Seiko300
Seiko300
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Not really, I think he's fine as is. Maybe a balance pass over over his add-ons, but I don't see how they could buff him besides maybe tweaking some values, which I think is a really boring change.
It could happen, it couldn't happen, as long if anything happened to him wasn't major (like the Billy changes) It'd be fine with me.
and I mean when it comes down to it, and you could make equal arguments for making "tiny changes" or "no changes at all" I think at that point you'd be fighting to gain ground that just isn't worth it in the grand scheme of things. The grand scheme of things being, there are killers that are in WAY more dire straights than Myers has ever been in, Clown was promised changes but he only got a single one that hardly made much of a difference in his overall standing on a tier list and the meta before they moved on to LF and Hillbilly. Legion is still kinda busted in their own legion way, Pig needs some improvements, Plague is undoubtedly the worst designed killer in the entire game, etc.
Those killers need more attention than Mikey does, especially the Clown. I'm still waiting on those changes devs, you can't just tease me by inviting me to a restaurant (saying you're looking at Clown for changes next) teasing me with the appetizer (a single change) and then lie to me telling me that's the full course meal ( dev team: we believe clown is "underrated" but will be monitoring changes for the potential future) and leave it at that.
Dick move BHVR. Dick move.
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eeeeeeeeeeeeeeeuuuuuhhhhhhhhhhhhhhhhhhhhhhhhhhh I meeeeeeeeaaaaaaannnnn....
It's a two way street honestly, and because of that I can't answer when the poll options are only black and white "yes and no" answers because especially for lower tier killers like Clown, it's more complicated than that. As someone who has always loved the clown as a character, his lore and background, his theme, etc. the general fantasy surrounding the Clown has captured my attention ever since he was released.
And yeah, if you are not expecting anything to come from your matches you can have a lot of fun playing as the big belly boi. His power to throw gas bottles is something I always thought and still think was super cool and sometimes can be really satisfying to use. When it works.
That brings us to the flip side, when it doesn't work, it can be extremely frustrating. Especially if you forget to "not expect anything to come from your match" and you're suddenly queued with good survivors who know what they're doing. A lot of the success you'd see as Clown are likely purely because the survivors are doing something wrong.
At the same time that I say his power can be satisfying, it's also extremely one dimensional. In fact I would say it's probably the most one dimensional killer power there are out of the entire killer roster, there isn't anything fancy you can pull off with a Clown's bottles aside from maybe throwing it into the air to collide with an asset up high and letting all the gas fall down to the ground.
I'm more than certain that clown deserves a full rework, and before I had full faith they were going to give it to them. But after they left us with only one change and then moved on to Hillbilly / Leatherface (the former of which very few asked changes for) I was left with a bad taste in my mouth and extremely disheartened. Apparently the devs feel Clown is "underrated" which is one of the most bullsh*t things I have ever heard, Clown has problems, and no amount of being "underrated" changes that.
Previously I would say get Clown and keep an eye on the horizon for upcoming changes for him as we prepare to maybe see some additional affects added to the afterpiece tonic to make his power less one-dimensional, and more interesting to face and to use. Or he gets a secondary ability like the "Fun Time Gas Traps" that I've mentioned on numerous previous threads that would helps him to be more viable killer and switch up his gameplay.
But I can no longer say that with complete confidence, because I have no idea if they even plan on giving him additional changes which just sucks. It's like a punch to the gut, Clown has gotten the shaft for so long as one of the most ignored killers who has gotten the least amount of changes, he has the least amount of cosmetic outfits available in the store (a total of SEVEN, four of which are are locked behind a paywall) for any original character and it just sucks. It's a cycle of negligence that I thought for sure would end soon when they announced they were looking at the Clown, but as it turns out they looked at him for all of two seconds and that was it.
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Ace isn't in the poll options????
This is outrageous.
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I was a huge fan of deathgarden and was sorely disappointed it was never given the opportunity to reach its full potential. I've already buried the game in the past and I'd have little hope if they tried to re-re-release it.
Also, if I'm not mistaken I thought these masks were made free and accessible to everyone after the game died?
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Tough choice, honestly I'd accept any of them.
Except for Frank Manera. But that's because I have a low key hope to see an original killer who is an actual cook, equipped with a butchers knife as a primary weapon and wears a full chef's outfit and everything.
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THE PLAGUE
🤢 🤢 🤢 🤮
By far the most poorly designed killer in the entire game. Don't even get me started
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/1450593#Comment_1450593
Sure no one voted for the option, but not having the choice to pick it can still indicate possible bias in the poll.
...
Ok, one more time:
It's not bias. Why? Because the perk for the longest time has always been hailed as problematic for being too strong, never because it was not strong enough. We're talking about game balance, we're talking about fairness between two sides at a very BASIC level.
The choice doesn't need to be there, because the mere suggestion itself is entirely unnecessary to the point of redundancy. In fact it is redundant.
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@FranzDerPalme said:
https://forum.deadbydaylight.com/en/discussion/comment/1450738#Comment_1450738
I am a Veteran, I play it since 4 years, and sure it would be nice, to have the stats from back than, but tbh. I don't care that much about the stats from back than, I just want to have any stats, they still could add the previous stats to the new collected stats, if they figure out, how to do so, but we could already collect some new once.
Sure, I'm sure there are plenty other veterans who don't really care either way. But it would still rub me the wrong way if my own player stats were used against me because they don't actually reflect my actual experience, which is kind of the point of player stats to begin with.
It's a lot like the issue people have with legacy cosmetics, a lot of people had them, and then along the way lost them and even though they were compensated they were always miffed that the proof that they've been here since the beginning is now completely gone.
Personally, if they do it I'd rather it be done right and if not then not at all. Imo player stats aren't as important to me as other ideas like the bloodpoint market / crafting system, or the graphic overhaul, or updated animations, or reworking Quentin's Face, or doing a voice over for Steve Harrington starring his actual actor Joe Keery.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1450720#Comment_1450720
No it's okay, I thought the same too at first, hell I even went as far as saying Silent Hill would never come to dbd but look how wrong we was lol.
I guess what I'm trying to say is, life is full of surprises
Indeed it is.
But I don't go through life habitually expecting surprises and miracles, though we can all hope for them.
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Player statistics is something the developers have wanted to do for a long time and it's something that's been on their radar for awhile, however it's not as easy or as simple as people think.
The problem comes from figuring out previous information on veteran players. It's not exactly fair to start everyone off at square 1 and have a new guy who's playing all day every day for weeks on end have better stats than a veteran player who's been playing for 4 years and is only now playing a few days a week for a couple of hours. A new player statistics tracker that only tracks from the present into the future doesn't account for those who have sunk in real dedicated time and effort for well over a thousand hours, two thousand hours, even more than that.
Those of us veterans have the benefit of dates on our steam achievements and how many hours we've clocked in but that's about it, and it would suck to get completely shafted and be placed all the way back to square one for everybody else in game to see.
To be honest I have no idea if it's even possible to get four years of information and statistics back, if there's even a chance of it working though I would want to wait for that to figure that situation out before anything else.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1450618#Comment_1450618
Wasn't you the guy who strongly insisted that Silent Hill wasn't chapter 16 yet it turned out to be just that?
Point is, we never know what the future holds for chapters, so there's always a possibility.
Yes sir I was, alongside many other people including popular content creators like Paulie Esther and The King, and let me tell you it was the first time I've ever been so utterly and completely wrong about a chapter.
