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ReikoMori

ReikoMori

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ReikoMori
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  • @KateMain86 said:

    Lately I have been trying out some wiggle off builds to see how effective they are. I've tried it on various maps as well as using petrified oaks to see if that would help and so far I have not noticed anything that makes a full loadout around wiggling off the killer worth using. Now with some help from the team yes the builds are effective, but only with help from others in my experience. There are many circumstances where this isn't even possible such as instant down power/perks that don't allow protection hits to be taken. The builds alone simply do not offer enough to be worth using. I don't think it should be this way. I think if there are wiggle off perks in the game and a survivor chooses to use them over other good perks such as dead hard then the survivor that has a full loadout based around 1 thing should benefit greatly from that. Besides that though, the hooks themselves in most matches in my experience all too often look like they simply spawned in favor of the killer. Not everywhere of course, but moreso than not I have been picked up and not even come close to wiggling off the killer WITH a full wiggle off build.

    My suggestion for this is simple. Make hooks spawn further apart in places where there are multiple hooks close to each other. I don't think this is asking too much especially after having the hatch nerfed to hell.

    Wiggle builds generally just lack power by design unless certain conditions are met. It's very rare you will on your own wiggle off a killer's shoulder. It usually requires at minimum teammates who will bodyblock since the issue isn't that hooks are too close, but that experienced killers generally know how to move even with someone struggling extra hard due to Boil Over. You could go into flipflop and power struggle, but you still likely won't ever get it off. It's just not something people can build to do and have success without setup or teamwork.

  • Not really.

  • Hag has a hard time keeping up with the current pace of the game. She needs time to setup and can't really just opt out of it as she needs her traps to make up for her low mobility. Few people want to sweat quite that hard for little payoff. Doctor just seems to not be a killer people care to play very often. He's an m1 killer with interesting tracking and stalling tools, but there is just better killers to put time into.

  • @MauriceMaverick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931654#Comment_2931654

    😂😂😂 OK, what about reddit, the place where all the 30 so thing weirdos live?

    Reddit, yes, but only because you only need to check it like once a day.

  • @catnipthegreat said:

    So I am genuinely curious about this. I see killers complain that survivors are "gen-rushing". This to me is incredibly confusing because as far as I know... there is 1 objective in the trial for a survivor: complete gens. Thats it.

    So if they dont want survivors to continuously complete generators... what the heck else are they supposed to be doing? Running around letting killers beat them to death with no promise that if you dont "gen-rush" and "play fair" that you, or -anyone- will escape the trial at all.

    I'm sorry I just dont understand this logic.

    If killers don't like "gen-rushing" then cry to BHVR and tell them to give survivors another objective/option. Thats the only suggestion I've got.

    Gen Rushing complaints aren't directed at survivor players so much as its a complaint about the general speed at which survivors can burn through their objective versus how long it takes for most killers to get properly setup to play the game. When the game is played at its most optimized, fastest speeds most killers can't really respond to it without a lot of effort.

    Gen timing is a touchy subject as we're kinda at the absolute limit gameplay that feels good for survivors with the current design of just holding m1 on a gen. At some point a lot of people would like to see gen repair become a more dynamic objective which would freshen up gameplay and generally slow the pace of the game down so people not playing high mobility killers could have more time to actually set up.

    Games that are generally considered rushed are ones that will be sub 10mins, but imo a game isn't truly rushed till you're about sub 5-6mins as that usually means killers who have slow starts can't play the game at all, killers with decent map presence/mobility have to work really hard, and killers generally considered best in game are viable, but will need to sweat a good bit.

    There are mitigators to gen rushing and balance tweaks to BNP(Brand New Part) and toolboxes have helped a bit, but there isn't a shortage of survivor perks that generate more gen speed buffs to pick up the slack. Keep in mind this also requires a bit of skill to rush through the game so it isn't something that just happens.

    Veteran players are often the most likely to genrush as after a while you just get to the point where you want to get in and out of games quickly. Lots of us either have everything unlocked or don't care enough to bother unlocking everything and just want to go through the game so we can have a million bp saved up for whatever the next chapter is.

  • @MauriceMaverick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931634#Comment_2931634

    The they should have done it with them. We don't need rescrambled lore from old characters just to feed tumblre, we need new lore for new characters with wich we can feed tumblre.

    Whoa there hoss, we don't use tumblr no more. Like David, we've moved to Twitch and Grindr. Tumblr's for the Johnlock fandom.

  • @CausticMisery said:

    I got back into the game a few weeks ago and I have noticed that I seem to escape on most of my Survivor games, and 80% of my Killer matches are sweat-fests with gens popping left and right and 4 Dead Hards. With Circle of Healing and all, seems like the game just keeps getting easier for the average Survivor. Is Killer just impossible to enjoy nowadays?

