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Seiko300

Seiko300

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Seiko300
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  • @GiveMeNosferatu said:

    https://us.v-cdn.net/6030815/uploads/VE2AZM17LJ9J/nosferatu-still-3.jpg

    I don't know where exactly am I writing this now, it's my first time on the forum. I made an account for a specific reason though, as my name might suggest.

    There are lots of new killer ideas comming all the time but I've never seen any love given for my boy Nosfertu- the horror OG. The icon who gave us the spooky genre we all admire for it's atmosphere.

    That being said, I think he'd be a great addition to the game. He fits DBD aesthetically, works well with its vibe. There's a lot of room to work with his power and perks, since he'd be the first vampire taken in by The Entity. Additionally, I think there might not be any copyright issues or restrictions whatsoever because the movie came out almost a freaking hundred years ago.

    I know there are many characters that players would like to see added in the game but I'm really surprised that seemingly nobody has considered a creature so important to the genre. I'd love to give it some attention and see what the community thinks of this so please let Nosferatu enter your mind. Let him get your attention. Let him persuade the all powerful Devs to bringing him into existence.

    Please give me Nosferatu.

    I've actually seen more love and attention given to the idea of bringing Nosferatu into the game now more than ever before. Not saying that he's mentioned as frequently as Candyman, Pennywise, or Pinhead, not by a long shot, but I do want to say he's one of those underdogs peoplea are beginning to mention more often. Does that mean he will get in? Not sure, honestly I have no idea where they would even begin to start looking with obtaining this license, the original film was created in 1922 it's almost a hundred years old. Who has the rights to such a property? I have no f*cking clue whatsoever

  • @hanibel said:

    Pyramid heads nerf on cages could be the answer to solve camping killers permanently when pyramid head camps a cage for more the 10 seconds the cage teleports away furthest away from the pyramid head and he can't see were they went that sounds like the perfect way to decentivize all killer from camping that should be applied base to all hooks and effect every killer in the game

    The devs mentioned they don't want to do this or something similar, because they don't want to restrict a player's freedom of choice or something along these lines.

    @Pryzm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1425631#Comment_1425631

    Not a hard fix with coding. If the killer is not in chase and no survivor is within X meters of the hook, but the killer is within x meters, after x seconds, the hooked player is transferred to another hook. The game recognizes when the killer is in chase, thus giving a "survivor found" bonus. The game recognizes when a survivor is x meters from an object, otherwise how would so many perks work? If the killer hangs around the hook, no survivor is nearby, the hook moves.

    If the last gen is done, this function is cancelled out. No need to avoid hardcore campers when the last gen is done.

    Look, I don't disagree that camping has it's moments as the best strategy, especially when gens are done. But the concept of camping from hook 1 onward is a joke. It promotes toxicity and is usually met with it. If you can't hunt down survivors and hook them without camping and hardcore tunneling, you need to get better. I reach red ranks every cycle with absolute ease and I go out of my way to avoid camping and tunneling. The only time I alter that is when I face a toxic SWF that follows me to the hook and unhooks right in front of me. In those cases, its on, especially if I figure out they were both part of the SWF.

    What if a chase hasn't been initiated? Say you're a wraith that's cloaked, or you have a very strong hunch someone is close by because you saw scratch marks really close by, or plain flat out sometimes a chase doesn't initiate unless you're really close, in all three of these situations you hang around the hook for a bit too long even though there is someone there the hooked survivor teleports away.

    I mean, while this might have the potential to work, I feel like at that point you would be putting far more effort and pushing a fix that's needlessly complicated and potentially susceptible to bugs rather than something far more organic.

    Not to mention, this change probably would have very little impact on high mobility killers like Hillbilly, Oni, Freddy, etc. because they can just zoom on over. Whereas this change would be very punishing on normal killers who don't have that kind of mobility or are even slower, killers like Clown, Plague, Pig, Leatherface, etc. In this way you are pushing good killers, meta killers, to be even more meta than they already are and you're pushing worse killers further and further into obscurity.


    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.



    Camping isn't fun, it's not fun for the killer, it's not fun for the hooked survivor, and it's boring for the survivors doing gens not interacting with the killer. But this isn't the way to solve the problem, it's a bad idea.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1422028#Comment_1422028

    Finally, a well worded response.

    About Ghostface, I never thought that adding him would be a joke, nor have I ever spoken to someone had that view. I don't see how what people said years ago is comparable to what I am saying now.

    But that last part, "but [Ghostface] is also a highly viable killer who consistently sits at the top of mid-tier or bottom of high tier", is objectively incorrect. GF is nowhere near the likes of Nurse and Huntress. At best he's an improved Wraith/Myers that can stomp noobs fairly easily. Good survivors have little problem looping M1 killers, with or without the red stain. GF is no exception to this.

    I'm mostly in the dark if he is liked by the community or not. I'm leaning more towards unliked because of his clunky reveal mechanic and his unparalleled BM potential. He's the only killer in the game that can properly, (looking at Pig), t-bag.

    The next point I actually need to bring up my current views on dbd. Mainly how I don't like how it's now the "Smash Bros of Horror games". Smash Bros was always about pitting characters from different games against each other. Dbd was not. I feel the continued addition of licensed characters has only served to diminish the game's already weak horror atmosphere.

    I can't quite explain it proper. But when I see a Nurse,Trapper, or other original killer I try to immerse myself in the universe in dbd's universe. Even though I'm now an inexperienced survivor, I can still remember my first time playing and can still relate to that feeling of terror. But when I see a licensed character, especially in a map from another franchise, I stop thinking about the universe of dbd and am suddenly reminded that I'm just playing a video game. Like, "Hey it's Micheal Myers from the Halloween movies. Oooooh isn't he scary?" I may be alone in this, but this heavily takes me out of the experience and I feel cheapens the game as a whole. Which is ironic considering how successful licensed chapters usually are.