But lightning never strikes twice. So don't count on it happening again chief
@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1450674#Comment_1450674
Supernatural is still an ongoing show. It hasn’t finished airing it’s final season yet. And if you want to say it was milked, well you’re entitled to your wrong opinion. It’s lasted this long because the viewer base was still there, the stories were still there and the actors still loved doing it. You seem to have a lot to say for somebody who hasn’t watched it. I don’t know why you even bothered coming in here with your negativity. You don’t like the show? Nobody cares. Let the fans speculate and discuss whether or not it could come.
Supernatural would fit in with this game. It’s not different from the world of Evil Dead. Killers like Doctor and Huntress could have literally been taken from an episode of the show. Supernatural has done A LOT of various villains throughout their run INCLUDING plenty of homage to slasher flicks. So if you’re going to try and have an argument at least know what you’re talking about as everything you said was just white noise.
Reply if you want but I won’t be replying to you anymore. I’m not wasting my time.
I think you're getting a bit heated over nothing. I've never actually seen the show so I have no idea whether I like it or not, but I am making a few inferences based on what meager speculation OP provided. I bothered to reply because we're talking about Supernatural in conjunction with Dead By Daylight, a game I do like and do play and do know about and I'm sure many on these forums do as well (or did in the past).
Personally I prefer these lighthearted speculative threads over the constant high-tension threads about DS, NOED, Keys, and Moris. Topics many including myself are vehemently passionate about but it's incredibly difficult to sustain those heated conversations week in and week out without feeling some kind of energy drain. Which is why I like to pop in to places like here, but people like you have to ruin it by getting so worked up and gatekeep entire conversations and threads. Sorry you don't like my opinion?? It is what it is.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1450618#Comment_1450618
It’s a fantasy / horror show. Which is exactly what Stranger Things is, ya know that other show that’s in the game? It doesn’t matter if you personally like Supernatural. Lore wise it fits perfectly into this game. Considering the lead characters hunt monsters and demons.
Financially it makes sense to make a Supernatural chapter as they’d earn a lot of money from it. There’s a reason Supernatural has been on the air for 15 seasons. It’s fanbase are extremely dedicated.
A lot of things would be financially beneficial, that's not something particularly unique to that fanbase and it's kind of the entire point of licensed chapters to begin with.
As far as I'm concerned the reason for adding in Stranger Things was because of it's tone and setting. It takes place during the 80's the time when Slasher movies and horror were most popular and at their peak, you know, the entire genre that Dead By Daylight hails from? Movies like Hellraiser, The Evil Dead, Friday the 13th, Texas Chainsaw Massacre, A Nightmare on Elm Street, The Thing, Aliens, The Shining, etc. All released during this surge of popularity and interest during the 80s or saw new installments for their respective franchise during that decade.
So because the 80s are so synonymous with slasher horror and because Stranger Things is a new and popular ongoing show that invests in such culture and in the exact same kinds of horror it makes sense. It feels nostalgic for that era and yet remains a fresh, unique, and novel story to interest modern audiences, which is an impressive balancing act in itself. It makes sense to add it in.
As far as I can tell Supernatural doesn't, it sounds like it has more to deal with werewolves and vampires than slasher villains like Michael Myers. Judging from your own description "hunt monsters and demons" I would say I'm right. Not to mention if it had been going on for 15 seasons that just sounds like the show was milked well past its expiration date by the time it aired its final episode in 2019.
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@mrpieseller said:
Alright so user that goes by Deanwinchester showed me a video where supernatural is brought up to Mathieu Cote and his reaction. When asked when supernatural is coming to the game, Cote didn't say anything but had this reaction
https://us.v-cdn.net/6030815/uploads/TOQ2NACHCQZY/draft147947467.jpg
Now I know this could mean absolutely nothing, but a little speculation won't hurt. In my opinion, it looks like he's hiding somehting. Like he's signed a non-disclosure agreement, and he can't say yes or no to the statement of supernatural coming to dbd. Like I said, it's probably nothing, however I REALLY hope it's a sign. What do you guys think?
Supernatural? Isn't that some booty drama TV show??
Also, I don't know about you, but that reaction looks a lot more like "Ohmygod these fukn idiots keep suggesting anything and everything and I'm at the end of my goddamn rope right now with these misfits"
Especially that second and third one.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1450593#Comment_1450593
I don't mean "at first" as in "I thought it was stupid, but my true love DS showed me the light and decided to have an option to buff." I mean "at first" as in "Should I put the option to buff it in, haha no one is going to vote for that. Ah well, lets give them the option."
I see.
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1393768#Comment_1393768
Gens can be less than 80 also w the right perks, and add-ons as surv, correct?
That's still not a rationale to make every generator an entire 40 seconds longer. 200 more total seconds survivors are sitting around yawning while they hold m1.
If anything, that would be a rationale to change those perks and add-ons wouldn't it? You tell me.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/1449108#Comment_1449108
Not leaving it as an option would make the poll biased https://en.wikipedia.org/wiki/Opinion_poll#Wording_of_questions
It's not biased because it literally is not feasible. We're talking about game balance not the intricacies of voter manipulation, it shouldn't be a poll option because it's not a realistic change the overall community is looking for. It' already a meta perk that is used regularly, and it is already far too strong as it is, that's not "bias" that's common f*cking sense. The community would absolutely erupt in outrage and fury if that ever happened, people don't want it to happen, people don't think it should happen, hence why it's not a poll option in most every poll. The only realistic options are to rework it or to leave it and one of those isn't even entirely realistic anymore.
Evidenced by the 19 people who have currently voted, NONE of which voted to "buff it".
@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1449108#Comment_1449108
I wanted to give people as many options as possible, I also found the concept laughable at first
At first.
?
Oh do go on.
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@DBD_Noobinoob Gonna go against the grain here and say Jeff, just because of the description of how you play, although Kate would be the second pick here.
I say Jeff because he's got the most well-rounded teachables that you can get use out of. You specifically mentioned you like playing Stealthy and both Aftercare and Distortion will help you do that.
Aftercare is a really good way to read the map and see who's doing what, if you need a heal it's a real easy way to get one, if you want to work on a generator with someone you can do that, most importantly if someone is being chased on the other end of the map, or if they're being chased toward you- you'll know. In which case you'll effectively know where the killer is most of the time by inferring how the other survivors are acting - if they're constantly running, vaulting, and dropping a pallet every once in a while, yeah you know they're being chased.
Distortion also is just a really nice perk to have that fits into any stealth build. There's no guarantee you'll get use out of it but it's worth mentioning some of the most popular perks killers have access to are aura reading perks and it's not like they're run infrequently, they're actually run pretty regularly all the time on most every killer. Namely Barbecue and Chili and Nurse's Calling, as well as other perks worth knowing about like Bitter Murmur.
Not going to bother mentioning Breakdown, it's kind of useless, although I suppose there's a possibility you'll see some value in it if you're getting immediately tunneled right off the hook. And I mean like immediately under because if you run anywhere then there's no longer any value to it because you'll unknowingly probably run closer to other hooks in the vicinity. So you would need to be tunneled immediately after being unhooked which in my experience is fairly uncommon these days (tunneling in general and generally speaking is a different topic and not one that is related to this conversation).
Although that's only one useless perk, whereas Kate has TWO useless perks, which is why I voted for Jeff over here.
The one perk you'd like is Windows of Opportunity. It will undoubtedly help you in chases and you'll probably pick up some map knowledge along the way about where pallets generally spawn and what different loops look like and the general trajectory of how you should run between them from one to the other without wasting any distance. However this doesn't fit with your primary preferred playstyle and if you want to be a stealthy player, there's no reason to have this perk on.
