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Hyd

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  • @Esskay said:

    Queue times due to player numbers aren't the issue. Lobbies only consist of about 5 people and DBD is one of the most played games on steam and is also crossplay. It has absolutely nothing to do with player numbers, the issue is how flawed the lobby system is and that there's way too many steps to go through in order to get into a game.

    For DBD to get into a game once last game is over, you have to press continue, wait for that to load, ready up/ wait for everyone in your lobby to ready up, spend a few minutes waiting for a lobby, spend a few minutes in the lobby because you'd have so many people dodging, once you finally get the game to start, you have to look through the offerings before FINALLY the game starts to load. On average you'll be waiting like 5-10 min per game. 5-10 min for games that average only 8-15 min.

    Compare this with say, Overwatch or Fortnite or CSGO etc. Click one button, wait for a lobby and boom, you're already loading in. What DBD does honestly is unheard of.

    After a ######### game, the last thing people want to do is go through all this effort. Think of it like when you are playing killer and the survivors force you to hit you out when you just want it to end. At that point you just want to get onto the next game. While on paper it doesn't seem like much effort clicking a few buttons it just feels like a chore in order to play a game.

    I genuinely think this small thing would make the game MUCH more enjoyable to people. Yes, there still would be issues but something small like this would make the game so much less stressful and more convenient. If you had a ######### game? Just click the Ready up button, you'll be into another game in no time.

    I know this may be at the sacrifice at a few things that others might like, such as being able to see items in survivors hand before hand. There still can be many work arounds for these things, we could bring in an entirely new idea that keeps these concepts but at the same time also keeping the fast joining games. While I don't have a solution for these right now, that can always be worked out in time.

    Definitely all for clearing the "clutter" of the queueing system to reduce queue times but this seems like one of those things that is too big to change, or rather, too connected to some of the foundational aspects of the game to change easily anyway. I mean, ffs, BHVR balked at copy-pasting the christmas theme into the lobby this year - something that sure seems awfully easy and non-time-intensive - so actually doing something new with the lobby and queue system is a monster ask imo lol.

    Anyway, I'm all for it. When you hit that "Ready" button the first time, that should be it. You're saying you're ready, so no second chance to switch characters, change loadout, etc. You wait for a game, you go black screen and see offerings, then you're playing. Done.

  • Eh...imo, survivors have enough tools and strategies at their disposal, and now you wanna take away yet another of the Killer's? (Yeah, tunneling is a strategy, and a logical one at that, sorry to have to admit it) It's the Killer's job to kill, and your job to avoid detection and win the chase if you are detected. However that happens is fair game.

  • I've only ever used them to complete daily rituals that required it so, the nerf isn't a huge deal to me, but it does seem heavy-handed. I agree with many of the alternative solutions people have suggested. As is, they're not worth the investment of BP.

  • @DemonDaddy said:

    You were only paired with players of equivalent skill not rank? I've seen several posts of people mentioning players with ranks where they don't belong. So if you didn't have to worry about smurfs or advanced opponents, what the longest you'd wait for perfectly matched teams and killers?

    I see a couple people already saying max of 5 minutes, and for my time zone (PST) in the evenings and nights after work, I already wait no less than 7 minutes minimum for a game, and commonly 10-15. If they activated MMR, 1) that wait time is only going to worsen, and 2) every game becomes a sweatfest, which, when the playerbase consists mostly of multi-thousand-hour veterans and noobies coming from Game Pass or other platforms with discounts on a 4 year old game...no one wants either of those things. I think BHVR is at the point where there's really nothing they can do. If the playerbase were bigger and more varied, they have more options, but, that ship has sailed imo. Bring on Dead By Daylight 2.

  • @VikingWilson said:

    All I ever hear about Freddy are complaints, but no suggestions of how to change him.

    So, what are your own ideas for him?

    ** This is not a post to whine, it's a post for legitimate ideas **

    Freddy was my 2nd main Killer I committed to after Nurse. Nurse is definitely top tier, but, imo, Freddy is nearly right up there with her, yet waaaaaaaay more forgiving and easy to play.

    His passive ability of putting everyone to sleep is strong but, I think what makes him strongest is placing traps with no slowdown in movement speed. He's the only Killer that can do something like that, I think? You can end a loop before it really starts with him this way - you see a survivor heading to a loop, you trap the pallet immediately, follow them around, trap the other side, they scream their head off and you either get them when they drop it, or when they vault back over. Trapping the hooks also is handy, as is trapping gens as you run by. Pair that with gen teleport, he is a great "always moving" type of Killer that, with his passive, forces the Survivors to always be moving too. He's a complete package!

    So, make his traps slow him down while casting is one change I'd consider. Possibly revert the Sleep mechanic back to the way it used to be, which I think was you had to hit a survivor and then manually "pull" them into the dream with you, right? Not sure on that as I've only been playing 2 months but I've seen older videos of it. Nerfing both in those ways might be too much so, maybe just do one or the other.

  • @evil_one_74 said:

    Taking advantage of mori's. Finally, someone admits to what we all already knew. I for one really like the change. It was overdue, and I haven't seen a mori since. Survivors being able to actually play and not be dead in 2 minutes is nice..

    To be clear, when I say "take advantage," I mean getting any sort of benefit out of it, not exploiting it to slaughter the whole team in a couple minutes.

  • @Chilli_man2400 said:

    This might not happen but if I were to make a DBD 2 sequel I would sadly cut some killers out here’s a list of killers I will keep I’m not counting licensed characters

    Keep: Trapper, Wraith, Hillbilly, Doctor, Huntress, Clown, Spirit, Legion, Oni and Blight

    CUT: Nurse, Hag, Plague, deathslinger and Twins

    this might be controversial but I would remove those killers they are not very good even though nurse is strong she’s buggy and unfun to use and the others are just bad or unhealthy or the game. What are your thoughts?

    Part of the issues with DBD now are related to bugs and balance, part of which is a result of the number of Killers and Survivors (and perks) there are (i.e. way too many) so, bringing over original characters would have to be very limited imo. For a sequel, part of BHVR's goal and foundational design philosophy should include good balance among characters/perks and ease of making changes as it relates to balance.

