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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • Alan Wake for me. Alan Wake as the Survivor and Scratch as the Killer. Heck, I'd love "Herald of Darkness" as character screen music!

  • It's simply whether they appear in the randomizer or not. Probably confuses the crap out of Survivors when my Hillbilly bring The Game to the table, but it makes for a challenge!

  • I don't understand this neither. It's very odd that, for as long as those red bars have appeared on Survivors in the lobby, there has never been a Killer version.

    They do need to impliment this into the lobby. I can't think of any single reason why not.

  • I've never encountered, nor achieved, a 5 Totem Pentimento.

    As for the Twins, I've seen them more recently which at first I thought would be nice to see something new, but after being "humped" by one and being smacked on the hook repeatedly by another, I'd rather see 5 total Pentimento stacks.

  • My top 6 Killers to play as in terms of enjoyment (in no specific order):

    The Trapper; The Hillbilly; The Oni; The Dredge; The Onryō; The Singularity


    My top 6 Killers to face against in terms of enjoyment (in no specific order):

    The Executioner; The Shape; The Oni; The Hillbilly; The Demogorgon; The Xenomorph


    Finally, my least favourite 6 Killers to face in terms of enjoyment (again, in no order):

    The Twins; The Trickster; The Clown; The Legion; The Cenobite; The Nurse

  • A strong SWF is most likely any group which beats the Killer player, who claims that SWFs are too strong.

    The reality is very, very few are that dangerous. A lot aren't interest in being super-powered. Some do it "for the memes", some do it just for a social and some even play their own game of seeing who dies last, deliberately screwing their fellow SWF players over in a rather strange party game!

    It's a better idea for people to spend less time complaining about how the opponents are unfair and more on looking at what they themselves can do to become a better player.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604509#Comment_3604509

    I wanted to find something I disagree with on your comment so I could say: "Think, Marc!"

    ...But I actually agree with what you said here. Damn...

    All Killers are OP and need nerfing and should not be able to use Perks ... There! Something for you to say "Think, Marc!" about. :D

  • Nice to see a story within the universe, yet outside the Trials. It will be very interesting to see which way they will take this part of the story.

    So long as it doesn't become a "Silent Hill: Ascension" styled disaster, then I'm for it. I have faith in Supermassive Games to not bugger this up.

  • You need to be clearer in what you are saying. You talk about people having "the right to disagree, but this is going too far" .. what is? What comments are you alluding to, because by the phrasing of your Discussion point it could be anything including "I don't like this character's skin, because it looks ugly".

    If you can point out what specific points, then this would help.

  • "Spies from the Shadows" is a great Perk at any level. There are better Perks, but this is consistent and continuous. I remember being accused of hacks because this Perk went off on the Game below me and, where the bang happened, it was near a locker there would have been no other reason to check. The last Survivor was in it and they were not happy!

  • SoloQ is often heralded as some sort of 10th level of Hell, but I don't see that. My escape rate is currently 55% which I'm perfectly happy with and whilst some games are frustrated by someone who just gives up, there are many games where the other Survivors are good.

    This whole myth about SoloQ being unplayable is just wrong. Also, any buff to SoloQ will be a buff to SWF, which will also result in Killers quite rightly also wanting a buff.

    This is a survival game where I don't want my hand held with numerous additions of Perks integrated into basekit. I enjoy the uncertainty and that each trial is unique and unpredictable. I don't want to win every time. I want to improve my skills, rather than take the easy road.

    As it stands, SoloQ is mainly let down by players who do not want to play the game and ruin it for the others. Now, if BHVR were a bit more proactive with punishing those who do cause obvious issues like clearly killing themself on hook, then that would be somwthing I'd get behind.

  • I've seen a fair few discussion in the past on these boards regarding players "tunnelling" their objectives, both Survivors and Killers.

    These are the Objectives to get the win though. Killers cannot win unless they sacrifice; Survivors cannot win unless they escape. If anything, should Survivors "tunnel" gens at the expense of not healing others or missing out on Totems, then that's all the better for a Killer for easier downs.

