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  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221907#Comment_1221907

    Let's see...

    1) Can only be used once per trial

    2) Only activates after all generators are powered

    3) Causes exhaustion, preventing any other exhaustion perks from being used thereafter

    Adrenaline isn't that much of an issue but I'm personally uncomfortable with its current state. Survivors essentially guarenteeing fully maxed health states can really, REALLY put a Killer in an even worse position and it essentially gets stronger and stronger the more teammates stack it. Seeing an x4 Adrenaline isn't that uncommon and it makes the endgame of a trial much, much safer. If you're a Killer without instant downs it often feels like one should give up right then and there.

    Also not comfy with how it encourages Killer counterplay being instant down mechanisms, generator delay and NOED. (which for the record I also think needs changes and honestly more major ones than Adrenaline, IMO it's the Killer perk most deserving of nerfs)


    Is it ludicrously OP, no, is it a very strong Perk that influences the state of the game in a direction I don't like, yes. I think it could be tuned down whilst still being extremely viable.

  • It appears as if the explanation is Plague's faith- She prayed, and a god DID answer her. That's enough for her to do what the god wants, even if it involves horrific ritual murder and sacrifice. She was probably more reluctant when she started but she's had a lot of time to have her mind steadily hollowed out by all the slaughter.


    Though, my personal headcanon is that the Entity doesn't actually consider Adiris the "Killer" and simply considers her the host for the disease, which it considers the actual being that's been given the title of "Killer" in the trials. Adiris is convenient but the killer is The Plague, not The Priestess.

    1. No, a Killer loses their map pressure because they slugged a bunch of Survivors and didn't account for Unbreakable. Good Killers know when they're taking a risk by potentially allowing an Unbreakable proc.
    2. It's hard to tell if someone has it, but that's the entire point. If you keep mental notes on what Perks a Survivor has equipped you can narrow them down especially with the current Perk meta as is.
    3. This is absurd, there's absolutely counterplay, you just don't excessively slug Survivors (unbreakable is slow enough that it'll only really proc if you slug more than two people at once) and the downside of running it is that in the majority of matches it's a dead perk because the Killer doesn't excessively slug and instead just downs and hooks quickly. You rarely get a chance to use it and even if you do, it's not a guarentee you'll successfully use it safely to get good results.


    Unbreakable is IMO fine and your rework would completely ruin its game altering potential and fun factor that makes it a good Perk, for the game as a whole, not just Survivors (as losing the ability to revive fellow downed survivors for 60 seconds obliterates the reason why people run it in the first place). It is essentially the Devour Hope of Survivor Perks, eh if not useless a lot of the time, but occasionally it will be the clutch monster that saves the entire round.

  • Not exactly comparable to DS2, but yes, I would like a "Total Stats" screen too.

  • @DeadByMittens said:

    OMG her RBT aren't RNG, each trap is linked to a box before the trial begins. If it were RNG then their would be a chance that you don't take it off. I don't she needs a rework, just some buffs and small changes. Amanda's letter and secret do need to be buffed/changed

    The boxes are effectively RNG and the key distribution is randomly determined at the start of the match anyway.

    I think Amanda's boxes could reasonably be reworked by using a system like this:

    She has a set number of "searches" distributed between all her RBTs, let's say 2 per so she has a total value of 8. When she places a RBT on a Survivor, a random number of those searches between 1 and [number of Jigsaw Boxes] is given as that RBT's value (with a check to ensure at least 1 search remains for each RBT left unused) and the Survivor has to search that number of boxes to get the trap off, it doesn't matter which they search. Amanda gains +1 search value per RBT if she gets an additional Jigsaw Box via addons and +2 total search value if she brings another RBT.


    This way the strategy against Amanda is still effectively the same but her RBTs are consistent in that Survivors always have to search the same # of Boxes per game as a team if Amanda uses every RBT. About the only potential issue I can see is that it opens up potential SWF metagaming if a team tracks the total number of boxes searched but between Last Will interference and it only becoming useful if Pig gets "lucky" with a few high rolls early it shouldn't be prevalent.


    That's how I'd remove the RNG from Amanda's RBTs and I don't think it'd be a horrible change. If you want to get crazy with it, allow The Pig player to actually "set" the difficulty of the RBT upon catching a Survivor themselves, so they can say "alright, you know what, you'll probably be hooked for ages anyway so here, have only 1 box" and then "okay, I'm taking you the hell out, 4 boxes for you". Just make the excuse that instead of looking for a key, the survivors need multiple depending on the setting.


    Also, for @RaSavage42 Tampered Timer definitely does not need to have a more extreme version/be more extreme. With correct Pig addons and map RNG Tampered Timer already allows for some Pig RBT placements to be a guarenteed death even with 0 Killer interference.



    Starting people off in RBTs would definitely help increase map pressure. I've always felt thematically this should be possible at least via an Ultra Rare addon but not suuper sure about it baseline especially if she keeps 4 bonus RBTs on her. It'd have to be tested to see if she does well with it because it's a big power bump for a mid-tier Killer to get.


    I think a few conservative changes could be made before a full rework to see how she works out with some more common-sense adjustments. Make more addons viable especially the awful URs, change the roar on ambushes so it's more realistic for Pig players to use effectively, that kind of stuff. If there's a part of her kit I'd really want reworked first, it'd probably be the Ambush so Pig is less of an M1 Killer who stalls, and more of an M1 Killer who stalls who also has neat stealth potential. Maybe I'm just godawful with Pig but Ambush has always felt like a very weak accessory power to me and stuff like Shred is IMO more interesting as a bonus power.

  • A climbing Killer would open up a lot of issues with the work that'd have to go into levels to make it possible, plus the obvious issue of what exactly you do about indoor maps like Lery's or Hawkins. Such an idea would be fun and new but hardly realistic.

  • I think it'd make it too situational for a lot of players, though perhaps that'd be the point.

    It's a hard perk to think of adjustments for, but off the top of my head, what about the Exhaustion effect just being outright permanent? Okay, you get a much safer beginning to the endgame of a Trial, you'll be Healthy or revived from the dying state, BUT if you and your team can't evacuate as quickly as you thought you would, you're never using another Exhaustion perk for the rest of the Trial.

  • Too much design overlap with Coulrophobia IMO.

    I would prefer keeping its current tool degredation idea, but instead granting a small durability decay for all items within your Terror Radius, either if Survivors are holding them or even if they're dropped on the ground. (let's say 0.5% total charges per second, so 200 total seconds within your TR would render an item useless)

    Though, the Perk in general is a little outdated with the Toolbox changes, so perhaps if you were going to totally rework it, I would give it a timer that gets lower with Ranks (eg. 9/7/5 seconds) when, after a Survivor spends that much time within your Terror Radius, the Terror Radius will get louder and louder regardless of distance and will sound like the Killer is breathing down the Survivor's neck very quickly, and will only be negated once the Survivor leaves the Terror Radius for a few seconds. Throw on a TR buff like +8 meters and you get a Terror Radius increasing Perk that directly adddress some of the issues a big TR usually entails.