    Overall, I'd say start with a half and half concept - whatever number of Killers and Survivors they'd plan on having, half of them are new, and half are originals. It'd probably be smart to go by the numbers on this sort of thing (i.e. look at which characters are played most and bring those over to DBD2), but I agree with what Aldofer mentioned too about bringing in 1 from each playstyle - like bringing Myers AND Ghostface over wouldn't make sense, you'd choose 1 or the other.

  • Well, at minimum I'd say during the game, they'd probably interpret this as toxic because they have no clue what you plan to do at the end, but then by the end they'd probably feel better about it, or at least neutral. I'd just kill them all off though, that's what you're supposed to be doing as Killer anyway! 😆

  • @SweetTerror said:

    For five straight games tonight I had teammates that didn't even come close to my rank, and who were all facing off against killers they had no business competing against. Because of this glorious matchmaking I de-pipped in every single match(I was rank 4). And what made matters even worse was having a Huntress with iridescent heads, and a Pyramid Head with maxed out perks who was a "level 20" going up against players he had no business going up against.

    Just admit BHVR that the MMR is never coming back, and that this is what DBD is going to look like for the foreseeable future.

    https://us.v-cdn.net/6030815/uploads/N28XOB8QZDTG/img-20201221-234503-02.jpg

    https://us.v-cdn.net/6030815/uploads/XOAO10BNBPS2/img-20201221-234452-01.jpg

    https://us.v-cdn.net/6030815/uploads/KQ4NQGL2WHJE/img-20201221-234440-01.jpg

    https://us.v-cdn.net/6030815/uploads/7BB0KFEX1GGE/img-20201221-234408-01.jpg

    Ugh...that's crappy to see man. I get the same matching when playing Killer - I'm rank 13 usually getting matched against rank 5's or better. More commonly it's at least three rank 5's or better, with one outlier rank 10-12 thrown in.

    As another person mentioned, I think the matching comes down to just having a limited playerbase. The game is 4 years old, so what's left are the hardcore multi-thousand-hour+ players, and the noobies arriving from DBD being added to Xbox Game Pass (me) and holiday sales on other platforms. If MMR is brought back then we're going to see a whole new/different wave of complaints in regard to queue times (which can already be plenty long - anywhere from 7-15+ minutes on Survivor side evening/night PST hours - and would be made longer with MMR), and the game being a sweatfest when you only ever have high ranks being matched against high ranks. It's a double-edged sword. If there were a larger playerbase, BHVR would have more flexibility but the numbers will only continue dropping so, imo, BHVR will continue to kick this can down the road indefinitely.

  • @EXLOblivion said:

    Hello, I'm EXLOblivion and I've had a few ideas for killers in Dead by Daylight that I think would fit in the game really well, besides the slender man discussion (which I'd love to see in game) I've thought of these killers being apart of the family of fog. Let me know your ideas and thoughts as we help each other get our ideas out into the world.

    -The Wendigo/The Rake/Skin Walker

    -Sleep Demon Baddibat (Sabrina the teenage witch)

    -Dracula (vampire)

    -Werewolf

    -Spring Trap (Fnaf)

    -Peanut/Concrete Statue (SCP lore)

    -babadook

    These are just a few ideas I have, feel free to branch off and add more, or help me think of the perks, attacks, and specials for each killer.

    I've got two Killers I've fleshed out pretty well with power/perk details and mechanics, one licensed and one original. The intent behind their design, power and playstyles is truly to shake up the typical killer-survivor strategies and tactics.

    The Angel (Weeping Angels from Doctor Who):

    https://forum.deadbydaylight.com/en/discussion/208641/new-killer-the-angel-weeping-angel-from-dr-who

    The Architect (original):

    https://forum.deadbydaylight.com/en/discussion/213621/new-killer-the-entitys-architect

  • @Grandpa_Crack_Pipe said:

    Optionally, you.. play normally and get to use it as a consequence of playing well.

    I don't get why people feel like they HAVE to tunnel to use the Mori or that it encourages tunnelcamping or whatever. It's an offering. Same slot you use for remove two chests and slightly decrease hook distance. It shouldn't change the entire game or change your entire playstyle around it.

    If you're going to tunnel to make use of the mori, it's not really that distinguishable from just tunneling someone to death normally.

    I see what you're saying, and normally I would play that way, but consider the possibility of only having one Mori, and you want to get that ritual done...obviously, you're going to alter your playstyle to try and make sure you get it done that game. There's no room there for playing normally and hoping for the naturally occurring opportunity to use it.

    Also, playing normally, obviously, there are a lot of differing scenarios we could contemplate for how things would play out this way, but I feel playing normally would also result in less opportunity to utilize the Mori. If I'm playing normally, going around slashing and hooking everyone, things start to get demoralizing for Survivors pretty quick, so I start to see less and less attempts at saves and more focus on just getting gens done while they can. So people end up dying on hooks when really, to get my Mori ritual done, I need them to save each other...twice. It becomes better to focus 1 and have 3 other healthy, confident survivors remain for making saves.

    I dunno, like I said, we can contemplate a lot of scenarios that favor me or favor survivors, that's just one. In terms of Mori + Ritual, this forced me to play a way I know survivors hate, and for 1 trial I had to be "that Killer" which people feel ruins the game.

  • @HarlowXRaven said:

    Dude, literally I've been playing as detective tap with detectives hunch, inner strength, Better together and tenacity ######### am I getting camped so hard and tunneled I don't understand. Can someone explain to me why people have to camp like this? I even tried swf bruh. People be like get better like bruh ######### can you do I dont wanna have to use ds its annoying. What perks can I use to help me?

    People camp when they feel they have no other option to secure a kill, or because you or your team did something cocky like teabagged or spammed their flashlight, so they're getting back at you, or, they just like to camp.

    Tunneling...I mean, it just makes sense. You don't have to agree with it, but if you're one hit away from downing a certain survivor vs having to slash, chase, and slash again for the other 3, the choice is obvious isn't it? Sorry. The Killer's job is to kill, the Survivor's job is to avoid detection, and win the chase if they are detected. You failed.