    Not unwinnable, just a bit more difficult. You need to be prepared to sweat more often than not as if you've been playing a long time you're probably getting matched up with people who know how to play optimally against killers

  • @Key said:

    Okay so 2 questions in one:

    why didn’t the ringu get a map when she launched like some of the other killers?

    and why don’t people play as pinhead? I’ve never played against him

    For Sadako, the answer probably has to do with the fact they licensed the book rather the Japanese films directly.

    Pinhead gets play, but not a lot of play. He's hard to use with a steep learning curve to their power and is maybe a bit too dependent on having his best in slot addons to compete with the current state of the game.

  • @EntityNea said:

    https://forum.deadbydaylight.com/en/discussion/321174/sadako-desperately-needs-some-buffs

    Every time a new killer is released, there's people who want them buffed.

    Ask yourself these things first:

    • How much have I played this killer?
    • Is there anything about my play style I can improve?
    • Would practicing more make me better?
    • Does this killer's abilities "click" with me?

    Like, all I'm saying is that I'd like to see people give killers more time before requesting buffs. When something is entirely new, it's going to be more difficult for a while when playing against people who's been using the same stuff for years (because survivor basic playstyle stays the same so they have already perfected how they play it).

    There are times when you can easily tell that a killer has severe deficiencies. Not to mention this isn't a novel suggestion as those of us who played her in beta also said then she needed buffs which she did get to a degree. The issue is addressing balance concerns in beta doesn't always survive launch into the live game environment. The buffs she got weren't really enough and she's so add-on and map dependent unless you're just pushing tons of bp into her all the time you're going to spend a lot of games just struggling.

    Her power isn't particularly good in its current state because it has a lot of limitations and while individual player skill can potentially help mitigate it to a small degree, you're not in full control of your power. Between using the tvs offensively and survivors pulling tapes you can easily be locked out of teleporting for a substantial length of time. Condemned isn't threatening in a way that forces survivors to make strategic decisions as holding a tape doesn't limit their ability to do anything else. Clearing condemned also is too small a time investment for survivor to the point they can clear it mid chase.

    It's a lot of issues that compound of each other that need addressing at the backend mechanical level rather than at the player level.

  • Playing killer on controller and on console is hard. You are at a disadvantage due to things you're not really able to do anything about as controllers just have harder time with camera fast camera control and console just seems to have wild performance issues. You just sort of have to stick it out to you get the hand of it or switch to pc.

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2926933#Comment_2926933

    So you are saying you wouldn't like to see a nice give and take between second chance perks and NOED?

    No, because that isn't how things should work. Especially when the counter to NOED is currently much more definitive and not solely based on actions you take in the lobby. Survivors just need to do bones and NOED never matters which makes sense, having it based around whether or not someone just happened to use what people consider second chance perks means you're choices outside of game and personal preferences in build are actively punished in a way you can not circumvent.

    From a killer prospective the vast majority of Token perks are meant to incentivize making some sort of gameplay change. Your idea doesn't produce that as it is purely reactionary to what survivors decision making before they set foot in the map is. The incentive also becomes much less worthwhile and its utility even more hamstrung. Killer and survivor perks do not and probably should not function at a design level on the concept of give and take against each other as the needs of each side are vastly different. When you design around give and take haphazardly you risk just nullifying the potential benefits to either side and generally you want players to have freedom of build choice that then influences what decisions they are able to make in game and have tangible benefits. Not everything needs a mirrored counter.

    This is something DBD actually does well to a degree, but players have sort of optimized away from for a number of reasons.

  • @kaneyboy said:

    So all iv seen lately is killers are tunneling and camping because boon healing is too strong etc, even with the buffed legion they are still resulting to really annoying games you just don't want to play.

    The healing reduction of COH was needed, but that is a bandaid on a large knife wound. The game fundamentally in need of a shakeup on both sides as games can still be finished far to fast which means killers are still going to play using the most optimal strategies. It is easier to manage three players than 4 and in a game where gameplay has stagnated so heavily both sides have optimized a lot of the fun bits out of the game. COH and Legion rework are tiny portions of a larger problem. Also people aren't just going to stop doing something instantaneously just because a patch came out. It takes time for people to adopt transition away from a behavior.

  • @UnKn0wN45 said:

    Is it just me (and it very well might be, I'm not just saying that), or is looping no longer a thing?

    All the survivors I face these days just run from pallet to pallet pre throwing them and running to the next one.

    Even with brutal strength by the time I break the pallet, they made it to the next one, before you know it, all the gens are done, and there are STILL MORE PALLETS on the map somehow

    No one NEEDS to loop tiles (in order to preserve a "limited" resource) therefore eliminating any potential mind game (that was the most fun part in DbD)

    Even shack pallet is expendable these days

    It could be that I'm talking out of my ass, that's why I wanted a community opinion, I'm not just whining.

    To be fair, I don't play nurse or Billy, and don't have the money to buy DLC after DLC so I'm limited to the base killers that can't just break pallets and dash like Blight or jump over them like Victor.

