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Musxussu575

Musxussu575

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Musxussu575
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  • @PhantomAtom96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862070#Comment_3862070

    gl with that when they phase through stuff and close the distance with 75% in 1 sec, the ghosts should not be able to damage you as i said, maybe their hits gives the knight aura reading powers instead of a damage health state that would make more sense.

    That defeats the purpose of a killer having a power, if it only does something that can be borne by perks. The only time a guard MIGHT catch you should be if it's the Assassin, who moves at 4.4m/s (the other two are 4.1m/s). Are you trying to drop pallets on them or something? You must be doing something wrong against Knight. Just because you haven't learned how to play against a certain killer doesn't mean they're overpowered.

    Do you cleanse sickness against Plague and bull-rush locking all lockers against Dredge, too? Do you wander too close to basement against Trapper or group up with teammates against Legion?

  • I want the "Good Old Days" Deathslinger back - a 24m terror radius where you could slap on Monitor & Abuse, Gold Creek Whiskey, and walk up on survivors without them knowing you were there until they were being reeled in. Almost literally like shooting fish in a barrel. 😁

    I would also appreciate better add-ons. Why are we flaunting a 0.25-second increase in reload speed as if it's special enough for an add-on slot? Why am I worried about increasing mending speed… by 1 second…? Stun and missed-shot recovery are also fractions of seconds. You could make a majority of his add-ons basekit and he wouldn't play any different. We need real add-ons for this killer.

  • An AC character simply because I'd be interested in seeing his perks. Indiana Jones is a close second, though, as a masculine alternative to Croft (and the OG explorer).

    Not sure bringing real people would be easy, though I guess they could collaborate like they did with Cage. Jackson isn't with us anymore, though.

  • They butchered Knight with his latest "update". He's more clunky than before and even his mid-tier add-ons have been destroyed. If you can run from an M1 killer, then you can run from a guard.

    If you can't, try playing the tutorial a few more times.

  • @VolantConch1719 said:

    You do realize what community you're talking about, right? Silent bully squads are bad enough, but can you imagine them shouting slurs at you as well?

    There are other ways to improve communication, but this is as FAR from a good idea as physically possible.

    One of the most toxic communities ever most definitely does NOT need audio chat. People constantly seething and complaining about everything on social media and even here proves that. 😂 It'd be nothing but a bunch of "F you"'s and "Heal/Unhook me NOW"'s, etc.

  • I was waiting for the jury to be swayed when the killer was revealed to have NOED 😅

    Good stuff, fam.

  • You're reporting people for 'attempting a 4% chance unhook'? 😂 That's a core part of the game. You can't punish people for that. It doesn't matter if they're using it for a different purpose - using a legitimate part of the game is un-punishable. Get real.

    It is not wrong to leave a match. The community seriously needs to stop demanding punishment for literally everything. You people have become dictators drunk with power, and you're going to end up making the game so rules-oppressive that no one is going to play Dead By Daylight. Think a little.

    You hate when people DC, so this is the alternative. If you would just let people DC then you'd at least have a bot sticking around as the fourth survivor. Instead, you've forced people to move on to the next match by different means - and drop your team down to three instead.

    I hope someday the community will give up on the schtick of punishing every tiny, minute thing that causes even the slightest bit of inconvenience. No one bought this game to be oppressed by rules lawyers coming up with their own interpretations of how the game should be played.

    It is ok to give up on hook. It is ok to DC. No one is required to stay in a game (if they are forced to, would you rather them sabotage you instead?). You don't have the right to demand, "You must play this game with me no matter what! 😡" Stop punishing every action players take. It's gotten old.

    And if I get caught so fast at the beginning of the game that I may as well have started the game on the hook, you best believe I'm calling it quits, because that's simply unacceptable.

  • Yeah, dying and killing being censored is dumb. This isn't a game about rainbows and butterflies.

    Also, while we're trying to change Chat features - give us lingering messages before match end. That is, anything said before the trial finishes can be seen by everyone after the fact.

  • Clear Vision - nice, but maybe hide auras of Hex totems - but then again, that would be an immediate giveaway. Hmm…

    Escapist - we have Babysitter already for unhooking bonuses, but that activates off the unhook-er, not the unhook-ee.

    Not an Athlete - probably a straight-up no. People are already upset about how vaulting has been nerfed. Likely wouldn't see much use.