  • Stealth Queen is just a better version of No Mither. A far, far better version that I honestly don't think would be healthy for the game.

    Run For Your Life is ludicrously good especially when combined with Stealth Queen. +8% sprint speed for the entire Trial is legitimately insane, it makes it nearly impossible for 110 killers to catch up with you and if it stacked with Hope you'd actually run faster than Killers at the end of the Trial. Oh, and let's just give Survivors a slightly weaker version of Object of Obsession for equipping this, too!

    I would actually be okay with Give Yourself Up IF you just ditched the Broken stuff and just made it an affect that procs when you get a Protection Hit score event and are downed by the protection hit.

    One More Chance is insanely bad, most Survivor teams will never leave you to dry on a hook, especially if they have 15 more seconds of leeway to leave you hanging than usual, and the moment your Survivor teammate does their job and prevents you from advancing a hook state, you aren't JUST carrying a dead perk, you're carrying a Perk that's making your match worse than if you didn't equip it at all.

    Escape Artist is just badly designed, perks like Deliverance and Unbreakable are good Perks because they can catch Killers by surprise and Killers gamble with them. Broken Survivors have a giant "I'm running a weird perk" target on their backs.

    I'm Always Here is way too strong even as a standalone Perk not taking into account the others here- Though, if everyone ran Broken 24/7 as the meta this would rapidly become pretty damn useless.


    Cripple All Hell is crazy overpowered because Nemesis can easily be used to switch the Obsession and hit a random Survivor with a surprise permanent Broken status effect for the rest of the Trial. Even if you insert "lose all tokens if the obsession changes", being able to inflict perma-Broken for the rest of the trial this easily is a serious problem, at least it would be in a meta that didn't have Survivors constantly running Broken builds. (Plus, permanent broken applications are IMO just a thing we should probably avoid on Killer perks/abilities. Survivors should be able to bring healing setups without feeling useless)

    Hex: Pure Evil is REALLY bad. "Survivors run at +20% movement speed" nope nope nope nope nope. Sure, I can oneshot them all, I can oneshot them all if I bring Devour Hope, NOED or play a Killer who can oneshot Survivors as part of their kit. I can't oneshot them all if they all run faster than me even without Exhaustion perks, pallets, and windows being taken into the equation.

    Contagious Weakening has too many means for Killer exploitation IMO, the prime objection being using hooks to delay Survivor heals and basic means to split up and delay Survivors (that means you, Legion/Doctor mains). Too much potential for abuse, not enough potential for fun IMO.

    Unknown Infection is, just... Dude, why don't you just play Plague? Not JUST because this one already conflicts with Plague's design space and theming a lot and is just a generally confusing Perk, but also because you could learn quite nicely from playing Plague why you're overrating the Broken Status Effect and how dangerous it is for Survivors/how valuable it is for Killers.

  • I'd like to have more of him but I do prefer him as a background character, perhaps one we'll never get to directly see.

    Currently, it very much appears that he's still exploring the trials like normal, and is just slightly more equipped than the average Survivor in regards to trial knowledge and potential work on an escape. He's still seemingly keeping notes on everything he finds which indicates to me he's absolutely not getting thrown into the Void anytime soon.

  • It's Nea, clicking her flashlight behind a pallet.

    Okay, fine, I'll take this seriously.

    @Cheers said:

    I'm guessing The Entity is right at his doorstep, as it can be whatever it wants to be, and I think it's just trying to lure him outside before it can catch him.

    The issue is, the Observer says in the same log that he can't leave to check out what it is, not that he won't leave. So, it's probably not The Entity trying to lure him, as it almost certainly knows he's trapped in the Archives. Arcus 01 also describes The Observer's little library as a "prison" so he's probably even tried to escape.

    It COULD be The Entity trying to screw with him, but it takes roughly 4000+ more logs before The Observer actually loses his mind, and he loses his mind thanks to constant use of the Auris/exposure to other people's memories, and endless whiskey. If anything, the light probably kept him sane for longer, by giving him something outside those two things to stimulate him and give him something to think about.


    Okay, so maybe we can examine what the Observer actually speculates it could be?

    "Is it a creature sent by the Entity?"

    This seems a bit more plausible than it being The Entity themselves. However, why exactly The Entity would send such a creature over still raises eyebrows.

    "Is it a survivor?"

    Well, we don't know exactly what's outside the library so I'm not really sure. If the Observer's library really is somewhere in the Fog, and a Survivor walking out from the Campfire could hypothetically come across it, then sure. However, if it's somewhere vaguer within the huge labyrinth of pocket dimensions that is The Entity (as I think it is), the odds of this being a Survivor are almost nil, especially as The Observer never actually identifies the lightsource and it definitely seems like something other than just being someone holding up a lantern/flashlight.

    "Or perhaps it's a marooned soul from back home searching like myself for a way back."

    This definitely seems like wishful thinking. Given the description of The Observer's home universe (imma just call it Terra Primus as that seems to be its name) its inhabitants would be uniquely qualified to explore The Entity's realms (though not as presumably qualified as The Observer is/was, as he seems to be some kind of expert and the Auris is apparently a pretty unique item), and I think they would potentially be able to reach the Observer's prison windows were they to mount some kind of expedition or something. Or, potentially, someone like Vigo who's just generally figured out some stuff about the Fog and how to exploit it. (The Entity hates him! Find out why with one neat trick!) However, the nature of the light still doesn't seem to fit. Unless marooned souls from Terra Primus are giant glowing orbs of light and the Observer's being extremely literal.


    So, I don't really buy those explanations either.


    I think the light is a narrative device. It's meant to bridge the gap between us and the Observer, making us feel more like him in his situation. We get a mystery that's wholly unanswerable, we don't have enough information to solve it, it probably doesn't even matter what the answer is... It's supposed to be a mentally stressing concept our minds don't like to make us uncomfortable, which leads into The Observer's complete depression and eventually losing his mind entirely and remaining completely drunk on memories.

    I think the most likely explanation for the light would be either a natural feature of The Entity's fog (so instead of just pure darkness/blackness there are occasional lightspots that are just part of its "biology"), OR that it is indeed the actions of a Survivor, though I would guess some kind of lighthouse/signal light far in the distance instead of just a flashlight at the window, that'll be fully explained in another Tome entry.

    However, we ultimately don't need to know what the light is, because not knowing and not even having enough information for an informed guess is IMO probably the intended effect.

  • Eeeh, that doesn't really say the Entity is extraterrestrial. We just see The Entity approach a planet (that doesn't look like Earth at all to me) from space, which while pretty crazy for The Entity to do in terms of publically revealing itself isn't really new information. We already knew it migrates from universe to universe picking out things it likes and wants to feed off.

    I certainly wouldn't call this an Observer origin story either, really doubt the guy in that scene is him.

