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Hex_iButt

Hex_iButt

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Hex_iButt
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  • 3 random Killer Perks.

    Fool's Gold

    "You know how to take advantage of and manipulate one of man's most deadliest vices: greed."

    At the start of the Trial, 1/2/3 chests will have their contents cursed by the Entity. The Aura of these trapped chests will be revealed to you in white within 32 meters of your location. The initial item found inside of the chest when it is opened will have its charges set to zero.

    Fool's Gold spawns 2 additional chests in the Trial.


    Hex: Ensnare

    "A ritual that cripples those who are allured by your tools."

    After a Survivor completes a bless or cleanse action on any Totem, if there is a Dull Totem remaining on the map, Hex: Ensnare activates. The Survivor who completed the action will scream, revealing their location for 4 seconds.

    The Survivor who performed the action is immediately afflicted with the Exhausted status effect for 60 seconds, and suffer a permanent movement speed penalty of 2%/3%/4%.

    All other Survivors will be afflicted with the Exhausted status for 30 seconds and suffer a movement speed penalty of 2%/3%/4%.


    Hex: False Hope

    "A ritual that instills false hope, hiding an ace up your sleeve."

    After a Survivor completes a bless action on any Totem, if there is a Dull Totem remaining on the map, Hex: False Hope activates.

    Any Survivor within the Boon Totem's radius has their action speed to healing, recovering, and repairing reduced by 10%/15%/20%. The penalty lingers for 5 seconds after leaving the Boon Totem's radius.

    The first time Hex: False Hope activates, it will remain hidden as a Dull Totem for 60 seconds.

  • Made some grammatical fixes I saw in a few areas and clarified some areas with her power and add-ons, after seeing the Knight in action in an attempt to differentiate their abilities.

    Added in a disclaimer with Yomiko that it'll be lost regardless when you take a hit, just like Potential Energy. Shadow Reading, had some wording adjusted and decreased the cooldown a bit. Fatal Frame's CD adjusted, while adding in the specifics of the Hindered and Blindness effects I forgot. Immortal Flower I tried to make less tunnel friendly, and incentivize going after the rescuer.

    Fatal Glance I adjusted, so it wouldn't be super oppressive paired with Nowhere to Hide.

  • @Edilibs said:

    I got it! Survivor has gained the psychic ability and are telepathic!

    Thats the only way I can make sense of this! It's absolutely crazy!

    Kindred, Wake Up? Who cares survivors are psychic now so who needs aura reading?

    Smh!

    Well, those perks are not dead... Kindred giving you the ability to see where your team is, and the killer if they're by the hook is still pretty valuable information. Wake Up, again valuable information to see which door is being opened as well as the perk user getting a speed boost to opening said door. There are also base elements of aura reading without equipping perks via seeing where the hooked person is being sacrificed, and that same survivor who got caught can see all of their teammates.

    If you're arguing that the game isn't "realistic" enough, it shouldn't be; its a video game about people who get trapped inside a realm created by a supernatural force to be used as a mastermind's playthings. If we took real world logic into account, and injured survivor will eventually bleed out to death after leaving massive trails of blood everywhere, not to mention lose the strength to even walk/run. Bubba would completely massacre his prey instead of just knocking them down with a chainsaw hit.

    The best way you can make sense of it all is the Entity is giving the survivor cast false hope as they cannot truly escape its realm. Otherwise, it's best not to make much sense of it at all.

    @Edilibs said:

    Intuition, surprise horror element, unpredictability of matches all gone because of stupid hud icons.....smh

    Well honestly part of the surprise element is kind of a non-factor unless you're Myers, Ghostface, or Wraith as there are a number of killer specific objects/powers who are a dead giveaway to who you're facing in the trial.

    The UI update isn't even a strong buff to survivor... sure, you get information on who is doing what, but you don't know which generator they're on. Is Bill across the map, or is he doing the next gen closest to the one I'm on? Is Haddie cleansing Hex: Ruin or spending time on a dull totem? Is the person not doing anything going to save our teammate on the hook, or are they hiding in a corner of the map?

    Regardless of what information survivors now get, there are still levels of uncertainty that do not compare to what a SWF can accomplish. A SWF will still have the advantage of calling out who's being chased, who has what perks amongst them, who's the killer, who's working on which gen, which area still has pallets, coordinate a save from a camping killer, and even warm teammates about perks such as Eruption. A survivor in solo queue can only guess until it happens, unless they're being overly cautious. They also can't expect their teammates to have the same level of experience they possess.

