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Seiko300

Seiko300

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  • Pennywise, Alien, Candyman, Jason, The Thing


    I do want to point out to @ArthurDent and @Maperson Jeepers Creepers will never be coming to the game. And I mean that seriously with a certainty that I cannot say for any other license (even something booty like Fnaf). Unfortunately the director and/or license holder for Jeepers Creepers has been criminally charged as a pedophile or molester or something along the lines. Basically the guy is someone BHVR would never in a million years would never want to be affiliated or associated with in any way, shape, form, or fashion. Another way I heard it put is "he is someone they would never want to give money to" (because that's how licenses work, they purchase the license to use it).

    I believe I faintly recall Mathieu Cote touching on the topic a long, long time ago saying they/he would never want to work with someone as "disgusting" as him. Jeepers Creepers for sure isn't a new suggestion and one that's cropped up every now and then (typically from new players who aren't aware) for years, but it's an idea that never lifts off the ground even slightly because of this information.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634893#Comment_1634893

    They've yet to change my mind. After all, not even a Nurse can do anything against truly good survivors.

    What????

    😂🤣

    You must be joking.

  • I really like almost all of these perk ideas for some reason or another, I wish that you had created a poll option for "I like most of them" because the word "some" doesn't give enough credit to what largely are some really decent ideas, at the very least conceptually anyway.

    A few comments / tweaks:

    1. This has got to be my favorite on the list just because I'm waiting for a perk to fill out the "Scavenger build" right now there are only three perks that affect chests, Plunderer's Instinct, Ace in the Hole, and Pharmacy, so I just fill the last slot with Spine Chill just in case I get caught at a chest or something. Although Built to Last kinda fills that role, I'd rather take this perk to be totally honest if I'm going to be on a chest opening spree for the archives or something.
      1. A change I would seriously ask you @AhoyWolf to consider for this perk is remove the "guarantees an item of Common rarity" stipulation. Just because it kind of throws the synergy between this and Pharmacy into question since it's not clearly called out in the description, so which perk overrides which? The entire point of Pharmacy is to get that really good medkit (and I know that you noted specifically that pharmacy would override this perk but then why use the word "guarantee"? eh it feels like a whole mess that could be easily avoided).
      2. More importantly however, I don't think a perk that affects chests of all things needs this type of restriction placed upon it, especially since there's a limited number of chests on the map in the first place. Instead it should be up to a maximum of Very Rare rarity (meaning you can't pull the skeleton key with this perk equipped) and beyond that, RNG determines where you "start" whether you have a good start and start at rare and then from there get purple items the rest of the game or if you do start at common and have to work your way up. I think this makes the perk far more interesting than guaranteeing you start at the bottom
      3. In order to compete with meta perks for viability these "lower tier perks" shouldn't have restrictions placed upon them that make them worse than they would be.
    2. I think this is a cool idea conceptually though I think perhaps it might be too strong in it's current state. I think a simple solution would be to decrease the time from 2x to something like 1.5x or 1.25x even and then make the exhausted status effect last even longer, maybe 70 or 80 seconds.
      1. Another solution @AhoyWolf I think is to decay the speed during the doubled time. By default survivors gain 150% movement speed (6m/s) for 2 seconds, what this does is instead of losing the bust of speed immediately as survivors normally do back to 100%, for the next 2 seconds 150% will trickle down to 149% then 148% then 147% and so on and so forth and this will continue to do so over the course of 2 seconds until you're back at 100% movement speed. Just an interesting thought I had
    3. This is just a great perk. It might kind of replace the purpose of Distortion sort of like how Hex: Undying is way better than Hex: Thrill of The Hunt, but I dunno, we'd have to wait and see, maybe this will get distortion to be buffed and increase token count or something (3 is so little, you lose that by the end of the match. Either they increase the number of tokens or they create a way for you to earn tokens back, after every gen. repaired or safe unhook or something)
    4. I like the concept but I think this might be one of if not potentially the most broken out of all of them, especially considering the super short exhausted cooldown. I think it's an interesting idea, turning medium vaults into fast vaults but I think it'd have to be reworked somehow. I don't have much further insight or thought on this one specifically, it's the most difficult I think to balance of the 5.


    5. @AhoyWolf I'll be honest this is the only idea I don't like. Flat out, if it weren't for this perk I'd have picked the "I like all of them" poll option. Unlike a similar perk which exists already in the game Yui's Any Means Necessary, there's no cooldown on this thing- so what's to stop SWF squads from taking the first minute or two minutes of the match to fortify every single pallet on the map to make them durable? That's absolutely broken and unbalanced, but even if a cooldown were added onto this thing making super strong pallets like the Shack Pallet, or I'm thinking of that one Pallet right next to the stairs on Midwhich, Cow Tree Pallet, etc. making any of those "durable" sounds absolutely insane.

    On top of this however, this directly conflicts (sort of) with what I think would make a really cool base mechanic in Dead By Daylight. The idea of having different pallets of different weights, depending on the strength of the loop you can have a heavy, average, or light pallet. The stronger loops have light pallets, and the much weaker ones (thinking about ones with really short loops or walls like the one behind Badham Preschool) will have heavier pallets. This incentivizes smart plays where survivors will try their best to go for pallet slams, the skilled ones who have their timing down will be rewarded at these weaker loops as the heavier pallets will cause longer stuns, and take longer to break as well.

    Whereas Strong loops which can be used very easily and effectively will have weaker, more frail, lighter pallets which cause a shorter stun and are more easily & quickly broken. This nerfs them a little bit but in the grand scheme of things it allows for a more interesting and diversified balance across maps and map design in Dead By Daylight rather than just "the length of the loop".

    This idea was also directly mentioned and brought up in Scott Jund's Second "Idea Review"

    https://youtu.be/PugO7ovhaYY?t=762

    So for those three reasons, a lack of a cooldown, the fact that it seems to me fundamentally broken considering the idea of fortifying already really strong pallets like Shack pallet, and the fact it sort of conflicts with a far more balanced idea and cool change to the base mechanics, it's a serious no go for me on that last perk idea.

  • Why not?

    Some people might grumble it's nowhere near the super-powerful survivor meta perks, but I say screw the meta, (people with Unbreakable and Decisive have Smol PP - Fight me) whatever you like to run and think works, probably works.

    It's also kind of for the sake of diversity, it switches up your experience and playstyle, which is also super cool too.

  • I'd probably say it has something to do with the high spike in Keys lately...

    🤔

    Just a guess though...

  • This one I actually got fairly quickly. My initial reaction to it was similar to yours in that I thought I'd have to spin a killer 5 times, but after getting it over the course of 2 matches I figured out it was pretty easy.

    For one you'll find that you get these dodges or what I think the game calls them: "Near misses" pretty naturally, a perfect example is when the killer is right behind you and you vault a window and get away just barely, the killer's weapon instead clanging against metal or wood as they just hit the window. That counts as a near miss.

    Another way you can easily get this is with the Perk Dead-Hard which was my second immediate thought after thinking about 360-ing killers five times. Sure enough this worked, and it's a pretty reliable way to get at least 1 near-miss per match, many killers will adapt and wait for the Dead Hard or bait it out somehow later on in the match, but you usually manage to get away with it at least once for the very first time on most killers.


    If you're really looking to spin killers, I'd suggest playing some Coldwind Farm map offerings while you're doing this challenge. Corn Vision is no joke (depending on rank anyway) and it'll really help spin killers. And at the very least if it's any consolation, you don't have to be a No0b3 survivor God to spin some of the best killers, even Scott Jund got spun. It's big facts.

  • @VentingSylar said:

    https://forum.deadbydaylight.com/discussion/comment/1627117#Comment_1627117

    Knowing which pallets are fake DOES make a huge difference, it means you won't spend time looping a pallet that's fake and instead knowingly avoid it. Just cause you don't like a killer doesn't mean you should celebrate them being bugged. I hate Executioner but I don't think he needs to be nerfed.