    It also doesn't help that licensed characters are either laughable weak, (Pre-rework Freddy and Bubba) or have powers that don't fit their appearance in their medium, (Demogorgon). The fact that Freddy and Bubba had to be buffed so much in the first place is honestly just a testament to how licensed characters are usually not well designed. Hell, just how killers in generally are poorly designed. Legion, Plague, Clown, Deathslinger.

    For the last point, I am absolutely not saying that I want Artists, Writers, and Composers to fix complicated programming issues and bugs. Nowhere did I even mention the idea of forcing people who are literally not paid to fix bugs, to fix bugs. I feel like you've taken my issue with how new content always brings in bugs that are left unpatched for months or even years and extrapolating from that, that I want no more new content at all until all bugs in the game are fixed. Not the case.

    What I would like is for Behaviour to allocate for more resources in fixing the game. I have no idea how they operate as a company but I refuse to believe that there isn't a way that the game could be made less broken without suspending the employment of every non-programmer there.

    And you completely ignored my next sentence in speaking about Operation Health: "But ideally a version that actually fixes the game a bit."

    I am fully aware what a failure it was. But even despite that Siege is still doing well. Even after wasting an entire updates worth of work the game is successful. Most likely because Ubisoft had the resources to at least try and fix the game and still keep it running despite the low profit margin that comes with fixing bugs. That's what I want for Behaviour to do. Just spend some extra resources in trying fixing the game. I mean, does that fact that survivors can all instantly die at complete random not seem like a sign that the game doesn't need more bugs right now?

    I appreciate you the taking to time to respond to me in the way you have. But I feel like you put lots of words in mouth with your later points.

    It is entirely, comparable, but then again you weren't there (not that I mean you weren't around in the community I don't know how long you've been around, I mean that you weren't present in those conversations which largely took place on the steam forums as these did not yet exist at the time).

    This I can wholeheartedly and entirely get behind as completely unequivocally and utterly false, objectively. As a Ghostface main myself I could write paragraphs and paragraphs about what makes him an undoubtedly great killer, but I'd rather not derail the thread and I would much rather be able to address the rest of your response today. So instead I will rely on the voices of the overall community:

    Based on a community poll that saw over 2500 responses and submissions put together by Fog Whisperer The King:

    On a scale of tiers from lowest to highest - F, D, C, B, B+, A, & S, The Ghost Face was placed by an overwhelming and conclusive majority of 33.6% who voted Ghost Face at B+. Know that the closest runner up placement at 25.1% or 643 votes was people who placed him in A tier.

    Adding up the total percentages of people who placed him at or above B tier comes to a total of 88.5% again, this is based on a poll of 2,565 respondents. Just for sh*ts and giggles, if we eliminate the middle ground and subtract the votes from B tier to keep it purely at votes from people who placed him at or above B+ tier, we're still left with a total of 66.4%. Again, an overwhelming majority.

    Whereas the total percent of individuals who placed Ghostface at or below C tier comes to roughly about 8.7% of respondents. I say roughly because the numbers for those who voted D or F tier were too insignificant to be displayed. So by my own estimation, I'd probably say at most a maximum of around 10% of respondents said Ghostface was at or below C tier if even that.

    Note that this is a poll directly taken of the community, and is not related, associated, or produced by the developers in any way, shape, form, or fashion. These are the views of community members just like you and me.

    Here is a link to the full 52 minute video where these statistics come from:

    https://youtu.be/mJyBySxDDOY?t=2206

    With that, I won't say any more as I've already typed more than I intended on this topic. I will let the statistics stand and speak for themselves.


    A lot of this middle section you wrote here is personal opinion, which again, I'll restate that it tickles me pink knowing that so many people enjoy the fantasy of the original creations that BHVR created to the point they'd prefer it over licensed content. Again, something that the developers need thousands of pats on the back for. But of course everything I said in point 2 in regards to why we want and need licensed content still stands.

    Some mini points here:

    • I don't see how Demogorgon creating tunnels through the Upside Down isn't appropriate for the character. Or that it doesn't "fit the appearance of the medium" I assume that's what you mean because you couldn't possibly have a problem with the secondary Shred ability, that seems pretty standard for such a character / creature
    • So because some licensed characters were bad in the past that means all licensed characters are poor by design? Again, the only two examples you provide are characters that have already received changes or are in the process of receiving changes as we speak which heavily hampers the relevance of your argument. This doesn't necessarily mean that your arguments are null and void but it does mean that they are outdated. Heavily relying on prior stigma that licensed characters weren't viable in the past, when this is no longer the case accounting for new inclusions, as well as reworks for existing content.
    • It's not like licensed killers are the only ones that have suffered from poor design or balance decisions. You yourself brought up original characters that are frequently looked down upon as some of the lesser creations that exist in Dead By Daylight (except Deathslinger, no idea why you lumped him in there with the rest). The most hated chapter in the entire game is an original chapter (Darkness Among Us). But Dead By Daylight is a live service game, which means things are always constantly going to be changing and evolving. Things can always be made better, and in this way just because some things had issues in the past does not mean that should have any bearing for the future. If anything those prior design and balance mistakes are lessons for the future about what works, and what doesn't, in this way future licensed killers can on average only be better (because to say that someone is never going to make mistakes again would be ridiculous).
    • You know, I sort of know where you're getting with this but at the same time I really don't (or don't agree with it). Disregarding licensed content for a moment, Dead By Daylight is a game that brings horror stories together to act cohesively in one game. Almost like each individual story is a gear, interlocking with other gears (stories), even without licensed content this is still the core theme represented throughout the entirety of the game, it still is an amalgamation of horror: a combination of all kinds of horror stories and genres, from Psychological Horror, Supernatural Horror, Folk Horror, etc. so on and so forth.
      • In this way I don't see how Michael Myers walking around a Disturbed Ward at the Crotus Prenn Asylum takes you out of the immersion of the Dead By Daylight fantasy but a bloodthirsty Oni Samurai from Fuedal Japan running around a Saloon in the American Western Frontier doesn't. That's part of the fantasy, that's part of the lore, these constructed places outside of time and space serving as battlegrounds for the trials between killers and survivors from different times, places, dimensions even, etc. How you can tell me with a straight face that the aforementioned latter scenario is fitting for the game but not the former is beyond me.
      • and on a slightly separate note, Dead By Daylight has always been the "super smash brothers ultimate" of horror, that's not a recent development or direction that the game is only just now heading in, that's been a reality for about four years now. Ever since the first licensed chapter Halloween came out releasing Michael Myers in October of 2016 we in the community all knew where that was going. As soon as that door opened everybody was clamoring to see their favorite killer make it into the game, countless threads about Jason, Freddy, Leatherface, Ghostface, SAW, etc. were created and it was amazing to see because everyone was so godd*mn excited. The only difference is now, Dead By Daylight (and subsequently BHVR) has more resources than ever to make those chapters a reality which is why it may seem like a sudden "new direction" despite the fact it's not. After gaining the experience of and working with so many people and being graced with the responsibility to handle such prestigious and well respected well respected licenses they have more publicity, finances, experiences, to do basically anything in terms of new chapters.

