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  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680986#Comment_3680986

    Honestly, with how sweaty and unpleasant games have been lately, even I would probably tolerate a farming match just to take a break from the toxicity lol

    As I said, I really don't want to farm as I want to play the game but I can't understand why anyone would report such a harmless thing in DBD

    It's the fact I was forced into it. I had no agency, and my teammates entrapped me to make me an easier down. That's why I have a problem. The Killer is meant to oppose and corral, not your team.

    @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680986#Comment_3680986

    yeah there is much much worse in dbd but if you really want a farming game get a group together. dont pull some rando in it that doesnt want to farm and in the example of op the people didnt even acepted the fact that they didnt want to take part in the farming they forced op to "have fun" and farm.

    just get your group together and farm and if the killer shows that he does not want to farm and would rather play a normal match accept that too

    Exactly, just because your friends are okay with it, doesn't mean you can just hold someone else hostage in the situation.

    @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680973#Comment_3680973

    Exactly. I don't understand why farming bothers people so much, when there are many way worse behaviors running far more rampant. I wouldn't want farming every single game, but they're actually rare, and I see it as a breath of fresh air.

    It bothers me because I like the game as it is, I don't enjoy farming for BP, as it feels very unrewarding.

    At times, yes, it can be nice when a Killer shows mercy or throws you a bone in a tough match, but to be unceremoniously hoisted by my teammates and forced to comply, it just sucked.

    @MaTtRoSiTy said:

    As much as I just cant be bothered farming, I get some people do and personally I would NEVER report people for doing this.

    With all the toxic and unpleasant things going on in DBD a bit of farming is probably the least harmful, I will try to just get out of the match as fast as possible though but no way on Earth I would report anyone for this.

    The only farming I ever reported was the AFK bot killers that thankfully no longer exist due to AFK penalties

    I only would report them because they forced me to be in it. They weren't just harmlessly playing with the killer, they actively body blocked me and forced me to be a part of it. It's not fun being used and forced to comply with something you didn't want to be a part of.

    @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680961#Comment_3680961

    A replay system needs to be integrated into the game itself as its being made. Back in 2016 i assume bhvr lacked the means and the abiliy to do this. So they missed their window to design the game with it in mind. To put it in this late would be a giant undertaking.

    Maybe there's hope for some kind of third part creation they could implement, I have no idea how servers work, but I assume they could create something that tracks a match, positions of survivor/killer etc. Maybe someday.

  • @Quizzy said:

    Forcing to farm is against the rules they say. But when I do report that with video evidence, they never inform me if an action is taken.....ever. lol Love dbd

    Yeah I was super pissed. I don't like being closed in-on like that unless it's a Killer Vs Survivor interaction that is intended by the game's design, not a forced weird farming compliance.

    Primarily why I usually run OBS nowadays. I don't stream for views, just to have a record of any sneaky bullcrap that's easy to link.

  • @Rizzo said:

    Just to clarify, forcing to farm is against the rules and you can report them for it by recording your match, reporting in-game and opening a ticket here: https://support.deadbydaylight.com/hc/en-us/categories/6713776396180-Dead-by-Daylight

    Yeah I wish I had recorded it /: By the time it was over, I was mostly by myself on a gen and out the exit. Next time I notice this sort of interaction occurring, I will definitely record.

  • @TheArbiter said:

    Just had a survivor tell me this in postgame because I was using it, and can confirm it is bugged

    Yeah it's pretty bizarre, I haven't tried it out again since then, But it'd be a safe bet to just not use it for now.

  • Play in color blind mode if it hurts your eyes so much. It's thematic, and most players seem to be doing just fine. One of my friends sees the color blue too easily, so she has to turn her screen to a lighter hue. Maybe adjust your settings or screen, because if Behaviour bent to the will of every complaint, the game would be a sterile gray with light pink slug trails for you to follow.

  • Well it's a good thing his power cool-down is very fast and can easily reapply weakened. He is extremely strong when played in the right hands... or if you just heap all the gen regress on him. Also, it's not always about landing hits, he can corral survivors that are desperate to avoid the blast radius, kinda like Clown.

    The lingering effect is because otherwise the survivor would have to maintain constant eye contact, and likely run into things. He already has the advantage of hitting through walls, so it should be manageable.

