Okapi
Okapi
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It should be Haddonfield for its gameplay issues. Plus for being so ugly and empty. But based on ######### I can't talk about here, it's going to be Swamp next.
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@solidhex said:
It's mostly the lack of skill which differentiates solo and swf. The best team i've ever played with for a while played without comms. You could use every pallet because you knew that there are 3 people on 3 different gens right now. They all had so much game sense and experience and were decent loopers. And they were sweaty. The killer could only stop us if we got to arrogant or made mistakes in quick succession.
On the other side, i played on comms with mediocre survivors and while there are surely some advantages to playing solo, i don't think it's like "swf with voice comm -> 100% escape rate" - as some people want to believe. We got 4k'ed a lot by decent killers.
I think strong survivors add other strong survivors on Steam etc. because they're fed up with the solo experience and want to play with reliable teammates. It's not so much the voice comms that make the difference i think, even if they're necessary on absolutely highest skill level (tournaments).
Besides that, most people i know rarely play in 4-mans, there are mostly 2 or 3 people in a swf.
But yeah, solo is still the worst dbd experience, by far.
- 4 bad survivors in SWF have more opportunities to do better than 4 bad solo survivors.
- 4 average survivors in SWF have more opportunities to do better than 4 average solo survivors.
- 4 good survivors in SWF have more opportunities to do better than 4 good solo survivors.
The point is SWF + VC is amazing, and it doesn't matter if a few people are sooo bad they still lose even with it.
There are killers who still lose when playing Spirit or Blight with BBQ, Ruin, Tinkerer. and Stridor, but that doesn't mean it isn't a strong set up.
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@Sluzzy said:
Perhaps survivors are finally realizing there is no point playing survivor when it is near impossible to win.
You play sweaty slugfest Nurse. You're one to talk. Why not play addonless Trapper or Myers to give survivors an easier time?
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Nemesis, unlike the last two killers, is popular and people want to play as him. Things will probably return to normal with long survivor queues and instant killer queues by mid-chapter. Now if the next chapter is licensed and is a certain hook handed man everyone thinks it is, the current situation might return.
The sad thing is this is how queue times are meant to be. Survivors should not have 5-10 minute queue times and killers less than 30 seconds. It shows how the devs screwed things over that not enough wanted to play killer before Nemesis.
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@FilledPizza said:
https://forum.deadbydaylight.com/en/discussion/comment/2306194#Comment_2306194
Where did you hear this? They said it was September of last year the first time they announced it, from what I've seen they haven't said anything about it being September of this year.
They haven't said much at all about it this year. ☹️
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@Shaped said:
Disagree completely. Played both sides enough to see that both sides are toxic in most cases. At least in game. Humans are humans it doesn't matter which side they play.
The only reason people think killers are nicer is because they are not that loud in chat and messages. And the reason for that is they are outnumbered. Not because they are nice.
Pvp games are full of toxic people in general and nice people are nice regardless which role/class/characters etc etc etc they play.
In-game actions like slugging, camping, tunneling, teabags, and flash light clicks are nowhere near as toxic as the slurs, profanity, and threats that happens in end-game chat & outside the game.
Killers as far as I can tell from my 800 hours do not engage in such awful beahviour as much as survivors do. Hell I have seen more survivors sending toxic and hateful messages to fellow survivors than I have seen killers sending it to survivors.
Killers are largely silent. If they talk at all its only to say gg.
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All I can say is with my 800 hours in the game, I've received significantly larger amounts of toxicity from survivors than killers. I can count on one hand the ammount of toxic comments I've gotten from killers with the worst one being a Wraith saying we all suck and how easy it was for them.
Survivors on the other hand? Oh boy. I can't even type out some the comments I've gotten from them here without getting banned. And for whatever reason survivors love to even leave comments on your Steam profile page. I didn't even know people would do such a thing over something as stupid as a multiplayer game. DBD has opened my eyes.
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@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2282038#Comment_2282038
Ugly? Well it is I mean was a horror game.
Ugly in the sense it looked nothing like a farm. More like a forest with farm themed children playthings randomly placed in it. Autohaven was also a failure in that it never looked like what it was meant to be, a junk yard. Same to a lesser extant Ormond.
Only Haddonfield remains as a failure of a map art wise. Thank goodness it will be changed soon.
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@SMitchell8 said:
Old cornfield was my favourite realm, i loved the yellow tint, now its too bright, completely ruins the atmosphere for me.