Likewise, I understand that Dance With Me can be useful in synergy. However, you're only ever going to get use out of Dance With Me if you have a plan, something which new players generally lack in the moment. If you can combine Dance With Me with Quick and Quiet, and some other quirky combinations yeah sure you can make it work. But it's important to note that you deliberately have to change your playstyle to make it work, you have to act smart to be able to use it effectively and in most cases it's only going to throw off smart killers for maybe about a second before they pick up your trail again. It's completely dependent on the window vault that you're trying to pull it off in, if you're in a wide clear open area where the killer can see you it's useless. So many factors and conditions need to fit together in order for you to get some good use out of it, and that's not something I see a new player really capitalizing on and maximizing output for. Don't get me wrong, if you know what you're doing it's a fun combo, but not a loadout that I would recommend for someone new.
And that's another reason, Dance With Me basically relies on synergy with other perks like Q&Q to get some use, which forces OP to drop a perk out of their build just for the sake of adopting a riskier strategy they may not be able to pull off consistently if at all.
Boil Over is garbage, just as bad as Breakdown if not worse. I'd actually say it is worse, the only reason I'd ever run boil over is if I was running a "second chances build" with perks like Flip-Flop and Tenacity and that's far from a reliable build for a new player, that's a meme build for an experienced player looking to switch it up just for sh*ts and giggles. Breakdown at least somewhat fulfills the purpose of potentially preventing an immediate tunnel.
Ergo, it looks like 21 people are wrong and 3 people are right (as of writing). Fite me
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BUFF IT??? LMAO
I can't believe you actually wrote that as a legitimate poll option.
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You're basically just asking for unwarranted nerfs on multiple killers.
And for the last goddamn time - FREDDY'S LUNG IS THE EXACT SAME AS EVERY OTHER KILLER
Like holy Cannoli man, I know you said to not insult you but you make it really hard when you say dumb crap like this.
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@Vult2 said:
Is he a strong killer? Is a fun killer to play with him?
I saw some handicaps in him: he is slow, bad perks, his shoots can be dodged without much problems, his power is not so good as seems in loops, and the shoots have small hitbox so u need have good aim.
But well, I have too many shards and the alternatives are legion and clown, but ppl say those 2 are the worst killer, and anyway PGTW are is shrine now.
In all honesty he is one of the most fun killers to play regardless of if you're winning or losing, which is something you can't say about every killer. His power is so satisfying to use.
There are a lot of advantages that he has you neglected to mention so I'll go through them briefly in case you aren't aware
-Smaller Terror radius: At base of 24m this is advantageous, but with perks you can reduce his TR to that of a Tier II Michael Myers or lower, except with a ranged attack. This allows you to act similarly in playstyle to a stealth killer and sneak up on survivors, perhaps even shoot them before they even know you're there. It's also worth mentioning that unlike Huntress, he doesn't have a lullaby, which makes her presence known at a distance of a full 40 meters. This is the factor that you're compensated with for having a limited range of 18m, so that you can get in closer without survivors being aware that you are there, so use it to your advantage.
-Infinite ammo supply: Unlike the Huntress as well as his other "ranged counterparts" (Clown and Plague) his power is the least restrictive and most forgiving when it comes to supply. He has the quickest reload animation and unlike Huntress (the killer he is most similar and frequently compared to) he never has to disengage in order to reload. In this way he can maintain pressure and chases regardless of how many times he hits or misses with the Redeemer. Unlike the Huntress who eventually will be forced to take time away from applying pressure to restock her hatchets. Sometimes being faced with the decision of suffering through a chase as a 110% m1 killer or disengage from the chase entirely to restock at a locker if there's nothing nearby, a situation Deathslinger is never placed in.
-Smaller hitbox: Because all survivors have the same capsule hitbox this is actually a good thing. It means if you have a wider margin of error to still hit a survivor (since typically you're aiming for their center torso) even if you're off by a smidge as long as it's still within the hitbox it will still land. "Aim small miss small". More importantly however this means that you'll be landing these shots with less risk that the harpoon will collide with any assets on the map, which also allows you to make crazy shots in places where you wouldn't expect like between stacked hay bales or the open spaces between a boarded up window. Compared to a huntress hatchet whose hitbox is a giant rectangle whizzing through the air, which is far likelier to collide with assets on the map, even if it's just the edge of the hatchet hitbox. In this way Deathslinger can make shots at certain loops that have small openings which would be impossible for a huntress to make simply because the hitbox is smaller
-Quick ADS time and projectile speed: One of the biggest factors for why Deathslinger is a good killer. Unlike Huntress who has a wind-up and charge time which determines how fast and far she throws her hatchets, Deathslinger takes aim and fires giving him an 18m reach in front of him regardless if he's aiming for five seconds, or less than one. This actually makes him more efficient at mindgames than the huntress because he can aim down sights and rest the gun again extremely quickly, and he can do this over and over with very little penalty for doing so. Where Huntress does have a lengthier (by comparison) animation of pulling out her hatchet and stowing it back into her belt (during which time she is slown down, so is the deathslinger while aiming, but because the ADS time is so quick you hardly lose any ground unlike Huntress). This quick ADS time also enables quickscoping, something that the huntress is incapable of performing (at the very least to the level of Deathslinger).
This is also precisely the reason why it's difficult to evade a shot fired from the Deathslingers redeemer. I have no idea where you ever gained the impression that the shots can be dodged with little issue because that's not true. The only reason a deathslinger wouldn't land their shot, is if they missed, and that's not the fault of the killer that's the fault of the player. Important to note: The Redeemer has a projectile speed of 40 m/s, equal to that of a fully charged Huntress hatchet. So you'd be mistaken to think it's easier to dodge the redeemer than a Huntress hatchet, because the latter in most cases actually travels slower giving you more time to react while it's in the air. Unless you're dealing with a Huntress that is fully charging her hatchets every time she throws them, which in itself is a bad thing and creates her own problems: you gain distance to complete another revolution of a loop, you're given time to hide behind a piece of cover, etc. And keep in mind the redeemer has the benefit of this projectile speed every time he fires, because again he has no charge time to his power.
-Access to the deep wounds status effect: It's a small thing, but if anything it's what I would consider the "cherry on top" so to speak - an influential factor in what makes him successful. The ability to apply deep wounds regardless of whether or not you're able to pull survivors toward you and hit them or if they break free of the chain and injure themselves, is beneficial and it's a help in slowing down survivors who are eventually forced to mend before they can focus on a gen rush.
Hopefully this information is enlightening for those who don't realize how good a killer Deathslinger actually is. Of course how good he is, is entirely reliant on your own personal skill, but then again that also applies not only with his ranged counterpart, but every killer on the roster. If you can't land your Huntress hatchets you'll be punished just as badly as Deathslinger if not more so, because again - you eventually have to disengage sometimes in the middle of chases to reload at a locker.
In short is Deathslinger a strong killer? In the right hands yes, his biggest issues stem from lack of map pressure / mobility / presence, but this won't be an issue for anyone who can end chases quickly and snowball pressure placing survivors in a bad position. Don't mistake the number of the "wrong hands" (aka poorly skilled players) you see out there playing Deathslinger for him being an actual poor killer, because that's the only reason he could ever be labeled as such. In all reality at minimum he's a mid-tier killer but I've always been one to think that he's entirely comparable to Huntress if you've got an equally proficient and experienced player behind the mouse and keyboard.
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Woah woah woah I was super excited when I saw this thread, and then I became super disappointed.
I'll be honest, I don't give a flying fig about the 1999 movie starring Johnny Depp, just not my cup of tea though I have a lot of love for the actor himself.
HOWEVER,
If you would be talking about the 2013 show I would actually be all in. Chips are down, the first time I'd actively push for a killer ever since Ghostface finally released.
