an interesting mechanic. I like playing against a Plague.

  • @bm33 said:

    For Honor gets Trapper in DBD game mode for event, DBD gets a charm. 😂 For Honor had stream where they talked with Cote, showed the event, and shared charm code (forhonor) that you can use starting Oct 22.

    https://www.twitch.tv/forhonorgame/v/1182037866?sr=a&t=957s

    https://us.v-cdn.net/6030815/uploads/PDCWPFHVTE4N/20211020-134334-jpg.jpg

    To be fair they never announced this cooperation as anything big for the DbD site as far as I remember. This has been a rumor and it has been said that there will be something but we never got to know anything about skins, event, killers or more.

    That said the For Honore side got a pretty good event from this. It looks fun and there is nothing bad about this. Sure a bit more love for our side would be nice but I will wait until I see the Halloween event.

  • The problem is that we would need a solution that can not be abused by survivors. In my opinion the best solution would be a better incentive for the Killer to move away from the hook and hunt another survivor. Sure in some situations camping is fine and must be done (exit is open, you hooked the guy and know that they will come / you hang the survivor in the middle of your 3 gen as Trapper etc.) and should not be punished.

    Now how can you increase the appeal of leaving the hook, aside from Hex: Devour Hope?

    How about a Perk that slows down repair speed while somebody is on the hook but not within a radius of 32-40 meters?

  • I used to run Thrill of the Hunt on Cenobite. Thrill combinded with Plaything made for an extremly funny combination where I would sometimes get to grab some survivor who was desperate to cleanse their Plaything off the totem. Good survivors mostly ignored their plaything while others paid way too much attention to it, providing me with tons of game delay and time to hunt them.

    The noise was very important for this as I had no way to notice that a cleansing was going on when I was hunting another survivor. The goal of my build is to apply plaything to all of them after all and as such I am trying to hook each survivor once. If during my hunt I come past a survivor cleansing their plaything I would of course change targets. Also with my ability I was able to interrupt them from cleansing.

    Now here is the problem: Imagin I play Wraith, Nurse, Blight or Billy. If I had this buff (50% increase on cleansing time, resulting in 22 seconds of cleansing total) AND the notification the survivors would not be able to cleanse their totem ever unless I am totaly throwing the game. Even if I was on the other side of the map at Red Swamp I would be able to get to them in time when I notice the cleansing. Scaring them off the Totem and resetting all progress on cleansing. This would pretty much result in an undying Hex and if somebody means buissness that Hex is Hex: Ruin. You would have a pretty much uncleansable Ruin. This combined with mobile characters would result in a big problem for survivors.

    While I enjoy making a survivor struggle and I enjoy funny Hex perks like Thrill of the Hunt, Bloodfavoure and Third Seal I think that Hex: Ruin is a problem for this game right now. It just limits options for the developers and this is another example.

  • @Nayru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2574813#Comment_2574813

    circle/shadow combo massively > nurse's calling/sloppy butcher, forced penance is a meme and broken addons are pretty specific and niche, not sure if they'd be particularly effective since it just redirects them back to gens instead of resetting

    Those were just some quick ideas especialy Forced Penance. Maybe Coulrophobia would be another perk to consider however Thrill of the Hunt should beat them all in terms of time efficency. Also Thrill has some other uses than just delaying Boon placement.

    The problem comes down to Killer time being more valuable than survivor time. Same for Killer perks. The ratio is pretty much 1:4 and as such it is just a bad decision to take 1 perk as a Killer just to counter 1 survivor perk as Boon perks only need to be used by a single survivor to affect all of them.

    At least something like "Mindbreaker" is countering 4 perks on the survivor side because almost every survivor uses an exhaustion perk. Sloppy also affects every survivor as healing is a basic ability.

    Damn these Boon things are hard to deal with on paper...

  • @Haddix said:

    I'm not expecting to see him much anymore, personally. I feel they've tampered with his appeal too much without giving him enough elsewhere to compensate.

    NOTE: I am NOT just asking about viability/his strength. The discussion is welcome, but I'm specifically asking about how much you think Slinger is going to be played after his nerfs.

    I think we will see him still. His power can be quit good and his combination with Starstruck just became stronger with his bigger terror radius. Down one survivor, reload, pick up and hook. Now you can hunt whoever was inside your radius for ~30 seconds with an insta down. The bigger radius makes it much easier to apply starstruck to a survivor.

