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Seiko300

Seiko300

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Seiko300
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  • Out of the list provided without selecting "Other", Pennywise (2017).

    Close second would be Pinhead.

  • @TheRockstarKnight said:

    ...I think the conversion in the Shrine of Secrets would be fine.

    150k BP for 2k shards.

    That would be amazing.... but sadly unrealistic. It takes like 2 or 3 solid days of full out grinding gaming all day just to get 2k shards. With BP bonus offerings (especially stacked) and the right perks you could get 150k in 3 games, maybe even two depending.

  • I like how Ghostface consistently leads the pack as one of the top favorites when just a couple of years ago people who wanted to him to be in the game had to fight tooth and nail on the forums with people who said "he was a joke" and "not scary" and would probably be "another low tier killer nobody would like".

    How the tables have turned. #########. Lol

  • @musefan said:

    The Evil Within would be my vote.

    Preferably with Laura as the killer, but not sure how they could make her work in this type of game.

    So perhaps Ruvik would suffice. It would be easy to do him.

    Or maybe even Anima from the sequel, but could be a bit too spirit-esque.

    If the Evil Within ever comes to Dead By Daylight, it's gotta be The Keeper or nothing at all

    image.png

    Pyramid Head needs a buddy who has a different shaped head. Much like how Demo(gorgon) is awaiting his distant cousin Xeno(morph)

  • His power (which is both clunky, and potentially fundamentally flawed [depending on whether or not he truly can easily be juked by a 180 degree turn or 360 degree rotation and not just because or first day PTB heroes are bad]) aside, I think I'm just not a fan of how extensively they changed the alchemist character. I saw one comment on Youtube put it perfectly:

    "Honestly the only thing I dislike about him is that the power has little sense with his design and backstory, like he was a cool alchemist and now hes a crazy murder hobo who is a living pinball for some reason"

    I actually agree with this a lot, at first I couldn't quite pinpoint why I'm not the biggest fan of this new killer and then I realized this is probably it. He lost all semblance of what he was in the animatics, even from surface level details like the cool pristine black cloak is now a tattered and worn brown. I get that the Blight corrupted him but still, you could corrupt the character and change them while still retaining some core characteristics of that person which at least make them recognizable.

    There is almost nothing recognizable between the Alchemist of the animatics and The Blight we see in the game, as opposed to how you can definitely tell it's the Clown corrupted by Blight or the Doctor, or Spirit, Nurse, Trapper, etc.

  • Nope. Why would you ever take pointers from a rival game that literally died forever ago?

    In-game communication would create a myriad of issues: 1. it would likely only create bitterness and division amongst the team. Survivors yelling at each other to do or not do different things. Roasting each other for the mistakes they made, etc. If you've played any amount of DBD you know how toxic this community can be and creating in-game voice comms I feel would only add fuel to the flames. Especially if you note that in F13 Jason could also speak to the campers, in DBD this would be even WORSE than the squabbling between the survivor team. Killers roasting survivors survivors roasting killers, both yelling at each other for using OP perks or strategies, for tunneling, bodyblocking, camping, tbagging, generally taunting each other etc.

    And sure you'll probably tell me "just mute those players then?" but by that point the damage is already done, you're muting people after the fact, when people are already ticked off, annoyed, frustrated, tilted, and that doesn't just recede because you muted that player. And you'd have to do this every. single. match. For every problem player you met, which unfortunately is likely many.

    The only way this could be avoided is if you provided players the option to disable it completely from the settings menu, so that you never hear anyone speak at all at any point in the trial, in any match, from beginning to end. But if you did this then you'd run the risk of creating a system that's redundant, and infrequently used because many players would probably disable the voice chat completely. At which point the voice chat would be unreliable because not everyone is using it and quite frankly many people likely wouldn't want to use it in the first place.


    2. Alongside this issue even if nobody was toxic and it functioned perfectly without any verbal harassment going on between players and purely for gameplay purposes, there's still the fact that Dead By Daylight is not balanced for voice communication. If anything it'd likely be a hindrance to the survivors than a benefit because unlike F13, the maps in Dead By Daylight are not massive open-world-like locations where you physically can't hear everybody on the map because they're so far away. The killer in DBD would be able to hear survivors and know their location all the time because they could hear them speak.

    It also makes certain perks and mechanics redundant. In place of voice comms Dead By Daylight relies on a few audio cues and the simple visual mechanic of aura reading: if everybody could speak perks like Bond, Empathy, Aftercare, and others like Dark Sense, Better Together, Deja Vu, the recently introduced Visionary on PTB, Detective's Hunch, etc. all redundant in place of verbal call-outs. Instead of needing bond to find another survivor "hey I'm over here!" instead of needing small game or detective's hunch to find a hex: totem "Hey, it's right here! by the killer shack!" Instead of needing dark sense to see where the killer is "Hey, the killer is chasing me, do generators!". Status Effects like Oblivious and Blindness would also be rendered obsolete because of in-game voice call outs, blindness may prevent you from seeing the auras of teammates for example in the dying state but that won't matter if they're saying "hey, I'm right here!". You might be oblivious and can't hear a terror radius but your teammate next to you who isn't might be saying "watch out, I hear a terror radius getting real close"

    And yes, SWF exists, and yes people use voice comms like Discord while playing DBD. However, this is not a blatant "go-ahead" for the dev team to put it in game, the fact of the matter is the developers and the game itself never encourages or endorses you to rely on comm systems like these to play. They acknowledge people will play in groups and with friends, but it's not something that they need or should endorse for the main game.