    Center of Attention - maybe better off as an additive to Two Can Play. Hindered is an oft-overlooked effect, however. Do you like Forced Hesitation?

    Swift Dispatch - may be a bit overpowered, as every hook is usually completed quickly. Twenty seconds of struggling would mean escaping, right?

    So, as a Plunderer's Instinct nut, Clear Vision is my favorite from this list 🤣 Escapist and Center of Attention have potential (again, for Escapist, there are several instances of the same perk whether working for the benefit of the user, or used to benefit the team - e.g. Camaraderie and Reassurance). But admittedly, Not an Athlete and Swift Dispatch wouldn't get my vote.

    Nice job, though! I may get bored and throw out some myself soon.

  • I was surprised when they changed it to being a Scourge Hook subtype of perk. It was already a lackluster perk no one used, then they restricted it to 4 hooks on the map. Like Langweilg above, I'd rather see it return to the olden days when it was just a regular perk, not a SH.

    Un-sabatoge-able Scourge Hooks, I think, should be an addition to Monstrous Shrine's existing state, and Hangman's Trick should do either one huge thing and one small thing well, or 2-3 minor QOL things decently.

    As far as design goes, there's no shame in reverting something back to the way it used to be if the current iteration hasn't performed as hoped.

  • @SimpleTora said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829605#Comment_3829605

    Unless they made that change recently wiretap doesn't work with open handed. That was one of the first combos a lot of people tried and figured out didn't work

    You're right. I must have missed that or been thinking about something else. Wiretap's aura emanates from the generator whereas Open-Handed boosts auras emanating from survivors themselves, thus it wouldn't work.

  • As an Ace main, I agree his kit is mediocre and needs updating. Ace in the Hole only works well if paired with Plunderer's Instinct and Appraisal, or one of the item-specific perks: Residual Manifest, Scavenger, and Pharmacy. Up the Ante feels awkward and clunky, and works no better (in my experience) than a Salt offering.

    But Open-Handed kicks butt. Pair it with Kindred for an extended range that benefits all survivors. Pair it with everyone's favorite Windows of Opportunity (though that may be a bit overkill) or even Bond. It even counteracts a killer running Knock Out. Detective's Hunch. Clairvoyance. Plunderer's Instinct. Left Behind. Visionary. Even Wiretap benefits from it. The only negative of this perk is, that if two or more teammates are using it, someone is effectively only running three perks, since Open-Handed doesn't stack.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819455#Comment_3819455

    Top third of Killers pick rate based on Nightlight... and I'm not sure what your stance is exactly?

    You are right that she breaks conventions of the game... Nurse has her own unique mind games which is a part of her that should be prized. Breaking line of sight, doubling back, or faking doubling back, or moving in unpredictable ways are the counters to Nurse, which you appear to know...

    However it appears you alarw saying just let Nurse have perksnthat remove the one element of counterplay left for survivor... happy yo have the debate, but teh two halves of your statement seem to contradict one another 🤔🤔🤔

    @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819455#Comment_3819455

    The Awakened Awareness Nurse thing never materialized because they nerfed Awakened Awareness after that PTB. That was back when Starstruck still worked with her power which was ridiculously overpowered.

    The thing is, Awakened Awareness isn't really that good now because they nerfed it and instead of addressing Nurse (at that time) they nerfed the perk (which was a mistake) and now it gets almost zero use. That's exactly what we should be trying to avoid here. Nerfing Predator would accomplish nothing and wouldn't be addressing the real problem. This is why her blink attacks are special attacks now. It voided Starstruck on her (the one killer Starstruck was a problem on) and kept it untouched for the entire rest of the killer roster. A similar thing needs to happen here. There's nothing wrong with Nurse being unique (actually I like that she exists and that she is different), but auras are too strong with her power and a killer being unique from the rest doesn't justify them having an overpowered perk synergy.

    Fellas, what I'm saying is, that her unpredictability is her greatest - and perhaps even sole - identity. It is what makes Nurse, the Nurse. Remove that and there's no reason for anyone to play her because her best characteristic is destroyed. We can't just keep nerfing every killer every time a single, individual, and at times fringe issue is discovered somewhere within their kit (e.g. why bother removing flashlights' burn effects on Artist's swarming crows? Just, why bother? Why not, not worry about that at all?).

    Constant change is what is stifling this game. Live and let live. You don't need to have a hardline, set-in-stone, "employee training manual" counter to every killer.