    Ultimately, why should it matter what somebody else's opinion be of another's playstyle? Everyone plays differently and for every game which may make you feel like crap then there are others which will be great. Tunnelling eitherside isn't going to go away, so use that pressure to improve skills and learn.

  • Survivors are still in a good place, even if we just take into account the general Perks and 4 first Survivors' Perks. Perks such as "We'll Make It", "No One Left Behind", "Empathy", "Sprint Burst" and some others will all still be very useful with getting unhooks and heals in.

    Killers may have a tougher time with it, but it's still very possible to get 4k without gen regression Perks, especially early on. Although the selection isn't great, there are some possibilities such as "Brutal Strength" and "Thanatophobia" (if you include Nurse). However, the best gen regression beginner Killers can have is accessible without any Perks and that's getting Survivors on hooks and injured. That alone will slow them down.

  • But they haven't already won. Survivors have never won until they cross that Exit Gate threshhold. There have been countless times as Killer that Survivors have completed all the gens with 4 or 3 still alive and I've got the win.

    Exhaustion Perks are absolutely fine in the endgame. They got rid of the problematic Decisive Strike. They only change that could be looked into is the For the People/ Buckle Up combo. However, Adrenaline, Lithe, Balanced Landing and the rest is fine.

  • This was such a weird thing for them to do. Normally, when any new feature or collectable is created, there are at least some basic ideas. Even if they had just the original 4 Survivors and 3 Killers for a start, at least there was a start.

    The fact they put out this feature with no options other than the Chucky card and banner is exceptionally poor planning. I barely see any of the cards or banners, if at all! I am almost certain if a few more were added then nearly everyone would have them. This was just bad.

  • Pretty fast for me. Guess it's not dying (again!!)

  • In all honesty, no matter who was on this 6 month roadmap, there will always be people asking about other Killers.

    My guess is they'll start being worked on after the anniversary. I would definitely like a Pyramid Head add-on change, but am willing to wait. It'll be done eventually.

  • If any Killers do appear, my guess is that they will be fan-service, rather than the main antagonist.

    It's a game of people within the same universe, yet not within the trials. Whilst some Killers have made guest appearances outside, I feel the big bad will be something completely new.

    As for those little cameos, I'd say the poster boy Trapper has to be referenced at some point.

  • Balance is a great deal to do with hook states, gens, kills and such. However, another sign of balance is something you can't easily measure and that's the performance in things such as chases, tactics and enjoyment.

    I would say to add how much you enjoyed the game alongside everything else.

  • It appears you answered your own question with your very first sentence!

    I don't play Skull Merchant but - as with many other players, both Killer and Survivor - winning is a large part of the enjoyment. It's also amusing from any Killer's point of view when someone has a hissy fit and disconnects or kills themselves on hook.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601668#Comment_3601668

    What a great idea for perk rework, dude. I swear I would take this perk into every match with 4 items.

    Also imagine surv try to blind me and just scream instead KEKW

    I never even thought of the blinding bit! That would be a beautiful alternative to Lightborn.

  • Not so much for Killer presently but recently, for a laugh, I came up with a series of builds for Survivor based on the character classes of "The Elder Scrolls: Oblivion". They aren't "meta", but fit the theme as well as can be.


    Acrobat: The kind of person who uses agility and endurance to their advantage. Unafraid of jumping long distances.

    Perks: Balanced Landing, Cut Loose, Vigil, Resilience


    Agent: Charming when they can be seen, and nearly invisible when in shadow.

    Perks: Friendly Competition, Urban Evasion, Situational Awareness, Teamwork: Collective Stealth


    Archer: A marksman, adept at combat at great distances. Able to take down most foes before they have a chance to draw sword.

    Perks: Residual Manifest, Streetwise, Technician, Hyperfocus


    Assassin: Nimble and quick,they move in the darkness to strike the unsuspecting. Locks hold no doors shut to them.

