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R52G

R52G

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R52G
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  • @DetailedDetriment said:

    I could see the Halloween party outfits, but many of the recommended legendary outfits would have as little effort out into them as Cheryl's.

    It’s been highly discussed that Konami was most likely the reason for why there wasn’t much they could do for Lisa Garland. For this license they would work with Netflix (since they helped with Steve and Nancy) and I could imagine they wouldn’t do what Konami did with Lisa Garland.

  • @Taiga said:

    Legendary Robin and Jonathan skin and regular the ones they wore in the Halloween episode.

    Honestly I’ve been wanting both of them as Legendary Skins for such a long time! 😃

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1395019#Comment_1395019

    Thing is, they need to be challenging enough for people who have been playing the game for a while.. I'm not a great survivor/killer by any means, but I do enjoy when challenges give a bit of a challenge, and make me play differently than I usually do when it's just "do generators" challenges.

    I totally agree with that. I’m just saying they should make it so it’s challenging for everyone but not so challenging that it’s off-putting for newer players so much that it drives them away yk?

  • I’ve actually made a few potential DLC’s (licensed but I’ll maybe make new ones soon). If y’all want I can send a link to a couple I’ve put on here so far.

  • There was another person talking similar to this. I’d love if they did this. 😊👍🏼

  • Seems intriguing but a bit overpowered tbh. It does seem like a cool concept though.

  • Stranger Things. Nancy’s perks are awesome and all 3 characters are fun to play as. If you’re looking for perk wise I would say Shattered Bloodline or Darkness Among Us just because even though Jeff and Legion are meh their perks are extremely underrated.

  • @Nyxis_Fier said:

    Honestly, I get the whole point of trying to reduce dcing; however having it will not discourage people from dcing. People will still DC. And chances are you'll be losing people more and more. People dc because killers camp, or killers wanna Dodge lobbies/teams because they feel they can't win a match. There's zero penalty for killers that slug and/ soft camp/camp. As it is of someone tries to save a survivor, the killer can yank them off in seconds, meanwhile its like a slow cut scene to get a survivor off the hook.

    In all honesty, all that the ban is doing is encouraging toxic gameplay such as trolling, camping, tunneling and farming. People will still DC.

    I feel for this. Myself and many others been forced off and gotten the ban for “bad internet” even though it’ll work fine the rest of the time. I do agree that I don’t think a ban like this is the best idea to stop DC’s just because some people don’t care and others get forced out. I still think they should do something for those who intentionally disconnect, but I think they need to improve this system so people who don’t disconnect but are forced out anyways don’t get punished.

  • I’d love for a survivor perk to let them break walls. 😊

  • Honestly I like this idea. Idk why they didn’t do it to begin with.

  • There are some that are easy but there are a lot that are very difficult to do. Especially for beginning players.

  • @Siberia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388643#Comment_1388643

    I think they said somewhere that they didn’t want to do another chapter with two characters. I’m not sure where, it’s just what I’ve heard. I’ve also heard that they don’t want to do paragraphs anymore, so. I’m not sure tbh. But if they did do a SPN chapter, regardless of what I said above, I would hope they’d make both Dean & Sam their own characters rather than one being a legendary.

    I’d love if they would put both in too. Especially regarding controversy over the whole Lisa cosmetic.

  • @ihavesomethingstosay said:

    Yeah the stations could be petrindishes and under them is a small fire you draw blood over and if you are infected the killer could have the chance to jump out of you there or just ignore you and your cured or at the very least know your infected and play around it.

    Something like this sounds cool! I love the reference to the movie as well! 😊👍🏼

  • @Kind_Lemon said:

    I'm not sure what you can do, but as long as you've played under 80 hours in the first two weeks and if you've bought it on Steam, there should be a way to get a refund. If the matchmaking delay doesn't eventually get you to incredibly long timers, the dc/not dc ratio might eventually get you banned, even if it's out of your control. As much as this game likes to support casual (survivor) players to a degree, the dev team is merciless when it comes to bad things out of your control happening to your internet. I'm sure there's a statement somewhere saying how "maybe you shouldn't be playing" if you have internet connectivity issues as justification for banning players who accidentally dc somewhat often.

    Best of luck, and wishing you well,

    Kind_Lemon

    People told me that when I mentioned the problems I was having that were very similar on console. Personally I wouldn’t worry too much, if it gets worse contact the devs with customer support. They’ll answer right away and are usually willing to help.

  • @MiniPisa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1382406#Comment_1382406

    Pretty sure the devs mentioned they didn't want to bring in 2 characters again, which is why "legendary skins" are a thing now. So, even though it's totally possible for them to bring in just Sam and Dean, they'd probably have to pick one or the other to be the "main" character, and I don't like this idea unless they actually include a different voice with the "skins"... I wouldn't really wanna play Dean with Sam's voice, that would be weird.