  • @FrostySeal said:

    I feel ya on all of this. Years ago when I first started playing DBD in 2019 I had such a blast playing it as a Survivor main. Then after around 40 hours, I decided I wanted to try learning Killer too, which was also a blast. It wasn't perfect by any means and given how bad the balance was for a while there were definitely moments of frustration, but it really had a different vibe to it back then.

    It's hard to pinpoint exactly where it happened but I honestly wanna say it was around Sadako's chapter that things really took a turn for the worse. DBD has never been exempt from people who play meta, and the days when Dead Hard, Rundying, and those other meta perks ran rampant felt beyond grating playing against them but now more than ever I find myself having the least amount of fun with the game despite the fact that its arguably in its most balanced state, and I feel like it's just how the devs and much more specifically the player base has changed.

    As you said, the whole point of Survivor for me is that I really love having games that are both intense yet also feel like they're winnable. I've always enjoyed using lots of different perks but nowadays it feels like I just can't do that because of how much of a sweatfest games are now. I hate using gen rush perks since holding M1 is just about the most boring thing I can do but it really feels like if I don't bring Hyperfocus/Stake and focus on nothing but gens then I'm going to lose. It is so unbelievably common for me and my teammates to die at around two to three gens remaining because of the perks the killer brings, the playstyle of the Killer, and the usual solo Queue unreliability.

    Pain Res, Pop, and other gen regression perks combined with the fact that the Killer is either proxy camping, slugging a lot, and or hard-focusing a survivor makes playing Survivor just miserable. When I bring off meta perks like Second Wind, Flashbang, Leader, or anything else that isn't meta I will almost always consistently get a game where if I had just simply brought meta I could've turned the whole game around, or I'll just get tunneled/camped/slugged. If I bring an anti-tunnel perk, then I'll get slugged, if I bring an anti-slug perk, I'll get tunneled, and if I bring an anti-camp perk then I'll get slugged. It really feels like if you don't stack anti-meta the game will somehow always magically pair you with a Killer who will screw you over by doing something you didn't have a perk for. Regardless though, even if you bring full meta as survivor it doesn't mean anything if your teammates just aren't that good at the game. Nothing hurts more than looping the Killer for ages only to see your teammates doing absolutely nothing or doing a gen only to see your teammate go down in less than 10 seconds.

    Apart from that this is something more personal but I really just hate going up against most of the Killers in this game despite having the opposite philosophy as Killer and actually enjoy playing most of them. Unironically the only Killers I can even say I enjoy going up against are Hillbilly, Oni, and Blight. Every other Killer I just can't find myself having any fun whatsoever regardless of how long I manage to loop them.

    Killer is much better for me, but man it is so, so far from being a perfect experience. On one hand, it is a lot more consistent than Survivor as I don't have to rely on teammate RNG and I tend to play pretty good Killers, but it comes with the side effect of being so much more stressful/frustrating than Survivor. Nothing is worse than playing Killer and screwing up two or three times and then having to consequentially play a lot more sweaty to gain back any amount of pressure you lost. I hate having to defend 3 gens, but I can't do much if I'm playing a Killer like Knight who has no mobility against Survivors who play very safe, and most importantly efficiently on gens. Plus map RNG can feel so extremely terrible if you get unlucky with the Killer your playing, like Hillbilly on RPD, Huntress/Trickster on Lerys, or playing an M1 Killer and having to deal with a map with way too many pallets.

    The point is playing Killer feels so much more stressful/frustrating nowadays and Survivor feels miserable and hopeless most of the time, and unfortunately I just don't see that changing. Sure new perks or new Killers can rejuvenate the game's fun for a bit or sometimes even a while but the game just isn't what it used to be despite being a much more balanced game.

    Thank you and I'm SO GLAD someone saw my post! It says it was edited, and now it's just "Poof" gone. But I agree with everything you wrote!

  • My whole discussion got deleted somehow. /: I guess I'll retype it later when I can.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677701#Comment_3677701

    Made for This requires you to be injured for it to work. The heal goes through while you're healthy.

    It used to give the extra effect. The point is they removed the synergy. Because the perk's activation was at the same time as you getting injured, it caused you to have the Endurance. They removed that because of how unfair an advantage it gave, yet they reenable it with Buckle Up. It's dog water.

  • I'd like that, like The Entity is calmed and resets the progress of the perk.

  • It really makes no sense that MFT was nerfed to not interact with it that way, yet Buckle Up does the Original version of Borrowed Time now AND interacts with For The People AND is better than We're Gonna Live Forever.