    Perks: Background Player, Light-footed, Appraisal, Quick and Quiet


    Barbarian: Fearsome brutes who inspire fear and dread into the hearts of their enemies. Like a storm, swift and powerful. Finding little use for heavy armour, they rely on smashing their foes into the ground.

    Perks: Mettle of Man, Smash Hit, Off the Record, Scene Partner


    Bard: Intelligent and personable, they prefer to accomplish tasks with their words first, and sword second.

    Perks: Breakout, Up the Ante, Deception, Plot Twist


    Battlemage: Able to resolve most conflicts with either spell or sword. They are a deadly mix of scholar and soldier.

    Perks: Boon: Dark Theory, Residual Manifest, Blast Mine, Soul Guard


    Crusader: A combatant who wields the power of brute strength with medicinal knowledge. Cheating death after every fight, they rely on their keen knowledge of restoration to fight yet again.

    Perks: Second Wind, Resilience, Unbreakable, Built to Last


    Healer: Fighters of poison and illness. The ancient art of restoration is their ally, and the deadly art of destruction is their weapon.

    Perks: Vigil, Botany Knowledge, Chemical Trap, Better than New


    Knight: The most noble of all combatants. Strong in body and in character.

    Perks: For the People, Mettle of Man, Prove Thyself, Babysitter


    Mage: Prefering to use their extensive knowledge of all things magical, they wield a might more powerful than the sharpest blade.

    Perks: Fogwise, Boon: Circle of Healing, Overzealous, Potential Energy


    Monk: Quick and cunning with the empty hand, they are strong in spirit. They prefer to resolve combat by arrow or by fist.

    Perks: Quick and Quiet, Deception, Lithe, Bite the Bullet


    Nightblade: Spell and shadow are their friend. By darkness they move by haste, casting magic to benefit their circumstances.

    Perks: Boon: Dark Theory, Boon: Shadow Step, Repressed Alliance, Dark Sense


    Pilgrim: Hearty folk, well-versed in the tomes of old. They profit in life by bartering in the market, or by persuading the weak-minded.

    Perks: Fast Track, Deja Vu, Sole Survivor, Left Behind


    Rogue: They use speed in combat rather than brute force. Persuasive in conversation, their tongues are as sharp as blades.

    Perks: Made for This, Sprint Burst, Hope, Quick Gambit


    Scout: Prefering the rolling countryside to the city life, they are gifted with the ability to evade, guard and protect themselves with great efficiency.

    Perks: Inner Focus, Calm Spirit, Scavenger, Distortion


    Sorcerer: Besting the most well-equipped fighters, they rely on the spells of the mystic arts. Unique to these mages is the bodily stamina to be fitted with the thickest armour.

    Perks: Dramaturgy, Overzealous, Blast Mine, Dead Hard


    Spellsword: More nimble and athletic than the sorcerer, and better-suited for spellcasting than the knight, their attacks are unpredictable. Students of combat and magic.

    Perks: Flashbang, Autodidact, Boil Over, Sprint Burst


    Thief: Profiting from the losses of others is their love. Able to be swift in shadow, and crafty in bartering. Locks are enemies and lock-picks are their swords.

    Perks: Self-preservation, Detective's Hunch, Quick and Quiet, Ace in the Hole


    Warrior: Unafraid of light weaponry, they plough into the fray with little regard for injury. Masters of all melee tools, they put little faith in the magic arts.

    Perks: Head On, Dead Hard, Streetwise, Saboteur


    Witchhunter: Swift on foot, and clever with spells, they use distance as their ally. Slower adversaries are fodder for their arrows.

    Perks: Sprint Burst, Counterforce, Diversion, Windows of Opportunity

  • Maybe because they feel like it or just want to lob something in. Maybe because of the above reasons.

    I just don't bother paying attention to this regardless as getting someone to wonder why is just a psychological trick. Anyway, sometimes it backfires - Ormond is perhaps my favourite map as Killer and certainly most successful.