    You don't wanna DS? C'mon, how many scenarios can we name where the Survivor or the Killer shouldn't HAVE to use a certain perk loadout, or a certain strategy to be competitive? It goes both ways man. You want your one set of perks to work and bring you success in all your games against all Killers and their perks and their strategies and never have to change things up? C'mon.

    "Get better" truly IS your solution unfortunately. Be more aware. Pick better hiding spots. Don't get caught next time. Win that chase. Accept defeat once in a while and don't take the game so seriously.

  • I started with Nurse first just like you so I know what you mean by how rewarding it is. Once you get her Blink down, it's just so easy to shutdown all the bs tactics and moves Survivors play with you. So many times Survivors wanna play the juke game with you on the other side of a pallet or a window - am I going this way? that way? - and when you blink through and smack them, it's the best feeling haha.

    Been playing about a 1.5 months and I committed to her first, getting all purple perks that I liked (none of which are the supposed "meta" for her) and was winning too easily too much, so I switched to Freddy at that point. Freddy was nearly just as effective as Nurse but waaaaay easier to play. Instead of blinking through loops and windows, you just trap the hell out of it as you go and you'll get them. His passive of putting people to sleep also keeps the survivors busy and revealing themselves.

    From Freddy I moved on to Pyramid Head - I've had a tough time mastering him honestly. He's good but takes some learning. I've kinda got him on-hold at the moment and moved on to...

    The Doctor! I had fun with him immediately. My very first game with just 1 perk and no add-ons at all I got a 4k game and had a great time causing everyone to go mad!

    While starting Doctor, I also dabbled with Ghost Face - a completely differently style of play for him... I've had some good games with him but also a little tough to learn and train yourself to commit to the stalking vs "see survivor, chase survivor" mentality of almost all other Killers...

  • @NemIsLive said:

    The perks are almost always lackluster and tailored to specific niche builds, the exception being Undying- which I'm SHOCKED hasn't been nerfed.

    Also, new killers are usually just bad in comparison to older killers before the developers started to tilt the scale more in favor of survivor power instead of killer power.

    I play Blight, I play The Twins, and I can manage to get a 4K most of the time without any issues, but I'm also a PC player now on a game where a majority of the player base is from console. Most console players won't even bother with the newer- higher skill cap killers because they're just flat out worse to play on console than on PC. I can't tell you the last time I actually went up against the Twins aside from their release window, they simply aren't played in the red ranks nearly as much as the lower ranks.

    TLDR:

    It's obvious killers are just plainly worse than older killers, with the exception of Pyramid Head, and I'm pretty sure the only reason PH is even good is because the license holder didn't want a crappy/weak representation of their character like what happened with the Demogorgon.

    I mean, giving people options is almost never a bad thing, and people will usually get bored after a long time playing the same characters so, introducing new ones serves to keep them playing longer (and also helps pay some bills for BHVR).

  • @Ryan489x said:

    https://forum.deadbydaylight.com/en/discussion/comment/1826539#Comment_1826539

    and of course, the usual person who thinks that any disklike or discussion is Whining

    You're definitely not looking for discussion on something this insignificant. Can't you make a typical anti-tunnel/camp topic instead? 😎

  • @Ryan489x said:

    They're not scary and when I see a killer with thing I just think oh great annoying blue eyes that I have to see.

    Of all things this is what you choose to whine about -_-

  • @Dipper said:

    Now that the killer can't switch character, once he's searching for a match, We could make lobbies Killer related. As soon as a killer enters the lobby, the game marks the lobby as [killer]. For example, I play the trapper. I get into a lobby, and now this lobby is marked as "Trapper". Survivors can blacklist killers they don't want to play against and won't get into these lobbies. If survivors join the lobby, but the killer leaves, the lobby stays marked as the killer that joined before, so another trapper in this example can join.

    While I know that this would make loading even longer, because you also have to wait for a killer to actually play Blight for example, it would still make the game more fun, if you don't play against 10 trappers in one day. Also you can always leave the blacklist empty

    This...has so many flaws and holes in it. Would never happen, sorry.

  • Ghost Face is the most interesting of them I think but definitely tough to be good with simply because his perk loadout isn't that great, and you have to be patient and hold back the urge to charge after someone as soon as you see them like you do with almost all other Killers.

    I haven't played him that much so, admittedly I am a total noob with him, but, imo, one of his biggest assets in my experience is being able to crouch and move at a decent speed while doing so. At the same time though, on maps where crouching does well to hide you, it also makes it hard to see so, it's a double-edged sword. I wish they'd at least make foliage more transparent when crouching.

  • All of the above, what everyone has suggested, implement all of it, honestly, lol.

    • Implement separated rituals for Survivors and Killers
    • Increase the total number of rituals to 4 (for each side)
    • Allow deletion/replacement of 2 per day
    • Slight BP increase across the board
    • Make each ritual have 3 tiers, granting BP when each tier is completed (ex. "Repair 3/5/10 generators")
    • Weekly rituals, 2 of them per side (ex. "Complete 12 Daily Rituals this week")
    • Rituals should be made more generic (so as not to force people to play characters they don't want or even have)...or, at minimum, only populate rituals for characters that person has
    • Shards. I know this is the money maker but, include a small bit of shards. I have no idea what'd be fair here - 100 per weekly? 10 per daily? So, if everything I list here were implemented, someone really grinding out both sides could earn just under 1000/week.
    • One final reward besides BP and Shards - Perks. Start tossing some perks into the mix as well. If a character specific perk is available and that person's character is under level 15 or something, attach a Tier 3 perk to the ritual as a reward, along with the BP and Shards.


  • @Aztreonam78 said:

    Just had against a team, one of them was a prestige 3 Claudette with Object of Obsession (well-designed perk, Ethan said that) and she teabagged with extreme intense.

    During the end game collapse i hooked her, went away to try to catch other, she ran into an exit gate, I went to the exit gate, allowed me to down her and pick her up, stunned me with that perk, tea bagged, said gg ez.

    ....

    How people can be so ungrateful?