Old Coldwind Farms was awful. One of the ugliest realms in the game. Looked nothing like an actual farm.
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@brokedownpalace said:
Sometimes I get confused about when a new year starts. Is RPD included in the year 6 two new maps?
Yes. This year we will be only get RPD and another new (presumably licensed) map. We will also get updates for the Swamp, Red Forest and Haddonfield realms too.
So in total we will get 2 new maps and 5 updated old maps.
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I liked the new animations too. Anything that can make DBD less janky is a plus in my eyes.
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@DoritoHead said:
I don't experience these problems at all on Dbd Mobile. That alone should say something.
The fact that console players are being ignored like this is unacceptable.
Mobile is more optimized because they rebuilt the entire code. They had to delay the release of mobile by 6 months to do so.
Even then at launch mobile was missing a lot of content that was already on main DBD. Since then they have added a lot of what was missing .
I get the feeling BHVR is afraid of doing the same with the mainline game’s code because they’re not sure the player base would stick around after months of no content while they rebuild the code.
So instead they have opted to redo code when they can while still adding new content. This slows down the process by a lot.
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@bm33 said:
It's so frustrating coming back to DBD after playing other games that don't have performance issues even though they are online, have way more going on, and have way better graphics. DBD is empty compared to the other games and yet a hit on another player no where near me will cause my game to freeze while the game adds a status effect to their screen.
I thought with new UI that even though it's terrible it would atleast fix the issue of status effects popping up on the screen, especially since they said it was built from scratch. Instead we got crappy UI with same issues plaguing console.
From my end as a mid-range PC, and Switch player them remaking the UI did help with optimization/FPS when it came to the main menu, spectating and skill checks. The code for the status effects and perks must be separate from the UI and main menu code they redid.
The posts mentioning the Super Script loading in all the killers, perks, etc explain a lot.
Fun fact: In the PTBs you get better performance because DBD uses another long super script for checking achievements. Even if achievements can not be completed with the character, map, or loadout you're using they load in all the code needed to confirm/track every achievement. Achievements are disabled on PTBs, hence better performance.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2265120#Comment_2265120
Why must you remind me of that?
lol Still have PSTD from those dark days? Man DBD was a huge unbalanced glitch fest back then. It's sometimes astounding to think how it survived those days.
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KIndred is always mandatory because the devs refuse to close the solo-SWF gap and provide the same information to solos that SWF get for free for whatever stupid reason.
Other than that it varies.
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Yes. When they updated Nurse, Doctor, and Trapper they also updated other older cosmetics too.
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I never use add-ons. Stopped using them during the Darkness Among Us infinite loading screen bug and since then felt no need to use them.
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@Caleegi said:
Lmao, the audacity of people having friends.
In all seriousness though, if we didnt have SWF's the game would die out, thats the majority of the playerbase. If you are struggling that much with SWFs you need to change your playstyle, yes some SWF's are strong, but not all of them are what people call 'toxic' with flashlights and that. Most SWF's are casual.
Or the devs can buff solos to SWF level and then balance the game around survivors working as a group?
Why is that so hard?
Solo survivor is in a terrible spot right now and not enough people want to play killer for how many are needed.
Why can't Behaviour solve both problems by closing the solo-SWF gap? I don't understand.
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It should be disabled for being the ugliest map in the game alone. God I can't wait for them to finally update it.
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The skins will be Claire, Chris, RE1 Jill, and RE4 Leon.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2257597#Comment_2257597
Otzs should have a lot of data for every killer by now. It shouldn't really matter what killer Otz plays, he should at least be matching against other experienced players.
Almost as if the large majority of people, especially killer players, play this game casually and for people like Otz, the match making system has to expand the range of people they can be matched against so they don't have too long queue times. During the last MMR test, streamers and high rank players had super long queue times and were only getting matched with the sweatest of tryhards.
My guess is Behaviour made the match making less strict to avoid that again.
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I'm sorry but a lot of these IPs listed are too niche for DBD. Most of them posted in this thread would be lucky to get in as legendary cosmetics.
We already know what IPs are on Behaviour's list, thanks to the last player satisfaction survey, and barring a few exceptions they were all franchises with multiple entries with a iconic baddie or protagonist.