  • It needs a rework, definitely. It would also be good if the "inefficient" aspect of it becomes a status effect. Currently, the perk is far too situational and offers little in return for it.

    Personally, it should be reworked so that anybody who is using an item whilst within the Terror Radius will scream, disrupting any actions, and then for the next 60 seconds that Survivor becomes Inefficient and any time they use an item during this period depletes the charges 80/90/100% faster.

    It'll introduce a new Status, be more effective when within the radius, yet still not be rodiculously overpowered.

  • The Executioner would be devastating, given add-ons which are actually interesting and varies.

  • I'm guessing this is a bait post, judging by one particular point made, but I'll bite.

    Firstly, there's no need to. Players are all reportable, anonymous or not. If someone cheats, report them.

    The bad attitude you describe pretty much can fit many players, both anon and not.

    Loved the complaint about stream-sniping, which is also why I believe the post is bait.

  • This is reportable and they do act on this, from what I've gathered from personally being on the receiving end of this whilst facing a Feng and Huntress on old Haddonfield. Worth chasing up if you've reported already.

  • There should be more competitioms for epic game shots such as these. Like "Young Photographer of the Year" for people trapped by the Entity.

  • It will most likely shift to more variety after the initial rush dies down. Sure, they could put something in place as they did with the maps and have it so Survivors would never face the same Killer twice in a row. However, I foresee this would lead to ever increasing waiting times and perhaps a bad idea overall.

    It'll die down, don't worry.

  • @MikaelaWantsYourBoon said:

    So this year is almost done. How was this year for you? Rate all chapters between min 1 - max 10

    Tools of Torment - Worst chapter of 2023. Dull Merchant was terrible killer. Still terrible killer after rework. Her perks are not bad tho. Survivors have meh perks. 1/10

    End Transmission - Amazing chapter. Larry has fun and good power. Killers perks are kinda meh. Gabriel got good perks, even after MfT nerfed. 8/10

    Nicolas Cage - Very silly chapter. Nicolas Cage is very different survivor. Good voice-act. His perks are so fun. 8/10

    Alien - Xeno is fun and strong killer. Ellen is amazing and iconic. Both killer and survivor got good perks. 10/10

    Return of the Stranger Things - This chapter was already so loved. I am glad people who missed it now can get. 10/10

    Chucky - He was my dream killer, i am happy to have him in game finally. Fun and good designed power, good perks and amazing voice act. 10/10

    Tools of Torment - Some interesting Survivor Perks which were completely overshadowed by the worst designed Killer DBD ever had the misfortune to release. It's kinda sad when the one true positive from the Chapter was they made a really dull map more palettable. 3/10.

    End Transmission: This was a decent entry. MFT caused a lot of debates, but HUX was a unique and interesting Killer with good lore and Gabriel was also an interesting Survivor. The map that came with it was artistically brilliant, if somewhat cluttered. Also, the Mori was a big step up in terms of horror. 8/10.

    Nicolas Cage - I have a thing with Paragraphs being disguised as Chapters, and a release of one character is always a Paragraph to me. However, Nicolas Cage was a big win. His voice lines were great and he did a tremendous job acting, as he always does. The Perks were a breathe of fresh air, spitting in the face of meta-cravers with some mad, unique and fun Perks. The way forward. 9/10.

    Alien - There was a lot of good in this, especially with Survivors being able to slow a Killer with traps, a map with an interactive defense mechanism aboard the Nostromo, and again pushing the boundaries of Killer design with a new shape and the first Killer to crawl on all fours. This was a great chapter, yet there was something about it which felt subdued. It again pushes boundaries, but it still fell a bit flat for reasons I cannot pinpoint. Still good 7/10.

    Child's Play - Again, not a fan of Paragraphs masquerading as Chapters but Chucky again pushed the Killer design barrier further with his extremely short stature and third-person view. This was brilliant in terms of standing out, such as Nicolas Cage with the voicelines and crazy Perks. Speaking of Perks, Chucky also brought "Hex: Two Can Play", which is a bit like a Killer version of a Cage Perk. Fun Killer. Not at all scary, but I feel DBD is broadening out beyond just pure horror and has been for a while. 8/10.