  • @AsheruSwiftwind said:

    Go look at the latest videos on DBD funny moments you see 2 of them in that video alone. But ya I guess you haven't noticed it cause it not like the old cheaters who fly or use huntress hatchets on Ghostface. This is things like getting the benefit of all the perks at once. Like I said I have videos cause Im a small streamer of people having the doors open in less than 5 seconds with no door perks, having perks like DS and Boil Over when the end game screen shows no such perks. And even survivors out running a Bloodlust 3 killer. Its a shame to see this as for a while the game has been fun to play again but if its slowly getting back to everyones cheating its going to kill the fun.

    Keyword is "subtle". It can be hard to catch if you're not paying attention/looking out for cheaters.

    If you have video evidence, then good, just submit and report, that's all we can really do. There's no guarantee any game will be 100% cheat free, long as the creators of these cheats keep updating their methods to get through the measures devs have in place.

  • Alternatively to Left Behind, you can run Clairvoyance. It has double the aura reading range, and you can just tap the button to use it so it doesn't delete its charges super fast. Pair it with Inner Healing if you want a way to safely recover without finding a teammate in a bad situation.

  • Rebecca Chambers gives you a nice thumbs up. :)

  • Even though it's annoying, I don't think its worth reporting. Even then, I would say if you are considering to report someone just treat each case differently. A lot of people have their reasons for doing it; not saying its a tactic that should be defended, but sometimes you just have to accept that someone may just want out and consider the game a loss.

    You can keep playing that match, or make an attempt to move onto the next one if you get caught yourself. Its all you can really do, until a statement is put out that suiciding on hook is reportable or they end up changing how the mechanic for self-unhooking. The latter would be more optimal to keep people to stick through the game.

  • As someone who plays a lot on Mikaela and Kate, even I have seen some questionable plays from other Mikaela players...

    Had a match on The Game, and I get hooked first by a stealth killer, it's the room with the stairs that go to that tube drop thing. Mikaela and someone else appeared to be coming for the save, BUT Mikaela ended up booning a totem on the floor below me me while the other person was in chase with the killer not too far from them. We were only at 5 gens, and I reached 2nd hook state. :)

  • @crimsondragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265927#Comment_3265927

    1. True, but we can get SDRA2 to a new audience.

    2. Spike Chunisoft might want a cut of the profits, but Linuj will be fine with it.

    1 Spoilers for anyone who would want to get introduced to the fan series

    2 I'm not 100% sure if this is accurate to say, but I'm sure there would be a plethora of legal issues to deal with regardless of if Linuj is okay with it or not as it is still marketed as a Danganronpa fan game. Spike Chunsoft may not want any affiliation at all.

  • In one word: obnoxious.

    I wish his power gets reworked entirely honestly. Going against him can be brutal on certain maps if you're caught without line of sight blockers or in a total dead zone (and a handful of Trickster players I've gone against will not leave hook...). Playing as him, I've only done a small handful of matches, but he doesn't feel really good to play from a gameplay as well as lore perspective.

    Using throwing knives to perform for tourists as a child, you would think he knows a couple of cool techniques that require precision and accuracy to hit targets. Sure, his backstory revolves more on his aspect as a K-pop star, but his power is just chucking them without really caring, and I'm not sure if that should be taken as a "He sucks with knives now because he got fame hungry and stopped practicing!" or "This was overlooked because we wanted to focus on making him a K-pop star!" I'm more inclined to think the latter, as his Mori shows he can still land his shots just fine...

    I think a little more intricacy in his kit would've been nice such him throwing a volley of 3-5 knives at once (horizontal, vertical, etc.), or allow him to aim at walls to ricochet his knives for trick shots for damage vs holding down his power to make his hits accurate.


  • @ScrantonicityMK said:

    I think that adding a new offering to the bloodwebs of survivors that grants a 100% bonus to all BP categories for survivors only would be a great idea. It would work like the Bound Envelope, but with a 100% bonus instead of 25%.

    It’s extremely frustrating to play offerings like Flan and BP Streamers that benefit everyone only to be BMed and tunneled out because certain killer players get a power trip from constantly hitting and nodding at you on the hook.

    I don't really know what this idea would solve honestly? Killer player doesn't reap extra rewards in a few games, no big deal, they'll burn a BP offering themselves if they need the extra points. No matter what offering, it isn't going to change how the killer wants to play. I've had a fair share of matches where the killer ended up burning streamers, only to play very sweaty and only earn between 20-35k after the BP bonuses because they ended the game fast and slugged for the 4k.