  • @Hexonthebeach said:

    Use this form: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=360000942011

    It's still complicated, because you need to write the same things every ticket again but easier than the Chat.

    Very much appreciated, I almost thought those existed. XD

    @JPLongstreet said:

    I think everyone pretty much agrees the current reporting system needs overhauling badly. I know they cannot realistically add in a replay system, however many (if not most) players don't record their games. And our Switch cousins haven't been able to record their matches in several years. Dunno what they are even expected to do to report anything.

    Yeah... they desperately need a replay system or some in-game senser for these things.

  • I just use a Brand New part on a Great Toolbox combined with Cheryl's Perk, Repressed Alliance. While yeah, it kinda gives a deadlock scenario, it lets me protect the gen with the most progress and then I can go work on another in the meantime.

    ANd then I always just use the BNP on a gen but dont work on it,, that way there'll be a Generator with less progress to default to later.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/398655/pig-rework-idea

    I like the change to the crouch however I don't think slapping a status effect on the dash is a good idea... Besides that point that the blurry vision might induce motion sickness or what not.

    I think the way to go is just to make the dash stronger.

    I saw a post some time ago where the dash gets stronger if you have been crouched for some time before using it.

    That would be one way.

    The other thing I thought about is basically having a standing ambush that has its current strength and modifying the crouched ambush with a multi-plyer of like 1.5x or so... This allows you to use the standing dash if the m1 attack just wont reach and makes the crouched ambush more viable around safer tiles.

    This gives pig more strength but also increasing her skill ceiling, which is basically always a good thing if a character gets more depth.

    My problem with slapping status effects on special attacks is that it makes the character stronger without giving the player something to do or learn about it, sure you have a form of Ressource management there, but that's all, it does not make the dash more viable around certain tiles or means you have to learn how and where to use it now.

    I don't really get what you mean by the idea that "slapping a status effect blah" would have to do with a skill ceiling since you still have to make the hit and you have limited uses. I think her speed is fine, otherwise you just get Chucky or Blight, and why would you Pick between those characters if Pig does what they do but worse? You make adjustments and give her something that could give an interesting effect.

    Also, Plague, Clown, Legion, Doctor, Nemesis, and more all effect screens of survivors in many ways, so I think if people with Motion Sickness or pee-baby syndrome are playing the game then they can handle it.

  • @jonifire said:

    I would want the ability to hide in a locker in undetectable for her and then ambush out of it.

    I think it would fit her well and add a cool new ability to her.

    That would be pretty badass, and Movie related!

  • I should also point out that the effect wasn't exactly too much a problem, as the visual only does minor distortions around the corners. I just thought it'd be good to at least point out.

  • Okay geez. Give an inch and take a mile much, let the devs have some cool down time, they literally dropped the chapter with a ton of amazing skins and patches and people are already clamoring for more.

    If they get to it, they will, but he's fine as is until then.

  • I mean, I do pretty well as killer on that map usually. You have to anticipate survivors' plays.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2943545#Comment_2943545

    Do I really have to explain the complex reasons why killers should never, ever, ever, EVER be able to climb terrain outside of a killer specific power that is purely balanced around it?

    Especially when the bare minimum was already voiced in the Survivor climbing gloss-over above.

    Besides, I think I did enough writing for all the other points. My opinions are as they are - my opinions - I don't owe you any more of a staunch explanation behind them any more then you owe me an explanation for yours.

    What is the point of discussing these ideas than.

    You: I want things to stay exactly the same with minor variations!

    Me: I'd like there to be more options for immersive and fun playstyles that don't force a super aggressive loop playstyle.

    You just sound so pedantic with that ending statement. Either way, I'd rather you no longer respond since you feel that stating your opinion is the end of discussion.

    Oh yeah, and nice diction; ya definitely didn't come off as some arrogant jerk with that rhetoric about killer powers. -_-

  • @Valik said:

    Doesn't quite work - especially with how the game's current design is implemented.

    Hold Breath - Overlap with perks. Not only breaks the game in many situations, but also shrouds the usefulness of certain perks and approaches of the game into ambiguity.

    Hide - This is basically useless and would only serve to confuse newer players. Crouching already makes survivors pretty small - if they are keen on stealth, they will utilize positioning better or hop in a locker. This mechanic is redundant.