    As for the smaller additions:

    Stranger Things: For new plauers, this would be Christmas come early. The perks were already floating about, but to play one of the three characters and explore Hawkins was a lovely surprise. 7/10 (for people who already had it); 9/10 (for newer players)

    Naughty Bear: A new type of Skin with a new Mori option and another nutty choice for a Killer which works and has its own personality entirely. Again, embracing the unpredictable and experimental pays off. As a skin, this is 10/10.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600549#Comment_3600549

    "If anythingbis to be done about tunnelling, it should be to incentivise the Killer. "Grim Embrace" is an example of this, which rewards spreading the hooks with a mid-trial "Corrupt Intervention". Granted, it's currently not a fantastic Perk, but it is a great way of giving the Killer a reason not to tunnel. Another Perk - "No Way Out" - also rewards the spread.

    If tunnelling is to be countered, incentivising is better than punishing a Killer."

    The problem is that incentives would only work if they would not be available if the Killer is tunneling. But this is not the case currently. In another thread someone said that Pain Resonance is a good Anti-Tunnel incentive, but this is not true if the Killer can tunnel out one person and still get the Scourge Hooks on other Survivors. If we look at Grim Embrace, it is the same. It is a really well-designed Perk (from the design perspective), but not really good. And even if they buff it to be strong, it would just end up oppressive if the Killer is tunneling, if they still get the benefit after they tunneled.

    Basically, incentives would need to deactivate once a Survivor is dead or maybe hooked two times in a row. Because then the Killer has to decide if they want to tunnel and not use the incentives to not tunnel, or if they want to make use of the incentive, but cannot tunnel while doing so. Because currently, removing a Survivor from the game early is always the best thing to do for a Killer. Anything else is currently Bonus.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600665#Comment_3600665

    It will most likely be buffed, as I said, the general design is great. BUT - it has the potential to become a really dangerous Perk. A Mid- to Lategame-Perk helps out at a time where the Killer is already becoming stronger, since Killers usually get stronger during the match due to the removal of ressources and health states/hook states. (This is also one reason why Corrupt Intervention is popular, but Grim Embrace isnt...)

    So I dont think that they really can increase the duration, if we assume that the game might be a 3v1 at this point, blocking the Gens for a long time can really win a game on its own.

    Unfortunately, that is the case some Killers will continue to tunnel throughout because it's the simplest way to win. Sure, as they face tougher MMR Survivors they'll quickly find they are completely outmatched, but that doesn't help.

    The difference with incentivising over nerfing tunnelling is that at least there's a carrot dangling to encourage improving their game and getting extra for it, rather than further creating problematic scenarios where Killer mains will simplt leave because of the continuous pushing. Or it will encourage even less fun plays such as slugging.

    In most cases, the player either adapts or leaves to nerfs. Incentivising at least offers a fresh alternative. Getting BP bonuses or extra Shards from time to time for splitting hooks and prolonging how long Survivors are in game may have a more positive effect and encourage Killers to improve their playstyle or simply have fun, rather than stick to simplistic tactics.

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600549#Comment_3600549

    I'm interested to see what they do with Grim Embrace....I'm assuming it will be buffed....maybe they'll let it trigger 2x per match and/or increase the duration.

    That would be my thinking too. Improve the benefits by spreading the hooks.

  • Regarding the Hooks, the Killer should have a high chance of hooking a Survivor after downing them. The Killer already had to chase a Survivor to get them down in the first place, so trying to reduce the odds further of getting a Hook isn't good for balancing at all. There are Offerings and Perks which help Survivors increase the odds of avoiding the Hooks, such as increasing the distance or reducing the wiggle. I'd use those if this was a concern, but your main issue is to avoid being downed in the first place.

    The Pallets I agree is a frustration, if that's a regular occurence. A skeptical response would be to check the prompts, but I do agree this is perhaps more likely a bug. Take a video clip of this and make a ticket to the devs. They will get on to it if they see evidence to back it.