    I think the two most significant things here are:

    Apparently the Observer knows of Survivors who aren't actually aware of the Trials' looping nature and just experience everything fresh each time. My first instinct is to say that maybe this applies to the licensed Survivors, characters like Laurie might not be aware of the Trials and shenanigans like that, and from her perspective, might be re-living that 1978 Halloween every single new Trial, just with different circumstances. Or, every time Ash wakes up in a trial, from his memory he's only just now travelled to The Entity's realm. (which I kinda like because that'd make the first thought in Ash's head "groovy" at the start of every single trial. This is my headcanon now)

    We don't know the 100% full story with this but we see Evan picking a fight with The Entity. He has clearly been already tortured but I think the shot afterward implies further punishment, as more metal impaling him is brought into focus and the Entity's tendrils shrink back from him in the shot. I think this means we can assume Evan's relationship with The Entity is one where he infrequently tries to fight it every now and then, as opposed to one where he refused to kill at first, got all the torture we see on his body today, then became a non-rebellious Killer. Would honestly really like to see his thought process during trials illuminated more, especially given his abusive relationship with his father.

  • I think it's more like the Prayer Beads addon (for keys, not spirit) in that it's just a prayer to nobody in particular.

    So analysis would be:

    "Hear my voice" - Obviously, please get this message

    "Spare my ways" - Don't refuse to help me just because of my, uh, "occupation"

    "Protect me from the void" - Probably not referring to The Void where hopeless Survivors go, probably instead referring to the idea of loss after Trials, specifically addons in this case. Essentially, "cut me a break."

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212918#Comment_1212918

    In case the wall of text was too intimidating: The min req is a one-time thing, and due to the way trials progress, is sure to support a diversity of playstyles while balancing the reward of bold plays to the rest of the survivors with stealthier plays.

    It wasn't really that the wall of text that intimidated me too much, I've written bigger in my time.


    I'll keep explaining why I still don't think it'd work out, mostly addressing the centers of the points here:

    "Here's the first difference: being bold as a survivor is no longer a team move at the start of a trial. It becomes more useful to other survivors once time has passed."

    Yes, this would change Survivor behaviour so they'd run around less at the beginning of games to get to gens quickly, their first priority would instead be getting the minimum repairs done ASAP so they can repair as normal (so, grouping up).

    However, I honestly don't think that's much of a problem that needs solving. I'm a bit weird because I actually enjoy multiplayer stealth scenarios (apparently, that's pretty unpopular), but Survivors being waay more incognito at the beginning of a match may be frustrating to Killers and Survivors by making games feel much slower to properly "start". Currently, while Survivors do dash to the first gen the moment they spawn in, that DOES have the advantage of incentivising Survivors to leave lots of traces which helps Killers get an early lead on chases as opposed to walking around blind.


    "If a killer has managed to down survivors rapidly enough that the survivors have not already ensured that any generator can be repaired by a solo survivor, the survivors not in immediate peril must prioritize between altruism and objectives, which should create intriguing tension."

    First, I'd argue the scenario of downing Survivors rapidly enough that all gens haven't had their minimum time set up yet is achievable even by far below average Killers. Most Killers consider in the current version of the game getting a down after 2 gens have popped as a bad start, for example. The right Shroud offering might cause Survivors to be able to achieve their minimum gen times faster, but it'd still take several minutes even with a pretty co-ordinated, competent team.

    I estimate if these changes were to be implemented, assuming no Shrouds are used to manipulate spawns I would still be able to find a Survivor as Killer before all the Survivors were successfully able to group up.

    I would also argue that the #1 priority for Survivors would be keeping as many Survivors alive as possible and capable of getting as many gens past the minimum time as they could- It wouldn't really be a tense decision, it would more be a mandate. There are too many potential "well, we're screwed" scenarios that'd result if Survivors ignored this to pop gens, eg. A 3-gen scenario that would usually be fine for the Survivor team turns into an effective 2-gen lockdown, because the final generator has 4 sides and one Survivor is dead and the two gens with their minimum times done are nearby.


    While toolboxes might be able to stand in for a teammate when trying to bypass the minimum requirement, that is no different from the live version's potential and so couldn't possibly make the game any worse than it is now.

    This is a very bizarre balance statement to make when you think about it so you should probably consider it more. Imagine, for example, if you locked the Survivor's ability to sprint behind a Perk, then said "that is no different from the live version's potential and so couldn't possibly make the game any worse than it is now", for example.

    My point isn't that Toolboxes would directly get stronger, but I guarentee every single Survivor lobby would be nothing but toolboxes. They would just become too important for the game for Survivors to leave behind or take Flashlights/Medkits in exchange for.


    "Teammates will forever ruin any change this game implements in an attempt to bring balance."

    To an extent, asymmetrical multiplayer that feature a solo player versus a team always struggle with the issue of teammates, and how much dumb teammates should/shouldn't impact a match, but there are different ways to balance that are more/less friendly to dumb teammates.

    Eg. One of my biggest flaws with Evolve during its beta (don't know enough about Stage 2/rebalances to talk about that stuff) was that pretty much the only one of the Hunters allowed to be incompetent was the Support, because they would just partially fill different roles depending on which Support they picked. If the Medic was incompetent, the team would wipe in their first monsterfight, if the Assault was incompetent the team didn't have a chance of killing the monster, and if the Trapper was incompetent they'd never get a chance to fight the monster.

    That wasn't necessarily an unsolvable problem with Evolve, however. That's just because in Evolve's case, the four roles were SO unique and vital that you could have the best players in the world and they'd still lose if they were stuck with a bad Trapper who couldn't successfully lock in the monster.

    To try and resolve these issues, you want the "team" side of the asymmetrical game to have avenues for individual success and team success (hence the Hatch), you want as much of the game as possible to be intuitive (hence why all Survivors technically have to do to win is walk up to things and hold M1), and you want an individual player to be able to make a big impact. I don't think changes like your suggestion move the game in a good direction in this avenue.


    I think the big problem here is that you're overestimating how much even a co-ordinated, 4 man SWF can efficiently group up on Generators. Even if Survivors knew that's what they have to do now and all worked together, Survivors being grouped works out beneficially for the Killer in so many ways (Whispers, finding one means occupying them all, might get an extra hit in on a few, lots of leads so if one gives you the slip you can switch targets, lots of slugging potential) that I fail to see how this change would result in anything other than the Survivor Item meta becoming permanent Toolboxes to avoid the minimum gen repair timers.

  • For the purposes of this list, I'm going to assume Killers with supernatural powers retain their supernaturally-imbued abilities, but Killers who already had that stuff without Entity interference will just be reverted to their old versions. (eg. Wraith keeps his bell, but Freddy will be treated as cinematic Freddy) Will rank "strength" as Killers fighting each other, not things like "how many people could they kill" ecetera.