    No, no, no. And again, no. There's a reason why in four years Dead By Daylight, it's dev team, and it's long-term playerbase / community have rarely if ever even once considered this as a feasible and realistic option.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1504167#Comment_1504167

    Either I'm stupid and confused, or you read something wrong.

    One of us isn't right on this

    @Ghost_Face_Main said:

    So...buff Coulrophobia, but also nerf Coulrophobia?

    Oh I see. I don't have values memorized so I thought "that looks about right"

    Case in point, the 10% difference is a really minor difference. Although I think maybe just make the penalty less harsh to recovery speed I don't know it's interesting either way.

  • @Ghost_Face_Main said:

    So...buff Coulrophobia, but also nerf Coulrophobia?

    Either I'm stupid and confused, or you read something wrong.

    One of us isn't right on this

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1504083#Comment_1504083

    imo DS is fine, they just need to add ant-synergy with Unbreakable and Soul Guard. Make it so while DS is active, removes the ability to recover by yourself above 50% progress by any means.

    NOED will be fine when soloQ gets closer to SWF levels of information. I'll still hate the perk but at least I'll be able to do all 5 totems before my teammates eventually do the final gen (and funnily enough the only gen they did all match).

    again though both of these are my opinion and if the devs wanna rework both i wouldnt complain either :/

    wait should probably respond to the op.

    I completely agree. If you only play one side your opinion really shouldn't be taken into consideration in terms of balance. In terms of QOL changes and enjoyability, yes, just not balance.

    Hardly, the perk needs restrictions so it can't be abused for aggressive plays that's the problem. Deactivating upon entering a locker, repairing a gen, cleansing a totem, or saving another survivor are practically mandatory changes that are necessary to make this perk more fair for both sides.

    NOED has it's own problems but I think the solutions for NOED are less clear cut and obvious than they are for DS so it's kind of a "wait and see" until somebody in the community comes up with a good enough idea that can pick up some serious steam. Or the devs, whichever comes first. I think I heard someone say it should be based on how many hooks you got, each hook earns you a certain amount of time that the survivors are exposed or something. Or maybe it only affects certain survivors, say those survivors who have been two hooked. Not quite sure, but the central concept NOED should have some conditions that need to be fulfilled in order to reap it's benefits is what most people are thinking of right now. The killer shouldn't get instant downs for free, he / she needs to do at least something during the match to be rewarded those benefits.

    @slim0b said:

    https://forum.deadbydaylight.com/en/discussion/comment/1504083#Comment_1504083

    Yeah so its fine if someone gets out of the game in less than a minute because there isn't any other reliable perk to prevent tunneling.

    https://forum.deadbydaylight.com/en/discussion/comment/1504088#Comment_1504088

    Moris and keys were officially said by peanits they're planning on making changes.

    The changes people have planned don't change DS as an anti-tunnel perk, if anything it secures it more tightly in its role as an anti-tunnel perk and makes it better at fulfilling that purpose. Alongside the deactivation conditions people have recommended the DS timer pause during chases, maybe the base timer is even extended, or the skillcheck is made to be less difficult. All of these changes are more than welcome as long as DS can no longer be used as an in-your-face strategy against the killer.

    Although it is exciting to hear keys and moris are getting changes, I hadn't heard about that one. I feel like communication on these forums isn't as up to par as it could be, I mean seriously you expect me to dig and dive for every comment peanits makes on one thread every four or five pages c'mon...

  • True.

    Thank God I do play both sides, and have hit rank 1 with both sides (though depending on who you ask this in itself isn't a wholly difficult task). In which case I'll continue to say Rework both DS and NOED, horribly designed perks. @Everyone has my official both-sides-blessing to continue complaining about these two problem perks until they get changed.

  • In the wake of the god awful auras (that will hopefully be hotfixed soon but no eta yet currently) they may as well work on finally getting around to colorblind support and settings to compensate those players who got royally ######### after mid-chapter patch 4.1.0

    Hang in there guys and gals. Hopefully soon

  • (as of now) 16 - 16 holy god f*ckin damn

  • It's only been a few days, but seems fine so far. Only time will tell I think

  • Alright, so taking your screenshot into account limiting your killer options (and therefore your teachable / perk options) I'll make a build for you (EDIT: I ended up making two) based on what you have, and then I also want to give you a second third build that a youtuber named not Otzdarva provides, but likely it consists a few perks you don't have so just table that build for a later date. He gives some really good and helpful advice just in general throughout his youtube video and he's a very smart and experienced player in the DBD community, so if you ever have a question about a specific killer or something, of course you can come here to the forums but if you can I'd suggest trying to find answers / advice through him and other DBD content creators like him who can provide some very helpful tips.