    All in all, it's not a bad idea. It would definitely make them money, though I think they'd have to include some kind of OP perk to make up for the fact that these trained demon hunters are running away from a Legion

    Why wouldn’t they want to add two new characters? Everyone loved it with the Stranger Things DLC, not to mention that the Legendary skins haven’t been getting too good reviews the last week due to some “complications”.

  • What if a change would be made like this:

    -If a survivor makes it to the endgame with the crown, they can keep it. If they escape with the crown, they get an extra 5,000 bp’s (or however many y’all would think would be reasonable for pulling it off).

    I’ve played so many rounds today where the killers have just been so much more hardcore lately on console than they normally are and I’ve been struggling to get out with a crown on some of the survivors I have.

  • Seems intriguing to me. How would the killer be involved in it? Would they have the same effect the survivors would on the hooked survivor using camaraderie?

  • @The_Killer_Legacy said:

    I think the devs could add a rare chance for a totem to spawn on the basement, as this would add even more basement plays.

    For instance, if a team of survivors want to cleanse all the totems to prevent a possible NOED, they would have to take a big risk and go to the basement to see if there is a totem there, taking the risk of getting a free hit from the killer if he discovers you are on the basement. Another example, if there is a Hex Totem on the basement, the risk is even higher, cause the killer can camp the basement and prevent the totem from being cleansed, but him doing so, he opens the possibility for all the other survivors do gens far away from the basement, potentially making the killer lose the game by doing so, and even if the killer is far from the basement, if a survivor cleanses a hex totem on the basement, this could also help a killer locate a survivor and get a hit faster, since the survivor takes some time getting out of the basement. That's why I think it could be balanced for both sides. This could really add way more basement plays, which would be a good thing, since the basement isnt much used aside from killer hooking them there to be more difficult for survivors to rescue them. Survivors doesn't have a real reason to go to the basement since there is only a chest there, so adding one more mechanic to the basement would be really nice.

    I'm not saying to make a totem always spawn in the basement, as this would be boring and even too op for the killer, but if it were a rare spawn, I think it could really make some different matches.

    Love it! I’d be down to see some new totem spawns. As long as it’s not completely impossible to get if needed to a point where everyone dies in a minute I’m down for this lol.

  • @NuclearBurrito said:

    During the moonrise event various lanterns would spawn.

    https://us.v-cdn.net/6030815/uploads/THDB3FDE4DZG/image.png

    Survivors could collect the lantern and try to escape with it. If the Survivor was hooked they would lose the lantern and would have to collect it again with the lantern being returned to wherever it was found. Meanwhile after hooking a Survivor the Killer would have an opportunity to destroy lanterns for a brief period of time, permanently removing them from a trial. Lanterns that a Survivor had on them could not be destroyed, you'd only be able to destroy lanterns in the environment.

    While Survivors had a lantern it was visible making it slightly harder for them to blend in to the environment and signalling that they have a lantern to the Killer.

    During the event the lanterns had no real impact on the gameplay itself, however I propose that the following be done to implement the lantern mechanic as a proper gameplay mechanic independently of the event and it's rewards:

    • Trying to repair a gen has a base time of 100 seconds up from 80 (hold up let me finish)
    • While holding a lantern your repair speed is increased by 25%. Thus with a lantern in your possession it will take a Survivor 80 seconds to complete a gen solo. This means while you have a lantern there is no gameplay difference compared to now and I'm only wording it like this so that the Survivor will see the lantern altered repair speed as a reward, rather than seeing the default speed as a punshment. It's just a game feel trick.
    • After hooking a Survivor the Killer will be able to destroy exactly 1 lantern. There is no timer, the next time they see a lantern after a hook they may destroy that lantern. All uncollected lanterns will be red until the Killer destroys one like in the event.
    • 8 lanterns always spawn at the start of the trial to ensure enough for everyone. The Killer destroying lanterns make it take longer for the Survivors to find them, but unless he is REALLY snowballing the Survivors will almost always have enough lanterns for each Survivor to have one.

    Here is why this would improve the game:

    1. At the very start of the game it becomes harder to immediately gen rush the Killer since you'd want to find a lantern first
    2. After the start of the game, gen rush is like normal unless the Killer starts to get momentum
    3. A Survivor that has just been hooked immediately becomes a less appealing target, since they won't have a lantern. This makes tunneling a less optimal strategy
    4. Having the lanterns gives an additional method of altering gen speed balance for specific scenarios by altering one of the pieces of this suggestion

    That last one is important so let me elaborate. The numbers I have right now mean that once Survivors have a lantern there is no difference in gen speeds compared to right now. However, we can alter numbers to make gen times even shorter than now without causing gen rush problems.