    Much as it would be nice for killers to primarily use BP streamers or event offerings of similar nature to signal that they are either friendly or a casual gamer, its hard to tell when they use them if a single survivor doesn't use an offering.

  • Wait, is this really a big debate in some circles? A lot of the sexualization comes from the community vs the actual game itself I'd say. Like, the swimwear cosmetics are pretty tasteful; none of the girls are wearing only strings and straps (Jane enthusiasts would run wild), David and Felix have their chests exposed in some outfits, but don't have jockstrap or speedo bottom piece to make them more salacious. The sex appeal hasn't been made a main focus in these designs.

    If we're going with survivors just on their looks alone there are some hot ones for sure and some that are not so hot, but that's subjective. I can think Jonah and David are very unattractive, while someone can go feral just thinking about them. I'd say that character development just goes for at least making someone look average vs outright trying to make someone ugly.

    I don't think its proper to say Vittorio has been sexualized because he's by default dressed in a more modern attire compared to what time period he's supposed to be in. Maybe he found some better clothes while surviving in the Entity's realm? It's a possibility. It's a missed opportunity for sure to not dress him in medieval clothing, but I'm sure he'll get something with this design in mind as a DLC outfit...

  • I don't understand why people think that basekit UB is coming anytime soon... It would've been in the PTB alongside the Knight if it were coming wouldn't it? It still needs some fine-tuning before coming to live servers, so I'm sure that it's not going to come anytime soon. Maybe there'll be another mid-chapter PTB to test it out again, but who knows.

  • Lately it's been Clairvoyance for me on survivor. Along with better chances at securing hatch at the end, its just generally nice to use mid game to find gens or chests in downtime.

    Killer, I think Distressing. I've snuck up on a fair share of survivors just crouch walking in the open unsure of where I'll pop up.

  • Much as I wouldn't mind the idea of a chance for a key to spawn during EGC in a chest, even at a reduced odds, it is something that goes against the concept of hatch in general. It should be seen as your last hope of escaping in a last ditch effort and would add frustration to both sides. Killers obviously would have to keep patrol of the gates and wherever the hatch spawns. Survivors, while they would have another option at their disposal to escape, would be wandering aimlessly trying to loot chests for said key, and may be found before they can even get to the hatch with it.

    Best change would be if they would just spawn hatch at a neutral area vs in close range to the killer/survivor so that both sides have an equal shot at searching for it.

    Otherwise, all you can really do is manipulate your odds of being able to find/get to the hatch. I run Clairvoyance along with other totem perks like Inner Healing and Overzealous so I can scout for where it spawns if I end up being the last man alive; it also has a lot more usage early/mid game compared to Left Behind (along with the bigger range of aura reading). If you want to get out via a key but don't want to bring one in, go for a Plunderer's + Appraisal build. You can store the key in a safe spot and can hope to come back to it when your team starts to drop.

  • Killer

    Boom Goes The Dynamite: Gain a token for hooking each individual survivor up to a max of 2/3/4 tokens. After kicking a generator, the generator becomes trapped and will hit survivors with a difficult skill check. If the skill check is failed, the generator is damaged and the survivor is blasted 15 meters away, losing a health state if healthy and Deep Wounds if injured.

    Survivor

    Bludgeoning: You can rummage through an open chest to find a metal pipe. You can use the pipe for an on-demand stun on the killer by swinging at them. The pipe breaks after 1/2/3 uses.

    Momentum: While healthy you can press the active ability button to counter a killer's basic attack. You don't lose a health state, but still get the speed bonus. Momentum gives you the Exhausted status for 60/50/40 seconds.

  • The thing that really makes Hex perks weak too is the RNG for where they spawn. When I was using Thrill of the Hunt to rack up BP during the Halloween event, it literally dropped within the first couple minutes of my games at least 30% of the time. Even before that, my Ruin/Undying combo had the same effect where someone always found it fast.

    My question would be, how do you go about making them all end game perks when there are a bunch not designed specifically for the late game (Ruin, Third Seal, Crowd Control)?

    @Akumakaji said:

    I proposed a change some while ago that got a few thumbs up, but eventually didn't get traction.

    Entities Blessing: when the trial starts no totems are lit up and all Hexes are sustained by the Entity for 2min. All totems are dull and can be interacted by survivors, ie booned, cleansed for toom challenges/Inner Healing/Overzealous etc.