    ok I'll admit those points weren't so mini.

    Anyway, last thing, you misunderstand me I never said that's what you said. Rather, I took what you said and extended it to it's natural conclusion because that's sort of what's being implied when people say "they need to stop making content and focus on bug fixes". The natural conclusion to pull from there the "entire dev team should be working on bug fixes" and of course that train of thought is suddenly halted and falls to shambles when somebody (in this case me) brings up the fact not everyone on the dev team does that for a goddamn living.

    Artists, composers, writers, etc. these people are on the dev team too and they do an amazing job, these are the people that bring to life the original chapters you seem to love and hail so much. And that still stands, how do you suggest the team "prioritize" bug fixing without giving the shaft / short end of the stick to those people? The answer is simple. Understand that the inner workings of development of a video game is for the most part, beyond the entire community and their capability to criticize. Complain about bugs all we want, even better report the details of when a bug occurs so that the devs can fix it right away, but don't ever try to actually micromanage the team itself saying "focus on bugs!!" when most people don't realize the gravity of what that actually means for the livelihoods of many who work in that studio on the team.

    What we do know is that they are doing the best job they can because obviously they want to, the better Dead By Daylight is the more quality of a product it becomes, the more successful it becomes and the more money they make which they can put back into the game to make it even better than it was before and so a never ending cycle continues.

    That's about all I've got, I really don't feel like dragging this conversation out, since in the end we both agree, "no springtrap pl0x". So this may be my last comment, there is way too much effort going into the writing of responses for two people who both roughly agree on a thing.

  • @FootMan2893 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1422351#Comment_1422351

    That's kinda exactly what I put in the post. Still agree with it, but did you actually read what I typed out?

    Officially? Yes.

    Unofficially? No.

  • @Nos37 said:

    @Seiko300

    But when the Legion hooked me I saw a survivor with Deep Wounds just running circles in the basement instead of mending themself or repairing gens. They aren't technically inactive, as it seems they're simply trying to hide their killer instinct aura from the Legion by never mending the Deep Wounds status away, but they seem to be set on running circles until all of us are dead so they use the hatch to escape.

    So what if I led the killer to the basement?

    Edit: I am not admitting to griefing. I am using a scenario to see if griefing was justified. I was that survivor endlessly running circles in the basement. On three sepearate occasions today, against the Legion, I ran into the basement after the Legion applied Deep Wounds and ran off. I was actively trying to keep the Legion's killer instinct from giving away my position by keeping Deep Wounds applied, and was actively trying to avoid being put into the dying state by running endlessly (the basement being the safest option). On all 3 occasions, other survivors who had seen my aura, kited the killer to the basement.

    It's not a suggestion it's a statement. Don't grief other players. If you feel that strongly what they did was wrong report them

    Simple as that.

  • You should not be griefing anyone under any circumstances, how about that.

    Because if you add stipulations like "oh you can grief people as long as..." then people are going to twist and manipulate whatever those conditions are to allow them to grief whenever. All in the name of a sorry excuse of "he was griefing, so I began griefing" soon everyone is griefing leading to a cycle that's not fun for anyone.

    The in-game systems that are currently in place will take care of them. Idleness crows will catch the attention of a killer, and the report system is sufficient enough to punish people who don't play by the rules.

  • I prefer the term reworking rather than gutting, I don't know about the rest of ya'll but I'm not actually after an end goal of nerfing Decisive into oblivion (though honestly it might deserve that)

    All I'm asking for are a few tweaks here and there controlling and limiting how it can be used, preventing people from using it aggressively and to enable confrontational plays / strategies and thus in this way forcing players to use it and benefit from it in the way it was intended: an anti tunneling perk meant to be used defensively. Nothing more.

    However that is done is honestly up to the devs (as long as it f*cking works and can't be abused unlike last time's sorry excuse of a rework), although my personal recommendation would be to simply deactivate the perk when any of the following conditions are met: Survivor begins repairing a generator, cleansing a totem, sabotaging a hook, opening an exit gate, healing another teammate (stays active while healing yourself with a medkit and / or self-care), or if they enter a locker.