    Climb - This not only breaks the game with certain perks, but it can break a great deal of maps while also proving quite useless generally. If there are areas of the game where this may come in handy, they are ultimately contrary to the core design of the game.

    Crawl - This can lead to some horrendous issues with hitboxes. Atop it all, it can break the typical conventions of the game, which can lead to further confusion and frustration with virtually no plausible benefit. While I can see a quick 'Slide' mechanic working, allowing survivors to crawl - even when contextual - can be a bit much.

    KILLER:

    Veil Walk: Certain killers do and don't have teleportation in their kit. It's a premium ability. Not only could teleportation be used to deleterious and cheesy effects - especially when overbroad - it can become a lot to try and balance around.

    Glyph Read - I actually like this a lot. If it took the killer a good bit of time to interact with and survivors could quickly interact with they glyphs in order to cancel the 'buff' - it would also give survivors something interesting to do other than generators.

    Climb - No.

    Break Window - 100% Breakable Windows should be in this game, and I have in idea why they aren't already.

    Taunt - Clever and creative, but unfortunately this is not something that all killers should enjoy. I'd absolutely love to see this become part of a specific kit.

    Having a killer who can teleport to the center of the map, block windows, taunt Survivors to inflict visual disturbances, and has power-ups around the map the survivors are encouraged to interact with... that would make for an interesting killer!

    Base kit though? I'd have to disagree.

    I feel like you're a meta player. I like how you just say "no" for one, like there's no need to explain yourself. You're just right.

  • @Valik said:

    Doesn't quite work - especially with how the game's current design is implemented.

    Hold Breath - Overlap with perks. Not only breaks the game in many situations, but also shrouds the usefulness of certain perks and approaches of the game into ambiguity.

    Hide - This is basically useless and would only serve to confuse newer players. Crouching already makes survivors pretty small - if they are keen on stealth, they will utilize positioning better or hop in a locker. This mechanic is redundant.

    Climb - This not only breaks the game with certain perks, but it can break a great deal of maps while also proving quite useless generally. If there are areas of the game where this may come in handy, they are ultimately contrary to the core design of the game.

    Crawl - This can lead to some horrendous issues with hitboxes. Atop it all, it can break the typical conventions of the game, which can lead to further confusion and frustration with virtually no plausible benefit. While I can see a quick 'Slide' mechanic working, allowing survivors to crawl - even when contextual - can be a bit much.

    KILLER:

    Veil Walk: Certain killers do and don't have teleportation in their kit. It's a premium ability. Not only could teleportation be used to deleterious and cheesy effects - especially when overbroad - it can become a lot to try and balance around.

    Glyph Read - I actually like this a lot. If it took the killer a good bit of time to interact with and survivors could quickly interact with they glyphs in order to cancel the 'buff' - it would also give survivors something interesting to do other than generators.

    Climb - No.

    Break Window - 100% Breakable Windows should be in this game, and I have in idea why they aren't already.

    Taunt - Clever and creative, but unfortunately this is not something that all killers should enjoy. I'd absolutely love to see this become part of a specific kit.

    Having a killer who can teleport to the center of the map, block windows, taunt Survivors to inflict visual disturbances, and has power-ups around the map the survivors are encouraged to interact with... that would make for an interesting killer!

    Base kit though? I'd have to disagree.

    ...

  • @Icaurs said:

    Maps aren't designed with these as intended. It would create a tone of problems balance wise. Most notably the crawl mechanic would be broken. Hiding would become extremely effective, especially since there will be no groans of pain. Ultimately there is little value to this. For example take climbing ledges. How fast can they do it? If its too fast you risk creating broken loops. Too slow and they will never be used.

    Okay I don't see how crawling would be broken. You can't climb a ledge while in the Dying state cuz you're dying. That makes sense. You don't have the strength. And climbing a ledge isn't exactly what i literally want, i just think the knee-high stoops should be something all charac5ers can get on.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817628#Comment_2817628

    It's not that it can't be implemented, but balancing it and making sure it doesn't cause performance issues make it weird. Not that I'm against gimping survivors every now and then, but breaking vaults permanently would be pretty rough on them.

    Here is a question for you: When would a killer want to climb a ledge? Like what is the scenario where that would be the thing you wanted to do?

    I'm asking because I'm genuinely interested in what you're envisioning. I'm very used to that not being an option in this game so I can't really see it.