Literally one of my favorite theme's in all of TV. It's creepy, it's spooky, with a twinge of sorrow, and it fits the tone of the show so well.
https://www.youtube.com/watch?v=rV_ByXy9mcgI love the look of the modern headless horseman full equipped in revolutionary war attire as a murderous redcoat, and holding a broad axe, the edge of which glows with heat
Even with his head he had this bad-ass mask
This is the headless horseman I'd love to see in Dead By Daylight.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1441290#Comment_1441290
Now you lost it :D
It got annoying real quick. Can't blame me
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@csandman1977 said:
Not sure if this is a rule but, if you hook a survivor and remain on the map, you are camping.
I died omfg
lmfao
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@Kumnut768 said:
https://forum.deadbydaylight.com/en/discussion/comment/1409539#Comment_1409539
well the nerfed him into the ground his iri add ons are hot garbage most purples and greens just try to synergise with his perks that arent that great, like lopro chains is literally and iridescent speed limiter, chainsawing through pallets will never work at all plus you can no longer instadown
@HolyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1409539#Comment_1409539
Half of Billy's new addons are terrible or near useless and Billy is ruined as if your good you might get 3 chainsaws in and the ptb is there to test him so he has been played and just like the nurse they're going to leave him that way and never fix him
Holy ######### for the last ######### time, this comment was written PREVIOUS to the PTB. Stop pinging me with this bullshit we know the add-ons SUCK Jesus ######### Christ read the ######### date. Holy goddamn ######### actual keyboard warriors out here
You guys aren't proving ######### responding to a comment that is out of date written 10 days ago
######### off already the lot of you
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@MasonOliver123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1439036#Comment_1439036
You did real good son, maybe even the best
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@MasonOliver123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1436173#Comment_1436173
Cry some more ‘ Seiko 300’
Stars and stripes beats hammer and sickle. Look it up!!
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@Hex_Boner said:
I personally feel like Susie is the only one out of the Legion who actually retains some of her humanity, sure she still sacrifices to the entity to avoid punishment but I think she would be the most likely to let a survivor escape. [This Is actually the opposite of what someone else posted aha.]
Julie is the leader of the Legion, while she might not be as smart as Joey, or as vicious as Frank, shes charismatic & manages to hold the Legion together.
Frank would be the most brutal of the Legion, his anger issues, along with his eagerness to kill in the lore would probably cause Frank to be the most dangerous of the four. [He'd probably be the guy to Mori 4 people.]
To me Joey is the most tactical/intelligent along with being the most level headed of the Legion, & I feel that in trials he is the best at mind gaming survivors.
I also like to imagine that the three of the Legiom who aren't in a trial cheer on their fourth on the sidelines.
^
Aside from the very last line, I really like these descriptions.
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@BubbaMain64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1377584#Comment_1377584
So does that mean that Demo can teach other killers how to blow up gens in proximity?
While teachables for survivors are explained by the same campfire they all go to, and they all help each other learn new strategies to survive, I think the Entity probably acts as an intermediary to teach the killers new powers and abilities (teachable perks) to use in their trial to their benefit as servants of the Entity. Since I'm fairly certain the killers are kept in isolation, and don't actually ever meet each other for a number of reasons, but this is definitely a lore grey area that the devs haven't talked about in a long while.
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@MasonOliver123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1435485#Comment_1435485
It's clear what I'm laughing about, your comment.
Ok "Mason Oliver 1 2 3" whatever you say
lol
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@Switcheroo said:
https://forum.deadbydaylight.com/en/discussion/comment/1435479#Comment_1435479
Yeah the one that says it fixed an issue where you couldn't use the power if you were carrying a survivor as the meter filled
Oh I read that one and I thought it was referring to something slightly different. The bug I've experienced can occur regardless if you have a survivor on your shoulder or not. If it refills passively at all you're prevented from using your power.
Maybe they are the same bug, but I mean, the conditions they mentioned were pretty specific for the bug that they were talking about so I'm not sure... I guess I'll have to hope and take your word for it.
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Number 1 pick: Pennywise (It)
Number 2 pick: Candyman
Number 3 pick: Pinhead (Hellraiser)
Honorable mention / number 4 pick: The Miner (My Bloody Valentine). Seriously underrated license that I think is a good representation of all the unknown slasher horror movies that never became as popular because of just how many there were during the surge and saturation of the genre in the 80s and early 90s (prior to Scream's revival of the genre in '96)
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@mrpieseller said:
Disagree with me if you want, but I enjoy sets, even in original survivors. Why? Because when they're sets, the devs are able to do more full body outfits without it glitching or looking stupid (like hoodies and other stuff). And it also makes sense in lore. Plus, they will be adding in both sets and non-sets in the future, so I have no problem with it, I actually welcome it.
^
Thank you for saying that. People are seriously overreacting about what some of us see as a good thing, and while they may believe they're on a "Righteous crusade for the freedom of customization" they're honestly ruining it for the rest of us who do appreciate the sets. It's not like we're talking about gameplay here, let the people who like them enjoy them, and quit gatekeeping the store from getting more of them and ignoring the people who want to see more like we don't exist.
Though I'll say it again, 15$ for a skin is ridiculous, and I even I think that's price gouging their customer base. But that's a completely different end-goal than saying "we should get rid of all outfit sets!!" which obviously is something that has caused a split and divide in the community. Rather than creating a unanimous movement telling BHVR that paying 3/4ths the price of the base game for a single skin that is not necessarily higher quality or of greater value than any other skin is absolutely outrageous. If that was the poll I was responding to, I'd be entirely on board and supporting that movement, but it's not. Ruining the chances of actual change because we're not all unanimous, that's not on me, that's on the people who make these threads actively witch-hunting outfit sets as a whole.
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Instead of being opaque and obscure, why not provide the descriptions for all of these SCP's so that everybody knows what we're all talking about right from the get go?
and I know the immediate response is probably "Just Google it ya freakin' idiot LuL" but know that that's a really fast way to just turn people off of your ideas. If you want even a remote chance of gaining enough community support for an SCP chapter you're gonna have to be open and welcoming to the people who aren't regularly diving into the countless pages of the web-collaborative fiction of the SCP foundation.
So do us all a favor, and actually let people know what you want us to vote for instead of being snarky and expecting us to do the research and reading through all the lore by just listing off the Item Numbers of the SCP in question.
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@The_Doctor_2005 said:
https://forum.deadbydaylight.com/en/discussion/comment/1266569#Comment_1266569
I literally can't say anything else, you've said it all already. DS needs those nerfs and I say it as a survivor main.
Thanks, with enough people (from both sides, as well as people who do play both sides - myself included) continuing to push for changes and revealing the underlying issues that exist with this perk under the surface that not everybody realizes, I'm certain Decisive will be next on the list of High-Profile perks to receive a Hex: Ruin scale / level rework.
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@MasonOliver123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1409539#Comment_1409539
Aged like a fine win lmao
I don't know what you're laughing about, my post reflected my thoughts at the time prior to the release of the PTB.
To be frank I don't believe any conclusive thoughts about the new changes have been finalized either, and I'm talking about actual reflective thought and extended testing- not knee jerk reactions. Outside of the fact that the add-ons are undeniably trash.
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@Switcheroo said:
https://forum.deadbydaylight.com/en/discussion/comment/1433101#Comment_1433101
It's fixed in the ptb dw
Really? I was reading through the bug fixes looking deliberately to see if they had fixed it and I didn't find that one listed on the fixes they pushed out.
If it is fixed that would be relief.
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The real bug they need to fix is the one where you lose access to your power entirely if it regenerates passively.