    1. Spirit. This might be controversial but Onryo are ludicrously overpowered in Japanese mythology and are close to unstoppable.
    2. Nurse. Maybe this is cheating because she's also clearly some kind of ghost but yeah, she's unbeatable by an average person. She also has telekinetic abilities which is hard for a lot of normal Killers to beat.
    3. Myers. Sure, he's "just a guy with a knife", but, even taking the most grounded portrayal of him (which I would class as the modern Halloween-Halloween 2018 timeline) he shrugs off damn near every injury like it's nothing and is built like a brick shithouse. Even at the age of SIXTY-ONE getting hit by a ######### car is barely enough to knock him out for a couple of minutes before he gets up. (note: yes, our version of Mike is H1 Mike, BUT I think we can take other Halloween movies into account for feats as he barely changes between films) Seriously, Michael has gotta be riding the synchronicity wave or something, because he is NOT normal.
    4. Freddy. Freddy is very hard to rank because, yes, he operates in the dream world and in dreams is capable of warping reality. BUT, Freddy has been beaten plenty of times, and even by average people. If you grab him in the dream world and wake up, he's pulled into the real world, and when that happens, he's just a burn victim with finger-knives and he's not even a particularly strong man. Hypothetically, yes, he can defeat anyone who falls asleep easily, in practice his powers seem a lot more limited. One can argue that Freddy has never actually been truly defeated and always comes back/remains alive, but I'm going to take dragging Freddy into the real world and "killing" him as a defeat even if he technically survives- And as a compromise to account for his powers, I'm going to say that Myers is the only physical Killer that ranks above him. (taking Freddy vs Jason as the example)
    5. Oni. Seriously, this guy was damn near superhuman BEFORE he fused with his armor to become an actual demon.
    6. Doctor. While he might delay a kill for his own personal amusement, I think his Mori pretty clearly establishes that the only reason his control over electricity doesn't kill basically anything he wants is because of the Entity and for his own pleasure. In a fight to the death he could immobilise almost anyone else and obliterate them.
    7. Demogorgon. A supernaturally strong monster that moves quickly, is an absolute hulk, and can kill a human almost instantly with a single bite.
    8. Hag. Might be small and lacking muscle mass but her Mori indicates she has supernatural strength imbued from rage and her primal understanding of magic also gives her an edge. I'm going to assume here, however, that her magic is mostly limited to her teleportation.
    9. Huntress. Yes, she hums all the time, but I think a lot of people here are underestimating just what a flex it is to regularly massacre trained WW1-era soldiers with pretty much nothing but primal instincts and axes. Plus, is also built like a brick shithouse.
    10. Deathslinger. He's physically impaired. He also has a gun.
    11. Hillbilly. IMO his backstory and in-game abilities indicate Billy is much more spry and mobile than Leatherface, so I'll rank him above LF despite being very similar characters.
    12. Leatherface. Big bulky man with chainsaw, not much else to say.
    13. Trapper. An absolute hulking behemoth with a machete, but doesn't have much else going for him.
    14. Wraith. The ability to go invisible is nice and all but this guy's kinda twiggy in his build. Still, points for the supernatural ability and a bulky if impractical weapon.
    15. Ghost Face. A very skilled and experienced Killer, and I don't think his inherent connection to the Entity can just be dismissed as a non-factor, but is pretty much just a guy with a knife at the end of the day.
    16. Legion. Okay, this is ACTUALLY just a guy/girl with a knife. If we argue Legion should be all four working together, that actually kinda changes things, but I'd still only rank them at about 14 above Ghost Face. Being young and fast does help their case but they're all extremely inexperienced killers.
    17. Pig. Amanda Young is essentially just a woman with an Assassin's Creed blade, she's wearing a cumbersome pig mask and cloak, isn't massively experienced in killing even though she's done her fair share, and is a highly emotionally/mentally unstable former drug addict which hardly helps her case in a fight. Traps don't help at all and in fact might be a burden if Amanda tries to kill her opponent with a trap instead of just stabbing them. Unless Amanda gets Batman Prep Time and thus gets to prepare an arena, in which case I might even be prepared to argue her case for #9/#10 as a position, she's almost worse than just a regular person with a knife.
    18. Plague. Okay, hear me out here; Yes, she's gross and icky and has big disease stuff. However, illness is a slow killer. She might get regular pyhrric victories by killing her opponents days/weeks later from serious illness, and she's got a massive frame, but her weapon isn't massively effective (a flail might hurt but won't be great at murdering), her illness has impaired her as well as her opponent, and at the end of the day if she just gets stabbed a bunch in the head she'll die and there's not much she can do. Plus, not a natural born Killer, even though the Trials make for some decent experience.
    19. Clown. While body weight is generally a good thing in fights, I'd argue it's an impairment here. A switchblade is the weakest weapon out of the whole roster and while the Afterpiece Tonic might help disorient his opponent, Clown probably wouldn't be able to capitalise on it very well. Clown always killed people by drugging them so they couldn't fight back despite being very experienced in the process of actually doing it. At BEST, maybe he could use the Afterpiece Tonic then try to pin someone down with his weight and stab them, but I don't think that would work very well on the other people on this list. Plus, he clearly doesn't take his work very seriously and is pretty lazy/lax about life, unlike many of the other super hardcore Killers here.
  • If I'm understanding this correctly, the suggestion essentially is that Generators should have a "minimum repair progress" bar early on in the gen's progress. When Survivors start working on the gen, based on the number of avaliable generator sides for Survivors to work on, they have a timer to fill up that "minimum repair progress" otherwise the gen explodes and resets to 0 progress. Unless Survivors bring as many of their friends as there are generator sides or bring a toolbox, the gen is impossible to properly begin repairing.


    I don't agree with this at all. I'll just start listing the problems as I think of them:

    • Toolboxes would become essentially mandatory for Survivor play
    • If the Killer immobilises/incapacitates even one Survivor, including through means like currently chasing them, them being busy healing or dealing with game slowdown killer mechanics, having them downed, hooked, dead, or they DC/suicide on hook, several gens on the map immediately become impossible or near-impossible to repair without toolboxes. If the Killer is doing their job, this should be true for the majority of the match's duration.
    • Discordance would immediately become the next Hex: Ruin. Combo it with Surge so you can easily reset the progress of the gen back to 0 quickly, and you can easily force Survivors to go through the process of removing the minimum repair gauge AGAIN
    • Regardless of how many Aura reveal perks solo survivors equip, they can't force dumb teammates to actually help them with gens. This would essentially make it so Survivors will have to rely on either emblem point farming or the hatch to rank up decently
    • You like being an immersed toolboxer, trying to actually stealth around the Killer instead of cockily looping them and not caring about their atttention? Your playstyle isn't allowed to exist anymore, sorry. (well, I should say: if you have a box, you CAN repair gens by yourself but your abilities are vastly limited via this suggestion and you screw over all teammates who aren't bringing a toolbox. I think I'm more trying to say that Survivors should not be forced to group up THIS much and it's okay for Survivors to want to be lone wolves and say "no, I'll do my job and leave the rest of you to hopefully do yours, I'll show up if you need help")
    • If a Killer gets a 3-gen wherein the three generators haven't already bypassed the minimum repair window, the Killer just wins. If the Killer is a competent Hag, they can basically assure this will happen and just sit comfortably in Badham Preschool, laughing at the Survivors repairing gens across the map that think they stand a chance.