    So, first off. Myers is a killer that essentially relies on snowballing pressure and momentum, he plays very similarly to the Oni in the sense that you have to gain your power over time after performing some kind of action and then when you do you become incredibly more powerful and an incredibly more threatening presence on the map. The difference is that instead of speed like the Oni you gain stealth (sort of) as Myers, which makes Myers more useful in other respects but generally speaking Oni is more powerful than Myers just because map mobility is incredibly valuable for killers and that's why killers who can move quickly perform better collectively. The ability to traverse the map and do it quickly is absolutely indispensible

    Which means playing myers you have to pick up some of that slack on your own and compensate with skill and proficiency as an M1 killer. As a Myers you can still be looped much like any other killer so knowing how to run tiles correctly like Shack or L-T walls is crucial to not get stomped. As with any build or loadout you want to capitalize on your strengths with the killer or pick up the slack for that killers weaknesses


    Stealth inclined build: Because of your reduced terror radius this build seeks to make you as sneaky as possible to catch survivors unaware and off guard.

    Monitor & Abuse, Nurse's Calling, Sloppy Butcher, BBQ & Chili.

    • Because of Myers reduced terror radius a perk like Monitor & Abuse is especially scary, since you'll be spending most of your during a match in Tier II Evil Within which has a terror radius of 16 meters you can reduce that to 8. Which is really small and basically just a tight space around you, they'll likely see you before they hear you and by that point it's too late. In tier 3 you'll have a TR of 24 meters, the same as Deathslinger, which is still decently small and gives survivors less time to react to your presence. Because of M&A you can hold your own without Evil Within III and rely on it less often
      • This is one of Myers strengths, because he has a permanently reduced Terror radius at all times (except for in Tier 3 where it is the same as most other killers) he can engage in chases reliably at a much closer distance than most other killers. Starting the chase closer gives survivors less time to react and run if they don't have any windows or pallets nearby. Putting them in a worse position means you're more likely to get a hit off or down that survivor earlier and hopefully not get involved in an extended chase. M&A exaggerates this concept even further by cutting your already smaller Terror Radius in half and makes you much more of a true Stealth killer than the middle ground stealth killer he generally is


    • Because of the even further reduced Terror Radius you'll have that's why you're running Nurse's Calling. At tier 3 it activates at a maximum distance of 28 meters which means ideally you'll see them long before they hear or see you, this is hopefully how you'll be starting and ending most of your chases with this build, by catching survivors who are healing and knocking them down before they have the time to properly act and run away. Nurse's Calling will hopefully accomplish two things for you: allow you to start chases more frequently since you'll be finding survivors more often and making it more difficult for them to hide and heal, and end chases more quickly because if you find an injured survivor healing in a corner of the map or in a dead zone that makes for an easy down.


    • Sloppy butcher forces survivors to spend more time healing, thus serving a twofold purpose. The more time they spend healing the less time they're spending repairing a generator and gen rushing you which would be your biggest weakness as a Myers since you have no map mobility. At the same time the more time they spend healing the more likely you will be to find them with Nurse's Calling, and able to continue to apply the pressure and snowball momentum starting chases more frequently and ending them more quickly.
      • Even if they do manage to heal all the way up to full, that won't slow you down because hopefully by about this time you'll have charged up your power and stalked survivors enough to be 1 tap away from entering Evil Within Tier III. All the time they spent healing shot down the drain because you have an instant down built into your kit, so either they waste all that time healing or they stay injured meaning you don't necessarily have to pop your EW III. This is another Strength of Myers, survivors don't exactly know how much of your power you have charged and can only make educated guesses based on how long you've been stalking them and their teammates. Regardless all you need to do is charge yourself up to 90% and then stalk that last bit to pop your Tier III when you're right next to them, making for very effective and startling chase starter and ending it just as quickly as it started.


    • This fourth slot is honestly entirely optional, and you can fit any perk of your preference into it, BBQ & Chili. I went with BBQ because it's a good way for you to snowball pressure specifically as Myers in tier 3 and so you don't have to waste any time searching for survivors instead knowing exactly where to go to secure more downs while in Tier 3 or where you can go to pop tier 3 right next to a survivor. It also gives you this nice presence of "all knowing" where you know exactly where they are at most given moments (combined with Nurse's Calling) while they have a really hard time pinning you down because of the 8 meter terror radius you're probably in most of the time. You could swap BBQ out for a gen. slowdown perk like Hex: Ruin, Pop Goes the Weasel, or Overcharge.


    Chase inclined build: Because of Tier III Evil Within and Myers incredible snowball potential this build seeks to make you as oppressive as possible in your chases.

    Bamboozle, Enduring, Save The Best for Last, Monitor & Abuse

    • Bamboozle is what makes this build extremely threatening, the idea here is that in this build you want to stalk and enter Evil Within as quickly and as frequently as possible. In case you weren't aware, Evil Within III also moderately increases your vault speed and slightly increases your lunge range. With Bamboozle your vault speed is increased even further by 15% and will block the window, making vaults incredibly unsafe as you move through them faster and prevent survivors from utilizing them multiple times. This is especially scary when you've got Instant Downs in your back pocket and all of a sudden the survivor you're chasing can no longer rely on windows because you keep closing them off.


    • Because of Bamboozle survivors will increasingly have to rely on pallets more so than windows to keep themselves safe from your onslaught. So you'll need a perk to apply pressure on pallet loops much like Bamboozle applies pressure on window loops, Enduring serves that purpose though it can be switched out with Spirit Fury (a Spirit Teachable) which will serve the same purpose. While using enduring the duration of pallet stuns are 50% shorter, so you no longer have to respect any pallet loops like you might have had to before. With instant downs and the slightly increased lunge you have in your back pocket, you can really stretch for those long lunge downs at pallet loops without fear of pallet stuns because you can recover and continue pursuit much more quickly.