    Also Deathslinger got some buffs to his add-ons and many player will try them. If you already own Deathslinger you will not dump him just because those things where changed.

    However I think that he will be a rarer sight just because the tag reads "nerf".

  • @DemonDaddy said:

    M1 juggling survivors is dead. It often times proved fruitless against teams that healed each other, the lone selfcare offered a few moments of control, but boon healing has dealt the death blow.

    Killers, you will receive no complaints from me when you tunnel and Camp me out. I understand the time investment versus the payoff just isn't there for you anymore. You can't be expected to hit someone and Breakaway anymore as it might as well be assumed the damage was never done.

    To any fellow survivors that want to downplay the strength of this; forshame cuz I know you just want to keep this untouched for as long as possible. But don't claim me killer bias because I recognize the strength of this and I will be using it.

    Time to bring some perks to counter these issues.

    Nurse Calling to find the self-healing survivors, Sloppy Butcher for more penalty to healing and maybe even Forced Penance to inflict the Broken status effect on those survivors. Maybe even use Bubbas add-on to apply the broken effect to them when you play him.

    Wraith will feel this impact very much because his most powerful playstyle was hit and run to juggle survivors off generators. This has gotten much harder with this patch and I think many Wraiths will try to run their add-on that added the Sloppy Butcher effect to their ambush attacks.

    Self-healing is very powerful no doubt about this. I want to get that Boon perk as soon as possible to just to try it. And there is nothing wrong with admiting that survivor got a huge buff in this chapter.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/288333/killer-lobby-times

    Killer lobby was instant for me...

    survivor queue times are problem.

    Same here. Solo Killer was alsmost instant, I got to play Ghostface and had tons of fun.

    When I qued for survivor with two friends however I could have made dinner while waiting...

  • @SlothGirly said:

    https://us.v-cdn.net/6030815/uploads/WSYWA68PTF3T/bcc44e5f-77e3-49ef-acf7-e81d97f86c46.jpeg

    So BHVR just tweeted out this. However it completely misses the point that nobody was concerned over if NFTs were in the game or not. We were concerned over your companies support and endorsement of NFTs. BHVR, you need to address the real issue instead of trying to by exclaiming something we all knew already.

    This adressed one of the main issues many not so vocal players had: Does the game remain on Steam? With this cleared we know that it will because BHVR clearly said that "Behaviour Interactive does not sell NFTs." and most important for the Steam side: "Absolutely zero blockchain tech exists in Dead by Daylight. Nor will it ever."

    Like it or not, many people are simply scared that Steam will kick their game into the void.


    @Beaburd said:

    I like this public statement from them, indirect apology accepted from me.

    I might be seen as flippant, but it's not in anyone's good interest for them to belittle their partners or outright revoke their actions. Could you imagine how much harder it would make license agreements for them in the future? Not to mention other complications.

    Whether they knew about the NFTs and were testing the water known as their ethical limits, or they supported it in ignorance and had no idea what their assets would be used for, the damage is done. This post is showing they have no interest in NFTs either way, likely in part from the backlash.

    For me, complaining about things like NFTs and killer balance is to evoke a change instead of causing a riot.

    If Behaviour will not pursue NFT activities in the future, nor support it further, I can't help but feel like they've learned a lesson and the complaints have done their job. But hey, if they ever do it again, I would consider it a breach of trust at that point and then be a bit more offended and distrustful.

    Let us see how this works out. Overall this adresses the most pressing issue.


    By the way it is pretty funny reading those tweets where people complain about NFTs and say they hate BHVR for it or they will boycott this...on twitter...where the first tweet was made into an NFT...by twitter themself. Oh the irony...

    Like, you complain about DbD endorsing NFTs...on the site with clear, direct NFT support that is even thinking about a integration of the Lightning Network (bitcoin) as a method of payment. It gets even better when you think that some of these people are drinking Cola while doing this while streaming disney+ in the background. Made my day.

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/287948/huge-pig-nerf-with-5-3-patch

    Well thats the point of iri addons. (To my understanding) BHVR wanted iri addons to be a playstyle changing addon instead of a direct buff to their power. Now why they suddenly started changing this around oni idk why but they did.

    That is also the way I understood it.

    Also that add-on is pretty good. It gives you early game pressure by applying the traps without you having to down somebody. This saves you as the Killer quit some time and delays the survivors actions. They now have to search for the boxes early on.