    For example, lets say we make collecting lanterns take a 5 second channel up from instantly taking it. But, we also make the repair speed increase go up to 33.3333...%. Now gens take 75 second to complete with a lantern. This would only be a time save compared to now if you complete more than a single gen by yourself without ever being hooked. However if the Killer hooks everyone then the Survivors have to spend more time compared to now, since they need to take the time to grab a lantern too.

    This would make camping easier to counter since you could complete gens faster if you are uninterrupted. But a non-tunneling non-camping Killer would do better than before, since Survivors need to spend a small but significant amount of time regaining their lantern after being hooked.

    The lantern destroying mechanic also discourages camping, since having a large enough quantity of hooks means you destroy a lot of the lanterns making each hook more and more valuable.

    The number of lanterns can be increased or decreased to tweak the impact of this snowball effect.

    However there is one benefit to this suggestion over other secondary objective ideas:

    Lanterns and all of the mechanics listed already exist

    The moonrise event happened. The mechanics worked. Implementing this wouldn't be too hard for BHVR since they've already created the groundwork. Spawn locations, animations, breaking mechanics for the Killer, models ect have already been coded and tested by the community, making this a relatively low effort implementation.

    None of the existing core mechanics are massively reworked and everything is just numbers changes from things that already exist.

    I love this idea! Maybe instead of it always being lanterns it can be something correlating to a specific time of the year (such as flower for spring or a gift box around December) or something involving what the current rift would be (if it would’ve been done right now it could’ve been like little versions of the doll the Huntress has).

  • I say this a lot when someone mentions this: if you have time to do gens, you have time to do totems. If you have time to do heals, you have time to do totems. If you have time to do rescues, search chests, get chased four times by a bad killer who doesn’t know how to use their power correctly only for them to get two lucky hits on you when a pallet won’t drop, then you have time to do totems. They even give you 1000 bp’s if you cleanse a dull totem and there’s literally even a perk that heals you if you cleanse any totem. It’s practically a sign at this point that even the devs think NOED is fine.

  • @bm33 said:

    The pillars disappear/reappear around the map during the match, all 4 survivors and killer can get a crown in one match. Unless person with crown cosmetic cut you off on way to pillar odds are if they left it the pillar would've disappeared on its own before you found it only to reappear somewhere else on the map. You can only grab one crown per match, you get 250 BP for grabbing it and 500BP for finishing the match/escaping with it.

    So it randomly disappears if someone doesn’t pick it up in a certain amount of time? Is that what you’re saying?

  • I’m intrigued. I’d love to see a Survivor with perks alongside the killer’s perks as well. 🤠

  • Honestly, I like this. It sounds a bit complicated but I like it more than how Mettle is now. Most people rarely can get 3 protection hits without dying a lot. It’s a trick usually players who are more advanced are usually good at. Anything at this point to make it somewhat usable again but not so much so to a point where the killer has a harder time in all trials.

  • @Cheers said:

    Problem is, if they change iit for survivors then people will go ahead and kill themselves right after they've found it.

    I’m not saying they should change it like that, I’m just saying make them easier to find and ensure there is one for everyone. It seems like a frivolous thing to mention but I swear there have been matches where everyone but me got one and I would search the entire map.

  • A strum of their guitar can be like Pyramid Head’s ground attack.

  • @ich_häng_mal_rum said:

    Now everybody gets the „exclusive“ event-cosmetics and the discussion about exclusive skins and legacy starts again... 

    I think these discussions show, that the community is very interested in this kind of cosmetics:

    a lot of players want this outfits and player who have it, want that they stay exclusive. The only real problem is, that player who doesn’t play at a certain time, these player have no chance to get such outfits. 

    In my opinion exclusive cosmetics are a very good motivation to stay playing dead by daylight and it would be nice if the devs think about that, and implement a fair way to earn such outfits!

    Here is my solution for fair exclusive cosmetics:

    1. give a meaning to devotion
    2. for every devotion-level you get 1 point (new currency)
    3. create a kind of legacy (maybe in green) for all characters (3 pieces per character)
    4. implement the new exclusive cosmetics in the shop, which player can only „buy“ for the new currency: for example every cosmetic piece cost 1 point ( Head, weapon, body, shirt...)
    5. every player get points = actual devotion when new cosmetics are released (if a player is devotion 9 he gets 9 points to start)

    With this idea you have a way for exclusive cosmetics in the game which everybody can earn only by playing the game independently from when they start playing DBD.

