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Predated

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  • I think Wraith is relatively fun to play against, the biggest "issue" is that they made loops where Wraith's windstorm power was unique due to being able to get hits where other killers needed to brute force have been nerfed so more killers can hit. While loops where Wraith normally had issues with(even with windstorm), where other killers did not, have been simplified a little to make it slightly harder for killers, but easier for Windstorm Wraith.

    Essentially, the loops being adjusted have been Wraith's biggest buff, making him as dangerous as Doc when it comes to 1v1, without the requirement of good timing that Doc needs.

  • @Alice_pbg said:

    the only change she needs, is to make all traps, a certain range from the hook, get destroyed after an unhook.

    I mean, I can argue they need to be unplacable in a certain range, without a flashlight you need to crouch, or you need to be able to walk over her traps if they are near a hooked survivor.

    Speed difference to crouch to the hook(which is a 70% speed difference FYI, that's Spirit phasing levels of speed difference), OR have an instant teleport, for such a large amount of time is why Hag is insane. I dont think her traps should be within 8 meters of a hook.

  • Ah yes, because using an item brought to the match(or a perkslot dedicated to have a bigger chance of finding that item, which is hidden, yknow, like mori's) for 1 escape is sooooooo terrible.

  • @Dabihwow said:

    It's definitely a fact a lot of us are excited for it, it is fun speculating who the killer(s) and survivor(s) might be, overall it brings us together as a community. However there is something I hate to say and that is people care so much about the characters that they go to absurd, odd, and sometimes aggressive lengths to ensure that the characters they want are coming into this chapter. It gotten to a point where I've realized some people were sorted as Old fans, and New fans, it felt like two sides. Some people wanted the newer stuff while fans of the old games came to disagree, and you could reverse this statement it still has the same result.

    As for ensuring the characters they want to come in, this is what I mean, and I'm not naming. I recently saw a post on another social media site stating Lady D shouldn't be the killer because she was new, and was sexist or something along those line. Which is funny because we got Freddy and we don't talk about his issues, and well, you get the idea. Or another saying they didn't want Nemesis because well hes too over the top and too powerful biologically, etc. Now aggressive well this is gonna be my experience.

    So if you don't know already I really want Jack Baker, and he's not a bad choice. But from what I've received over the course of the wait for the livestream, was what was once civil discussions to backlash saying hes not 'iconic', to a lot of other different things. It was mostly on my other social media, and I was harassed over the fact I wanted the old man that personally scared me a lot more than the other villains of RE. SO the point of this is that the RE chapter speculation not only single handedly brought a lot of us together in excitement, but also in a way divided us. I'm not sure if I'm the only one who feels this way but I just had to say it

    Honestly, advertising wise, Lady D makes the most sense to me. Nemesis and Tyrant would just be as popular.


    No matter the decision, the new killer shall be loved by most. Hated by some.

  • @Iudex_Nemesis said:

    I'm going to take a shot in the dark and say this chapter will come in two parts, meaning two survivors and two killers.

    That would be honestly the best move, please both old and new fans at the same time. Newer fans wont know Nemesis, but older fans wouldnt appreciate a newer killer like Dimitrescu(I mean, really, they hyped a lot of media around her, why hype so much around her if she only appears rarily compared to Heisenberg(who is quite amazing too) or Miranda? It would make sense if she was gonna join DBD aswell). Both Nemesis and Dimitrescu make sense. The dimitrescu daughters only make sense assuming the "5" is a big hint.

  • @NotYourAverageJay said:

    I mean think about it survivors only say gg when they win but when they all die they just send death threats, salt, and blame the killer for the mistakes that the survivors made. I mean I love getting salt msgs but sheesh lol its sad. I know there are a few survivors that say gg regardless of losing and I respect them. Some people just need to take the L and move on. Like what are the odds of survivors saying gg when they lose.

    Ah, just as killers only say gg when they win but call the game a BS genrush when everyone gets out?


    It goes both ways here. If the game was a good game, as in, an actual good one, one where you didnt ruin the fun, people will say GG or say nothing.


    LiKe WhAt ArE tHe OdDs Of KiLlErS sAyInG gG wHeN tHeY lOsE

  • This is exactly why I think Spirit shouldnt be able to track scratchmarks while phasing. We already have a killer that has proven that scratchmarks and blood arent really neccesary if you have ears and speed. That killer is Legion.


    Legion is considered weak, not because his lack of tracking, but his lack of speed. Spirit can easily do without scratchmarks, it only enables bad killers to play in red ranks. How often do you see killer mains(or, yknow, spirit mains) post "spirit is the only viable killer in red ranks", even though many Myer mains(which is objectively the worst killer) have proven that statement to be incorrect.

    Spirit has permanent training wheels, they should make her training wheels worth an addon slot at the very least.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2205844#Comment_2205844

    No offense intended, but Tony is Killer biased.

    And of those 1000 DS users, how many of those were you forced to slug a Survivor because they were trying to rush a gen or trying to unhook a Survivor because they knew DS was active and that they couldn't be hooked?

    And I'm fairly certain that DS overperformed by your definition, since the Killer had to respect it or risk a Survivor getting away with game-changing plays that shouldn't be do-able otherwise.

    I know Tony is, he never played survivor at all, I just love putting him in his place.

    As for forced slugs because of gens? Not that often actually. I tended to eat the DS in that case because I still had Pop or Ruin active. And no, overperforming means that simply using it means you have a much higher chance of winning. Yet, to use it succesfully, you already need the gameknowledge and skill required to have a high chance of winning. So perhaps in the top 0.01%, sure, it was overperforming. But that's tournament definitions. Tournament skill levels do not really reflect well to the average gameplay. If you were to balance the game towards tournaments, you would kill the game as it is.

    And no, DS was strong, but DS Unbreakable was nowhere near Ruin Undying for example, even though many, many killers still think they were equals. Ruin Undying made builds possible that never should be possible(a good example I personally made, was only downing people while they were exposed or could be gen grabbed, while playing Doctor. My perks were Ruin, Undying, Iron Maiden and Make Your Choice, I got a 4k that match because they simply couldnt finish gens, nor break totems). While DS unbreakable was tough, sure, incredibly annoying and sometimes outright toxic, at the very least survivors had to be good players. There are still killer perks existing right now, that are much worse to survivors than DS was to killers.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2205567#Comment_2205567

    This is demonstrably false and easy to call out, DS was one of the most picked survivor perks (I think BHVR's stats showed this too, think the stats were made post rework) and was abused by experienced Survivors to rush gens in front of the Killer.

    Getting a Iri head huntress requires that you be playing against a Huntress, AND that they have the add-on. Which is another thing: One can only last for a game, the other is a perk that can be used EVERY game because once you have the perk, it's permanent. This is still apples and oranges.

    Picked a lot is not equal to overperforming. Overperforming means that the endresults of the game are affected by something. Freddy wasnt picked too often, he was performing too well. DS? After its nerf, the endresults havent changed that much. It wasnt overperforming. The BHVR stats show a very similar kill result before and after the nerf.

    "Getting a Iri head huntress requires that you be playing against a Huntress, AND that they have the add-on."

    DOES NOT MATTER. IRI HEAD HUNTRESS MEANT A RANK 9 KILLER COULD HOLD THEIR OWN AGAINST A RANK 1 SWF SQUAD. DS COULD NOT CARRY A RANK 9 SURVIVOR AGAINST A RANK 1 KILLER.

    BEING PICKED A LOT DOES NOT MEAN OVERPERFORMING.

    So again, still all apples.

    "It got "nerfed" with small changes over YEARS that didn't fix the core issue, then the REWORK introduced a new major issue."

    Small? It went from 0 hook requirements, to being required to hook AND picked up again within 60 seconds. That's from literally impossible to hook a survivor, to having hooked all survivors once. That's pretty significant.

    "Moris were only given a single nerf until recently and even then, it was only ebony that was broken."

    No, Ivory was broken too. Getting rid of 1 survivor means the following scenario: 1 survivor on hook, 1 survivor in chase, 1 survivor not being able to finish a generator in 60 seconds, thus being forced to save his teammate before their teammate gets downed. Meaning literally no one can work on gens once 1 person is hooked. Both Mori's were utterly broken.

    "Nurse is not broken now lmao she has a big weakness for big maps now and her OP add-ons are gone"

    Ah, so that's why she's the number 1 performing killer on PC. Her basekit still is good enough to not need addons to perform well. Any addons being used on her are OP because of that. Let me repeat that, she can get 4k's against high tier SWF's without any addons. What other killer can do that? Spirit? Even Spirit needs at least 1 addon to do pull that off. Nurse is still broken.

    "Spirit was never nerfed"

    • Removed the collision between The Spirit and other players while she is phasing.
    • restored visible 3rd person (Survivor POV) for when The Spirit is vaulting, removing this mind-game potential.
    • reworked Prayer Beads Bracelet to make the audio cue global instead of removing it.

    All part of 3.4.0

    "How many times did you actually run into iri head huntress specifically?"

    At least once a day, sometimes even 3 times in a row. Lets remind you that the only iri things Huntress had was iri head and ebony mori. Considering you get 1 pink item per bloodweb on p0 and get an average of 1.6 pink items per bloodweb on p3, and that it doesnt take that many BP to reset a bloodweb(I can do it with 30k BP if I just go for the one that I want and spend the rest on brown ones). That means all I need is 1 BBQ+Survivor Pudding game on Huntress, to be able to get an average of 1.5 iri heads, per BBQ+Pudding game. That means, that on average, I can play 60% of my huntress games with iri head, on p0. Add in P3 where you get an average of 1.6 pink items per bloodweb, that means you get an average of 2.4 iri heads, per BBQ+pudding game. Meaning I can play iri head Huntress 70% of the time. Let alone if I play a BBQ+Pudding game where survivors add in BPS. That's excluding the fact you can use BP gained from playing other characters and using shards or The Rift for more BP.

    So essentially, if I werent facing a crack Billy, Spirit or Nurse, I'd be facing an iri head huntress. It was nearly self-sustaining.

    "How to tell if someone has not played Killer." Except that I have, a lot. I've faced tons of sweaty SWF's. In the past year alone, I've gained the same amount of hours in Killer as I has survivor in the past 5 years. So I've been playing killer a LOT.

    "The post-rework invincibility shield was well-known, Unbreakable became more commonly used for a while because of how slugging recently unhooked Survivors was basically mandatory."

