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ReikoMori

ReikoMori

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  • @anarchy753 said:

    **Very minor, nonspecific spoilers for Stranger Things ahead, as should be clear from a post discussing the lore of a character from it.**

    I'm not a fan of Stranger Things, but I forced myself to sit through it about a month ago when it was glaringly obvious this was the next chapter.

    However, with the full announcement of the Demogorgon's power today, putting aside my dislike of the series, the power is just... dull.

    We have a creature that comes from another dimension. It's controlled by a god-like being that completely dominates the minds of it's victims and can destroy them at will. The creatures in the dimension seem to spread infection that can grow more of themselves within the bodies of victims.

    And it's power? It can dig holes.

    Yeah, open and shut holes, oblivious when closing them, it has merits, but it's just such a generic power for a creature with so much potential.

    The entire series revolves around the upside-down, a dimension accessed through gateways. The generators could have spawned split between the two dimensions, increasing the time survivors take to find them, confusing them about what choices are right, a more physical separation than Freddy's dreamworld. However the only hint of the upside-down is a blue overlay during certain interactions with basically no impact.

    I'm not saying he might not be fun, or strong, (that largely remains to be seen and relies on how the pounce feels to use) I'm just saying for the potential this chapter could have brought, solid meh.

    You have to take into consideration that the Demogorgon can't spread the upside down. It was only ever shown dragging people into the upside down and eating them. All of the spreading the upside down and creating the slug things that grow into demodogs was all done by the Mind Flayer. Even then Mind Flayer couldn't destroy people at will. It had to have them ingest chemicals that would allow for them to be broken down into biomass when it needed to do that. Also its control wasn't complete as both Will and Billy were shown that they could resist it to a degree. Billy being the only one who needed Eleven's help to break free entirely.

    Demogorgon just hunts to hunt cause its mindless. Giving it the ability to make tunnels is even weird. It never just makes tunnels for the hell of it or for travel. It just comes through weak spots in Hawkins caused by the lab tests. Why not just give Demogorgon superior hunting powers. Like it can smell blood through a dimensional barrier. That's insane when paired with being an animalistic monster that can run very fast and leap decently far.

  • How about we let the perk go live first and not try to make bad faith changes on something you have tested? Why do people keep trying to make hook attempts free even when you're getting a huge amount of extra time to make a save regardless if the killer is there or not. It legit is an anti camp perk on paper and you're trying to change it with out testing it.

  • @Jago said:

    Does sloppy applies ?

    Not with the way they've currently written the perks.

    Inner Strength is a conditional auto heal that basically just refreshes you back to healthy if in a locker for 8s after cleansing a totem.

    Second Wind might be effected as it actually has to tick up over a longer period of time and is impeded by TR increasing effects as it won't tick up while your in the killer's TR.

  • Lore wise the least experienced killer is Legion. In terms of physical strength I think it is the wrong question as the Entity empowers every killer based on an aspect of what led to either them killing or being killed.

    Wraith went unnoticed until he killed Azarov. Entity makes him turn invisible at will. He also had enough strength in life to pull a skull and spine out of someone while the victim was being crushed in a car crusher.

    Plague was dying of the same illness she prayed for people to be spared from. Entity made her sickness her weapon. Without the pools of devotion a survivor would eventually die.

    Trapper trapped people in a mine with explosives. Entity gave him inhuman strength and bear traps.

    Hag died from wounds inflicted by cannibals and knew voodoo. Entity gave her hexes real power and turned her into essentially a wendigo.

    This goes on and on. Like, every killer has inhuman strength enough to carry an adult of any size for a long distance. All killers have amazing eyesight and hearing. They are all moving faster than the average human does and gets faster the more they chase. So are we trying to say who who is more powerful in terms of their unique power lore wise?

  • @Gay Myers (Luzi) Can we move this to General Discussion please?

  • @Star99er said:

    https://forum.deadbydaylight.com/en/discussion/comment/646405#Comment_646405

    You’re taking what he said too literally. He meant the exposed status plus the aura reveal.

    I took it as they wrote it. They can come back and tell me otherwise.

  • @somewherenear said:

    I am a survivor main, and switched to killer. I've noticed that against SWF teams I get demolished. My only fighting chance is bringing in the OP items (prayer beads, ultra rare mori, etc.) and suddenly it feels like a fair game.

    Here's the true issue:

    The game play itself is balanced towards 4 solo players trying to play together with asymmetric information. This doesn't work when half the games are SWF who use voice chat (reducing issues with "who is going for the unhook" "where is the killer" "I'm being camped" "I saw a lit totem in position X" "I used pallet at shack").