    • Save The Best For Last is just another chase tool to further pressure your, reducing the cooldown after hitting a survivor means you lose less ground after hitting them making it more difficult for them to reach the next window or pallet loop in time. It also means you can chain attacks from one survivor to the next if they're all in an area trying to complete a generator or bodyblock you from hitting or hooking a survivor. It can also be used to chain chases together allowing you to move more quickly from one chase to the next moving from downing one survivor to the next and so on and so forth snowballing momentum that much more quickly and efficiently.


    • Originally, this fourth slot was meant to go in for Infectious Fright. It would synergistically work in tandem with Save The Best For Last because it causes survivors to scream within your terror radius, enabling you to go on a downing spree while in Tier 3 Evil Within chaining downs from one to the next. However, this is a teachable for the Plague, a killer it seems you unfortunately do not own so I swapped in its place Monitor & Abuse, for the exact same reasons I listed in the previous build. Another perk I would have put in this place before M&A is Thrilling Tremors, it functions as a sort of tracking perk while also at the same time slowing down the gen rush. It provides information on which generators and where you need to apply pressure at any given map and would fit perfectly in an aggressive build like this. Unfortunately it is a teacahble for Ghostface, a killer you also do not own. Though again, this fourth perk slot is more open and free to mix and match as per your personal preference, and as per usual a generator slowdown perk like Hex: Ruin, Pop Goes the Weasel, or Overcharge can fit in here perfectly.


    not Otzdarva's All-Purpose Reliable build: An all purpose build that covers for Myers shortcomings, slows down a gen rush, and operates synergistically within itself to enable you to

    Corrupt Intervention, Surge, Pop Goes the Weasel, and Surveillance.

    I'll let Otz explain this one for me:

    https://youtu.be/DIDI_YChbsY?t=1340

    While this is a very good build I can definitely endorse, unfortunately, this loadout actually consists of teachables from 4 different killers only one of which you own. Corrupt Intervention comes from the Plague (original Killer which you can earn with shards), Surge comes from the Demogorgon (a licensed killer you must purchase with auric cells or the full Stranger Things Chapter), Pop Goes The Weasel comes from Clown (which you own), and Surveillance comes from the Pig (a licensed killer you must purchase with auric cells or the full SAW Chapter).


    Out of these killers I would highly recommend you get Plague first because two of her teachables, Corrupt Intervention and Infectious Fright both are very good perks to run on Myers specifically. Corrupt Intervention prevents you from getting gen rushed at the beginning which is where you are your weakest, generally speaking you want to get out of EW I as quickly and as fast as possible. In EW I you're super slow and you've got a reduced lunge which is massively detrimental unless you manage to get a sneaky grab off at the beginning of the game. Infectious fright, as previously stated, can help snowball your momentum and pressure as a Myers, and more notably, Infectious Fright actually synergizes incredibly well with Monitor & Abuse because the former relies on your terror radius. Monitor & Abuse increases your terror radius while you're in chases by 8 Meters (which normally isn't an issue because you're not trying to stealth while in a chase) however in conjunction with Infectious Fright that means if you downed a survivor in Tier 3 Evil within you'd hear the screams of all survivors around you within a 40 meter radius. I didn't put Monitor or Infectious together in any of the builds I proposed but you can certainly create your own build off of this combination.

    Other than this fact Plague herself as a killer is horrible, she's my personal most disliked killer out of the entire roster because she's the most poorly designed killer in the whole game (fight me). Not fun to play as or against, horrible in most every aspect. However you can earn her for free with iridescent shards, so aside from your time, you won't lose anything by owning her.


    After that you'll have to make the choice whether or not you want the demogorgon or the pig as you must pay for them either way, whether it's individually or for their full chapter. The only good perk Demo has to its name is Surge and really outside of specific builds even this perk might be considered mediocre. Demogorgon is purportedly "balanced" in that you can technically perform well with the killer and there is equal opportunity for both sides to play and counterplay to and against Demo, however their population in the community is extremely low which casts shadows of doubt onto how good the killer actually is.

    The Pig is in a slightly better position than Demogorgon in terms of perks but is not far off. Surveillance is undoubtedly her best perk and unlike Surge it is far from mediocre and serves well for most of the roster: high mobility killers, Stealth killers, and anyone looking to slow a gen rush. It's one of my personal favorite killer perks out of them all. Outside of this her other perks are lackluster, Make Your Choice can be used to decent effect, but it's rarely used as far as I've seen. The Pig herself is arguably the worst stealth killer out of the bunch, but there are some very dedicated players who swear by her. Her ambush isn't 100% reliable because of the audio cue that plays warning survivors she's inbound, and her reverse beartraps are completely RNG reliant and therefore not too consistent. I would definitely say Demogorgon is better than the Pig when comparing the base killers, but when comparing teachables the opposite is true.

    That's all I've got. Hope this helped, if you have any questions just lemme know.

    @DeadByMyHand said:

    If nobody answers this I'm closing this at the end of today or 12:00 pm tomorrow.

    P.S. As far as I'm aware, you can't actually close your own threads, only the mods / devs have the power to do that. You could report your own thread and ask for it to be taken down but that's about it.

  • @DeadByMyHand said:

    https://forum.deadbydaylight.com/en/discussion/comment/1499254#Comment_1499254

    Sorry, I bought Myers and Bubba but when I tried out Myers, first try got a 4k right off the bat.