    This ^^^

    A player putting aside their personal grievances and bias for the sake of the quality, performance, and balance of the game is something that's rare to find in the dead by daylight community. Standing ovation from me.

  • It was clearly intended to be an anti-tunnel perk there is absolutely no arguing this fact, when the stipulation for the perk to be active is a short window After you've been unhooked that clearly is serving a specific purpose one that simply cannot be misconstrued.

    The notion that it's "not an anti-tunnel perk" is absolutely absurd and is only a recent idea that came up purely from the survivor side of the community to prevent it from being reworked with added restrictions (like de-activating when repairing a generator, unhooking another survivor, cleansing a totem, opening a door, entering a locker, etc.).


    The post from Peanits has obviously also been misinterpreted, see Scott Jund's response to this popular argument:

    https://youtu.be/PugO7ovhaYY?t=152

    "For the most part he is usually pretty sensible, and what he was referring to I think was the original incarnation of Decisive Strike, which as some of you guys might know had no prerequisite. If you get downed you could just get off for free, it was ridiculous... When they made the change however, that it only worked immediately after being unhooked then it became an anti-tunnel perk and you can't really argue with that that's obviously why they changed that there is no reason they would have the prerequisite of having to be on a hook recently if they didn't intend it to be an anti-tunnel perk."


    So many amazing and great ideas for Decisive Strike have come up from the community that preserve the strength and integrity of how the perk operates to prevent people from being tunneled but they all HINGE on the idea that Decisive Strike is an anti-tunneling perk to begin with. Which is obviously why people don't want to say out loud it's an anti-tunnel perk even though on a frequent if not near-constant basis "not being tunneled" is among the top reasons cited to use Decisive Strike. Which, how the hell can you use a perk to "not be tunneled" but then not call it an anti-tunneling perk, that's an absolutely ludicrous suggestion and obviously a contradiction within survivor rhetoric.

    Even IF someone somehow were able to prove Decisive Strike isn't an anti-tunnel perk, the question can real quickly, easily, and effortlessly be changed to "Should Decisive Strike become an anti-tunnel perk?" and the answer to that is an obvious and resoundingYES. Decisive Strike is one of the few universally complained about and controversial perks ever since it's release, for four years this perk has singlehandedly inspired so much outcry it is incredible that certain vocal individuals have managed to keep a rework from happening. But not for long, especially recently as this conversation and this question is repeated more and more frequently, the pressure is building and the dam is about to break.

  • I do have an anti-gen build I run specifically on Ghostface that I think is very oppressive and probably annoying to go up against.

    It consists of Ruin, Surveillance, Discordance, and Thrilling Tremors. (I think, it's been awhile since I've run it tbh)

    Although Thrilling Tremors (and / or discordance if you really feel) can be swapped out for literally any other slowdown. So Corrupt Intervention, Pop Goes the Weasel, Overcharge, etc. (Although the latter two I wouldn't run because they conflict with Ruin, and I try to keep ruin up as long as possible but if you're certain it's going to be cleansed you can run these just in case).


    What this does (the original build I presented) is constantly at almost all times feed me information about which generators are being worked on so I'm always able to be in the right place at the right time. It works specifically well (for Ghostface of course) in indoor maps where survivors might spend a bit more time looking for generators than working on them. It's really easy for me to fake leaving a generator and hang around behind a wall after activating night shroud to see if they come back and work on it. In a way it's more of a tracking build than a traditional slowdown build but trust me, it definitely slows them down constantly being able to pressure them off any generators that they try and work on.

    I suspect a build like this would also be decently effective on any killer with high mobility and can super quickly move from gen to gen and pressure the right ones immediately rather than sneaking up on them as I do with ghostface. So Hillbilly, Freddy, Oni, I suppose Nurse, Spirit, the most recently introduced Blight, etc. Although I've never used this build on anyone aside from Ghostface.

  • Bubba running in high heels? You're outta your damn mind, only a rare few have mastered this power.

  • I'm excited for any and all of the map reworks, the first two realms they did absolutely knocked it out of the park for me and I really like them both.

    I feel like logically, they'll be tackling the maps with the fewest locations within them if that makes any sense, maybe it doesn't I don't know. But that immediately eliminates the first original three realms because they've each got 5 full locations to their names whereas the rest have 1-2

    I'm thinking maybe the Red Forest, just because I really wish they'd add a vista like on Dead Dawg Saloon to every map or at least most maps and I think that's really easy to imagine for the Red Forest. All they have to do is add even more trees outside of the map to make it really feel like you're enclosed inside a forest completely remote from civilization. A Night Sky would be super fitting for that map as well, and I'd like the weather effects to be touched up and made a bit more prominent too (it rains slightly on this map and "a faint mist is pouring down from the treetops").

  • I agree, at first I was caught off guard and I was like "eugh" and reached for my throat protectively because it kinda sounded or at the very least reminded me of someone with a super bad raspy-wheezy cough for some reason.


    After a bit of time I understood what they were going for and I think I kinda like the added element of realism to the generators now.

  • Jokes on you, this is actually my full build that you laid out in the poll options and then I wait to watch the magic happen.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/discussion/comment/1626816#Comment_1626816

    It's just a high risk to little to no reward feature. They just need to scrap it.

    Breh. I don't believe that.

    I once posted a comment or a thread or something a long time ago focusing entirely on luck and different changes I would create for it, though I think it might have been left unfinished. Unfortunately I can't find it so I'm going off memory here


    "Lucky Streak"

    I faintly remember this idea of creating a mechanic called a "lucky streak" where if you successfully completed actions affected by luck not only would the frequency of "lucky actions" increase but your luck itself would also gradually increase each time and accumulate until you used it on an action or something like a self-unhook or something. If you made a mistake along the way, obviously the streak would end and reset (there would also be a hidden cooldown timer until you can get another lucky streak). This is a base mechanic has the potential to activate any time you use an offering or perk related to luck, lucky streaks would be rare though it is possible that multiple could occur in one match they'd be hard capped at three streaks per match. (But again, you might not even see one lucky streak in a match at all).

    Keys

    Another idea I remember was directly related to Keys due to the surge of threads about how OP keys and moris are. The idea being that full unbroken keys should not be able to be found in chests, the killer losing straight up because of chest RNG is so dumb it blows my mind, and this happens far more frequently than you'd think so don't even try the "it rarely happens anyway". To combat this I created three changes: 1. unbroken Keys can no longer be found in chests through normal means. Instead now you can still find them in chests but only through the means of two ways: 1. Buff to Ace in the Hole which provides you X% chance to pull a key from a chest 2. Keys can be found in chests if you are affected by a perk or offering that increases luck. Obviously the chance increases depending on the rarity of the offering or tier of your perk.

    Luck Overhaul

    Another change was something along the lines of widely expanding the number objects / actions that are affected by luck called luck-related-effects or something. Most obviously chests are now affected by luck and the odds of pulling an item of a high rarity is increased if your luck is increased. Other things include the frequency of skillchecks, the difficulty of skillchecks, as well as many different kinds of bonus mini-effects, for example the chance to suppress a scream, receive a small boost to generator repair or heal speeds for a short 5 or 10 second duration, reveal your aura to other survivors, reveal the auras of other survivors, the killer, the killers belongings in a close proximity (Beartraps, Phantasm Traps, Portals, etc.), totems, pallets / windows during a chase, generators, etc. (you get the point). EDIT: All for a short duration of course, we're talking about revealing an aura for maybe 5 seconds or less so you do have to be attentive.