    And on the other hand, against 4 solo players, killers with broken addons and ultra rare moris destroy the game.

    Solution? Make ultra rare addon's and offerings more common, and let them only be usable against SWF teams. I never feel bad getting one shot hatchet or mori'd in 4 man swf, because I know otherwise we would have a huge advantage.

    What do you guys think?

    You've not explained anything we didn't already know as a community. There are countless threads about the damage wrought by SWF. The game wasn't made with it in mind and it was added after launch as there was a big call to be able to play with your friends. Making addons and offerings only work against SWFs would cripple the game. Also, you need to understand that not all addons are created equal. Most killers don't have ultra rares that match up to iri hatchet, tuft of hair, tombstone. Most are very bad in fact. Then you have Nurse, Billy, Bubba running around with no Ultra rares at all. Nurse and Billy are so capable that they don't need them. Bubba on the other hand is just worse off in general by default than Billy.

    SWFs beat killers running Ebony Mori on a consistent basis. Ebony only works because a killer gets to snowball early on, but an SWF playing optimally will fly through the gens before the first down occurs and open the gate. If you're not using some sort of one shot then they are saving their teammate and trading bodyblocks till they get out.

    In short, this is bad idea that won't do anything except kill the game.

  • @rayoxium said:

    No Mither is a not so very good perk. The downsides way outweigh the upsides, and other than being run for memes I don’t see how it gets much usage. Especially since the killer knows that you have it? Just don’t leave the no Mither boi on the ground, easy. I do not think the killer should know you have a broken status, I can see why it’s included on the bottom so survivors can know that you can’t heal them, but just make it so other survivors can see it and not the killer. I can’t think of any reason the killer should know, they don’t know when a survivor is exhausted or any of the other status effects.

    Also no Mither starts the game injured, which is another indicator. I think that no Mither should go something like this:

    You start the game at full health. Once injured, you gain the broken status and will be unable to heal to full for the rest of the game. You can get up off the ground, don’t leave blood pools, and have reduced injured sounds.

    The injured music doesn’t play the whole time. Please.

    Killers do know other status effects that are on survivors. Like, we can see madness, sleep, broken, and we get scoring event notification for other status effects. Like, wasted, trapped, wounded, infected, etc. So why would we not see you ask broken when we have other ways to apply the status both permanently(cause no one cleanses) and time limited? Killers also know when your exhausted, but that's a played the game long enough to know the perks situation. Seeing that someone is running no mither doesn't translate into automatic kill. If you're running that perk it means your confident in your ability to loop and want DH on deck from second one of a trial. It's hard mode and can be combined with unbreakable and tenacity.

  • @Jago said:

    Double exposed should make the survivor explode.

    What are you even saying? Babysitter doesn't give exposed. It just makes it so you and the killer can see each other. If the killer happens to be running make your choice then that means you're definitely gonna draw aggro.

  • @[Deleted User] said:

    Solo's is making me want to quit this game entirely. I am so damn tired of potatoes dropping all the pallets within the first five minutes! Please make it so survivors can't drop a pallet until they have been hooked at least once, preferably twice.

    Either that or let us choose not to rank reset! There is nothing harder in this game than working to red rank as a solo survivor, so sick of rank reset.

    I haven't played the game in literal months and this is what people are saying now? You can't loop endlessly no matter how good you. At some point you're gonna need to put the palette down and you want to do sooner rather than later. As a person whose done both solo survivor and killer, you don't really want what you're asking for. Killers would just all switch to slug builds drop everyone cause they can't use palettes and most maps don't have true infinites. The game would spiral into Dark Times 2.0.

  • @TheCankleBreaker said:

    it’s so hard to enjoy this game when it’s filled with issues with your servers, bugs and game breaking glitches. Another thing I have to say is stop riding the killer main fan base so hard i understand that the killers are supposed to be strong but making them OP is different. Here’s an example why change Freddy because he wasn’t tOp tIeR enough for the killer mains we don’t need more top tier killers on this game. People who think killers are “bad” need to stop complaining and get good because lunging, bloodlust, NoEd, face camping, totem camping, add ons and abilities are at your disposal. I just want less toxic feelings when I play this game.

    Noed is non issue, face camping doesn't exist, bloodlust is a bandaid mechanic that rarely comes into play, lunging is a non issue as they are all same, most addons suck, and most abilities aren't that great. Devs are far from "riding the killer main fanbase". The game has 3 definitively viable killers and two that are questionably viable. Totem camping isn't a thing and has never been a thing. Their not there for you just to break and there is no expectation of survivor respect for breaking a totem.

