Onyx_Blue
Onyx_Blue
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@DaFireSquirtle said:
https://forum.deadbydaylight.com/en/discussion/193820/the-current-braindead-killer-meta-yawn
Well what can you do? People can use whatever perks they want. That's what intend to do. But tbh I hardly ever see this 'meta' you speak of. And you shouldn't have a go at people for the perks they use. The devs should be trying to make fresh changes to make meta a bit more exciting yeah but just think of all the survivors who use their version of the meta. Both killers and survivors do it. No point posting about one and not including the other makes you seem biased.
By not ranting about all the ills of DBD is somehow making me seem biased? Well, that just tells me people skip over the point of the post and take it to a personal level to subvert focus. If I wanted to talk about how boring the second chance meta is and the immersive playstyle so many people do in this era then I would make a seperate post on it...subversion is over now. My post is talking about the braindead aspect of the new commonly used build due to it's dull gameplay.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1639324#Comment_1639324
Youre contradicting yourself. You said they dont know what pressure is while then saying it allows them to apply pressure. Then you say it encourages gen rush, which isnt possible if the killer is applying pressure.
As far as "braindead" is concerned, this is silly. You expect the killer to know where every survivor is at every moment and exactly what gen theyre working on at all times and know it to a level that they know they need to break chase and go pressure a specific gen because its getting close to being done. Meanwhile, all you have to do is hold m1 and know where the nearest pallet is. Seems pretty absurd to me you have that level of expectation to the level that you want to chastise someone for making it a little easier.
It's not a contradiction to point out that the player wouldn't know how to play killer at a good level - rotation and juggling etc - then point out this build hard carries them by literally telling them where to be in matches making the rotation and juggling free for them. And you misunderstand me, i'm saying the build encourages survivors to focus gens, regardless of the killer bouncing around between them like a madman, since if you leave them for long enough Ruin destroys the progress and you gotta sit on it for longer. Then after all that Tinkerer will go off again and they come back...like the title says...YAWN. It's just a very dull experience.
I don't expect anything, I desire that the players in this game to be actually decent. No one is expected to be perfect, but the fact is, players are using hand holding builds way too commonly and thus staying at a terrible level. DBD is in a terrible state due to this.
Chastising killers for playing in one of the most boring ways possible seems incredibely fair to me. Just like I chastise survivors for being overly immersed and not being good in chases leading to dull interactions and sometimes tediously drawn out matches.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/193820/the-current-braindead-killer-meta-yawn
Hmm... you say these players don’t know what pressure is to save their life, yet that build only works if they actually apply pressure.
Ruin doesn’t do anything if the killer doesn’t pressure gens.
Tinkerer means nothing if the info it gives isn’t acted upon.
I get that you’re frustrated vs the build, but its only effective when the killer knows how to pressure.
Anyway... I’m just gonna stick with my Nurses, Coulrophobia, Deathbound, Forced Penance build.
You mean the game telling a killer where to go is requring them to be good to get something out of it? Lol!
Yeah, a crap player will lose quicker than an experience one if they don't play the build properly. But that does not mean thw argument is faulted. Since experienced players are still hard carried by this build. Now, that definitly gives the argument about it being braindead solid validity.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/193820/the-current-braindead-killer-meta-yawn
If they dont know what pressure is ruin would do them no good.
Love, Tinkerer gives them the easy intel for them to pressure the necessary gens. So in that regard they do get value off Ruin since they are getting people off them. The conplaint I have is that it is a braindeas build. It's lazy and requires no active braincells from the killer player at all. Since most survivors are boosted, this build dominates heavily die to them not knowing how to go against it.
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@Raccoon said:
Ruin requires continuous gen pressure and chases to get any value out of it....or for it to do anything at all, really.
If you're complaining about a meta that literally forces the killer into chases, forces them to engage multiple survivors, promotes killers playing the way survivors 'think' they should play, and prevents survivor games from becoming an M1 snorefest, it might really be a good time to take a break or move on, as you'll never be satisfied with survivor gameplay at this point.
This build encourages auevivors to stay in gens because if they don't the active Ruin and Tinkerer will kick their butts. How does no one see this?
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@GoodBoyKaru said:
So, basically, you're complaining about ruin + Undying, where you have to actually get survivors off of gens to get the effects, and calling it braindead, instead of actually braindead perks like noed?