    It's been this way for a while. It's more optimal to predrop palettes than loop as the game has shifted heavily towards just wasting as much time as possible. How you deal with it depends on which killer you play as everyone's options are different, but generally you sort of need to gauge when to just drop the chase and go after someone else.

  • That's probably a bug

  • @_NIGHTMARE_ said:

    Hi!

    Just in the market for a new pair of wired headphones, as my current ones are pretty... Questionable for gaming purposes.

    Like, they're VERY good for a pair I scavenged out of the draw (and were free in the first place) but they rarely pick up on audio that comes from behind me in game.

    So I was wondering what headphones you recommend?

    Thanks in advance!

    I use Sony WH-CH710N

    I run them wired, but they also have bluetooth functionality. The sound quality and build quality is pretty nice. They do cost 149USD though so a bit on the pricey side.

  • @Aurelle said:

    I'm sorry, but this is getting beyond irritating. Every match I play the killer tunnels the first person out immediately, and half of the time that person is me. DS doesn't even help because they'll just take the hit and go straight after you again. And the funny part is that the killer doesn't tunnel anyone else, just the first person. I would like to have a chance to actually play the game, thank you.

    Sadly, it's the most effective way to control the game from the killer side. It's simply easier to manage the actions of 3 people instead of 4 and caps the amount of gen progress they can generate so games don't get sped through for the killer.

    Inversely, it means that whoever gets tunneled out first has extremely short games where the only solution is get better at the game so they can force chases to take longer to the point the killer has no choice but not to tunnel. It's rough.

  • @semm88 said:

    I think that SWF is killing the game. I wish there was an option not to play against SWF parties because it puts so much stress on the killer against these tryhards that less and less ppl will play the killer.

    That would be a rollback to 2016 dbd which is when people just queue dodged until they finally slid into the same lobby as a friend. It would make getting into matches tedious.

  • @DanielB said:

    Since the new engine is now available, will you transition the old engine to the new one?

    Probably not or at least not for a very long time.

    The game nearly broke in half moving up to UE4 and iI'm not sure we've ever made it back to the level of stability we had pre engine upgrade. Also so many people play this game on boiled potato level hardware that going to UE5 would probably make it very difficult to for those players.

  • @DriplordDrew said:

    No it wouldn't make it fair. One killers get a really big indication to where the boon is by the sound. If you take that away then sure if the killer wants to break the totem that is fine. The problem is it is a group AoE giving a perk to all and not just one. The reason boons are broken is because it means one member of a SWF can bring free healing for all and easily help the whole team. No matter how much they "nerf" (sorry but a AoE healing no matter if its slightly slower is always going to be good) to truly nerf it needs to be only useable by the player that brought it and give them a greater benefit. I am a player who uses CoH and I am saying its an extremely good perk.

    It's not a big indication, you can hear it, but it isn't really that directional and can be heard through out the entire radius and through floors. It's not even that loud

  • @Raptorrotas said:

    Real Facecamping doesnt exist anymore tho. But since terms are quite fkuid in our community....

    Facecamping is a strategy. Doesnt matter if anyone hates it, its in the game and free to use for their enemy.

    And it doesnt stop anyone from playing the game, if someone brings that up later. Getting killed is part of the game.

    Real facecamping meaning total blocking of hook prompt does still exist, but only for a couple of killers as they can clip inside a hooked survivor which blocks the unhook triggers.

    It also does stop someone from playing the game as they're literally not able to engage with other mechanics of the game. Which is what people mean by not being about to play the game. Getting killed is part of the game, but it is a fairly passive part of the game.

    No one is saying anything about taking the ability to camp away as that is an actual impossibility, but it isn't exactly the most engaging way to play the game. Though right now it is pretty hard to get a decent game without camping someone out early to just slow down overall game progress for survivors if you're not playing killers with high mobility or strong map pressure.

  • @UnluckyDucky said:

    So I've had this happen TWICE to me TODAY. Either I'm the unluckiest person on the planet or there is a fat bug in the game right now.

    I was basement hooked and I got unhooked with a BT, as I'm running out theres a freaking Nemesis Zombie just standing at the top of the basement stairs, unable to go around, so I just eat the hit with BT, but lo and behold, Nemesis just standing right outside the shack and he downs me instantly because my BT got burned by the zombie.

    A few games later, I am being unhooked in basement. No BT, and my rescuer also is injured--and there is another zombie LITERALLY in the basement. It was standing on that tiny platform that is just as you enter the basement coming around the corner. IDK how the other survivor missed it when they came down, but they did, so we were both stuck in the basement with it and had to lure it away from the stairs to get out but by that time Nemesis was able to come down to us because of the unhook trigger noise.

    So it feels insanely unfair to completely get sandbagged by an NPC zombie.

    Wow a rare instance of the zombies being useful instead of stuck on terrain. You just got very unlucky as there isn't anything preventing them from wandering towards the basement, but it is rare though. Usually they're stuck on something

  • @Bladeisbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897025#Comment_2897025

    Again...thinking negatively gets us nowhere. Legal mumbo jumbo wouldn't happen. And no, not hostile, passionate is the word.