That is game-breaking, that's absolutely horrible, forcing a killer to act as an M1 with absolutely no power whatsoever. It quite literally can cost you every single match it ever happens in if you haven't snowballed a sufficient amount of pressure by the time it happens. This needs far more attention than whatever the "blood orbs spawning slightly more frequently than normal" BS is.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1432916#Comment_1432916
Pig is way way better.
HA!
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1430581#Comment_1430581
Were is your "faith" coming from? Probably not from the past actions of BHVR right? Because let me remind you: nurse ultra rare addons were trash in PTB, were still trash on live release and up to this day still trash and never reworked.
I really want to know what your reasons to believe that are.
I... can't quite answer that to be totally honest. After four years of playing a lot of people get jaded, burnt out, tired of it all. Not me I guess, I'm still just as lively and hopeful a fire as when I first started, just a lot more experienced and understanding now I suppose. So I guess you could say that faith comes from some weird sense of perseverance
I mean, am I wrong to think that despite all the mistakes that have been made in the process of developing this game that they've still done a pretty good job so far? From a practical point of view the more mistakes the better, because that's how they learn and grow, how they figure out what works and what doesn't, and creates a more solid and clear view of a foundation of experience to build off of that makes the project better and more refined.
A lot of times balance doesn't even come from a pure and perfect state of being. Often for many multiplayer titles they may never be able to attain that pure balance, that perfect version of the game where everything works and flows together entirely smoothly. Rather, balance comes from the constant see-saw motion that comes from the decisions being made, the constant teetering of back and forth movement that favors one side and the other. This thing and the next. I don't know, it's somehow a comforting thought.
Honestly that's probably not an answer, certainly not the one you were looking for. I bet you probably expected me to cite the good decisions they've made in the past like the great Freddy rework, or the Doctor rework, hell even the Ruin nerf was decently successful, etc. other things like that. Maybe I should've mentioned that stuff.
¯\_(ツ)_/¯
Dunno, it is what it is. That's what I decided to write.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1430511#Comment_1430511
I feel like you misunderstand me, I wasn't talking about Silent Hill as comparing it to FNAF, I was using it as a comparison for the logic. Furthermore, it's not just Silent Hill, Saw is known for sticking people in rooms and letting the traps do the work for them, it doesn't really get active (The exception being a few instances in 5 and 6 I believe). L4D is all about getting to the new area and surviving hords of zombies, yet bill has literally none of that. stranger things is also just as much about the character development and relationships as it is with the scary moments. FNAF has also taken a few steps to become more active, the book series is a good example, Help wanted has some light elements of this, so does the AR game. It is still way less active though. I do agree with everything else though, FNAF is way more divisive than everything else, so I feel like FNAF would be a better option a few years down the line, when FNAF has become more active and the community matures some more, and when we've got some of the bigger licenses.
I could get behind that. Later down the line when DBD has already gotten more of the big licenses people are talking about now, I wouldn't mind Springtrap as much as I would now, at that point it would just add to the diversity of the roster in the game.
Right now though, I think a lot of people (myself included) were slightly disappointed with what came to be in chapter 17. Despite the fact I will say a lot of people were made extremely happy to see Silent Hill make it, many more were really betting on something far grander that we'd been waiting for for a long time like Pennywise, or hell Jason became more plausible than ever before I was half expecting to see an F13 chapter to be honest. Because of that I'm really looking forward for a hype movie license to make it in for chapter 18, and I know a lot of other people are as well.
But yeah, down the line, maybe I'll even be vouching for Fnaf too, anything can happen.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1409599#Comment_1409599
Here we go. You wanted ultra rare addons and they gave you trash ultra rares. Told you, you should have just taken one of the existing addons and put on some red colours.
Ah bruh. I have more than enough faith that they'll actually rework his ultra-rares as well as his others of lower rarities into viable and useful add-ons before it makes it to live build. I'm a tad frustrated that this was the content we were given to even consider making it into the game, sure, but I'll wait 'til we actually see what does and doesn't make it to the live build before getting legitimately vexed about it.
As previously mentioned, everything is subject to change in the PTB, and compared to previous PTB's in the past, this one has definitely seen much lively and heated discussion. It would be a poor move on BHVR's part to not do anything, and I think they're better than that, they know they're better than that, and there is some kind of happy medium to be discovered here. Even if it's not completely happy for one side or the other, there's something better out there in the realm of creativity than what we are seeing right now.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1429162#Comment_1429162
I fully agree with the sentiment here. The points you brought up all made sense, but theres just one problem; Silent Hill. The Silent Hill games people actually like all use fixed cameras, atmospheric music, and gunplay, none of those things translate into DBD at all. Yet here we are. Not to mention FNAF has shown itself capable of deviating from the fixed angle with games like Help wanted or the AR game.
Except you completely overlooked the fact that Silent Hill much like Dead By Daylight, is a completely different kind of horror game from Fnaf. You're right it uses fixed camera angles in order to benefit it's horror atmosphere and heighten the tension in the game in a very similar way that fnaf does. However this is about where the similarities between the two end without making broad general statements like "they're both scary".
In Silent Hill 2 you play an active role as the character of James Sunderland, he can move around evading the various Dangers in the Fog covered town of Silent Hill, he has access to multiple different kinds of weapons in order to fight back like Guns and your classic 4 x 4 plank of wood. Pyramid Head as an antagonist functions the same way, he's a clear threatening presence that you can very obviously see whenever he's coming for you and nonetheless that he still remains a very intimidating and imposing figure as he lumbers toward you with malicious intent.
In this way, Silent Hill 2 (& 3, which plays basically the same as the second game) is far more similar to Dead By Daylight than it ever would be to any individual title in the entire Fnaf franchise. You play as an average everyday character in a supernatural setting posed against supernatural odds, rather than an average everyday character in a grounded setting posed against supernatural odds. You play an active role in both titles, actively running, hiding, and sometimes fighting back against the dangers you're up against to survive, rather than a passive role where you're forced to act defensively in an idle position which you can do nothing about. The antagonists in both DBD and SH are both clear and obvious threats to your life, plain and simple hunting you down approaching you very linearly walking or running towards you, rather than having obscure movement patterns meant to illustrate how unnatural the situation you're placed in is. etc. so on and so forth
I don't want to drone on all day but these are the primary reasons that diverge a game like Silent Hill from Five Night's At Freddy's, Silent Hill much like Dead By Daylight is fundamentally a different experience than Five Night's and for that reason it is fundamentally fitting to include it as another chapter in Dead By Daylight. Much like other similar titles like Outlast, The Evil Within, etc. all horror games and video game licenses that share enough qualities and characteristics with Dead By Daylight to warrant considering their inclusion. Five Night's at Freddy's, plain and simply, does not.
Not to mention, even if that point was true it's still a very small comparison that has no bearing on multiple of the points I brought up in my original post.
@NightmareReborn said:
https://forum.deadbydaylight.com/en/discussion/comment/1429162#Comment_1429162
"These are honest to god reasons why Fnaf shouldn't be in the game, from the mouth of "The King Of Five Night's At Freddy's" himself."
This is incredibly out of context, almost to the point where it's wrong. In no way, shape or form was he referring to Dead by Daylight or Springtrap. Hell, I'm not even sure Mark knows what DbD is. The reason why I linked the video wasn't to prove how FNaF would fit in DbD; it was to exemplify how the FNaF fanbase has matured over time.
Any movie, TV show, or videogame doesn't necessarily have to line up with DBD's style 1:1. Bill is from the L4D series, and that's a zombie shooter, with very few traditional horror/slasher elements. As SCP explained, Silent Hill falls into this category as well. People are questioning if Stranger Things even counts as horror. The Pig being considered a traditional slasher is also a little shaky. In no way does source material have to necessarily align with DbD's atmosphere or in-game functionality. Springtrap isn't far out from being a slasher himself, having killed upwards of a dozen innocent children. Considering all of these other unique slashers we have in DbD, Springtrap wouldn't be a stretch by any means.