    If the perk needs to be buffed in some way such as pausing the timer while that survivor is engaged in a chase to accommodate the numerous conditions that could deactivate the perk, be my guest.

  • I think we can all agree something should happen besides slowly succumbing to the blood loss caused by such wounds. Of all the ways to die in Dead By Daylight this has got to be one of the most peaceful and least painful

    (Comparatively speaking)

  • I like all these descriptions, they're all really well written.

    I'm just your typical Mechanic who tries the best with what he's got.

  • @mosheon970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1422038#Comment_1422038

    only miserable people will laugh at other human beings, just saying.

    Hey, don't shoot the messenger.

  • There's a nickname mentioned in the Clown's Lore that I actually really, really like

    "The Medicine Man"

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1422028#Comment_1422028

    This is the best worded post I've ever seen covering this topic.

    :D

    Thanks, I appreciate the praise

  • As far as original concepts go I want to see a Fire Fighter as a killer, wielding a fireman's axe and bestowed with some kind of Pyromancy and smoke / ash related abilities by the entity.

    That or a Scarecrow as a killer, who can set up duplicates of himself that he can teleport between, add-ons change whether or not the duplicates exude a terror radius (and therefore are affected by all terror radius perks) or if they're completely silent. Equipped with a grim and gruesome Scythe as a weapon.

    One other idea is that of a Soldier killed in the Civil and / or Revolutionary war. He would be an officer and could potentially be equipped with a Cavalry Sabre as his primary weapon.

    Another is a narcissistic French Nobleman from the 18th century who one day met a beautiful young woman who was the only person who could distract him from himself. But one day he accidentally kills her or is in some way responsible for her untimely death and wild in his grief goes on a murder spree with a Rapier he was skillfully trained with. He would be dressed in fancy rich clothes for the time and wears Masquerade style mask over his eyes or perhaps a mask which only covers one eye or half his face a-la Phantom of the Opera. (Gothic / vintage style chapter)


    I don't have a killer in mind for this last idea but I'd love to see this power or some variation of it make it into the game: Killer can jump into lockers (and would be the only killer to see from a third person perspective, same view as a survivor in a locker) and after a short duration loses his terror radius. After which point the auras of other lockers are revealed and he can teleport between them. Exiting a locker slowly will give the killer the undetectable Status effect for some 15 or 20 seconds, quick exiting a locker will increase the killers movement speed by 20% for a total of 135% for 10 seconds, if he initiates a chase but doesn't get a hit he is automatically put into Bloodlust tier 1.

    It's not a perfect idea and could use some changes, but something I'd like to see. The most important feature of it would be for the killer to be able to jump in lockers, which I provided my own spins and twists on the traditional idea by allowing the killer to teleport between them and giving him abilities depending on how he exits them.


    I think about these things but don't get a chance to talk about them too often.

  • It seems to me that the poll created here was very one sided and biased, seeing as there's no poll option for people who actually like the outfit sets and instead the option is this really wise-ass apathetic response of "who cares about outfits as sets?"

    Even if that wasn't the intention, it comes off that way and is still a very weirdly phrased answer regardless.

  • Maybe. But I'd much rather add the effect of a different open handed thread I saw and added onto: suggesting that Open Handed should reveal all the auras that can be seen by any survivor to all survivors within an 8 meter radius.

    So if you've got Alert, and someone next to you is running Open Handed, then that person gets to see the aura of the killer breaking a pallet all the way on the other side of the map at the same time you do. And other similar synergistic shenanigans like that

  • @mosheon970 said:

    dont you guys care about your money? cause i do, if i spend money on something, is better be worth it, i spend money on something that out of nowhere gonna change into worthless crap.

    It's written somewhere in the store, TOS or something specifically that in-game purchases are non-refundable. So basically anything and everything in the entire in-game store. That's why people are chuckling to themselves / laughing at you.

    If you bought DLC on Steam you can refund it, so long as you have played the game for less than 2 hours since your purchase. But this does nothing to solve your problem of you buying a Hillbilly skin within the game.

  • @SirCracken said:

    I want to start off by saying that I'm not vilifying anyone who wants a fnaf chapter. Everyone's free to have their own opinions. But I am highly not in favour for adding in Springtrap. Here are my reasons.

    1. He cannot be taken seriously

    Say what you will about the subjectivity of horror, but the reputation of fnaf is a far cry from the likes of Halloween and Friday the 13th. What I mean by this is that someone who has never seen any movie from either franchise will instantly know that they're both horror related.

    Now I will fully admit to not playing all of the fnaf games, nor reading any of the books. Maybe they've greatly improved since I dropped them and what I'm about to say is no longer correct. But fnaf is mostly known for its themepark-like jump scares and teeth-shatteringly obnoxious fanbase. The latter is not even a fault of the game's, (mostly because of content creators like Matpat and his hilariously baseless theories), and the rabidity of the fans. But even if that information is outdated, the fact remains that fnaf's general reputation is only loosely based around horror. Which would heavily contrast dbd's tone as a horror game.

    2.The game does not need more licensed characters right now

    This point is self explanatory. There are currently 20 killers in the game right now. 7 of them are licensed. Almost half of the entire roster! The majority of which have had lacklustre receptions and do not add much to the game besides their name. Pig and Cannibal are the main culprits. And the most recent one inclusion, Pyramid Head, has been nothing if not divisive. I believe that exploring killer ideas that haven't been thought of yet, *cough* *cough* Egypt *cough* *cough*, would have a better chance of producing interesting killers than ones that already exist.

    3. Literally everything is broken right now

    Survivors randomly get iron will, the End Game Collapse can happen at the start of a game, the killer can be phased through when they vault. My point is, the devs really need to stop content updates for a bit so they can add some much needed bug fixes. If you take anything away from this post, take away this:

    Dbd has been long overdue for it's variation of Rainbow Six Siege's Operation Health. But ideally a version that actually fixes the game a bit.