    Now I understand that last one might sound broken but keep in mind all of these are affected by the rarity of the offering / perk you use, and you won't be getting all of these at once it's all RNG related, so the smaller effects are prioritized and more likely to happen (with something like revealing the killer's aura being least likely to occur). The frequency of how often you get these mini-bonuses would also be dependent on the rarity of the offering / item being used, something like the chalk pouch you might see one luck-related-event every sixty seconds or something. The better the offering / perk the more likely you'll be to see the "stronger" luck-events and much more frequently, perhaps back to back. And obviously these luck-related events would only appear for those actually running the offerings / perks.

    NOTE: All values described herein are relative, we're not talking about insane luck-related-events cropping up on a near constant basis at all times, whatever you imagine is reasonable, that's probably what it would be. Obviously however, this encourages luck-based builds and stacking luck offerings and perks together to get more reward out of it.

    NOTE 2: This changes also imply some reworking of how current offerings work, for example the number of luck offerings that "affect all survivors" will be reduced, and those that remain will have their luck increasing effects nerfed to be less effective and to encourage using the ones that affect individual luck. It's possible only certain offerings can produce certain luck-related effects, the common ones being the most restricted and then being more effective / less restricted all the way up the chain of rarity. Perks that affect luck would probably be the best, but are also subject to these kinds of reworks.

    Luck Items

    People talk about and ask whether or not we'll see any new items and I think this could be a solid idea in relation to some of my other ideas about luck. We could see items like a "lucky rabbits foot" which you can rub in your hands and your luck will increase for a specific duration or cause certain luck-related-events to occur. Obviously this idea is more heavily reliant on the aforementioned three ideas to work, but it's a very open-ended one that could see a lot of variance.


    Wrapping up.

    Even if you don't like any of my ideas and think they're all terrible, at the very, very, very least I've proven one thing: that there is some serious opportunity and potential in luck as an interesting mechanic. It just requires the tiniest modicum of thought on the part of the devs and the community, rather than blowing it off "eh let's just scrap it, the game doesn't need anything new like this to keep it fresh".

  • @ringwinning said:

    It seems like a waste of time but at the same time I'm wondering if it I might be wasting BP if I spend them on non P3'd level 50 characters.

    @ringwinning said:

    https://forum.deadbydaylight.com/discussion/comment/1626697#Comment_1626697

    In the 4 years since this game started has there been any hint that tiering your characters as survivor or killer has had any actual advantage? Besides the ones we know don't work xD

    P3-ing increases the rarity of the stuff you pull from the bloodweb, it literally says this on the P3 screen.

    "In addition to the aforementioned perks, Prestige also slightly increases the odds of spawning Nodes of higher Rarities in the Bloodweb.

    These percentages are most likely added as a multiplier to the base chance of those Rarities spawning in the Bloodweb, which results in the increased chance of rarer Unlockables spawning in the Bloodweb to appear minor:"

    https://deadbydaylight.gamepedia.com/Levels


    To me personally it's an absolute gigantic waste of time to sink bloodpoints in a character past level 50 who's not prestiged, unless it's like one or two webs because you're looking for an add-on or offering for a build or something. Imo it is a bigger waste of time to throw away BP into a character at level 50 but not prestiged, than it would be to actually prestige the character themselves. Because that is essentially what you're doing, you're literally burning BP that you'll never get back. Because if you ever DO decide to prestige after a long time of sinking BP into a character post-lvl-50 you'll have essentially wasted every single Bloodpoint you ever decided to spend on them.

    Because at least with prestiging, there's an end, there's a finite goal you're trying to achieve and once you're there you're done- for good, forever. Everything you get after the fact, you can feel safe and secure with the knowledge you'll keep until the end of ######### days, in order to get any value out of not prestiging you need to make a conscious decision to never prestige that character ever. Which I feel requires a level of dedication and commitment many players tend to regret later on down the line (given that they play the game on a regular basis).


    It seems like such an obvious choice to me, at the very least most especially for the one survivor and killer you main on either side. Prestiging characters is kind of the entire point of Dead By Daylight (before the Archives came along, but even those are "seasonal" so to speak with a space of time between the release of tomes and the levels within those tomes), it provides you a goal in the midst of all the cycle of repetition that Dead By Daylight's gameplay and lore is based off of. Not to mention it forces you to step out of your comfort zone by stripping you of your favorite perks, add-ons, and offerings and to play without them, potentially trying out new perks or add-ons in the process.


    And even if absolutely everything I've said up until this point held absolutely no sway on your opinion on the matter, know that it's likely they'll change prestiging eventually at some point in the future. Already right now we know for a fact that they're implementing Rank rewards that reward players who play at high ranks with Bloodpoints, this also incentivizes players to actually seek to attain a high rank rather than purposefully de-ranking like many high-ranked people tend to do. This has been confirmed.

    I think that I heard somewhere they're planning on doing something similar with prestiging to make it even more worthwhile than it already is. Whether that's increasing the odds of spawning nodes of higher rarity even more, or something else, we don't know. But most certainly this is something that they plan on doing for the future, and alongside this it's very possible that players who have already Prestiged their characters will receive those benefits / rewards immediately.

  • @Buttercake said:

    I wish they'd trash all the luck offerings....

    I really wish they wouldn't, I wish they'd just rework luck to be an actually useful status effect that had an impact on the match.

    I feel like there's so much potential for Luck to be a really cool mechanic that could do lots of different things and really spice up the game but it just seems they haven't taken the time or effort to really look into it.

    As far as I'm aware luck only affects 2 things in the game and it's absolutely ridiculous, I think the chance to escape from hooks and the chance to escape from beartraps. That's it. Not even chests, you'd think it would affect the rarity of what item you pull out but the gamepedia page specifically calls this out as not true.

    https://deadbydaylight.gamepedia.com/Luck


    Luck is clearly one of the rare few facets of the game that have been left virtually untouched since launch in 2016 with hardly any new perks that expand upon it or utilize it. I don't think that means it's bad necessarily I just think that means it's been repeatedly passed over and ignored for changes so many times it may as well be rendered completely obsolete. That's not the fault of the concept, that's the fault of the devs who failed to actually do something interesting or significant with the mechanic.

    Which is really weird considering that an entire character's personality is based around Luck as his core defining characteristic (Ace Visconti). So to see luck go away would not only just be greatly disappointing considering the loss of opportunity, but also a huge disservice to that character who's now only Lucky in bio and lore rather than in game.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/discussion/comment/1623717#Comment_1623717

    "Then theres also the fact these forums are broken enough as is, could you imagine trying to implement actual game data into it?"

    This comment aged well.

    Lol I haven't been able to get in for the past 2 days, so maybe.

    Although I think my point that they could roll the forums over into the new website also still stands- build from the ground up so to speak.

  • @Endstille said:

    So when you get perma banned in the forum you lose everything? No thanks.

    @RepostRiposte said:

    Yeah no, I'd rather not get banned for hurting someone's feelings over the internet and lose all my progress in one of the grindiest games known to man.

    This was something I didn't think about, but I think it's something that can be very easily remedied and therefore not a good enough reason to completely be turned off to the idea. Even if it's all the same account all you have to do is make it so that your status on the forums does not reflect your status in terms of the game and vice versa. Just because you're banned or "jailed" or whatever on the forums, doesn't mean the same should be so for the game itself, and if you're banned in the game (maybe mistakenly) you should still be able to access the forums maybe to try and get advice on how to appeal your ban if you believe it wasn't correct.

    So for everybody else who has yet to vote for the poll:

    I'd ask that you assume for the sake of the poll that this is true and they do find a way to keep your forum status separate from your game status (IE if you're banned or somehow affected on one, you can still use the other with no issue).

    @SCP_FOR_DBD said:

    While I can see the logic behind it, I'm not a very big fan. As other people have mentioned getting banned would have some sort of weird interaction. As well some people simply don't want to be associated with themselves in game (If with options to hide it, people might not be comfortable having to stand out like that). Then theres also the fact these forums are broken enough as is, could you imagine trying to implement actual game data into it?

    Valid points, and I appreciate you taking the time to write a longer more extended post with your thoughts on the idea.