    Passion and hostility are not mutually exclusive and that 'legal mumbo jumbo' you think wouldn't happen is quite important.

    I find it concerning that you consider plain facts as negative thinking and see positive thinking as being the same as your viewpoint.

  • @Bladeisbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896997#Comment_2896997

    IKR... If only I was on the dev team as an idealist. One thing is for sure. DH and NOED would be gone lmao..

    I hear they've been hiring, go take whatever your ideas and skillset is and see if they'll hire you.

    Good luck with that, seriously.


    With that out of the way, you're being quite hostile over this. I get wanting movie references for Ghostface, but look at it from the other side for a second. We have a situation where a character has been created that is very close to another character from a licensed franchise. So close in fact that potential references could invite legal problems if whatever company or script writer with legal claim to the Scream license decides they want to be lawsuit happy. That situation can get very messy and be very damaging. Similar issues have come about before and it isn't easy to fight these claims.

  • @Bladeisbest said:

    Ghostface should have an ability where he can make one of the Survivors mobile phones ring while out of chase. It is very loud and will give away your position each time it rings. The Survivors will have an animation that takes a few seconds to have to stop the phone from ringing so they don't get caught as easily. Making Ghostface just a rehash of Michael Myers is very lazy and uninspired to say the least. The Survivor having to turn the phone off in the match would slow things like Generators down some and help with his 1v4 pressure which he has almost none of, especially in out door maps.

    I think its a travesty that Ghostface has absolutely NOTHING to do with phones when in the movies, him calling people is all over the place.. What do you guys think?

    BHVR licensed the mask from Fun World rather than the movie franchise so it gets the special footnote of being the only Licensed Original character addition to the game.

  • @StarLost said:

    So, the other list.

    I'm going to exclude Legion and Ghostpants here, as they are getting a rework.

    1. The Onryo. Man, to see this killer released after the amazing work BHVR did on Artist...weak. Of the three components of her kit, only one feels impactful (and her teleports still have a punishing cooldown, super simple counterplay and a huge RNG component). Everything else sucks. Her stealth is niche at best and Condemn is about as impactful as a pillow stuffed with marshmallows. Her addons are also a mixture of 'why isn't this baseline?' and 'why bother?' with only a few decent ones.
    2. The Pig. Sigh. Her rework mostly amounted to shuffling a few addons around. She is the worst of both worlds - either horribly weak or required to play incredibly scummy to win. Also a lot of 'this should be baseline?' addons, particularly those involving her ambush.
    3. The Cannibal. Having a killer that feels mostly built around camping...not a great idea. Meh addons, annoying audio...at least he isn't quite as craptacular as he once was, but when facecamping gets fixed he's going to need some help.
    4. <> Myers is just saved from this list...just. Yes, he can be a very comfortable killer to play - but his basekit is weak and horribly outdated, and aside from Vanity Mirror (which may be among my favorite addons in the game), his addons are either ungodly broken and irritating (TSP) or crap. But yeah, Spoopy Myers is a blast to play and people seem to enjoy playing against him. Until they lose.

    aesthetically its probably Trapper. Functionally, might be Clown.

  • @TragicSolitude said:

    Exit gate regression is something that has been tested in the past and the devs decided against it as it widened the gap between SWF and solo:

    https://forum.deadbydaylight.com/en/discussion/comment/1124798#Comment_1124798

    I do wish everyone would stop 99%ing the gate, though. All it ever does is get me killed, because they abandon it almost every time. Or sometimes they block the switch and wait until the killer downs me again before opening it up and running out themselves.

    God I hate solo queue.

    I was gonna talk about this being tested before, but you've saved me the trouble.

    A lot of interesting ideas for survivor gameplay just seem to not hold up to the outsized effect that SWF play has on the game vs Solo play. It's sad because it makes hard to shrink the gap between both styles of play while adding novel ideas to the game.

  • Driller Killer, Chopping Mall, Rubber, The Devils Rejects, Tetsuo The Ironman, Mystics In Bali

  • @jaawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882339#Comment_2882339

    No...this is an issue that has been part of this game for a long time, and recently camping has become more popular it seems. I'm not "salty" about a specific match, I'm pointing out a valid problem with a toxic playstyle. As I mentioned in my other reply to you, I did not "take a sentence out of context". That section of the EULA/TOS deals with other unacceptable behaviors related to how people use the game. It applies to both gameplay and use of BHVR services, as evidenced by the other examples in that same list regarding exploiting bugs, using macros, etc...

    I think the issue is that you're under the impression that camping is unacceptable behavior. The people who made the game have sad and written multiple times that is not the case and the way these agreements work is that the final arbiter of what is acceptable is the entity that owns the platform. If we went the way your proposing the game simply could not exist because people would just call out anything that impeded their overall enjoyment of the game as an offense in need of punishment. While the devs and support staff wouldn't be obligated to act of frivolous claims the sheer amount of claims would be damaging.