    Winning a video game is the only thing good they've got going on in their lives.

  • @Father_Dark said:

    Just played a game where the survivors ran 2 shiny coins and 1 tarnished coin. Of course they found a key and 3 of them escaped (the last was already sacrificed.) There was 1 gen left and they had 3 gen'd themselves hard.

    Didn't matter that I had iridescent as gatekeeper.

    The key should not let 3 survivors escape.

    Should just get rid of the hatch entirely. MAYBE keep it for when 1 survivor is left...

    In my experience, I've NEVER had a game where Survivors merely opened the hatch and jumped in (or, in the case of the last survivor, just jump in) - they ALWAYS hang around the hatch and wait for me to show up so they can teabag and taunt before making the jump. And if I don't show up (because I know what they're doing when it's quiet for far too long), they start vaulting and slamming doors and crap like crazy to get my attention until I do show up, then jump in. It's a total gimmick, a shortcut/free escape that's nothing to be proud of. Get rid of it or give Killers a way to defend against a key/hatch strategy other than by just playing the game normally as they do any other.

  • @Darkwraith13 said:

    As a survivor and I am on the hatch and it says "jump through hatch" and my character starts the animation I should be able to escape. But no a killer can come up mid animation and just slam it shut. Like ######### is this behavior? Killers can also body block the the action button but a survivor can't...? @Peanits

    Killer deserves the preference when it comes to Hatch, whether you brought a Key or your whole team died, you're getting a shortcut out/free escape that the Killer can't counter other than to just play like they normally would any other game.

    Hatch should ultimately be removed - let Survivors repair their gens and get out the intended way through the gates, or, if you're the last survivor, then the Killer did their job so you should just take the L or continue fighting to escape the intended way, not be given a freebie escape.

  • @Zeb89 said:

    Ok, this is getting ridiculous.

    10 minute lobbies as survivor during the evening (18:00 - 2:00) vs 3 second Killer lobbies.

    The issue is reversed during the morning and early afternoon. Killer takes 4-5 minutes to find a match.

    Why aren't there bonuses for playing underplayed roles?

    All normal games have this system in place so the game doesn't die. In MOBA games you get an exp boost at least. This is common sense, people. Just do it.

    The game is in a horrible state because of this.

    I don't know why devs are so detached from reality to seemingly not notice.

    There are definitely things they could do. I don't think it's possible to SOLVE because really it comes down to the playerbase numbers, which I imagine there simply aren't enough of, but they could definitely alleviate the pressure on either side of the queue. Certainly they must have internal data and be able to determine the common timeframes where either side is waiting longer than the other, and implement some incentives for the side that needs more players.

    Make it go hour-by-hour, with the system observing game queue times during the ~30 minutes leading up to the end of a given hour. If the Survivor queue was abnormally longer compared to the Killer queue from 7:30pm - 7:59pm, then push out a message stating that from 8pm - 9pm there will be a double bp bonus for Killers. If there is a longer Killer queue, then push a bonus out for Survivors.

    I guess a potential problem with this though might be that you'd constantly have flipping queue sizes and times based on the bonus... Like, granting a Killer BP Bonus could cause too many people to swap to Killer, and thus kill the Survivor queue for an hour until the bonus ends, and the system would obviously determine that there were too many Killers, and so it'd grant a bonus to Survivors next...#########! We're back where we started essentially...

    Yeah, I guess bonuses might not be the best fix... I guess it really does come down to making Killer APPEALING to play.

  • Did you edit out the cigarette? Is that against the rules here or something to show that?

    in Ahhhh Comment by Hyd
  • They need to just do away with the hatch completely. I mean, what is the point of it, really? It's a free escape for the last survivor, which, if it comes to that, it basically means the Killer did their job and won, so, maybe just die with dignity or continue trying to escape the intended way? And for people with Keys, it's a shortcut with no counter other than for the Killer to try and do what they normally do every game.

    In either scenario, I've NEVER had a game where people simply open the hatch and jump in, they are ALWAYS waiting for me to show up so they can teabag and taunt me, ALWAYS. And if I don't show up (because I know what they're doing when things go quiet for too long), they start vaulting and slamming doors like crazy to try and get my attention. It's a total gimmick, just remove it...

  • @FuriousLS said:

    https://youtu.be/CXpHmrvzZgs

    when i god hooked my mate were hooked at the same time..

    he couldnt move and was hit down..

    pls fix or ban him

    Maybe I'm just blind but, I'm not seeing a double hook as you're describing. I'm seeing you get hooked, then I hear another Survivor get hit (I assume the Nurse pulled off a Blink hit because I hear a quiet shriek just before the Survivor scream).

  • @[Deleted User] said:

    Audio. Seeing what the killer or monster is, isn't as scary as hearing it and letting your imagination run wild. Give us creepy audio snippets that play while walking around as survivor. Look no further than Dead Space's audio design. Here is a brilliant interview with Glen Schofield about Dead Space's development. I've gone ahead and linked to the segment discussing sound design.

    https://youtu.be/u9rjpTZN_Aw?t=1019

    You're absolutely right about audio when it comes to horror and scares. Being able to hear a threat but not see or determine its location is one of the ultimate fright and fear-inducing concepts, because it's very hard to fight back or defend against an entity you can't see! Take the movie Insidious for example, that movie does a great job with the demon character who we only occasionally directly see as a dark shadow or silhouette for most of the movie. Once the demon is actually fully revealed later on, it loses much of its scary qualities (though, this isn't merely because it is revealed, the music in that movie had a lot to do with kind of making it all seem like a joke imo).

    Anyway, what to do to make DBD scarier?

    Audio is a big deal, possibly the biggest - look at Slenderman which has barebones visuals but is plenty stressful to play because of the audio - but for audio to really be appreciated, you'd have to depend on much of the player base wearing headphones or making sure their speakers are turned up to a decent level, otherwise the little creaks, and groans, and other sounds will go unheard.