    The Gideon Meat Plant has a ledge that is literally knee-high for survivors that they can't climb, same as killers. The Harvester on coldwind, The porch ledges or stair ledges on any outdoor town map like Haddonfield or Badham. Literally all things most sentient things would be able to step over.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/311314/survivors-and-killers-having-more-stance-options

    DBD tends not to function well with "Stances". They actively removed Doctor's stance mechanic because it was just sort of clunky to switch between Treatment and Punishment stances. DBD has also become such a time sensitive game that killers aren't going to use anything that wastes more time.

    Funny fact about your break window idea! The devs already had this idea way back in the early days and were workshopping a killer called Smasher who was supposed to do stuff like breaking vaults and terrain. Apparently, it just didn't really come together in a way that made sense for the game and was scrapped.

    It was clunky for the doctor because his own power got in the way of its effect (stunning survivors). I am using stance in the same effectation of holding a button down, or toggling for a specific action like climbing a ledge. Not walls.

    It's not much to ask for some variety to the game.

    And I am aware of the smasher. It was meant to destroy everything, not just windows. The option to break a window wouldn't be hard to implement because all aura perks already reveal windows to be separate set-pieces, so they could easily be manipulated.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752471#Comment_2752471

    Because it already takes time to boon a totem. For that to be instantly overwritten because a killer got a hook or the last gen pops, and then to have to re-bless it (which takes even longer than blessing a normal totem). That's why i said no thanks. If there's no dull totems, oh well. That's the risk of bringing a Hex perk.

    It's like running deliverance risking that you'll be the first person hooked or that you won't be able to unhook someone and heal them first to get your perk at all. Some perks are just high risk/high reward.

    Well... take that logic and turn it around. "I spent time blessing that!" But "oh well" that's the risk of using a Boon. It can get overwritten. I think it's more than fair given a killers Hex is permanently disabled unless Hex Undying is active. And I see survivors taking time to shift their boons to new locations all the time. So I know.survivors are more than willing to re-boon bones. Just sayin.

  • @AhoyWolf said:

    So, it would be only useful in low mmr matches or against console players?

    You cannot really dodge a PC Killer's attack, not even talking about 3 if they at least played the game for a while.

    This is not the best way to change Dead Hard imo.

    May I suggest something instead?

    David is a protector, right? Make it only activate after taking a hit for your teammate, this way you lose a health state to save you friend, but get a boost so you can last longer in a chase.

    Maybe it also has some holes in design tho, I just thought about it right now.

    I always find that there are ways to either bait, last second dodge, or vault to avoid plenty of attacks. It's not just about doing a lil 360.

    While I do like the idea of him earning it by taking a protective hit, it doesn't synergies with his other peeks very well given No Mither, but since no one tends to run that, I digress. It's certainly an "easier" way of getting it , sure, but it still just turns it into another Mettle of Man.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2698112#Comment_2698112

    Trickster’s not exactly intimidating looking, Sadaka is at least really creepy.

    Sadako Yamamura actually lived in the well for thirty years. She's roughly in her mid to late forties.

    I was quoting someone else... but it somehow added you instead :/

  • @Marc_go_solo said:

    Have some of my games! Apart from one Freddy and one Myers, this crow lady has featured in all others!

    She's fun to face, but I hope some of your killers come to me because I don't want to bore of her. Her ice cosmetic is really well designed, even if it does look like something out of Flash Gordon.

    Oh lord, I want to like it, but that cosmetic makes me think of a huge duck chasing me xD combined with her bird chokes, I'm basically laughing my head off running from "big-bird".

    On a side note, I've had a healthy dose of her today!

  • The problem is that he looks like a Dangan Ronpa character. -_- I just wish he had more to him then "sexy pop idol with knives". I don't mind attractive or normal looking killers, but at least the others have something that sets them apart besides the walking fanart style he's got. Even just making him pale would've sufficed, but I digress. Hes part of the game so its just something to get used to.

  • The map can be traversed with excessive ease within 45 seconds. If pop is active, you'll have a gen in mind to use it on (usually) and you'll get to disrupt the progress just fine unless repressed alliance is used, which would have the same effect with the 60 second timer.

    Most killers that use Pop are almost exclusively the high mobility ones, so they'll get there in no time anyway. If its a low mobility killer, they still can traverse at there base or slightly slower speed.

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/982938#Comment_982938

    Or they could just reduce the active timer?

    A smart survivor will choose to Dead hard and recover from exhaustion than permanently stay exhausted from using DS. Dead Hard is almost nearly every time a second wind when used correctly.