    Same with using third party programs, they can't actually actively monitor your system nor would you want them to have that level of access for a number of reasons hence they don't bother with taking actions on the use of teamspeak, discord, etc. Besides the very obvious things like exploiting and hacking, the only thing a player can really do that would break TOS is hold the game hostage which has become very difficult to due unless you hack. That has been the most consistent standard for a long time, like if someone traps you in a corner and just never lets you leave that is TOS breaking. If someone just stares at you until the entity eats you that doesn't really meet the bar as the game progressed normally just not in an equally entertaining way for both parties. That's an important distinction because a lot of what this game is designed for places players in positions where the adversarial nature of the game can really close to what could be seen as TOS breaking in any other game. As long as the game can progress to its proper endpoint and you're not doing any of the other things that break TOS in DBD you're usually fine.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881769#Comment_2881769

    You don't know how angry it makes to always see people that doesn't understand how stupid of a perk it is. You all have no idea how BS it is. Getting stupid comebacks with low inputs isn't healthy for the game... and i'm not only talking from a survivor point of view: i'm talking as a killer who actually made stupid comebacks in some games. It feels filthy to win like this... cause its not up to your own skill.

    It feels filthy to you, but the great thing is as a killer you can make a conscious decision not to use it and as a survivor you can outright prevent it from ever being an issue. It does not matter whether you feel someone had low input or lacked skilled because at the end of the day your actions or rather inaction to cleanse is what harmed you. You took a risk and lost, that doesn't mean the perk needs to change. It means you as a player need to learn how to hedge your bets. It's far easier to cleanse totem than at any other point in the history of this game.

    Take that into consideration for a moment, there was time when finding totems as a survivor was next to impossible unless you ran small game which was not as good as it now or a map which burned super fast. What does NOED have to shield it? Undying if by some insane miracle it survivors until endgame which is a virtual impossibility.

    People always telling killers their not entitled to kills and that is...correct. Killers aren't entitled to anything, but survivors aren't entitled to constantly campaign for the removal of a threat at a game design level when you can stop it using the tools at your disposal. Your feelings of moral impropriety don't factor in at all. If there were a legitimate problem with NOED other than it being a beginner's trap, I'd probably be more inclined to agree probably. Yet, it isn't there isn't any real problem with the perk just people feels about the perk. It has counterplay, it does nothing more than what its designed to do, doesn't provide an advantage that is greater than its risk and considering how the perk hasn't been touched in literal years the stats probably aren't supporting the narrative that this perk is problematic.

  • That is a full regression from the point the devs spent many hours getting the perk to its at now.

    NOED's original effect used to be just giving a speed boost and it also used to not be a hex perk. After a lot of iterations they finally made it a hex perk that gives exposed because that actually gave the perk a meaningful effect on the game.

    Stop trying to change this perk, it's fine. Players need to learn to do totems which isn't even hard to do as countering totems is like the 3 most supported mechanic in the game. You have counterforce, small game, detective's hunch, maps, and boons to work with yet people would rather try and change a perk that is just decent at best to be objectively worse than just play the game and use the tools you have been given.

    I don't even use the perk anymore, but these threads straight up make me angry because I'm playing the same game as the rest of y'all under the same conditions, but can not understand why it seems people will not use the tools available to solve an issue that the devs put in specifically to address said issue.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/317185/is-legions-m1-penalty-necessary

    You don't see the problem? That Legion wouldn't be counterable for survivors. Legion gets a free hit with his power... what do you think would happen if he didn't have a penalty after cancelling his power? The survivor would go down whatever he does.

    Legion doesn't magically auto damage your. I wish people would stop saying Legion gets free hits like people don't juke Legion attacks all the time?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881528#Comment_2881528

    okay so now read the final part of them knowing i was dead on hook and dropping chase w/ an injured survivor to chase me when they have traps left and they know im dead and doing nothing for the team anyway bc theyve seen me opening chests for the past 5 minutes

    Hey, I gave you a perspective that is perfectly reasonable based on what you wrote in the first post. The logic of it doesn't change just because you've been opening chests for 5 mins.

  • @GoodBoyKaru said:

    What's the point of grabbing someone from a locker, dropping them, placing a trap on their head, picking them up, only to immidiately drop chase and go for the person with an active hat on their heads who is dead on hook and then kill them?

    Genuine question because it still makes no logical sense to me.

    Having an active trap rarely means much unless they're super close to popping and even then you at least want them down so they can't search boxes. You don't want to go super out of your way for it, but if they're right there then eh.

  • @MikaelaWantsYourBoon said:

    It is so sad, we have not any evil original female killer. All of them have tragic backstory or manipulated by Entity. Julie is evil but she is just member of Legion.