  • @Blazelski said:

    https://forum.deadbydaylight.com/en/discussion/comment/1622580#Comment_1622580

    Ideally breakable walls/doors would overall be about equally inconvenient to survivors and killers, possibly slightly favoring killers. I actually think it's closer than I would have expected the devs to be able to pull off. The elementary school doors, for instance, can be bad for both sides, but are worse for survivors so you usually want to leave them alone as killer. The breakable wall in the middle of the top floor of the long "basement house" is, in my opinion, a breakable door that is pretty balanced, but probably slightly worse for killer than for survivor, so might be best to destroy. And then there's the breakable wall on the side of the two-story house, which seems to just be a benefit for the killer, at least in certain map configurations. No real reason to destroy that door unless you're feeling masochistic.

    I agree with most all of this, although I do want to expand on one thought in my original post which I think I didn't clarify enough.

    "Either way it doesn't shift the gameplay as much as I'd have hoped a mechanic like breakable walls would have done." To restate I meant this in the sense that placing breakable walls only in places where doors would have normally been doesn't change anything significant about gameplay.

    So to expand on that idea, breakable walls don't really actually change the flow of chases they don't significantly change the traditional pathing and routes survivors and killers take in the game. Because again, these walls are just closing off routes that used to be open for four years or whenever that map or tile was first released or last changed / reworked. For new players who are just joining now or who will join in the future and find maps filled with breakable walls these might be significant mechanics, but for those (veterans) who have been running these tiles for a long time this isn't a significant change at all. Or rather again, not significant enough, it doesn't change "as much as I'd have hoped a mechanic like breakable walls would have done"


    But again, I agree with you I think the breakable wall placement in Badham is pretty good and a step in the right direction. (If we're assuming they're sticking with the idea of restricting breakable wall placement to what were previously doorways. These might not be the most interesting places to put them, but they do kind of work and I see the sense behind it.)

  • I don't even think what he needs is a buff I think he needs a rework that changes his ability. I'm of the opinion that it's fundamentally flawed and that the whole "injuring people super quickly / start chases but not being able to end them" is terrible to begin with, especially now with the new perk Desperate Measures which increases healing speeds the more people that are injured.

    That's literally Legion's entire whole shtick and now there's a really decent perk out there that is both super good on its own, as well as is a direct counter to his power in the same way that small game directly counters Trapper, Iron Will counters Spirit, etc. so on and so forth. Legion isn't even good enough to warrant having a perk that counters him directly but it exists now, so too late for that.

    But let me clarify I'm not saying the perk shouldn't exist I think it's a great perk and I would truly and honestly take great perks over the crappy niche, situational perks we've been getting for both survivors and killers for a few chapters in a row now. Chapter 17 introduced some of the best all around perks out of any chapter in a long, long time. I am saying though, that a perk like desperate measures perfectly highlights the kind of fundamental flaws which exist in his ability to begin with by its very nature.

  • The Chapel is one of the best maps in all of DBD by miles.

    The only thing I don't like about the map is that it technically serves as the Clown's map and completely replaced what could have been instead: which was a super creepy Big Top / Carnival map maybe with a creepy Funhouse or House of Mirrors or something.


    I still hold out hope that there may be an opportunity sometime in the future to place a full blown Traveling Circus map in the realm of the Crotus Prenn asylum. The story behind it can be something along the lines of:

    "Setting up on its grounds, the Traveling Circus came visiting to cheer up the patients at the Crotus Prenn Asylum. Unfortunately the circus had the exact opposite effect the doctors had hoped for- what started out as harmless fun quickly got out of hand and became a cesspool for madness and anarchy, almost as if an evil and corrupt force which reeked of lunacy pushed them over the edge. The patients had to be hastily restrained but by then it was too late, a fortunate few performers were driven off, the not so lucky ones murdered by the inmates of the Asylum and the entire Traveling Circus that was moments ago so lively, now lay abandoned in tatters and ruin."

  • @0mikeya0 said:

    I'd remove the breakable walls all together not a fan... just a totally unnecessary change

    I'd be more of a fan of breakable walls if the way they were balancing the mechanic was slightly different. When we all first heard breakable walls we thought it was going to be a way to shorten pallet loops and cut down the strength of certain window loops. Instead what we ended up getting is a breakable wall placed where there would NORMALLY instead be a doorway, doorways which are typically necessary for a killer to use to avoid vaulting a window.

    So instead of what we might have had which was a window next to a doorway, survivor vaults the window as per normal, killer avoids the window going through the door and that slows the killer down a little bit but the chase continues maybe that's enough time for the survivor to make the next loop, maybe not.

    Now what we have is a window and a blocked door, or "breakable wall" and you either take the time to vault the window or take the time to break the breakable wall. Either way, you're going to lose enough time that there's no longer a "maybe" that survivor will for sure make it to the next loop even if it's far away. Both actions waste enough time that they'll gain a significant enough distance on you to get to safety, it's only not a super big issue because most killers have tools to deal with this: Nurse can just teleport through, Spirit can Phase, Hillbilly / Oni / Blight can Chainsaw Sprint / Demon Dash / Lethal Rush, Huntress and Deathslinger can use their ranged abilities to hit through windows, etc. But for those that don't have those tools it can be rough.


    I like Badham, I think the changes were good and I think most of the breakable walls placed in this map make sense (blocking off the elementary school side entrances are huge changes and basically cut off a super strong loop for survivors entirely). But I still see a little bit of this fundamental mistake here and there of just putting breakable walls where doors would have been, in some cases like the elementary school it's for the better and for others not so much.

    Either way it doesn't shift the gameplay as much as I'd have hoped a mechanic like breakable walls would have done. Although don't get me wrong I think there's enough potential in breakable walls that they should continue to tinker around with it on different maps and figure out how it works best, I just don't think they know how it works best just yet. Although I think what I've seen from Badham is a step in the right direction, but maybe I just haven't played enough on all the variations to see any flaws in the new map design.

  • I think it's more nuanced than Yes or No and I would honestly put "sometimes" if OP had made that a poll option, unfortunately they didn't.

    Many killers honestly don't come back to check the basement and I've healed / been healed plenty of times down there before running up and potentially being seen. Especially if whoever is doing the healing has some kind of perk that boosts healing speed like We'll Make it, Botany Knowledge, Desperate Measures, etc.


    Although not every time, most recently I tried doing this a couple days or a week ago at the end of a match that I needed to escape from for an archive challenge. All the gens were done, I had been hooked in basement (for the first time) but the killer was on the other side of the map chasing the obsession, feeling particularly safe I decided to stay in basement and let myself be healed. Obsession goes down and I start to get concerned because I'm not seeing him get picked up and I hear the TR slowly approaching- no time to finish the heal so I run out and proceed to get involved in a lengthy chase and long story short killer tunnels me for two more hooks even though he had a guy (who had been hooked before) down on the ground and could have hooked him instead. Guy decided he could net more pressure (again, all the gens were done doors were just 99 and he hadn't been doing well all game) by going all the way back to the basement on the other side of the map and getting me downed again. He didn't, he was only trading which survivor he killed, but oh well whatever.

    So yeah, the basement heal isn't always the safest thing to do. At the same time running out of the basement and being potentially spotted while injured can lead to a similarly unfortunate outcome. It depends on the situation: what map, where the basement is, what killer you're up against, how many generators have been completed, the situation with how many survivors are injured / downed / hooked / dead, etc.

  • Badham is the only one of these three realms with multiple maps/variations (I believe 5 to be exact) so there's a lot more room for diversity gameplay wise.

    Aesthetically speaking Badham is now comparable and on par with if not better than Dead Dawg Saloon because of its most recent rework/overhaul that really ups the atmosphere graphically. Although Dead Dawg Saloon is still the only realm with a vista beyond the walls of the realm and a sky with stars and clouds (and the only map with an emerging or descending sun) which I really do appreciate and hope they can integrate in some shape across all the maps in DBD.