I disagree. Ruin + Undying isn't that bad to deal with, and the only thing that makes it unbearable is Tinkerer but that's still very similar to how surveillance functions in a build like this so there would still be options for an incredibly similar, overbearing effect.
Right now my best advice is to focus on totems whilst two people keep the killer distracted and swap in and out of chases, preferably in a structure with a totem. If the killer leaves them to chase you, on the totem, then they get right onto the totem. They can't defend all of them at once, and whilst yeah this needs coordination (hi bhvr pls buff solo thanks) if you're playing with friends you can easily overcome this.
It's braindead because everything about the build is free. Told which gens to pressure while given a stealth function with it. Told where survivors are and if they're busy on totems.
And i'm not pointing out this build because I struggle with it. It's me pointing out the new braindead meta pretty much every players is using on every killer now; but particularly high mobility ones.
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@BaldursGate2 said:
Now were survivor have to put in more effort and can not so easily gen rush they get upset because they don't get carried by a unbalanced game. Get rekt.
This new build actually encourages gen rush. Since you can't afford not to do gens vs a killer using this build. So that response makes zero sense.
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@Get_Beaned_B0I said:
https://forum.deadbydaylight.com/en/discussion/comment/1639246#Comment_1639246
DS, that’s a meta perk you’re obviously a filthy survivor main
DS is there to make sure a killer doesn't get a free pass by seeing no one is an Obsession. Plus it's free points vs killers that don't give a crap about tunneling and focusing the 'vulnerable' people. But sure, you keep spouting the generic responses, love
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@goatslinger said:
Sorry, but if survivors are having a hard time taking these perks out relatively early in the game (besides tinkerer) then I have to disagree with the killer being the brain dead bot in this situation.
You mean having free aura intel with a high mobility killer makes the survivor a bot for struggling to cleanse it? Lol most of the time the rotation between totem and gen with this build is shat wind the killer the game, it's cmstant easy intel. This is why in my post I pointed out how you beat it is by focusing the gens only and making them panic anout bouncing between them constantly. They can't pressure if you never let up. They're bots who rely on survivors that panic
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@F5arTheB5ard said:
What about your small pp build? You know you run it, don't lie. 😁
Lol because that's a valid argument...my survivor build is WGLF, DS, Breakout, Bottany Knowledge. So whatever, love
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@ad19970 said:
Ruin really only gives you good value if you know how to apply pressure though. So I don't quite get the argument that its only for killers that don't know how to pressure gens. Sounds like just a salty comment of someone who got beaten by killers with that combo.
I do think Undying should have a limit of 2 times to its hex perk transferral, so survivors don't have to cleanse ruin 4 times if they get unlucky and don't find Undying. But other wise I am just happy we have another meta build in the game. More meta perks are always welcome.
Because Tinkerer combos with it, meaning effortless gen pressure. Combo that with high mobility and it's the most braindead thing ever
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@xerav said:
https://forum.deadbydaylight.com/en/discussion/comment/1630524#Comment_1630524
^Thats the hypocrite logic i am talkin about.
what he says is:
If you dont want survivor to bully you get good.
But if the Killer would tunnel and camp this person and someone would say " well if you dont want to get tunneled and camped just get good" he would be upset blame his teammates or the Killer for being toxic.
They EXPECT (its a given ofc) that the Killer is not exploiting the weakest Survivor by removing him from the Game as fast as possible. But its okay and logical to go full force vs a baby Killer cuz he just has to get gud.
I say the same for a weak survivor. In fact, I play with weaker survivors and weak killer players and frequently do KYF with them to help them improve. So take your judgemental opinion elsewhere, love.
KYF exists for a reason, it isn't out of the question to practice a particular killer that you struggle with in a non-ranked environment before throwing yourself into ranked matches.
It's very entitled to expect online players to 'go easy' or baby-mode the match just to give the baby killer a good time. They shouldn't even care if they get bullied, because that just means the survivors are throwing themselves at you, which can also be seen as a learning oppertunity. Which clearly wemt right over the OP's head if he is complaining about being bullied.
That's the truth of the situation, love.
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What do you expect people to do? If you struggle to actually get any hits, then people are gonna 'bully' to get points themselves.
I'd just suggest playing KYF (Custom Games) and practice with friends or players you meet in ranked matches to learn them. Then go onto ranked when you're somewhat decent with that killer character.