    Seems like a good idea. My only concern is how long it takes to get devotion. I play a lot and it’s personally very undesirable to have to grind so much. The average player may not be into that much grind. An idea based off of that wouldn’t be a bad idea though.

  • I do agree that SWF can be annoying as hell, but think of it this way: any change BHVR would make, a SWF team would be able to find a loophole to get around.

  • I feel on the frustration. However, I think they should make them easier to find. I’ve had so much time finding them that if I would make it to the end of the match (because now every killer is suddenly a try-hard) I wouldn’t be able to find any or be able to go back into the area to find any.

  • Yea I did. A lot of the changes being asked here vary on many things as well. The mid-chapter patches are basically their rework patches. Even if they did do this they can’t rework every single error in only one chapter/mid-chapter.

  • @elvangulley said:

    O god no its bad enough ghost face is in the game we don't need one of his ripoffs to. Those mid 90 horror movies sucked. There are much better licensed killers to choose instead.

    I wasn’t asking for opinions on if this would come in. Moreso feedback regarding the perks, power, lore, and etc. of this.

  • Never heard of it but it sounds intriguing. Any perk or power ideas for either of them?

  • Personally, for legacy I think they should do like a Prestige Levels 4/5/6 where you can get the Prestige clothes from there on the Bloodweb If you don’t already have it.

  • @OhHelloThere said:

    The chapter after the mid-chapter should not add any new content, or balancing or whatever.

    The Chapter should mainly focus on rewriting a lot of the code, adding a lot of QOL(Quality Of Life) Changes (= Actual Graphic settings, Search bar for perks(I know they are sorted in the alphabet but still))

    The devs should work with the community together to fix the game, aka. putting heavy focus on fixing all the bugs/glitches etc.

    This would heavily improve the game experience leading to more players recommending the game growing the community = making ques shorter and earning more money, i see this chapter as a win-win for bhvr if they do it right.

    They usually try to do stuff like this during the mid-chapter patches. An example is the reworks on the maps they did (such as the Thompson house).

  • If it doesn’t show here tell me. I attempted to make an edit to fix some spacing issues and it didn’t repost and claims it needs to be “approved”.

  • •REALM: SOUTHPORT

    -Map 1: Southport Beach: A large landscape including the piers with boats that the survivors could find generators on as well as Miller’s Beach. Up above the beach is the road with a dead corpse with an empty bottle hidden in a bush as well as many palm trees and an abandoned car to accompany the landscape.

    -Map 2: Southport Square: Several buildings everyone can enter that include the Shivers’ clothing store with the dumbbell serving as a dropdown to the lower floor. Another building will include the stage that will always spawn with a generator and a mini second floor above that overlooks the stage. Outside, the streets include abandoned parade floats from the Fourth of July parade held in Southport as well as many abandoned cars and decorations scattered throughout the town square and park that lies in front of the Shivers’ clothing store.

    •KILLER

    -The Fisherman (Ben Willis): A Killer resonating on the anxiety of his victims. With his power, HOOKS OF DOOM; The Fisherman can make use of his surroundings and attributes to his advantage.

    His personal perks, Grave Mistake, Radio Contest, and Hex: Vengeance give him the ability to fully use the mistakes of the survivors to his benefit.

    Difficulty: Intermediate (Based on only using his unique perks).

    -POWER: HOOKS OF DOOM

    -When The Fisherman stalks a survivor for a certain amount of time, the survivor will be will get a colored hook on their shoulder. The amount of hooks will depend on how long the survivor has been stalked for. A maximum of 3 hooks per survivor is allotted at one time. Survivors can attempt to remove the hooks themselves but it will injure them by one health state. If a survivor helps another survivor, that survivor will simply be put into the mending state. Survivors can attempt to temporarily disable The Fisherman’s power for 20 seconds by stunning the Fisherman with a pallet, locker stun, or decisive strike. 

    •1st Hook: Green Hook: Survivors’ breathing is slightly louder, and when struck by the first hook they are highlighted by a white aura for 4 seconds.

    •2nd Hook: Yellow Hook: Survivors have their breathing moderately louder. Their vision become blurry for 3 seconds and they are highlighted by a yellow aura for 6 seconds. 

    •3rd Hook: Red Hook: When hit, survivors’ breathing is significantly louder. The affected survivor will be taken down a health state when hit with the red hook. The survivor affected will also be highlighted with a bright red aura for 8 seconds. 

    •SURVIVORS:

    -Julie James: A precautious observant, Julie James is able to help herself and her teammates overcome any obstacles the killer’s may give to them.

    Her personal perks, Secrets, Teamwork, and What’re You Waiting For, give her the ability to give the killers more surprises than they would expect.