    Yes, but there are more than 1 survivor you play against. Eating a DS early on was often beneficial as it guarantueed you a kill where you would otherwise be left with an unknown situation if 60 seconds already passed or not. There were ways you can play around a DS, there wasnt much you could do against an iri head huntress except hope she sucks.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2205841#Comment_2205841

    Legion can't use his power for distance.

    He gains no distance by doing that.

    ... You do realize he can run AND vault faster right? You close so much distance by simply using vaults to use a straight line as much as possible rather than snaking around obstacles, practically doubling the amount of distance you need to walk. Most maps arent open fields where all you can do is hold W. There are obstacles with vaults you can use. Being able to vault through windows. Not even including the fact that you reach objectives quicker before your power runs out, allowing you to get a Pop off where other killers would not.

    But even assuming its a full straight lines, there are addons and perks that aid you in it for an increased speed or decreased fatique. Which Myers does not have access to. Let alone that if you hit a survivor before your power runs out, you can double the amount of time it takes before you get fatique, meaning even more distance without increasing fatique.

    Just as you can use your power to get ahead of a survivor to bodyblock a pallet or window that would otherwise extend a chase, which he cant do if he just holds W, thus gaining distance.

    But if you are going to assume Legion at his worst, I will use Myers at his worst:

    You walk at 105% and can only get faster by reaching T2 which requires you to stalk a survivor. Meaning you cannot do #########. You dont have a lunge either so the only way to guarantee stalk is by brute forcing and stalk as long as you can. Excluding addons, just as you excluded addons for Legion.

    I must remind you here, that Scott is defending Myers quite strongly, even though Legion at least can use his power a lot more beneficially than Myers.

    Again, does Legion need slight addressing? Definitely. I dont think a missed or hit basic attack should reduce the time for his power.

  • @piggygooik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2205660#Comment_2205660

    Hawkins isn't really a killer favored map. It sucks for most killers. the only killers that really excels on that map are stealth killers and maybe a few other killers like doc. but still, that isn't a very good example.

    The average killrate, for ALL killers on Hawkins is 2.8 kills. Considering they try to balance the game towards an average 2k, Hawkins is VERY killer favoured. The second highest killrate is 2.6k on The Game. The most survivor sided maps? Well, they WERE the Coldwind farm maps, with an average of 2.1 kills per game before the rework. Haddonfield? Had 2.2k per game on average.

    Hawkins is great for most killers. The only killer it sucks for, is Trapper and even Trapper gets good use out of the map. If you're bad at Hawkins, you're bad at killer.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2205567#Comment_2205567

    DS isn't overperforming?

    Lol k

    All 4 survivors run DS it was getting toxic.

    Just means you're bad. Overselective isnt overperforming. Or do you think Ruin is overperforming too?

    I've faced over 1000 DS users against me, I've only been DS's 50-ish times, 40 times of that being intentional. So that's 10 DS plays out of 1000 where it was unintentional and helped survivors. How was it overperforming?

    Overperforming means that when it's used, it objectively increases your chances of winning, which, it did not. Killers were still averaging 3k's with DS reaching a near 100% usage.

    Now, how can survivors LOSE when they use a perk that's overperforming?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2205553#Comment_2205553

    Almost everytime I play Legion, someone DC's.

    "I'm not playing against a ######### Legion you #########."

    He's fundamentally bad. His power will only work on bad Survivors. It pushes Survivors to spread out, which is the OPPOSITE of what you want.

    ScottJund spoke about this and said it a lot better than I could. I can link you that video if you want.

    I know Scott's arguments, luckily for me, Scott isnt the authority on killers. Myers is objectively worse than Legion, but he argues Myers is better. Legion at least can use his power to reduce distance and get easy downs, Myers is forced to close the distance by holding W. Legion can use perks to heavily support his power, Myers doesnt really have that. Legion can use his power to quickly traverse the map, Myers cant do anything near that.


    Legion is fine. He is counterintuitive to play, but far from weak or bad.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2205544#Comment_2205544

    Myers having no collosion when using his power is intentional because they didnt want myers to bodyblock people into corners then get all of his stalk off them.

    Except that even then its not really a good reason. Even assuming Infinite T3 Myers with Tombstone, you need 3 people to do that. But even assuming that scenario:

    Billy can bodyblock for instadowns.

    Plague can bodyblock for full infection.

    Bubba can bodyblock for instadowns.

    Twins can trap multiple injured survivors in an area, ending the game.

    Trapper can place a trap on you.

    Ghostface can stalk you too.

    Piggy can down and trap you with extremely dirty addons that are arguably more powerful as Tombstone, because at least Tombstone has counterplay by jumping in lockers where Pig's addons literally require you to be lucky.

    Oni being able to bodyblock you while injured gets his power very easily.


    So even in the worst case scenario, doesnt make sense. T3 myers isnt that hard to counterplay compared to some other killers as Myers cannot walk faster than 115%. The collision doesnt make sense.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197759#Comment_2197759

    Myers house isn't even worst loop on haddonfield. There are these houses in haddonfield where..... a rng window spawns on top floor and the window does not have a balcony to the side so basically the strategy is to camp the window until the killer goes about 4/5th of staircase up than you just vault the window. there are more god loops windows than just middle on one in Myers House. The other loops consistent of beach loops that sometimes spawn a fance window facing the pallet(Creates a jungle gym on the map) or garage loop which you tend to predrop the safe pallet on corner, make 2 turns for killer to attain bloodlust 1-2 than you just drop the garage pallet and hard camp pallet. even if the killer has bloodlust 3, you react to the killer going on either side. Its infinity, even at bloodlust 3, you need to break it.

    I don't know, survivors historically always had busted loops on most maps so you just need to get used to it.

    "a rng window spawns on top floor and the window does not have a balcony to the side so basically the strategy is to camp the window until the killer goes about 4/5th of staircase up than you just vault the window."

    Except that its not really a loop. It's a safe escape at best. But I am guessing you mean the one where the window is opposite to the staircase? That's actually a free hit unless survivors have Balanced Landing.

    "garage loop which you tend to predrop the safe pallet on corner, make 2 turns for killer to attain bloodlust 1-2 than you just drop the garage pallet and hard camp pallet."

    Ah yes, but this one, you need to actually go for the opposite side of the car, where the wall is small, then all you have to do is show your red light to cause the survivor to vault and quickly turn to get a hit before they can vault back. If you get stuck on one way, you can quickly go back on their second vault to get a hit inside. There is plenty you can do there. A smart survivor would drop the pallet and leave the area, not camp it, because they know killers can get a hit there.

    "Its infinity, even at bloodlust 3, you need to break it."

    Even ignoring the previous statement and assuming it does need breaking. That doesnt mean that it's an infinite though, like you said, you can break it. If YOU as a killer can do something to reduce looptime, its not an infinite. Some pallets need to be broken, those are what we call safe pallets, but the loop itself isnt that safe untill after the pallet is dropped, survivors still can be hit as long as that pallet isnt dropped. Some pallets wont need to be broken, those are unsafe pallets. Then there are some pallets that are already part of a really strong loop and you want them to be dropped as early on as possible, like Shack pallet. Those pallet, we refer to as god pallets. Are they infinites? No.

    "survivors historically always had busted loops on most maps so you just need to get used to it."

    I mean, you do realize that it needs to be possible for all 4 survivors to escape, right? If all loops were weak, survivors have no chance on a 4 man escape. Survivors deserve the chance on a 4 man escape as much as killers deserve the chance on an early 4k.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197113#Comment_2197113

    Tbh, survivors only have a limited amount of resources IF you throw all pallets down instantly.

    And even then the chance of survival is really high as long as the other 3 just do gens.

    If you play smarter on loops with pallets then by the time the game is over, there are still enough pallets on the map to work with.

    As survivor the only thing you have to do are 5 gens, loop the killer for a bit and be smart with pallets.

    The gens always spawn on the same spots so they are easy to find.

    The killer has to search for a survivor, chase a survivor, hit a survivor, chase the survivor, down the survivor, pick up the survivor and walk to a hook and hook the survivor.

    Repeat that 11 more times and you'll see the difference in amount of objectives on each side.

    Now put in some breakable walls the need to break to prevent a god/infinite loop to add even more to it.

    The chances are small that you block a window or pallet as killer when you're chasing a survivor.

    You vault through a window and bodyblock that window by just standing there?

    Sure mate you go ahead, I'll run to another loop then and waste even more time of you. 😉

    "Tbh, survivors only have a limited amount of resources IF you throw all pallets down instantly."

    12 pallets is still 12 pallets, regardless if they are thrown or not. How they are being used is a different discussion. Point being, if my teammate uses a resource, I can no longer rely on using that resource in the future. Meaning my teammate early on can affect how good I can loop the killer in the future. I dont care how many hours you have in the game or how skilled you are as a survivor, if there are no pallets to use, the killer can just brute force a hit. Which is why you should never really respect pallets in strong loops. Better to eat them ASAP than survivors keeping it for later.

    "And even then the chance of survival is really high as long as the other 3 just do gens."

    If they can find the gens, if they spread on gens and if the killer decides to keep chasing me instead of going for someone weaker and hope I can be healed up before a next chase or the killer can catch me later on quite quickly. Let alone that healing would aid the killer. If I cant get information that the killer is coming my way, I'm screwed if im not healed.

    "If you play smarter on loops with pallets then by the time the game is over, there are still enough pallets on the map to work with."

    Depends on who the killer is, depends on my teammates, depends on the perks being ran. Most pallets arent that useful. If the game is over, the killer has no reason to kick an unsafe pallet and just gets a hit rather, then depending on gate spawns, can still down you and will definitely camp as there is nothing else for the killer to do. Let alone that the killer has to, again, be dedicated enough to keep chasing me rather than going for a weaker link. If I am the weakest link as the killer is struggling to get me, the killer is simply outmatched. That simply happens. Any killer saying survivors shouldnt be able to do X are often killers who have a gigantic ego and cannot admit they get outmatched. There are survivors with way higher skill than the killers they are facing. But in 99% of the games, there is always a weak link or weak links you can use to get the stronger survivors. So if the killer plays smarter, by the time the game is over, all people are dead.

    "The gens always spawn on the same spots so they are easy to find."