    Well that's not exactly surprising, like I said he's a lot easier to use. A lot of people like both, I just prefer Ghostface, and generally speaking he's the more viable of the two (hence my preference but that's more of the cherry on top rather than my primary reason for why I prefer him). But good luck with Myers hope you have fun with him, maybe in the future when you're a seasoned Myers player and know how to take advantage of the reduced terror radius and when / when not to stalk you can take it a step further and pick up Ghostface. Take advantage of that full TR reduction to 0 and super quick stalk.


    @DeadByMyHand said:

    @Seiko300 And if you want to answer on my other discussion called Good Myers build? You can.

    Sure, I can give you a few pointers, I'll take a look.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1493673#Comment_1493673

    Demogorgon = Demodoggo

    Xenomorph = Xenodoggo

    i know there are actual Demodogs, but thats not what anyone in this game is referring to when they say Demodoggo - its the exact same for the Xenomorph in this scenario.

    Oh

    ohkay, first time I've heard that one before. But I c u

    People have so many nicknames, and when it starts to unintentionally overlap actual lore and canon it can get a bit confusing.

  • @DeadByMyHand said:

    https://forum.deadbydaylight.com/en/discussion/comment/1493752#Comment_1493752

    Hello, alright you are right so yeah you changed my mind that I'll get Bubba+ Myers. I mean with wraith I sometimes can get them while cloaked but normally people see me or hear me. Still you've changed my mind to Myers.

    Wait what? Why would my response change your vote to Myers? I was advocating for Ghostface that whole time.

    Unless it was because of that last paragraph where I mentioned Myers is easier to use for new players..

    @DeadByMyHand said:

    Votes have been collected and poll is now over my decision is Myers and Bubba. Thank you all for coming and voting.

    Dang. Well, it is what it is. I'd still like to know your thought process about how I changed your mind with my post though

  • @Acesthetiic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1493738#Comment_1493738

    I consider a 4man SWF top percent where EVERYONE is top tier. If 3 are great, but one is just below average, I’m not gonna count that. MMR is a joke as I’ve been getting terrible survivors. Before that, I’ve only got a couple every hundred games or so (yes at rank one). I live in the US, so maybe that’s why is not often? Maybe I’m a bit stingy in how I evaluate a survivor? Not sure. Because I might see a decent looper, but not consider them top percent. Top percent is survivors with thousands of hours who play near perfect.

    Oh that was my bad, I guess I mis-read the poll, didn't see the "top percent" part and completely missed that this was about those really good expert level 4 mans not just regular 4 mans.

    In which case yeah, the infrequency in your poll options makes a lot more sense. I'd change my vote and knock mine down to 21-60 I think, 60 is still a lot of games and I think at some point I'd come across at least one in that time. But there's no way to really track this kind of thing and we're all just guesstimating here so it's w/e.

  • If they could figure out a way to get The Thing in a way that worked and was viable, it would be one of the most cool chapters by far.

    With MacReady as the survivor and the Arctic base as the map. Gives me chills (ba-dum tss) 😎

  • Oh #########, I read this poll wrong. I thought it was who do you play most infrequently

    Change my vote to Demogorgon. They're like an extinct species I almost never see them (I've seen Plague's a few times every now and then)

  • YES!!!!!!!

    I've always felt Dead By Daylight needs more interactive assets in their maps just in general. Beds are a perfect example, and we don't even have to be talking about "beds" we could be talking about X asset that you hide underneath and it changes for every map. They don't even need to be available on every map just some of them, in the same way we only have breakable walls on some maps (although yes, I know their plan is to have them on every map).

    In Crotus Prenn Asylum it could be normal beds, in Lery's Memorial Hospital it could be the Hospital Beds, but on say Autohaven Wreckers, Badham Preschool, or Lampkin Lane you could hide underneath the cars.


    Alongside this idea I've always thought it would be super cool to have an option for survivors to be able to go prone and be extra stealthy. The same thing as being in the dying state and crawling but instead that was your choice to hide like that. Although maybe you get idleness crows more quickly while prone so you can't abuse it to hold the game hostage or something.

    Just in general more tools to be able to hide and be stealthy would be awesome.

  • Ruin is absolutely without a doubt still the best option out of the three by goddamn miles and the rework it got, was much more a horizontal change rather than a full downgrade.

    The pressure you can apply with Pop Goes The Weasel and Overcharge combined compared to ruin while it's up still PALES in comparison. They're good perks, don't get me wrong and their strength is in their reliability and consistency which is nothing to scoff at, but if we're talking purely their side by side effects and we're talking matches where ruin stays up a majority of or even just half the match it's simply no contest.

  • I like all the killers I frequent pretty equally. Ghostface as my main, and then following Freddy, Oni, Hillbilly, Deathslinger, Clown, and I'm still trying to get the ropes of Executioner.

    If I'm having trouble with one, I swap to another and I usually keep myself pretty contented with my own performance this way. Clown is limited in that he sucks (still hoping and waiting on that Clown rework now that they're done messing with Hillbilly and Leatherface), and I'm still trying to get better with my Deathslinger and Executioner, but I like 'em all for different reasons.


    But there's a reason Ghostface is my main. Sneaking up on survivors and scaring them out of their wits is the most glorious thing. Even just the ability of repositioning without them knowing you're there is incredibly satisfying in its own way.