    What do you think? Do you agree with list or would you change something?

    https://us.v-cdn.net/6030815/uploads/8C846P8ZNASI/my-image-285-29.png

    Amanda from Saw isn't inherently evil.

    Blight on the other hand is very much evil, he does not care what happens to others as long as he gets results.

    If Sadako counts as true evil then so does Spirit as they're both technically Onryo or vengeful spirits.

    Trapper is true evil as he purposefully killed an entire mining crew and his father.

    Wraith's backstory is more tragic than torturous.

    Huntress and Plague are tragic more than anything. Generally if you're manipulated by the entity it's usually due to tragic circumstances surrounding your life in general. With the outlier being Leatherface.

    Nemesis and Demogorgon doesn't necessarily have reasons to do anything. One is homunculus designed to kill STARS agents and anyone who gets in the way of task and the other is literally an animal from parallel dimension.

    Deathslinger's backstory is not tragic, he fantasized about using his engineering skills to kill people when he was a child. As an adult he beat a man for selling one of his inventions as his own, but wasn't satisfy with that level of retribution so he went and got a rail stake driver and pinned the man to the wall of his office. Then in prison he used his skills to become a high value target bounty hunter which he enjoyed doing in the most painful of ways. Dude's straight up evil.

  • @Rtl_awesome said:

    Counterplay? Not cleansing doesn't seem to help, and cleansing doesn't seem to help either. So what's the play?

    The optimal counterplay is not cleansing, but that requires the entire team to commit to doing it. It also requires you to get better at looping and extending chases. Outside side of that playing very stealthy helps, but generally just makes the game take longer

  • @jeanperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877953#Comment_2877953

    you understand the passive phasing mechanics right?

    in passive phasing you switch between lapse of being seen and unseen...

    as a killer you aren't aware of it since you remain visible but you are unseen by other survivors already so you point is completly irrelevant since already in-game.

    I merely tied the passive phasing to the power CD and ratioed the CD to the time spent in phasing.... allowing spirit to stay as long as she want in phasing with the trade back of a long CD

    but the idea is that the passive phasing would last in a ratio of the CD duration so the longer your CD the londer you passive phasing invisibility will last...

    so addon that currently affect passive phasing would more likely simply increase the cooldown of your power ( and maybe add BP bonus)

    I understand the passive phasing mechanics. What I fail to understand is your proposal and how it would remotely benefit Spirit in anyway when she's already got a lot of counterplay baked into her kit and generally speaking passive phasing even with add-on support has never been good mechanic to lean on.

  • @dictep said:

    It’s time for noed, I think

    MoM being properly balanced doesn't mean its dead. Boil Over got a slap on the wrist, Balanced Landing is perfectly, Object of Obsession should have never shipped as a hard counter to several killers entirely reason for existing, and Circle of Healing is still quite good.

    Noed is one of the most altered and easiest to counter perks in the game and only happens at endgame. If y'all can't do bones at this point, that's on you. You've got all the tools in the world to help you find totems unlike killers who legit have basically no reliable way to find totems besides memorizing spawn spots.

  • @Sluzzy said:

    The nerf shows that BHVR is out of touch.

    Games are stale, boring, slugfest with survivors hardly having any variance in perk choices because most survivor perks are downright totally garbage and does absolutely nothing to help survive.

    If you look at Boon perks, the only one used somewhat was CoH. A perk that gives self-care after spending a lot of time finding and blessing a totem. A perk that took attention away from the primary objective. After the previous nerf to 75%, I started using only Self-Care and maybe Desperate Measures if I wanted a little faster speed because Boon totems took way too much time to setup and the counterplay was way too easy for killers to disable it and then you have no perk until it is blessed again.

    Boon totems helped killers win because survivors didn’t work on the main objective.

    The perk was fun to use and this game desperately needed that. Nerfing the perk is unhealthy and shows BHVR is willing to do anything killer mains want at the expense of their own game.

    Killer mains get fun and powerful perks that shake up the meta all the time without them being nerfed.  Scourge of Pain and Dead Man’s Switch is grossly overpowered, way moreso than this CoH perk. Perk combo is actually broken.

    For the survivors that still play the game, they’ll have less incentives to look for totems to start their perks and will instead do the primary objective.  I don’t think killer mains know what they want. They want the primary objective to be impossible to complete and want survivors to do no secondary objectives for any advantage.

    BHVR needs to play their game more, especially survivor, and discover how overpowered killers can be and that the game is not as hard as killer mains make it out to be. Game is in a very lackluster state with player counts slowly dropping as a result. If you are not in a top SWF playing in the most unfun way possible (aka sweating all over the gens), you are not going to power any gates open.

    Killers are not supposed to 4K every match.

    It's not that much time spent, hun. I run CoH all the time and managed to get it up pretty often if I'm not constantly chased, but that said it needed to be reigned in a touch more. It was hyper efficient to the point where it was power creeping other perks out of rotation.