    Except they dont really spawn on the same spot. There is like 20 spots they can spawn on in most maps, and some spots are RARE. If a gen spawns in a rare spot(a good example is Hawkins on top of the rafters, it's a 1 man gen, spawns almost never, everytime it spawns there, it's never touched so the killer only has to defend 2 gens). Besides, this argument can easily be flipped into: loops always spawn in the same spots, so you should recognise their structure and easily know the best way to counter that loop.

    "The killer has to search for a survivor, chase a survivor, hit a survivor, chase the survivor, down the survivor, pick up the survivor and walk to a hook and hook the survivor. Repeat that 11 more times and you'll see the difference in amount of objectives on each side."

    Except that this is false for the most part. Good killers will search survivors, hit a survivor before they can reach their first obstacle and then initiate a chase. Let alone that when someone is unhooked, you can easily injure the unhooker without any chasing. The whole "search, chase, hit, chase, down, pick up and hook" ignores the following things: grabs, locker grabs, stealth, unpredictability, pressuring a hook as the survivor is about to reach second stage to secure an extra hookstate with little to no effort. Besides, if any chase lasts less than 30 seconds, no one even gets close to finishing a gen. Let alone that survivors cannot really skip gens through vanilla ways, they need a key to do so. So excluding keys, survivors NEED to finish a gen. Killers? They can theoretically get all 12 hookstates with only 4 hooks. Survivors cannot open exit gates by only doing 2 gens. "difference in amount of objectives" right? Killers need to be skilled at manipulating their objectives while interrupting survivors as much as possible, where survivors need to be good at sabotaging killer manipulation alone so their teammates wont be interrupted. You cannot say "survivors only need 5 gens when the killer needs 12 hooks" when 12 hookstates can be done before survivors can do any gens, but survivors cannot do 5 gens while the killer gets 0 hooks unless the killer is AFK. That fact alone shows that the objectives cannot be compared to each other.

    "Now put in some breakable walls the need to break to prevent a god/infinite loop to add even more to it."

    Oh boo hoo, a wall that was always planned there before, that requires 2 seconds investing to turn a 60 second loop into a 20 second one, what a bad investment of time. Map balancing is a thing. It's part of setting up chase. Hag is a key example of investing time early on to save time later. There are no issues with breakable walls. You get them when you have time to get them or are forced to get them, you should not get them when you cannot afford to. If you have that much of an issue with breakables, run Brutal Strength.

    "The chances are small that you block a window or pallet as killer when you're chasing a survivor."

    Chances of blocking are actually pretty big, I get 30% more hits by just blocking while either in fatique or when I have any other animation where I can move. It's one of the most powerful aspects on Legion that is heavily unused.

    "You vault through a window and bodyblock that window by just standing there? Sure mate you go ahead, I'll run to another loop then and waste even more time of you."

    You do realize the context is Haddonfield right? If anyone is outside on the balcony, they cannot go back in untill you leave the window. You can pre-walk to windows that are not close to gens to block it for an easy hit. Bodyblocking windows upstairs to limit survivor escapes is by far the easiest way to get hits.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2196771#Comment_2196771

    I don't see how having the weaker version of a perk allows you to learn the perk. If anything it would dissuade people from using the perk till they unlock the better version of the perk. The only real way to learn how to use your perks is to use them and the annoying farm that's only gets worse and worse the more perks you unlock adds almost nothing to the game except I guess a reason for people to farm which is insanely boring and certainly doesn't teach anyone anything.

    You dont see how? I mean, sure, give all survivors the absolute strongest version of each perk, see how terrible survivors get. Weaker perks allow you to use perks in your advantage, without using the perk as an absolute crutch. Which is important the first 50-ish hours of the game. Its the simple fact that, theoretically, you could start out as any character.

    Again, if anything, Prestiging should be more rewarding than it is right now by removing some of the grind, and considering you can prestige with only 30% of the perks at T3, is why I think perma unlocking everyone at T1 on P1 to be the logical step and everything T2 at the start of P2 and T3 on P3.

    Note, that this already reduces the total BP grind by more than 50%, from 12 mill BP per character on average to 5 million BP per character on average(assuming P3 lvl 50), especially if you unlock all the perks first. Having all T3 perks on multiple P3 characters, I can tell you, you earn too many bloodpoints as you can run 2 iri addons and get 2 iri addons back from bloodpoints alone. The hardest addons to get are actually the green ones because map offerings are green. At least, for killers. For survivors its still #########, but that is simply due to the fact that survivor BP needs to be reworked.

    Every minute survived should grant you 650 BP, capping at 5850 points after 9 minutes, giving 1.5k additional points on escape and an additional 650 on top of the 1500 if you escape through the hatch. Every generator fixed should give survivors across the map 1k points with the 3k remaining done by actively working on gens or opening chests. Every survivor being healed should grant everyone points up to 5k with the 3k remaining due to actively healing. Then you have 3 catagories that are based on teamplay, with 1 catagory actively encouraging you to distract/sabotage the killer. Sure, you could argue that it would boost other survivors, but does it really? It only gives them slightly more BP but guarantees your BP to also be high if you're being tunneled. It would reflect the emblem system slightly better through BP gained, meaning you no longer have 8k BP on a pip or 20k BP on a depip.

  • @piggygooik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197790#Comment_2197790

    sheesh man, you are like a damn fanboy of this map. you really think it needs some alterations it needs a rework of all reworks

    What are you talking about its hard to run someone on this map. its one of the easiest maps to run a killer on. You are like an apprentice to sluzzy with all that bias of yours. dude this map is broken how don't you get that through your head. it may be that bad as some people make it out be but still, it is a map that needs a lot of work to make it somewhat good for both sides. why are really defending this map as well, everyone knows it's broken and you are one of the only people that won't just accept that.

    "its one of the easiest maps to run a killer on."

    After you got skilled enough to loop a killer, let alone that the map is pretty unique in structure and a lot of killers do not take that uniqueness in their advantage. It doesnt need that big of a rework. You just need to think outside the box more.


    As for bias? The past year I've put like 900+ hours as killer into this game, and only 150-ish hours as survivor. You thinking it's broken merely shows to me you are not experienced enough to think outside the box for this one. Is the map strong for survivors? Yes, definitely. Is it broken? Definitely not. It's biggest alteration it needs is addressing The House of Pain and Fences. That's it.

    "Everyone knows its broken" except the only people I've been seeing talking that it's broken, are killer mains who rely on brute forcing and rarely use maps in their advantage. It's a strong map, but if Haddonfield needs that big of a rework, then so does Hawkins. Hawkins is more favourable to killers, than Haddonfield is to survivors.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197805#Comment_2197805

    I'm not a great survivor by any means but I can run the Myers house. Same with the old ironworks of misery and wretched shop. I may not have been able to do so right when I started (I was too busy urban evading everywhere and the idea wouldn't have occured to me anyway) but it's nothing like running shack or jungle gyms where strong as they are I still have to use my brain and pay attention against a good killer or I'm going to get mindgamed and downed.

    I never said you had to be top 10% survivor. And yeah, in this kind of scenario, you're right. You dont have to mindgame as much because its a strong loop. The killer has to realize its a strong 1-way loop and just needs to turn around. It's like running shack. You preferably want them to run in on the pallet side and run out the other way because it removes the fast vault from the shack and clever survivors try to fake it so they can increase distance enough to turn you around and get the loop in their favor.

    Outside the house of pain and fences that are 5km long, I actually dont have that many issues with Haddonfield. It has very powerful one way loops, but that's all they are, one way loops. There are no perks that allow a survivor to climb walls after they have dropped down. There are no perks that allow survivors to bounce back up. Once they have fallen, they can only go back up through the stairs. And in that sense, Haddonfield is mainly fine. Can it use some alteration in windows? Sure. Does it absolutely need it to be playable? Nah. Just as killers deserve strong maps like Hawkins, where there is little to no looping, survivors also deserve maps where they can use very powerful loops like Haddonfield. The fences are the bigger issues, because all survivors have to do is hold W. There is no way to shorten a hold W strat when corners cannot be cut. Most killers still can reduce distance on a hold W strat in some way, shape or form, but killers like Myers, Trapper, Doctor, Piggy and Ghostface dont have any effective distance reductions mid-chase, and their best chance is leaving a W holder to hope they wont heal up or get caught off guard in a more dense area.

  • @SpaghettiYOLO said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197676#Comment_2197676

    Assuming that survivors are going to leave a gen alone for 21 seconds just so it could go down a measly 15% is a mighty big assumption. I don't know about m any around here, but even people that watch my stream say I have been getting the worst luck because it seems like every team I get is some sweat SWF out to gen rush from the gate. My matches always start with 2-3 gens popping in the first minute to minute and a half and I down one person after chasing them for like 20 seconds. I've chased people off a gen only to watch them get right back on it like flies on turds. The old JUST PRESSURE BETTER argument does not apply here. Like I'm literally having to resort to widely considered scummy tactics to apply pressure because the gen rush is so ridiculous. So you add in a map like Haddonfield and it's a nightmare. Chasing somebody out of the top floors of houses means nothing when someone on comms is right nearby waiting for confirmation of me dropping down so they can run in and try to finish the gen.

    I know it sounds ludicrous, but it's the truth. The amount of SWFs I face is ridiculous and maps like Haddonfield make it a very unenjoyable time.

    Seems like people who say "just pressure better" are not elaborating well. From my experience, there are 3 types of pressure a killer has:

    Area pressure. Aka, simply being in an area, people are less likely to work on gens when they hear your TR, especially if that gen is within vision, people are less likely to show themselves unless they are confident they can take you for a loop. This is why survivors tend to run away from where their teammates are, because it means they are guaranteed to be safe, while you as a killer want to push the survivor as close to its teammates as possible, because the closer you are to other survivors when you down and/or hook someone, the quicker you can start another chase.

    Direct generator pressure, this is what happens when you have Ruin or Pop and actively walk to the generator to cause it to regress. This pressure is your second most powerful kind of pressure, even though it heavily relies on perks. Kicking a gen and staying nearby to force it to regress normally is the most brute forced way you can apply this pressure and only really works if you're in a 3-gen.