  • @Grigerbest said:

    Remember the infamous line: - "Nurse is bottlenecking the game"?

    "Everything is broken on Nurse."

    This. 👍️

    The very nature of Nurse is that she breaks the conventional rules of the game.

    Every killer does something interesting and powerful with a select handful of perks. Huntress and Trickster like Iron Maiden, as may Artist once people start diving into lockers to remove crows (like me). Distressing is good on Doctor. Monitor & Abuse can be slick on Hag (RIP Deathslinger 😔).

    Remember when people freaked out about Nurse when Awakened Awareness dropped? Where are those people now? Let strong killers have strong perk synergies. It's not wrong. Not every Nurse is going to use it - I rarely face a Nurse anyways, so I don't even know how prominent she is regardless.

  • Doctor has the most devastating add-ons in my opinion. If you're facing a dual-iridescent Doctor, it's pretty much GG from the start.

    He may be the most oppressive killer because of this. Running Static Blast add-ons that increase range and reduce cooldown? Throw on Distressing and obliterate the whole map. And if you're using Distressing - which is an auto-include for any Doctor build in my humble opinion, as if it was made specifically for him - why not also use Infectious Fright? You'll literally be pin-balling from one survivor to another due to screaming, missed skill checks, and/or illusionary doctors.

    10/10 killer, bros.

  • @wnxq said:


    An unbalanced killer, her ability is too strong, she does not allow the survivors to play adequately.

    1. Unbalanced? She's one of the tallest killers that leaves a trail of smoking incense as she moves - literally the easiest killer in the game to see coming, Undetectable or not. Her "glass cannon" approach focuses on attack/aggression with no defensive OR logistical features whatsoever. Demogorgon, Knight, and even Legion, etal. can easily deal with pallets. Plague cannot. In fact, if she's stunned while holding Corrupt Purge, she loses it. Blight, Nurse, and Singularity, etal. can bounce quickly around the map. Plague cannot. Even Clown does it better. Doctor, Nemesis, and Xenomorph, etal. have various ways to see survivors around the map. Plague cannot. Yes, she's unbalanced - in the survivors' favor.
    2. Her ability is too strong? No, people just don't know how to play against her. And I'm not going to tell you how, because if everyone learned how and started doing so, it would completely nullify her one and only gimmick (again - unbalanced? Seriously?) that she relies on and there would be no reason for anyone to play Plague at all because she would be an M1 killer with no power.
    3. She does not allow survivors to play adequately? Again, that's bad survivor choices more so than anything about the Plague herself. Just because you don't yet understand how to beat a killer doesn't mean said killer must be nerfed.

    She's a glass cannon killer that does a single thing and so that one thing is super awesome. People like you are going to get this amazing killer nerfed into the ground. It's not like she's the only insta-down killer in the game. In fact, if you compare her projectile to Huntress's hatchet hitbox, she is comparatively weak. Maybe if puke had Huntress's hitbox, you'd have an argument. Stop complaining about mediocre killers just because you get hooked by them.

  • Some of the best feet in DBD 👀

  • Nope. Y'all won't accept no punishment for DC'ing, so this is the alternative. Cause and effect. Live with it. It's what you wanted.

  • I want Plague's Purge hitboxes to be buffed to Huntress hatch level. Is swear the hitbox is microscopic.

    It's not that she's "too strong", it's that after 8 years players still don't understand how to counter her.

    Don't. Cleanse. Sickness.

    If no one gives Plague her Corrupted fountains, then she becomes an M1 killer with no ability. But everyone still cleanses [except me].

  • The first is valid, the second and third are a bit more contentious.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780991#Comment_3780991

    you did not just compare tunneling in this game with ww2????!

    And you want to talk about respect.. wow.

    Nope, I sure didn't!

    I said that ** the argument to justify tunneling ** is akin to a lousy excuse that cannot legally hold up in court or any other debate.

    I also never used the word "respect", either.

    And tunneling is never "necessary" per definition.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784343#Comment_3784343

    Tier 2 sound

    "This truly is a Halloween 3: Season of the Witch"

    Tier 3 sound

    "On a scale of 1 to 10, my friend…" 🎶

    But I was just thinking about this the other day - giving it to some and not others is awkward and asymmetric. I wouldn't do it with killers, but would like it seen with survivors.