    After 2min The Entities blessing ceases and all hex perks are transfered to any remaining dull totems in the trial, with the leftmost hex perks taking precedence if there are too few left.

    This would give killers 2min of guaranteed value of their Hexes and prevent them from being cleansed within 30s into the game, while letting survivors do all their usual totem stuff and if someone would want to cleanse all five they wouldn't be effected at all.

    I think that this is the best for everyone. Obviously the 2min protection timer could be twiddled with (1:30 maybe?) but I think that's a good start. A new killer perk could increase the sustained timer for a minute or something. All in all I believe that this system would make Hexes more viable and therefore hex anti hex builds more interesting.

    Altwrnative: we could rewrite all Hexes in the style of The Knights new hex perk, ie they only spawn onto he map even they first come into effect. Would need a bit of tweedling here and there, but could probably be done without any perk losing its identity.

    I still like my solution better:P

    I do like this idea, making hexes appear dull for a short duration of time in the early game. Helps out a lot better vs Entity blocking them like Plaything, since its a gamble on which totem the hex could reside in.

  • @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260021#Comment_3260021

    Counter Force Changes are good.

    Shattered Hope is fine, as I thinking Boons are fine... the problems with Boon has to do with CoH alone and well... stuffing Boon Totems as killer is definitely a waste of a time with no benefit besides wasting a Survivor time in re Blessing it and hoping they waste 21 or so seconds in Blessing it in the corner of the map.

    If anything, I think Basekit Snuffing should get a Buff and apply a cooldown the the Survivors with the Boon perk; everytime the killer snuff it. Punished Survivor whom bless the totem with a 60 second cooldown, before they can bless again

    If pharmacy gets Revert yay, if not... I do not mind any nice QoL improvements to Pharmacy; even Giving passive faster chest open and silent opening speeds.

    Thanks!

    I also think boons are totally fine too, even CoH honestly. I just know everyone likes to complain about SH being weak, that was an idea I came up with to at least try to make the perk more appealing/viable for matches were boons may not be in play. But I do agree snuffing should be a lot stronger at least. Entity can block the totem for 60 seconds if they don't want to tie the cooldown to the boon perks themselves too, there's a few ways to go about it.

  • I wouldn't say OP. Annoying for sure with the iri add-on that silences his bell, but generally I believe it is his power that can throw people off. He's got great mobility cloaked and can really sneak up close on people that aren't paying attention. I know I've had some bad encounters staying up against a few Wraiths; there's also a decent few I have encountered who tend to slug for the 4k, even in the early game.

    If you're giving tips to pass along to help them counter Wraith, I would recommend to use Flashbang in their if you didn't mention it! It's quicker on getting Lightburn stuns vs flashlights if he wants something to fight back with.

  • @Unimatrix00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259937#Comment_3259937

    That's not what I mean. It is extremely hard, almost impossible, to actually hit a survivor who decides to spin themselves through the whole game.

    Well, you have to consider that if they happen to be in a deadzone, spinning is something that they can do stay alive even if for just a couple of seconds. The longer it takes for you to down them, the more time their teammates get to work on gens/heal/etc. instead of them just stopping to give you a free hit. Don't understand how it can be considered as trolling.

  • Can we get Feng cosmetics for killers too? I kinda wanna see Nemesis with some zombie Feng Min as allies.

  • Counterforce: The aura reading effect should last a couple of seconds longer (2/3/4 seconds to maybe 6/7/8 seconds), and should also ignore Boon totems.

    Shattered Hope: Give killers the power to destroy dull totems along with boons. This makes the perk more universal instead of people calling it the band-aid fix for CoH. Killers would still have to find where totems spawn on the map if they wanted to go around to make sure nobody can boon or pair it with Pentimento.

    @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259968#Comment_3259968

    Or revert the nerf, it was totally uncalled for and I'm not sure I have ever seen anyone even complain about it pre-nerf

    If not revert, I'd give it the rummage treatment Residual Manifest has. Just so nobody ends up looting all the chests to leave you dry.

  • I don't understand the logic here. Things change for balance reasons and QoL adjustments, otherwise the core aspects of the game have remained the same (kill survivors, do gens, drop pallets, etc.). If I haven't touched a game in a long time that hadn't halted in development, I would expect there to be new things to explore and seek them out whether its by just playing the game or doing some research on anything big/new. Patch notes always detail any minor and major changes, and are always available for the public to view.