    The anti-camp was aimed purely to prevent face-camping. What's more, the devs removed hook grabs to prevent those frustrating stand-offs. A Killer is allowed in the rules to camp and sometimes they do this because there is no other option for them. I feel the anti-camp and removal of grabs is a fair way of balancing this to give Survivors a chance. Not to say I don't feel your frustration, but maybe practice with your friends to co-ordinate a save or put pressure on the Killer by nuking the gens.

    Practice and time will help. Being handed things won't. There are ways around these things, but likewise they should never have a solution which always works. If it does, that's when there's a balance issue.

  • I am very negative towards using Perks as basekit, unless it is to solve a very real problem. The whole point of Perks is to pick your playstyle. Neither Survivors nor Killers should be spoonfed Perk abilities, just because they want them. It defeats the whole idea of a perk.

    Besides, Killers can win without "Corrupt Intervention" and such. There is no Perk currently in play that anyone can say a Trial cannot be won without it.

  • I like them because of the fact they are a perfect counter to blinding saves and can be used tactically to spread out Survivors. Saves time too!

    Sometimes, hooking is better, even when the Survivor is tormented. Whether waiting to cast Final Judgement, or simply because sending them to a Cage of Torment could send them right next to an open Exit Gate, it's about deciding when is the best time.

    Personally, if a Survivor is Tormented and has yet to been hooked, I almost always send them to the Cage of Torment, just to avoid Deliverence or the chance of a self-unhook. Afterwards, it's dependent on how the Trial is at that point.

    As for a change, I am not sure whether it needs one but I would like an add-on overhaul to include an add-on or two which involves those Cages. It's wasted potential currently.

  • Where a lot of the proposed fixes for tunnelling fall is that it results in a lose-lose for the Killer. That's to say they make it so the Survivors will benefit, no matter which Survivor the Killer targets. Punishing the Killer will not work and just push plyers away.

    The "Borrowed Time" effect from being unhooked that was granted felt like the best thing for it at the time. However, strong anti-tunnel Perks such as "Decisive Strike" were nerfed in the wrong ways and Killers now just wait out the Endurance.

    However, likewise it's questionable in many cases why a Survivor still decides to unhook under the Killer's nose in the first place, when it's not a mad dash to the Exit Gates. Of course a Killer would have a high probability of tunnelling then if it's handed to them on a plate. The Survivors should be punished under that level of stupidity.

    If anythingbis to be done about tunnelling, it should be to incentivise the Killer. "Grim Embrace" is an example of this, which rewards spreading the hooks with a mid-trial "Corrupt Intervention". Granted, it's currently not a fantastic Perk, but it is a great way of giving the Killer a reason not to tunnel. Another Perk - "No Way Out" - also rewards the spread.

    If tunnelling is to be countered, incentivising is better than punishing a Killer.

  • I dunno.. It's certainly not a powerful Perk, but saying it's "really bad" isn't what I've noticed.

    The benefit of this Perk is that it can be re-lit, so long as a dull totem is available. I've seen this Perk be directly responsible for Survivors running into objects after a Pallet stun which - when the Perk is combined with Endurance and Spirit Fury especially - is a guaranteed hit.

    It is a meme Perk and that's fine. Not every Perk has to be Corrupt Intervention or Pop Goes The Weasel. It has uses. It's not overly strong but is situationally fun. It's not bad.

  • It's a very tank-like power that misses out on the ease of mobility and use other ranged Killers have. It's easy enough to dodge when watching it, since the floor lights up before the power is cast so you know exactly where it will aim.

    It is strong when it comes to walls blocking the Survivor's eyesight of Pyramid Head, but still has a bit of counterplay. Within eye-sight, keeping calm and watching it is good countering.

    Also, it does not have the range, subtlety nor ease of adjustment that the Huntress of Deathslinger has.

    It doesn't feel like a power that needs any form of cooldown. The charge requirement is more suited and feels fair when I've faced him.