    In the Red Forest there should be a woodland background so it really feels like you're in the center of the forest. In Badham and Haddonfield maybe we see the surrounding suburbs, The MacMillan estate the giant mountains that they were mining from, etc. so on and so forth.

  • I think they're both fine and the graphic overhaul is definitely setting a darker creepier tone, I think they did an outstanding job and can't wait to see the next couple of reworks.

    As for any lighting issues about it being too dark, I don't have any as far as I've seen and tested, for either role.

  • @Blazelski said:

    He's a frustrating blast with great map pressure. He requires skill and/or strategy to use his power in a chase well. I personally enjoy that scratch marks are hard to see through grass with him. I think he's very well designed, honestly.

    The sheer skill it takes to use The Blight at all is largely what keeps him in line- very similar to how if you're a god at Nurse basically nobody will escape, but it can be so difficult to get there so few people report having encountered them (especially considering differences on PC vs. Console, these killers are notoriously more difficult to control supposedly).

    He has a really good traversal tool that if you're good enough can also be used as a chase tool but if you don't know how to use it you're better off going about your chases as an m1 killer than wasting your time.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1615897#Comment_1615897

    Not going to argue against that dbd is toxic. It simply is, as are many online games.

    Just be aware that you don't start seeing toxicity were there isn't any.

    Do want to praise you for being civil in this discussion.

    And sorry for any other spelling mistakes i made. English isn't my first language.

    Hell, could be a factor why i can't see anything wrong with the first 2 post

    Glad that even though we may not agree we can still wrap up a conversation about it peaceably.

    Your english is pretty good, and I think you had a valid reason for questioning what I had brought up, though I still feel there was enough of reasonable doubt to support and warrant what I did say.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1613864#Comment_1613864

    Aah you mean the number of likes your comment got. You should watch out how much value you put in that. Lot's of people agreeing on something doesn't mean it's right.

    Also notice that the problem post where you make up a bunch of agressive stuff has as of writing 9 upvotes. Another showcase that you shouldn't put so much weight in that

    Sounds to me that the upvotes in your first post were mostly about how dropping her isn't a perfect solution rather then the comments being "agressive"

    You don't know why they upvoted it. Another reason to not put much value into those things

    I'm sorry but i see zero agression in the mentioned post. One said what happened in clip the op posted to save people's time and the other actual offered a work around to it

    Both infinitive more helpfull then your made up accusation

    *31 now

    Lot's of people agreeing with me doesn't necessarily make it wrong either, it just means it's an opinion which is justified enough that people can agree with it or at the very least understand it. It is possible that they were agreeing with the latter half statement rather than the entirety, but I don't doubt that at least some of the 30+ people who decided to upvote that first comment agreed with it in the entirety.

    A perfect example of that is the comment you just cited, my second on this thread which elaborated only on what I read and interpreted, which 9 people did upvote, so clearly they also saw the same thing I did even if you don't. Unlike the first comment there's no room to mix-up what they're agreeing with since there's no mention of anything else except what I interpreted as aggressive behavior.

    Sorry that Dead By Daylight isn't known for it's non-toxic community? Or would you like to argue against that as well?

    I'm sorry we don't see eye to eye, but I'll still have to disagree with you. I've already explained what I read and how I interpreted it and felt the language and punctuation was clear enough to be called out on, if there was even slightly more doubt I would not have written about it. But I did.


    Personally I believe OP's thread is infinitely (infinitively isn't a word) more helpful than either of those comments. Instead of just describing the bug he took the time to record, edit, and upload footage of the actual bug itself and posted it onto the forums asking for a fix.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1613455#Comment_1613455

    15 other people? just because 15 other people post in the same thread as you doesn't automaticly mean they agree with you. Litteraly only one other person said something to Angelicus

    I suggest not reading stuff that isn't writen. Nothing what they said as agressive in any way shape or form. You're just making stuff up.

    *25 people now

    I suggest taking a real long hard thought as to what I mean. Because you clearly didn't understand the first time

  • @GreyWolfofNorth said:

    They won't do that as they see it as 'Pay to win" which I agree with. If the best blendette outfit costs money or even shards then they have a advantage over the baseline claudettes because they spent money. Buying cosmetics has and always will be a harder mode. I can't tell you the amount of times I've found someone cause of their purple hair sticking out

    ^ Basically this.

    They want to avoid anything that might get them even a sideways glance at being put under scrutiny and criticism of having a "Pay To Win" model, that's really bad press they don't want in the gaming community and would probably cause a lot of people to start leaving the game eventually because gaming companies can't help themselves. As soon as one pay to win thing shows up in the game and it works even a little bit all of a sudden 15 other things slowly crop up in the same vein of pay to win stuff.

  • Legendary skins all in all are extremely underwhelming, and the community as a whole is starting to catch wind of this repeatedly calling out the fact. (Currently we only have two skins that count as legendary but what we've seen so far isn't very encouraging)

    With no new animations (IE for killer different Idle animations, different weapon wipe animation, etc.), no new voices, no visual changes to killer's power or ability (IE Changing The Oni's weapon from a Japanese Kanabo to something that makes more sense for a Greek Minotaur [like a Labrys], or even just small changes like changing the killer power icon. Why is it still the Japanese Oni mask when you're playing as a Greek Minotaur instead?), etc. so on and so forth.

    Aside from the fantasy of "being a different character" and the rarity, there is no significant difference between the very rare skins DBD has been releasing for the past four years, and the "legendary" skins that they're suddenly asking 15$ for. As I've said before, "it seems DBD is more intent on selling us the idea of legendary skins rather than actually skins of a legendary quality" as again, these skins could only ever be called "legendary" in name and title.


    As for the legion skin itself specifically, I don't believe there are technical limitations, I mean the mask is supposed to change depending on a condition that is being met. For example whenever he enters feral frenzy, or is fatigued, or every time he's hit by a pallet. There are perks that exist that activate when you've been hit by a pallet- Spirit Fury most obviously gains a token every time you're hit by a pallet, if you're hit with enough pallets the pallet is destroyed immediately by the entity.

    That's something they had to code, to program, I fail to see the technical limitations or even the difference between a pallet being broken immediately after being stunned, and a mask changing expression after being stunned. Unfortunately I think this is probably a situation where DBD is trying to save money by not following through the more complicated aspects of that cosmetic concept, even though incidentally it was those same complicated aspects that made it cool in the first place. I don't think people would have upvoted for it as much as they did if those animations and cool little details weren't there.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1610904#Comment_1610904

    There's nothing alongside you just asumed it out of nowhere without any sense jesus

    Me and 15 other people (as of writing) disagree. If you didn't want to be called out I suggest taking a second look at how you write and phrase things before posting them. I stand by my original statement and the inference (not assumption) I made therein.

    Also this:

    @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1609859#Comment_1609859

    That's like saying "DS is bugged. To fix it, stop using it"

    ^

  • Pinhead is definitely up there in my personal most excited to see

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1609604#Comment_1609604

    Paying professionals such as Bruce Campbell costs several times more money than bringing in someone unrecognized. They also probably only got Bruce to voice Ash since Mathieu had wanted him in the game from the start.

    Yes, I aware of this, it's a very simple concept "big names cost big money" and have acknowledged this and my statement still stands because of it, in part because I was already subtly addressing that exact issue before anyone brought it up. So I will just copy and past what I wrote.

    "Dead By Daylight does have the money and the resources for this, if they can continue to make deals with big licenses and huge celebrities, if they can complete a full graphic overhaul, if they can port the game onto next generation consoles like the PS5 and Xbox X (which have not even released yet), they have plenty of resources to redo a voice that they royally screwed up in the past."

    "I don't see why it should be any other way, again DBD has the resources to make this happen as an immensely successful game in its own right. Certainly far more than they or even we as the community originally anticipated back in 2016, and bringing these famous faces and voices to their characters would make the game even more well known in public circles beyond the gaming industry, more so than it already is."