But just for fun I will go through your huge list and the others in this thread:
- Happy Death Day - Cosmetics
- FT13 - Chapter (Unlikely because of the legal fight)
- Insidious - No
- Alien - Chapter (Prime year 6 anniversary chapter)
- Alice, Sweet Alice - No
- Hellraiser - Chapter (MCote's most wanted)
- The Loved Ones - No
- The Shining - Chapter (Unlikely because of King)
- The Strangers - Cosmetics
- My Bloody Valentine - Cosmetics (maybe)
- The Grudge - Chapter
- The Conjuring - Chapter
- It Follows - No (Laughs in SWF)
- Sinister - Cosmetics
- Drag Me to Hell - No
- Coraline - No (Hahahah as if)
- Jeepers Creepers - Chapter (Not happening)
- It - Chapter (Unlikely because of King)
- Misery - No
- Predator - Chapter
- Hatchet - Cosmetics
- House of Wax - No
- Dead Silence - No
- The Exorcist - Chapter (maybe)
- I Know What You Did Last Summer - No
- Riverdale - No (Hahahah as if)
- Chilling Adventures of Sabrina - Chapter or Cosmetics
- Scream Queen - Cosmetics
- Ratched - No
- The Haunting of Bly Manor - No
- Shadowhunters: The Mortal Instruments - No
- The Walking Dead - Chapter or cosmetics (A when not if)
- Haunting Ground - No
- Clock Tower - No
- Forbidden Siren - No
- Outlast - Cosmetics
- Remothered: Tormented Fathers - No
- Fatal Frame - Cosmetics (Unlikely because of Nintendo)
- The Evil Within - Chapter or Cosmetics
- Obscure - No
- Until Dawn - No
- Dead Rising - Cosmetics (A when not if)
- Suspiria - No
- Child's Play - Chapter (Prime year 6 anniversary chapter)
- Leprechaun - Chapter (When pigs fly)
- Phantasm - Chapter (Unlikely for how niche it is)
- Pumkinhead - No
- Candyman - Chapter (A when not if)
- The Ring - Chapter
- Thirteen Ghosts - No
- Sirenhead - Chapter (No suitable survivor choice so unlikely)
- Slenderman - Chapter (No suitable survivor choice so unlikely)
- FNAF - Chapter (No suitable survivor choice so unlikely)
- Alan Wake - Cosmetics
- Bioshock - Chapter
- The Cat Lady - No
- The Terminator - No (Hahahah as if)
- Godzilla - C'mon people
- Behind the Mask: The Rise of Leslie Vernon - No
- Indiana Jones - No (Hahahah as if)
- Dead Space - Chapter
- Buffy the Vampire Slayer - Cosmetics
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@YuisPinkBob said:
I don't see Pennywise coming to DbD since we already have the Clown and it will seem overboard to have more than one.
Regarding Alien, I don't know if it will happen, it might. Although, I think that it may not fit the overall aesthetic of the game. That's just my personal opinion though.
Really? This lame argument again?
Pennywise would play nothing like Clown, and he visually looks nothing like Clown.
Plus we already have Hillbilly/Leatherface and Myers/Legion/Ghostface, so it doesn't matter how visually similar a potential licensed killer would look to existing killers. Certainly not one as iconic as Pennywise.
Also you can't say an Xenomorph couldn't fit when the game already has an Xeno homage in the form of Demogorgon in the game. Plus we're about to add a giant mutant to the game and have Doctor. Sci-fi horror is already welcome in DBD.
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Alien? Yes, it's only a matter of when not if.
It? Fat chance. They've already asked King twice and in both times he said no. There have been only two licensed King games in history: The Mist (1985) and The Dark Half (1993). If the devs did not have to deal with King, and only go through Warner Brothers, then it would have already happened by now.
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If you want shorter queue times you have to play survivor during hours with lower player numbers. Usually that means during the mornings and midday. Or if you can only play during the evenings, you can always switch to killer and get less than 1 minute queue times.
Behaviour can't fix the queue time and mixmatched ranks problems without getting more people to play killer during peak player hours.
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@Munqaxus said:
MMR would put Killers against survivors that match the Killers skill level. The matchmaking is so bad right now that Killers and survivors are getting screwed. You're getting matched with survivor death-squads or survivors are getting potatoes in their group. MMR will fix these very unfun matches.
MM is not broken. The issue is there is not enough people playing killer that are required for how many people are playing survivor. This problem is most acute in the high ranks at peak player hours (evenings) where survivors vastly outnumber killers. MM priotizes faster qeues over balanced matches. The devs don't want survivors waiting 15-30 minutes for a similar ranked killer.
During the last MMR test, on a whole, matches were more balanced but high rank survivors and to a lesser extant a few high rank killers saw much longer queue times than they currently have right now. As under the last version of MMR, they were no longer being matched with low rank players to have shorter queues.