    So, to compensate for that, we also need to up the ante on visuals. Look at Resident Evil 7 - that game has a lot going for it in the both audio and visuals but the visuals really are fantastically detailed and work to enhance the feeling of dread and hopelessness, and make you see things that aren't there (think swaying tree branches casting suspicious looking shadows). Now, obviously, DBD isn't going to achieve that level of detail, but again, you don't need amazing visuals (again, Slenderman), there are small changes we can make like increasing the fog as someone suggested. Both indoor and outdoor maps can be made much darker overall but with brighter, more directed, short range light sources (so, for outside, very dark overall, but a bright moon light that filters nicely through the trees and other map features, and for inside locations, dimly lit lanterns, flickering lights, dark hallways, etc). This, combined with enhanced audio should do very well to increase the scariness imo but, we won't see that level of change in DBD, it'd have to be a sequel.

  • @Exerath1992 said:

    I love the concept, but the hook and hatch mechanics are way too strong, and the rest is too weak. I would make it where your power is "redesign" which lets you move/change things in the map. You basically "throw" a dark energy ball that will affect things in different ways. Hitting a gen/window/pallet with the power makes it move to an alternate location. You can trap a closed hatch or exit switch and if they are opened within 30 seconds, they get moved elsewhere, you get a loud noise notification, and nearby windows and exit gates are blocked for survivors for a certain time period (this can only happen once). You can upgrade hooks to temporarily make them basement hooks for 30 seconds. Hitting a survivor randomizes their perks for 30 seconds. Something like that

    Hmm, I like where you went with some of that! Especially "Hitting a survivor randomizes their perks for 30 seconds" - that could be really interesting! I hadn't considered any ability that directly manipulates the Survivor's themselves so, that's an awesome route to contemplate! Also, as far as moving things on the map, I kind of chuckled at the thought of being in a chase with a Survivor, tossing a dark energy ball at an upcoming pallet and watching it go poof! in a cloud of black smoke, or doing it to a gen Survivors are actively working on - now you see it, now it's gone! Haha, nice!

    Regarding your suggestions for Hooks and Hatches:

    On upgrading Hooks to Basement Hooks, this is a good thought but I think 30 seconds is way too short to be worth it. The benefits of a Basement Hook are that it can't be Sabotaged, you can hook multiple people, and it persists even after a sacrifice, but, in my experience, most Survivors don't actively Sabotage anyway, and 30 seconds isn't nearly enough time to chase, down, and carry multiple Survivors unless they're all just swarming you by it. If we wanted to go the Basement Hook route, I think it'd need to last longer once upgraded (at least 60 seconds, unless it can be upgraded while carrying a Survivor, then I think 30 would be fine), persist as long as someone is hooked, and remain for 30 seconds after someone is unhooked or is sacrificed. That'd be reasonable I think.

    Hatches... My main thoughts on this (and the Exit Gate upgrade as well) was to have a Killer that could counter Keys and also counter leaving gates at 99%.

    The whole Hatch concept is kind of a gimmick in my opinion and I don't really see the purpose of it. I'm fine with giving the last Survivor a free escape, no prob, because 3/4 kills is a win for the Killer anyway as far as I'm concerned, but using Hatch in any case isn't really something to be proud of imo, and no one uses it just to escape in my experience. I've not had a single game where someone merely opened the Hatch and went in - they ALWAYS wait for me to show up first so they can teabag and taunt before making the jump, and if I don't show up, they vault and slam doors like crazy to alert/taunt me until I do, and then jump in.

    So, I'd like a way to make Survivors think twice about their Hatch strategy, and so I came up with the Sabotage idea, which, personally, I don't see it as OP. It's the Hatch, a literal shortcut/free escape, it's not even a priority objective. If I took the Hatch idea and applied it to Generators, that'd be OP, but Hatch? I don't see it as an issue. As a compromise we could probably just make the Entity guard it for 30 seconds once opened (or lash out at someone, then vacate immediately) and nix the other elements I added, you know, start with some minimal effects and expand to more if it seems necessary.

    I appreciate the feedback though. It's tough to know what will be OP or not powerful enough when just brainstorming like this hehe, especially given the number of perk combinations, balance is a tough job in this game.

  • @EvilClimax said:

    Personally i hate Adams: I've never EVER seen a nice Adam: every single one of them plays like an a-hole and i always punish them for it, which is kinda sad because i really like Adam's design and backstory.

    Ace, without a doubt! How can one NOT hate him?? Just look...

    S07_charPreview_portrait.png

    It's those friggin sunglasses man. You know the look - you're chasing him, and he's peering back at you with those glasses as he runs away. Who wears sunglasses at night?? FU** YOU ACE! 😂

  • @VolantConch1719 said:

    The only Killer to make me legitimately scream in fear was the Pig who was three feet away when I decided to look behind me.

    Hag's Phantasms and Michaels and Ghost Faces out of nowhere sometimes make me jump, but that Pig still haunts me.

    This one is for you ;)

    Image d94f699b-7397-445d-b737-93bc85c09c25-1 hosted in ImgBB


  • @leafninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1818698#Comment_1818698

    Let me know I always love reading people's ideas especially if it a new killer in the game. I play both sides so it be interesting to see how playing the weeping angel is compared to going against it. Love the show u got it off of too lol

    Doctor Who is awesome hehe, so many characters there that'd make great Killers.

    Here's my original Killer, just completed!

    @Hyd said:

    How cool would it be to have a Killer that can ACTIVELY manipulate the map, and/or features on the map?

    I've only been playing a month but in my time, despite the enjoyment I've had playing different Killers, I've found they're all essentially the same as far as general gameplay strategies go, and the same applies to Survivor strategies defending against them as well - there's always chasing, always pallets, always dodging/zig-zagging, always slash once, twice for a down, carry to hook, etc... The stalking powers/mechanics of killers like Ghost Face and The Shape are interesting and sort of alter the typical "see survivor, chase survivor" gameplay, but don't go far enough.

    I came up with some fairly in-depth ideas for a licensed Killer a while ago, The Angel (https://forum.deadbydaylight.com/en/discussion/208641/new-killer-the-angel-weeping-angel-from-dr-who), which I feel introduces some powers that takes a decent step towards really changing the gameplay dynamic and forcing Survivors to adopt new strategies, so for this one, I want to attempt to shake things up once again.