  • @DeadByMyHand said:

    I think I have my answers even though it is not from most voted kinda. I'm getting Ghost Face and Bubba. Thank you all for voting and responding to me. :)

    Good choice. I was also going to say it seems you have your mind set on bubba but for the second killer I'd wholeheartedly support Ghost Face over Myers, he's superior in almost every way. People have actually been saying Michael is a lot weaker recently and might need some buffs

    As it stands, I've always preferred Ghostface to michael anyway, the ability to reduce your terror radius completely and force survivors to second guess where you are and see them completely flip when you come from a direction they don't expect is always glorious. Far more interesting than "walk up behind X survivor pop Tier 3 EW when they're in a dead zone and ez down"

    But I will say that Myers is better suited for newer players. I won't lie most people probably struggle with Ghostface because they don't understand some basic fundamentals about him, and complain that they get kicked out of their power too quickly when it's their own actions or inactions that cause them to get kicked out of Night Shroud. Ghostface is easily the best stealth killer in the game, but he's also got the highest skill floor to use properly (and highest skill ceiling as well, you can go pretty far with ghostface all the way up the ranks if you're good enough).

  • I think you're being very generous here in how infrequently you think they appear. I'll agree that four man squads are less common and far more rare than people imagine them to be, but once every 61 games?? once every 100 games??? 200!????

    That's absolutely absurd and ridiculous. I would be hard pressed to believe you even if you told me that with a straight face and dead serious.

    A more realistic number is on average once every 10 or 15 games, maybe even 20. Of course it depends on your rank and you're more liable to see them in red ranks, but considering matchmaking is still kinda bunk as the MMR system has yet to fully settle in (and even when it does I'm not even certain it'll work. And even if it does work there's serious concern it'll cause other problems like only ever seeing top tier meta killers in red queues) and you can honestly get rainbow ranks at any rank anybody can get hit with the 4-man sweat squad.

  • I'm caught between Oni and Freddy, though maybe I was too hasty and didn't give enough consideration for Huntress...

    I went with Freddy just because Oni still at various points during the match is forced to act as an M1 killer, specifically in the beginning. If you get looped hard right from the get-go and nobody will concede even a single hit you can suffer really badly and it can be quite tough to recover. Although once he get's his power he becomes, well, a straight up Oni, and you do have the chance to turn it around.

    Whereas Freddy has access to most of his powers at all times: The Perma Oblivious Status effect, Fading in and out of visibility, and of course his main powers the dream snares or pallets + the dream projection which has a very decent cooldown. Although he suffers in the same way that Oni does, he can still be looped extremely hard against survivors who are awake and they have multiple ways of doing so (failing skillchecks on generators, or during healing, waking up by a different survivor, and of course the clock which keeps you awake for an extra 30 seconds) but either he hits you once or you will eventually fall asleep whereas the Oni needs two good hits on fresh survivors to access his power. Which is more powerful once they have their powers? Probably Oni, the super speed and instant downs aren nothing to snuff at, but Freddy just generally on average performs well in most circumstances. Oni has got some high highs and low lows with a bit less room for a middle ground, so I guess what I'm saying is he's less consistent.

    Honestly it's quite exciting to be able to say or even at the very least make that argument that Freddy is in the top 3, that's such a huge turn-around from when he first released 3 years ago. Although it took around 2 full years for it to happen, it's singlehandedly the greatest comeback story of any killer on the entire roster, more-so than Spirit or Doctor, he's an amazing killer. As he should be, it's Freddy #########' Krueger.


    @EnderloganYT said:

    Ghostface, fight me

    As a Ghostface main, I also respect the hell out of this. Big ups.

  • @Mister_xD said:

    i dont care how bad the odds are, i NEED me some Xenodoggo action in this game!

    I don't think the odds are that bad actually, maybe not for this chapter or even the next after, but certainly at some point in the future I'm confident we'll see-

    Wait a minute. Did you say Xendoggo? You mean like, the Runner Alien from Alien 3?? Not the original Xenomorph???

  • A lot of "renders" have been floating around, there was one of Alien, and then came and followed all the Joke ones like Shrek. Turned out they were all fake (unless you're talking about something different)


    I'm excited for any of the big licenses, Candyman, Pennywise, Alien, Pinhead, I can't wait to see what it is

  • Hardly at all

    I use maybe 1 on my main Ace, but that's about it. I don't bother with them at all on other survivors and I think I only have them on Ghostface (my killer main) and none of the other killers.

    I'm not going to waste my time concerning myself with what was clearly a gimmick meant to pad the rift and make it look like there was more in it than there really was.

  • Thanks so much for this +1

    Seriously, they should pin these responses which have a huge impact on most of the playerbase.

  • @sekkima said:

    Yes, I ate 3 DS yesterday because I was very efficient in the chases.

    Why should I be punished for doing my role well?

    Oops, right, survivors are the ones who buy clothes. 🤦‍♀️

    I recommend that you accept it, they will not change it. 🤷‍♀️

    https://us.v-cdn.net/6030815/uploads/L61P1GH67PES/image.png

    https://us.v-cdn.net/6030815/uploads/VM4HSQQO830R/image.png

    That is the most nightmarish sweat squad I've ever seen. Midwhich with 4 OoO's and DS??? Dear lord BHVR nerf this #########' perk already...