    Difficulty: Intermediate (Based on only using her unique perks).

    -Ray Bronson: A watchful guard, Ray Bronson is able to help advance his team throughout the trial.

    His personal perks, Driver, Billy Blue, and Saving Grace give him the ability to save his friends when they’re in need.

    Difficulty: Intermediate (Based on only using his unique perks). 

    •Legendary Cosmetics: Summer Legends:

    -The Fisherman (Ben Willis): Will Benson

    -Julie James: Helen Shivers

    -Ray Bronson: Barry Cox

    •LORE:

    -The Fisherman (Ben Willis): Ben Willis lived a happy life. Great family, beautiful town; if only it could’ve lasted forever. On one unfortunate evening, he received terrible news upon his daughter’s death. An anger overrode him, an unquenchable and fierce anger. 

    A year later, Ben came by the cliff and watched his former son-in-law drink and mourn over the one year loss of his fiancé, Ben’s daughter. In a fierce and angry stroke of his hook Ben killed his former son-in-law and hid the body. As he was leaving, a car hit him and he lost consciousness, when he regained consciousness he was underwater fighting against a man over a crown of sorts. He recognized the crown and knew who it belonged to and the group of people who did this. He feigned a drowning, and did not resurface until he knew they were gone.

    A year later, he exacted his revenge by killing two of them and before he could kill the other two responsible, they cut off his hand and he fell into the ocean once again. The next year did not end any better, as the woman shot him after he almost had her. She caused the death of his son, who helped him get her there. An anger he was quite familiar with sunk into him again. He wanted vengeance, and this feeling grew even more as he felt the cold rain around him stop. The mud and the tropical island he was on was long gone, and he was suddenly back in Southport; with a long Hook in his hand. He then looked ahead of him, and saw the two he’d been looking for for the past three years. His life had been dedicated to finding them; and in here, he could finally get his way with them.

    -Julie James: Julie escaped. For the second time, she had escaped the psychopathic man’s grasp of death. His corpse still drenched in a smell of the waters they once drowned him in, not knowing that he was still alive. She felt a feeling of anguish and agitation, but more so felt a feeling of confidence and pride. She left that island with Ray and Karla with a joy knowing that she is finally safe, but also left with an intense paranoia.

    A few summers later, Julie and Ray has gotten married and moved into their own house. Even though the traumatic events still had them on edge from time to time, they had known that he was dead for good; or at least they thought.

    One evening, the door was locked on Ray; and as Julie hopped into their bed to enjoy another happy night together with the love of her life a sight in the mirror made her skin go cold. No! I KILLED HIM! Before she could react she was dragged under the bed kicking and screaming as a fog rolled out from under the bed that she was being dragged into. 

    Julie continued to scream for another moment until she realized Ben Willis wasn’t there anymore, and neither was she. She got up off of the ground to find herself in a different outfit than she had on just moments ago that showed no sign of the life she was just living in. She looked over her surroundings in a familiar place that felt so different. Julie then helped an unconscious Ray recover off of the ground. However, as they both got up together and looked ahead of them they saw him; the hooked man of their nightmares, back for his final revenge.


    -Ray Bronson: Ray lived a normal life, at least until the accident. For the next two years he found himself as one of the primary targets of a malicious murderer. The love of his life, Julie James, somehow seemed to be number one on that list though, and every time it happened he would be there for her.

    Right after they left the island he finally proposed to Julie, they got married and bought a house. One night he was brushing his teeth when he heard the door lock from the outside. He originally thought it was Julie attempting to mess around with him; but after a shriek from her he realized something horrible had happened. 

    It took him a few minutes to get out, but when he did he saw a black fog coming from under their bed. As he went to get a closer look at the fog he had started to feel dizzy, his vision faded along with his consciousness, and before he knew it he felt giant tendrils grab him against his will and pull him under. 

    After what felt like a few moments later, Ray was awakened by Julie, who looked the same despite her outfit change. He looked down and saw that he also was in a different outfit as well that showed no sign of the suburban house-life he had just been living in mere minutes ago. As Julie helped him up, they heard a noise by a familiar scene, the pier, which included a familiar yet terrifying figure, back for one more scare. Ray didn’t let him take Julie before, and  he sure as hell wasn’t going to let him take her this time.