    In summary:

    • Fnaf is not seen as scary by most people due to its reputation, and thus Springtrap wouldn't be taken seriously
    • The game has enough licensed characters for the time being, original killers are more interesting
    • The devs need to focus on fixing the mountain of bugs in the game and hold off on content updates for a bit, the game can literally end the moment it begins thanks to the End Game, the last thing dbd needs right now is content that brings more bugs

    It's absolutely incredible how I actually agree with your overall point that Springtrap should not be in the game, but I disagree with almost every sub-point you made.

    1. "He cannot be taken seriously"
      1. This is probably the point I can most get behind, there's a kind of Stigma that surrounds Fnaf and it's playerbase and it's something I sincerely don't want Dead By Daylight to have any part of or connotation with. At the same time however, this point brings me flashbacks of people from back in the day in 2016 / 2017 / 2018 who told me that nobody would take Ghostface seriously and that "he's not even scary" yadda yadda yadda which still intensely pisses me off even today. (Although I can now relish the feeling of knowing that Ghostface not only now scare people frequently in the game, but is also a highly viable killer who consistently sits at the top of mid-tier or bottom of high tier)
      2. So much to my own dismay, this is the exact kind of evidence that would favor springtrap. A killer like Ghostface who also saw opposition to being included from people who felt he would be "a joke" draws obvious parallels to Springtrap, which is especially interesting considering how that story ended: he not only did make it into the game but as one of the most well liked and viable killers.
        1. In fact plenty of licensed characters saw some kind of opposition to their inclusion, certain people had no idea who would be the featured killer in a Saw chapter and for that reason they weren't on board. Some people didn't want to see Leatherface because we already had a killer who featured a Chainsaw and therefore he wouldn't be unique. Up to our latest Pyramid Head who many (including myself) didn't want to see for various reasons but one of which was because he was from a lesser known video game, for others (like myself) it was because they simply had a preference to see a different licensed property.
    2. "The Game Does not Need more Licenses right now"
      1. This is the most intensely frustrating and outright egregious point out of your three. Dead by Daylight is an amalgamation of different horror stories, both original AND licensed. Dead By Daylight is the Super Smash Brothers Ultimate of the horror genre it is quite literally defined and characterized by your ability to play as or against some of the most historic and recognizable figures in all of horror. This is a good thing. It is exactly the reason for what puts Dead By Daylight on the map for circles of people largely outside the gaming industry and media / news sites. Were it not for the licensed characters we do have, Dead By Daylight would undoubtedly not be as successful, popular, or as well known as it is today.
        1. Because of this, if anything we both need and want to see more licensed characters. Your point of "there are seven licensed characters" is exactly a point that can be used against you that is under half! How can you in good conscience say that "we can't have more" when under 40% specifically 35% of the roster are licensed characters. Some of the most popular and well liked characters in the game licensed, Steve Harrington, Nancy Wheeler, Bill Overbeck, Ghostface, Freddy alongside his rework became one of the most powerful killers in the game and rightly so, etc. You pointed out 2 licensed characters that had a less than popular reception and failed to provide any more examples than that, one of the 2 of which is getting a rework right now on the upcoming PTB coming out tomorrow!!
        2. Interesting is very much a subjective term, and what may not be interesting for you is very much so for others. For many of the people who play DBD especially and most specifically those newer who came later, it was the interest in the licensed characters that brought them to play in the very first place. Not to mention, it is the exact interest of the community itself that pushes the developers to continue releasing licensed content in the first place! it is exactly because most of us want to see this content that it is created and released, for the reason that we (aka the overwhelming majority) asked for it.
        3. Of course it is important to recognize and appreciate just who well written and created many of BHVR's original characters are, the fact that there are people more interested in their content rather than what was created by other people is an impressive feat on it's own and something the devs should be commended for. But this has absolutely no impact or influence on whether or not the game should continue to see an influx of new licensed character that are well liked and well known on a wide scale. Without question if more characters are coming, some must be licensed
    3. This has no impact or relevance on whether or not Dead By Daylight can and should be getting updates of new content. The fact is that the Dev Team is broken up into multiple different parts, one of which is dedicated on creating and producing new content, the other works on bug fixes.
      1. And you can't tell me "just have them all focus on fixing bugs!" because that's quite literally not their specialty. The people creating new content are artists who develop concept art for the original or licensed designs, create the 3D character models and animations, you've got sound designers and composers working on the new sounds killers they make - their breathing, their weapon, their power, the music track or theme that's created for the chapter / character, and you have writers who are detailing the accounts of these characters writing their backstories and lore, descriptions for each cosmetic and in-game add-on or offering, etc.
        1. By telling me "we should have all of them focus on fixing bugs!" you're telling me you want Artists, Writers, and Composers to fix complicated programming issues and bugs. Good luck with trying to push that idea through to anyone who has even a smidge of common-#########-sense.
        2. By also telling me you want to halt the production of new content, you are also indirectly saying "let's not give these people work for a period of a couple of months while the health of the game is improved". That's just flat out a ######### thing to say.
      2. And to address your comparisons to Rainbow Six Siege's Operation Health, anybody who's played Rainbow Six Siege for any decent amount of time knows that Operation Health had an incredibly negative reception. Not only were people intensely disappointed new content that was promised for that season would be put on hold for a period of multiple months, but also for much of Operation Health, nothing actually got done or fixed.
      3. Quote from a simple google search found from a user on Reddit discussing Operation Health:

    "Essentially, a week before the Chinese operation was suppose to hit, they cancelled everything and said. "Sorry, game's broke." and that they needed to cancel an entire season in order to fix things. This would have been fine, but the timing could not have been worse and the announcement that there wasn't going to be a Polish map pissed pretty much everyone off as the Polish operation was one people were looking forward to.

