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  • In terms of power, I assume? It's not even close to being a contest, and I'm not sure why you made a thread about it.

  • https://media.giphy.com/media/GsJO3Yy0DCvEk/giphy.gif

    Ghostface can really evade detection like nobody else...

    https://media.giphy.com/media/XGmDhDAABi40M/giphy.gif

    But Myer's hiding spots always makes him borderline invisible, really.

    Veritable ninjas, the both of them. I think it'll have to be a tie.

  • I'll actually break the mold here and say that Wraith's always been kinda dopey and bizarre. With other Killers you can usually categorise them into horror archetypes, but Wraith's just the one that goes invisible, I guess?

  • So, in summary, if you're running an SWF team and ALL of you get to death hook without a single death, you get 72% generator progress over the course of the game. If you compare that to an x4 Brand New Part stacking, which requires no Perk investment and has no setup cost beyond taking 4 Toolboxes into the trial, that produces 60% of Generator progress for comparison.

    Decent gimmick? Maybe? Overpowered? Nope. Prove Thyself will likely remain king of generator repair perks.

  • I think this would be a fair change and I can absolutely get behind it. It'd help make kicking gens more viable and serve as a way to let Killers who want to slow the pace of games do so easier, without just increasing generator times.

  • @TheFallenS7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981259#Comment_1981259

    While the concept of intelligent diseases is cool, AFAIK there's nothing to suggest that the plague itself is any more intelligent than any other disease on the planet.

    Hell, I don't even know of any movies where the disease was particularly smart.

    https://forum.deadbydaylight.com/en/discussion/comment/1980838#Comment_1980838

    This.

    They/their/them is constantly offered by the trans and non-binary crowd, mainly because the "did you just assume my gender?!" meme blew up so much that people actually think they're in danger of a hate crime for making an honest mistake in trying to guess someone's preferred gender.

    I'm not trying to say the disease is intelligent, I'm saying that when the achievements are referring to "While playing as The Plague..." it's discussing Adiris and the infection collectively in that instance.

    It is kind of flimsy apologism because I guarentee there's instances where "she" is also used as a pronoun for "The Plague", but the idea that the sickness is the Killer, and Adiris' role is to be a vessel for it, has always kinda been my headcanon.

  • @CornHub said:

    People could cheese his ricochet by aiming at the ground like Hanzo's old scatter arrow if you played OW. Maybe if it could only ricochet off walls then I'd be down.

    Correct me if I'm wrong, but I believe the reason why Hanzo's scatter arrow was overpowered was because it had a large degree of autoaim when it exploded, which meant that aiming an arrow at the floor would essentially always hit, which effectively let Hanzos play as if they were aimbots for that ability. In DbD I don't BELIEVE the Trickster's ricochets work the same way.


    @TheClownIsKing said:

    Can nobody see how OP that would be?

    As it is, like Plague’s Corrupt Purge, Trickster already doesn’t need to stress hard about accuracy. Sure accuracy will serve him dividends, but “spray n pray” will serve many players just fine.

    Ricochet base kit will be too much.

    Yes, Trickster doesn't need to worry too much about accuracy. Ricochets would actually allow for more of an accuracy skillcap. Besides, I don't think we need to worry too much about making Trickster "too easy to use" or anything, considering his knives don't actually have that much bite to them, when compared to Corrupt Purge, The Redeemer, or Hatchets.

    Also, I'm willing to accept that Trickster with basekit ricochets might be overpowered. In that case, he can absolutely be nerfed in other areas! Such as moving slower while in throw mode, having a standard 32m Terror Radius, or so on. Unless ricochets fundamentally break something about him mechanically, I really think it needs to be done to make him more interesting inherently to play.


    Anyway, I said this in another post, but I'm all for this suggestion. Ricochet should be basekit. It's already implemented, BHVR would just need to come up with one new VR addon effect to make it happen. (or hell, they might not even need to do that. ricochets causing bonus laceration like the addon already does is frankly fine)

  • I mean, I already assume he's wearing contacts to achieve those bright yellow eyes, so sure thing, I'd like to see different colours too.