    Sorry to be so hard on this idea.

  • Mike has a slow start but Tier 1 is a hugely iconic part of his kit and removing it would be a massive loss. The fact that Survivors don't know Mike's in the match at first, then suddenly see him silently staring in the distance and then suddenly have to scramble to hide as he slowly follows is probably one of the most enjoyable parts of his kit.

    Could he use an easier time getting out of Tier 1 in the highest tier of play? Yes. Fundamental changes to his stalks to make them a little more forgiving would help (eg. add a "minimum stalk time" so if he clips a Survivor a little he still gets about 0.2 seconds worth of Stalk after they go out of sight so Survivors can't knowingly abuse certain hitboxes), and maybe some Addon changes (eg. IMO Boyfriend's Memo should also decrease EW2's requirement to 4 or 3.5 Evil total) would totally solve it.

  • More offerings to influence maps would be cool and all, but these would have the same issues as the Moonlight addons, arguably worse.

    Moonlight addons were removed because BHVR found it too difficult to properly balance visibility levels in maps thanks to their existence. I think a tall grass addon that makes grass appear in places it ordinarily doesn't, especially in indoor maps, would probably be even more impactful and problematic than Moonlight addons.


    I think there's more design space for Offerings, both alterations to current ones and new ones, to increase variety in maps and games, but this ain't it, chief.


    Some alternative ideas because I feel like being constructive, though:

    • Survivor: You spawn within 20 meters of the Killer at the start of the match. Secret.
    • Survivor: Starts you in the closest Locker from where you would normally have spawned. Secret.
    • Survivor: Guarentees you will be the Killer's obsession. (much like map offerings, if multiple are used it essentially just negates anyone who didn't use this offering from Obsession chances. This would probably be Very Rare to discourage frequent use)
    • Survivor: Gives you a random item at the start of the match (overriding any other item you bring), perhaps with different Offerings for max/min rarities. (eg. a common that will give you an item at total random with a lower chance at good rarities, an uncommon that will never give you common rarity items and guarantees an addon, and a rare that will give you a rare/VR/UR item with two randomised addons)
    • Killer: Overrides your Addons in exchange for randomised ones- This one would probably work differently from the Survivor equivalent because Killers wouldn't be able to potentially profit from this like with the Survivor offering, so I would say the Killer offering should be a Common that guarentees two Uncommon or better Addons at the cost of not being able to choose which you get.
    • Killer: The first Survivor you damage in a Trial becomes the Obsession. If none of the Survivors have any Obsession-related Perks/Addons/Offerings equipped, no Obsession is chosen at the beginning of the Trial. Secret. (this would have to be something like VR to disencourage builds from relying on this)


    I'd also be interested in Offerings that influence Totems, but I'm not really sure exactly how that should be handled.

  • It wouldn't make that much of a difference because cleanse times are pretty short and both Perks don't make that much of a difference on gen repairs already. Wouldn't be against it, wouldn't cheer for it either.

  • Various Survivors have recieved notes about what happened after their abduction, like Jane, and from that we can see that yes, there are often search efforts made that obviously fail and there's no signs of Entity interference.


    If we take Yui as an example (which was definitely one of the Entity's most ballsy grabs), she was taken while leading in an illegal street race. That generally means that she was completely alone and no-one was looking at her when it happened, so from everyone's perspective, Yui just vanished from the race.

    Speculations would likely arise about abduction, but she was riding a motorcycle and there'd be no signs the bike was forcibly stopped or even any sign of the bike. The conclusion from the evidence would be that she drove off into the night and went off the grid of her own accord.


    I'll list out the other Survivors and what probably happened with their search efforts for the sake of completeness:


    Dwight: Would've been assumed dead in the woods. His stance in the community might lead to a delay in investigation (also depending on how many people his co-workers/boss told about their prank) but once he hadn't returned home for several days a mass search would've commenced. It would've been assumed that he died in the woods, and if knowledge of the prank that got him into that situation had gone public, his boss and perhaps co-workers would've been criminally charged.

    Meg: Went missing in the woods and her description describes that there was a large-scale search for her that turned up nothing. Would've likely been assumed to have just wandered off in the woods, gotten lost and declared missing, probably dead.

    Claudette: Seemingly was extremely isolated during her college and left almost zero traces when she vanished. A missing persons case would've been opened eventually but would be completely dead on arrival.

    Jake: Had gone pretty much off the grid long before the Entity captured him. The search efforts are described as being called off once the weather got bad and declared dead.

    Nea: Went missing in a clear location, the Crotus Penn asylum, and a search would've absolutely been declared and undertaken to look for her. Might've been declared a kidnapping case but with a total lack of evidence it would've eventually have been closed.

    Laurie: This one is unusual because the Halloween chapter never bothers explaining WHY Laurie and Mike are in the Entity's realm, but the assumption from Haddonfield authorities would probably be that Michael broke free, killed Laurie, and went into hiding after that. Loomis would probably never stop searching.

    Ace: Would've been searched for by his loaners but would've been assumed to have vanished somewhere via criminal connections, would've had no official missing persons case filed.

    Bill: Actually died in the real world and only the Left 4 Dead 2 crew would have a chance of finding his body- And IIRC in The Passing, the L4D crew don't actually ask the L4D2 crew to look for Bill.

    Feng: Had seemingly been on a downward spiral and dropped into total obscurity before vanishing completely. Quite possibly would've never had a missing persons case filed, depending on how long her "pattern of self-destruction" lasted.

    David King: Due to his many criminal connections, his disappearing didn't come as much of a surprise and he didn't seem to have any friends willing to take it up with the police.

    Quentin: This is shaky because Quentin was technically abducted in the dream world, so it's possible he's just comatose in his home universe- Though, what happens in the dream happens to you in real life, so maybe he vanished there too? Vanishing in your bed without a trace would indicate to most people that he ran away from home, a search would probably commence, last a few years then fizzle out. Nancy Holbrook would likely dedicate the rest of her life to try and figure out what happened to him and Freddy, as she knew her attempt in the 2010 remake to kill Freddy didn't work, but would likely fail.

    David Tapp: Died in the real world and is presumably only alive in the Entity's world. Even if his body actually went missing, his blood would've been found and he would've been presumed dead by the hands of Jigsaw.

    Kate: Finally, a good old fashioned "got lost in the woods" story again! Anyway, her guitar being left behind would probably lead authorities to assume she had some kind of mental break and just left- Considering her sense of responsibility to the community, that would be a reasonable explanation as far as they're concerned.

    Adam: Presumed dead in a train crash.

    Jeff: His bio states his friends assumed he had committed suicide in Ormond. At least his dog's looking for him ;_;

    Jane: Presumed dead.