    Hooking pressure, probably the most forgotten kind of pressure by a lot of killers. Because when you hook a survivor, you're forcing another survivor to go for a rescue(especially someone who has never unhooked someone, because of Deliverance). So preferably, you want to hook a survivor near a generator with a lot of progression so you have 2 objective points in a very small area(especially if Ruin is also there, which can be shown in Otzdarva's Billy vs Bubba video where Bubba captures a survivor next to Ruin inside a 3 gen for the ultimate pressure). OR you want a survivor to be as far as possible from generators as possible. Because that means 2 survivors are away from your area, meaning only 2 gens can be pressured in the best case scenario.

    "Chasing somebody out of the top floors of houses means nothing when someone on comms is right nearby waiting for confirmation of me dropping down so they can run in and try to finish the gen."

    Here's a small lifehack for Haddonfield: check the other balcony and any lockers, if you can afford to, and then walk down the stairs while listening for breathing and footsteps, instead of dropping down. The staircase is their only way up, it increases the distance they need to walk to go back to the gen, and anyone hiding closeby will be quickly injured. Use mapdesign in your favor. If they only have 1 way in, but multiple ways out, always leave through the 1 entrance.

    Bottlenecks can be used by both parties.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197732#Comment_2197732

    Yes, and DS was still considered broken, even after those nerfs and a rework.

    All you have are apples and oranges.

    But at least it got nerfed. Mori was still broken after its nerf. Nurse is still broken after her nerf. Spirit is still pretty broken after her nerf.

    So no, pretty sure all I have is apples. Iri has remained the same since 2016, DS has changed 3 times and wasnt really that broken. It was super powerful, but not broken.

  • Iri head huntress was heavily overperforming, DS wasnt.

  • @M1MASTER said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197283#Comment_2197283

    In what world does a developer need to nerf a certain character to understand that another one is weak...

    Huntress is super popular, you see her all the time, but they didn't gut her with the recent changes compared to Billy. They just removed some of the busted stuff and even create some new interesting add-ons like the flight speed ones.

    "In what world does a developer need to nerf a certain character to understand that another one is weak"

    In a world where players only play 1-3 characters out of a roster of 24. You NEED data to come to a conclusion. You cant simply address whats wrong with a killer if that killer isnt being played.

    "Huntress is super popular, you see her all the time, but they didn't gut her with the recent changes compared to Billy."

    She wasnt super popular untill after the Billy nerf though. And she didnt really need that much alteration to start with. She doesnt have potentially infinite pressure with her basekit.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2205492#Comment_2205492

    He's extremely weak and is annoying to play against.

    Weak? Depends heavily on the perks and/or addons being used. Annoying? Not really, at least not any more annoying than Ghostface, Pig, Doc, Myers, Spirit, Plague or Oni.

  • @Friendly_Blendette said:

    For me its myers. He is just so boring to play as and against unless its scratched mirror. it doesnt even feel like he has a real power all he does is just walk around and look at people. Nothing for mobility or nothing in a chase. He just looks at people for a while then can instadown for a bit then looks at people again.

    For me it's Myers aswell, but not because he is boring to play as or against(seriously, if you were bored, you werent facing Myer mains). Myers, even without scratched mirror, is one of the few killers I can actively make people scared because you have to be creative with his power. His addons give him a ton of versitality giving no standard Myers gameplay, which is great. Except that there is another killer in the roster being much, much better at it's versitality, is overall more stealthy and has ways to deal with loops, and his name is Wraith.

    Myers is gonna get reworked though, he is the only killer who:

    1. doesnt confirm to 4 greys(or browns), 5 yellows, 5 greens, 4 purples and 2 pinks. Instead, he has 6 yellows and 3 greys.
    2. has an insanely overpowered addon(which isnt even pink) that either needs a complete rework or needs massive downsides.
    3. has no collision while using his power.

    Then he is one of the final 2 killers who needs a yellow addon as basekit. As for which addon? I think that might actually surprise you, I think Jewellery needs to be basekit. He doesnt need too much alteration other than some slight tweaks if Jewellery is basekit. Seriously, if jewellery is basekit, you can use another jewellery and jewellery box together, and move at 150% when stalking with no target, which is as fast as cloaked wraith, and 103.5% if you are actively stalking. His "weakest" addons suddenly become very lethal by just making Jewellery basekit.

  • @Pulsar said:

    Legion.

    It's always gonna be Legion

    Legion is fairly fine, his power is weird to apply compared to other killers, but he's easily C tier. He can use some addressing and addon improvements, but he's quite fun to play and relatively strong all things considered.

  • @Nebula said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197811#Comment_2197811

    Looking at the depth of every one of your comments in this thread, and you personally saying that you've studied map tile layouts points to me, at least, that you take this game rather seriously.

    Just because you don't use perks like dead hard and ruin every game does not automatically mean that you play this game casually.

    Nah, it's literally 2k hours of total gameplay over the course of 6 years. The tiles didnt really change too much, the maps barely changed, a lot of mechanics do not change. Even learning what perks do are just a matter of time.

    If I began this year, sure, I'd be a freaking tryhard. But when I started this game, there were only 7 characters, 26 survivor perks and 21 killer perks. Its not that hard to keep up with what perks do when there are only 6 new perks and 1 new killer ability every 4 months.

    And yeah, actually, not running meta perks kinda makes you a casual gamer. You can still sweat without meta perks, sure, but again, intent matters more than time played. Casual literally means "relaxed and unconcerned", and 99.999% of my games, that's exactly how I play. Therefor, casual. The only times I do notify some concern, is when there is something that makes the game unfun to play for any side. But if you use that slight concern to call me non-casual, I do like to point out that this thread started by a casual player, being VERY concerned about a map.

  • @Nebula said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197653#Comment_2197653

    You sound like the exact opposite of a casual player.

    And lets not act like 20 hours a week is a little amount, you're practically working a part-time job playing DbD

    Eh, 20 hours is pretty mediocre. I've played games 50 hours per week casually. Casual gameplay is not a matter of time, its a matter of intent. I can play Witcher 3 for 3 weeks in a row, 20 hours per week, to finish the storyline. It would still be a casual playthrough.

    I dont use meta perks, I dont use meta builds, I dont use meta killers. I just rely on the total amount of hours I have gathered over the course to perform well. How is that not casually playing the game?

  • @piggygooik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197676#Comment_2197676

    i mean the surv can just pre vault. as much as lord tony overacts what he said has a little truth to it. plus why are you defending Haddon field mostly everyone knows its a broken map. the map itself is so brainless a monkey can probably do well just vaulting and running. As @Aneurysm said yes the killer can look up how to beat it it's still is a pain to deal with even if you know what to do, for surv it's so easy to run a reg killer its sometimes boring.

    Prevaulting survivor means no one is doing a gen. A safe gen is where you can keep working on a gen up untill the last moment and instantly can get up to work on it again. He is only right in the case that a killer goes up, finds no one inside, refuses to check the balconies(it only takes a second or 2, and you can hear survivors slow vault now) and goes back down. In which case, the killer is the one making the gen safe, doesnt make it a safe gen.

    "for surv it's so easy to run a reg killer its sometimes boring."

    It takes 500+ hours to be able to run the average purple rank killer for longer than 30 seconds. How is that easy? My example with the video that was posted, was that Coco was very brainless in his chase aswell and expected good results, while the survivors thought at least 5 moves ahead(you can even see someone run ahead to potentially tank a hit mid-chase). If they make it look easy, then its because they have a tremendous amount of skill to do so. So to quote on one of the better animated american shows:

    image.png

    Seriously, try it yourself, try looping a killer like that.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197653#Comment_2197653

    Okay having to do research on something, or even just figure it out through trial and error may not be the worst thing, but it is if that doesn't go for both sides. It's a completely brainless loop for survivor to play well and takes developing this knowledge for killer to play it at all, which isn't what balance is.

    You also mentioned that bloodlust was necessary before, tiles like this combined with killers like huntress is why bloodlust currently still needs to be a thing, even though it isn't a particularly interesting or engaging mechanic.

    "It's a completely brainless loop for survivor to play well and takes developing this knowledge for killer to play it at all, which isn't what balance is."

    Except that it's not a brainless loop. It takes research and experimentation to find loops like this. Those survivors probably spend 30+ minutes finding the best loops they could get and waited for a killer to follow their lead. Any loop becomes brainless once you have it in your muscle memory. It requires knowledge and skill to pull off a loop like that. Me and a friend of mine looped a doctor for 6 full minutes around the car walls in Gas Heaven because we did the research, we did the experimentation and we tried to find any optimization to loop as long as possible. We took 1 hour just scouring all the maps for the best location to loop like that on every map so we didnt have to rely on the map. Then we slapped on the perks required for the build to work(blood pact, for the people, soul guard and botany knowledge in case both of us were injured). It's as "brainless" as using BBQ to get hit with huntress. There are no brainless loops. It takes good decision making, good timing, optimizing the loop and often perks to pull off a strong loop. If you are not skilled as a survivor, no way you can loop any killer like that.

    "You also mentioned that bloodlust was necessary before, tiles like this combined with killers like huntress is why bloodlust currently still needs to be a thing, even though it isn't a particularly interesting or engaging mechanic."

    Agreed, and bloodlust is almost capable of being deleted from the game. My point was more that he dedicated so long on 1 survivor just for the sake of dedicating to that survivor, trying to catch him no matter the costs, and not even using one of the few mechanics he could have used in his favor to actually catch up. My point wasnt that bloodlust is fun or anything, more that considering his goal was to catch the survivor, denying any mechanic that can help is detrimental to such a chase.


    I dont mind maps like haddonfield existing(my biggest issue is the house of pain and the fences on the side, that's it, the rest is fine). Survivors are allowed to have power in this game, as long as they cannot use that power permanently. That's the whole point on exhaustion perks for example, it's power that you have to save up to use in the right moment. Having infinite power(aka, infinite loop, infinite soulguard loop(which existed btw, its why it has a 30 second cooldown now), is what is being removed from survivors as soon as it is discovered. At least, as of November 2019, considering Balanced Landing was allowing the last truly infinite loop in the game).