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You reveal him so he can't expose nor potentially grab you or your teammates. If you reveal him then you best know what loops are nearby, otherwise don't bother. It really isn't a mechanic that is worth moaning about lol
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@Luigifan64 said:
This is a Felix exclusive bug, he is not effected by Iron Will, No Mither, or Stridor noise effects. He will moan at his normal volume no matter what.
I did wonder if it was Felix. Couldn't be sure though. Well, good to know not to use those perks on Felix.
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@EqMonkVeeshan said:
https://forum.deadbydaylight.com/en/discussion/comment/1621861#Comment_1621861
i know many who feel the untouchable totem makes it just as unplayable. what is worse is they could literally turn off that map on the live servers to resolve that issue till it gets fixed but they wont take it out of the rotation.
A double reason to disable Badham is that the white van has a ridiculous aim-dressijg issue. When lunging past it it drags you backwards. Happens so much
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@bgbomb said:
https://forum.deadbydaylight.com/en/discussion/191862/the-hook-bug-needs-fixing-asap
don't be so unwaitable.
they need to fix ds bug and heartbeat bug first.
They need to fix all of them at the same time. But the hook bug makes the game feel unplayable
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/191862/the-hook-bug-needs-fixing-asap
We've established years ago that the devs care about money more than player experience.
Too true, but still. The point needs to be made.
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Either drop it when you get hit, or pretend to run through it and do the glide back stun tech. And use Any Means Necessary just in case
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Yeah, this happens to me. I have it happen on PS4. But only experienced it as Blight so far
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When it happens to me it just makes me stutter in front of the hook. Only had it happen as Blight though, currently. PS4
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Grow a thicker skin, is my advice. Two games in you should be focusing on learning Blight at his basic level, who cares if you vs t-bagging survivors? You should just be practicing Blight and not caring about the result of the match or the calibre of survivors
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I'm in UK and haven't got the dlc listed in mine either. Nor in-game. Just says "coming soon"
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Lol and then next game he probably went all out sweating. Probably slugged for the 4k at 5 gens. Seen him do it before, multiple times. So yeah, not sorry, buddy.
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Thanks :) it's actually my friends idea but he doesn't have an account on the forum. I had the same reaction when he told it to me as well haha
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@IrishRedCap said:
https://forum.deadbydaylight.com/en/discussion/comment/1594388#Comment_1594388
My issue with the Blight perk is it is pretty plaster but not a fix to the inherent problem. Adding expose status doesn't do much if survivor is injured alrdy or has DS. Even with becoming exposed stopping the gen regression eats up a killers time exponentially. Not only do they still have to hook downed survivor but then run back and kick gen again, or vice versa. The problem is still there with no real fix.
That's my point really. Plaster fixes are so common to this game, but none of them are ever worthy solutions. The fact they made this perk just tells me that the gen tap issue is far from being worked on
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1594654#Comment_1594654
Still not convinced... The perk descriptions all target chase, which is still the point you have not adressed yet. And as I said before, you give examples to lower the disatvantages rather than focussing on advantages. That is normally a bad approach
Holding W is still the best counter to him, the bigger the map, the better the "outplay". And roughly experienced survivors will notice the difference between 107% and 115%
If you want advantages just look at intel perks and TR perks.
Disadvantages are distance related. The perks I mentioned help reduce the issues involved due to them allowing for a nice rotation of add-on into perk vice versa.
They would, except that you can mindgame them into thinking you're using a Tier 3 related add-on such as Judith's Tombstone. The mindgame potential is strong with it
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1594301#Comment_1594301
This is a commonly held belief, but I'm challenging it. I've been playing Spooky Myers (Scratch Mirror + Boyfriend's Memo) almost constantly and trying it on an ever increasing number of maps. I've found it is not just "potentially" viable, but downright effective on:
Meatplant, Lerys, Swamp, Midwich, and Haddonfield
It can holds its own on all the Cold Wind Farm maps except Rotten Fields by careful use of the center for crossing and the terrain (of which there is plenty) for ambush. I have limited testing in on McMillian but I have found I can win there, just not enough games yet to give a confident answer.
I phrased it as 'potentially viable' for that very reason.