I guarantee when MMR is turned on for final, the biggest change from last time will be a more lax version that will match high MMR players with low MMR players if the high MMR players can't find a killer to match with after a certain period of time.
Which only brings us back to where we are right now. The real fix is more people playing killer, and enough of them sticking with the role to rank up. So low rank killers are no longer being matched with high rank survivors. Hence why the devs are adding BP rewards for roles that are underplayed. They're trying to bribe people to play killer.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2241159#Comment_2241159
The fact that his store animations make him look completely different to how he looks in game kind of shows that his animations aren't working as intended.
https://us.v-cdn.net/6030815/uploads/YDTSWL9DDG6D/screenshot-20210603-171021-youtube.jpg
Here's how he looks in game
Yes weirdly the animation bug only effects him in the menu.
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@Liam282 said:
https://forum.deadbydaylight.com/en/discussion/comment/2241140#Comment_2241140
Whats the source? I'm browsing around and can't find any news on this..........thing.
I can't say as that would violate certain forum rules regarding leaks and datamines. 😉
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@Brokenbones said:
There's also some rumours that legendaries are getting their own voices alongside their own portraits and so on
Hopefully that comes with the RE chapter
Those are no rumours. In the last PTB, all existing legendaries got their own in-game portraits and had their names replace the names of the original characters while in the lobby. And while I can't go into too much detail, but yes legendary skins might also be getting voices and new portraits for the character select screens. 😉
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The animations were glitched. They were fixed in the RE patch. So you'll have to wait until June 15th.
This is what it will look like once fixed.
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Unless this autoban system can somehow filter out the 90% of reports that are false and filled with whining over camping and other BS, it's going to be abused like the current report system is. At least the current in-game system is nothing more than a placebo as all in-game reports are ignored. Only those who go through customer support with evidence of hacking or harassment get paid attention to. Which is something the camper complainers don't bother to do.
People who abuse the future autoban system, and a large chunk of the playerbase will, should themselves receive bans.
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They didn't even adress the grind in the anniversary livestream. So who knows what their plans are for reducing it.
As a start hey should reduce the cost of everything in the bloodweb by 1,000 bloodpoints and add shards in the blank spaces of the free battle pass.
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No. Well actually maybe as a legendary skin. But that's it.
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I liked it because of Realm Reborn, crossplay, and the hook struggle changes.
My only gripes with Year 5 was having 3 OG chapters in a row, and the Binding of Bugs chapter.
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The only way to 'fix' match making is to get more people playing and ranking up as killer during peak playing hours.
The upcoming MMR will lead to more balanced matches, but high rank survivors and a few super sweaty killers will probably face longer queue times than they currently have.
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Eveeryone not in denial knows there is a huge difference in power level between solo and SWF. And yet the devs are super slow to do anything about it. Their last 'buff' to solos was adding a totem counter to small game. Which was pointless and shows the devs don't understand the difference between solos and SWF. A totem counter should have been added to the general survivor UI, so solos should not have to use a perk to get such info when SWF doesn't need to thanks to voice chat.
Buffing solos to SWF levels with QOL survivor changes to give solos more info is the only way to fix this problem without killing DBD. It's not like the devs can give across the board nerfs to killers. considering how few people play killer regularly. Survivor queue times at peak playing hours are already long enough and the lobbies filled with mismatched ranks.
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I think they all look great. Dwight and Claudette no longer have those stupid cartoony large bug eyes.
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No. Capcom should be much more easy going with skins than Konami.
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It will be Nemesis. You know, the most famous Resident Evil baddie. DBD crossovers always go for the most iconic characters and imagery.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2193084#Comment_2193084
To be fair, Nightmare on Elm Street license holder insisted on the reboot version of Freddy and they have chosen Quentin as the survivor instead of Nancy, even though the character of Quentin wasn’t even in the original (at least I think he wasn’t?)
They went with Quentin as he was the largest character unique to the remake film. They did not want to go with remake Nancy as they considered her inferior to the classic Nancy. It's obvious the devs did not want the remake, but given the choice of the remake or no NOES, they made the deal with the devil.
Plus with legendary cosmetics and the in-game store you know they have been trying to get WB and the Craven Estate on board for classic Freddy and Nancy skins. We can only hope one day WB says yes.