  • @jeanperson said:

    Spirit is the Killer that made me buy DBD so it's pretty much not a survivor's side girevance post,

    but I understand the survivors side ennoyance of playing against.

    so here are the changes suggestion:

    1) passive phasing occur ONLY when the power is on cooldown; and the alternance would be like 1% of the CD visible at first then invisible for 9% and then back visible for 2% and then invisible for 8%, etc... then visible for the last 10% of the CD.

    so survivors would know when her power is on CD or not... and the passive phasing would be more powerfull just following unphasing and could be used more effectively.

    2) CD is based on a ratio (varie with addon) of the time spent in phasing, so the longer time you spend into phasing the longer the CD... and the passive phasing.

    (edit) forgot to say that casting time would be instantaneous now...

    3) Husk remain until spirit use her power again...

    so if a player can see her prior husk and see that husk disappear then he know she is in phasing.

    4) destroying the husk would force the spirit out of phasing, destroying the husk would be an action pretty much the duration of killer snuffing boon totem; Husk would no longer be destroyed by flashlight.

    5) TR should be transfered to the husk for it's whole presence, and not a fix different radius but the current TR of spirit modified by perks and such.

    6) Bloodlust is kept while phasing and resolve as normal when unphasing, (that should be by default for many other killer like ghostfface or wraith, using your power shouldn't remove bloodlust)

    I think those change would make it more fun to play against, more easy to play for new players and with proper addon old player could pretty much play her as they are used to play...

    All this will do is just make her a killer who can't function properly when interacting with survivors. Keep in mind that interacting with survivors in this game can happen passively with the killer knowing it is happening. So if someone just happens to point their camera in her direction you're asking the game itself to decide whether or not she qualifies as "seen". We know from Ghostface that the game pretty much doesn't have the ability to properly distinguish when someone should qualify as "seen" even when there is technically LOS blocking terrain pieces.

    Why would you want to have another killer need to deal with that headache?

  • @MissBehavingX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2877453#Comment_2877453

    Many of them have conditions to be good, or an extra or more steps for it to work, good killer perks dont really have that many conditions.

    Good killer perks do have that many conditions if not more stringent ones.

    Save the Best for last forces you to drop chases and loses stacks anytime you make an offensive action barring a few things related to power usage.

    Most regression perks have conditions and limitations. Ruin only works when survivors stop working on gens, Pentimento requires survivors to cleanse totems and the killer to rekindle said totem, most other gen perks require you to kick the gen, make use of a scourge hook or down someone and hope they went down in area with gens that can be regressed. Thana requires keeping people injured.

    Perks that give exposed have conditions and tight time limits. Devour Hope requires getting stacks which requires killers to forego an sort of proxy camping strategy and can be destroyed. Haunted Ground is a booby trap that can be avoided if the survivors don't bless or cleanse it. Make Your Choice revolves around going after the person who unhooked while being forced to forego proxy camping.

    Perks that removed TR usually have the condition of kicking a gen, letting a gen get close to being finished, or standing around a few seconds.

    The perks with the least conditions tend to be tracking perks which range from meh to decent with Nurse's calling being the outlier as its extremely good if you're playing a killer who keeps people constantly healing. As dbd has progressed killer perks have gotten general much more conditional and nuanced while not necessarily getting any more powerful than previous perks. There is generally less power creep in killer perks than survivors perks where you see new things actively invalidating some of the older perks until they get QoL adjustments.

  • @MissBehavingX said:

    It just sucks that the only decent perk we get in years gets a huge nerf while all the op perks killers have gotten patch after patch rarely get nerfed (i know some have, but many stay super useful).

    It's not even that the game sees 4 escapes over and over, there's rarely all escapes, the game was more balanced, I noticed more 2k and 2 escapes during matches which means the game was more balanced, but killers complain if they don't get 4k every game, and unfortunately the grand majority of people posting in these forums are killers complaining about it.

    The only decent perk survivors have gotten in years?

    Shadowstep is an amazing perk, Built to Last, Inner Strength, Overcome, Counterforce, Lucky break, Bite the Bullet, Iron Will buff, Blast Mine and Flashbang, Smash Hit,Soul Guard, Repressed Alliance, Fixated

    CoH was definitely a gamechanger, but survivors have gotten plenty of really good perks in the past two years along with older perks getting QoL buffs.

  • @GoobyNugget said:

    https://forum.deadbydaylight.com/en/discussion/comment/2874147#Comment_2874147

    If you're talking about his chase music, it's supposed to sound painful, as if you yourself were going insane

    Sound painful is one thing, being actually pain inducing is another.

  • @prion11 said:

    SOUND DESIGN!

    Have they ever made a bad piece of chase music? Terror radius theme? Pallet breaking sound? (looking at you sadako) even the default chase music is great in its own way. I can already tell they are going to nail it again with the new legion music + add ons... whoever does the sound at BVHR, I wish I could buy them a beer

    Doctor's is painfully bad in the most literal sense of the words. Elodie's scream of death that used to overpower your sound settings.