    What followed was one of the most pathetic excuses at communication I've ever seen from a game company. Multiple times, they would change their philosophy without telling anyone, make drastic changes with less than a weeks notice and release pathetic patches that did nothing to actually fix the game."


    But again to bring this around full circle, yeah, I don't think Springtrap should be in the game. But almost everything you said was flat out wrong.

  • Xenomorph needs to be in Dead By Daylight, the "leaked" images were so f*cking cool

    image.png image.png

    I know we got a bunch of memes and jokes about fake killers making it into the game with really blurry images after these came out, but these actually look somewhat convincing especially because they were passed off as meant to be real, not a meme or a joke.


    The Alien is such a versatile killer there's no shortage of potential abilities he could have: acid spit, crawling on all fours maybe even climbing on walls, a tail that could slash at or impale survivors, he's got claws, he's got those rows of teeth with the inner mouth that has more teeth, oh it'd be crazy

    Having the Alien makes me also wish we could get the Predator in game too, but somehow I feel like that would be less likely.

    However let's be honest, both Alien and Predator are more likely than Fnaf of all things, these characters / killers actually have a legitimate fearsome reputation. Fnaf is more like a fetish ... don't google it. 🤢 

  • @RayrafLPP said:

    What do we have atm? we have loud music in chases.

    This game would be so much more atmospheric with nice sound effects all over the place and creepy map themes that constantly play outside of chases.

    There is so much room for improvement on the sound side of the game but it could have a huge impact on how playing as survivor feels.

    The entity has more then one playfield where it sends survivors, you could even add far away screams from other trials that are currently going on not far away.

    This game is such a great idea but theres so much more potential!

    I can get behind this, creepy music makes things.. well... creepy....

    Music that you could monologue about a killer's backstory or a murder spree that happened 20 years ago to.


    Identity V actually has some of these pretty creepy, nothing-intense-is-happening-yet tracks in its game. I think they're a really good reference for what OP is talking about:

    https://youtu.be/gTWGw4RLn7k?list=RDgTWGw4RLn7k https://www.youtube.com/watch?v=eRIfqhNFuWc&list=RDgTWGw4RLn7k&index=29 https://www.youtube.com/watch?v=J8Ub4_KVGPs&list=RDgTWGw4RLn7k&index=1 https://www.youtube.com/watch?v=IgCcH1pIXUQ&list=RDgTWGw4RLn7k&index=6

    Imagine something like this playing on Father Cambell's Chapel:

    https://www.youtube.com/watch?v=cXRxrfiQX68


    Imagine a track played as an intro to each map, or there's a low-calm but subtly intense track that plays after a survivor has been repairing a generator for a decent amount of time, or a really malevolent piece of music whenever you enter the basement, or a unique track that plays whenever you enter the center building of a map like the aforementioned Father Campbell's Chapel, the asylum, or if you get too close to the warped and gnarled tree in the center of Shelter Woods (these would only play once per game as if you're just discovering this place for the first time), etc.

    I agree with OP, new music that's creepy and for the calm moments between chases in a trial and other situations would work wonders for the game.

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1421045#Comment_1421045

    I'm just pointing out that they literally gave up what the killer is on Anniversary poster (weeks before official reveal). What stops them from doing that again? Once again, it could be just a coincidence, yet there is still a possibility.

    There is always a "possibility" that's a word that literally everybody uses in hopes that they will get whatever it is they're asking for. "Possibility" is an extremely low bar to clear I hope you know that.

    And the devs don't ever tease or drop any info about the upcoming chapter this early, the dev quotes that we've seen in the loading screens have already been there for almost 2 weeks so make that even earlier. We haven't even seen the mid-chapter patch yet (I think the PTB drops tomorrow), which is a huge red flag that any info we get about the upcoming chapter likely isn't actually official or intended, it's the community heavily speculating.

  • It sounds to me a lot like what this guy suggested:

    @Oicimau said:

    A Myers with "faster evil within gaining" addons only can go thru tiers veeeery quickly. Almost a meme build.

    It could be Myers was running Add-Ons to gain his power faster, and rather than applying pressure through normal attacks he focused completely on Stalking and was always in the right place at the right time to immediately stalk somebody as soon as he got out of his power so he could get back into T3.

    That's all it seems like to me.

    in Exposed Comment by Seiko300
  • I think you're reading into it too much chief.

    It's a joke because everybody wants to know what the next chapter or next rework or next upcoming mechanic or whatever and the devs always keep it a secret until just before they're ready to release the feature. That's all it is.

  • I think The Miner from My Bloody Valentine is a severely underrated horror property that could fit perfectly into Dead By Daylight.

    Catchy Ballad too:

    https://www.youtube.com/watch?v=IuY7GsM6tvE

    @Maperson said:

    What about Pennywise, Chucky and Jason?

    These aren't underrated properties they're some of the most heavily requested from the community. Therefore they don't need to be mentioned on a thread which is about more unknown properties that people aren't talking about too much.

    @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414607#Comment_1414607

    Wasn't the entity based off of Pennywise true form though? Idk how he would fit. Chucky is way too short, and Jason would fit, but I don't think they can add him to the game yet.

    Doesn't matter, Pennywise is confirmed to be the Devs #1 pick on their own in-house wishlist to make it into the game as far as licenses go. If they can negotiate a deal to get him in, then you can bet your bottom dollar he will make it in regardless of the lore, they're the ones who wrote the lore in the first place after all. They decide what's canon and what's not, what makes sense and what doesn't, etc. so on and so forth

  • I like all of them but Midwhich feels really weird sometimes.