Also, what's your perk set-up with the Scratched Mirror? Because I never use slowdown perks on it, since they're boring.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1594301#Comment_1594301
I think it is not viable on any open map because a 107% killer without any power rather than low TR + minor aura reading will struggle hard on any medium size map or bigger. It still stands and you did not argue against that: He cannot chase, he needs surprise attacks. So he relies heavily on LOS blockers and map size, while any other than indoor maps has a massive amount of save healing spots. Not to mention "open field" as you simply start running once he approaches you to counter him.
Therefore I also just can say nice list of perks, but I don't see any of them helping Myers to get kills rather than Whispers to make sure you don't waste time stalking in clean areas. The TR perks are in my opinion all trumped by M&A combined with Dead Rabbit. STBFL? This is to get into chase quick again. Chase sucks with Vanity Mirror. All Ears? Aura Reading? Why? Bamboozle/Fire Up? to compensate his weaknesses? Why not strengthen his strength?
And Pig as well as Wraith have a dash after the audio cue, Pig can even simply choose to uncrouch which is in many cases better than dashing to get a free hit. Also GF in comparison is better with his power if we want to extend the list.
Sorry, but I am still not convinced by anything you say, you might need to explain clear situations on how to play it "right" or show a video against not total potatoes to show how this should work.
There are such things as trees and rocks and wall tiles on outdoor maps that aid in being unnoticed. I did say "potentially viable". So don't be too strict with examples where it doesn't work, since there are many strict examples where it does. (Corn maps like Thompson House and Rotten Fields are great for Vanity since you can heavily pretend you're just a basic Myers, and get them to try and evade you in Corn and they never will be able to.
STBFL so you aren't hurt too much by the hit speed boost midgame onward. I'm All Ears so you don't need to bother using stalk in big tiles that are heavily jukable. TR perks are useful in situations where you're vsing aura perks like OoO, Alert, Dark Sense, Kindred. Meaning you aren't at a heavy disadvantage.
Like I said, Vanity is a gameplay alteration add-on. It allows the players to experience a different approach to a Myers match. Incredibely stealth heavy and bonus bp for your efforts too. When playing as Vanity Myers, you haven't got to play it so it's blantantly obvious you're using it. There are ways to convince survivors to keep breaking los thinking you have infinite
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Don't hold your breath about this becoming a mechanic in the game. They have plaster fixed the issue with The Blight's perk in the new chapter...once again.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1591986#Comment_1591986
Don't forget that bigger lunge means "default lunge" in this case. He still is a 107% killer without any chase tool rather than surprise attacks. As I said, a pile of crates is enough to loop the killer for 20 seconds, no pallets or windows needed. And after the hit? Catch up with 107% speed? Chasing is NOT an option for Vanity Mirror, and 16m Aura Reading doesn't make up for that either. Wraith and Pig have 12m aura reading addons while being 115% killers and keeping their powers. Just as comparison
Grabs don't work in most cases because many gens have enough free sight to see Myers coming. Once the gen is progressed like 30-50% the gen is pretty much overlaying the breathing sound.
Ok so being vulnerable to auras is another drawback for vanity mirror. Isn't that an argument against the viability of this addon then?
And which builds do compliment to the Vanity Mirror that don't also work with Scratched Mirror? I dont think that is an argument that makes Vanity Mirror stronger.
I'm not saying you use it be 'viable'. Scratched Mirror is only potentially viable on Indoor Maps. Vanity does have potential to be viable on any map, with the right build to compliment it. Paired with either Mirror Shard or Jewelry Box; along with perks such as Whispers, Tinkerer, Enduring, Brutal Strength, Bamboozle/Fire Up, Nemesis, PWYF, STBFL, Dark Devotion, M&A, I'm All Ears, Surge, Ruin, Corrupt Intervention.
The reason why Pig and Wraith have access to their powers with their Letter and All Seeing add-on is because their powers have audio cues before they can attack. Plus their's is 12m. 16m for a killer that can attack whenever he wants is strong in it's own right.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1591326#Comment_1591326
Not sure what you mean. At first, "alternate" yes, but in a way of "the same, but everything is massively weaker". The 2% speed increase doesn't really help that much, chasing is still not really the choice, you still need surprise hits. The only thing that is noticably better is his lunge. At the cost of having TR and half the aura reading.
The only combo that works well is I think the dead rabbit, that's it. But with that you still have a TR big enough to prevent grabs
What do you mean with "being vulnerable to aura readings is counterable by perks"? That counts for both mirrors and is a heavier downside for Vanity mirror, because survivors can get away from you before you even "see" them.
