RonMan32
RonMan32
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None of these tbh. I'd rather have more Resident Evil, more Left 4 Dead, or survivors for the chapters that didn't get one like Hellraiser or Ghostface (which yeah I know that was kinda ONE of the options you have but I'd only one survivor per).
Really a few of the things you suggested would be better as proper chapters or not at all. Like Deadspace.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3220530#Comment_3220530
The downside of maining a killer, a good chance we miss those shots lol.
Was nurse shown in the trailer?
Yee. At about 2:24.
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@LiaLight said:
According to the patch notes from the recent PTB it depends when the characters reached 50/P1/P2:
"Inclusion of Stage 2 of our Prestige Catch-Up. Characters which were level 50 and prestige 0, 1, or 2 as of the 6.1.0 release will receive 2 bonus prestige levels, as if they had been prestiged."
Oh right I forgot about that. Yeah I only got 1 for only 1 character. Not 2. Odd.
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Sadly only my Bill got it, because he's the only character I had significantly spec'd into before the prestige rework (only been playing since the summer)
But yes I saw this happen.
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@Dead_Harder said:
Oh god just 12 isnt enough
Not sure if this is sarcasm. I honestly think it's probably what TicTac said in this thread. They really meant 6 survivor shirts and 6 killer weapons. Not 12 for each role. 6 doesn't really satisfy me as far as variety goes. I don't play any of the killers they showed as having candy weapons in the trailer. If they did do 12 that would probably be wide enough of a shotgun blast that I'd be content. It'd hit one or two of my preferred killers.
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I think it does it to encourage you to play the opposite role more. I might be wrong, it could be random. I get mostly killer daily's tho and I end up playing 5x as much survivor as I do killer.
Personally I'd like it if it was impossible to get 3 daily's for the same role. You can have 2 killer and 1 survivor daily's, or the opposite. 1 killer and 2 survivor. But never all 3 the same. Or if you reroll something it will always be a daily the opposite role. Delete a killer daily, get a survivor daily. Delete a survivor daily get a killer daily.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3220455#Comment_3220455
Banning killers for tunneling is outrageous. Expecting the killer to hook every survivor 3 times, up to a total of 12 hooks, when there's only 1 - 2 generators is insane.
Yes — I agree, it's frustrating and no one likes to be in the receiving end of tunneling. I'll be the first to say I hate tunneling, but it's a necessary evil killer's need to bring the odds back into their favor. If you want to see less tunneling, we need to make killers feel like they don't need to tunnel in the first place. Then afterwards, we can make basekit changes that punish tunneling. You need to address the cause before actively punishing something.
Ditto, I basically said this verbatim in the first part of this message:
@RonMan32 said:
I think in the current state of the game tunneling a survivor out of the game is necessitated against high level survivors or decent swf. I think getting mad at killers who tunnel is absurd. The way to approach this is to nudge the balance in a way where killers no longer have to tunnel to secure a win, without making them op. And then slowly add in more basekit and perk anti tunneling buffs.
Most people agree, killers need a survivor out fast. That said tunneling isn't fun to deal with. The solution is make killer playstyles that are fun to play against more viable, then nerf the unfun play styles into the ground. That's the best way to keep everyone happy. It's not as simple as "killers should just not tunnel" or "we need more anti tunneling mechanics".
What they really need to do is buff a lot of the perks that discourage tunneling and encourage 1/2 hooking everyone. Like dying light, furtive chase, grim embrace (devour hope and no way out do this but they're probably fine as is tbh). I also think nerfing really good perks to encourage 1 or 2 hooking every survivor to get value is a good call too. I think you should have to earn NOED somehow. Maybe only people who have been hooked at least once are exposed, and you need at least 4 total hooks for NOED to activate.
Tunneling either has to simply continue to exist, and maybe hopefully BHVR can gently "explain" via public channels and maybe tips and stuff in game that it is necessitated to get these survivors to shut it. OR there needs to be major changes to the game so winning without tunneling at high MMR is actually possible, and then greater anti tunneling can be added in. The latter I think would be better for everyone's "net fun" but the former really wouldn't bother me. I find camping a bigger issue frankly. Specifically facecamping midmatch, not endgame camping or generous wide proxy camping. You at least get to actually press buttons and play the game if you get tunneled out.