  • "Don't like doing it but will do it if necessary" is some post-WW2 Nuremberg Trial excuse rofl.

  • The problem is, most things creatively possible have already been introduced into the game as perks. That is, giving survivors special abilities may require either hefty changes, or complete removal, of some perks.

    That said, I do like the idea of giving survivors depth beyond skins. The abilities would be most appropriately based off what their teachable perks are.

    Ace and Dwight, for instance, may have something that benefits the whole team; while Feng and Yun-Jin would have a specialized evasion ability.

    Really, this would make DBD lobbies similar to running tabletop roleplaying games like D&D and VTM where a character has specialized roles and abilities that they can use to aid the group.

  • Yes, I've always thought Deafened was wasted potential. It is only found via Flash Bangs (& firecrackers, party starters, etc.), the Hag's Disfigured Ear add-on, and the perk Knock Out - which only deafens you after you're already downed…

    I also think there should be an item or perk that causes the appearance of glyphs, so as to implement them beyond tome challenges. Like if a player activates a glyph, they'll receive a 25% boost to bloodpoint scoring in a certain category - or universally. It could be either a killer or survivor perk and useable by whoever finds it. Maybe a quasi-altruistic perk like Hoarder, with a nominal side-effect.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780101#Comment_3780101

    The difference being that Dead Hard was the single most broken perk in the game's history, and CoH was very easy to make extremely overpowered with basic synergies, whereas Windows just tells you when teammates have used resources.

    Their only point of similarity is pickrate, they're not even close to the same strength.

    If they weren't the same strength, they wouldn't have a similar pick rate. Players exchanged the loss of one meta perk for the spamming of another.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780101#Comment_3780101

    You clearly never played when old dead hard was a thing if you think windows is close to that level.

    Oh, but I did. And it was awful.

    Dead Hard was disgustingly overused so it - at long last - got demolished.

    So people said, oh well, lets find the next big thing: Circle of Healing. Overused. Nerfed.

    Tough luck, lets move on to Made For This… overused, and nerfed.

    It's like we're in an eternal cycle where the community doesn't learn from its past mistakes and jumps around to the newest "it thing" before they cause it to be destroyed by doing so.

    Like I said at the top, if you don't believe me, inflict Blindness and watch the whole survivor team scurry to fix it.

  • "[E]veryone is spamming it, no matter if they have 20 hours of game time, or 5k hours."

    Finally, someone said it!

    WOO is the new Dead Hard - the meta obsession that everyone bandwagons onto. What people don't realize is that it's a crutch perk. That is, people who have used it for so long are effectively cursed to have a 3-perk build because the fourth always has to be WOO. If they were to remove WOO from their load-out, they would fall apart, almost as if addicted. They literally cannot play without it.

    Run Hex: The Third Seal and blind everybody. They'll drop everything and move heaven and earth to find that totem. They're definitionally addicted.

    Players are asking for the Dead Hard and Boon: Circle of Healing treatment - WOO's blatant overuse is begging for it to be changed.

    FYI, I'm a solo-queue survivor main.

  • @Blueberry said:

    It shouldn't break in the first place, much less 60 seconds. It serves no healthy purpose in extended death break times other than making dead zones where you can't hook survivors and forcing them to slug. That isn't good design.

    Give me a rational argument why hook breaks on death are a good/healthy thing for the game in any aspect whatsoever.

    Likely not a "rational argument" but I can see how the threat of hook breakdowns is the killer side of, the risk of survivors 3-genning themselves. It forces you to manage how and where. There's always multiple hooks in a location, anyway. Even the loss of scourge hooks are easily avoided by remembering who is on death hook.

    And as for it being "in line" with Breakdown - that would defeat the existential purpose of the whole perk…

  • Nope, you have to grin and bear it.

    We've asked time and time again to remove DC penalties altogether but it has always been refused.

    DC penalty time goes down over time, passively. As long as you don't DC for a while, the penalty timer will drop back down to minimum. And if I'm not mistaken, this means that you could sit on DBD's main menu screen without playing and that contributes to the penalty deduction.

  • OK, I see.

    You guys consider the 20s aura as the main effect/purpose and the guaranteed basement unhook as a secondary effect.

    I see it as the opposite. The basement effect is the first listed in the perk's description, and thereby appears to be the primary purpose that the perk exists.