    Ash: Probably the only Survivor whose fate is actually, to an extent, probably known by his friends. We don't know much about Ash's transportation into the Mad Max future we see at the end of Ash VS Evil Dead, but it was probably assumed by his allies that Ash was abducted to partake in some extradimensional/time travel related adventure, as that's how they ended up meeting him.

    Nancy/Steve: Okay, for this one I might have to defer to others as I haven't watched any Stranger Things beyond the first episode and would rather not spoil myself as I'm intending to watch blind with a sibling, and I assume Stranger Things Season 3 will not be the end of the series anyway, but I assume they would just be presumed casualties of the Upside Down and its monsters.

    Zarina: Was already in the middle of a surreptitious investigation when she went missing so there'd likely be no clear leads. Considering her recent popular film about the IR-28 gang she would've likely been assumed a casualty of theirs and public outcry would probably result in a significant crackdown with the hopes of potentially confirming her fate, but the aftermath of not finding anything (plus the fact that the gang members would likely deny all charges of killing/kidnapping her, and there'd be no evidence to support it) would just result in a total mystery with no clear answer.



    WHEW, hope that answers all that clearly. The TL:DR is that yes, people regularly look for the Survivors, but when people vanish without a trace, there usually isn't much anyone can do about it.

  • I think Emblems are badly designed and most people would agree, BUT it must be said that it's not 100% unreasonable for Killers not to rank up on a 4K, or Survivors not to rank up on an escape.

    If a Survivor finds the Hatch and just sits on it until all their friends die and they escape, they don't deserve any pips. If a Killer gets a 4K only through circumstances like ebony mori spam, Survivor hook suicides, and Survivors just giving up I don't necessarily think they deserve pips either.


    The circumstances you described definitely sound pip-worthy, so assuming all those details are right I think you were indeed denied a pip for no good reason, but I think an escape or 4K should be a guarenteed safety pip, not a guarenteed pip. There are ways to 4K or escape without demonstrating much skill, and there are ways to die or get a 4-escape whilst playing extremely well.

  • I also agree that this would be a very useful feature- I'd like to add that IMO Prestiging should do this automatically for Perks, Addons, and Offerings. Not much, I think 10% of the buying price (so common addons are worth 300 BP each) wouldn't damage the game's progression system at all and would make BP feel less wasted.


    Though, the root cause of the problem, many Addons/Offerings being completely useless, would be better to address. Made a long thread a while back about Bloodpoints but the TL:DR for Killer BP farming addons is that IMO they should generally just grant +50% BP at the end of the match. I'd absolutely use Padded Jaws for that kind of BP farming potential.

  • Agreed. I suggested an Insidious rework a while back on this subforum which essentially boils down to making it only work while you're in a chase, BUT lasting for the remainder of the chase, instead of when you start moving again. (and, perhaps changing the activation time to something like 4/3.5/3 seconds)

    Of course, this would make Insidious essentially a better Beast of Prey, so that Perk would obviously have to get looked at too (not like Beast of Prey is in a good spot anyway), but I think it'd make it an extremely viable chase mindgaming perk.


    I think my biggest issue with current Insidious is that while the counter to camping is supposed to be genrushing and Borrowed Time, Insidious makes it unreasonable for Survivors to figure out that camping's actually what's going on (and therefore rush gens) and is an easy counter to Borrowed Time.

    I don't think it's reasonable to go to Rank 20s who keep getting wiped by brainless facecamping Bubbas and say "well, you see, if someone's hooked in the basement and the killer is camping down there, you're supposed to ignore them and rush the generators as fast as possible. Now, you can't rely on the Terror Radius that normally informs you about the Killer's location because this perk you were probably totally unaware of exists, so you have to learn this thing called hook gymnastics that Survivors on hook use to communicate with each other, and you also have to hope the other R20 on the hook also knows hook gymnastics, and doesn't have it the wrong way round which is an extremely common Survivor misconception or is just spamming unhook animations because they're bored, and if they've hit the Struggle phase and can't do gymnastics, just git gud <3"

  • It's largely because the chainsaw boys' addons are by far the most outdated and rushed Addons in the game.

    IMO the Mangled status effect should just last until fully healed (like essentially any other Mangled infliction) and the Repair Speed penalty should be something like -5%, and be a permanent affliction to anyone hit by the chainsaw. -5% isn't that big of a penalty (certainly not compared to getting hooked) but would still be strong enough, especially in a best-case scenario where you successfully bounce chainsaws and hooks between the entire Survivor team early on, to justify an addon slot.

  • BHVR seem to follow a pattern between alternating between a couple of licensed releases, then a couple of originals, then a couple of licensed. I think that pattern, Tony Todd's twitter, the Candyman reboot's release date, everything lines up a bit too well IMO for it to not be a Candyman chapter.

    While I also enjoy their original Killers a lot too (and there are obvious advantages, like more freedom being possible with designs), licensed Killers also present interesting opportunities for how exactly they'll be implemented and how to adapt their concepts into DbD, and that also has benefits beyond just the financial ones.

    I mean, the Obsession mechanic might not exist without the Halloween DLC, for example.

  • *"is only game, why you heff to be mad" clip goes here*


    What makes me angry is when people seemingly only play to be asshats to each other. I don't mind having healthy fun at your opponent's expense, but stuff like gg ezs frustrates me, then just gets me morose afterwards.

    I particularly fail to understand why "baby killer" and similar things are hurled insults. I mean, I understand saying other people are unskilled is common in PvP games, but when you're complaining when you win that you got a garbage opponent, and then complain when you lose that they were "playing scummy", maybe you're the problem?


    Eh, it just gets on my nerves that I can't understand why some people are like that. On some level I get feeling better than others gets you kicks but I seriously don't get how some people can be really, really vile and not at all pick up on the fact that they're being a douchebag. (though, I should note: I don't bring that stuff into postgame chat, generally. Normally I leave it to a snarky remark about the match THEN go if something like that happens. They not only probably don't care they're asshats, but any normal people in the match don't deserve to be exposed to a nasty back + forth in postchat, just leave them alone)

  • Trapper is by no means on the bottom of the tier list. Most would rank Leatherface and Clown as the weakest Killers in the game and many people will argue characters like Pig, Plague, and Legion are overall weaker Killers than Trapper. Trapper initially seems very underwhelming, but his power is versatile (even if it does have many drawbacks) and has an extremely high payoff.

    He doesn't need a rework, but he needs certain tuneups to parts of his kit. IMO the baseline ability to carry 2 traps and changing trap distribution at the start of games so traps are more useful would be enough to make him extremely solid.

    Other changes like making self-escape times a flat thing instead of RNG would also be very much appreciated.

  • I'd like to learn about the Legion members, but Frank is the "main" member of the Legion.

  • The reason why it doesn't keep levelling you up infinitely is because the Iridescent Shard value you get from a level, and the xp requirement for a levelup, varies depending on the level number. Devotion is just how BHVR choose to reset that clock back to zero.