    You've clearly had a set of bad games, but don't make assumption wildly. Also, the game is still doing p2p matchmaking, not server based matchmaking. Give it a few more weeks.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/638645#Comment_638645

    We're talking about something people are trying to call a "horror" series.

    Deaths don't count if you're literally cast as an extra. Even Barb was in like 10 minutes, max.

    Well if you don't want to count extras or Barb then by that logic the Demogorgon has never truly killed anyone. Bob was killed by Demodogs.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/638652#Comment_638652

    Besides Bill, were there any other licensed DLC that wasn't available on console launch day 2017?

    No. It was just only Bill due to just having other stuff of ahead of getting the valve go ahead to add him in on console. They got everything else ready in advance.

  • @[Deleted User] said:

    I was just wondering this, having pre-ordered and downloaded the game on my switch. I'd love to have The Shape on launch, and The Cannibal too (For BBQ&Chili purposes).

    If for any reason the switch can immediately just get the licensed dlc they will most likely just do what they did before Bill was able to go to console. They just renamed all his perks and made them neutral till he could be added in.

  • @LordGlint said:

    That would make alot of sense since the Demogorgon got like 1 kill in season 1. If abunch of kids can get away, I think our survivors will be just fine.

    The demogorgon actually killed quite a lot of people in season 1. It killed Barb, all of the soldiers from Hawthorne labs who were under the command of Dr. Brennan, some random townsfolk and in season 3 a demogorgon also kills a Russian prisoner during what looks to be a test. The only real issue is that the Demogorgon doesn't have any special powers. It's at its core just an animal in a vague human shape. The Mind Flayer on the other hand could control people's minds and spy on enemies through a flayed person's eyes and ears. It could also convert people into biomass that fuses together to make a physical form.

    I would hope that demogorgon is at least immune to flashlights as it doesn't have eyes. It hunts by scent and sound and doesn't have skin that is photosensitive either.

  • If i were a dev...

    First, I would add bond as part of the survivor basekit and remove the ultra rare syringe addon. Next, I'd give killers the ability to rebuild totems and make thrill of the hunt a basekit ability. After that, I would remove Deep Wounds from Legion's kit entirely and transition them to an on hit effect killer. Then, I'd removed hooks from the game and replace it with a more dynamic gameplay mechanic and add secondary parts hunting objectives for survivors. I'd remove mori offerings and make the kills a natural part of the killer's gameplay.

    I would introduce a game mode where survivors are able to respawn if killed and have to traverse a multisection map by doing a series of smaller objective. I'd also revert the changes to killer instinct. I find those offset to be unnecessary and misleading. I a firm believer in accurate information i.e. if the play is supposed to know something they should know it with proper accuracy. Offsetting the pulse is obfuscation for obfuscation sake and doesn't feel good to me in practice. Its like a nitpick change rather than something useful.

    I'd also want to revisit a lot of neutral perks and give them buffs. Most neutral perks are very middling or down right useless relics. I'd also would think about adding more neutral perks and maybe a couple of perks that crossed the killer/survivor lines. I'd would also give killers the same hook swivel as survivors, but in exchange I would implement a system change to if a killer is hard camping a survivor will be ejected from the hook with Borrowed Time. Lore wise it could be explained as the Entity not approving of the killer not doing their job of keeping it entertained. Mechanically, this should put a stop to mid and early game hard camping scenarios. During the endgame phase i.e. all gens completed the hook ejection would cycle off as now the entity no longer wants to be entertained. It just wants to feed.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/638178#Comment_638178

    As catbucket said, they released the Leatherface chapter, the the Nightmare on Elm Street chapter, and then the Saw chapter. After that we received, the Curtain Call chapter, the Shattered Bloodlines chapter, the Darkness Among Us chapter, AND the Demise of the Faithful chapter. They aren't just going to completely stop adding original content but licenses can be hard to get a hold of and therefore, BHVR need to take the opportunities given to them.

    I know they need to take opportunities as they arise. I just didn't remember we've already had the established precedent. I'm old and I forget things. Other than just going right back into licensed content I don't have any real issues. I'm sure people who are super excited for the dlc will be greatly satisfied. My personal thoughts are leaned more towards the wait and see side. I'm more interested in seeing technical and gameplay improvements than content at the moment.

  • @snowflake102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/637941#Comment_637941

    That's not what I meant about losing players on fourms lol. I meant about players that post on fourms that say the game is dying due to a perk or some issue.