  • That's a lovely bit of news. I'm glad it didn't take long.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1988038#Comment_1988038

    I'm not sure how this is the same as Deathslinger. Deathslinger can zone and instantly damage a survivor for a health state + deep wounds with his ranged attack. Trickster needs to build up the laceration meter to do damage. In that way, and because he's a power spike killer, he actually feels a lot closer to Plague in my opinion. If he repeatedly lands hits with his relatively close-range ranged attack he'll deal damage and be able to follow it up with a relatively quick M1. He can't zone like Deathslinger because of the time it takes for his attack to actually do damage. If survivors vault a window or drop a pallet they're probably not going to get injured over/through it either unless they already had a good amount of laceration progress.

    I do like the idea of making ricochet base kit. I think that'd be a lot of fun and give him more of an identity instead of a Plague / Huntress hybrid.

    It's not to say that his power IS the same as Deathslinger, more so that from the Survivor's point of view, there is just as much, if not fewer, strategies to counter it, because of how quickly the projectile moves in comparison to Huntress' uncharged hatchets. That element of projectile movement speed is why I make the specific comparison. It is essentially just about minimising how much time you spend in his line of sight, and that's about all Survivors have to think about when facing him as opposed to other Killers.

  • "just straight up better but it's a hex" is an oxymoron.

    No, Fast Track is not a better Stake Out. Stake Out is fairly versatile while Fast Track mandates that Survivors die for you to get any value out of the Perk.

    Self-Preservation has a comparable effect to Poised, but requires being nearby other Survivors which is a pretty significant downside.

    Smash Hit is by no means a better Lithe. Lithe is better for juking setups and is much more reliable, but Smash Hit counters Spirit Fury + Enduring combos, enables you to get a lot of distance on the Killer, and can be saved to an even greater degree than Lithe.


    I CAN agree that Starstruck is an overall improvement on Mad Grit and No Way Out is an overall improvement on Remember Me, though. Mad Grit was always a meme, however, and I think No Way Out is a much healthier take on Remember Me's concept, which always required some tunnelling to activate and back when its effect was strong, resulted in extremely painful Exit Gate times.

    So, IMO your thread is a vast extaggeration. I think it's more like 2/6 of the Perks are like this. Personally, I would rather have Perks that are comparable to other Perks, and try remixing old Perk concepts that failed in new better ways, than going back to the Gearhead school of perk design.

  • I agree, actually. I love the new Chapter background, but it is a MASSIVE tease. We didn't even get a Clown-style map that takes place in an old area.

    I understand why BHVR have chosen their current direction with maps, but I really hope they give this Chapter the map it should have had retroactively, or try a neon-heavy urban map in a different chapter.

  • Comparison.png


    You mean Ichiban Kasuga with a significantly worse hairdo.

  • I really like PREY, much more than the average person, but I think the only franchise that could truly justify DbD going sci-fi would be Alien. With other stuff, it feels iffy to me.

    The Killer power idea is passable, though I kinda feel like depending on the map, it would either be worthless, or totally invalidate loops and result in ultra easy downs. It also feels a bit generic- I'd want a Typhon power to invoke the Coral, because that's something much more unique to the creatures and touches on the semi-eldritch horror that's probably the best thing about them.

    It's also worth noting that part of the reason a PREY chapter is kind of iffy is the Mimic problem. They're the most iconic enemies in the game, but totally unsuited to a Killer role.


    Of course, this is all hypothetical fun stuff, and part of me is kinda just happy to see other people recognising such a cool immersive sim, so thumbs up for that!

  • I would assume the forum's icon selections will update when the chapter officially releases, right?

  • Okay, I don't mean to crack open cans of film analysis worms, but has this guy ever watched Psycho, or Silence of the Lambs?

  • @Patrick1088 said:

    How fast can Trickster launch knives, how far can they go?

    The knives move quite fast. Maybe a tiny bit slower than Deathslinger's harpoon, from eyeballing it?

    I'm pretty sure the range is comparable to Huntress hatchets, maybe a little less. His range doesn't matter that much however, as the purpose of throwing his knives at long range is questionable.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1988547#Comment_1988547

    Personally, I feel the blood really lends to his look and sells the craziness. That's just my personal opinion, though.