  • @Clockwork_Enigma said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257767#Comment_3257767

    It wouldn't nerf the Perk entirely. The aura reveal (alongside being paired with Lethal Pursuer for longer reveal) is significantly better than its old incarnation once was, even with the removal of the locker speed.

    https://forum.deadbydaylight.com/en/discussion/comment/3257859#Comment_3257859

    The reason my version forces them to fast exit out of a locker is because it would feel a little more appropriate than a Survivor screaming. And it revealing the aura would be able to give the Killer some more capability to actually go after the Survivor that went into the locker. They now know the direction the Survivor goes, therefor they can plan accordingly.

    A survivor can also just fake the direction they're going as bait, or catch you at a moment where you're mid-hook. There's really only value if you're close to the survivor, otherwise you're taking pressure away from a generator/hook to patrol in order to hope you stumble across a survivor across the map. There's a lot more benefit to using other perks if you're looking to get value from the exposed status. Starstruck is an obvious choice for it being an AoE and close range, while Haunted Grounds, Make Your Choice and Dragon's Grip have a duration that exceeds 30 seconds.

    The perk is already pretty relevant, mostly used for killers who interact with lockers: Huntress, Trickster, Dredge even. Even by adding an aura effect to it, you'd have to rework Darkness Revealed, as that's the perk you'd want to go for if you want aura reading by lockers.

  • On paper Huntress and Blight are definitely two killers I would argue are the most balanced. Demo is pretty fun too.

  • I do it as a warning sign, whether the killer is face camping or if the area has been trapped.

    Otherwise, I have been doing like 90% of the unhook action, canceling it before taking the chance, in an attempt to tell the team that there's nobody nearby to save me. Half the time they know that though, as they're all working on the same gen.🤡

  • @Minaaa said:

    Whenever I log on, usually on a weekend, survivors will have the 100% BP bonus to encourage them to play.

    When I watch twitch streams, killer mains are complaining about the queue times.

    Hence it can be inferred that survivor numbers have dropped significantly.

    If I take my own example I went from playing daily to once every 2 weeks and the patch was 100% the reason I did that.

    At least before in solo queue, the stats were more like get wrecked 50% of the time,2 survivors manage to survive 25% of the time and a 4 man escape 25% of the time. I would love to be proven wrong if DBD was willing to share those post and pre-patch numbers with us.

    Well, Killer is a popular role in the eyes of a lot of people, especially with a lot of streamers. You get a lot more of an entertaining match by seeking out survivors vs sitting in gens, so naturally with a lot of people queuing for killer, there will be a stronger demand for survivors. Even taking the streamer aspect out of it, many just enjoy the power role. That doesn't mean that people hate survivor or don't want to play as them, especially since the role is in a strong place now with base BT. The game is "favoring" killers right now based on the kill rate data, but that doesn't mean survivors are all weak. It's just solo queue at its finest in most aspects, and there's nothing you can do about it other than working on your own gameplay vs relying on random teammates.

    I guess you could consider this somewhat a coming buff, there should be some adjustments to matchmaking coming:

    https://forum.deadbydaylight.com/en/discussion/353291/news-upcoming-matchmaking-improvements#latest

    Otherwise if you're burnt out of the game then just take a break.

  • @Kirahie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256221#Comment_3256221

    Most games with bots (even league of legens) give progress.

    League is somewhat different though. You really only get a small fraction of account exp and event credit in bot matches. You don't get blue essence (the main currency used for buying things) until you level up (from a chest) vs getting 50 from a daily, compared to getting BP every match.

    @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256256#Comment_3256256

    At the end of the day it's all about having more options, which will never be a bad thing. DBD hasn't grown outside of it's one and only game mode in nearly 7 years (which is kinda crazy). Having bots allows for DBD to have that much sought after secondary game mode that many have asked for years for. Peanits already mentioned too that once killers are added, you'll be able to equip survivors with perks, which will bring it one step closer to mirroring a live match.

    Naturally if you want more of a challenge then all anyone has to do is hop online, but if you're eager to play DBD in a chill setting without sweating your ass off, then you'll have that option too. There's something for everyone.

    I'm down for more options, but bot matches are still going to be the same game mode in a sense. I see bots more as a practice tool/training grounds myself, to feel out build concepts and ideas vs an enticing new mode to change things up. I am glad that they will look into perks for the bots as well, I just don't expect any big progress in the near future that would make bots seem more enticing to play against. Yeah, they'll be more chill by default, but a chill regular match isn't unheard of either.