    Some perks need to be examined and the game has a huge amount of unresolved issues. Why wouldn't people who are invested in the game complain about things that they don't like about it. Now, having hundreds of threads talking about noed after the devs made it crystal clear that they are fine with noed how it is and have no plans to change it any more is a pain. Same with instaheal threads, revert ds threads, etc. All of that should stop. Then again, as I person on the forum, I don't have to read any of it and I don't.

    Honestly, most players never need to come to the forums. You can get better help and information from filing support tickets or watching youtube. No one should be concerned that players aren't staying on the forums. Show me a forum where no one complains.

  • @Catbucket said:

    https://forum.deadbydaylight.com/en/discussion/comment/638159#Comment_638159

    Not exactly a new thing? They've done back to back liscensed chapters before, and they've been pretty clear on their policy on it. They will do liscensed content as it becomes available.

    When was the last time they did back to back licensed content?

  • @LCGaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/638097#Comment_638097

    What I said was said on stream

    In the movies Quentin and Laurie are underage, and Claudette is still a student

    Licensed characters in particular don't have to be legal adults

    Claudette's a college student, Laurie Strode in the films was around 18-20 depending on the film, Quentin is 19 according to the film he's from which is the remake.

  • My only complaint is that we've now set precedent for back to back licensed content. If I am remembering correctly we went from, Evil Dead to Ghostface to Stranger Things. I'm not super keen on getting a continuous string of cash only content. I know a lot of players won't care, but I think players who farm shards should be able to get something new by now.

  • @snowflake102 said:

    With all of the threads that players post about nerfs/buffs to killers. Also about noed and the game is losing players. All of these threads that you guys who post this kinds stuff is getting really really and i mean really tiring and old.

    Just stop and play the game for fun. Man is it that hard to learn?

    P.s plz no hate.

    The game isn't losing players because of forum posts. When the game loses players it because they've become fed up with the game not getting better or becoming more monetized. Playing fun is hard to do if the game legit isn't fun for you anymore and just feels like a chore.

  • @ClogWench said:

    I think NOED would be fine if it went back to tier 1 and 2 not having exposed, limiting the number of brand new killers running around with it in rank 20. Otherwise it's perfectly fine as is.

    When it was this way it was a perk that still had a near zero percent usage. Noed's value and power is the exposed status not the movement speed boost. The movement speed doesn't matter in the endgame much at all which is why they kept changing the perk for the course of the first year of the game till they got to having exposed. Being faster during endgame, but still needing to chew down two health states mean that the perk didn't do you much good for the first two tiers. Another thing is when the perk was like that it wasn't a hex perk which meant it was impossible to prevent.

  • @Usui said:

    Since MoM was obliterated and is used by no one now, why is spirit fury still allowed in its current state? 2 pallets is NOT enough, especially with all the pallet changes and map tweaks as of late. This is REALLY abusable at higher ranks where killers know how to play the game. If I need to take protection hits for my MoM stacks, killers should REQUIRE stuns from pallets to get the perk activated. Blows my mind this is still not discussed or nerfed yet!!!

    Spirit Fury doesn't get changed because it is not equivalent to old MoM. MoM punished killers for just attempting to play the game. There was no smart play to it and had no counter other than just turn the game off or play someone with an insta down. Spirit Fury doesn't punish survivors for playing the game and requires some smart play to be useful. It has always had counterplay in dropping palettes early, running windows, or just leaving the loop by taking a hit for speed boost.

  • @Raven014 said:

    This would just be a perk to combat endgame rushes.

    A simple one: As long as there is a dull totem on the map, this perk will activate. When this totem is active, survivors will be unable to open exit gates, as the switches will be blocked by the entity. Destroying the totem removes the entity's grip. Each tier increases the amount of totems lit for this perk to be active (1 totem to break at tier 1, 2 at 2, and 3 at 3. All totems must be destroyed to exit the match).

    Strengths:

    1. Punishes rushes
    2. Encourages actual endgame builds
    3. Hopefully encourages a buff to remember me
    4. It can compete with NOED
    5. It forces survivors to find the totem

    Weaknesses:

    1. A Hex Perk
    2. Same weaknesses as NOED, in that if there are no totems, then it will not activate
    3. relies on RNG
    4. If there is one totem left, and you Have NOED or DH, then it will be a 50/50 chance of which perks activate
    5. Whether or not it works for you depends on how good you are

    What does everyone think?