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I think in the current state of the game tunneling a survivor out of the game is necessitated against high level survivors or decent swf. I think getting mad at killers who tunnel is absurd. The way to approach this is to nudge the balance in a way where killers no longer have to tunnel to secure a win, without making them op. And then slowly add in more basekit and perk anti tunneling buffs.
Most people agree, killers need a survivor out fast. That said tunneling isn't fun to deal with. The solution is make killer playstyles that are fun to play against more viable, then nerf the unfun play styles into the ground. That's the best way to keep everyone happy. It's not as simple as "killers should just not tunnel" or "we need more anti tunneling mechanics".
What they really need to do is buff a lot of the perks that discourage tunneling and encourage 1/2 hooking everyone. Like dying light, furtive chase, grim embrace (devour hope and no way out do this but they're probably fine as is tbh). I also think nerfing really good perks to encourage 1 or 2 hooking every survivor to get value is a good call too. I think you should have to earn NOED somehow. Maybe only people who have been hooked at least once are exposed, and you need at least 4 total hooks for NOED to activate.
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I don't think the full old system should be brought back. Apparently they did more than just disable seeing MMR. What they should do is yeah, bring back seeing MMR/rank. I think they said they're considering that in their January Q&A.
But I believe it's more complex than just pipping and depipping now. From what I hear, even if MMR is far from perfect the games are at least more balanced than the old system.
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@ProfessorDunwich said:
Given how low effort the Plague's is, I don't see why they wouldn't.
I hope so. Just need my candy gun and I'm happy.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/3220469#Comment_3220469
In the announcement. It says unlock 12 halloween-cosmetics for both killer and survivor. But it could also mean 6 for killer and 6 for survivor.
Well the trailer depicts 5 so yeah that might track. I'm just crossing my fingers for the 6th being The Redeemer.
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@TicTac said:
Its new and i think there are 12. So not every killer.
Where does that number come from?
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Ditto. My only guess is that killer really is "easier than survivor" in the sense that at mid and low levels of play meh killers will usually outclass meh survivors so raising to higher MMR as killer is sadly too easy. I wish both of the MMRs sort of anchored each other? I feel like if I had a clone of me playing killer on a clone of my account I would never face myself because my survivor MMR seems to be a lot lower than my killer MMR. Which is a bummer because by my estimation if I faced 4 clones of myself as killer I'd lose about half the time.
My killer matches are definitely a more consistent challenge than my survivor matches.
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I do agree he needs some sort of buff/rework. Not entirely sure what at this point. I've had a few ideas but honestly his creation might have been mishandled from the beginning. I just hope they do something soon. 28m TR, 4.5 m/s while his redeemer is unloaded would be how I'd start. Another ability entirely (in addition to what he has )would be nice. His addons also need an overhaul.
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I'm more bummed about Blighted Wesker not being shirtless.
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@KblokoBR said:
https://forum.deadbydaylight.com/en/discussion/comment/3218785#Comment_3218785
This would be way more decent than it is now, and its not a huge rework, just a playable one.
That's what I'd do anyway. I saw a thread of people asking for Shattered Hope to be Basekit and man that's a horrible idea. Buffing it and slightly nerfing CoH is the call I think. People who HATE Boons have an option for a hard counter, and everyone else has a slightly less effective CoH to deal with.
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"The biggest problem here is that reducing your terror radius during a chase is virtually useless."
Well combining it with Monitor and Abuse would be good. Just sayin'.
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I think CoH should get a slight nerf, not anything close to what most of these killer mains are asking for. Including you. It shouldn't remove the self care ability, maybe just take a tad longer or you lose progress if interrupted like Haemorrhage except maybe slower. Or both.
And in addition all of the other boons should be buffed. Shadow Step for example should also make pools of blood not last as long and make all pain grunting 15% quieter. Dark Theory gives a 5% haste status effect and lingers for 6 seconds at max. So on.
Shattered Hope can get a buff too if "you guys" want. (You guys not being Killer Mains, specifically Killer Mains who have problems with boons. I play both roles. Snuffing it isn't a big deal. Plus Self-Care might as well be a killer perk, CoH is just a better version of doing that. While they're resetting at their boon go break gens.) Maybe it also makes snuffing 50% faster and shows the Aura of the boon-er for the same duration at any distance.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/3218415#Comment_3218415
At least that is honest. Saying WP when you crushed them just comes across as mocking.