    I personally just think that everyone would appreciate a new type of game mode that differs from what the game is known as today. Even if they end up pulling from old seasonal events (hiding in snowmen for a hide n seek type of thing, or searching for the blight flower things from that one tome), that'd be a nicer touch. Heck, since we'll have bots soon, a mode that spawns in more survivors as you hook/kill them in a timed match sounds like it'll be fun. Anything that spices things up the slightest, even if they do what League does with a majority of their game modes and have them on rotation.

  • An interesting idea on paper for their power could be doing a cloning technique, and the clone mimics your next basic attack/special attack (throwing stars/kunai) in the direction its facing. Inspiration from Zed from league of legends.

  • I believe just because of the text, the perk may only be coded to show the aura of flashlight users specifically?

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255806#Comment_3255806

    Bots also guarantee no toxicity, no one disconnecting because they were downed first, no Killers camping and tunneling, and best thing of all...no one in the post chat is telling me that I need to die.

    Yes bots offer a great way to practice, but they can also offer so much more, which is why they're usually a staple in most multiplayer games these days.

    Bots can only do so much though if you intend to use them as practice. And until they really develop the AI of the bots (and they have a long way to go from what I've experienced on the PTB), there's not going to be much that you can really do for practice with them. You'll be missing out on potential mind-games/outplays that you can perform only when there's another human-being that you're facing. Not to mention as well, Bots run perkless, so you aren't able to adapt/learn how to counter certain things like Dead Hard or sabo plays.

    And I do agree that bot games tend to be chill. It was the main mode I did for a while when playing League of Legends solo for any "event" that was going on. Nobody is gonna be toxic because you ended up getting killed by a bot, knowing that they can only do so much (and bot matches still send 2 top vs having a Jungler, so along with not having to worry about the level gaps, there's also no fear of roams you'd expect in a pvp game). But you can manipulate their behavior to a degree usually; they respond to your actions and you can sometimes lead them into doing stupid things. They're not perfect and will become very stale and predictable fast.

    Until the AI gets to a point where it can replicate a real match, even one of a low to mid MMR setting, I'd say finding a group of friends to play customs with would be the best option for fun without worrying about the stress of solo queue.

  • An optional exchange program would be good for those who want to keep somethings as a collectible, while others could convert them into BP. I'd argue there should be a .5 ratio for conversion (1k back instead of 2k) at least.

  • If you're in a custom lobby, everything is unlocked for you though perk and add-on wise... what would you want the BP for if that won't go towards regular matches? Shards should be a hard no for a reward from a bot match.

  • A Telltale type series seems like the best fit, but I'm gonna go ahead and say an RPG. Maybe a turn-bases tactical one similar to Fire Emblem, turning the survivor's perks into abilities/class archetypes. You recruit new survivors, earn their trust, and get a chance to battle the killers. Claudette being a healer role with her base perks for instance, Nea a rogue, David a tank/bruiser.

  • @GenJockeyNance said:

    I like how there's so many different answers. Really goes to show how it's not a one size fits all kinda question.

    I see it mostly from Nemesis. Oddly, I don't see a lot killers bringing mori's into my games so I'm usually more surprised there even was one offered when I see the skull by a teammate.

    I should probably look at the offering screen more but yeah.

    Same here actually. Glad to see there's a bit of variety around when it comes to killers who end up using them!

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252008#Comment_3252008

    Yeah I really wish they'd update older killer moris.

    Trapper using a bear trap would be great. Wraith should use his bell lol

    Edit: just imagine he slams it down on the survivor's head and then rings it to turn invisible

    I would be okay if they ended up changing the POV for the older killers at least even. But I'd be totally down for some better ones lol

  • I love his concept, but with what I've seen of his power, it takes a moment before his Guards actually can detect a survivor (especially one in front of them). His power isn't going to be good for chase. I suspect he be more a micro type of killer, sending his cronies to break things that are close/scour the area, while you do the actual chasing.

    AI needs a little more work for pressure.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247982#Comment_3247982

    I wouldn't mind if it was like floods of rage and every survivor got hindered for a little bit

    I ended up going for the rescuer and the unhooked survivor getting hindered at least. I feel like that would be a bit more of a fair trade-off.

    Also had to change Fatal Glance, since the new killer has the same perk going for him lol.

  • Yerv for me. I hardly get a chance to watch his streams since he does them in the morning, but I can at least view his chaotic energy in any meme build or highlight reel video.

  • Boons as a whole are not a threat. The only reason people suggest Shattered Hope be basekit are mostly debating about CoH being a big issue, as it works best when the killer is not around. Address CoH if it is such a big problem, but if you just up and decide to make SH basekit, all boons will need big buffs to compensate.