    It's unfortunate that the map that needs the most pressing rework, is also the map that was most recently released 😅 More so than Haddonfield tbh.

  • Pinhead undoubtedly


    Chucky would be a welcome addition if they figure out a proper way to make him work.


    Leprechaun, let's be honest, nobody takes that character seriously as a killer...

  • No mobile users

    image.png


  • I said this before on a different thread, but my main for survivor, Ace, was actually originally meant to be a temporary main something I forgot about for years until just recently.

    In 2016 I wasn't attached to the original four survivors very much, and the next two, Nea, and Laurie didn't captivate me either. When the trailer for Chapter 3 of Flesh and Mud dropped and I saw Ace something clicked with me about that character like nobody else before. Although I thought for sure somebody "more cool" would come along so I decided he'd probably be a temporary pick as a main.

    But nobody else ever did, and over time I became more and more attached to the Lucky Bastard, and the thought of ever having a new main was completely forgotten and disregarded.


    I hit a new milestone with Ace yesterday actually, I now own every single cosmetic that you can possibly purchase for him with Iridescent shards. Every cosmetic that you could ever earn for free for the character in the shop, during events like the moonrise event or recent 4th anniversary, and the one shirt he got in the 2nd tome of the rift, I've got it all, and I'm pretty happy about it.

    He's got maybe 4 or 5 cosmetics locked behind a paywall for auric cells, and I don't doubt that at some point in the future I'll grab at least maybe one or two of them.


    The only thing that could ever tear me away from being an Ace main, would be a Scream Paragraph Chapter that introduces Randy Meeks as a brand new survivor. Then and only then would I have a serious contender to replace my main for survivor, but people always go nuts about Sidney Prescott just because she's the final girl and lead role so I hardly think that would ever happen unfortunately.


    As for my killer main, ever since 2016 I had one in spirit, but he wouldn't actually show up in the game until 3 years later in 2019: Ghostface. I like playing other killers for sure, but I'll always call myself a Ghostface main no matter what, and absolutely nobody could ever replace him for the role of my Killer main. If nothing else than to rub it into the faces of anyone and everyone who ever told me he'd never make it into Dead By Daylight.

  • Absolutely not.

    @Dr_Loomis said:

    Absolutely not.

    Lol jinx

  • Pyramid Head can be irritating to go up against at times, simply because sometimes it doesn't seem like there's any counterplay to his power. A good Pyramid Head will never use his power in moments during a chase where he might miss, only throwing it out if he's got a guaranteed hit at a pallet or window, and if you continue to run through the pallet he continues to chase and hits you with an M1 instead.

    That being said, not all Pyramid Head's are good, I might be finding more of them in red ranks than you would at other ranks but that doesn't mean they're all like that and you can capitalize on a PH's mistakes much like any killer. The change they made to his cages where he can't see the auras now and they teleport away if he stays in the radius too long also seem like very good long term changes for the health of the character.

  • @ItzNobody said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412114#Comment_1412114

    For starters I set up a poll on a popular dead by daylight community asking which cosmetics they preferred, it was an overwhelming majority.

    -61 votes prefer how cosmetics can be customized.

    -5 votes are fine with set cosmetics.

    Yes it is my opinion but I do have some support there, I'm not the only one. If you enjoy this good for you, my question for you is this.

    What prevents you from wearing a complete uniform from how cosmetics were done before sets were introduced?

    Allow me to play devil's advocate here. Yes Konami does not have the brightest reputation, but i wholeheartedly disagree with the belief that Konami forced Behavior to sell their cosmetics as sets. You can argue for their involvement in pricing, but I see them selling set cosmetics as a step backwards. If I want to by one piece of the cosmetics like say, Pyramid Head's head piece, I would be forced to invest 10 dollars worth of cells for a full package and be prohibited from enjoying just small bits of it that I like.

    Why force the community to buy the whole set? In theory you would be likely to have more sales if they resumed selling them as they have before, in a 3 piece cosmetic outfit. I am certain Konami would see it that way as well, and as for you arguments concerning the awkward customization for Bunny Legion's, we have Elephant Clown and Warthog Huntress already. You could dislike how awkward some players choose to customize their characters, but one man's trash is another man's treasure.

    As if it wasn't bad enough that Behavior requests 10 dollars for a uniform when for 7 dollars you can purchase a chapter which comes with 1 survivor, 1 killer, and 6 personal perks, now we are being given set cosmetics that prohibit us from enjoying it in what limited ways we can. Mind you the simplest form of customization, i.e. color customization is not an option in this game and is instead sold as alternate outfits. Even with the Legendary skin I am shocked to see that price go up to 15 dollars on a licensed dlc that costs 5 dollars just to purchase Cheryl alone, or 7 dollars for the whole chapter. The game does not even go far as to acknowledge you as Lisa, you still carry Cheryl's name and voice. Are we forgetting Ash Williams, a Survivor who was sold to us for 5 dollars which came with a prestige outfit and 3 personal perks?

    Why can't we have both the way it was before with customizable outfits? And most importantly, why do people feel the need to argue in their defense for giving us LESS with these sets? Controversial yet honest opinion of mine, we the community are just as much to blame for the mistakes the developers make as they are, because we just allow it despite being upset.

    To reinstate, their IS a place for both sets when we had customization, because then you could CHOOSE to customize or wear the full set. Yet for some unknown reason, taking that small hit of freedom away and requesting the same price is fine for some, and I just don't think I'll ever understand how that works.