  • @Seiji212 said:

    Yet again can’t post something because reasons? I’ll paraphrase: this should not have happened whatsoever. Whoever approved this needs a serious time out and a snickers. Fix it immediately please and place whoever responsible under sober adult supervision. Thanks.

    Oooooohhh I've had that happen to me before, if it won't let you post something real quick copy and paste whatever you wrote and then refresh your page afterward. Although, your problem could be different than what I'm thinking I don't know, hope this helped.

    It's not worth potentially losing an entire lengthy post just because the forums doesn't want to work.

  • I've been really wound up about a lot of the shenanigans and DBD going-ons recently, the mid-chapter patch this time around seemed horrible. Auras first and foremost are worse than they've ever been, Hillbilly and Bubba added to the pile of killers with horrible add-ons and ultra rare add-ons specifically, my main Ace only got one cosmetic in the rift despite this tome being the one that tells his story, meanwhile characters like David, Dwight, and Meg who have gotten a cosmetic every single tome from 1-3 and now 4 are getting even more was so disappointing.

    I think it's because some irl stuff is stressing me out... these essentially small details of things of something I do enjoy going "wrong" only make things seem all the worse.


    something good, something positive...

    Y'know, I think the Greek Legends collection is actually really cool. Once again the art team knocked it right outta the park, I really hope you can earn most of those cosmetics with shards and you're not forced to pay with auric cells.




    ...I don't know why this thread made me so sad all of a sudden. At what point did I forget the words "stay positive"...?

  • It only took a day for both survivors and killers to realize how bad and gamebreaking this change was. That's when you know you've ######### up, when the entire community that has been biased and partisan for 4 years now has rallied together against a feature. If anything, the response needs to be overbearing to match the frustration the community is feeling so the devs prioritize this change before anything else, and rightly so.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1489538#Comment_1489538

    They seriously can’t be so inept that they’re missing these during tests, the only answer is they are literally not testing the final version before patch releases.

    https://forum.deadbydaylight.com/en/discussion/comment/1489511#Comment_1489511

    Shhhhhhhhh, here come the white knights to tell you cosmetics and bugs are two different teams

    It's true facts though, they are separate teams and have nothing to do with each other.

  • I can absolutely agree that most of the time, the developers have absolutely the best intentions for the game, and generally speaking they do have a rough idea of how to best push the game forward and appease as many players within the overall community as much as possible. Unironically, I think they've done a "pretty good job so far"

    However,

    That being said, I don't think that completely absolves the devs of all wrongdoing. There are indeed times when they ######### up, and it's good that usually they learn from their mistakes however at the same time as being some of the smartest people when it comes to the game it can often feel they are the most detached and unsympathetic.

    I always like to keep to the devs side and have faith, but when they warrant my criticism it is entirely justified (because in all honesty, it's rare that I criticize the devs at all). A perfect example is the recent change to auras, this was something absolutely nobody asked for, it wasn't a system or mechanic that necessarily needed an update, and yet the devs still felt the need to change it anyway. And somehow they managed to make it worse in all facets, from general quality to visibility, it was an all around disaster. Worst of all it completely alienated the Colorblind community who suffered from this change the most, where even people with perfect vision have trouble seeing auras, they were completely invisible to those who suffered from certain kinds of colorblindness like red-green colorblind. This undoubtedly is something that the community has every right and reason to be outraged by.

    And it's not like this is the only example either, add-ons and more specifically Ultra Rares are consistently on a downward trend in quality and usefulness, and it's almost as if the devs have no idea what does and doesn't make a good add-on. The Lopro chains were a perfect example of this and it was frustrating how painstakingly obvious what a viable version of the add-on looked like. One where it only dealt a single state of damage after you cut through a pallet.


    These are the decisions coming from the devs (which the community had NO impact on or say in) that really rustle my jimmies, and to be honest for the first time in a long time my faith in the devs was truly rattled this mid-chapter patch.


    After seeing that they're working on buffing those very add-ons and fixing the issue regarding auras, my faith has been (if ever so briefly) restored. It's good to see that they're getting quicker at correcting the mistakes they do make and take action sooner rather than later. That improvement in the face of failure is something I can get behind wholeheartedly.

  • @GhostMaceNotCrusty said:

    I assume they did this to make it easier to notice auras through things?

    The whole point of this thread and everyone who has been echoing the same sentiment is that it is more difficult to see auras, not just through objects but in general.

    Did you not see the screenshots?? Otz putting his hand over his eyes and squinting at his screen??? You tell me if it's easier

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1489403#Comment_1489403

    So far people believe that Not Otzdarva has been stealing stuff from Otzdarva but since that guy never uploads no one can clearly say, there are many theories but no one knows.

    P.S: sorry for being this dumb in a real thread that is asking for serious stuff.

    Personally I never liked that Otzdarva guy, I only ever watched not Otzdarva's videos and I didn't even hear about Otz 'till long after I started watching not Otz.


    Lol it's okay. A little break from being serious is nice and appreciated every once in awhile.

  • @OldHunterLight said:

    Correction, that is Otzdarva, not Not Otzdarva.

    That's impossible. How could Otzdarva be posting on not Otzdarva's youtube channel??? (Link to video where screenshots were taken from):

    https://www.youtube.com/watch?v=MN1S4223g_E

    Were they doing a collab or something?

    @Halun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1489265#Comment_1489265

    I don't mean to sound like a jerk, but don't you think this should be pinned somewhere, or announced?