    •PERKS:

    -The Fisherman (Ben Willis):

    1. Grave Mistake: You don’t like to see your prey get away easily.                     After a successful basic attack on a survivor, your basic attack cooldown time is reduced by 30/40/50%.                                  Grave Mistake can be unlocked from the Bloodweb at Level 30+ or in the Shrine of Secrets.                              “No more screaming, no more running, it’s time to die!”~Ben Willis
    2. Radio Contest: You will do anything to lure your prey closer to your grasp in an attempt to derive them of success.     When in your terror radius, all exhaustion recovery rates of the survivors will be paused for 15/20/25 seconds.                        Radio Contest can be unlocked from the Bloodweb at Level 35+ or in the Shrine of Secrets.                             “Rio isn’t the capital of Brazil! Sorry, we loose.”~Julie James
    3. Hex: Vengeance: Your hatred for the survivors never ceases.              When at least two generators have been repaired, Hex: Vengeance activates. As long as the corresponding hex totem is still standing, all survivors are hindered with the exposed effect for 5 seconds after the generator has been fully repaired. All survivors will also experience a 30/40/50% generator repair penalty for 75 seconds if another survivor is put into the dying state because of Hex: Vengeance.                        Hex: Vengeance can be unlocked from the Bloodweb at Level 40+ or in the Shrine of Secrets.                            “Next time you leave a man for dead, make sure he's REALLY dead!”~Ben Willis 

    -Julie James: 

    1. Secrets: You’re able to keep very quiet in desperate times.                 When within 32/36/40 meters of the killer, all of your actions will become 50% quieter for 30 seconds.                  Secrets has a cooldown of 30 seconds once used. Cooldown will not progress if on a generator.                                     Secrets can be unlocked from the Bloodweb at Level 30+ or in the Shrine of Secrets.                                “Ok, Barry, we’ll take this to the grave.”~Julie James
    2. Teamwork: You and your friends have had enough!                       When working on a generator with another survivor for at least 60 seconds, Teamwork activates. When working on the same generator when within the killer’s terror radius, press the activate ability button. If the killer attempts to kick the generator within 30 seconds of the activate ability button being used, the killer will get a shock from the generator and be stunned for 3 seconds.         Teamwork has a cooldown of 70/60/50 seconds before it can be activated again. Teamwork increases your odds of being the obsession.                                                             Teamwork can be unlocked from the Bloodweb at Level 35+ or in the Shrine of Secrets.                                “...maybe if we stick together we can kill this ######### for good!”~Julie James
    3.  What’re You Waiting For: You anticipate the arrival of the killer, and you have a surprise for them.         When repairing a generator in the killer’s terror radius for at least 45 seconds, gain a 10/15/20% haste status effect for 5 seconds when you leave the generator.                          What’re You Waiting For can be unlocked from the Bloodweb at Level 40+ or in the Shrine of Secrets.                 What’re You Waiting For has a cooldown of 30 seconds once used.                         “WHAT’RE YOU WAITING FOR?!”~Julie James

    -Ray Bronson: 

    1.  Driver: You know what materials you need in order to help others survive.                              When within 20/25/30 meters of a hooked or caged survivor and unhook or uncage them, Driver activates. When active, gain a 20% speed increase to any tasks you do for 20 seconds with the unhooked or uncaged survivor.                                  Driver can be unlocked from the Bloodweb at Level 30+ or in the Shrine of Secrets.                               “I couldn't lose you again. I love you Julie.”~Ray Bronson
    2.  Billy Blue: You never let any obstacles get in the way you when your attempting to help those in need.     When you or another survivor is hooked or put into a cage of atonement at least 30 meters away from you or the obsession, Billy Blue Activates. When active, Billy Blue will cause the hooked survivor’s Hook progress to slow by 10/15/20%. This affect will only last for the most recent survivor hooked 30 meters or more away from you or the obsession.                          Billy Blue Increases your odds on becoming the obsession.                            Billy Blue can be unlocked at Level 35+ or in the Shrine of Secrets.              “LET HER GO!”~Ray Bronson
    3.  Saving Grace: You’re ready to risk it all for the ones you love, no matter the cost.                                    If you are put into the dying state within 8/10/12 seconds of unhooking or in aging another survivor, Saving Grace activates. For the next 30 seconds, you will be granted a 30% bonus in recovery speed and can recover from the dying state alone.                           Saving Grace can be unlocked at Level 40+ or in the Shrine of Secrets.             “Good Ol’ Ray.”~Karla Wilson


  • @GoshJosh said:

    Considering it's only active for a limited time during end game, I think Hope should be reworked to not have the timer ticking while hooked or downed. Kinda silly to be on your first hook as the last generator is popped, and have the timer running...

    Makes sense. Adrenaline is basically the same so it’s not like it would be hard to do the same with hope.

    in Hope Comment by R52G
  • @Revivals said:

    Basically the killer's face is the head of a crow and his power is to look through the eyes of the crows around the map (has like a 20 second cool down to balance it or something)

    Just thought it was a good idea and wanted to share it to see people's opinions

    Intriguing 😎

  • @MauriceMaverick said:

    Like the same thing, Lisa garland practically is, and without thinking that our ghost face is more like the scary movie and less like the scream ghost face, why not making a Sydney prescot outfit for Laurie strode?