That's more of a you thing than a them thing. If you see it as mocking that's all you. If they wanna mock you it'll be way more straightforward that they're mocking you. People aren't passive aggressive with ggwp. Not most people anyway. Even if a small handful of people are doing it as a passive aggressive thing, if you just assume the best it will never bother you because people don't put in chat "Well played (passive aggressive tone)" that would be such a weird way to talk lmao.
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Just because it was a 4 man escape or a 4k doesn't mean the other side didn't play well. Obviously they didn't play well ENOUGH to win. It's meant as a nice thing. It's better than having the winner just say gg because yeah it was a good game FOR THEM. Unless they are saying gg ez or otherwise being toxic you shouldn't take it negatively or as sarcasm.
I usually keep my mouth shut if I won as Killer because being polite at the end of the match invites people who think like you to get mad and act toxic to me. If they say GG tho I'll participate in post game banter.
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@Dead_Harder said:
You miss the point of anti slugging. Its there because being on the ground for minutes on end is unfun. Your changes misses that entirely.
The change to mori would honestly be fine, but it basically ensures that unless all 4 survivors are slugged together, one can always pick themselves up which seems needlessly frustrating?
I think your changes are straight up bad mate.
Well to be fair I don't think it's that cut and dry. The devs didn't explain the reasoning behind the addition of the anti-slugging (actually the most obvious reason is so the Mori changes aren't broken, and they just kill 2 birds with one stone. In other words they didn't set out to do anti-slugging explicitly at first). Being left as a slug is unfun sure, but it's also extremely effective. I think the latter was their focus, with the unfun-ness being a bonus. I don't think ever aspect of the game can be fun, especially not for everyone. So leaving the unfun-ness but removing the "slugging for the 4k" effectiveness is what I'd want. Not because I think slugging should be left to BE unfun. I agree my changes miss that but I think slugging should stay for killers sake.
But fair I guess. I'm not a game dev I just don't like the look of these upcoming changes and would prefer something that doesn't completely screw over 87 different little things across the game.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3215867#Comment_3215867
Bonus is on survivor because so much people are playing killer and queues needs more survivors for balance it. I can't see problem with that. If you need this bonus bp, you can play survivor.
No my point is a mode like I'm suggesting would further incentivize fixing the ratio, and would give non-mains (people who play both roles) a cool mode to be constantly working towards fixing the ratio.
If people were more consistently enticed by the bonus the existing system would work fine for that purpose. They aren't. This would both work better since it would be a greater incentive, and would have people who play both roles, do so in a ratio that is the most beneficial to queue times instead of just random however they feel.
You seem to be consistently missing the point. The current system hasn't even gotten NEAR the 4:1 ratio. It's great and all but this system would work a lot better, if probably less than perfect. It'd also just be a fun option for people who play both.
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@MikaelaWantsYourBoon said:
And why they should do that?
Incentives added for makes queues better and it is working perfectly already.
"Perfectly" isn't accurate. A system like this (if enough people used it) would make queue times between both roles identical. Killer queue times are SHORTER with the new system sure. But 100% is almost always on survivor which means it's nowhere NEAR the 4:1 ratio.
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@Plsfix369 said:
I suggest of turning the PTB into a Quick Timed Game mode instead with No Perks and Add-ons on a small map, where survivors and killers are tasked to do hide and seek totem hunt, and killer can't hook survivors only slug them. Survivors have to find 15 totems in a map and prevent themselves getting slugged.
That's interesting but that doesn't really solve the issue. This is something being proposed as a change to the main game. So we should mainly think of it as such.
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This would save Twins I think. 😀
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Sorry FNAF has gotta be my go to whenever it comes to something the devs can see. The fact that they haven't done it yet is almost a crime. I'd vote Bioshock if we lived in the prime timeline where something FNAF was already added but I've gotta go FNAF so the devs know we're still here.
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One of the most fun. Probably mainly because I played a lot of him so I know how to play around his power. Even when I mess up getting tossed across the map is just funny.
When it comes to killers I don't have fun playing against there's two types. Killers that I flat out don't enjoy, and killers that I get fatigue from facing too many of.
Type 1: Nurse, Doctor, Legion, Trickster, Pinhead, Dredge, Wraith and Plague.
Type 2: Artist, Bubba, Hag, Clown and Huntress
This is just generally. Something like Tombstone Myers or camping Bubba goes into type 1. But for the most part my ideal matches is a consistent rotation of all of the not mentioned killers, with some of the above sprinkled in every once in awhile and NEVER Nurse or Doctor.