    I'll say one positive thing about the blood: I DO really like it on his hands, edges of his coat, etc. The visual designers clearly did put a lot of thought into making sure the bloodstains didn't all look identical or generic, either. I just think having that much blood on your chest and face without thinking to wipe it off, especially for such a showboat character, is kinda weird.

    @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/1988547#Comment_1988547

    Killers aren't defined but having something on their faces.

    And removing blood would improve this how, by the way?

    I didn't mean to imply that they are. I mean "define his identity as a Killer" in the sense of it being less regular-guy looking, BY playing into the idea of him being a popstar.


    If you love his design, that's totally cool. And hey, he'll certainly have lots of skins, and some of them are bound to land for me. I actually don't even necessarily want to take away his current VERY unique yellow-pink-black colour scheme, if anything I just want the rest of his body to reflect it more.

  • I'll outline it more clearly, though I kind of implied it in the thread:

    -Remove most of the blood, especially the stuff on his actual body

    -Use makeup to try and create a more interesting design for his face and establish his identity as a Killer, without necessarily having to turn him into an extaggerated monster and keeping the popstar look.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1988073#Comment_1988073

    What else would you change to effectively communicate this while keeping him as a normal human?

    I don't think an over the top mask or deformities are necessary, but in his current state, if you removed the blood splatters, he'd genuinely just look like a normal person. The blood splatters honestly feel like the character designers giving up.

    I appreciate the "yeah, but real serial killers don't look like monsters", and that's perfectly true- But that has little to do with visual design/appeal.


    Kpop (and music groups in general) often use makeup, so that's what I would suggest as a way to create a divide between his popstar persona and his actual personality. Something that could pass as real makeup to try and beautify a band member, but looks unsettling when on the face of a grinning maniac.

  • Darkness Among Us was pretty decent from a presentation design standpoint (Legion is arguably the single most successful character design in DbD) but from gameplay I think most would agree it was the single worst in the game's history.

    I don't think The Trickster works with the current graphical design of Dead By Daylight. He doesn't have to wear a mask or anything but it doesn't take a professional artist to tell you he clearly doesn't fit with the game's visual identity very well. I'm not asking him to become a disfigured monster, but even if the design MUST, absolutely MUST keep him as a relatively normal human, there'd still be ways to successfully communicate his identity as a crazed murderer and get him to visually fit amongst the roster than just having some blood splatters.

  • These are uber-first impressions so the community's settled thoughts will likely be quite different.

    Survivor is fine. Nothing exceptionally good or exceptionally bad. A new Exhaustion Perk option is always good, I think a lot of people underestimate how Head On has improved the game's health. I do like how they've tried to approach the idea of Perks around the idea of a "selfish" Survivor playstyle.

    The Trickster needs to be split up into a bunch of different thoughts.

    • The design is bad IMO. Don't get me wrong, I don't hate the idea of a flashy Killer or the basic concept, but I think it's poorly executed. The Trickster very blatantly stands out against the rest of the game's roster with him looking way too "normal". You'd think The Entity's influence on him would've created this interesting dichotomy between his attempts to look flashy and beautiful, combined with the inner evil that's readily apparent once you look closer. Kinda like how the Plague has one side of her face that looks fairly normal, only to reveal the other side that's rotting off her skull. Instead, he's just a BTS member with blood splatters. As a sidenote, I also really don't like his running animation, his blendspaces look pretty weird. (the successful attack animation's dope, though)
    • His Perks seem cool. Beefy and likely to add variety to games. Probably the best part of the chapter. I find it very weird that No Way Out exists alongside current NOED, though.
    • His Power doesn't seem well done. From the Survivor's perspective, this is a lot like Deathslinger, with zero serious interactivity or counterplay. From the Killer's, Huntress or Deathslinger could provide a very similar experience, but in a more exciting manner that rewards good aim more. There aren't that many scenarios where Trickster can land hits when Huntress/Deathslinger wouldn't also land hits, except Trickster requires way more hits in order to get downs, even if they come out faster.