    Any killer I have seen or interacted with will usually keep the boon up as bait, knowing survivors will come back to it, especially if it is the same totem being lit. Even if they decide to kick it, they do it as a last priority.

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249925#Comment_3249925

    I never understood this, I hate being in chases, I'm so bad at it, I enjoy doing gens as survivor mostly.

    There are people who like it, people who don't. Sitting on gens can be pretty boring for a long duration of time, and there are those who enjoy being involved in the action more. People like to interact with the killer. They won't usually go seek them out soon as the match starts, but when they do they enjoy the looping aspect or saving people from getting hooked, taking aggro, etc.

  • I would like a female survivor who is considerably older than a majority of the female cast we have.

    @AnneBonny said:

    i'd also like to bring up that there are 2 black male survivors in the game and only 1 is original. both were released over 4 years ago

    I don't know what you're driving at here, when we have Claudette and Elodie as well as 2 female black survivors. Haddie is of Indian descent, and Jake is South Korean. We have a lot of diversity when it comes to ethnicity...

  • Solo queue is not going to get voice comms. That only opens floodgates to harassment and bigotry all just because someone wasn't saved from being camped. Sure it's an extreme and there could be some wholesome gamers who genuinely can be nice, but then there are others who would just use it to troll and be dickheads because that's how they get their kicks.

    SWF isn't an easy win either, unless all 4 are extremely cracked at DbD. I've played some nights with a few friends, two are new and 1 is more experienced than I am, and we haven't had games where we completely curb stomped the killer into submission, had moments where we all died together even.

    Even disregarding the toxic nature of people, voice comms would definitely kill a lot of information perks in the game. Everyone would pretty much have a free Kindred, a free Wiretap, any perk that helps to tell you where people are at and who's doing what.

  • First it was Kate for survivor, now it's Mikaela. Love the aesthetic of witchcraft, but DbD Kesha Kate is definitely a secondary.

    Haven't found a Killer main yet honestly. I got drawn to Ghostface first because he's Ghostface (and the mori is sick), and Sadako grew a lot of love for me from this event, and PH I love his power (although kinda clunky at times).

  • You have 2 survivors in your face causing a distraction so the other two can focus on gens. Long as they're actively looping/trying to stay alive, then I don't see how its reportable.

    Being in chase is the most fun people have in the game, unless you're running Hyperfocus going for the intense Great skill checks. Sitting on gens is a huge flaw in this game as far as entertainment goes.

  • @AssortedSorting said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249065#Comment_3249065

    Nemmy’s Zombie interaction is strong, but I do not know why there isn’t a basic interaction to disable them without a Flashlight. (EG: they keep walking in the direction of the last point of line of sight of a survivor, so if a zombie approaches a gen, the survivor can lead them around a corner, then hop back on a gen while their back is turned)

    I do not know why Hag’s traps cannot be smudged while crouched over them (alerting The Hag).

    Artists crows is an odd one and more often then not, the time taken to burn it away is enough time for Artist to reach you.

    Spirits visual indicator that she is phase walking is if she stops moving. Flashlights just remove the mindgame potential of a fakeout.

    And then these are all interactions tied to an item for some reason. Why? If the general consensus for these Killers when seeing a lobby full of Survivors using these items is “make them not use their Items by bringing Franklins”, why even add those interactions in the first place?

    And yeah, snuff out those interactions and rebalance accordingly.

    regarding charges, aren’t bully squads the largest optical complaint? And regarding Hag/Nemmy as noted above I think their powers should have their Powers tweaked accordingly anyway as it’s odd that they have such a significant interaction with an Item.

    I also don’t think Killer should see Survivors Items in the lobby.

    This change isn’t going to remove the zoning skill for picking up survivors. The hinder (remember, this hinder is only applied while Lightburned and carry a survivor) should be strong enough that it significantly hinders the Killers hook range.

    This change is intended to make it easier to apply a Flashlight effect, reduce application amounts, improve cognitive acceptance of events, increase flashlight use ability outside of pickups, and hopefully, removable of the blinding light screen in favor of something that can be darkerthemqtically (EG losing the connection to the entity causes the Killer’s screen to be obscured with Dark Fog)

    I still think Lightborn’s total negation of an Item class is problematic (from a design standpoint), however I do agree that it’s fine as is for the given effects Flashlights apply.

    Until items auto-equip after being sacrificed I don’t really see people bringing in trash items, and not really even then given the lowered cost of the Bloodweb.