  • @piggygooik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197653#Comment_2197653

    i know he made a mistake but still, you do save time with the swing but not by a lot. the map is still broken. trust me, I and others can probably do well on it as killer but the fact that it's so stupidly strong and is a pain to play on warrants a good rework, It like old Ormond where a person can do pretty well but it still was a dumb and broken map.

    now what that rework would be well that beats me tbh

    "you do save time with the swing but not by a lot"

    Enough to hit the survivor the second time you drop down, which is only 2 meters difference. But 2 meters is also the difference between baiting a Dead Hard or getting baited by a Dead Hard. I mean, if a survivor runs along the wall of the map, I can cut them off by cutting the corners. It might not save me a lot of time, but it does save me enough to hook them and go back to the gens that I need to pressure. "not a lot" can be the difference between a win and a loss in this game. Considering he did the same mistake 12 times(yes, I counted as he got looped on the same window 12 times), if he had swung instead, the loop would have lasted 5-6 windows at best. Since every 2nd or 3rd window it would have been a hit, instead, yknow, 12 windows with 0 hits. "not a lot" turns an infinite into a very finite loop.

    "the map is still broken. trust me"

    Ah yes, the biggest source of trust that trumps all counter evidence. I agree it needs alteration, after all, even with my sweatiest plays on my strongest killers I sometimes barely get a 2k. But to call it broken? I mean, would you call Hawkins broken? Haddonfield is to survivors what Hawkins is to killers.

  • @Adeloo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197629#Comment_2197629

    Well i think i did yes.

    But even if it takes the priority shouldn't i have the prompt to open the gate aswell ? like usually in such bug (self-care) both options are flashling one after the other

    Well, they flash over each other depending on your movement and angle. My overall experience has been: the most recent change takes priority.

    Meaning that if you get hit, you can selfcare, but if you let go of m1 after selfcaring, the gate gets priority, but if you let go, selfcaring gets priority, and so on, and so on.

  • @Lord_Tony said:

    DS was overperforming and abused.

    got nerfed after a few years

    Eh, Iri Head Infantry Huntress took far longer than that. Remember that DS actually recieved a nerf 5 times since release, Iri Head has not been changed once untill recently.


    For every "gotcha" you have, I have one to compare. DS was mostly fine compared to the abusement that was Iri slug Mori huntress.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197501#Comment_2197501

    No it's a ######### safe gen.

    The killer can only get you by going up the stairs, which you can watch out for.

    There is almost always a window in the room where you are doing the gen too so you can make an easy escape.

    it's a safe gen

    Like I said, there is only 1 configuration where it's safe: solo gen, left front side open. The rest? unsafe. You can bodyblock the window in the back before survivors can reach it, you can hit survivors before they finish their vaulting animation. They all have to LEAVE the area when you come, meaning that once you kick it, the only way for them to come back is to go up the stairs. Being able to see the killer come, doesnt mean its safe. Meaning that after you kick it, there is quite a large likelihood of it regressing 15% before any survivor can safely touch it again without you interrupting them.

    You know what's a truly safe generator? The 3 man generator in the house of pain. There is 8 lockers there, one can easily hide in a locker before you even come down the stairs, meaning there can always be 1 survivor remaining and by the time you checked 2 lockers, the survivor could have left the area already.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197471#Comment_2197471

    Even if he does make mistakes, it's not exactly friendly to newer or casual players if a 7k hour player massively struggles in areas like this (on one side anyway). It's wonderful that you can dominate every square centimetre of haddonfield as T1 Myers or no blink nurse but few people going to commit to rigorous study of every tile of every map in a casual game.

    Except that there is the internet. If you struggle with something, you can google it and almost always someone has an answer to it.

    The fact that Coco repeatedly made the same mistake over and over again to call something an infinite, instead of thinking what he COULD do to prevent that infinite.

    "but few people going to commit to rigorous study of every tile of every map in a casual game."

    Except that this guy is basing his argument on someone with 7k hours, who by all means should have at the very least studied some part of the game. I cant see anyone playing a game for over 3k hours without at least some hours studying game mechanics.


    So, considering the matter that is presented has the following issues:

    1. same mistake made over and over again, which is a rookie mistake, any average player can inifinitely loop a rookie killer, doesnt mean its an actual infinite.
    2. he dedicated to the exact same chase in a situation where he couldnt afford to dedicate, which, again, is a rookie mistake.

    I didnt study much at all, I just dont have the ego to say I am the best at what I do, and instead reflect on my own actions. That's all it takes. 1 5 second google leading to 1 14 minute video that explains within 5 minutes exactly why what you did is wrong, something you can literally do while in matchmaking.

    I do not at all dominate every square inch. I improvise, adapt and overcome(and I do consider myself to be a casual player, I only play DBD about 20 hours at most per week right now, which is a tiny amount considering Coco streams the game 30 hours a week and probably plays it off-stream for a couple of hours too. That is not to say he is a bad player at all(arguably one of the best huntress players in the game). Just that he lacks the self-reflection and just blames it on the game instead.

    You'll never get better if you dont self-reflect.

  • @Adeloo said:

    Well it's not possible to open a gate while being in T3 madness.

    Experienced it today :

    • started opening the gate while in T2
    • Doc charged his Blast
    • I went into T3 and only had the option to remove madness

    Either it's a bug or it's intentionnal

    Did you stand still? If so, Snap out of it is always a priority if you stand still.

  • @Mandy said:

    If a survivor couldn't open the exit gate when they were in T3 Madness that could be a potentially abusable situation - the Doc could effectively not do anything but shock the survivors and EGC wouldn't start so the match could be held hostage indefinitely.

    I do have 1 question though, why doesnt DS disable after touching the exit gate? I mean, you lose it when unhooking another survivor, so it would create the opposite situation where a survivor is in a potentially abusable situation where the killer can not effectively do anything for 60 seconds.

    Considering it disables on all other objectives, it's quite the odd one out.

  • @Lord_Tony said:

    So were twins overperforming or something?

    Like only 3 people use twins.

    Yes, in fact, she was. Same reason why J-flicking was removed. It creates uncounterable positions at no cost. An uncounterable position either needs set-up(devour hope, trapper and hag trapping #########, literally being in a deadzone etc), not lunging 5 meters away to hit a survivor without another survivor being able to either make distance or kick Victor.

    "But I'm a killer, I am supposed to be able to hit survivors"

    Yes, just like survivors need to be able to dodge killers. Creating uncounterable situations for hits by simply moving your mouse a little bit is like survivors being able to create unhittable situations by constantly running at 117%(which, they cannot, because killers need to be able to hit, just like survivors need to be able to dodge). Twins and J-flicking Blight broke that rule, and thus have been altered.

  • @OnisAngerCounselor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2163421#Comment_2163421

    JFC are you serious? They removed Charlotte's collision? That was literally her entire thing. That's the only way you could use her power to win, unless you want to just do the proxy-camping bullshit.

    Either they think the Twins were a mistake, and want to nerf them into the ground so no one plays them (like Nurse) or they really just want her to be a proxy-camp powerhouse only. This is worse than the Billy nerf. Damn.

    https://forum.deadbydaylight.com/en/discussion/comment/2162767#Comment_2162767

    You cannot block basement with Charlotte. Just like you can't block basement with any killer. The killer's collision box shrinks while standing on the basement stairs. There was no hook in the game that Charlotte could 100% block.

    "They removed Charlotte's collision? That was literally her entire thing."

    They added it back after they disabled the maps where she could bodyblock the basement. No biggie.

    "Either they think the Twins were a mistake, and want to nerf them into the ground so no one plays them (like Nurse)"

    Nurse is quite common though, and even without her bodyblocking, she's quite strong to play. Being able to pressure 2 places at once is Twins' main strength. Bodyblocking tight locations her second, and Victor being able to Sweep her third. Yet, people tend to use her in the reverse order, where they mainly use Victor to sweep, bodyblock by accident and keep Victor close. Leading to very boring games that are very slug heavy.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2196682#Comment_2196682

    You only need to escape. There will be matches where you will lose without being able to do something, but roughly 3 matches per adept is not that bad.

    Yeah, except that I've done my adept challenges for most survivors together with last year's anniversary since you needed to escape to get the crown. It can happen first try, but my longest Adept was Ace at the time(since his perks dont really help you as a survivor, they are supportive of other mechanics) even though he is the most quiet. Took me nearly 12 games to get both the adept and the crown. David was surprisingly easy, happened to have a killer who respected the use of No Mither and gave me the hatch, still took 4 games though as the other 3 decided I was the best target to catch since I am constantly broken.

    As for killer adepts, I am actually tempted to just derank to rank 9 and adept all of them at the same time.

  • @Lord_Tony said:

    every ######### generator on the second story is a safe generator too and you can watch the stairs while working on them

    doesnt make it a safe gen tho. Main building gen, unless the left front window is open, is by far the most dangerous generator in the map. The safest generator has a window right next to it, and that's a solo generator. Meaning it will take forever to finish that generator and is prime real-estate for 3-gens.

  • @piggygooik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197113#Comment_2197113

    i mean i hate breakable walls since when they removed infinities back then on the old maps they were pretty good, but when they came back to the old maps I.E. Macmillan, auto haven, etc. they just shave a breakable wall where a breakable wall didn't need to be in the first place. plus they are a pain since the killer already has a lot to do why should they give them more things.

    plus your body blocking point doesn't really hold ground since New flash you cant body block a window when you aren't at the window if you like to see an example go ahead and see the vid I put in the comment

    You do realize that once they broke those infinites in the old maps, the maps essentially became heavily killer sided? I can easily break a door on those maps and still get a 4k with ease. Those doors dont take up much time at all to be broken. At best, you might need to break 1 door on a map, at worst, you need to break 3. Those pallets, mind you, have removed pallets to compensate for the doors. So you have less pallets to deal with, less powerful loops overall, but you ######### about 1 or 2 doors? If that breakable wall wasnt there, the tiles would not have been spaced out more. You do remember that on Ironworks, for example, added a wall to break an infinite but they added a wall upstairs to compensate for the lack of a looping area? There used to 2 god pallets in that area, which have been gutted. Do you want those god pallets back in exchange of the breakable walls? Or are you an entitled killer who only wants their hand held all game and only making loops easy for killers?

    And yes, my bodyblocking point does hold ground. As for a video to counter your argument:

    https://www.youtube.com/watch?v=EmMoyta2KV8

    As you can see at 4:45(especially at 5:10), you can swing mid air to reduce a chase.


    So lets break down the video you have given me for why it is not an infinite, and just Coco making mistakes:

    If Coconut(https://www.youtube.com/watch?v=1rVngwuLLQw) had swung at 0:20 and 0:27, he would have been able to close the gap and hit before he could reach the window again, MISTAKE.