    IMO, they should make his ricochet addon basekit. They can always make other adjustments to try and balance him around this, that's just the base design change I think he needs. This would allow Survivors to think more tactically about where they hide in loops, instead of solely thinking about breaking line of sight, and allows Trickster players to have a much higher skillcap plus gives him a unique selling point other ranged Killers don't have.

  • No, because that kind of stuff is monitored by BHVR. They assemble stats for the community to look at now and then, but there's no public database to my knowledge.

    Anyway with that said, I don't think win % based on each player's average is the best idea. I don't know much about statistics, but it seems to me it'd result in stats that only really represent what's going on in brown ranks.

  • Not only DOES it slow you down, but it comes with the very severe consequence of limiting PH's ability to turn dramatically. This means he can't mindgame with his Red Stain or turn corners efficiently.

    And, landing Pyramid Head's punishment strikes absolutely do require skill. Your salt is just talking, dude.

  • Yes, but I don't think it should be a weekly, global thing. IMO, it should be randomised between each Trial for you personally, and the number of Perks given the Bloodpoint bonus changes depending on how many Perks you've gotten.

    With that adjustment out of the way, I think it'd be a great way to encourage off-meta setups and give people a few extra Bloodpoints.

  • Don't think so. Even if the colour was the only link, frankly it isn't as bright as pustula goop usually is. Not to mention that the idea of having to "activate" in oxygen wouldn't fit pustula serum at all.

    The Antidote is most likely just a stimulant.

  • @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981253#Comment_1981253

    Tbh, I like what you said, and I don't like.

    If you safety pip when dead on first hook, you can get out of a game you don't like perfectly safely, without be punished for letting your team mates. For example : it's a spirit. You don't like spirit, you go on a chase, she downs and hook you, and you suicide, safety pip, search a match.

    I'm pretty sure it's better to make a player safety pip if he's dead on first hook AND struggle to the end of the timer, without trying to self unhook (Or allowing only one try). If you did that, it means you don't ######### on hook, avoiding the game, or letting Facecamp Bubba taking advantage of facecamping (the better and only counter to that is to waste his time and others have to do gen, there is no tactic that can counter Facecamp Bubba). You tried to survive, but your teammates didn't come or couldn't save you.

    Struggling to the end of the hook and refusing to suicide is actually what I had in mind, I should've been more specific. I definitely agree that the safety pip should not be automatically rewarded if you suicided, solely if you died on 1st hook and struggled to the end.

  • I think a lot of people are missing the obvious explanation here that has nothing to do with being nonbinary.

    "The Plague" is both Adiris, the woman, AND the infection she's carrying.

  • I do actually agree a "dead on 1st hook" situation should result in a safety, and probably extra Bloodpoints too, to incentivise people staying instead of suiciding and to ensure that if your team really is refusing to save you/you're victim to a basement bubba, the game doesn't throw you under the bus for it.


    Though, and I don't mean to make this a whataboutism, I'd also like it if getting a 4K too early didn't result in ENTITY DISPLEASED either.

  • People aren't stupid or "wrong" for liking Nurse's new lore. With that said, I agree with what appears to be the majority/popular opinion on this one. I don't think Nurse's Tome content improved her at all.

    It's reflective of a general problem with other Killer tome lore where they often feel the need to make the Killers more evil, even when it doesn't fit. Despite some of the best-liked Tome content, like Hillbilly's or Wraith's, being their most humanising. This is especially apparent in Legion's Tome where Susie's character took a complete 180, but Spirit suffered from it too. (Spirit's was not so much the premise as it was the execution being bad, though. Wraith's tome also dealt with the idea of a latent bloodlust and it did it fine)

    @Gruo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1979510#Comment_1979510

    Just check her original lore. What have been used for the tome is from there.

    Some are just upset because they wanted their theories to be canon but were proven wrong and they also ignored what already have been written in her original lore.

    It traces back to literally one word: "Purification". "Thoughts of purification emerged in her mind." I always read that of being a bizarre thought that would only make sense to The Nurse personally in her maddened state, not something that could be boiled down to a communicable idea like eugenics.

    And, as many people have pointed out, Nurse's mori contradicts the idea of her being a eugenicist. It explicitly demonstrated that Nurse thinks what she is doing are mercy killings.