    I still wish that survivors dropped Items on the ground (with its Aura highlighted to them) when put into the dying state basekit. More thematic and engaging than just magically having it on you right off of Hook after being carried.

    There are, pallets will stun zombies too, causing them to despawn. Otherwise lead them away from the gen you're working on, and come back to it later, because that area is unsafe if Nemmy's keeping an eye out. You'll outrun the zombie. Hag on the other hand could use a rework overall, but otherwise you can disable her power without a flashlight. Run through them while she's carrying another survivor, as she can't warp to them. These interactions really aren't that significant at all. If they were, then every survivor would want to run flashlights with the intention to destroy the killer's powers vs saving allies.

    As to why they're tied to flashlights, to give them more uses is only what I would assume is the intended purpose. They're easily flexible in the sense you can aim a light in any direction; pairing them with a different item wouldn't make sense. It becomes player choice if a killer decides to bring perks to counter them, and I doubt the devs will just delete all of these interactions just because of that.

    Survivor items shown to the killer, allows the killer to adapt to each different lobby. It gives them an idea of what said survivors may be trying to do (4 flashlights for instance).

    Bully squads, although they end up being what people complain about, there are not that many people who dedicate their time to playing in such ways. Even then, many of these SWF groups don't really do their objective of doing gens, and end up giving the killer free downs if they're all in your face.

    There's no counterplay involved if you manage to successfully hinder the killer from their perspective. They just have to take the L as the survivor wiggles off if you need to travel some distance for a hook. Someone with a toolbox can come along to sabo the hook too to secure the wiggle. Even if you drop the survivor to go for the one with the flashlight, another survivor can come along to heal the downed person. This would be more abuseable by bully squads, especially if they input the basekit UB mechanics.

    I really fail to see how Lightborn is problematic honestly. Sure it sucks finding out a killer has it, but its optional as a perk. It's llke Pokemon where a Ghost type is immune to Fighting type moves; you just adapt around it, in this case attempt to go for pallet saves when possible or put your focus on the objectives.

    And that's pretty much a basekit Franklin's, which I don't see being beneficial to the health of the game. In concept, it does sound interesting for a killer to "disable" an helpless target on the ground, but it's too cruel of a base mechanic.

  • I've been wanting to run this build more often:

    Red Herring- Hide in locker to lure killers to gen

    Blastmine- Stun killers kicking gen

    Quick and Quiet- Hide in locker if killer is close

    Head-on- Stun killer who's checking lockers

  • Myers at Tier 1 always gets me when he just comes out of nowhere.

  • Still a thing. Tunneling was addressed, and even buffed from the initial changes they made to basekit BT, but camping is still around to a degree.


  • @Shartley said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248658#Comment_3248658

    Um excuse me, did I forget to mention that I killed 2 survivors (and likely scored at least 1 or 2 hooks on the remaining 2 survivors) before 3 gens could even be completed? Where the ######### is the entitlement? You people are absolutely delusional, do you even play killer bro? If I can kill 2 people before 3 gens get completed then YOU HAVE LOST. GG. NO RE. You have been completely and totally outplayed - I played an outstanding game. And its dogshit that once I have dominated in a game, it just gets thrown back in my face. For what? To make one survivor feel good about getting owned? They deprive the killer of their earned victory so someone who objectively lost gets to feel like they won? Where does that happen for killer? Where does killer get their feel good points when they get two hooks? Where is my safety net for that? All I get is people t-bagging me at the gate. Entitlement? ######### outta here.

    This is the entitlement. Because you ended up killing 2 survivors early with 3 gens up, isn't really all that special. Those two could've been tunneled off hook/never even saved in the first place. Sure, you pretty much won as killer because they won't be able to focus on gens proficiently, pat yourself on the back and all, but you still have to find the other two survivors. Game isn't over until at least one of them dies, or they somehow manage to get through the 3 gens. They're not going to dc for you if that's what you want, and neither will the Devs program the Entity to kill the last two where they stand. Seek them out to get your "rightfully earned" 4k, because they're not going to come searching for you if they're only option is to play for hatch. Get a 3rd downed, and move on from there.

    You're not obligated to sweat for the 4k. Just hook and look for hatch. If you don't get to it first, just take your 3k and go next. That should be satisfactory enough, and if it's not you really need to open up your horizons on how to have fun as killer, because obviously stressing out for a 4k is not it. If you're getting tilted, take a break. Breath. It's just a game, you don't need to 4k every single match.

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