P.S. I think his hitbox is in the perfect place right now. The game just needs more netcode work. In my experience from both sides I NEVER get grabs that didn't look like they connected and it's very rare for a Wesker to get a hit on me that seemed unfair, and a lag spike/the killer having bad ping is the excuse for that. The way the hitbox was on release is AWFUL. You'd slide right by or THROUGH survivors. I'd be ok with increasing it slightly to 35 cm tbh.
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I don't know if I could see them doing this but I'd advocate for it to going up to 200%. On a slightly related note I think they should put incentives on individual killers that aren't getting a lot of play to encourage variety. The top 3 least played killers at any given hour should get +75% +50% +25% blood points. And the next hour it does the next 3 least played, and the hour after that it just goes to the top 3 least played now that it's maybe shifted a bit. Rinse and repeat.
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Correct me if I'm wrong but doesn't this happen every chapter?
I don't get the anti Wesker outcry tbh. I find him really fun to play against and not too powerful that it feels like every Wesker game is going to be some sort of wipe.
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@FlameLickVA said:
https://forum.deadbydaylight.com/en/discussion/comment/3215781#Comment_3215781
Old rank system was wayyy worse than current MMR
I wouldn't know but I believe it. The old rank system was very different though. It wasn't just removing the ranks as something that can be seen that was changed.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3215764#Comment_3215764
It is matchmaking issue, i don't know why baby survivors are playing with veterans. There should be 200 hours cap and people below this, should not be part of MMR matchmaking.
An hour cap would mean hour long queue times in the deadzones between chapters where there's not a lot of new players to the game.
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@FlameLickVA said:
https://forum.deadbydaylight.com/en/discussion/comment/3215774#Comment_3215774
I may be prestige 50, but I am hella ass at survivor.
I just main Jill cause I love resident evil 1.
If MMR was visible again this wouldn't be an issue.
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3215759#Comment_3215759
There's no way to know if they're "baby survivors" though. Playing killer the other day, one of the survivors switched characters with about 20 seconds or so left on the timer from a Prestige level 3 Jill to a Prestige 54 level Nea. Did they suddenly get better when they changed characters? (For the record, the Nea was by FAR the best player on her team -- though as a counter to that, I've played against Prestige level players 25 and higher who played like they'd installed the game yesterday, so that can be a two-way street).
Seeing the prestige of your teammates (as survivor) or as killer is completely unnecessary. It leads to people making potentially inaccurate assumptions about the people they're playing with and against -- and everyone should know by now the saying about assuming.
I dunno what people refer to as "baby" but rn I'm prestige 1-ing every character. Between killer and survivor I have over 23 prestige levels and could have just invested that all into one survivor. If the level 27 prestiges I keep playing with only have a few other survivors prestige at ALL I'm not far behind.
I assume there is people who prestige their favorite character mainly, and they just got survivors with meta teachables to level 1 and just keep goin'.
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If MMR worked maybe. They really need to expand the upper ranges of MMR. It apparently keeps counting but rounds down to some point. I have <300 hours and I see prestige 25, 30 some and once a 100. That really should not be the case I'm hella stinky at the game guys. I main Deathslinger for Christ's sake. I don't dodge lobbies often but if I'm playing to get my rank up before the reset you bet I ain't messin' with a prestige 50 Jill. There is an easy fix. Just queue up with a character you have low prestige with and switch to Jill at 6 seconds.
I think they should do the opposite really. They should show rank in the lobby and MMR should be visible again.
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I'm gonna be honest, Hyperfocus X Stakeout, or even just Hyperfocus with a person who is cracked and can hit every great isn't broken. Even with a big tool box with brand new parts. Brand new parts in particular are iri add-ons. They're supposed to be really good. I don't see the people calling for BNP nerfs complain about any Iri add ons. But yeah I don't see the Hyperfocus thing as an issue. That said I wouldn't CRY if they disabled it's synergy with stake out.
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Actually I think Soul Guard and Unbreakable should work like that even if they didn't go with a more diet version of the basekit Unbreakable.
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I kind of agree. I think once they're finished with the roadmap they should slowdown. I don't approve of stopping adding characters entirely. I think maybe every other chapter should be QoL and FREE content for the game like new nonteachable perks, killer reworks, a new map, and yeah new gamemodes.
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I really think they need to get a handle on bots and have bot players replace them. Devs had explicitly said they are NOT going to do that though and I really don't see why.