    If he either started charging the hatchet mid air, OR swung while dropping at 0:31, again, it would have been a hit.

    At 0:55, he held w off a drop, instead of listening to footsteps.

    So yea, there are no infinites in DBD, only killers that make terrible mistakes. You know what else he could have done at 0:19 instead of following the survivor? TURN AROUND. It's a one way loop, not a 2 way loop. Second MISTAKE.

    Then the house of pain at 3:00, he vaulted a window that takes 2 seconds to vault, while he could have walked around in 1.4 seconds. Then he loses bloodlust by charging his hatchet instead of powering through, 2 MISTAKES he could have avoided. But to be fair, House of Pain is by far the strongest survivor structure in the game.

    Let alone that he decided to keep chasing the survivor he couldnt catch, there's 4 survivors and he went for the 1 survivor that knew how to loop him. Again, MISTAKE.

    That's not even including he's repeating the same mistakes, clearly showing ignorance of mechanics.


    So WHEN haddonfield is being altered, dont expect the main building to be much different. It's not an infinite. There are no infinites, only ignorance. With Haddonfields rework, I expect the House of Pain to have 2 breakable walls, and some fences to have a breakable wall if they grow larger than 5 meters long. The windows will remain the same as Balanced Landing has been nerfed.

    "BuT cOcO hAs NeArLy 7k HoUrS, yOu CaNt SaY yOu KnOw BeTtEr". Except that I have pretty much proven that I do. Even with T1 Myers, I can deal with Haddonfield better than he did with Huntress. And I can only get a 2k at best with T1 Myers on Haddonfield.

  • @M1MASTER said:

    https://forum.deadbydaylight.com/en/discussion/comment/2196678#Comment_2196678

    How much variety there is now? There are 23 killers in the game and red ranks is pretty much only Nurse, Spirit, Deathslinger, Pyramid Head, Huntress, 180 flick Blight and Bubba.

    You also have to take into account that there were less killers in general to choose from in the past, now there are more killers than ever and most of them are still not much played.

    No one plays Billy and everybody plays Bubba now. Wow! so much more variety indeed!

    How much variety after the Billy nerf? 12 killers being used relatively often right now with 23 killers available, aka, roughly 50% of the roster. Before the Billy Nerf? 6 killers being used relatively often with 20 killers available, aka, roughly 25% of the roster. So yes, the variety was upped from 25% to 50%.

    @M1MASTER said:

    https://forum.deadbydaylight.com/en/discussion/comment/2196901#Comment_2196901

    Again, how many killers existed back then?

    People played Billy because he was tons of fun and him and Nurse are free with the base game.

    If only they had nerfed Billy the right amount and didn't bug his animations, he would still be played a ton simply because most other killers are not as fun.

    2016, the variety was pretty much 100% considering Billy didnt really have pop or ruin available. Trapper and Wraith were pretty equal in strength, with the only difference that Billy didnt have pink addons, and thus was capable of instakilling every single match, where Wraith and Trapper only could do that every 3rd match or so. But Trapper and Wraith still had favor over Billy due to Agitation and Bloodhound. Once people had both those perks on Billy, they only played Billy, at least, for the first 2 months of release.

    Then Nurse came out, and the variety dropped to just Billy and Nurse. 50% of the killers used.

    Then Myers came out, and at first 3 out of 5 killers were used, untill people realized how powerful Dying Light was and Billy slowly became the main protagonist, 40% of killers used, 60% of the matches being Billy with Ebony/Ivory Mori and Dying Light, the rest being Nurse.

    Then Hag came out, who was terrible at release, so Billy and Nurse were still the only ones used, 33% variety.

    Then Doc came out next, who, also wasnt that great, annoying, sure, but easily exploited. 2 killers used out of 7 total(28.5% mainly Billy, Nurse second).

    Then Huntress came out, finally, the first killer since Billy to truly be able to use the disgusting mechanic that was old Tinkerer. 3 Killers used out of 8 on a regular basis, finally some more variety(37.5%, mainly Billy, Nurse second)

    Bubba, 3 out of 9(33.333%, mainly Billy, Nurse second)

    Freddy, 3 out of 10(30%, mainly Billy, Nurse second)

    Pig, 3 out of 11(27.3%, mainly Billy, Nurse second)

    Clown, 3 out of 12(25%, mainly Billy, Nurse second)

    Spirit, but Tinkerer has been nerfed, and so people stopped playing huntress, 3 out of 13(23%, mainly Billy, Nurse second)

    Legion, 4 out of 14(28.6%, for the first time, people didnt play Nurse as much. mainly Billy, Legion second)

    Plague, Legion has been nerfed. 3 out of 15(20%, biggest variety drop since Myers came out, mainly Billy, Nurse second)

    Ghostface, 3 out of 16(18.75%%, mainly Billy, Nurse second)

    Demogorgon, Freddy has been reworked, 4 out of 17(23.5% mainly Billy, Nurse second)

    Oni, Nurse has been reworked and is no longer played outside tournament settings even though she isnt that weak, 4 out of 18(oni filled in Nurse's slot for some time)(22.2%% mainly Billy, Spirit second).

    Deathslinger, Doctor was reworked and joined the variety roster, Oni has recieved a slight bug fix that made him slightly harder to play, so ofcourse people dumped him but Caleb took his place, 5 out of 19(26.3%, mainly Billy, Spirit second)

    PH, Hag recieved a shadow buff and can now lunge out of traps 7 out of 20(35%, mainly Billy, Spirit second).

    Blight, Billy and Bubba got reworked, but Undying has entered the chat thus more killers are being played. 12 out of 21(57% under disgusting mechanics, Spirit first, but not mainly, Freddy second), a lot of survivor sided maps have been reworked too.

    Twins, Blight has recieved a minor amount of love, keeping him in the roster after the Undying nerf, but just barely, more players started picking up Oni, Demo, Pig, Plague and Clown. Especially since they were able to freely test out these killers instead of Billy thanks to Undying(its the only good that Undying has done, give people time to learn more killers once their favorite one was gutted), more maps have been reworked, 14 out of 22(63.6%, Freddy first, Spirit second(yeah, idk what changed, maybe more people realized Spirit is boring to play as AND against)).

    Trickster, Clown and Wraith have been reworked, Trapper and Blight have had some QoL, even more maps have been reworked, 15 out of 23(60.8%, highest variety since release. Freddy first, Spirit second)

    Trickster-now, Freddy has been nerfed, but plays pretty much the same, even so, people have left him out of the variety roster, Huntress and Demo recieved an addon and/or basekit rework, Hag and PH, for some reason, have disappeared off the variety roster, for now at least. Twins was made less easy to play, but sadly also a lot less fun to play as. 12 out of 23(52.2% variety, Bubba, Huntress and Demo being on roughly equal footing here).

    So yes, the Billy nerf forced players to play more killers. The variety has gone up. More issues with killers have been found and since then addressed.


    I mean, do you really think Wraith would have recieved a buff if Billy remained the same? Barely anyone played Wraith back then. More variety=better balancing. More issues are found with weaker killers and since there is more data available, there is an easier conclusion to be drawn of what needs to change. I dont mind waiting for Billy to be addressed untill other things have been addressed first. 2020-2022 is probably going to be the era with little to no Billy, after 4 years of being essentially Dead by Billy. Yes, it's a shame he has been gutted this hard, but the overall benefit his nerf has given to other killers? Totally worth it.

  • @piggygooik said:

    This map is so broken. I mean I guess you can make the argument that most surv don't know how to run the map but its not that hard. This map is so dumb. its baisly has an infinite in the main house and the house of pain. the sad part is that when the devs do rework they probably won't address the main issues of the map. For example, disturbed ward that map is maybe slightly better but still sucks cuz of its size. Plus they will probably add 1000 breakable walls to the map which will be so annoying. This map suck or huntress, deathsligher, and tricsker btw since they are 110 and don't have a movement ability. I just hope this map gets fixed well.

    The biggest counter argument I can give you:

    You are aware that killers can bodyblock things, right? If you vault out of a window, Killers can block it without needing Bamboozle by just standing still.

    The House of Pain is the only good argument you can make here, but guess what? That exact same building is in Springwood, so we know it's going to get at least 2 breakable walls(which, are not bad, the killers who need the doorways to be gone are killers that are strong in 1v1's anyway and have plenty of time to break them down, the killers who need them to be there dont have much time outside their 1v1's dont have to spend time breaking them down, therefor massively reducing their overal 1v1 times on those maps.

    Seriously, I dont see the issue with breakable walls. People argue that "why not keep them removed around godloops" and the easy answer to that is that survivors have a limited amount of resources, if those walls were gone to begin with, there would be nothing to use. Or: "Why not just close walls up that people never break down anyway?". Because killers dont need their hands to be held. They need to be able to make mistakes. Opening up a god loop by breaking the wrong wall is a mistake. Let alone that, once again, not all killers loop the same. A Demogorgon can benefit from breaking open the doorway. Let alone that it gives survivors a way to use the wiggle meter against the killer, forcing them to open up a pathway they really dont want to be open for the sake of a hookstate.

    Breakable walls heavily improve maps overall. Lery's and Haddonfield are the only major maps that still benefit heavily from breakable walls. Hawkins is the only map that doesnt benefit from breakable walls. Otherwise the argument can easily be flipped to the point of "why board 3 out of 4 windows in the Gas Heaven shop? It's so annoying to only use 1".

  • I would rework Myers, played him a lot, thought about what I would alter or change about him a lot and I think I've made a fairly solid list of changes that will just address the issues I have with Myers:

    Perks:

    1. Dying Light no longer disappears when the obsession dies, instead, you keep the stacks(like STBFL). If a new obsession rises, you can add more stacks.
    2. STBFL, maybe cap it at 10 stacks instead of 8. Doesnt buff it too much(a killer with 8 stacks will just be as dangerous as a killer with 10 stacks), but it gives it more variety outside Pig and Demogorgon.
    3. PWYF, no longer lose stacks if you do not deal damage, however, lose 2 stacks if you DO deal damage, lose 3 stacks if you deal damage to the obsession. Again, giving it more variety among other killers but also giving it a significant downside to compensate.