    My take on it was, if the anti-tunneling bar allows a self-unhook at stage 2 (passive, not a perk), then it would be an effective upgrade for Wicked (is a perk) to do the same.

    I never considered that people were typically running Wicked for the aura alone.

  • I would say no.

    By the time you visualize a failed skill check (on the wheel itself) the actual/literal effect is already taking place (i.e. the gen explosion).

    Plus, I think a skill-wheel above everyone's heads would be distracting and could confuse people with their own skill check wheels.

  • No One Left Behind is the only survivor perk that gives a boost to categorized bloodpoints. In this case, that is Altruism. At rank 3, NOLB gives a 100% boost. BUT that only activates once the Exits are powered. It's not very effective to rely on bloodpoint-grinding only at the end of each match (you, of course, won't reach 100% of endgames before dying).

    In any case, you get 250 points when a killer switches targets from another survivor to you; 150 points per Great skill check when healing another survivor; 1,500 for a hook rescue after all gens are completed or 2,000 for an unhook during the collapse; 1,250 for rescuing a carried survivor; 200 per protection hit; and various others depending on the killer (e.g. 1,250 for rescuing a survivor from a Trapper bear trap during the endgame collapse).

    Source: https://deadbydaylight.fandom.com/wiki/Score_Events#Altruism

    Really, survivors benefit most from bloodpoint offerings over any combination of perks. Of course, you could run Altruism offerings if insistent on the above. Otherwise, universal things like Bloody Party Streamers are your best bet - especially when playing survivor in and of itself nets you a full 100% bonus.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726528#Comment_3726528

    Bloodhound is completely useless because you can just use colorblind mode or filters.

    Distressing is a wasted perkslot because you have addons and knowing somebody is 50 m away does nothing for you, because there is no way you're going to waste so much time to go there.

    Overwhelming Presence is just a really useless effect for a perk slot, you can just be outside of the terror radius when you heal up, which you should do anyway…

    Predator is basically one of the perks you should never run because it hinders you, as it can make it so scratch marks don't appear on walls and stuff.

    Shadowborn has a new effect and does not affect the fov anymore.

    Stridor is so situational that it is basically never "decent" as it is way too unreliable. Even spirit who profits most from it does not run it anymore.

    Territorial is a wasted perkslot if nobody goes down there, and you should not go down basement anyway. Monstrous is also a terrible perk xD

    Sure unrelenting is a perk for new players, but only because they don't have anything better, otherwise it still sucks.

    Whispers is great, it just gets outperformed by basically every other tracking perk in the game, which I find quite sad, as I like whispers.

    Zanshin is useless… You as the killer already know which tiles got used, which pallets you kicked so why would you need to run this?

    It sounds like you're one of those min-maxers who have to find the most optimal perks and combinations in order to be happy. If your build is 99.9% effective then it's a terrible build - it has to be 100%.

    Have fun with the quirky perks. There's no such thing as a "wasted perkslot". Be goofy and lax. This isn't competitive play. You don't need the most powerful perks at all times. There's 200+ perks in the game for a reason.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725855#Comment_3725855

    Don't put brutal up there, that perk is actually decent XD

    Yeah but I don't think many/most people care whether you run it. Any perk can be decent, though.

    Bloodhound naturally synergizes with hemorrhage effects and is good for color-blind players.

    Distressing is awesome on Doctor because his static blast ability is directly related to his terror radius (and the Doctor has the most effects that score Deviousness bloodpoints).

    Overwhelming Presence can cut items short that don't have "+ charges" add-ons, though it's better when paired with a large terror radius (e.g. Mastermind).

    Predator pinpoints pathing in mazes like RPD and Midwich and eliminates confusion.

    Shadowborn lets speedy killers see a wider area and maybe catch movement when they otherwise wouldn't as they're speeding along.

    Stridor lets you know an injured survivor is hiding behind a rock from further away, etc.

    T.I. is good for a Monstrous Shrine-basement build, and for noticing Strength in Shadows and Invocation: Weaving Spiders users; and for catching someone going for the chest off-guard (especially Dredge).

    Unrelenting is a simple, "forgiving perk" probably best used by newer players but is a QOL perk nonetheless.

    Whispers lets you know if the corner of the map you're moving to has someone in it - best taken advantage of by stealth killers.

    Zanshin Tactics is the killer version of Windows of Opportunity so I'm surprised it doesn't get more usage. It helps guestimate survivor movement, or show what nearby wall you can slam through.