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Bamboozle really doesn't seem like one of the perks that acknowledges some big weakness killers have. If it weren't so useful I'd call it a meme perk. No this really isn't one of the perks I think needs to be basekit. The only thing I could imagine being close to this is if the killer's vault counts towards the survivors budget? Like if you're in a chase with a survivor and can, yourself, vault the window 3 times without ending chase it will be blocked (and if they vault it 2 times you doing it a 3rd blocks it and so on). Maybe that would be fine. But I don't think it would be needed really.
Out of perks people calling for being basekit that I'd like? Diet corrupt tbh. 2 farthest away gens for 30 maybe 45 seconds at the beginning of the match. Deactivates prematurely if you put a survivor in the injured state/reach blood lust 3 during that time.
Other people have suggested diet BBQ, only shows the furthest away survivor for 3 seconds (if they are not within' 50m of the hook). And if that survivor is in a locker or has distortion it does NOT show the next closest. (That specifically is not a suggestion I've seen, just how I think it should work.)
I'd also advocate for basekit insidious (kind of). Like if you don't move at the start of the match you're undetectable until you do. Once you move it's GONE forever but idk, could be useful for people like me who get up to use the restroom while queued because the wait is so long but the match already started when you got back.
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I do think at least the No Mither buff should happen anyway. Mori system/basekit Unbreakable or not. If you're broken from the start you'll never get use out of it, with or without basekit BT. No one with a brain leaves a No Mither player on the ground. Unbreakable was better in every way during the PTB. There was no shred of use case or advantage over it.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3215683#Comment_3215683
And yet - plenty of HCS groups and high MMR SWFs run Kindred.
Why?
Because, especially on indoors maps, the ability to see the killer's aura is insanely powerful.
I've seen people suggest that basekit Kindred should only show the Killer's Aura if they're obviously facecamping/proxy camping. Have been within' some radius of the survivor for longer than 15 seconds or something. I do think if basekit Kindred would come to soloq or just the entire game it really needs to not JUST be Kindred that'd be crazy (Well maybe not TOO crazy). Needs a few nerfs and caveats. Only activates once the survivor is halfway through their first phase or only activates after the survivor has been left on hook for longer than 15 seconds. Only works during the struggle phase. Doesn't work for the killer aura at all. All sorts of things could be done. Not sure what is the best choice but I don't think basekit Kindred as a concept is inherently broken.
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3215685#Comment_3215685
So how do you do that exactly? You understand that 2 people in a lobby can be together but the other two are not right? So you're going to have half the team have 0 access to any information that is given for free while the other 2 have information they cannot communicate to each other.
Yeah I think most people suggesting this understand that. I fail to see your point. Being in a swf, even just a two man replaces Kindred for the sake of the "who should go for the save" awkwardness. Unless of course both of the people in the swf are on hook. But if the other two have Kindred in that case they should be able to make a simple call of who out of the two of them should go for the save(s). If one is in chase(which should be visually obvious), the other does. If one is injured, the other does. If one is MILES away working on the gen and the other is right by the hook the 2nd person goes. Swf without Kindred functions similarly but without the visual information, and yes is admittedly less useful the less people you have, but if the other 2 have kindred they still get the benefit because Kindred goes both directions. "You goin' for the save?" "Can't, in chase." "Alright I'll go" "Can you go for the save I'm about to finish a gen." "Sure." " I'm miles away, are you closer for the save?" "I am but I'm about to pop a gen, you should have enough time before they reach 2nd how about you go?" "Ok fine".
Which yeah again, 0 access to the information? Kindred shows the Aura of the killer and all other survivors TO all other survivors when you are on hook, and shows it only to you when other people are on hook. Swf would only be robbed of half of Kindred. But having the other half for any soloq people. That said if basekit Kindred were to be COMPLETELY inaccessible either direction for the swf I don't think that would be all that bad really? Smallest swf is a two man. If one is on hook they get aura reading anyway and can relay if either of the randos are going for the save to the other swf person. If both are on hook, and Kindred is in play only for the other two it doesn't matter because again, without kindred on hook you get aura reading anyway and you can't act on it regardless. There's no binary situation in any version of basekit kindred that people actually want.
@Hermit said:
https://forum.deadbydaylight.com/en/discussion/comment/3215692#Comment_3215692
Simple, the 2 solos get basekit Kindred, the 2 SWF players don't get it.