    Power:

    1. Being able to stalk everyone within your vision, instead of only the nearest person.
    2. No range cap on his stalking
    3. no longer become collisionless while stalking(he is the only killer to be collisionless without having dealt damage)
    4. make Jewellery(yellow) basekit(no altering the existing addons like Windstorm, they are already mediocre and for them to have any significant use, you need to use all 3 addons at the same time, adding Jewellery as basekit makes Tacky Earring at least worth using) and Glass Fragment basekit(I dont see a reason why not, you're already slow and you lose the aura reading when you reach T2).
    5. If a survivor dies, their remaining Evil is spread equally to remaining survivors instead of being gone forever(Other than collision, Myers is also the only killer that has a hard capped power, making him a regular M1 killer, spreading it out would only be fair and doesnt need alteration of most of his addons).
    6. Once all evil is drained, increase his vaulting speed in T2(also, add a bar that shows the remaining Evil in the match/per survivor just for QoL sake)

    Addons:(assuming 4 grey, 5 yellow, 5 green, 4 purple and 2 pink, as Myers is the only killer not adhering to this structure yet)

    Grey

    1. Tacky Earrings, currently terrible, but assuming Jewellery becomes basekit, actually decent, no need for a change.
    2. Boyfriends Memo (BUFF), currently, this changes the 0.2 second lunge to 0.22 seconds(10%). A normal lunge is 0.5 seconds. I think this addon is easily worth adding 100% instead of 10%. Also a thing to note: Killers do not get their lunge speed untill after the first 0.2 seconds. Its 0.2 seconds charge before 0.3 seconds of moving 172,5%. Meaning Myer's T1 lunge is already at only 105% speed, and with Memo, he goes from 105% to 172.5% for 0.02 seconds(aka, practically non-existent). Using an entire addon slot to double it, gives him some more room, especially as T1 Myers, which this addon is meant to support.
    3. Blond Hair (BUFF) remove the increased amount of Evil needed for the first time. It's not that significant and it would be unique as the only extending addon without a downside.
    4. Memorial Flower, stays the same, just goes from yellow to grey.

    Yellow

    1. Reflective Fragment (BUFF) now stacks with Mirror Shard.
    2. Jewellery, same as Tacky, assuming this becomes basekit, this addon is actually quite nice, no need for a change.
    3. Hair Brush, fine as it is, being weaker to Blond Hair early on, but stronger over time.
    4. Dead Rabbit (BUFF), from 25% in each catagory to 50%. Having a bigger terror radius in t3 beyond 25% isnt actually that significant, but it is really significant while being in T2(especially perma-T2) as it reduces the effects of Monitor and Abuse.
    5. Memorial Picture (NEW), moderately increasing Evil Gain when stalking a survivor(18%). Sounds insane, but only if you use both J. Myers and this one, meaning you have a 43% on all targets at the cost of 2 addons. Which isnt that significant, both current addons already reach 36% together, being 7% faster isnt that big of a deal, especially considering there already exists a quicker version(Journal+J.Myers, for a whopping 65% stalk speed increase).

    Green

    1. Mirror Shard (BUFF) now stacks with Reflective Fragment.
    2. Judiths Journal, remains the same
    3. Jewelelry Box, remains the same, same reason as Tacky.
    4. J.Myers, remains the same.
    5. Hair Bow, remains the same, essentially being a better Hair Brush.

    Purple

    1. Vanity Mirror (BUFF), now no longer reduces movement speed. The Red Light and not being Undetectable are already a big enough of a downside for T2 Myers. It's literally a worse T1 Myers in every way possible.
    2. Scratched Mirror, assuming all previous changes, is fine as is, as a QoL might add the current Boyfriend's Memo(10%).
    3. Lock of Hair (BUFF), now requires 4 stalk points instead of 5 the first time it gets activated.
    4. Tombstone Piece (FULL REWORK), Vault 15% faster(for a total of 50% if using Bamboozle and Fire Up) and be able to stalk in T3(meaning you can prolong T3). While these 2 dont seem to be linked directly, it means you can stalk someone before vaulting a window to have a longer T3 duration while also reducing the distance. Let alone that in the case that all your Stalk is gone, you still have the 15% bonus.

    Pink

    1. Tombstone, slight nerf: reduce movementspeed to 10% instead of 9. I always thought it was weird an instakilling myers was able to move faster than a t1 myers while also being able to Lunge normally with an instadown, even if it takes longer to stalk.
    2. Fragrant Tuft, slight change: Show Myer's Aura for 2 seconds the moment he reaches T3(giving infinite T3 a slight downside and survivors a head's up that it's not Lock of Hair or Hair Bow, which I think is fair), increase the Terror Radius by 15%.


    I think this is relatively fair and would make Myers an extremely variable killer to use, while also making him a lot less reliant on map offerings with his niche builds.


  • @Moundshroud said:

    I agree too, but then again I think the entire Emblem system and point caps are outdated and not really in synch with where Dead by Daylight is going. For better or for worse we are approaching (if we aren't there already) a time when SWF outnumber Solo entirely. There are teams where specific Players have strengths and tend to take on certain roles. The best Loopers tend to bait and distract the Killer, the best evaders do Generators and kill Totems. Supposedly there is this "skill based" matchmaking system waiting in the wings (although it is starting to sound more like a Unicorn or Bigfoot at this point) which doesn't use Rank at all. If that is the case, why keep Rank at all and why keep an antiquated system of emblems and maximum points?

    I understand the original idea. When most people were Solo, the DEV wanted to encourage Players to be well-rounded and do lots of different things. I think the intention was noble, but it has never really worked. Different Players have different talents and enjoy different things. Insisting that every Player help get two Generators up, do two unhooks and escape several chases in every match is unrealistic and somewhat unreasonable. The reality is that Blood Points should not be capped. You get what you get.

    "For better or for worse we are approaching (if we aren't there already) a time when SWF outnumber Solo entirely."

    We have been there since 2016. SWF has always outnumbered solo survivors since it's implementation.

    As for skill based matchmaking, I dont think it is what players expect it to be. I think it's going to mainly be around the average skill of an entire survivor team being scaled against the skill of the killer playing a specific killer. Thus, if you never played Nurse, you're more likely to face what's now known as green rank survivors. While if you main Myers, you'll be more likely to face what's now known as red rank survivors. Key word being "likely". What this matchmaking hopefully does, is put illers who enjoy super sweaty games against survivors who enjoy super sweaty games. Because lets be honest, skillful gameplay isnt really what makes matchmaking terrible. What makes matchmaking terrible is that you have survivors who just play for fun are put against killers who will tunnel out the first survivor they see. They put killers who want to play a laid back game against survivors who genrush. Skill isnt the issue in either scenario, intent is.

    @NightmareKiller said:

    But if you didn't do anything but getting chased why do you think you deserve a reward or more points in other categories? If the killer only chases he's gonna get Entity Displeased. Scores, Bloodpoints and pips depend on the other side too. A gen rushing team with a key that loves hiding is gonna ######### over the killer score and they get zero points for searching around for a survivor. Hell, the killer killing everyone fast ######### with his score and bloodpoints.

    It's funny, survivors love claiming they don't have any other objective but doing gens, and then they complain about being chased by the killer. Distracting him, surviving him, keeping him away from others, etc is an objective too.

    You failed to lose the killer and get on a gen. You failed to pass the killer around to another survivor.

    Why do you think you deserve points in other categories you refuse to participate in because you looped the killer in some haddonfield infinite with balanced landing?

    Except that killers get bloodpoints for only chasing, AKA "you didnt do anything but chase". So why would killers be rewarded for multiple catagories if they only did 1 thing?

    Survivors still pip if they are being chased for 5 minutes as long as their team does gens, they dont earn BP. Killers can easily black pip if all they do is chase, while also being able to get 30k BP

    So really, why should a survivor only get 8k-13k BP(depending if they get facecamped or not) for doing the exact same thing as the killer? While their teammates get 18k-22k BP while never getting chased.

    This is like Killers only getting BP if they kick gens actively, reducing their average of 30k to 22k because no killer can consistently be kicking gens. Do you want killers to get less BP by evening out the BP logic from survivor to killer, or do you want survivors to get more by evening out the BP logic from killer to survivor?

  • @Vulgun said:

    The Resident Evil chapter is fast approaching; in 9 days, we will finally find out who our Killer, or possibly, Killers, will be for the chapter. Here, I want to make a thread regarding speculation until that day arrives, and I hope we can all discuss our own opinions on who would get in and what the reception to the character may be upon release based on the comments here.

    I'll go first regarding a few key characters that've been mentioned many times as possibilities, as well as why some can work and others literally would not work and may not be in the game. I'll even provide one character that would work well but nobody has ever mentioned that much before.

    Tyrant T-103 (Mr. X) - The Tyrant

    The T-103, more well known by the nickname "Mr. X", is a tall and imposing figure within the Resident Evil series and the originator of the very well-known pursuer creature we know in horror gaming today. He's the classic video game pursuer and has an easily recognizable appearance that sends shivers down peoples' spines.

    Known to stalk Leon S. Kennedy and Claire Redfield throughout Raccoon City's police department, sewers and laboratory in the events of Resident Evil 2, the character became a fan and company favorite of Capcom, especially with its latest appearances in Resident Evil 2 Remake and Resident Evil: Resistance.

    At first, this behemoth would seem to have no sort of main ability that could be used as a Power, but I actually dare to disagree. His brute strength for busting through walls, his ability to simply catch up with you from anywhere and cut you off, even his ability to know where you are at almost anywhere, these are simply the start of what you could do with him. Think more about it and he has a whole plethora of abilities that could be congregated into one ability with multiple passives! Think of the possibilities.

    As for his chances, considering that he is arguably the most recognizable antagonist in the series right now, alongside the likes of Nemesis or Albert Wesker, he may end up being our Killer, or maybe one of them, if BHVR is brave.

    Nemesis T-Type - The Pursuer

    The Nemesis T-Type, also known mostly by Nemesis, is an even taller and more ferocious variant of the Tyrant model we see in Resident Evil 2. An upgrade in every way both mechanically and in-game, Nemesis plays no games in regards to the hunt.

    Known to chase Jill Valentine and Carlos Oliveira in Raccoon City during the initial and end parts of the outbreak, he became a fan favorite to everyone out there for how intimidating and utterly horrifying he is, alongside that one classic word:

    "S.T.A.R.S."