    Typically, you don't want something that can both be negated and has a failure chance due to being overridden by another of your perks. As you'd essentially run the risk of being left with only two perks. Next, I would say that this doesn't depend on whether your good or not. Totems by default aren't designed with killer skill in mind as killers don't have any say on how, where, and when they spawn. The most a killer can do is run Hex Thrill to monitor the active ones and try to protect thrill itself as it will be the only one that gives an alert.

    After that, you have the RNG factor. Players don't want more RNG introduced into hex perks as the entire mechanic is built around RNG by default and has negative consequences for both sides. Also, making perks to encourage buffs to other perks isn't a thing. If that is considered a strength then the perk isn't really needed as much as the buff to the other perk. There is also the fact we have multiple actual endgame builds that work, but typically endgame is not what a killer wants to shoot for as you're asking for either a lot of passive play or setup. If survivors can help it they will usually not give the time necessary to make either scenario worthwhile.

    This proposed perk does punish rushing, but it also just punishes doing the objective to completion before cleansing every totem. The same happens with noed, but doesn't prevent escape it just makes the game switch from normal to hard. Arguably, this idea is worse for survivors as if they rush the game, which is their prerogative to do, rather than having a difficult time escaping; They just can't escape. Having to break 3 totems is far too strong for something blocking the exit switch.

    The effect could be usable if it was a change made to Remember Me that instead of taking longer to open it just prevented you from using the switch for the same amount of time. You'd get the same value and introduce far less problems into the game for both killers and survivors. It could pair better with other endgame perks in this fashion as well.

  • @Locker_Monster said:

    No. Punishments for a valid playstyle are silly.

    You may not like being camped, but that does not mean the Killer was 'wrong' or 'mean' to do so.

    I've browsed a few pages on here since joining; why are people so dead set to punish a valid play style? Like..it's valid. It exists. You being unhappy does not mean devs should change it.

    People will never listen. The devs have put it in writing and people still refuse to accept that camping isn't something they are trying to fully discourage or prevent. The devs have said on livestreams that they are looking at ways to discourage hard camping or incentivizing leaving the hook in a timely fashion.

    It won't be enough for some until a hooked survivor just has a force field erected around them in a 50m radius that only a survivor can pass through. A total killer exclusion zone.

  • @BBQnDemogorgon said:

    You can if you change your ps4/xbox accounts name. I think its $5 a change though on PS4/Xbox.

    Steam and Nintendo offer this feature for Free DbD itself doesn't have name changing like @SenzuDuck said.

    Be careful changing your name on ps4. A lot of games stop working properly when you change your name and you can lose all your progress because the system wasn't designed with name changes in mind. A lot of games have additional parameters that call for the first name you had behind the scenes.

  • I think the only real reason Legion got gutted was because even with the bugs and exploits fixed survivors would have kept complaining about not having real counterplay. Even though Legion had an incredibly hard time getting proper downs due to being a 110%ms m1 killer. That is my biased opinion. In a more logical opinion I feel that the devs just wanted to take the path of least resistance and cut everything way back and move on.

  • It's just annoying when you're already dealing with a stressful game situation. In my experience people will do it and then immediately go down only to quit the game. Or they are already in the winning position and I'm trying to be a proper sportsman by simply conceding the game. Like, I don't know what more you need for your ego when I'm legit opening the door and letting you and your team leave. I don't like to waste time holding onto a game I can't bring back. I'd rather just take my black pip and move on.

    Honestly, if you're doing all the tbagging and pointing I feel you need way more validation than I or the game can ever give you.

  • We can settle this all in a very simple statement of fact.

    There are 4 survivors whose job is to work as a team to survive. Solo Q or not that is the designed intent of the game. There is only one killer who has to choose 4 perks to deal with 16 perks spread across 4 players. Yes, killer perks will trend stronger as despite how much the game fails at instilling it, killer is a power role. As killer trades team coordination and combination play efforts for raw strength. Even then you have to pick and choose which strengths you want to express because you can't just swap on the fly.

    Survivor meta is every bit as strong as killer meta in term outcome. Yes, survivor perks have gotten nerfed as of late, but it isn't for the sake of killers. They were nerfed because the devs don't like seeing what they consider a team game turning into a game where each survivor can effectively 1v1 the killer. If killers really got their way, you'd have less to worry about perk change wise. You'd see items and addons getting hit and map size cut down. A good killer will deal with your perks, but even a good killer can't fight good survivors and ######### maps without frustration.

  • They quit because for them it isn't going to hurt them. They know that since they can't have their way they can just quit and force the killer to depip. They have at the power outside the meta of the trial. They already basically dictate your overall pipping chances via gatekeeper and dcing ensures no matter what you as a killer don't do anything other depip or black pip.