  • If the escape rate was high then there could be an argument for generators whizzing by too fast. As it is, kill rates are around 50 - 60%, which implies generator speeds aren't really an issue.

    It's more mis-matching within trials between Survivors and Killers regarding skill and ability - moreso the Killer's ability for applying pressure. Whatever needs to be done, generators don't seem to be the main issue that needs to be dealt with.

  • I'd love a spider, but I feel this would be better for the anniversary since it would be such a big change in Killer design.

    So instead I'd go for something a bit leftfield and go for a Priest. Someone did an illustration a while back of a Priest with a Hellhound companion and I liked the idea of a holy man who has either been corrupted or chosen the role as a disguise for darker motives. A magical power such as summoning an animal may be interesting and would lead nicely yo a more monstrous Killer down the road.

  • @Spirit_IsTheBest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599737#Comment_3599737

    Rather then keeping stagger while exhausted, keep the 100% reduced audio while falling from heights instead when exhausted.

    Still powerful, and makes it stealth aspect better.

    Yeah, that could work! Maybe elevuates fears of the stagger issue but the Killer would never know if they dropped.Again, I feel infinites are far less an issue now, but this change does feel more involved with balancing the perk strength alongside Killer frustrations.

  • Ineffective: Any item carried burns at a 100% faster rate.

    Despair: Perks are no longer active.

    Cursed: A slow countdown whilst trying to find the glyph, but fail to find it on time and the Entity kills you.

  • Trying to understand whether Dead By Daylight is sided one way or another - a game with heavy rng, a MMR that offers a wide variety of opponent skills mixed in with each other, different builds, different powers, different everything - is practically impossible.

    Overall, I'd say the game is okay overall in terms of "balance" and, considering the very nature of the game makes it impossible to be properly balanced, the devs have done well.

  • @D0NN1ED4RK0 said:

    The stagger reduction on balanced landing used to be a thing but they removed it cause it enabled infinites

    True, yet back then the maps were prone to infinites more, with ot without the perk. Now, infinites are very rare - if not gone entirely - so I feel this is less of an issue now.

  • Streetwise is fine. It's not powerful, but it does have a decent use and, when working with other Survivors who also have items, this can be a decent addition as a team perk.

    Overwhelming Presence is far too weak. I would rework it so that a Survivor would scream if they were using an item within the Killer's terror radius, then change "Inefficient" to a status effect whereby, for the next 40/50/60 seconds, if a Survivor uses their item it depletes 80%/90%/100% faster. It would make it far more useful and give it some utility.

  • Therr may be some who use it because they like the endurance part or just want to experiment.

    Just because a perk has been nerfed does not mean people who still use it aren't aware of changes. Some may not know, but there are other reasons people choose certain perks and builds.

  • They've often been an unjustified subject of complaints. Sometimes, they do things that quite rightly annoy people, such as when Hillbilly was changed and the entire NFT fiasco.

    However, most of the time they are doing well and the fact that the playerbase has so many contradictory opinions, it takes a while to adjust what is needed and not what is demanded.

    They do a good job and have shown strong steps towards openness and listening to concerns. In the past, certain individuals on the team were problematic but now they seem to be on the right path.

    My only real complaint - and it's not so much a complaint, more confused - is how some perk changes are simpy just number changes, yet takes a while to go through. This may be just my ignorance, but it would be nice to understand that particular aspect better.

  • When I play Killer I don't have a thorough codex such as yours, but I do judge how a trial is going to adapt my playstyle.

    If the Survivors have clearly been screwed by the MMR, or one of them decides to have a paddy and not play right, then I'll be more lenient and maybe even let them live. If they're competent then I'm more aggressive.

    However, I don't play on easy mode, so no tunnelling a Survivor repeatedly off the hook early on. Towards the endgame, maybe - depends on the scenario. However, it's just a braindead and weak tactic early on, I find, so that I do avoid.

  • Wait until January when it's particularily cold and you will get some spectacular pics.

    I like the vibes of these though!