    Behold...

    The Entity's Architect! (or, just The Architect):

    Background:

    The Architect is a servant of the Entity, the mind responsible for designing the trials for Killers and Survivors to play in. However, the Entity has, over the years, developed an unquenchable thirst for blood that its army of Killers alone has not managed to provide in the existing trials. So, the time has now come for a Killer like no other, one with unmatched knowledge of the trials and the know-how for turning the tide against Survivors in ways they've never seen before...the right hand of The Entity itself, The Architect!

    Appearance:

    The Architect is just as gangly, intimidating and evil looking as he Entity itself. Obviously, we've not seen the Entity in its full form (if it even has one) but given the appearance of the pointed, thorny limbs which grow along the Hooks and block generators, The Architect is basically a mostly humanoid looking creature with colors and features based on the Entity. It should appear as a gangly husk surrounded by black smoke emanating from all around it.

    Powers, Passive Abilities, and Perks:

    The idea behind The Architect is that this is a Killer who designed the maps, and so their Power(s) (active and/or passive) should somehow revolve around the fact that they'd have intimate knowledge of the map's features (i.e. locations of hooks, chests, totems) and, in addition to this (to make things really interesting) have some abilities that allow for ACTIVE manipulation of some of those features, as well as others (hatch, generators, exit gates), possibly even the environment itself in some form. This will not be a highly offensive Killer, but more defensive, one that sets up the ultimate set of traps to snowball the game in their favor, and can be extremely effective the longer a game goes on, and truly becomes threatening in the end game.

    Below will be some ideas for Powers, Passive Abilities and Perks (some or all of which may end up being better as something other than whatever I've labeled them as):

    Passive Abilities:

    • Visions of Death: The Architect can see the auras of all Hooks, Totems, Gate Switches and the Hatch on the map (in the same way Killers can see all Generators) for the entire trial duration, but, cannot see Generators.
    • Backup Plan: For any and all Hex perks being utilized by The Architect, if it is cleansed, it will automatically transfer to a dull Totem, if any remain on the map.
    • Deathly Durability: Upgraded Hooks take 50% longer for Survivor's to Sabotage and/or unhook other Survivors from.

    Power:

    The core power of The Architect will involve manipulation of the map and/or its features.

    Will of the Architect: The Architect can manipulate a variety of features on the map by approaching them and using this ability.

    • Hooks can individually be upgraded to begin with the Struggle Phase when a Survivor is hooked. Upgraded Hooks will have a different aura color to differentiate them. Upgrading Hooks takes 20 seconds.
    • Totems can be sabotaged and made to look like they have an active hex perk on them. Sabotaged totems also have a different aura color. Cleansing attempts on these totems will notify The Architect. Sabotaging Totems takes 10 seconds.
    • The Hatch itself can be sabotaged. When opened manually by a Survivor, or accessed by the Last Survivor, an arm of the Entity itself will spring forth, lashing the Survivor and injuring them. The Entity continues to guard the Hatch until it automatically closes or is manually closed. If already injured Survivors are hit by the Entity, they'll be placed into the Dying State and have 4 seconds to crawl away before being sacrificed right there on the ground. Once closed, the Entity vacates the Hatch and it is safe to re-open with another Key, or, The Architect may also choose to sabotage it again. Sabotaging the Hatch takes 25 seconds.
    • Gates can be upgraded. Survivors will face Difficult Skill Checks while powering the Gate. Progress also regresses at a rapid rate of 5% per second if a Survivor leaves it unfinished. Powering attempts will notify The Architect. This action takes 30 seconds.

    Perks:

    • Hex: Photo Finish: The Architect grows impatient with the rate of death in the Trial - force the Endgame Collapse timer to last only 75/60/45 seconds regardless of Survivors on Hooks or in Dying states.
    • Heads Up: When a Survivor Sabotages a hook or saves a hooked Survivor, the Hook drops down onto them, inflicting the Deep Wound and Exposed status effects. If the Hook was an Upgraded Hook, the falling hook also injures the Survivor by a full health state. Hook regeneration takes 30 seconds like normal.
    • Look Again: While in a chase, The Architect can see all nearby vault locations and pallets, and can call upon the Entity to block a position of their choosing for 4/6/8 seconds. This takes 1.5 seconds to activate with no movement speed slowdown, and has a 45 second cooldown.

    Thoughts on balancing:

    I tried my best to balance things but of course, it's difficult to know just how overpowered or underpowered some of these abilities might be in reality so, any powers, abilities or numbers I came up with, it's all purely conceptual and just a starting point to further fine-tune things and/or inspire new ideas and gameplay mechanics.

    My primary thought-process for balancing the Power itself was that manipulating a given feature should take more or less time depending on the potential that manipulation has for causing injury, death, distraction to Survivors, and/or other benefits to The Architect.

    So, for example, in the case of an Upgraded Hook, that's pretty significant to be able to hook someone and go straight to the Struggle Phase, right? I had to ask myself questions like, "How much time will this save The Architect when compared to any other Killer?" because normally, a Killer will have to chase, injure, chase again, down them, carry to hook, then if no one comes to save, a certain amount of time passes with that Survivor on the Hook, but if someone does save, then you have to chase again, down again, carry again, etc... So going straight to the Struggle Phase is a pretty big deal - how long should that upgrade take to complete?

    I settled on 20 seconds because I figured that for The Architect to get the MOST benefit and save the MOST time, they'd have to chase, injure, chase, down, and carry to THAT hook, which they may not even be able to get to at that point, especially earlier in the game. The conditions have to be right for The Architect to realize the benefits of an Upgraded Hook early on. However, obviously, as the game goes on, The Architect may have upgraded many more Hooks, and suddenly you can have a snowballing return-on-investment occur once they start chasing and downing Survivors, but, by the time this is possible, the game should be nearing its end, so the pressure is really turned up on both sides at that point.

    The timing I settled on for Hatch and Gates is also pretty long as they can provide a significant benefit, especially at endgame. Totem sabotage is fairly short as it merely notifies The Architect and wastes a small amount of time for the Survivor.