  • The language alongside the punctuation you used sounded very dismissive of the issue he was reporting.

    "U want a fix? drop and get her up again. (God he's so stupid for not knowing this!)"

    On top of that instead of acknowledging this was an issue that needed to be fixed asap you shifted focus to

    "Hope you also noticed how she wiggled off and your stun took just 1 seconds (so stop freakin complaining idiot)"

  • @Missing_Toe said:

    For those not wanting to watch the clip, this is just another topic about Killer struggles when hooking since the last patch.

    @Angelicus23 said:

    U want a fix? drop and get her up again.

    Hope you also noticed how she wiggled off and your stun took just 1 seconds

    Dunno why you guys are being so aggressive toward a guy who has a valid complaint about a bug. Not to mention dropping her that late after she's already wiggled that much may as well have been the same as letting her wiggle off on her own since it adds another 25% on drop and she gets let go right away.

  • @Koukdw said:

    Because killer are always complaining, killer whining about loop ? dev nerf most loop and promote alternative playstyle. Killer don't like stealth -> nerf stealth.

    I swear the killer playerbase are just a bunch of 12 yo.

    I don't recall any killer ever complaining on the PTB that the "bushes were too thick" 🤔

    So I think you're just making ######### up. This killer vs. survivor thing outside the game is so unnecessary especially in these threads which shouldn't be partisan to begin with, but people INSIST on making threads about the thickness of bushes partisan, everything has to be a killer sided or a survivor sided thing.

    You people disgust me sometimes. "Killer playerbase are just a bunch of 12 yo" my ass look at what you're doing right now mate, purposefully riling people up for no good goddamn reason.

  • @MegHasCuteFeet said:

    Do you know what works even better?

    4 survivors with DS,unbreakable,DH, Adrenaline/BT/Iron Will

    ^

    I don't really think there's an "optimal" survivor build, what I think there is is 4 people in an SWF coordinating their builds together to maximize output, that is guaranteed to be the most optimal and powerful, even if it might not work as well in solo.

    And just as a general standpoint I think any build that you can make work is an "optimal" build. As a generally solo player myself my most optimal build (for solo) would be Spine Chill, Kindred, Self-Care and Adrenaline (although this last perk slot is more free for rotation depending on what I'm feeling). These perks make me as self-sufficient as possible providing me all kinds of information as well as abilities which can keep me healed when I don't have anybody else to do so for me.

    Pair that up with a medkit or a toolbox, and that is one fine build if you ask me, what more could a solo player ask for.

  • I wouldn't say he's harder than Nurse (for clarification I'm playing on PC so take that as you will) simply for the fact that Nurse's base speed is 96.25% or 3.85 m/s, in other words she's slower than all survivors (who move at 100% or 4 m/s). This mean when you're playing Nurse you're entirely reliant on your power as it's simply not feasible to run loops like a normal killer. So if you can't use your power effectively, you're not going to be catching a single person- this is what makes her a notoriously difficult killer to play and use.

    Whereas the Blight is a 115% base movement speed killer moving at all times at 4.6 m/s, which means even if you can't use his power you've still got the benefit of being an M1 killer and can run loops, mindgame, etc. all as a normal killer so if you're skilled enough at the basics of killer you can still salvage something even if you're poor at utilizing the Blight's ability.

    Not only this but the Blight is infinitely better in terms of (horizontal) Map Traversal than the Nurse, even if you can't hit a single lethal rush you can still use all 5 rush / lethal rush charges to cross the entire map and potentially catch / interrupt survivors who are repairing generators, healing, or outpositioned or in dead zones or something. The Nurse technically moves faster while blinking, but she's only got 2 charges at base and a longer cooldown called Fatigue after blinking, whereas The Blight has a shorter injection cooldown on top of the aforementioned 5 charges for his ability Blighted Corruption.


    If we're talking about actually using their powers in chase, I think yeah, there might be a possibility that The Blight's ability is actually more difficult to use in a chase than the Nurse, constantly slamming into walls and having to reorient yourself for 5 charges maximum with the possibility that survivors will be trying to hard juke you right or left / 360 you doesn't sound too great. Although I think one could argue those moments aren't ones where you should be trying to get use out of your power in the first place and instead you should be using your ability to catch up to survivors and catch them between loops as they try and move from one to the other.

    That being said I want to make clear that I don't think that having a power that's more difficult to use in the chase, doesn't necessarily mean the killer as a whole is more difficult to use. Again, to summarize he's still got that 115% movement speed, and even if it's not used as a chase tool Blighted Corruption can still be used as an extremely quick and efficient way to move about the map and exert map pressure and control.

    Either way I think we'll have to give it more time and practice before coming to a consensus about it. I'm not a fan of these knee jerk reactionary threads.

  • I used to be a WGLF gamer myself always seeking those stacks, as any true WGLF gamer knows the game is all about getting those 4 stacks - death or escape it doesn't matter as long as you get those four stacks you win.


    Eventually, it got to a point where I got tired of it. I started swapping it out for perks that had ACTUAL effects and would switch up my playstyle and do other things. Also the archives came out so I regularly began tailoring my entire build to whatever challenge I was doing at the time.

    And then eventually I completely forgot WGLF even existed and that I used to run it all the time until this thread cropped up. So I think that's a decent enough example / explanation for what I would think of BBQ being just the BP bonus.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1604062#Comment_1604062

    I feel like the original actor usage was a one-and-done thing with Ash.

    I feel differently, that it was just the beginning, with Ash potentially being a springboard to other celebrities and faces like Joe Keery as Steve, perhaps Tony Todd for Candyman, Maybe even Robert Englund as Freddy as a legendary Freddy skin, etc. so on and so forth.

    I don't see why it should be any other way, again DBD has the resources to make this happen as an immensely successful game in its own right. Certainly far more than they or even we as the community originally anticipated back in 2016, and bringing these famous faces and voices to their characters would make the game even more well known in public circles beyond the gaming industry, more so than it already is.

  • Ghostface by far, there is so much Ghostface can do that no other stealth killer can it's absolutely ridiculous.

    Wraith gains stealth but sacrifices immediate aggressive potential (loud audible clanging and the need to uncloak before attacking) -> GF: Can immediately strike whenever he wants to Night Shroud or not

    Myers has an extremely slow match start relying purely on surprise factor and the possibility of snatching someone off a gen. If survivors stay out of your sight and steer clear, first few chases can be really difficult due to decreased movement speed (105%) and lunge. Also completely loses his stealth after entering Tier 2 EW trading it for just a moderately reduced terror radius (so can be seen by auras!) -> GF: Moves at 115% with a normal lunge and can therefore transition quickly and smoothly into normal chases even if he doesn't catch anyone by surprise, has access to his stealth ability Night Shroud at all points during a match and therefore can take advantage of the undetectable status effect at any time for mindgames hiding the red stain, not being seen by aura reading perks like OoO, etc.

    Pig has the problems of Wraith and Myers combined into one plus a few of her own. Sacrifices immediate aggressive potential with a very loud audio cue right before Ambush, must go through a brief crouch animation in order to utilize the Stealth aspect of her ability and moves at 90% while in stealth (slower than Myers [and for the entire match whenever you want to stealth]) and sacrifices visibility being forced to crouch low to the ground so you will hardly be able to see through tall grass let alone taller structures / assets like the reeds or bamboo on backwater swamp / Yamaoka's estate maps. -> GF: All the aforementioned reasons - so again, can attack right away, moves more quickly, as well as specifically in comparison to Pig can crouch immediately without an animation to take advantage of mindgames as well as reduce his visibility / reveal "hitbox"


    The only thing I'll ever concede about Ghostface is that he can be more difficult to use than the other three. However that's the trade-off and a well worth it one at that, high skill floor means higher skill ceiling, the fact of the matter is you can do more with Ghostface at high ranks than you can with the other three and each of them are limited in some way that Ghostface just flat out isn't.