  • I've never had that happen so it most likely isn't a common issue, but then again something could changed or broke with the recent hotfix. Honestly, if you're getting a favorable outcome as a killer I wouldn't question it. Sometimes this game runs on "it just works" logic.

  • You can do it with both, but their is a general amount of a person that needed to be seen to stalk. Now generally you're also much closer to to people you're stalking when playing GF so that means you have easier times stalking. Its the same for Myers, but considering his large stature and heavy breathing he can't always get as close.

  • Legion before the update was fun to play, but not particularly strong and had trouble actually killing when played correctly. Now they are overly weakened, but more consistent in getting kills. Though a lot of the fun and versatility has been stripped away. Deep Wounds and Killer Instinct both are suffering from overuse. Deep Wounds from Legion is functionally no different than a survivor having Borrowed Time. To me that just seems bad as Legion doesn't produce the kind of stall needed to secure and close out a game on base kit alone. I don't want to go into everything bit by bit so I will say this; Legion has become a killer that in the eyes of diehard survivor mains is perfect.

    They give the illusion that there might be a threat of death, but with no real danger. They are a horror themed amusement park ride for what seems the foreseeable future.

  • @Sneaky_Dwight said:

    The point is that Killers, honestly, are supposed to be driven by the need to Kill.

    I imagine the loud chase music is to help a Killer 'tunnel vision' their target and NOT break it off to hear someone working on a gen.

    I'm not saying it too well but it's almost..an auditory version of tunnel vision; you can't see/hear someone working on a gen, because you're focused on the one you're chasing.

    Killers are driven to kill by their heightened senses and overwhelming desire to kill for the entity. We know the Entity isn't playing ######### music in Trapper's airpods. It just feels them with an urge to serve and kill in its name. The music is an aesthetic choice and mechanical choice. The issue is that only one side benefits from these choices. For a person playing killer, the music gets obnoxious, old, and overly loud. When you can't adjust any of the sound to suit your setup and basically need to hope your headset is high enough quality for this not that great audio something has to give.

    Devs break the sound all the time anyway which means that at least turning off this crap for the side that doesn't need audio to know when they are in a chase would at least bring some relief to the game. When they broke the sound a patch or two back and I had no music for like two months it was great. I had some of my best games because I could actually use my senses and spatial awareness without a blaring distraction that I'd been hearing for 3 years.

    Hide or Die at least designed itself with minimal sound so both survivors and hunters could hear their environment and use it to their advantage.

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/610591#Comment_610591

    Do you mean in 2020 they cant make animations in real time? please...

    No, what I'm saying is if you're still hooking them why play an objectively slower animation that requires more work for no gain in optimization and shits on the lore built around the kill. At least to consider the actual something works and the reason it works the way it does. If you aren't willing to do that then you're not going to produce any useful ideas to work with.

  • Do not cleanse against the Plague until you're about to open or have opened gates. The reason for this is because the Plague NEEDS you to cleanse in order to become a powerful threat. Corrupted Purge can shut down loops, vaults, and counter dead hard as you can't escape the full stream like you can a hatchet. Cleansing mid game puts you and your team at higher risk of her snowballing while staying sickened just makes the game slightly harder than normal. She can one shot you, but she can't stop you from ending her career on loops with Vile Purge.

  • Ruin is good, but like all hexes it suffers from the fact that Totem spawns are locked to specific locations within tiles. The same spots can also contain both gens, walls, and survivor spawns. The map spawning rules need to be adjusted and totem spots need to be better concealed and away from obvious survivor areas like gens and strong pallet loops. They also need to not spawn in the middle of corn fields or crotus prenn lawns.

  • @Atrushan88 said:

    Moris should just be visual effects after the third hook, honestly. I also see no reason why there's a red killer offering and no red survivor offering. Make an offering that spawns the hatch after one gen is complete no matter how many are alive and see how annoyed killers will be.

    In fact, I should go suggest that. See how many people get up in arms because survivors would have the opportunity to escape in the same way a killer can get a 4k.

    What would give survivors for a red offering? Ask yourself that question and think about seriously. What is it that survivors could be "rewarded" with when burning an ultra rare offering. If you're wanting equal fair then you'd get an offering that prevents you from dying either by the killers hands or dying at all. Now an offering to counter mori offerings is a interesting idea, but it isn't a sound idea. Mori kills aren't super common, but they are super hated by all survivors and a lot of killers have grown to dislike using moris as part of their tactical toolkit as it cripples your emblem score so severely even at cyprus and and ivory.