"Something about the elements of this particular version of the game was all in the unknown"
I have to restate that this was taken out of context. This was Markiplier reflecting back on the first game, and how the mechanics, characters and environment were all foreign to him when he first played it. He was talking about his personal experiences, and it has absolutely 0 relation to Dead by Daylight or Springtrap.
With maybe the exception of the first game (maybe) and the sixth, FNaF has never really crutched on the unknown, and especially in the recent games, since the horror is more up-front than ever before. The concept of the unknown isn't foreign to DbD either. Ghostface and Myers have their whole ability centered around stealth, and survivors not being aware of their presence.
Springtrap canonically died, and was sent to purgatory to repent for all of the children he killed. It was told to the player that he'd be going to hell after, so it makes no sense why he couldn't have just gone to the entity's realm instead. He's been in purgatory before, who's to say he can't be in another one?
"you can't see it, you don't get a good look at em, like you know he's coming but you don't really know what's going on there."
Again, this wasn't in the context of Springtrap. In FNaF 3 (the one where Springtrap makes his appearance), there's really nothing that's hidden from you. You can clearly see him when he's there. He's always been one of the more "active" characters in the series. You can sometimes see him run down a corridor, he'll occasionally stalk you from around a corner, and in the newer games, he sometimes talks to you (this last feature isn't limited to him, but he's the only animatronic with a human voice, which makes him less of a traditional animatronic).
"Just look at the angles that were chosen"
I guess this is somewhat valid, but as someone who's played most of the FNaF games, the camera angles never really stuck out to me as anything extraordinary. I guess that's more of a personal thing.
"It is such an efficient experience, it is exactly what it needs to be and no more, period."
"This is the end all be all of the possibility of Fnaf getting into Dead By Daylight"
Even if I didn't like FNaF, I'd still disagree here. People will request it until the day it gets in, just like any other character. And just like any other character, it has it's fair share of supporters. With both, BHVR and Scott Cawthon being aware about the demand, I wouldn't exactly say its unlikely. I'm not saying it's going to be the next chapter or anything, but it's more than possible in the future.
"You would have to sacrifice all it's tension, mystery, jumpscares, and theme to integrate it into Dead By Daylight simply because Dead By Daylight does each of these things in a far more different way than Fnaf."
Sacrifice tension? If anything, DbD would increase the tension that would already come with a FNaF character, but of course, it might depend on the power/perks/addons he would have, but I can guarantee you, it would not decrease the level of tension that FNaF has in any way. Sacrifice FNaF's mystery? FNaF has a ton of lore that doesn't relate to William Afton directly, nor would DbD necessarily spoil that lore. Dead by Daylight would most likely throw out jumpscares, but I don't think even FNaF fans would be sad to see them go. They're only a small part of FNaF in the grand scheme of things. As for the theme, I don't think it's different at all, and I think Springtrap would fit in seamlessly, but its up to interpretation since it all comes down to how you perceive the games to being with.
I'm not trying to bash on you for your opinion; think whatever you want. If you don't think it'd fit, that's fine. I think it would. We're allowed to have different opinions
but maybe not on the internet for all I know.I can see where your concern comes from, but I personally don't believe any of those should be concerns.It's not taken out of context in the slightest, and I think you misunderstand me. I'm not saying that mark is directly saying any of the points I mentioned, he obviously doesn't talk about Dead By Daylight at all (though I'm fairly certain he did a video on the game a long time ago in the past).
What I am doing however, is taking his quotes, things that he said about the franchise as someone who is so experienced with it, and has played all the games, up to their most difficult potential, and done it for years, I'm taking his words describing the first game and by extension the franchise as a whole, and using those quotes to extrapolate a message from them. That message being, why Fnaf should not be in Dead By Daylight. In short: because they are fundamentally different experiences that don't fit together in multiple aspects - from gameplay, to theme, to the different elements of horror that are employed in either title, etc.
I don't think there's anything wrong with that, and for the matter I don't believe that's taking anything out of context at all. I am simply taking the context of his video, his comments on it, and applying them to the context of our current conversation. It was you who decided to post the video after all to try and use it as some kind of proof for why Fnaf should be in the game, therefore it's just as much fair game for me to swoop in and say "no, this proves the opposite". Whether you agree with that or not is none of my concern.
I won't comment on the entirety of your thread as I still believe my original post stands and speaks for itself, however I will address this:
"Any movie, TV show, or videogame doesn't necessarily have to line up with DBD's style"
as probably your most valid and truthful statement. It's something I can't necessarily refute or deny and yet I still can't quite completely agree with it fully. There's a decently large leap that you make from going to the licenses in Dead By Daylight, vs. Fnaf it's a title that I think stands too far out of the realm within which Dead By Daylight as a horror experience and video game title operates in. But I do recognize the validity of your point.
However even if it wasn't a factor, at the end of the day there is simply a cultural difference between the fanbase of fnaf and the fanbase of Dead By Daylight which is something you'd be hard pressed to prove wrong. So as for things like this:
"People will request it until the day it gets in"
An equal if not greater number of people will request it not get in. I've said this once and I'll say it again, for every person that wants Fnaf in Dead By Daylight there are maybe three that don't. As active and lively as the movement to integrate fnaf into the game is, there is an equally active and lively if not greater presence of people who do not want to see it in the game.
Finally:
"With both, BHVR and Scott Cawthon being aware about the demand, I wouldn't exactly say its unlikely."
BHVR has hardly commented on the notion, but this is because they are notoriously secretive about plans regarding upcoming chapters. BHVR may be aware of a number of loud individuals who have been crying out to see fuzzy animatronics in their game, but they are also aware of the players who have been asking for reputable and recognizable characters like Pennywise, Jason, The Xenomorph, Pinhead, Candyman, etc. requests that have been ongoing for years and all of a sudden a relatively small group of people are going to cut in line on chapters that would be far more profitable? I don't think so.
As for Scott Cawthon he has not commented on the idea at all and for all I know, sure, maybe he's entirely on board and actually pushing for it to happen. But on the flip side for all you know he is more than actively against the idea of anyone that's not him laying their hands on his own creative property, the most successful thing in his career and he doesn't want to corrupt his own vision or the players vision of his games by letting someone else handle them.
Obviously BHVR is a successful and trustworthy company and the devs have more than proven their dedication to abiding as much as possible to the source material, but for all we know Cawthon could still get very antsy at the mere notion.
@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1429162#Comment_1429162
This is the analysis I wanted to do, but don’t have time for. +1 Vote Up.
Thanks, yeah these posts can sometimes take some time I was actually just barely able to squeeze that one out before I had to quickly move on to do other things.
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@hanibel said:
https://forum.deadbydaylight.com/en/discussion/comment/1428549#Comment_1428549
Pyramid heads cages have no value at all
I would have to disagree
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@NightmareReborn said:
https://forum.deadbydaylight.com/en/discussion/comment/1423948#Comment_1423948
I'm going to copy and paste an older response I had to another comment because I feel like it could also address something here.