    Conclusion:

    So, in conclusion, I feel that The Architect, by way of its abilities, is truly a Killer that is different from any other. It's highly defensive, and Survivors may rarely (if ever) be chased by it during most of the game, as The Architect will be far too busy traversing the map and manipulating it to its advantage. However, if The Architect did their job right, the latter half and final moments of the game should be quite intense and stressful. The Architect is a late-game Killer more than anything else.

    If there is one thing I feel is missing here, it's gen pressure. This Killer has a number of tools at their disposal but gen pressure isn't one of them. Is it needed? That kind of perk can just be obtained from the existing pool of perks but I feel like this Killer needs one more unique kind of perk or ability added to the list of things it can upgrade or sabotage in some way. One initial thought I had was the ability to physically re-locate generators, or even kick completed generators and force them to regress, but, that could be going too far hehe.

    Would love to hear anyone's thoughts and feedback, thanks!

    Too over the top? Not powerful enough? Hard to know for sure? Probably too hard to know hehe. It's a good foundation though I think. :) Hope you like it!

  • @leafninja said:

    I think this is an awesome idea for the game dude.

    Thank you! Working on another Killer, an original this time, which will be just as in-depth as this one. Not quite finished with the details but it is also based on shaking up the typical gameplay we're all used to currently. Will be ready to post soon :)

  • @OniWantsYourMacaroni said:

    Congrats :D

    Love to play her too (also console player).She just feels sooo rewarding when you get those blinks right

    I stopped playing her a while ago because I felt it was too easy but, you're right, nailing those blinks is very satisfying. This person started playing the juke game with me - a serious Nurse no-no! Look out b**ch!! 😂

    Image feb22453-5f90-4de7-9306-4b61399b66d3 hosted in ImgBB


  • Bloodweb and grind already needs to be addressed NOW so I can't imagine how much worse it'll be for new players 1 or 2 years from now if they leave it as-is. RNG needs to go, just make all the perks/add-ons/offerings available at certain levels - tier 1 available very early on, maybe even immediately, tier 2 available at level X, tier 3 available at level Y, etc - let people buy what they want, at any time, with the BP they have, and allow people to play with the items they want.

    Even with that said though, I can't imagine all of BHVR is assigned to this game (600+ people? There's no way), maybe 50 people, 100 max. The rest must certainly be working on a sequel or some other unannounced game.

  • @Greatamygdala said:

    Aside from the God keyboard killers in the forum who can win with perkless no add ons clown in red ranks against coordinated swf of course.

    I agree. I don't stress about this game at all but I do play Survivor to relax. Killer definitely takes 100% effort and requires your attention while Survivor, you might be chased, you might never see the Killer once and can just sit on gens...and ultimately I don't care if I don't escape so, I'm perfectly content with the little successes.

  • @xenotimebong said:

    I wouldn’t say survivor is relaxing. But it has peaks and troughs - you’ll be chased, which can be stressful, but then you’ll be rescued and someone else will take the killer’s attention and you can sit there on a gen sipping your beer and reading a text, and you get to relax.

    Whereas when you play killer you have to be constantly doing stuff that taxes your brain a bit - you never get that downtime where you can just sit back in your chair and let your mind wander. Unless you’re absolutely wiping the floor with the survivors, in which case you can just sort of go on autopilot and relax.

    I've had a few moments myself sitting on a gen, about to take that sip of beer and then a skill check pops up - sh**!! Nearly spill it or cause it to foam the hell up slamming it back down on my desk to hit that skill check haha

  • @TheClownIsKing said:

    I can’t take it anymore, and it’s exactly why I persist with Clown the way I do, because this nonsense doesn’t work against him because of his AoE.

    I get the impression that when designing a killer, that how it will be played on console takes very little consideration at all. Perhaps even none.

    It’s been a concerning trend since Stranger Things (with the exception of Oni), that all a survivor needs to do to avoid 5 of the most recent killers main offensive power that can injure/down is to simply zig zag or side step. Twins has been the worst offender yet of this problem, because of how exacerbated this issue is with the heavy punishment for a single miss.

    Mouse & keyboard killers may have less issues landing hits with Shred, The Redeemer, PoTD, Lethal Rush, or Pounce, but even when jacking the turn sensitivity all the way up for a controller, keeping visual track of the survivor in conjunction with following those movements and predicting those movements with an analogue stick is infuriating.

    I’ve literally had matches against red rank survivors today where it was impossible to land any pounce at all. None. This isn’t a frame rate or performance issue as I’m playing this on PS5 at a glorious, consistent 60 FPS. I’d HATE to think how miserable PS4 and XBONE players are having trying to play as Twins.

    The other concerning thing about the trend with these powers is that the survivors aren’t having to learn to do anything new at all. Just spin, or zig zag, erratically, or side step last moment. Survivors have done it to death, and it is also far FAR too easy for survivors to do.

    Please, there needs to be way WAY more consideration, and testing for how killers like these are played on console, against EXPERIENCED, COMPETENT survivors as part of their design. Or survivor agility needs a genuine, serious look at. We’ve (mostly) all been open to Bloodlust being removed. Surely it’s reasonable to gather data on whether survivor agility needs review?!

    I like where you're going with this train of thought. I've only been playing a month and already recognize that, from Killer to Killer, the basic offensive and defensive strategies apply nearly across the board to all of them, and it's...boring. We need Killer's with abilities that really shake up the common Survivor strategies and tactics, truly force them to play differently.

    I worked a decent while on a concept Killer, The Angel (Weeping Angels from the Doctor Who series) - it's pretty in-depth and aims to shake things up with her powers and perks (can check it out here if you want: https://forum.deadbydaylight.com/en/discussion/208641/new-killer-the-angel-weeping-angel-from-dr-who), and I'm currently working on another Killer, an original this time, that will take things quite a bit further than even that (think hardcore map manipulation abilities).

    We need Killers to introduce/force new player strategies and break outside of this small box of the core sidestep and zig-zag tactics.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801117#Comment_1801117

    Lol, what? You know games are for fun, right? Popping open a wine cooler & playing survivor with friends on Discord is like the only thing that makes this game fun sometimes.