  • Tinkerer wasn't necessarily overpowered (though it did allow for some nasty addon stacking potential), it was just way too complicated.

    There are, what, 19 Killers in the game now? It's not really reasonable for the devs or players to make and remember balanced, comprehensive Tinkerer features for all of them.

    I think current Tinkerer could absolutely be better, but I much prefer a medicore Perk that doesn't cause problems to a Perk that's sometimes overpowered, sometimes literally useless, slows down the dev cycle, and requires scouring a friggin' spreadsheet to figure out what it does/doesn't work with.

  • Being able to hook save from any hook would be a disastrous change that'd tilt the game's balance WAY too much towards Survivors.


    As a Killer, your #1 resource is time. One of the reasons why hooking Survivors is so important is because it buys you time. If you hook a Survivor, they can't repair gens, and at least one of their teammates is going to stop doing gens to go save them. That is VITAL for killers and without that delay Killers get out of hooking Survivors, they'd essentially be incapable of killing anyone unless they tunnelled the absolute bejeezus out of them or brought a mori.

    It'd also have a variety of other effects, like causing Make Your Choice to become less viable by giving Survivors too much counterplay, depriving Killers of leads when an unhook happens, making already strong Killers with high map pressure/mobility like Hillbilly stronger, and making basement hooks essentially worthless.


    Aside from that, I can agree NOED isn't a healthy skill in its current state and could very much use changes. I think my biggest problem with its current state is that cleansing every Totem is how you stop it from going off, but cleansing every Totem on the map especially when they're all Dull is vastly unreasonable. (note; I'm aware NOED is intended to incentivise Survivors to cleanse Dull totems just in case, but in practice it's actually better for survivors to NOT cleanse Dull totems in case of NOED, but instead memorise their locations and return to them later at the end of the match if NOED is revealed)

    IMO a better way to handle NOED would be it starts as a Hex totem like a normal Hex perk. However, if the Survivors cleanse it, it "bounces" to another Dull Totem to make it its new Hex Totem, BUT informs the entire Survivor team with a popup for Hex: No One Escapes Death, and the Hex would bounce something like twice before the Survivors could cleanse it permanently. (or if you stack a bunch of Hexes for some reason, if it runs out of Dull Totems)

    This'd create a Devour Hope-esque "oh #########, we HAVE to cleanse totems or we're screwed" effect that still benefits the Killer and gets some value out of the Perk, but means that if Survivors get hit with NOED, it actually means they likely didn't explore the map enough and are being more justifiably punished with the Exposed status.

  • I mean, this is obviously a joke, but if Clown's bottles inflicted Deep Wounds, especially on the cloud, that would give him a better version of Redhead's Pinky Finger (his best Ultra Rare) and let him essentially instadown Survivors crazily fast. It would, unironically, be a buff that would probably put him firmly into mid-tier above many other Killers. The fastest, laziest way to buff Clown would actually probably be to make Redhead's Pinky Finger part of his base kit and design a new UR to replace it. (I really want an UR that makes his most recent cloud last forever until he creates a new one)

    Anyway, I actually kinda like his stupid heart attack vaults as it's a creative way to give him a unique disadvantage in looping despite him being- Though one of his Addons removing the noise would be very much appreciated as an option.


    I personally think a Clown rework should focus on giving his power more utility aside from just chasing, and rethinking its use in chase so it isn't so polarising with Addons. IMO some of his stronger addons should be reworked so they don't feel mandatory (like Flask of Bleach) but more power should be put into his base kit- Eg. A new "slow pallet drop" animation that triggers when a Survivor tries to drop a pallet while intoxicated, that offers more opportunity for a Clown to attack through it would be cool.

    I would also want his power to be more viable for purposes like detecting Survivors or map pressure. Reworking bottle reloading could go a long way towards encouraging Clowns to throw bottles across the map towards gens for example.


    Part of the reason why killers like Billy or even Trapper (despite always being mid-tier) have aged well is because they're not "one-note" characters. Billy's chainsaw is good for map pressure, can deal with pallets fast, and can instadown in specific situations. Trapper can shut off loops, access points, end chases quickly if he's smart or just catch a free hook out of nowhere with a great placement. Powers are at their best when you can get creative with their use instead of putting a Killer in the "you're the anti-loop killer" box, especially when many other Killers also have antiloop tools.

  • I agree with this, as I think a Perk simply not working because of Killer shenanigans like that is pretty silly, BUT it'd have to come with a larger Borrowed Time change.

    Currently, Terror Radius shenanigans are the only proper counter Killers have to BT for hook defense and Borrowed Time is already an extremely dominant Perk in the already competitive Survivor Perk meta. This kind of adjustment to make BT more consistent would be great, but should come with other BT changes to stop the Perk from going out of control.

  • I agree in general and think the Unbreakable comparison is a good one. IMO Unbreakable is a good example of a Survivor perk that counters specific Killer playstyles without being unfair or oppressive.

    This is how I think both Perks should be changed, roughly:


    DS: Infinite duration, BUT runs out if another Survivor is hooked after you are unhooked with ~10 seconds or so of minimum activation time, or if you go back to objectives like totem cleansing/gen repairs. This removes Decisive's current jankiness of the Killer counter being to slug or how it actually punishes you if you get a long loop after an unhook.


    BT: Borrowed Time is no longer tied to the Terror Radius but instead to a radius around the hook itself, if the Killer is within that radius when you unhook or enters that radius before the unhooked Survivor leaves it, BT triggers. If Borrowed Time is used to protect the unhooked Survivor, you are afflicted with the Exposed Status Effect for something like 45 seconds and your aura is highlighted to the Killer for a few seconds.

  • If Demo poses like one of my French D&D mobs, then yes.

  • IIRC Behaviour only have the rights to the first Texas Chainsaw Massacre film. Leatherface has gone through redesigns mild and extreme in pretty much every entry, so there's lots of material to draw off for redesigns. However, Behaviour would have to nail down the rights to adapt elements from those movies as well to update Leatherface.

    I believe the Texas Chainsaw franchise is currently owned by Legendary Pictures, which poses a bit of a problem as I believe BHVR haven't worked with them on anything else. A lot of the crossovers we get nowadays are thanks to contacts BHVR have already made, but Legendary Pictures would be new. Doesn't mean it'd be impossible, but it makes it less likely.

    I'm also not sure that if BHVR managed to contact Legendary and get the thumbs up, that they'd be able to legally draw on previous Texas Chainsaw movies for cosmetics.

    @Milo said:

    I mean, Freddy doesn't have any cosmetics...

    Freddy's kind of a special case, from my understanding Wes Craven's estate and New Line Cinema are currently engaged in something of a rights dispute over the character (I believe NL Cinema have international rights to Freddy and Wes Craven's estate has the USA's rights to Freddy) so Behaviour don't actually have someone they can ask for permission for Freddy-related stuff. (this is also the reason Freddy's not on Switch, apparently)


    Anyway, with all that said, yes, I am 100% with you that I want more cosmetics for the licensed characters too. I'm quite happy we've gotten some over time, and Leatherface was lucky enough to have some starting off, but I would quite like to see more and there's no shortage of material to draw on for cool cosmetics.