    Due to being an upgrade of the T-103 we see in Resident Evil 2 (not counting the remakes; he's an utter downgrade in 3 Remake), he has access to abilities and weapons that the original Tyrant did not have. The ability to grab characters from long distances to drag them back, the ability to roar and stun others, the ability to accelerate towards his targets at a moment's notice, the ability to send long-ranged tentacles into the ground and attack his enemies, and even a [expletive] rocket launcher! The possibilities are just about endless with this pursuer and you know it.

    For his chances, he about has an equal chance of getting in just like Mr. X, due to his history and the scares he produced back in the day.

    Alcina Dimitrescu - The Vampire

    The newest addition to the franchise's cast of recognizable characters, Alcina Dimitrescu hails from Resident Evil Village, where she hunts Ethan Winters within her castle's walls.

    That's about it, actually.

    See, the thing about Alcina Dimitrescu is that she is horribly lacking in all departments that aren't sexual appeal. She lacks the scare factor, she lacks that kill potential that the Entity seeks, and she also lacks the most crucial thing for any potential Killer in the game...

    She lacks a Power.

    For her chances of getting in, she's probably the least likely character to get in because she's not original nor is she terrifying; her game of origin isn't even that terrifying since it's more of an action game than a horror game, and she's just...there. She doesn't really have much to do in that story and definitely wouldn't do well for The Entity.

    Oh, and her daughters would just be worse; they're just Wraith but with Clown's power.

    Jack Baker - The Cajun

    The iconic antagonist from Resident Evil 7 biohazard, Jack Baker punched his way into peoples' hearts (and faces) all the way back in 2016 in the Beginning Hour. Ever since then, we remember his violent, campy and sadistically funny nature in both his gestures and his words, especially that one iconic line:

    "Welcome to the family, son."

    He's the only true pursuer of the game that chases down Ethan Winters within the halls of his home, often times coming to clash against him within the various parts of his house in life-or-death battles against the engineer from Texas. Even when it seems like he's down for the count, he comes right on back over and over again, even having to face his brother, Joe Baker, in the final climactic battle of the entire game, fittingly being ended with one sentence that is the antithesis of his:

    "This is farewell from the family, brother!"

    Due to being an ordinary person with brute physical strength thanks to the effects of the E-Type mold from the bioweapon known as Eveline, he has no real immediate Powers to call his own, but that's where the combination of various factors of his can come into play. Jack has many weapons throughout the game; his own fists, an axe, a rotary cultivator, even a powerful chainsaw scissor; he also has two forms that have extra abilities granted to them thanks in part due to the mold inside of him--these are the arm whip attacks and the burning bile attacks. Also add in the fact that he's very hard to stun and can bust through walls so casually, and it's easy to see how he can just work in the game.

    For his chances, it's fairly easy to say he'd rank among Mr. X and Nemesis due to his intimidating presence, his violent nature, how he treats Ethan throughout his encounters with him and the sheer tension a player will feel in his presence.

    Perhaps one of his passive powers is to emulate that experience by making Survivors feel that first-person terror all over again...

    Alexia Ashford - The Queen

    The villainess from Resident Evil: Code: Veronica, Alexia makes her debut in a sullen, yet twisted moment where she cradles her dead brother's head to 'comfort him', all the while sending out her tendrils to attack the vehicle that survivors Claire Redfield and Steve Burnside were using to try and kill them as revenge.

    She's the final challenge and villain within the game and truly makes her presence known when fighting Albert Wesker and Chris Redfield together, then eventually Chris and Claire Redfield. She is as vicious and sadistic as her attitude plays out to be, showing this through her fiery attacks and the instant death move she performs in her first form, as well as her second form's bug and hive-like structure. She really is a queen, if you think about it...

    Unlike all of these characters listed before her, Alexia herself has an ability that hasn't even been explored in Dead by Daylight whatsoever, and that's the ability to burn people. Her own blood oozes a substance that just ignites when exposed to the air, and she can throw it sort of like projectiles. Other than that, she has her large tendrils and her horrid mutations to fall back upon if things get rough for her, but the fiery aspect of her moves shouldn't be overlooked. She could potentially burn survivors to death, if she really wanted to.

    For her chances, I would rate her along the middle of the road. This is partly due to the fact that she has been forgotten by most people over the years, or many people haven't even heard of her, but she's definitely one of the only females in the series who is both scary and has an interesting ability at the same time. There's not many female villains in the franchise that are like her, and not many female villains at all, but she would definitely leave a burning impression (or four) on survivors.

    -----

    With that, this concludes my part of this whole speculation with some starter posts. If anyone else has their own thoughts or ideas on who the Killer might be, post it below and let's get this discussion rolling.

    I mean, if I were a betting man, my top 2 picks are:

    1. Nemesis(yes, he has a rocket launcher, but that can easily work similar to how Myers' T3 works, requiring a charge up before it can be used, and otherwise just using the weapon as an M1. I'd think it would be amazing bonking people on their heads with a freaking rocket launcher).
    2. One of the ABCD's in the Dimitrescu Family. This because of the 5 being shaped like the weapon of use by B, C and D Dimitrescu. Their powers would honestly fit nicely. Sure, you could state they are similar to Nurse as they could turn into flies and ignore resources. But on the other hand, so what? We have Bubba and Ghostface being similar to Billy and Myers. We have Plague and Trickster being similar to Huntress. We have Demogorgon being similar to Pig. As for Lady Dimitrescu herself, she could easily have her ability be done around her lunge range. Which could be imagined as a mix of Oni and an uncloaking Wraith.

    Why no one else? Because these 2 are currently the 2 biggest icons of Resident Evil. RE7 was relatively unknown and small compared to RE8. People have literally gotten into Resident Evil because of the marketing around Lady Dimitrescu and her daughters alone. Nemesis is the obvious icon prior to RE8.

    So it really depends on CapCom who they wanted to attract and please more: their existing fanbase or their potential future fanbase. If they add a Dimitrescu, their future fanbase are likely to buy DBD too to just check it out, with the existing fanbase probably owning DBD right now due to the prior announcement, both groups likely purchasing their licensed character, thus making them money, while DBD players are likely purchasing the new Resident Evil just to speculate on their power. If they add Nemesis, their future fanbase might not buy DBD and thus not buy their licensed character, not making them as much money, but still quite a lot of money on a character that barely gives them an income, while the DBD fanbase either already owned that game or are purchasing a game with a hefty discount.

    Marketing wise, adding a Dimitrescu would offer CapCom the biggest income overall. It's not like they will lose RE fans from adding a character to a non-RE game.

    The only reason I dont think it would be a Dimitrescu, is because they did the 4 teaser last year and might have done the design for 5 to be a slight red herring. But that is assuming quite a lot. I do love to be proven wrong on this one though. I personally have more respect to companies that make amazing games AND please their existing fanbase over companies that make cash grabs and ponder to a potential fanbase.

  • @dspaceman20 said:

    I feel like there is nothing I can do against Demogorgon in a chase. All he does is activate shread constantly to create a lose lose scenario.

    He like the new pyramid head with the survivors having nothing to do against him. With his shread nearly every window and pallets is just a free hit on him. I don't want to seem like I'm a complaining survivor main but I generally don't know what to do against.

    Is there a meaningful counter to his shread or is he now just another pyramid head with another lose lose scenario?

    You're never meant to outplay a killer the entire match, the game is not designed around that. So regardless of the killer, at one point you will be downed.

    The goal is to use the limitations of their abilities against them. Killers do not have 3rd person view, so they can only see things that are in the cone ahead of them. Breaking line of sight alone helps you face most killers.

    Second thing is that against some killers, pre-dropping pallets is either neccesary or will really help your case unless there is a way to avoid damage OR if there is a reason for you to not drop it(aka, dropping a pallet while recieving a hit). Killers where predropping a pallet can be useful, if not neccesary to extend chases long enough for generators to pop: Demogorgon, Doctor, Bubba, Billy, Hag(it's better to drop a pallet than to leave it up while Hag places a trap, making it deadly for the next survivor if it's still up, seeing a dropped pallet against a hag is often a sign that it has been trapped and it's dangerous), Clown, Spirit, Oni(an oni that cant get his first hit is an oni that doesnt have a power), Deathslinger and Blight. While running from pallet to pallet. Ofcourse try skipping as many pallets as possible, but dropping a pallet to prevent a hit is going to give those killers an extremely hard time.

    Third thing that you can do, is fake. Huntress, Demo, Billy, PH and Doctor are all slowed down for a (tiny) amount of time while they use their power. If you go for the window, as they expect you to do, they get a hit. If you dont, you gain distance.


    Essentially, recognise the disadvantages of their powers. There is a reason why a lot of killers say "you get punished for using your power" and why they M1 as killers like Bubba. An m1 doesnt have any downsides, and very little upsides. An ability has a lot of upsides, but because of that also have a lot of downsides that can be exploited. I honestly dont know why people(coughcoughtruetalentcoughcough) ignore the fact that abilities only punish you if the survivors know how to exploit the downsides. You cant have great power, without great responsibility.

  • @gilgamer said:

    1 thing they could do is to remove perk tiers. Would help massively reduce the annoying grind.

    eh, I dont think they should remove them completely, I actually think that you should be able to access lower tiers on perks if you unlocked a higher tier. I think the initial grind is fine because it helps people to learn to use their perks on their characters.

    What I DO think should be done, is that Prestiging unlocks all unlocked perks on their tier. Meaning if you have 40 perks unlocked as you P1, you start out with 40 perks at T1. Meaning the most optimal way of leveling is unlocking all the perks first before you prestige a character. Because if you're able to prestige a character, you've already learned about all the perks that are useful on that character, and there is no reason to re-learn all the perks from t1.

    This way, if you P3 a character, you would have all unlocked perks available at t3 instantly(I calculated it before, this means that reaching P3 lvl 50 with all perks would "only" cost you 7 million BP, instead of the current 15 million BP, cutting the grind in half).

    Having additional access to prior tiers for the sake of challenging yourself would just be a QoL.

  • @Yaassin_q8 said:

    Say everything you want about improving the game (nerfs-buffs-ideas) even map ideas

    Making gen regression perks mutually exclusive the same way that exhaustion perks are mutually exclusive, so that perks like Surge and Oppression can be buffed significantly without making Pop or Ruin stronger than they already are. People could still run 2 perks that have different requirements, the same way that Balanced Landing and Dead Hard can still be used together. Just that the 2 perks cannot be used at the same time or in quick succession.

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