    I think they just meant that if I'd come in here drunk and complained that, as Survivor, the Killer completely owned me, and I tried blaming it on that particular Killer being OP, or Survivors not having enough good perks or something, then my complaint shouldn't be taken seriously because obviously, being drunk probably would have had more to do with my loss than anything else.

  • @Mooks said:

    I don’t even think Nurse is that hard to learn.

    obviously she has a very high skill ceiling that I didn’t reach and won’t reach because I like to play many different chars. But the skill floor isn’t as high as people say.

    It's not nearly as hard as people make it out to be here. It's in the realm of what I like to think of the 10/90 effort/mastery theory - it takes 10% effort to achieve 90% mastery, and 90% effort to achieve the remaining 10% mastery - in other words, it's easy to become pretty dang good with Nurse, but to reach the "God Tier" people talk about here, that's where the difficulty is, but I'm perfectly happy being 90% effective for only putting in 10% effort lol.

    Nurse was my first Killer I committed to (only been playing a month) and after getting the purple perks I enjoy using (none of which were the "meta" perk loadouts people discuss for her), I was winning too often and too easily that it became boring, so I moved on from her.

  • @Mooks said:

    The Golem could be name for the killer, I would imagine a golem like body structure as well and they are associated with earth.

    I power is cool, but somehow lacking, some attack like the long range one from SH could have fitted as well (but with another animation of course)

    i like the perks as well! Especially Failed Stealth.

    Secondary Power: Shot Put

    The Earth Creature removes a chunk of earth from the ground and hurls it up to X meters in front of them.

    Here's another I just thought of, a bit more radical though in concept but could be the foundation of an idea to shake up the current gameplay strategies.

    Secondary Power: Heavy Lifting

    The Earth Creature can grab generators and move them 😲

  • The advice is spot-on unfortunately. If you're up against a high experience Nurse, you're most likely screwed. Her Power, in the right hands, essentially nullifies the primary Survivor strategies and tactics - you can't run, you can't loop, you can only hope that she messes up and gives you a chance to gain enough distance to hide in a locker for a minute lol.

  • @SocialDistomancy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805529#Comment_1805529

    interesting, I didn't check that one out I usually used the radius ones to go with distressing to bump up the static shock radius to find people along with bbq when I was farming bp. That way using him with bbq and static I could make up for bbq slot by not needing another perk to find anybody. I also felt comfortable enough to not need to tunnel except against the teams trying to troll me without bringing calms pirit. Playing as the doctor a little is a great way to be able to play better against the doc btw for anybody having trouble against him as survivor. He's free on the playstation version for the console players and pretty good to farm bp with. Respect the terror radius hue hue hue

    I started on Doctor not long ago and definitely am having fun with him. I just got the perk that slaps a terror radius on your obsession so I'm eager to try out that nearly-map-wide static blast soon hehe.

  • @Pirate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805451#Comment_1805451

    My friend, unfortunatly viewing the recent updates (twins) I doubt that someone of those 600+ is working.

    That's kind of what I mean, there's no way all 600+ are assigned to this game (probably 50 or less) given the number of bugs and issues present in the game and the slow response time, so, the rest of them are probably working on a sequel or some other unannounced project.

  • @Pirate said:

    I recently bought Total War Warhammer 1 and 2 with all DLCs for both and those games have a very smart design to 1) give people who bought the first game and DLCs bonus for the second game 2) make a ton of money for the company.

    If you dont know how it works: I can play all factions and all DLC from Warhammer 1 while playing Warhammer 2! The game checks if I have all the stuff and then just starts and works perfectly.

    You might ask: Why would I ask for something like that? Simple! A HUGE problem with the current state of DBD are those persistent und multylayered bugs. The game or gameengine was not designed with the gigantic amount of content in mind we have today. Instead every new update or every change to older stuff effects hundred of random things just remeber the bug when you could get stuck in a hill out of nowhere! If the devs could switch to a version where stuff is more manageble we could have more frequent and more impactfull balance changes AND more fun updates and perks or killer powers in general.

    I know that the devs would unlikely to ever do it even though it would be the smartest thing to do, but I simply want to share that there are games outthere that do manage such a system and they do work very good. IF the devs would try such a thing it would be the perfect transition into a new DBD because while they would work on it we could always play normal DBD but as soon as the new one is out we could buy/ or they could even gift it to everyone who has already the first game and we could keep our DLCs/Killers/survivor/cosmetics and use it in the new bugfree game.

    I mean, supposedly 600+ people work at BHVR, and there is no way all of them are assigned to this game so, I think it's reasonable to expect they're working on a sequel (built in a much more efficient and manageable way from the ground up, compared to DBD), or maybe another game entirely but a sequel would be great.

  • Cosmetics are what every game eventually devolves into, and becomes especially necessary to keep the barebones maintenance team paid as the game ages and the playerbase dwindles...so, why not? 😝

  • As a concept, a buyback system doesn't sound like a hugely complex system to implement, but, given what I've heard about how this game was developed, it probably is a pain in the a** lol.

  • Having a training ground of some sort with bots (or just custom game) would be awesome imo. As a newer player, I was pretty overwhelmed with everything the game throws at you (the choices for killers, survivors, the deluge of perks, add-ons and offerings, etc). Having a place to just experiment would be beneficial.

  • Personally, the only time I've used a Mori is when there was a challenge for it. I don't ever use them otherwise so, this doesn't really affect me but the change itself isn't the best imo.

  • @JHondo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805196#Comment_1805196

    It also really helps with the us vs them mentality. Yes I am still slightly biased towards killer but by playing both sides I can identify and understand more balance issues from all angles and have a different perspective on things . Mains tend to think it's "if they adjust x how will it effect y" when in actuality it's "if they adjust x how will it effect y, z, and w"

    Exactly. Plus, sometimes, I don't want to have to sit up and lean forward in my chair all night hunting Survivors. Sometimes, I just wanna sit back and relax holding one button and occasionally clicking a second to repair gens lol.

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