    I am successful in matches without DS and Exhaustion perks. So I'm satisfied where I am right now. I just personally see too much tunneling to make the perk both permanent exhaustion and one time use.

    A "smart" survivor plays using perks to their advantage, having one perk cause exhaustion with a powerful stun is still useful and breaks some of the meta by introducing another alternative playstyle type perk. If you don't wanna be perma-exhausted, use something else. Simple.

    The perk is listed as anti-tunneling, but we all.know that people use it more for nefarious and dirty tactics lately instead as an intended. Plain and simple,a downside to using such a strong stun should be implemented.

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/982854#Comment_982854

    Permanently exhausted would just see the perk not being used ever

    I am successful in matches playing primarily without exhaustion perks.

    It all depends on the player's ability to adapt to a playstyle and challenges. Look at the clown, he can easily delete exhaustion perks with certain add-ons, same with a few other killers. You're not helpless without those perks, there's still ways to play and adapt.

    Decisive strike should have a penalty of some sort or a deactivation method.

  • What if using decisive strike made you exposed for the rest of the match?

    You use a get out of jail free card. But because you didn't work for it, you have to work harder.

    Or maybe you're permanently exhausted. Or even broken. Something that makes your role as the newly appointed obsession hell, but you have to accept the penalty.

  • I'm not certain if the survivor would be Rin, but the devs have discussed potentially having Killer versions of survivors.

    So it's not too crazy, especially since the entity has the entirety of the multiverse to pull people from.

    Keep an open mind! 😜

  • Is it unreasonable to have my own response???

  • I hope he never gets in DBD. I hope instead we get more original killers. Because it's honestly frustrating that everyone wants (*insert existing horror icon here*) in the game, when original horror icons could be created with much more freedom.

    Everyone wants The Nun, Pennywise, Alien and Chucky.

    They all have their own franchises. They could maybe have their own games or whatevs. They don't need to be cameos in a game that could've instead made interesting original characters instead.

  • @Shraar said:

    https://forum.deadbydaylight.com/en/discussion/comment/828314#Comment_828314

    Yeah for sure, that's a fantastic example, the way you mentioned the alchemist. Nevermind that even in those few lore entries they contradict themselves at least twice, but you are correct that he will do whatever for serum... he needs it. that's his drive.

    But he actually gets more of that serum, we see it happen. Rin is fueled by vengeance and doesn't get it... so she isn't being "strung along", she's just not thinking at all, almost like she isn't a character? Vengeance must be coming, otherwise she has no purpose, and it's bad writing.

    Look at her character model, how she switches between emotions, how macabre and broken she is.

    Rational thought has more than likely been completely destroyed in her.

    She's more than likely unable to comprehend anything beyond kill and destroy now that her rage has been ignited. She is a cataclysm in a broken body.

    Onryos are similar in mythology. No matter what, the cursed being has become so corrupted by their anger, that is all they know.

    It's not 'bad writing'

    Rin is not an angry girl looking for vengeance.

    She is rage and retribution incarnate. Nothing can appease her now that her wrath has been fully nurtured. Simple as that.

  • He doesn't fit the lore at all. He's a cosmic entity that hunted human children to feed on their fear. The reason he was beaten is because the adult versions of the kids realized his strength was dependent on their fear.

    The survivors in dbd are all adults, and the entity that created the facade of pennywise doesn't get the same benefits it did in dbd, and one could argue the Entity in Dbd could have snatched "Pennywise" but why?

    The Demogorgon at least is some lapdog trained to do the entity bidding. Unable to fight of the whim of an all powerful being, it now works under its thrall.

    But pennywise or "The Deadlights" is a being that never actually existed in the confines of our known universe. The Clown you see is just a projection. Why would the deadlights allow the entity to snatch it's projection? It's not a human that can be molded like all other killers, not is it a weaker lesser being like the Demogorgon.

    You may argue that it doesn't matter it's just a game just let them add Chucky, xenomorphs, and blah blah but the problem.with that is the game is losing the heart of it's creation with all these licenses. It's becoming a mortal combat style mashup with little to no cohesion.


    Who knows. If he is added. I hope at least it's because The Deadlights is desperate not to have it's influence severed so it allowed its avatar to be taken.

    But again. This means he will be much weaker and forced to follow rules, just like how every killer is confined to rules the entity has.