  • Bloodhound. Brutal Strength. Distressing. Overwhelming Presence. Predator. Shadowborn. Stridor. Territorial Imperative. Unrelenting. Whispers. Zanshin Tactics.

  • That would be Universal Terminus, wouldn't it? The iridescent reward for completing Tome 9, as said above.

    See the wiki entry: https://deadbydaylight.fandom.com/wiki/Charms#Tome_9

  • I must be the only one who doesn't hate Weaving Spiders. I appreciate the novelty of a new style of interaction, with a high-risk/high-reward scenario. People don't like how it takes 2 minutes to do but if you start at the beginning of the trial - when everyone is still hobknobbing around with totems and chests - then it's not terrible. Plus it's a permanent effect on all generators that cannot be kicked into regression by the killer. I imagine it has a profound impact in 3-gen scenarios. I like the perk, and I welcome it.

    What I don't like is a perk that is "Basement Self-Care". Yes, 70% is 2x 35% but if you're restricted to a single, small area of the map, anyone who uses Self-Care (can't relate) will continue to do so - I don't think they'll be persuaded to replace it with Strength in Shadows.

    Wicked is a niche idea. When it works, it works, but I would have personally rather seen its effects as a "rider" on another perk, such as Slippery Meat or Up the Ante.

    I guess overall I would give Ward's perk array a 2.5 - 3.0 / 5 stars. Mostly good ideas, but in need of polishing.

  • Of the extensive list, I'd like to see how they implement the alien, hi-tech aspect of Predator. Red Forest is my favorite realm so I'd like to see a jungle-y theme in a new map, as well.

    I do remember seeing a fanmade Slenderman killer years ago where his power included bringing in fog where you couldn't see too far off, and he could teleport to a survivor based on appearing at the edge of that fog, so he'd just appear out of the haze as the survivor moved towards him. I thought that would be cool to see implemented as well.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586679#Comment_3586679

    I remember when I first played as Trapper I thought that the traps took away a health state. So when they would be injured and get trapped it always confused me why they weren’t put into the dying state. Now with more experience I understand how he works but it doesn’t feel intuitive. I think that an injured Survivor who is caught by a trap but freed from it should incur a deep wound status effect. That way it would encourage trappers to go after a Survivor who was trapped even if they quickly free themselves. There have been many times that I ignore a trapped Survivor because I know I won’t get to them in time. And even if you don’t go for them, the deep wound adds to the time penalty of getting caught in the first place. It would make setting and even moving traps more worthwhile since it would slow the game down a bit.

    I don't think any of his Browns should be basekit (Bear Oil, Makeshift Wrap, Padded Jaws, Trapper Gloves).

    The disarm/escape time add-ons... meh, the Pig has similar, so I suppose constancy reigns supreme here.

    Coffee Grounds (yellow)? I'm not quite sure I understand this one anymore. If I'm not mistaken, Trapper gets a speed boost for a short time afterwards as basekit now anyway, but I don't know how much...

    Yes, the Lengthened Jaws (deep wound) is probably his best low-to-middle-tier add-on and it would be a nice buff as basekit. Serrated Jaws (hemorrhage) would also be sort of thematic as basekit - bleeding out from stepping on a trap, but the hemorrhage effect isn't gamechanging enough to account for a desireable buff. Rusted Jaws (mangled) inflicts the slowdown half of Sloppy Butcher but only if you actually step on the trap as opposed to being hit.

    The Tar Bottle shouldn't be basekit because both trap skins work better in different maps.

    I've never really bothered with Oily Coil (reset a trap to reveal the aura of the survivor who disarmed it) but it could be a basekit buff (currently 5s). I also don't particularly care for Trapper Sack and wouldn't consider it an ideal buff.

    So all in all, about half of his add-ons are mild contenders for baseline buffs if that is the question. Aside from add-ons, though, I'm not sure what else could happen. He's already a 4.6 m/s and 32m terror radius killer - changing those wouldn't make sense. I just don't know.

  • Partner with WWF and have an African lion killer that drags its victims into small caves instead of hooking them. 👍️🤣

  • Trapper is one of my favorites. I don't know how to vote. He certainly needs no nerf, but I don't know what a buff would look like for him. What could you possibly even do for him? The only thing I could think of is if you basekit-ed some of his add-ons and changed the respective ones to do other things. Slightly faster trap setting speed, slightly slower disarm speed, deep wound or hemorrhage upon escape/injury, etc.