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You're forgetting the most blatant Nemesis tease. From the mouth of MCote himself, all the way back in his New Year Dec. 31, 2020 message, where he talked about the then far away Year 5 Anniversary. Now with hindsight on the CH 20 being RE, it's obvious who he was talking about. ;)
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@SMitchell8 said:
Wouldn't David just kick its teeth in? Not in favour of something that resembles a gnome as a killer. Way better options available imo.
David could beat up a lot of the killers when you apply logic and ignore Entity magic. And don't get me started on what Tapp, Bill, and Ash could do.
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@Andokuky said:
I solo queue and for basically everything people list that they want buffed, I just run perks for. I know where all totems are as we do gens and how many are left, thanks to a perk. I know where everyone is while someone is hooked, so I know whether to stay on a gen or go for the save, thanks to a perk. I'm not an amazing survivor but I escape a lot and hit rank one every month. If I can do it, why can't others? Survivor is already so ez, why does it need to be even easier?
Ok, so lets say they add a chase UI element for every survivor. How do you buff killers to compensate?
Ok, there's going to be basekit Kindred. Now every survivor knows where other survivors are while someone is on a hook. Everyone knows they can keep hammering gens while someone goes for the save. How do you buff killers to compensate?
All this is doing is making gen rush even easier and leaving killers with even less room for error or counter play. Why in the world would I ever play Trapper or Wraith or Clown or Deathslinger or Demo or Hag or Pig or Ghostface or Plague or Oni or Twins or Trickster or Doctor or Mikey or Huntress or Legion or Pyramid again, LOL
The devs will never adress gen rush as long as the solo-SWF gap exists. They're afraid of hurting solos too much. But if the gap was closed we would see changes on that front.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2189686#Comment_2189686
What do you mean? Most solo teams are coordinated and effective... right?
But of course. There is no difference between solos and SWF. The solo-SWF gap is a thing made up by whiny reddit killer mains to excuse their baby gameplay. /s
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Matchmaking is working fine. It's doing the best it can considering how few people play killer. The issue is that there's a huge portion of the playerbase that only plays survivor and usually only SWF at peak playing hours (evenings + weekends). When they all log in the game is forced to match any ranked killer against them to ensure not too long queues for survivors.
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/2188440#Comment_2188440
I play solo for the same reason i play Trapper, i love the challenge, and if devs made things easier for solo survivors i would probably end up bored.
Currently, we got all the perks we need to deal with everything, and if devs gave for free some of the information that these perks provide, such as Kindred, then we would probably end up running the same 4 perks over and over. Solo Q forces us to change our build, and that's a good thing.
Might be a selfish thought, but that's my opinion.
The issue is half the playerbase plays SWF. Which makes balancing a huge pain in the ass with two different survivor standards. The fact solo survivor has such a high death rate, leading to more skilled or competitive survivors sticking with SWF, only exacerbates the solo-SWF gap.
How many threads & social media posts about killer's complaining about SWF and solos complaining about everything before the devs do something?
Let's make the game fun for everyone. Let's close that solo-SWF gap.
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@LazyPayday said:
The one problem I'd have with it is I feel it'd make survivors a lot stronger in comparison to the buff it'd give killers. They're already in third person so they have that advantage of being able to look around corners, having a wider fov could actually allow them to do stupid plays like camp pallets and not get punished because they'd see the survivors from a mile away.
They already have that, or at least PC survivors do, it's called stretched res and the devs don't care. But a FOV slider? Oh no we can't have that as it would be unfair for console players, is not intended, and has balance issues.
All of which applies to stretched res too by the way.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2182561#Comment_2182561
Except that buffing Solo won't balance the game. :) The game is already balanced around Solo which is why SWF is causing so much havoc as we get more and more of them (and the ones we already have get better and better with practice). I agree the different Queues won't work which is why I favor the additional Perk unlocked for Killers ONLY when they face a 3+ SWF. But I'm going to double down and repeat what I've already said, you CANNOT give Solo anything that will remotely be like what SWF have without having to rebalance the entire game. Even then it probably isn't possible. Playing regularly with friends forges "Seal Team SWF," my little play on words for Seal Team 6. Simple buffs won't provide that. A SWF is more than the massive boost the 5th Perk (Comms) provides. It is about more than communication inside the game. It is knowing the other Survivors in a personal way, communicating without even having to communicate, and the team having plans of actions, policies, and practices already worked out over time for each situation. Solo won't ever have that regardless of Buffs. That is why the only solution is to target Buff Killers but ONLY when they face a SWF. They go back to normal against Solo.