    People are clearly upset about this, and we shouldn't have to dig through threads or pester mods to hear about basic responses like this.

    It's kind of bewildering tbh.

    A valid point and very well put, I'm curious myself as well.

  • @DwightsBrokenArm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1489265#Comment_1489265

    Please add colourblind support on auras and scratchmarks while at it. Thanks.

    ^^^

  • Thank you for taking the time to respond and post this screenshot. I cannot understate that merely the confirmation alone that something is being done is immensely appreciated.

  • DUDE

    I had a dream last night. That CTHULHU was in the game


    As a legendary skin :(

    But it was still super cool, he was a legendary skin for the Doctor. Because the Doctor is all about madness and plunging survivors into insanity, similar shtick with Cthulhu, the legendary skin was super cool because it changed the character model completely, the theme was completely different, and the animations were so vastly different. My dream gets quite hazy after this but a lot to do with water and tentacles, Cthulhu would appear as a hallucination to survivors all over the map, fake pallets, it was crazy man.

  • @PassarinoT said:

    I love the culture DBD has surrounding communication. 2 crouch for thank you. One for you're welcome (maybe). Point at gen to do it.

    This ^^^

    It's a pretty universal system. Although I think the responding crouch can be one or two, doesn't matter, it's more of an acknowledgement than anything else.

    But I'd have to agree Thank You is definitely 2 crouches, think about it: thank you is two words. If you do one crouch you're just speaking nonsense.


    I also like the introductory crouching spam - Survivors who start the trial next to each other spam crouch, maybe even in a circular motion, and it's like "Yoooooo Wuz Gud Homie!? Let's do this thing!!" It's hyp-E

    Even if you didn't start the trial next to each other it's sort of a customary greeting between each other at the beginning of a trial when you first meet to spam crouch. Classic example: one guy working on a gen, you multi crouch as you approach walking across the screen and / or towards them and then work on the gen afterward. The response might be that they stop working briefly and spam crouch right next to the generator and then start working on it again.


    It's a very in depth and heartfelt system of communication.

  • Goddamn, 49 - 1 for people who don't like it and nobody indifferent. (as of now)

    I knew most everybody didn't like it but damn looks like EVERYONE doesn't like it. I hear it's almost impossible to play the game though if you're colorblind though which must really suck, so makes sense.

  • I want to say they'll probably make it in time for the next Tome. Tome V, since I think they'e always going to want to first put these cosmetic creations in the free track of the rift so as many people in the community can enjoy it as possible before it goes to the store. Which is really nice of them, since usually the community concept ideas are some pretty high quality stuff.

    Elephant Clown was great last time around, really looking forward to that Legion skin that one this years.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1484043#Comment_1484043

    @Seiko300

    Oh wow, he had the SAME exact reaction I had. I actually thought it was a bug and started posting a thread in the bug section. Cuz the wording was a bit confusing. LMAO

    Good to know others feel the same way. I think it makes too much sense to not change it so the add on only affects sawing someone through a pallet.

    @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1484059#Comment_1484059

    A lot of others feel the same way. In fact, it makes so much sense I'm worried it might make too MUCH sense for BHVR and they decide not to do anything.

    Top 10 bruh moments.

    @Johnny_XMan Good news friend:

    image.png


  • Yoooooooooooooooooooooo!!

    BHVR once again pulling through back into my good graces. I was actually starting to lose faith for a second there, everything seemed to be going south so hard for the mid-chapter patch.

    Now here's hoping that they can do the same thing for all the other ultra rare addons...

  • @RockoRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487292#Comment_1487292

    wot

    There are a bunch of reskins in this premium tome, I'm just pointing out one as an example because it caught my eye. I'm really liking all the creative ones, but I feel the premium tome should have more originals like those instead of inserting some filler in there.

    oh

    Well I mean yeah, we'd all like the best and most high quality new original cosmetics for everything they put into the rift. However, I wouldn't be too miffed about the recolors and reskins. It's not like they're recoloring or re-skinning the default outfit these are uncommon or rare cosmetics that they're doing this for and so for the most part every rift comes with some decently quality cosmetics.

    Especially since they give cosmetics to a wide range of characters, characters I would never have gone out of my way to grind for or buy cosmetics for, I can now enjoy wearing cosmetics on because they were in the rift. And now my collection of accumulated cosmetics for every character has been widely broadened and diversified. For example the Auto Mo Boys outfit for Hillbilly in the very first tome is just a simple reskin of the Auto Repair Reaper, one of my favorite cosmetics for Hillbilly but it's a premium cosmetic that costs 10$ on a killer that I do like to play but not in my top 3. I really appreciated the addition and now I wear this cosmetic outfit set all the time.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487221#Comment_1487221

    Supposedly, Lopro Chains still functions as it did during PTB (ability to charge through pallets in exchange for not being able to one-shot Survivors with chainsaw) despite the description being updated (according to the live description, chainsaw can still charge through pallets only loses the ability to one-shot Survivors for five seconds after breaking a pallet with the chainsaw).

    Woah woah woah woah woah wait a minute wait a minute wait a minute hold up. Woah.

    Are you telling me,

    That Lopro Chains will now only deal 1 state of damage only AFTER cutting through a pallet? And will still allow you to instant down in every other instance? Like everyone universally thought and agreed was how it should work??

    and the devs actually listened to community feedback and CHANGED it???

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