    Even better if you add "Rule Set Number 2" so that they can not see the boxes. If you go to a big map and apply this add-ons the survivors will have to start with the traps while not being able to see and boxes. Usualy they will now complete one generator and then they will run to the boxes like chickens while they are on a timer. You now have a pretty good chance of applying pressure to them.

    This add-on is very good as you can now leave Corrupt Intervention behind as a mean to get early game pressure. Just play this an Pop goes the Weasle and you have a good early game delay as well as a good late game. Not to mention that even the survivors feel better because finaly it is not Corrupt Intervention all over again.


    I like this. Also her new charging add-on is pretty good. Try it. That is a straight buff.

  • @Pukenplag said:

    The fact that everyone threw huge hate at BHVR for the NFT situation and literally a day after the game reaches a 66k peak players playing is just astonishing.

    I really want to understand the reason behind the "I'm leaving, bye" posts to exist if you literally come back next day like nothing ever happened?

    I was never a fan of this uninstalling trend, but I honestly love continuity. And that isn't a thing here it seems.

    The people who are writing something like that are a minority. Most people do not know about NFTs or problems like that and other know but made up their mind about this.

    Even if you consider this than we have to admit that the new patch is pretty good. BHVR listend to the community with this one and made some highly demanded nerfs/buffs. Spirit, Deathslinger and Wraith nerfs where very popular demands even here on the forum. Ghostface and most important of all Trapper buffs where also very good.

    Finaly the new survivor is content that can be bought with Shards. This means that it is very accessible to all kind of player and bordering on free to play. Her design is nice and her perks are pretty cool too. So many people get drawn to this mid-chapter that offers a breath of fresh air.

    And even people who are aware of the NFTs situation maybe decide that it is not that bad. Other companies they use every day (twitter as an example) have made NFTs themself and not even over a third party like BHVR. Also when you consider that most of the new content is free for all player: Why stop playing the game? You are not giving any more money to BHVR just by playing, in fact you probably cost them money because you use their server capacities.


    @Impose said:

    Imagine trying to use a 66k player peak as an argument. New release. The peak last month, with NO new release was over 70k

    The peak with RE chapter was over 100k.

    Stop pretending like they aren't losing players hand over fist

    Funny enough the low point was also during the same month: June 2021 had 48,768.5 player average and 105,052 player peak.

    Now if you consider the average then everthing looks pretty much normal: From October 2020 to April 2021 these numbers where well below 40.000 players. After that we saw an increase with a peak in July 2021 (62,487.7) but still 51,390.7 in September. Considering that this number was again below 40.000 player you see that over all the game move upwards. Even now the 30 day avarage is 44,771.4 which is still a good increase.

    Overall yes, we are loosing some player who came for Resident Evil. But we got plenty of new player right now.

  • @Pulsar said:

    Beating a dead horse on this one, I know (sorry Maurice).

    I've been getting constant not-so-nice messages for weeks now. Considering MMR matches me up with these same Survivors every day, it's been getting exhausting.

    I'm in a good spot mentally-speaking, but I am terrified for the people who aren't because I remember when I wasn't. A message like the one's I've been getting for weeks now easily could've triggered a downward spiral and I desperately don't want that to happen to anyone.

    Either way, messages like these are all too common and they've really been weighing me down lately.

    https://us.v-cdn.net/6030815/uploads/RBCT3WH91NZE/why-png.png

    https://us.v-cdn.net/6030815/uploads/62V1820C79EC/why-2-png.png

    I'd just like a "you played well" every once in a while. This ######### is pretty much routine at this point. Play a match, get some variation of the above. I'm just tired of it.

    This is horrible and I hope that these people will get banned for good. Those messages are clearly something more than just the usual flaming post match or the "lol noob baby killer using NoeD" and other funny things.

    Some tolerance to "bad messages" is required to play PvP games as is a tolerance to taunting and "bad manner" as those are way to get your opponent to loose his nerves. But this is nothing like that especialy as it is post game where everybody should be a good sport and either write "gg wp" or just leave.

    Thumbs up for your replies, you remain quit polite while telling them what they are.

  • I was wondering too. I now have renamed perk with the same old discriptions and I am wondering if they are going to add new discriptions to this.

    But another question: Are those perks now "neutral" perks in the bloodwebs, like Kindred or Spine Chill? While I own Demogorgon and both survivors I would like that. Steve and Nancy have interesting perks for new survivors and Demogorgons "Mind Breaker" and "Surge" (...I can not call it that other name...) are good for new Killers too. This would make it better if you are starting the game just now.

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