If I were to guess, when you think of cringey let's players, I bet one of the first ones that came to mind was Markiplier. This was Markiplier's first ever let's play on FNaF:
https://www.youtube.com/watch?v=iOztnsBPrAA
Many people criticize him here for acting immature and child like, and faking his reactions while being scared. This video was posted almost 6 full years ago, and people still largely credit it today for the child like audience that FNaF supposedly has, but I think there's a HUGE chunk of information that people tend to leave out.
https://www.youtube.com/watch?v=UADsp88ZW14
Copied and pasted: "Linked here is Markiplier's video where he plays FNaF 1 in 2020, about 2 months ago. I have no clue if you actually watched the video already, but if you haven't already, I want you to think about what you expect to see. In his first playthrough, people see mark act more childlike, and get scared easily (which made people think he was faking being scared). Now watch this video, does any of that hold up today?
No, not in any capacity. In this video, he takes a deeper look at the game, viewing it through more of a nostalgic and objective light. He's not screaming. He's not faking being scared. He's enjoying the game for the experience it provides, while talking about how far the franchise as a whole has come. This is actual proof of how the fanbase has matured over time, and I know that Markiplier doesn't exemplify absolutely everyone, but it's definitely representative of a good chunk of the FNaF community, atleast according to the people that hold Markiplier accountable for creating FNaF's, supposedly, childlike demographic.
It's sad to see how much unjustified hate FNaF gets, and I'm not talking about the people who simply don't like it, but rather the people who rehash the same reasons why FNaF is bad to them, then refuse to listen to criticisms."
Alright, so as one of the (probably rare few) people on this forums who took the time to at least watch the beginning of that second video, I want to point out that second video ironically highlights the exact reasons why Fnaf shouldn't be in the game despite the fact that it's so often ironically tossed around these forums as "proof" it's "a good game" and a "Scary game" that fits into Dead By Daylight.
Here are the following quotes that I'll be using -
"It's all so spooky! It is you just feel helpless"
"Something about the elements of this particular version of the game was all in the unknown, you can't see it, you don't get a good look at em, like you know he's coming but you don't really know what's going on there."
"Just look at the angles that were chosen for this game. God, the first one is a masterpiece, it really is, it really is, it's so efficiently made. It is such an efficient experience, it is exactly what it needs to be and no more, period."
These are honest to god reasons why Fnaf shouldn't be in the game, from the mouth of "The King Of Five Night's At Freddy's" himself.
- "You just feel helpless"
- This is one of the primary reasons that people (specifically Fnaf's target audience) are captivated by and afraid when they play the game. You are locked in one position, you can't run, you can't hide, your back is against the wall and all you have are some lights, some doors and some cameras. This does not fit with the tone and gameplay of Dead By Daylight, it is in fact directly contradictory of it, while fnaf may be a "revolutionary indie horror game" Dead By Daylight is a classic slasher experience. You both run and hide from a killer who is hunting you down. Sometimes, in rare cases (although not so rare in today's meta) you can even fight back with perks like Decisive Strike, Head On, etc. something that clearly and blatantly goes against fnaf's core gameplay.
- So if you like fnaf, play fnaf, it's an entirely different and unique experience from Dead by Daylight it doesn't have to join Dead by Daylight for you to enjoy it. In fact it will likely do the exact opposite of what people who are fans would think it would do, instead of liking it more you'll probably end up liking it less.
- "Something about the elements of this particular version of the game was all in the unknown"
- There is no unknown here in Dead By Daylight, at least not for Fnaf. Fnaf might be creepy because of it's setting, it proposes the hypothetical of a real life serial killer who murdered children and stuffed their bodies into suits. In this way the story of Fnaf is kind of grounded (if you ignore all the parts about spirits, robots becoming sentient and coming to life, conspiracy theories that run deep etc.) and as a player you're wondering "what is going on" but in Dead by Daylight we know exactly what's going on. Roughly. The killer, springtrap in this case, would have been taken by the entity to do it's bidding and that's it, you're not an "average security guard working a night shift stuck in a supernatural nightmare" you're a survivor who's been stuck in a purgatory-like cycle of death for an unspecified amount of time . You know what to expect, you know what's happening, there's no unknown to scare you here.
- "you can't see it, you don't get a good look at em, like you know he's coming but you don't really know what's going on there."
- This is another reason why Fnaf doesn't work with Dead By Daylight. Fnaf relies heavily on the obscured vision you're given through the security cameras to heighten the tension of the game. You can't quite clearly make out the shadowy figures that stand in the hallway through the darkness and the static on the screen, and that makes the game scarier. In Dead By Daylight, there are no such restrictions to your view, the maps aren't impossibly dark and in fact most of them are brightly moonlit, one even has the sun just barely beginning to crest at Twilight shining over the map.
- Because of this you would see springtrap or whatever fuzzy animatronic it is, in broad moonlight. And unlike what mark says that makes the game scary, you would get a good look at them, you would know they're coming and you would know exactly what's going on. Fnaf is supposed to be scary because of the unnatural and unknown way that the animatronics slowly or quickly approach you, how are they moving that fast between rooms and cameras? You don't know, the game doesn't answer that, it's part of the horror aspect. But in Dead By Daylight you would know, and you would very clearly see these fuzzy robots running around in circles after you at your average loop.
- "you can't see it, you don't get a good look at em, like you know he's coming but you don't really know what's going on there."
- There is no unknown here in Dead By Daylight, at least not for Fnaf. Fnaf might be creepy because of it's setting, it proposes the hypothetical of a real life serial killer who murdered children and stuffed their bodies into suits. In this way the story of Fnaf is kind of grounded (if you ignore all the parts about spirits, robots becoming sentient and coming to life, conspiracy theories that run deep etc.) and as a player you're wondering "what is going on" but in Dead by Daylight we know exactly what's going on. Roughly. The killer, springtrap in this case, would have been taken by the entity to do it's bidding and that's it, you're not an "average security guard working a night shift stuck in a supernatural nightmare" you're a survivor who's been stuck in a purgatory-like cycle of death for an unspecified amount of time . You know what to expect, you know what's happening, there's no unknown to scare you here.
- "Just look at the angles that were chosen"
- This goes hand in hand with the previous point, it's not just the poor lighting or the obstructed view caused by static that makes Fnaf what it is. The fixed angles from which the cameras are placed that provide a limited view of your surroundings also adds to the mystery and tension of what may or may not be taking place beyond the views of the cameras. This will not be so in Dead By Daylight, you will be looking directly at springtrap or whoever else as you loop the killer.
- "It is such an efficient experience, it is exactly what it needs to be and no more, period."
- This is the end all be all of the possibility of Fnaf getting into Dead By Daylight. At the end of the day these two titles are far to dissimilar to be even remotely compatible and if Fnaf ever were introduced into Dead By Daylight it would at the cost of literally everything that the fans fell in love with about the game in the first place. You would have to sacrifice all it's tension, mystery, jumpscares, and theme to integrate it into Dead By Daylight simply because Dead By Daylight does each of these things in a far more different way than Fnaf. It's tense in other aspects, it has it's own mysteries and lore that make it interesting, the fear in the game isn't always reliant on jumpscares, and the general theme and tone of the game is so drastically different it amazes me that there's a push for the integration of such a chapter in the first place.
- This is one of the primary reasons that people (specifically Fnaf's target audience) are captivated by and afraid when they play the game. You are locked in one position, you can't run, you can't hide, your back is against the wall and all you have are some lights, some doors and some cameras. This does not fit with the tone and gameplay of Dead By Daylight, it is in fact directly contradictory of it, while fnaf may be a "revolutionary indie horror game" Dead By Daylight is a classic slasher experience. You both run and hide from a killer who is hunting you down. Sometimes, in rare cases (although not so rare in today's meta) you can even fight back with perks like Decisive Strike, Head On, etc. something that clearly and blatantly goes against fnaf's core gameplay.