    Besides, as anyone who's played Mass Effect 3 could tell you, if all the fan theories came up with a better story than the one you chose to tell, maybe the story's the problem.


    Plus, it definitely retreads Doctor's territory too much. Eugenics isn't exactly what his story deals with, but I don't think the topics are sufficiently divorced to justify them both being seperate stories.

  • In Clown's case it's 1000% possible. The Antidote rework, whatever you think of it, was nowhere near the level of Freddy's rework. BHVR could certainly justify another rework to Clown, if that's what they felt was warranted.

    Freddy would probably recieve a much less ambitious rework, were he to be changed again- Which I personally think is only a matter of time. It would most likely just be adjustments to his Power instead of adding wholly new mechanics, though.

  • @edgardot02 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1980012#Comment_1980012

    I like piramid head but personally I have to try harder with him to win a game than I would have to do with freddy or spirit for example.

    I honestly think piramid head needs a buff.

    Because at the moment you launch the skill the players know that they have to change direction and they can evade it very easily. I would give a buff on that skill whether there is not so much space between the sound and the moment the skill is launched or that the ability can be cast faster.

    Maybe and I still need to learn to play it better, but as I told you with Freddy and the spirit, I don't need to work as hard as with piramid head for it to work for me. I mostly use his ability to make people zigzag during chase.

    If Freddy and Spirit are what you consider the bar for "This is how much a Killer should have to try with in order to win games"... Have you considered that Killers should have to try in order to win games against balanced teams, and Freddy/Spirit are the problems because they're exceptions to that rule?

  • I don't think you realize how large 42 meters is.

    And blah blah blah anti-camping mechanics like this generally result in survivors abusing it. Thankfully your idea's for a Perk and not for a basekit change, but there are a LOT of situations where Killers will enter a 42-meter radius of a Survivor they've hooked that don't involve camping.


    Also, from my understanding Camaraderie, while not very popular, is a genuinely decent Perk. It, however, requires a very well co-ordinated SWF team to make proper use of, and against the overwhelming majority of campers, Borrowed Time and/or genrushing is a better plan, because Camaraderie is more useful against skilled campers trying to genuinely create pressure, not garden variety Basement Bubbas. That doesn't mean changing it isn't a good idea (in fact, it probably is) but it's not like it's total garbage.


    That's not to say I'm against changes to disencourage camping. Two changes I'd be fine with getting behind: Reworking Insidious, and making parts of Kindred basekit for all Survivors.

  • The suggested Mettle of Man change would be way, way too powerful. Bear in mind that even in its current state, the problem is SOLELY that taking 3 protection hits in one match is very unlikely to happen. The actual effect, entirely ignoring one of the Killer's attacks, is crazy powerful.

    The Buckle Up change is the best out of all of these, but it doesn't really solve the Perk's problems, just throws more buffs at it. (Personally, what I would want is if you heal a downed Survivor at all, they gain Buckle Up as a visible buff on their HUD, allowing them to pick themselves up from that Dying State if they need to)

    Flip Flop would essentially be an infinite-use Unbreakable. In fact, if you comboed it with Unbreakable, you could very easily gain the benefits of the 35% increased recovery speed without needing to actually consume Unbreakable. Sure, it doesn't let you pick yourself up, but that doesn't matter at all if the Killer physically can't pick you up without being stunned and you escaping, which is precisely what would happen if 100% progress is converted over. Not only that, but Killers would respond by quite literally slugging Survivors until they bleed out on the floor, because that's their only way to respond to this version of the Perk.



    I'm all for buffing Ash's perks and shaking up the overly rigid Survivor perk meta, but some of these suggestions are being made without serious consideration for the game's resulting balance.

  • I've actually been drafting a post on this subforum compiling the fan theory stuff on this topic.

    Trapper is absolutely not under it because he has signs of Entity torture, some of the most extensive aside from Carter. If The Entity's tortured it, any kind of illusions don't make much sense.

    Nurse is almost certainly not under it either. She's absolutely unhinged and does not need persuasion to kill people.

    Hag is also probably not under illusions because she's genuinely drinking blood and stuff. More likely that the supernatural process that turned her into the Hag has degraded her mentally. One could also speculate that her physical state is part of The Entity torturing her to cajole her into the Trials, as it seems like killing Survivors is pretty much the only way she gets to eat.