  • I'm not voting on this, it's been less than a day, chillax.

  • I want to say that they listen, sometimes...

    But seeing that that isn't an option, and I'm forced to lean toward either or / yes or no, I'm going to lean more toward that they listen more often than they don't. I can alternate back and forth all day providing an example of where they listened, and where it feels like they might be ignoring us or taking much longer than necessary to deliberate about it internally rather than just trusting the community.

    (Reading this list is entirely unnecessary in terms of my broader point so you could honestly just skip this bit)

    • Most prominent and recent example of something good they did by listening: They reverted their change to auras, going back on a decision that they clearly decided to put time and effort into.
    • Something they haven't yet done potentially by not listening: Rebalanced / reworked extremely controversial perks like DS and NOED
    • Another example of good listening: They completely got rid of the MMR system which was horrible and entirely worse than the current ranking system. Instead of doubling down on something that definitely took months on top of months to create they tossed it out the window (or at least to the side for the time being.
    • Bad listening: They didn't rework the Clown. They said he was their focus as the next killer to be rebalanced / reworked but only provided a single change (that didn't even change how fun or unique he was to play as or against, he is still an entirely one dimensional character) and offered a lame excuse that they believed he was "underrated" and immediately moved on to the next thing giving the community little time to respond or digest such an empty response.
    • Good Listening: They have reworked plenty of killers, I won't name each killer as their own bullet instead I'll just put them as a collective here. A long, long, time ago there was a time when Spirit, and Doctor when they were first released were considered horrible killers. Both were reworked after multiple times and now are considered to be in very decent if not good standing as viable killers. Freddy Krueger is the most notorious comeback story as the hands down absolute worst killer in the entire game for a solid 2 years and then he was completely overhauled with an entirely new power. Undoubtedly the most successful rework as he's universally moved all the way up the tier lists into generally speaking around the top 5 best killers.
    • Bad listening: A repeated trend of horrible add-ons and more specifically Ultra-Rare Addons. Unfortunately Ultra-rare add-ons have grown a solid reputation for being absolute and utter garbage, if they aren't garbage they are so reliant on circumstance they may as well be considered worthless. A few of these to mention: pre-reworked Lopro Chains for the Hillbilly (which were eventually reworked as Very Rare Add-ons) which allowed you to maintain a chainsaw sprint at the cost of permanently dealing a single state of damage at all times, The Matchbox for the Nurse which increases her base movement speed from 90% to 105% at the cost of an entire blink charge, Obsidian Goblet for the Executioner which grants you the undetectable status effect so long as you stand in your trails of Rites of Judgement, iridescent family crest for Oni that causes survivors in a 12 meter radius to scream after missed demon strikes.
      • To explain why these are bad 1. The effect provided was nowhere near the cost, there are very few pallets where a survivor can't just juke right or left to completely avoid a hillbilly dashing straight through the pallet so losing your ability to instant down was god awful.
      • 2. Similarly to the previous example the effect provided is not worth the cost, Nurse still moves more slowly than 110% killers who by themselves already have a reputation of being able to be looped easily and this comes at the cost of her second blink, the blink every Nurse will tell you is most important as you use the first to move through walls, pallets, windows, whatever and then the second is what you use in response to however the survivor acts. The first blink repositions and sets up The Nurse for the second. Instead you lose the entire second and what do you gain? Michael Myers Tier 1 Movement Speed.
      • Obsidian Goblet is just intrinsically useless by nature. Gaining Undetectable on limited tracts of land will do you no good and will rarely surprise anybody, especially since Rites of Judgement creates a digging sound itself, and even when you're not doing that the sound of the great knife scratching / dragging across the ground (which is a cool touch and I do like but not my point) is a dead giveaway. It's useless for his character as it doesn't exactly synergize with his ability so you'd have to pair it into a full loadout to get any use out of this one add-on.
      • Iridescent Family Crest is just dumb. The range is extremely small and even if it wasn't, the condition is on a missed demon strike. You don't want to be missing your demon strikes it's a waste of time on a power that is limited by a timer. It might have some cool synergy with Infectious Fright so regardless of whether you miss or hit people close by will scream, but in all honesty that's about the only use you'd probably get out of this. You're probably better off just running infectious fright and picking a different and better add-on.
      • To add-on to this, the devs for some reason insist on giving each and every killer an Ultra Rare that has something to do with aura reading. These are some of the most boring and useless add-ons of the whole lot, not all of them, but those that have heavy restrictions on them certainly are. We're talking Outdoor Security Camera for Ghostface which only reveals survivors outside of GF's Terror Radius after striking down a marked survivor for 4 seconds, we're talking about the Hellshire Iron for Deathslinger which only reveals survivors inside Deathslinger's (already reduced to 24 meters) terror radius for a total of 6 seconds, Leprose Lichen for Demogorgon which only reveals injured survivors while you're traversing the Upside Down, Tattoo's Middle Finger for Clown revealing intoxicated survivors auras, these are some of the most boring, unintuitive, unfun, uninteresting add-ons of all time. And yet BHVR insists on continuing to release more and more of them for each new killer rather than creating fun and unique concepts that alter a power in a distinct way for that killer.
      • Good listening: A Bloodweb rework to balance out and reduce the grind, it wasn't too long ago that you only had the option of two perks per bloodweb and only get one of them. Nowadays (after lvl 50 if I'm not mistaken) you have the option of four perks and if you play the web right you can easily get two of them every single web. This basically cuts the grind (which gets even longer and more tough after every chapter release) in half by what it was.


    Way too much detail on that add-on thing... definitely turned into a rant with that many indented bullet points...

    My point being, there are plenty of good things to cite about their listening skills and plenty of bad things. There are plenty of really great ideas constantly offered up by the community and many of them don't get heard or passed around enough to reach the developers, so it often feels like they don't listen.

    The difference however, is we don't know what they are and aren't paying attention to. The only indicator of their listening we have is whether or not they take action to a certain thing or idea, but in all likelihood there is a good chance that they talk more about our ideas and thoughts than we realize they just don't act on them or those ideas for whatever reason didn't get passed down the chain of developers all the way to get released into the live build. Maybe they realized some conceptual flaws, maybe there were some technical issues, we don't know because there was no impact made on the live build.


    I think the best thing they can do is spend a bit more time being even more transparent than they already are (which I understand they are pretty transparent to begin with) about a bunch of things. Not just the things they're going to do but things they have decided not to do or things that they tabled as something that maybe they could do in the future but just isn't viable at the moment.

    @mintchapstick said:

    Yes, they listen to feedback more some gaming companies that I've seen--but the thing we forget is that not all of our community suggestions are actually good suggestions.

    Though boy did they take a long time to fix the murder mountain.

    Basically my concluding point in like a sentence btw ^

  • @anonymous31337 said:

    I use white panama (Ace hat).

    I also sometimes use the myopian frohawk (Claudette), but I prefer tinted walnut glasses.

    I also use the White Panama for Ace as well. I don't use the Tomstache as often but I do like how it looks. Obviously as my main, Ace is my most played character by miles so the time I've worn the White Panama would be greater than every other headcase cosmetic combined, but on the occasion I do play the following characters it's likely that I'll be wearing the following:


    Night Out Nea is high on my list of cosmetics for Nea but Right now I have Billboard Blue Cap equipped from the first tome of the archives

    Millennial Dwight is high on my list for Dwight and I think I'm using it right now with one of the sweater cosmetics to look like a frat guy lol. I don't use the preppy flatcap that often just because it doesn't really fit with many other cosmetics, but I like how it looks.

    I use the Jogging Headband for Meg pretty consistently

    The Colored Headscarf for Claudette is something that I'll use on occasion, but not too often.