Have you even played Vanity Mirror yet? I think the only thing less viable in this game to play is BK Myers
Bigger Lunge already more than makes up for it.
Mirror Shard and Jewelry Box work with it too. Grabs aren't guarenteed on Scratched tbh, his breathing is loud enough to alert any decent survivor before getting close enough for a grab.
Scratched Mirror isn't vulnerable to auras. Vanity Mirror is, however, builds compliment that add-on very well too. But people always ignore that aspect of it.
Yep, I played with it quite a lot. Myers was my main when he came out for a long while. The add-on really is fun to use even with it's current drawback.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1591095#Comment_1591095
Regarding the fact that he is always visible, has a TR and nothing else to compensate for loops... compared to Wraith's base power... yeah, I think that would be fine.
I mean, think about a Huntress addon "lose all your hatchets but have temporarily 16m Wallhacks". Doesn't sound that great tbh. The surprise thing is the only thing you can rely on. Wallhugging is already enough to waste time of a 4.4 m/s killer that can't use his power. I have seen Puppers run 5(!) laps around the crates in the coal tower upper floor against a Huntress out of hatchets. No pallets, no windows, just a pile of crates, wasting like 20 seconds of the killer. So, a basically powerless Myers with 4.6 m/s would be fine, if 16m wallhack and low TR is his only ability
Except Myers has add-ons that combo well with Vanity Mirror. And using loops as an issue with a stealth build makes no sense since it's an alternate version of Scratched. And being vulnerable to aura readings is counterable by perks. So i'd say Vanity is fine with the speed decrease
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I would change Technician to this:
Repairing a gen while it's progress is below 50% reduces the noise caused from missed skill-checks by 100%.
Audio of a repair action is reduced by 8m
Audio of an Exit Gate being opened is reduced by 8m.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1589429#Comment_1589429
I disagree. It's a very heavy speed reduction and puts you at like 2% faster than EW1 but you get half the aura range of scratched mirror + you need to stalk to tier up to EW2.
The only upside is you can still earn bloodlust.
Well, imagine Myers having an 8m TR (with M&A), wallhacks for 16m and moving at 4.6m/s. You're telling me that'd be fine to go against?
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They answered us in their very subtle way:
DBD is moving to the next gen consoles and will receive frequent patches.
What did we learn from this? That the devs have zero intention of fixing the current gen console issues; and instead, will give next gen console dbd players the love they never gave us. Ain't it sweet? 😘
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His TR is 16m in Tier2.
And no, his speed reduction with Vanity Mirror is needed, except that I think it should make him have 4.4m/s movement speed intead. 16m wallhacks is still strong for a killer with a tiny TR and dark outfit.
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This should probably be in Bug Reports if it's happening more than once
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@TruthTheDeceiver @OniWantsYourMacaroni @burt0r
This perk does reward good gameplay, but to the extreme that it's not fun to go against. I don't think anyone should be able to have the potential to destroy a team simply by being enough away from a rescue that coming back to the hook takes less than 4 seconds. The perk is strong, it does reward good gameplay, but it also rewards the scummy style of gameplay too. And more often than not, it's that gameplay players are subjected to in dbd. I would not have an issue with this perk if dbd was in a state where every match was against a killer who knew their skill was good enough not to be an insecure tryharding tunneller yadayada; but that is far from the case and thus DH does need some adjusting. I get that totems in their current state are crappy on the older maps, but those are changing at quarterly rate. So don't expect that to remain the same for much longer. It encourages dull survivor play too, btw, insta-saves in order to prevent token gains (also feeding into a scummy players hands).
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Every killer and survivor has the previous Tome's final tier charm attached. The characters then have charms that relate to them. For killer I have one unique to them charm and the Killer Stone charm. For survivor I just use two unique to them charms.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1582692#Comment_1582692
its a brown addon... I can literally use it every game out of 4 other addons that affect shred and i do. if your not using it there are certain small to medium loops you can barely get the shred hit on that you otherwise wouldn't hit. I really dont think it will tremendously lower his skill cap his skill cap itself is knowing when or when not to use/fake shred as well as how it can be used at loops and jungle gyms.
Yes, so instead of making it base-kit, they could just up it's rarity.