    If the idea is to balance the scales then you either need and ultra rare offering that lets you kill the killer or make it so you can't be killed. Now most asym games like DBD tend to run into huge problems if survivors killing the killer or becoming immune to death is implemented. Friday The 13th is the only game where killing the killer has functionally been balanced as it takes so much setup. It's a true team effort, but this game that would be balance shattering.

    Now, you could make an ultra rare offering that keeps survivors from depipping flat out. No matter what, if burned they can only stay where they are or go up. That would solve some of the issues, but then create another where killers will want the same type of pip protection offering.

    Mori kills only being animations that happen on third hook is a non starter. The animation isn't a pre-rendered fmv. It happens in real time in engine using the models in their exactly conditions. If someone is hooked the game would then have to make the killer take them off the hook and go through the whole sequence. That is a huge time waste for both sides, with consequences for only one. That's actually worse than not having them at all.

  • Highly doubt it. It's more reasonable to assume that Stranger Things is getting its own thing from behavior as started hiring for an unannounced game right at the same time as the netflix statement.

  • @Gitamish said:

    As much as I would love for it to be Pennywise, we already have enough clowns in this game (The Clown killer, and most DBD players lol). Things like Alien and The Thing and The Demagorgon and such would also be cool, but I'm pretty sure all the killers are or were human at some point. I doubt Jason cuz DBD and the Friday game could be considered competitors I guess. Tyrant or Nemesis from Resident Evil would be ######### awesome but I cant imagine that ever coming to fruition. Based on the pattern, I assume the next killer will be female

    I would personally love for the next killers to be based on Urban Legends. Bloody Mary, La Llorona, or a Wendigo would all be possible and are my top picks. As for the versions I would love to see, well, anyone here ever been to Halloween Horror Nights? I remember we here at the Orlando Universal location got houses of Bloody Mary and La Llorona in previous years. The way those characters were depicted was so ######### cool and scary. I know it's unlikely, but I would love to see something similar-looking to those versions here. Would make the game scarier.

    https://us.v-cdn.net/6030815/uploads/895/N5ENTZDFMHIZ.jpg

    ^La Llorona

    https://us.v-cdn.net/6030815/uploads/589/SIVL36AP9WUN.jpg

    ^Bloody Mary

    As for the Wendigo, honestly any of the conventional looks would be fine imo. Maybe for the PS4 version use the Wendigos from Until Dawn?

    https://us.v-cdn.net/6030815/uploads/216/JM0BHCBZPHR2.gif

    ^Example of an Until Dawn Wendigo

    The Hag is already voodoo Wendigo. We see this request so much, but literally her backstory is a variation of the Wendigo creation myth.

  • @TWiXT said:

    Or... just return her double stun after a successful blink attack like she had after the 1.9.0 update last year (blink hit = wipe animation + fatigue stun). It'd make her a real pain to play, but it'd give survivors 6 seconds to run away before her next blink, which would validate the need for her current add-on's effects, and then maybe survivor mains would quit whining about her on the forums since only hardcore nurse mains would tolerate it enough to keep playing her.

    https://youtu.be/e-29u8FaaUM?t=24

    I'm sure everyone would be fine with that returning since she's so OP! I mean, Killers and survivors alike just LOVED that mechanic back then because it was the ONLY time in the history of DbD where she was "balanced". /s

    This is why we need the downvote button. I can not express how bad of an idea this is.

  • @Stinky said:

    I don't know if i think he's OP as such.

    But I feel like it would be nice if there were more Survivor Changes to reflect the Killers Evolution, as it seems they are getting more abilities to play around with.

    Like being able to use the Flashlight for more than just Blinds and Hag Marks. If they work of Freddy's marks and pallets to, that'd be cool.

    It's like Ghost Face just being a better version of Myers, as he can continuously stealth after Exposing someone and he sneaks faster that Survivors can sprint.

    Seems OP, but mostly because there isn't a real counter to it other than looping. I mean looking at GF just gives him back his Terror Radius, it doesn't stop you from being exposed or anything like that.

    It's same, same.

    My personal stance is still that as Killers keep getting more advantages in abilities, the Killer Mains will just keep getting worse because they are relying too much on the abilities (and perks) and not getting better at the basic gameplay.

    Ghostface is not a better Myers. In terms of stealth Ghostface has that on him as he has true stealth at will. Myers stealth requires staying at T1. Ghostface has worse exposure. It's single target and contingent on him being in stealth unlike Myers who just gets to expose an entire team for getting to T3 and if you run iri tuft of hair and j. myers memorial they stay exposed. Outside of having true stealth everything else is a more conditional less efficient version of myers. Ghostface has the better mori kill though.