    The Explorer Beanie for Jake looks good and I'll use that semi-regularly. The Jakebun is ok too


    Anything I didn't mention I obviously don't really like or wear frequently at all.

  • @CheeseAnton said:

    https://forum.deadbydaylight.com/en/discussion/comment/1604246#Comment_1604246

    Eh, I guess I agree with that. There's one thing I wanted to point out though.

    "Not only this but you'd think just generally speaking given his younger age he would be more excited and willing to lend his voice to be put into a Video Game than Bruce Campbell would be."

    From my knowledge, Bruce actually wanted to work on DbD. That's one of the major reasons he has actual voice lines, it's because he wanted to be there. He was even in Ash's reveal trailer. I'm not saying Joe Keery hates DbD, I just think Bruce likes it more.

    Fair enough, that's what I was thinking as a possibility as well. Maybe I have them mixed up in my mind and Bruce is the humble person who is excited to be part of most any project, and Steve is the one who's already gotten full of himself and his fame and is deeming certain work "beneath him".

    Obviously they could both be great people and I'm clearly speculating, but at the same time speculation is all we have to go off of because BHVR is never clear or transparent with us about their thoughts on these things. At the same time Joe Keery hasn't said anything about it or even mentioned anything DBD related at all from my knowledge.

    Compared to Kyle Gallner (Quentin Smith's actor in NOES 2010) who actually reached out to the DBD Devs / Mathieu Cote / BHVR asking them to please use his likeness, and Mat Cote did actually respond to that tweet. So we know at least one party in that situation who is completely on board with making the change and because of that it's at least possible to happen. In Steve's situation neither party have come forward to even announce their attitudes on the topic

    @Elcopollo said:

    @Seiko300 I mean, it's kinda funny, he would be a great singer. So yeah, it has its own charm. Just like Tommy Wiseau has his own charm.

    What a horrible analogy, considering that regardless of whether or not you believe DBD is a horror game it still takes itself seriously as a game which is horror themed. A Tommy Wiseau-esque performance or style is not something they ever intended to go for

    @kylerabdcgamer10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1604246#Comment_1604246

    I couldn't agree more with everything you have said dude, they should really get on fixing the voice, right now it sounds like a joke voice

    Big facts.

  • Clown. Needs. A. Buff.

    Ever since the devs said they were looking at Clown as the next killer to receive changes I got so excited, and then I was completely blueballed when all they did was give one change, made a lame excuse that they believed he was "underrated" and proceeded to move on to Leatherface and Hillbilly (which have been finished for a long time now)

  • @Marc_go_solo said:

    They're frustrating, no doubt. However, they are tactics that (in some cases) prove useful in certain instances when acted upon sparingly. Also, there are ways to counter these.

    For perks alone, tunnelling is countered by Decisive Strike and Borrowed Time. Face camping also has its drawbacks from perks like Kindred or Camaraderie.

    Either way, whilst it can bugger things up for the Survivor that's targetted, the Killer too is at a disadvantage. The time wasted doing such things dramatically screws them up with little progress and de-pips, whilst also actively encourages survivors to play dirty in return and show no respect.

    In short, it's scummy and crappy (mainly face-camping, as there is a case for tunnelling in some instances), but to make it bannable seems unfair, especially since there are also times where something might be perceived as tunnelling by the Survivor, but actually wasn't.

    I wish Camaraderie had a larger radius in which it activated. Depending on the map, a survivor might be able to see a facecamping killer well beyond the threshold of a mere 16 meters. Stop, and turn around to go work on gens instead. I love Camaraderie and I love when it works but man every time I am wishing that a survivor would step "just a little bit" closer to actually get it to activate. Even worse is when you might be about to die on the hook and a survivor turns around thinking "I'd never be able to run over there in time" and Camaraderie never activates because they mistakenly believe it's a lost cause to go for the unhook.

    I honestly believe Camaraderie is a truly underrated perk, but I get why nobody uses it because the conditions can feel a bit too restrictive at times, especially if you're playing as a solo.

    @skarsguts said:

    Lmao, I stand with my 5 like-minded voters.

    Bruh.

  • @CheeseAnton said:

    https://forum.deadbydaylight.com/en/discussion/comment/1604135#Comment_1604135

    Thing about it is that it would cost TONS to redo the voices. I'm a genuine fan of the show as well, but I'm just really happy they managed to get BOTH Steve AND Nancy. I guess I would rather have Joe Kerry than whoever voiced this Steve, but that would take around thousands to fly Joe himself, just to do 45 minutes of grunting.

    "It sounds similar to how Tachanka was memed into godhood within the R6 community to the point where eventually people didn't want him to be changed even though he sucked."

    We're talking about a Survivor in DBD, not an unique operator in R6S.

    "Thing is, eventually he was changed for the sake of the overall quality of the game."

    Thing is, is that Joe Kerry isn't just near wherever BHVR is, and it would be convenient enough to do. The best they could do is get another person in the office to VA Steve. I highly doubt changing one survivor would make that much of a difference, especially because of the mountain-sized plate BHVR already has going on. Changing Steve's voice for the better isn't even a small dent into that plate, and should be one of the last things they do. Imo, it's better to just laugh it off then be upset.

    The one thing that you forget is that BHVR got and worked with the Legendary Bruce Campbell himself. An infinitely more experienced, well known, and successful actor than Joe Keery who is only now at the very beginning of his acting career and needs all the exposure he can get.

    To put the vast disparity in monetary terms, Joe keery is worth only about a FIFTH of Bruce Campbells estimated net worth, the former having a net worth of 2 million and the latter having a net worth of 10 million. Comparing the two side by side logically Joe Keery should be much easier to get into contact and work with than Bruce Campbell and it's likely he'd have less negotiating power over how much he got paid given his limited experience and younger age. In short, Joe Keery needs the exposure and needs more to put on his list / resume / profile beyond just Stranger Things, although far be it for me to give advice to Hollywood stars, celebrities, and millionaires 🙄

    Not only this but you'd think just generally speaking given his younger age he would be more excited and willing to lend his voice to be put into a Video Game than Bruce Campbell would be.


    P.S. Every Survivor is unique. Each one with their own backstory, their own voice, their own personality, their own clothes which reflect that personality, etc. So on and so forth. This is an objective fact regardless of whether or not they speak, even in silent films there are attributes and characteristics that a person can point to and identify as key factors that create characterization. The point is that the effort should be put in to make theses aspects of the characters as quality and believable as possible. Dead By Daylight does have the money and the resources for this, if they can continue to make deals with big licenses and huge celebrities, if they can complete a full graphic overhaul, if they can port the game onto next generation consoles like the PS5 and Xbox X (which have not even released yet), they have plenty of resources to redo a voice that they royally screwed up in the past.

    Much like how they need to get to work on that Quentin Face Rework.

  • @EntitledMyersMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1604062#Comment_1604062

    Congratulations, you are worse at identifying a joke than William Buckner is at soccer.

    Everyone loves it for the same reason they love Mikey's stun sound. It's so hilariously wrong that it's fantastic.

    Both need a change, but nobody wants them to go.

    And yet you see how easily people at BHVR would mistake your response? How quickly they'd probably go: "Ah, well it looks like people like it after all! Let's have the same VA do 10 more voices for the next few survivors because people are so supportive!"

    I'm not at liberty to make or acknowledge jokes about the subject matter because, at least to me, it is intensely frustrating for someone who was a genuine fan of the show.

    image.png

    @CheeseAnton said:

    To put it in my own, original words, that I didn't copy, "It's so hilariously wrong that it's fantastic."

    The only reason I don't main Steve is because I wish he has just a few more outfits (maybe 2) to customize with.

    I just can't get behind that logic. It sounds similar to how Tachanka was memed into godhood within the R6 community to the point where eventually people didn't want him to be changed even though he sucked.

    Thing is, eventually he was changed for the sake of the overall quality of the game.

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