The solos have no need to communicate the info as the other solo has access to the same information.
One of the SWF players can just tell their friend "hey, I'm going to check the hook, you stay on your gen... hey, killer is camping, can you come over so we can get the save together."
Nothing changes for SWF players. Solos just get more information while SWF keeps their communication. Now we add the long awaited "what are they doing-icons" to survivor portraits and we are on a good way.
P.S. Yeah, ditto.
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@Katzengott said:
Stop with the basekit nonsense and just bring Kindred!
Every buff for Solos is another free buff for SWFs.
I think most people suggesting Kindred as a Soloq buff really mean it as a Soloq buff only. If you queue by yourself, you get Kindred. If you don't you don't.
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I feel like if they just did the icon thing, plus maybe aura reading on the killer if they stay within some radius near the hook for a decent while you'd get most of the benefit of basekit Kindred without killing the perk. Maybe this specific aura reading counteracts insidious undetectable.
That said I'd still advocate for basekit Kindred. But it either needs to be a dumbed down version or Kindred needs to be replaced with something else and we just get full Kindred at base.
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@Marc_go_solo said:
With regard to the Mori system you propose, it would indeed stop those games that end prematurely, when with the unbreakable addition there would always be an option to make a come back.
I'm not sure it's beneficial to bring the auto-end system they've proposed in at all though, because if say the killer has slugged one survivor who is close to the exit gate, and the killer knocks down the final survivor half a map away, then the auto kill would activate, when that survivor near exiting would have escaped were it not for this. It's one scenario where the proposed system is unfair.
Your Unbreakable proposal does look good on paper, and does make sense to give killer some autonomy back to a slugging tactic, whilst punishing them if they just want to go knocking people down. Whilst the proposed system feels fine to me, this does seem a bit fairer and more probably a better option a better option.
Really, for the Mori system, I'd just give killers a Cypress Mori as a basekit, and if the final survivor has been downed, with no other survivors in the trial, if the killer has not hooked or Mori'd them within 30 seconds, or they are standing, then they could suicide (effectively punishing the killer for not acting sooner).
Your perk changes are also good, although I am disappointed you didn't nerf No Mither more - I'd like to see that as a running joke :p. But seriously, it's change gives it some purpose. Maybe have it so that the "broken" status cannot be revealed to the killer too, so the killer may not be aware in the early stages that the survivor has No Mither.
But yeah, overall I'd be happy with this, albeit the Mori/LSS system is still problematic (although at least you've tried to make it more bearable, so kudos there).
Glad to hear it. My phrasing might not be the most clear but the killer won't be revealed that the survivor has the broken status effect until they get themselves up. As in if the survivor never gets no No Mither value the killer should never know that they have No Mither until the post game. I think regardless of any of my other changes, this is just how No Mither should work. They should at least be healthy to start and the killer shouldn't KNOW if they're broken because then why would they leave them slugged? In the case of perks like this you WANT to be left a slug. No Mither currently just acts as a slug deterrent and you won't actually get perk value any other way against a smart killer.
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Mainly it was to stop a bug where if Wesker slammed a survivor into the gate they would insta escape. But you can actually get the M1 after slamming them if they're not careful and you spam pick up.
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Mostly unrelated but I think Ghostface should be able to hide in lockers and if a survivor opens it they can insta grab them.
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There's nothing I could realistically see them do that I wouldn't want. I do want FNAF probably more than anything. Terminator, Predator, Xenomorph, Pennywise, Chucky, Big Daddy (Bioshock), More RE, Slenderman, even AMONG US I'd tolerate. Ayo when are we getting the Ghostbusters chapter? Imagine Slimer putting you on a hook.
Someone proposed maybe more Evil Dead. As in a proper chapter. I'd dig that.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3212858#Comment_3212858
Counterpoint: I hate mending.
Caleb should get some map mobility like grappling hook or some ######### but mending is not it for his 1v4.
I'll make you a deal, remove Legion from the game and we can just forget about Deep Wound on The Redeemer.
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The Reassurance change really should just be how the darn thing works anyway. I like the DMS buff but the way I'd do it is for the next 30 seconds after getting a hook, if someone gets off a generator in is then blocked for 30 seconds from THEN.
I'd love Caleb to be 4.5 m/s but there's no reason to nerf his mend speed. Deep Wound really isn't that useful on him anyway. Leave it be or hell, buff it.