  • At a brief guess:

    The Trapper: Mild amusement, but too embroiled in his task and pressure from the Entity to really care.

    The Wraith: A form of disgust at the glee Chucky shows from tormenting Survivors. Philip doesn't kill out of joy.

    The Hillbilly: He'll notice the unusual difference but too busy slaughtering to care much.

    The Nurse: Probably laugh at the absurdity of it all.

    The Shape: Looks, breathes and then walks away.

    The Hag: If there is a glimmer of humanity buried deep within, the voodoo aspect would interest her. She may try to observe more, but not likely to comminucate.

    The Doctor: Laughs hysterically and at the same time have some admiration for the ability of a killer toy. Will look down on him.

    The Huntress: Will show a keen interest in Chucky. Maybe take him home as a toy for any future children she thinks she might get. Perhaps confusion over Chucky's potty mouth.

    The Cannibal: I feel Bubba would fear Chucky. His childlike mind would struggle to deal with a smack-talking, murderous doll.

    The Nightmare: If this was the original Freddy, these two would hit it off. However, this Freddy is a bit more disgusting and darker. Chucky may take issue with him.

    The Pig: She'd shake her head and keep away. Doesn't want the chaos to disrupt her plans.

    The Clown: These two may get on well. Perhaps Chucky may see him more as his goon, but they'd get on.

    The Spirit: Won't care. Too angry.

    The Legion: Best buddies. Chucky could become the 5th member of Legion, but would probably fight Frank for leadership.

    The Plague: She may have some fear. The language barrier would be an issue and Chucky is unlike anything she could have conceived before.

    The Ghost Face: A strong, mutual respect. Perhaps share stories on their work. They'd learn a lot from each other.

    The Demogorgon: Would probably hunt Chucky, as it would hunt anything else.

    The Oni: I can see Chucky being an absolute bastard to Kazan, mocking him. The Oni would hate Chucky's insolence.

    The Deathslinger: Caleb would see Chucky less as a living doll and more some sort of machine. Caleb would still be impressed though.

    The Executioner: Too busy dealing judgement to care. Chucky may have a fascination with The Great Knife though.

    The Blight: Before the blight took over, they'd probably look to each other for ways to escape the realm, or at least learn of the powers to share ideas. Now though, they'd barely look at each other.

    The Twins: Charlotte now walks around with 2 little dudes in her chest. Chucky is not overly enamored. Will explain to Tiffany this means nothing.

    The Trickster: Ji-Woon Hak would quite like Chucky, but I believe Chucky would find Ji-Woon too flash.

    The Nemesis: S.T.A.R.S..... No interraction.

    The Cenobite: Conversations about being and dark magic would happen. Chucky would probably get more out of it than Elliot, but they'd enjoy the company. Not best buds, but a good business relationship.

    The Artist: Carmina's bird-warped brain may make her interested in Chucky and Chucky will take to her, seeing her as a pet. Will explain to Tiffany this means nothing.

    The Onryō: Chucky will stay away from Sadako. She's a bit too unnerving for him.

    The Dredge: Gah!! #########!!! What the Hell is that??!?!

    The Mastermind: Wesker would quite like Chucky as a goon for him. Chucky is a bit smarter than Wesker may have initially thought, but Wesker may be interested in the practicality of the voodoo use with his plans. Mixing magic with biology would be interesting.

    The Knight: Chucky would make fun of him. A lot. Like the Oni, the Good Guy will take a fair bit of pleasure from this.

    The Skull Merchant: I reckon they'd get along well. Both were smart people and Chucky may be intrigued by her abilities. Likewise, Adriana would find him cute. Chucky will tell Tiffany there is nothing going on.

    The Singularity: Charles may be a little confused by this bizarre robot-fleshy creature. Hux may view Chucky as not worthy of extracting DNA from, dismissing him as a toy.

    The Xenomorph: Chucky will stay the heck away from it. Fortunately, I don't feel the Xenomorph is too interested in a plastic toy as a host.

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