  • @ZacKdbd said:

    https://forum.deadbydaylight.com/en/discussion/77285/everyone-is-complaining-about-the-new-freddy

    Survivors asked for a not so “sh.t” Freddy? Are you sure it wasn’t killers who asked? Lol

    but honestly, now that Freddy doesn’t have to pull survivors in the dream world I think husband insane lunge should be nerfed a little bit.

    Freddy's lunge isn't any different from any other killer's lunge. That is legitimately your mind making an error due to several things.

    First, people tend to believe that killer attacks are hitboxes near or on their weapon. It is not. It's actually a cone that extends out a decent bit ahead of them. Second, every killer can hold their lunge for a short period before it automatically releases. Once you get the hang of it you can actually auto release on Dead Hards and hit them on a regular basis. Lastly, every killer with the exception of Myers travels the same set distance with their lunge. Myers is only different because he has a tiny lunge in T1 and long lunge in T3. He can also use addons to increase his T1 lunge. Everyone else is exactly the same.

  • Last Stand is a perk that is extremely unhealthy on paper. The game isn't designed with respawning in mind and there currently is barely enough time to play through 3 hooks per survivor. Unless the core gameplay of the game got a big shake up I'd leave this perk on the cutting room floor.

    Survivalist is worded vaguely and for what your asking it to do it would need some sort of severe downside. This perk would completely make something like Solidarity obsolete which is a bad thing. Also, again the game would need to evolve in its core gameplay for it to really be safe to consider passive healing.

    Perseverance is reading as if it is autodidact for gen repair. That being said you've completely gated this perk off from any effective use. To that end running this hinders your teams overall gen time banking on that you can get hooked and then unhooked. Then you can do gens somewhat better. You will likely just die before this gets anything done.

    Hex Rush Hour is doing something the devs actually spoke about not wanting to see. The devs said in their stream for EGC that they didn't want to have the survivors feel overly pressured during the endgame sequence. Also it has the same frail logic of Noed, but no real benefit to the killer to compensate.

    Devil's Deal is killer sided BT and ranged Make Your Choice. I don't know if any killer would really want to run this over just having Make You Choice. In theory DD would be better for tunneling mixups, but it is that exact thing that would make it problematic. It functions too much like a hack than a healthy perk. It would be easier to run MYC as you can go straight to the unhooker and drop them rather than handing out BT.

    Restrictions could work, but I imagine that survivors would have a huge hissy fit if a perk like this was introduced. The first thing that would happen is the time values would be cut by half or a third at every rank. Then it would be adjusted to only apply to most recent person hooked so you couldn't hook two people and have them blocked off. This one is the most reasonable perk you wrote out of all of these.

  • https://youtu.be/YkcYUqDhino This video has 2 clips in it, I just pieced them together.

    Yeah chief, you shouldn't try to hide in a spot where you can make a retreat from. They did hold you hostage for a while it seems which is a foul. Though, picking a hiding spot that you can't secure an exit out of if things go wrong is what will get you killed or in this case trapped. Just consider this a learning exercise as DBD isn't going to get any better.

  • This sort of thing goes in the Fan Creation section. Also the devs can't even get that License.

  • hi its me again and question Is it good that I am a friendly killer ?

    As long as devs lack a good way to to respond in a timely manner to in games reports of harassment, toxic behavior and comments, and in general just support toxic players through continued inaction the game is going to produce worse and worse survivors. Same goes for toxic killers who act very much outside rules of the game proper. A lot of behavior can be curved with mechanical changes to the game so those options no longer exist. Stiffer punishments and stricter rules for how people can interact with one another will calm a great deal of people down or see them removed from the playerbase.

    Being very strict is the only way to get the playerbase in line if they've been out of hand for this long. None of this will likely happen though.

    Try not to take other players' nonsense to heart and enjoy what you can about the game. If you ever find yourself not enjoying the game just stop playing for a while. Come back after a month or so and see if you can get any fun out of the game. If you can't, quit and never look back. This game isn't worth it and I don't want to see other killers wasting hundreds of hours being unhappy here. You as a person deserve better.

  • It's an old and well known and documented bug that the devs don't understand how to fix it as and has backend tools in the game currently trying to figure out what causes the blockers to not work.

  • I had a match vs a billy yesterday with a few friends. He did not have bbq, still always, and i mean always knew the exact position of all players.

    It's possible, but not likely. We often think were hiding better than we actually are. The game does a lot of things that give away people's position. If you can read them right you can get very precise information.

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