    Not a bad idea, but if we’re getting Sydney I’d love to get her as an actual character in the game. But if we only get her as a legendary character I guess that’d be nice.

    in New outfit Comment by R52G
  • @Kind_Lemon said:

    A Macmillan map that is super small to the point of ridiculousness (eg. something like Seb's Dream or the tutorial level sizes).

    If we're talking new maps, I want a map with a large limestone cliff so that half of the map is really high up and half of the map is far down, separated by elevation (preferably difficult to transition between one side of the map and the other).

    I’ve always wanted an overlook type of cliff map. If they ever did a chapter based on the “I know what you did last summer” movies they would definitely have to have the beach and the road overlooking the beach where the guy was run over.

  • @JesterClown said:

    I want clown to be the most crazy absurd joke character in Dead By Daylight. Or instead of reworking clown make a new killer called The Jester. On the case of The Jester, a carnival map with rotating basement carousel hooks once a survivor is on it would be too cool.

    Back on the topic of a Clown rework, instead of having these boring gas bottles, instead we could have exploding pies that put pie bits on you that make you slow down. Have a mori that is the clown literally sitting on you and crush your skull while a woopy cushion goes off. Have the chase theme be the stupid clown theme. Have Clown be able to BM you by pressing a clown nose and then theres a clown honk. There are so many possible funny practical gags that can be done for a joke killer and its a shame its going to waste. It only helps this case that Clown is probably the worst killer, which could help him in his case to be a joke killer.

    Honestly I was just literally thinking of something similar to this! 😂 I never feel like the clown’s power really suits him just because of the clown aspect of it. Screw the backstory, if they give Jeff Hawk that power then call him “the chemist” and give the name “the clown” to someone else.

  • @FixatedUser said:

    Hey!

    While playing a survivor round with Cheryl's legendary skin (Lisa Garland) I've had an idea...what if (to make the future Legendary skins more "Legendary" like) they come with a P3 version after you hit P3 with the belonging character? I mean, it would be cool to have for example:

    The regular Lisa and then a P3 Lisa after you've reached P3 as Cheryl...but obviously, you'll need the legendary skin to unlock it's P3 version.

    Yeah so...that's my suggestion. I dunno if it's a good idea but I just had to share it, before I forget about it 😁.

    Bye bye~

    I know this could involve licensing stuff but I love this idea. 😊

  • @tolginyoo said:

    So I've finished all challenges of all 4 levels of the Tome III today and it only got me to rift level 62. If we do a quick math here;

    800 exp for 1 fragment

    10 fragments for 1 tier level of rift

    62 to 70 is 8 tier levels

    8 tier levels needs: 8 levels x 10 fragments each = 80 fragments

    80 fragments needs: 800 exp x 80 fragments = 64000 exp

    64000 exp / 500 exp = 128 games total (I've explained how i get 500 exp per game below here)

    So i still need to play 128 games in 17 days which is like 8 games per day and it's like playing 5 hours each day considering queues too.

    How is this OK? I'm not an average player, i'd consider myself hardcore and a good player, i have 1900+ hours in the game aswell and i play since 2017. If this is like that for me, how can an average/casual player complete this rift? Shouldn't the rift be like 50 or 60 levels on total?

    https://us.v-cdn.net/6030815/uploads/9TTJ7KHIHBHI/20200620215536-1.jpg

    https://us.v-cdn.net/6030815/uploads/UK1R2P4F85E0/20200620215543-1.jpg

    https://us.v-cdn.net/6030815/uploads/44BUR9AKFQ9G/20200620221331-1.jpg

    https://us.v-cdn.net/6030815/uploads/TTAITYGVR2MH/20200620221334-1.jpg

    https://us.v-cdn.net/6030815/uploads/YGW049STP2QY/20200620221337-1.jpg

    https://us.v-cdn.net/6030815/uploads/XGUUZ2RTINKD/20200620221340-1.jpg

    https://us.v-cdn.net/6030815/uploads/JEQYI4AXOYSV/20200620223355-1.jpg

    https://us.v-cdn.net/6030815/uploads/X9LWKJAD74NB/20200620223357-1.jpg

    https://us.v-cdn.net/6030815/uploads/F64LM1PC5XI7/20200620223401-1.jpg

    https://us.v-cdn.net/6030815/uploads/ANAML545M6JB/20200620223404-1.jpg

    All challenges completed:

    https://steamuserimages-a.akamaihd.net/ugc/1251386528593954139/F18377E2C363341F18E679AF21EEF4EB0BB242F2/