    @hatchking said:

    I think the plague thinks she is hunting the unfaithful and sacrificing them to the sea goat

    Well... That's because she is. She found A god.

  • @Nullclines said:

    https://forum.deadbydaylight.com/en/discussion/comment/1971805#Comment_1971805

    For a while I hated V3's ending, but over time I've come to absolutely love it.

    I liked it from the start. It's not perfect, but there's lots of elements that I like about it.

    The best part being how it creates a boatload of archaeological storytelling across the entire game to piece together the full picture, rather than explaining absolutely everything like the other endings did. It's very fitting to finish with what's essentially a Trial 7 for the community to solve. (and, much like a class trial, it comes with some extremely easy logical pitfalls some people fall into from the start)


    For anyone thinking "why are you being so frustratingly vague!?"- Danganronpa is one of those things where you should avoid spoilers like the plague, and as far as I know BHVR's forums don't have spoilertext.


    Anyway, as for the actual topic, simulation or dream theories have the classic issue of being unfalsifiable, so you really need to bring your A game to even start to entertain them.

    Not to mention this implies that either Bill from Left 4 Dead is a real person in the real world who fought real zombies, or the programmers decided to code Bill from Left 4 Dead into their super serious survivor research. Instead of Coach.

  • Take:

    • Pyramid Head. This can be swapped out for personal preference, but PH's, uh, aesthetic when using this build is ideal
    • Mad Grit
    • Agitation
    • Iron Grasp
    • Save The Best For Last


    And, congratulations, you have officially made:

    https://youtu.be/pQ2dI_B_Ycg?t=36
  • The changes to This Is Not Happening seem great to me. I'd just change the wording from "Increase the Killer's terror radius by X meters" to something like "Causes you to percieve the Killer's Terror Radius from X meters further away".

    Up The Ante "working on chests" doesn't make much sense in and of itself, because Luck doesn't actually influence chest drops in any way whatsoever. Yes, that's incredibly weird. Anyway, if I understand the rest of your Perk description correctly, you're also suggesting removing its effect on unhook chances, which is effectively the only thing it's currently good for, so IMO this would actually be a nerf. Really, there isn't a good way to buff Up The Ante in isolation without a total rework- Without that total rework, its only recourse is changing Luck as a mechanic.

    Disagree with the Sole Survivor changes. The Perk absolutely needs buffing, but this would turn it into a "screw my team" Perk instead of an "in case my team dies" Perk. If even one teammate dies, you're decreasing the team's chances of finishing all gens.

    I agree your suggested changes to No One Left Behind would be powerful, but I think they'd be outright OP. If it stacked with Hope, which you didn't clarify, it'd literally let Survivors run about as fast as Killers and faster than Killers like Hag. An alternate change could be allowing No One Left Behind to act as a personal BT when the Endgame Collapse has been triggered, so you have the Endurance status when unhooking Survivors in the Killer's TR.

    Slippery Meat's just kind of a mess in my eyes. My two suggestions for it would be:

    1. Make it a Deliverance alternative. Guarentees a self-unhook, but instead of Deliverance's "unhook someone else" condition, Slippery Meat's is that three hooks must occur before it activates.
    2. If that idea treads on Deliverance's toes too much, an alternate idea would be allowing you to attempt self-unhooks even during the Struggle State, as a kind of companion perk for Deliverance.

    I don't think either of those ideas are fantastic, though. Maybe it should be an Exhaustion perk that triggers when you're Injured and amps up the injury speed boost?

  • IMO Old Ruin's reliance on skillchecks for design made it too easy for one weak link among the Survivors to drag the whole team down. Dealing with bad teammates is frustrating enough without them making repairing a gen that painful.

  • @Healthore77992 said:

    Child's play chapter would be awesome

    It's funny you bring that up, given the speculation about a "tech killer". Correct me if I'm wrong, but I believe Child's Play (2019 reboot) was actually themed around modern tech toys.

    Though, I'm hoping that is not the case, because the reboot not only wasn't great (like the way DbD was stuck with Reboot Freddy, too...) but the Child's Play reboot stamped on the creator's wishes and legacy in an even more nasty way than the Nightmare on Elm Street reboot.