    It just seems like all the tampering and changing will lead to an inert character that could been better as an original instead of pennywise.

    I just miss the original characters. They might be inspired by slashers and ghouls like Jason and the like, but at least they were freshly designed characters.

  • I don't really get the hub-bub here. They just made her hair have actual strands instead of being a textures cloth like it was before ptb.

    It kinda actually looks a lot better compared to how static it was before the changes.

  • No problem. I can see why my comment might seem like it's aiming towards causing agitation especially since you've had to repeat yourself about your intentions regarding the post in general. I think the devs should indeed consider expediting the hook process towards either full sacrifice in the scenario you've pointed out.

    In the meantime I just take what I can get since there's not been much talk on it.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/610475#Comment_610475

    Like i said in the post, i don't care if it stays like this.

    It's just to point out an inconsistency.

    I also don't believe everyone does this to just be a dick.

    I was actually talking about DaS's comment but I forgot to quote them.

    I agree there's an inconsistency that should prolly be addressed cuz the parameters of it are a bit skewed.

  • I don't think it's exactly the survivor being a jerk just cuz they struggle. They get extra points for doing so and the killer has the option to go break pallets or perform their power instead of just sorta staring out in the beyond.

    Who cares if you have to wait a little extra time? Whenever I play killer, I just go do what I can in the meantime, and when I'm survivor I'm usually just getting what I can out of the situation. It's not always a bitter agenda.

  • I mean survivors do have perks that are very limited and niche as well. It's not the end of the world.

    The cool-down most likely exists because the killer it came from can remove his terror radius, and a lot of killers run stealth perks/use stealth powers that would give the killer the exact location to cut off a survivor even while in close proximity.

    Even Dance with me has one. So it's not really anything new.

  • I see no issue with their run in the slightest. At least they keep lower and try to hide compared to Male survivors and their swagger run.

  • I like their theme of the Killers all sharing former humanity. An Alien or Demon would just look so silly in this style of game. A mortal that the entity has "punished" or kidnapped in the process of severe bodily anguish could account for a devilish appearance (Similar to The Hag's withered, gangrenous body). Licensed Killers are also rather boring in all honesty because they're just re-hashes that keep appearing time and time again instead of new or original ideas. I'd much prefer a character inspired by classic killers as opposed to just tossing in Jason or something.

    How they handled The Ghost is an excellent example of them using the character's classic inspiration for their own idea. The mask is the same, and his power gives a similar vibe, but he's more of an homage instead of just being the Killers from Scream.

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/508396#Comment_508396

    In due time?

    It took them nearly 3 years to fix the fact that Survivors could see the Killer's perks after they die. Dave Richard legitimately said during Year 1 streams that he thought the game was already like that.

    They literally don't know ######### about their own game half the time. And when they do discover something jacked up, they take for-dick-ever for fix it.

    Meanwhile, Deathgarden looks great and has resurrected itself from the dead. This is what love and care get you.

    Once again. You're just being crass and undermining your own argument. It doesn't matter, they still try and make changes. At the time, it worked just fine. Swf was the only true downfall. But looknow, they've fixed that issue. No matter how much you rant and rave, like so many others, they still put up with it and give out content. Imagine having that kind of weight on your back? The amount of crude entitlement your words and so many others carries is obnoxious and toxic.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/508049#Comment_508049

    He's not being rude. He didn't insult anyone. He's strongly expressing his disappointment and giving feedback on how he feels about GhostFace.

    Writing out verbose rhetoric like "What's wrong Behaviour, are you scared?" is rude. You don't have to outright insult people to be insulting. The post is filled to the brim with feedback that could be mostly beneficial, but it is subverted by the Op's overbearing usage of said rhetoric and overall antagonistic attitude.

    The devs will address these issues in due time; they're the providers and they're the ones who work hard to fix issues and create our content. So save the entitled rudeness and be patient.

  • I have never heard this bug when playing Spirit, nor have I heard it as survivor. So I assume it's a bug that'll be fixed soon.

  • @DoubleTap said:

    "Ghostface" perfectly suits this Killer who is based in the genre as an ironic parody.

    But it doesn't fit the DBD universe. That's why they called Freddy "The Nightmare" and Leatherface "The Cannibal" You doesn't see him being called "The Leatherface". Besides, he's not *the* ghost face, he's just a guy dressing up as a copycat.

    It'd look ridiculous seeing that name next to every other name.

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