Exactly, so the fact increasing his movement while charging Of The Abyss means you're going to be given an easier time in tiles and loops for shredding and baiting/faking. Meaning his skillcap is lowered, the game would be giving you easy angles all the time, undeserved.
He's in a great spot power wise right now. The only thing that needs changing is his add-ons. And maybe make Sticky Lining base-kit. Also, there are a lot of areas he cannot place a portal down in, those areas need fixing desperately.
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His add-ons do need looking into and adjusting. But to those saying Rat Liver should be base-kit: @Golden_spider @AChaoticKiller @MojoTheFabulous @OldHunterLight you have no idea what you're asking for. Rat Liver allows Demo to gain ground in chases he would never normally be able to make without good movement and knowing how to play the tile properly as well as manupulate his power too. If that were to be base-kit it would lower his skill-cap tremendously. Loops would feel oppressive, it would remove a lot of fun from interacting with him, players would have their hand held, essentially. I'm a Demo main whom never uses this add-on (for the reason above) and suffer no struggles or feelings of lackluster chase play towards Demo on my end. So, if Devs read these comments, DO NOT put Rat Liver as base-kit...
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Because giving easy and strong intel at base-kit is a great idea for game health...
...c'mon, love. If you want solid intel, put the perk on. Everyone knows survivors do not need perks to play well. This would just make killers gameplay feel harsh - knowing that everyone is always seeing the direction they head in post-hook and also seeing where everyone is, making timing saves insanely easy.
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Freddy doesn't need any perks or add-ons. Slap on Garden Rake if you prefer Pallets to Snares.
I only use BBQ and Garden Rake. Sometimes use faster Gen Projection recharge too. Freddy is already a beast at base-kitn it's actually ridiculous that putting anything else on him is actually overkill
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@shelobster said:
Plague main here (survivor main actually but when I go killer I exclusively play as the Plague) and no, she doesn't need a buff. You can consistently 4k using only her 3 personal perks which aren't super great. She's perfectly balanced as she is.
Love, Plague probably has the best unique perk set out all the killers.
@lazerlight I agree with your mentality about killers (characters) should feel like they can be a threat without anything equipped to boost them. That's how I used to do my tier lists, before I realised how pointless they are. In my opinion, she's the weakest killer in the game atm. But, I don't think a buff is necessary. A wide array of bug fixes definitely are though lol
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/184089/how-would-you-change-clown
No.
As the resident Clown main I think he’s in a pretty good spot. The only minor tweaks I would do is either of these (not both):
- expand gas clouds by an extra metre, and have them last 2 seconds longer. Or...
- Have the intoxicated and hindered effect that lingers outside of the gas AoE increased from 2.5 seconds to 3.5 seconds.
Either of these changes would make him perfect.
I used to think those two would be perfect buffs for Clown, now all I really think he needs is a taller gas cloud. Recent experiences have had me notice that a lot of tiles now have none of the panic inducing plays I once did with him - Gas a loop/tile and play a disappearing act to reapproach from an unpredictable angle. Lately the gas settles too low down and is only thick/dense in the very middle. Before it used to be only the very outer layer that was thin and easy to see through/over. I want this gas cloud buff lol
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This has to be a bait XD
This is a terrible suggestion. Clown is not hurt so badly from an early drop as people think; if someone pre-drops, you can easily still get the hit without wasting a lot of time on them.
This would make everyone dc vs him. Exposed at base-kit? Wow ok. Bad enough that Exposed add-ons exist, but sure, why not make everythimg easy mode, it's pretty much what dbd is turning into anyway.
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Nah, it should just delay the audio until Demo has fully reappeared.
Completely silent Traversing would be busted. And could also potentially hurt the Demo'd navigation gameplay too, since no one would know where his portals are unless they physically walk near them
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I can get behind the unhooking aspect of it if it was a safe rescue, but 10 seconds is a good duration for it. 25 seconds of 7% Haste in-game is crazy. Hope is fine for that because the survivors have done what they need to do and it also is a good counter weight to NOED. But not 25 seconds of 7% speed increase. That is way too punishing for a killer to contend with, it forces them to try to gain Bloodlust just to regain the lost ground in the chase.
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Definitely the Alchemist then. Not like it was already obvious or anything. Like any good story teller, the Devs used a method to tell us who it is in a way we have previously seen. Go an look at both Blight animatics and the use of a shadow depicting a characters actions to us is in them too. This is a very good spot btw :)