    Part of me feels like a Resident Evil chapter is the community hyping itself up. The "watch the stars" hint could definitely be a Nemesis clue, but I remember the evidence pointing towards a possible Candyman chapter.

    A FNAF Killer... Personally, I would be more inclined to bet on BHVR creating an original Killer that riffs on the concept. Honestly it's such a surreal idea, I don't think I can properly measure its probability, though. I mean, I remember when the original FNAF was first taking off and someone on the Steam Forums for Payday 2 suggested a FNAF heist. More importantly, the way they've styled the glitches really doesn't imply FNAF in any way, shape or form. The series has never used a black and white colourscheme like that.

    The recent Invisible Man reboot is actually a technology-based killer and while I haven't seen the movie, I've heard it's solid. There's also sequel(s?) apparently in the works right now, and it's honestly the best fit possible for a Universal monster amongst the DbD Killers, as the others really wouldn't fit the game's tone whatsoever. The modern version of the Invisible Man, I could kind of imagine.


    With that said, my personal guess is that it's an original Killer and I won't be able to really pin down what it is. I kinda wondered if it would be the "Terra Dark" Killer mentioned in the Tome arcus files, but nope, it mentions she lured her victim(s) in with "classified ads" presumably in newspapers, seemingly not via the Internet.

  • @YOURFRIEND said:

    Quick and quiet is one of the few perks that I'd say is fine just how it is. It has a lot of niches that it can be applied to.

    If anything I'd add this to Balanced Landing.

    Balanced Landing already does this. Unless the OP is referring to some soundcue Balanced Landing doesn't influence that I'm unaware of.

    Anyway, I wouldn't be against this addition, but I'm not exactly championing it either. Would just be a neutral little tweak.

  • Myers' URs aren't overpowered, I'd argue they're both in a pretty good place. They are extremely powerful but come with severe enough downsides that optimal Myers setups don't touch them whatsoever. (Tombstone Piece, on the other hand, is an overpowered VR that is essentially an oldschool Mori and has no place in the game's current state IMO)

    I also don't think Bubba's are overpowered, but I'm not quite as confident about that.

    All-Seeing - Spirit is also fine. It could stand to be more interesting, but its theoretical skillcap is utterly massive. You get to keep track of the progress of all generators on an addon?


    To talk about URs that haven't been brought up:

    -Plague's Black Incense is kinda bonkers

    -Nurse's URs are probably the worst in the game IMO. Sure, they do change her playstyle, but the URs both LOWER her skillcap, which is in the complete opposite spirit of the Killer's design. URs should open up new potential, not close it off.

  • While I understand the emotional appeal of saying "act like an adult", I think life in general has demonstrated to me that this is IS "acting like an adult", because a lot of adults behave this way.

  • It's complained about solely because they see it a lot. Familiarity breeds contempt.


    The reality of the perk's current balance is that, BP bonuses aside, it's really not much different in power levels or fairness when compared to competitors like A Nurse's Calling or Bitter Murmur.


    It's quite silly, given that BBQ is designed to disincentivise anti-fun Killer strategies like tunnelling and facecamping.

  • I didn't pay much attention to this thread at first, but actually reading it, you've organised them chronologically by log number, which I've always wanted to see done. Thanks a bundle!

    Thanks to this, the Observer's arc gets a bit clearer. I'd pinpoint when he starts sliding at about #500-ish. Somewhere in the gap between #2217 and #2903, his mental state seems to slip further, and then it goes even further at #4902. Around 5730, something really serious happens and the entries up until #8789 from that point onwards is just nonstop nightmare #########.

    Until you get to ~8875, when the "break" happens and he seems to simply be mindlessly enjoying the memories over and over again without any personal will or drive left. Given the fact that the logs use 4 digits of numbers, I think this is the chronological "end" of the Observer's story with no coming back (unless he becomes a Killer or something), but it'll be interesting to see the inbetween.

  • A monstrous Killer with an acid spit projectile or something? Starts out as a hard ball but explodes outward once it hits a surface, effectively as a "bounce".