- "You just feel helpless"
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@Pryzm said:
https://forum.deadbydaylight.com/en/discussion/comment/1425854#Comment_1425854
In your first scenario, it would only move if there was no survivor within the area. So if you are the killer and you are searching around the area because you think someone is there and it suddenly moves, that answers your question because it won't move if a survivor is in the area as well. All of this can be coded in. If the scratch marks seen were a survivor who left the area and you stay, then the hooked survivor is transported to another hook, you should instinctively know that you just wasted your time because that mechanic only works if no survivor is in the area.
As for high mobility killers, it won't matter. Part of the function is if Billy is camping, and no survivor is in the declared range of the hook, the survivor gets transported to another hook and Billy can no longer see the aura. He has no clue where that survivor went. If the 5th gen pops during that time, the mechanic is cancelled and the survivor does not move or his aura becomes visible.
Look, I would hate to see the game take these lengths to limit camping and tunneling, but at some point they have to do something. I already hate playing survivor, but decided to get some extra BP doing the Rift Challenges since my killer wait times were 20 minutes. I played 10 survivor matches and regretted it the whole time. Nine of those matches were killers tunneling directly off the hook or hardcore camping the hook from the start. They were boring matches with low BP totals for everyone because there is little to no interaction with the killer other than sitting on the hook. That is NOT what this game was meant to be. Its the exact reason they made pure stealth play so hard to pull off, because they want you to interact with each other. The biggest BP rewards come from interaction on both sides.
There are a thousand things I'd like to see improved for killers, but I will not whine or cry at attempts to limit hardcore camping/tunneling. I find it lazy on the killer's part and quite toxic. I despise it as much as I do those 4 man groups that have little interest in gens and more interest in chasing the killer around with flashlights. Neither are parts of the game that were meant to be and both hurt the game. I'd love to see a mechanic where they could recognize 4 man SWF groups and the killer gets buffs with each gen that gets finished or each time they are blinded by a flashlight. (New Lightborn will help with that).
Sure, I like a lot of what you said. But again it almost feels like you're not 100% on board with this change either and are hesitant to support it
"I would hate to see the game take these lengths to limit camping and tunneling"
I still believe my prior statements stand, and because of that I don't really have anything else to add on to this discussion. Especially that part about why this power works for Pyramid Head, but not as a default mechanic that would affect all killers.
"The only reason this mechanic works and works well for Pyramid Head and not as a default mechanic for hooks is because of the freedom of choice. When you're playing as Pyramid Head, you are given the option to send survivors into a cage all the way on the other side of the map you aren't forced to. This introduces an interesting and unique dynamic for Pyramid Head's gameplay and allows for a decent amount of strategy where you have to weigh the risks vs. rewards of sending someone to a cage.
It's widely known that you generally don't want to use the cage every single time you're given the opportunity to do so, if you do you're liable to lose a lot of pressure and run the risk of only priming somebody with We'll Make It or something to get quick heals to make a safe save without risking anything. However using it once in awhile to force survivors to relocate position or to waste their time crossing the entire map to go for a save if you know they're not on that side to begin with can be a very useful tool.
Forcing this mechanic not only devalues Pyramid Head's own Cage of Atonement not only in it's usefulness but as a new and unique mechanic, but it also takes that choice away from killers. It removes the strategy of deciding where to hook someone, and as a side note: it also completely removes the entire threat and function of the basement hooks as a strong defensive position."
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1426109#Comment_1426109
Im not asking to get things for playing the ptb
im asking for things to be able to test things during the ptb
obviously the game has its own grind and event going on now, so theres far less incentive, but at the same time how is one to test everything they can (outside of a swf) if they don't have the abilities/charecters/perks unlocked yet? we have new chapter charecters auto unlocked during a ptb, why not the perks themselves?/ addons etc
Makes sense. Kinda makes everything I wrote a complete waste given the context of what you actually meant but yeah, makes sense.
My point still stands though. Players should be compensated for playing on the PTB, there should be some kind of incentive. Not that it matters, because, it's not what your thread is about.
Ah well. Missed opportunity.
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This is actually the exact reason I no longer play test on the PTB. As much as I may be excited for the release of an upcoming chapter or the new mechanics and features about to be implemented in a mid-chapter patch, I realized a long time ago it's generally not worth the sacrifice for Bloodpoints, and more importantly far more recently: The Rift.
While a Rift is active there is absolutely NO reason for me to participate in any PTB. The game itself is already grindy enough as it is without the Rift but with it even more so, it's going to take me forever to get Rift done if I even do (I've successfully completed all three rifts thus far but only because I was dumb enough to panic-buy the last few tiers on the third rift with actual money because I was busy recently and couldn't get on as frequently as I used to) so why hop on the PTB if I can just watch others do it?
From watching enough content from people covering the PTB I can gain a well enough understanding and form a reasonable opinion about the upcoming features without actually wasting any of my own time. This way I still get all the bloodpoints and iridescent shards and rift fragments (if a rift is active) that I normally get while still satiating my curiosity for what's going on on the PTB and it's new features.
Sounds kinda scummy when I actually say it out loud (figuratively speaking) but it's just true facts. There's no incentive or reason to play test on the PTB beyond the "experience" which I can get off watching youtube videos and streamers cover it (though I don't watch streamers too often). As long as I'm patient enough to wait for whatever new content is coming to hit the live servers there's no upside to playing on the PTB.
If I got something out of it like 2x iridescent shards, or like a couple million BP then maybe I'd do it. Because again, you have to factor in how much time people play on the PTB if they're spending hours a day and days in a week until the PTB's gone in 2 weeks, some 500,000 BP isn't gonna cut it, with BP offerings I could get that in maybe two hours or less. It should probably scale depending on how much time / how many days you spent in the PTB I don't know if they have access to that information though, since they can't even track player stats.
That's another reason not to go on the PTB! There's an event live right now, how the hell am I going to recoup my loss of Gateau's that I could collect and reap the benefits of if I'm on the PTB? Answer currently: I can't.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1425929#Comment_1425929
Incorrect.
Clown is an underrated beast.
Few players use him correctly. That’s the problem, and why he’s perceived as weak.
Absolutely not. I don't care how "underrated" you, the devs, or anybody else thinks he is. He sorely lacks in multiple aspects and he has very obviously glaring weaknesses and flaws that cannot be covered up no matter by how "underrated" he is.
"Underrated" is nothing more than an excuse to not buff him or make him more viable in some way, shape, form, or fashion beyond the one change they gave him. Like that's supposed to solve all his problems.
Not to mention, even if he was underrated that doesn't change the fact his power is extremely one-dimensional. I like the concept of the bottles, I think they're cool and even sometimes satisfying to use, but at the same time it's undoubtedly repetitive and boring all by itself with very little that it's interesting about it. Even if Clown was in a perfect place balancing wise, this alone is a major issue and one of the biggest reasons why so few players play him.
I could go for paragraphs and paragraphs and pages and pages about why the big belly boi deserves better but I'm going to force myself to stop. I don't feel like driving myself nuts in such a conversation.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1425879#Comment_1425879
Clown is quality over quantity. All his outfits are incredible
:/
And yet (most of the time) he still sucks to play as.
...Also, why not quality AND quantity!??
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You actually baited me.
Don't do me like that man, there's a new Clown skin on the way (or so I've heard) and I'm trying to keep an eye out for any signs of love for the big boi.
Poor clown only has a grand total of seven outfits (only add two if you participated in the rift in Tome Two). Four of which are locked behind a paywall. That's horrible.
So the devs don't care to give him a full overhaul for his power to make him more viable, less one dimensional, maybe give him a secondary ability like he deserves, and they don't give him cosmetics either. WHERE IS THE LOVE FOR CLOWN AROUND THESE PARTS????