That wouldn't work when 2 and 3 person groups can be put into lobbies with solos. Those solos would feel cheated if they were put into a disadvantage because their SWF team mates are debuffed. The only way to fix this is by giving survivors base buffs and QOL features so as to lower the information gap between solos and SWF. That away the devs can then balance the game around one survivor standard instead of two survivor standards.
Here's what they could do to buff solos to SWF levels:
- Totem counter in the HUD.
- The survivor portrait glows with a special effect when the killer is camping them.
- Action status (gen repair, cleansing totem, chests) for all survivors in their UIs.
- Chase indicators for all survivors in the HUD. Obsession now has a unique one.
- Allowing survivors to see whose in a group in the lobby.
- Allowing solos and 2 man SWF to join an other group while in the same lobby.
- In game voice chat for SWF groups, as a QOL feature for crossplay players.
Then you can radically change how generators work. Have it so their base time is increased to 100 seconds, but now their are gen parts or gas cans hidden around the map. Installing one of these parts lowers the base time to repair a gen by 40 seconds. There is 1 part for every gen.This would encourage survivors to explore the map more, then just camp gens, and be rewarded with 60 second gens. But in doing so they allow the killer more chances to get into chases with survivors. A win-win for both sides.
However this still leaves two killer tatics that hurt solos bad, while being nesscary when against SWF + current gens: tunneling and slugging. But now with solos buffed and gens chanegd to allow for more killer interaction they can be changed to be less unfun for solos.
Survivors now have a base ability to lift themselves up when downed. But have it so they can only use it 3 times. As of right now, slugging is hell for solos but still manageable with SWF. This would equalize it somewhat.
Tunneling can be addressed by the camping indicator I mentioned and a new base survivor mechanic: Survivors can hold there breath for a few seconds to not make any injured or healthy running noises. Once the 5-10 seconds are up, the ability goes on a 30? second cooldown and they let out a loudish gasp of air. Would allow unhooked survivors an easier time to avoid tunneling killers and add more depth to a chase by making jukes and mindgames more possible for survivors. Iron Will would have to be changed (nerfed), but that's for the good as it's a problematic perk anyways. One of the games many band-aid perks that was created to solve an issue (tunneling killers) that should have been solved through core gameplay mechanics.
If after doing all this, kill rates plummet, then the devs can buff killers as they see fit. Though I doubt they would drop much considering they're quite high right now, even with SWF being OP.
But as of right now, no major changes will ever happen when they are held back from designing everything to be 'balanced' with both solos and SWF in mind. Which due to their power difference is simply not possible and futile.
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Honestly the only video games that are a must to have in DBD as full chapters would be Dead Space and Five Nights at Freddy. Dead Space is the last remaining iconic classic horror franchise now that RE is coming, while FNAF has reached a level of notoriety few horror games have. Even if a lot of people dislike FNAF.
One could maybe make arguments for The Last of Us, Bioshock, F.E.A.R. and Outlast, but they aren't as important the first two I mentioned. Plus they all have their own issues in coming to DBD.
TLOU doesn't have a good killer choice, and it would be almost impossible for Behaviour to convince Sony to make TLOU content multiplatform. If they did manage to convince them, legendary skins of Ellie, Joel, and Abby for OG survivors would be enough representation.
Bioshock certainly has an iconic killer choice in the form of a Big Daddy, but their awkward wide size might be an issue gameplay wise. Plus who would be the survivor? Jack is faceless and adding Booker or Elizabeth from Infinite would be weird. Infinite isn't a horror game at all. Sadly legendary skins wouldn't work as a Big Daddy would not fit onto any existing OG killer well. Now if they ever decide to do another killer only chapter or half-chapter then I could see BIg Daddy coming.
F.E.A.R. has the issue of being a dead IP that never reached the level of fame that fellow dead IPs Silent Hill and Dead Space did. Not sure Behaviour would even bother trying to get this IP from Warner Brothers when Warner has much more bigger franchises the devs would rather focus on getting like IT, Shining, Supernatural, Scooby Doo, Sabrina, Conjuring, FT13, and classic NOES.
Outlast while being one of the indie darlings that brought back horror games from the dead, is still niche as hell. If Outlast ever did get into DBD, it'd be as cosmetics and not a full chapter.
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Killers don't need nerfs. The devs need to finally close the solo-SWF gap by giving survivors QOL buffs that allow solos as close to the same level of info SWF has without relying on using perks. Which has been the devs preferred way to bandaid fix this issue.