    I don't think it's a particularly good idea, though, TBH. It doesn't suit a lot of the game's maps and just giving a projectile a bounce doesn't really distinguish it from Huntress, Deathslinger or Clown sufficiently to justify a whole new playstyle.

  • Normalising the RNG of the traps, reworking the addons, and making her stealth mechanics better would be the three highlights. (note: maybe the # of jigsaw boxes should increase, but each RBT should have two possible keys distributed between them?)

    As a random idea to rework Rules Set No. 2 I really liked, from a very old thread of mine suggesting Pig's addons get reworked:

    Rules Set No. 2: At the start of the Trial, up to four of your Reverse Bear Traps are removed from your Inventory and instead start having caught random Survivors. In addition, a Generator is completed at random at the start of the Trial. Increases RBT death timer. (by however much is needed for this to not be a total nightmare for the survivor team)

  • It'd be a fine buff to the Perk, but my reservation is that it kind of removes part of the Perk's uniqueness. Personally I would only be okay with a rework like this IF the idea of a Killer perk that buffs the Obsession but has some powerful upside is revisited with a future Perk, because I think it's a genuinely good idea.

    As a different idea, I don't think these changes would be enough to make Dying Light a great or even necessarily a good Perk, but I think they'd remove some unnecessary conditions to the Perk and help it be a little comfier to use:

    1. Removing the "If the Obsession is alive" clause from the action speed penalties. If the Obsession is dead, you only lose the ability to generate future stacks of Dying Light, but the Perk doesn't become defunct. IMO the fact that you can only generate stacks while the Obsession's alive is plenty of reason to prioritise other Survivors.
    2. Removing the "that is not the Obsession" clause from the stack gaining conditions. This makes it easier to generate more stacks because you can get 2 extra out of the Obsession. Myers already has two Perks that pull off the "don't attack the obsession and you'll get rewarded" idea better than Dying Light, I think this Perk can afford to be more neutral on the topic of hooking the Obsession.
    3. Removing the "other Survivors" from the stack's effects so the speed penalties influence the Obsession too. This works almost like a reverse Fire Up, the Obsession will steadily lose their benefits the more hooks you get.
  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1964878#Comment_1964878

    That would be terribly unfair for survivors that are up against Pop and Overcharge.

    What are they meant to do then? Just run off and allow the Pop kick?

    The reason Overcharge has a skill check is to give Survivors some sort of balance, rather than just “screw you, this is happening”

    Well... If they've got the gen at ~95%, yes. That's the Perk providing value. If the gen isn't as high in repair progress, the Survivors would run away even if Pop and Overcharge weren't in play.

    It's a very specific situation (survivors completing gens in front of killer's faces happens maybe 1 in every ~3 games?) AND Pop has to be active when that situation comes up, so I don't think the powerful effect of denying the gen under those specific circumstances is out of control.

    We already have lots of Generator blocking Perks that can also easily make the difference between a Generator's completion or incompletion especially in rare scenarios, and I don't think any of those are in an overpowered state. (Hell, Dead Man's Switch actually accomplishes a somewhat comparable effect in the same scenario, though it doesn't let you Pop the generator, it would block it)

    Of course, I could be entirely wrong about that. It's a pretty serious change to the Perk, and if it was playtested it could easily turn out to be underpowered or overpowered. I personally don't think this version of Overcharge would be too crazy, though my biggest worry would be it in combination with more Perks alongside Pop in order to delay generators even further.


    A simple way to tune my idea down would be changing the wording so it no longer counts as a "break action". Similarly to Ruin vs Pop, this would cause a negative synergy between Overcharge and Pop, Oppression, a good number of other generator delay Perks.


    As for the skillchecks thing, if a Perk relies entirely on skillchecks to do anything, it's kind of iffy design wise IMO. I personally don't think there should be Perks that have the caveat of "if your opponent(s) play well, this will do absolutely nothing for you". (of course, Overcharge is not the only Perk with this problem, which is why I think Unnerving needs changes too for example)

    In fact ideally, as many Perks as possible should offer the exact reverse- "the better YOU play, the more you can get out of this". There's a good number of Perks like Whispers that I'd argue follow this principle.

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