    I like Trapper because he is a strategy killer, different than most others. You need to plan where to place traps to catch people. This entails putting traps in places that will likely see traffic yet aren't noob-level obvious. But then you want to place "fringe" traps that you think "this will never get triggered" due to its obscurity yet place it somewhere that could still see triggering in the most unpredictable place ("Who puts a trap there?!").

    His Tar Bottle add-on is really good in some maps (but that's only fully reliable if you also bring a map offering). His Honing Stone can be devastating if people don't pay attention and don't co-opt freeing one another from traps. I'm surprised it isn't one of his iridescents (ironically swapping places with the Iridescent Stone).

    People see him as weak because, if no traps are triggered and survivors are careful, he's a basic M1 killer with no power. His early game is his weakest as well since he is taking time to entrap an area of the map. He makes greater use of perks like Corrupt Intervention or Deadlock.

    Yet a well-equipped Basement Trapper is nearly unbeatable.

    Again, I like him because he requires forethought in his games. Instead of the usual charge-and-swing, he says, "Where can I sneak in a trap that will catch the team off-guard, which direction will they likely run if they get chased off a generator", etc.

    I guess the paradox is that, while he is the face of the game and the original gangster, he is better run by more experienced players than by new players.

  • Yes, and some survivors are worse than others. Feng's scream could shatter glass. Quentin's is simply abhorrent.

    I've heard that some killers immediately M1 a hooked survivor just to cut off the screaming audio. This could be interpreted as BM, but I can't say I blame them.

  • The mushussu (how I spelled it in my name is its pronunciation) is a Mesopotamian/Babylonian mythological creature. If likening it to any one creature we would recognize most, it most closely resembles a dragon. It is notably featured on the Ishtar Gate, which was constructed around 575 BC.

  • My main build for Demogorgon features Save and I think it's all right. Like everyone has said, for killers that have the ability to deal health-state damage without triggering token losses, Save is best used on those killers! [I don't have Xenomorph or Nemesis.]

    I also like Save on Deathslinger. Nothing is more gratifying than M1ing and immediately following up with a landed shot for a reeled down before survivors can run away.

  • The above is the extent of it - reading/learning after the fact.

    In time, you'll learn what the icons mean, and that's the only thing that will help - note what happens and what icons appear, and remember what the do. The most common you'll see are Hemorrhaged (a drop of blood) and Mangled (a bone snapped in half). The occult-looking triangle tells you something is happening either to you or to gameplay due to a Hex totem. The eyeball means you have Blindness and cannot see auras aside from killer items (e.g. Pig's trap removal stations).

  • The red color scheme is what makes it good, though!

    I've had multiple times where I've been able to literally hide in plain sight using Claudette's and Ace's default/prestige clothes because they are perfectly camouflaged with the environment. Killers even look my right at me (painting me with the red stain) and still don't see me.

    10/10 map, bros. 😁

  • I think it would be interesting.

    In fact, I put together a fan-made chapter (with moderate details) using the Skinwalker from Navajo folklore as the subject matter (https://forums.bhvr.com/dead-by-daylight/discussion/392611/skinwalker-chapter-taunt-of-the-wildlands) that pretty much got no response whatsoever.

    I don't know if shapeshifting into survivors would be all that grand. People (survivor mains) probably wouldn't enjoy that too much, though it would give off a sort of on-edge Backrooms vibe. If anything, you would have thought that the Legion could masquerade as a survivor as part of their power. My writeup has the Skinwalker transform (and summon) animals, with a lullaby that is actually audible human voices, which I think would be unsettling in an otherwise voice-less game.

  • I don't dislike their characters, but Mastermind's and Trickster's running animations just seem odd and goofy to me. I've never played Resident Evil so I don't know if that is somehow part of Wesker's character in the franchise.

    You could look at the Twins and their lore. Carrying a dead corpse within your body and never removing it? Unsettling. That corpse coming back to life and living within your body? Unnerving.

    And the Blight. While carrying with him the most lore relating to the mysterious and evasive pustula flowers and serum, his person is also unsettling. The character was designed to show the excessive effects of the serum, and his deteriorating form makes for a creepy character [in a horror game] - his face is destroyed, his jawbone melted away, and his hands all but bone. Again, he makes for a simply uncouth appearance of a character.

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