  • @Count_Dooki said:

    https://forum.deadbydaylight.com/en/discussion/comment/2873184#Comment_2873184

    I think Alien might be difficult to request only because they will need permission from Disney to use the license. For Pennywise I’m not sure if Steven King has let any video game company use any of his characters yet. Chucky I don’t know enough about the license so I’d say sure on that one.

    Stephen King has games for The Running Man, The Dark Half, Lawmower Man, F13(Not of the Jason variety), and The Mist.

    Stephen King has not has any of his worked tapped for games since the year 2000 and most of them aren't particular good.

  • With no advanced insight into what's on the docket, It's hard to get excited. I want the Legion rework to be something that makes them genuinely good, but I don't have high hopes after the constant beatings the killer has taken in the past. I don't really play Ghostface nor do I really understand what he needs reworked save for his contextual leaning and crouch pov.

  • @Mikaylabuck said:

    Here me out. 

    What you if you create a giant map that has a graveyard, old church, abandoned hospital, old town, and more. 

    Then create a different mode where there is like 25 survivors and 5 killers. 

    Same concept just BIGGER! 

    I think it would be cool. 

    You can even have a mode where the survivors only have one life and don’t have to be hooked. Once they are downed, they are dead. 

    There is so much you can do! I just think people are looking for a change. 

    DBD can barely support its 1v4 while having a myriad of recurring performance issues.

    5v25 would absolutely destroy itself. That mode would be such a huge development time investment as you'd need to rebalance every killer and perk to function on something of that big of a scale. The last game that tried that was Hide or Die and it straight up died.

    Keep in mind Hide or Die was built from the outset to be a large scale BR style game. Asymmetric horror and BR don't mix well not to mention the devs have said multiple times they're currently against adding anything that would split the playerbase up in terms of adding game modes.

  • @Mr_Madness said:

    Always loved the book when I was 12 and I still enjoy it to this day which I am out of High school.

    The idea is rarely used anymore besides the Johnny deep film and the Cancelled Sleepy Hollow TV show....which was awesome and should have never been cancelled.

    Pretty obvious he will not be riding a horse but the idea is still there. He could be a range killer that throws fireballs are creates hazards that inflicts survivors with an effect or injure them. Could have many weapons like a battle axe or a sword. Most likely the killer would be from Civil war era due to most interpretations of the known character.

    We already have Blight who is Mr Hyde so why not an Original chapter based on Sleepy Hollow story? I really hope BHVR does not make it a skin since I would buy every outfit for him. The range of outfits would be Medieval era to Civil war and maybe Victorian era since I see some designs similar to that.

    Story wise, I could see him being something like Deathslinger who is not truly evil or pure evil like Doctor.

    I do have more thoughts on the subject which I will share more but wanna see if anyone actually is interested into having a Sleepy Hollow chapter.

    Deathslinger is very evil. He fantasized about using his engineering skills to kill people even when he was kid and shot a man with a railroad spike driver.

    As for a headless horseman, I don't feel strongly one way or the other, but if I remember that story correctly the horseman was just a fraud right? I feel like he suffers from being a horror villain that I saw too much of in my childhood. Books, cartoons, movies. Like I think he's been in Scooby Doo content twice between the OG series and A Pup Named Scooby Doo. So he just kinda feels generic in a weird way, he never really had that spark for me, but I don't dislike him.

  • @Feleas said:

    Even with the rework to the maps and the introduction of colourblindness support (which does nothing for my colourblindness btw) the cornfield maps have been unplayable for me entirely. Everything is the same shade of brown; the corn, the ground, the blood, and the scratch marks. It also doesn't help that these maps give me a HUGE migraine trying to discern things apart.

    Can you PLEASE just let us have map blacklisting? I'm tired of having huge DC penalties due to my inability to even withstand being in the Cornfield maps.

    This game is pretty rough on those with accessibility needs at times. The best you're probably gonna get is what GoshJosh suggested. Honestly corn maps need to just be tossed at this point.

  • @GillyBeannn said:

    I know you have to wait a year before they do, and the only perk I want is Lethal Purser. I have no interest in buying/playing Nemesis. I'm assuming RE perks will be in the shrine by April?

    It's never a guarantee that perks will show up exactly a year after release in the shrine. So there is no real way to say exactly if it will being in the shrine in April. It's fairly random what cycles into the Shrine so you might get it in April or you might not see it till some random week of September or anywhere in between.

  • You do realize there are perks in the game that improve a survivor's ability to repair gens while injured and that you would be invalidating those perks. What about players who run No Mither, they'd essentially be unable to play the game with what you are proposing. What if you get a team of players who simply won't heal you and you're a player who doesn't run CoH, Self-care, or medkits?

    There is an excessive amount of holes you gotta cover. Tournament dbd is often highly incompatible with the general state of DBD hence why they have the rules that they do.

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