    Rift level 62:

    https://steamuserimages-a.akamaihd.net/ugc/1251386528593954644/4D2ED45128F8464DACB5755AEEEFFBDCD4F7997D/

    Here is how i get around 500 exp in games;

    Survivor screenshot 1

    https://steamuserimages-a.akamaihd.net/ugc/1251386528594018678/5411A094DDFB684B93D7642A57423B73AADCC589/

    Survivor screenshot 2

    https://steamuserimages-a.akamaihd.net/ugc/1251386528594019096/3BDB04957ADB273A457ADBDBE4C3D55FCAEC9421/

    Survivor screenshot 3

    https://steamuserimages-a.akamaihd.net/ugc/1251386528594019453/B94100E23459144F63117BDC3611D6B415F840B7/

    Survivor screenshot 4

    https://steamuserimages-a.akamaihd.net/ugc/1251386528594019847/F6FB77510667FCDA97AE185096E8C7F61D1596D4/

    Killer screenshot 1

    https://steamuserimages-a.akamaihd.net/ugc/1251386528594081777/62F281A05561B4DB2008FBEF356A2E9ECE6551AB/

    Killer screenshot 2

    https://steamuserimages-a.akamaihd.net/ugc/1251386528594082206/E2053D998A8D29A65AFD8DB8803165DC805FC21E/

    Killer screenshot 3

    https://steamuserimages-a.akamaihd.net/ugc/1251386528594082685/AE996B0FA6C952B465F5BB90371B1779D2BA811F/

    Killer screenshot 4

    https://steamuserimages-a.akamaihd.net/ugc/1251386528594083087/5D6AAD50D6D0863E1AC5E703855D3ECCECA03616/

    (So if we can see here, a good game as a solo queue survivor where you could live long enough without getting tunneled/camped to death quickly, you get like 597 exp. With killer if you get a good game with 4 kills, you get 598 exp. If we are being too optimistic about it we could say you get 500 exp on average.)

    Imo it’s so many levels because of the charms. I never use them tbh. They’re kinda cool but mostly just a filler spot for almost half of each rift tbh.

  • I know many think it’s overpowered and I can see how you think that. However, there are always opportunities to do totems through the duration of the trial (even if they’re hard to find). If you choose to gen rush a NOED killer then don’t whine when they use NOED on you them. GL


  • @Respectfulnancymain said:

    I hate dead dawg saloon because its soo killer sided.

    Theres only like 5 pallets and there all unsafe, shack is usless, most of the building on the map are usless, and its soo damm small you can litrally see the killer from the opposite side of the map

    I’m glad you asked this I was legit about to make a discussion for this loll. My least favorite maps are:

    -Backwater Swamp: Grass is too y’all and it’s easy to get 3-gen’d and it’s so common to get stuck in that map.

    -Yamaoka Estate: Grass is too tall and it’s super easy to get stuck on objects around the map such as bamboo and random rocks.

    -The Gideon Meat Plant: Gens are too scattered and almost impossible to find as well as the bottom floor being too dark to even see in.

    -Mother’s Dwelling and Temple of Purgation I’m mixed on but it’s annoying how it’s so open of a landscape that it can be for killers to literally just zip across the map with.

  • @thetaRama said:

    I've been playing killer and survivor at red ranks and for some reason I've been seeing a lot of survivors who run no perks in my games. They are usually red/purple ranks and they're usually pretty bad. Has anyone else been running into this consistently? I'm talking every other game I see one guy with no perks. are these bots or something?

    Idk what it means but I have seen it recently. Some of mine I’ve seen though have done really good or really bad. I’m assuming it’s some meme challenge.

  • I dreamt that I was in this weird version of the Joey Garceffa show Escape the Night and that me and Jane were in a death match against each other. I woke up and was so confused. 😂

  • @Guiltron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364496#Comment_1364496

    Lava Chapter was a placeholder for the Silent Hill DLC.

    What’s that about?

  • @Heartbound said:

    Chapter 17: The Angler's Release

    New Killer: The Floppy Fish

    Angered by being thrown back by the angler at a young age, this small fry still feels the pain from the hook in its mouth. So many friends lost to the humans above. They will know no mercy.

    The Floppy Fish slaps survivors down and flops them on the hook. By flopping all over the map at very high speeds nothing is scarier.

    Survivor: Ted

    Ted forgot to close his tackle box one day and when he came back the worms dragged him into the realm of the Entity where he met The Floppy Fish. Running into the forest out of fear he now tries his best to survive and tell his fishing buddies a whopper of a tale.

    Coming soon to a pallet loop near you.

    Dude I love this! 😂

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