  • I would class Spine Chill's skillcheck chance increases as a benefit, not a penalty.


    But yes, I agree with this buff. Premonition is pretty much worse than Spine Chill in almost every way and a shorter cooldown would help a lot in shortening that gap.

  • Adding uniqueness to Survivors would've been a fine idea if this game hadn't launched nearly four years ago.

    How many mains would drop their favourite Survivor, probably one they paid money for, because now they're stuck with an ability they don't like? How many lobbies are going to be clonefests of whichever Survivor's Perk is strongest?

  • Bill, specifically, I ship him to the Florida Keys. He could've made it if the Survivors had brought more Pipe Bombs/Boomer Bile, and a goddamn rope. Or at least Francis could've sacrificed his lazy, loveable ass instead.

  • Favourite's Jeff.

    Adam's probably who I'd rank as the best person.

    Best backstory's a bit tough but I think I like Jeff's the most. It's simple, humble, and short but gets everything about him across pretty nice.

    Regarding meeting someone, Feng Min would be cool due to obvious interests overlap and I think that's the answer you'd get from most other people here too, but Claudette would also be pretty cool IMO, even if her main hobby is collecting spores, mold, and fungus. Ash would also be neat, even if the encounter would certainly involve my death at the hands of Deadites at some point.

    Dislike re. personality, this might be in-game stuff clouding my POV but Nea kinda seems like a jackass. Tapp would also probably be on the boring side to hang out with. Even though someone like David King is a jerk outwardly his whole compassionate interior shtick would probably make him good for a few drinks or something.

    Dislike re. lore, imma be controversial and say that Kate has always felt too perfect and one-note to me.

  • Demo probably eats a lot of stuff when it's not actively in a Trial. Many of its addons are stated/implied to be stuff it's eating.

    I imagine it's probably constant exposure to the reality-bending Fog that's doing it, plus the fact that The Demogorgon likely has little in the ways of coherent thought to control the Fog itself, or have the good sense to stay the hell out of it.

  • A Killer Main can't explain it to you, you'll need to find a That Guy to explain it to you.

    Unfortunately, I'm not sure anyone can help you with that, as while Those Guys are all too frequently encountered in the wild, us normal people spend as much of their time as possible avoiding them, so actually finding them to ask questions about their peculiar ideas is a tall order.

  • Call me a simple man, but I believe if God wanted us to cook fruit, he would've given us arm-mounted flamethrowers.

  • I assume you mean Survivors can't escape via the hatch in the Dying State? That sounds like a bug, not an intentional change.

  • @TheBoostedRookie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184811#Comment_1184811

    To be fair, Oni absolutely hates being called Oni-Yamaoka, yet the Entity forced his face into an Oni mask and the Sanctum of Wrath that came alongside him has the statue that he thought mocked him, and subsequently destroyed. This, in my opinion, is the Entity using triggers from his life to force him to get angry and kill, because he wouldn't listen to it otherwise. That's why I don't think the Oni is aware to his loyalty, just blinded by rage to what's truly going on.

    Note that the Oni's Mori involves him ripping out the Survivor victim's tongue, which he only did to people he thought spoke about him dishonorably. Unless he's THAT insulted by people screaming at his presence, I assume he's either in a state of utter delusion and believes all the Survivors are doing things like calling him an Oni, or he, like Hag, has no trace of his own humanity left and is simply going through the motions of what he was doing when he was grabbed by the Entity without understanding why he's doing it anymore.

  • I assume they just mean "windows that are much stronger than regular windows". These windows are undeniable outliers in map design we don't really get anymore and are essentially re-usable Pallets in the effect they have on chases.

    Not saying Survivors who used them are guilty of exploits or anything, it was perfectly reasonable to use them, but they were definitely far above-average windows.

  • I think highlighting them in a different colour is in order, (eg. yellow for vaults, blue for pallets, purple for walls) but I actually think highlighting breakable walls might be the single best thing Windows of Opportunity does for an experienced player, as it'll highlight where the Killer hasn't busted their walls yet.

  • Bots to practice looping/chasing might sound nice at first but TBH mindgaming is such a massive part of looping that I don't think any bot could really replace the PvP experience. In something like a fighting game practicing combos on dummies can be great but DbD is mostly about prediction, gamesense and mindgames which you can never replicate with bots.

    I think a few simple tools would be:

    1. An in-game library of all Perks, Addons, and Items.
    2. A skillcheck generator. These already exist online but having an in-game system to generate Skillchecks under different conditions, as well as different kinds of checks like DS skillchecks would be nice.
    3. A "save match as replay"/"view last match" function like you suggested, that allows you to watch a match in a fully spectated mode, so you can see the whole thing from the Killer's perspective or from any of the Survivor's perspectives. (I think automatically saving your last match would be a good way to handle this) You can choose to either follow their cameras exactly, attach to them or fly around the map freely. The ability to save Replays and share them with others would also be ideal.

    I definitely agree features like these would help the game a lot and assist with training resources.

  • @LapisInfernalis said:

    If you think of the garbage add-ons Legion and Freddy have, it would be a nice change. But Freddy's pallet add-ons are OK. What is wrong with them? I can understand the Blocks (which are useless) but the pallets?

    Freddy's Pallets are overall worse than his Snares. I do really like the idea of him essentially having two different Killer Powers depending on the addons you choose, but it's pretty much undeniable that Snares are better.

    Pallets require you to actually burn through the Pallets before you can start shutting off loops, they're no good for detection unless Survivors start breaking them, they require Survivors to mess up in distinguishing between real pallets and fake ones to pay off, and they're way less versatile because you can only cut off a loop with a potential pallet location. Plus, they consume an addon slot.


    Though, the majority of Killers have addons that need looking at. Pig has an addon that increases skillcheck chances for Jigsaw Boxes by 1%, and another that increases chances by 2%.

  • Bamboozle will be worse, but still viable. (also worth noting that depending on the godlike window loop, Bamboozle might hardly work and the Survivor could outlast the blockage)

    Zanshin/Windows aren't being affected that much because their entire premises are fundamentally flawed. The two Perks are bad no matter how many windows there are on a map.

    Lithe is actually BETTER with a door next to these windows. A big problem Survivors have with Lithe is that it often triggers when you don't want it to, as vaulting a window often gives you a lot of distance over a Killer anyway, and gaining even more has very little purpose. With doors next to the windows Lithe pays off more consistently. The Survivor is in an overall worse situation with these loop nerfs but Lithe helps them out more.

    Cruel Limits wasn't even remotely viable before anyway and is one of the worst Perks in the game, I don't think anyone's going to mourn it becoming slightly worse because of map changes. Though, it IS worth noting that more and more openings in maps means Cruel Limits having an infinite or much, much longer duration is more of a possibility, which is actually a rework to potentially get excited over.

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