    Ooohh 61. That's nice, it's not like the active playerbase is full of thousands upon thousands of players at the very minimum, not all of which are busy typing away here on the forums. Not to mention that's a very poorly written poll in our given context, seeing as it doesn't at all reflect on what you and I are talking about. Had you asked me which do I prefer, I myself would've chosen customizable cosmetics.

    Just because I prefer them doesn't mean I think they should delete all the cosmetic sets right away and toss out the whole concept of linked sets in the garbage, those ideas aren't mutually exclusive, you can believe both at the same time.


    And I never said "forced" I clearly said "had a hand in" meaning that in some way or other they were involved in determining that price, it's their product that they're licensing after all. It could have been as light as a suggestion.

    Anyway, I'm not personally invested enough in this topic of conversation to respond in kind to get into a drawn out debate about it. I'll leave it with this: Regardless of polls or however many threads there are complaining about why we can't stick a bunny head on top of a character that wears a hoodie, money talks. And apparently, enough sales are being made that BHVR is pumping out more and more of these linked sets, and I'm personally okay with that, and I would assume that the people buying them are also at the very least okay enough with the concept that they would buy those cosmetics in the first place.

    A mixed reception caused by some 61+ discontent players isn't going to be enough to throw out this new concept that has been out for hardly a month and has only barely scratched its full potential yet.

    Not_Queen herself also already said not to worry, linked sets are not taking over the shop (or so I've heard) so framing the problem like that's how it is, is either over-exaggerating or just purely misleading.

    That's all I've got. See ya.

    in o Comment by Seiko300
  • @ItzNobody said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409569#Comment_1409569

    The community does not enjoy this new thing, which is why perhaps releasing set cosmetics that cannot be customized, with what limited customization we have mind you, which are already overpriced by the way, may not be a good idea.

    I disapprove of cosmetics for The Executioner and The Legion being a set piece only. In fact it is why I refuse to purchase The Executioner's cosmetic despite loving the look thoroughly. I would like to buy it, but the lack of customization feels like a step backwards and very very restrictive in my opinion.

    What is wrong with how cosmetics have always been and why force us to purchase a conplete set with lack of customization? If anything I am more surprised that the community is not unanimous in wanting these outfits to be customizable.

    I enjoy this new thing, many people who are wearing these cosmetic sets enjoy this new thing, you can't force a generalization on top of the entire community just because you and a number of particularly vocal others don't like it. It has always been a personal pet peeve of mine to see players mixing and matching cosmetics in ways that definitely don't look good and weren't meant to be put together. Most players are sensible and don't do that because they don't like it either, but some anarchists choose to anyways and it pains me to see sometimes.

    I can be on board with you about the Pyramid Head cosmetic, that seems like something you might be able to customize, but I would HATE to see the legion's Robbie Rabbit skin be freed up to mix and match with absolutely whatever (and Legion has a bunch of cosmetics. So I wholeheartedly and passionately disagree with you there. Not to mention, those cosmetics are probably directly under licensing restrictions from Konami, as well as Lisa Garland and Alessa Gillespie for Cheryl, and yes, unfortunately the Pyramid Head one too.

    But I see your question and I pose to you this: what's wrong with an artist wanting to see something he created put together in a complete way and used or seen in the way he envisioned? That's a rhetorical question, there's nothing wrong with that.




    ...As for the pricing, yeah, that steps over a line and definitely takes advantage of the community and nostalgia of the licensed property in question to make a quick buck that's 3/4th's the price of the base game itself. I would agree that's pretty scummy of BHVR to pull that without even providing a quality product (IE, Unique Voices provided for Legendary Skins). Although I have a hunch that you can bet Konami had something to do with digging extra deep into the pockets of DBD's fanbase, they're probably the ones who asked the dev team to set that price point in the first place. ######### Konami.

    But pricing can always be changed and that has very little impact on whether or not linked cosmetic sets should exist at all in DBD, I and many others enjoy them. To restate: I firmly believe there's a place for both sets, and traditional outfit pieces that make up an outfit in Dead By Daylight.

    in o Comment by Seiko300
  • I wouldn't expect a Huntress main to understand.

    Ya'll living the good life without a care in the world.

  • @BigBrainMegMain said:

    I just picked him up 2 weeks ago. I was really liking him.

    I'll adjust, but man...I can't even think about the dedicated Billy players that have been playing him religiously for 4 years.

    Of all the people you should be worried for, they are in the best position and have absolutely nothing to be worried about in terms of this change.

    @Mrjuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409656#Comment_1409656

    Yeah literally the whole forum is full of killers saying they're quitting

    https://forum.deadbydaylight.com/en/discussion/comment/1409663#Comment_1409663

    it doesn't change steering it just requires more decisioning (in my opinjon)

    To be fair, there are plenty of people who play killer and are responding in a very realistic way looking at the bigger picture rather than overreacting by focusing solely on nitpicking the small things. cough me cough

  • I agree.

    Calm sounds good right about now.

    The community can be so volatile sometimes, often for the most minor of "offenses" or reasons.

  • @RockoRango said:

    • Uses Dev stats unironically

    Sorry, few people are going to believe you because the stats are usually rigged in some way, whether it be low ranks or just ignoring certain fundamentals.

    This is one of the most crackpot conspiracy theories I've ever heard. Few people are going to believe you

  • @Aven_Fallen said:

    3 Threads about the Billy Nerf. I am impressed. And all without one minute of testing.

    I know right? Jesus I think people are as up-in-arms about this as the Ruin nerf when that was first announced way back when.

    @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409539#Comment_1409539

    Idc about ultra rare or not. Just take the avaliable addons and put on some red colours if it makes you happy.

    That's garbage and you know it. Hillbilly like every other killer deserves to have good add-ons too, not the same Carburetor tuning guide and light chasis every match day in and day out.

    @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409539#Comment_1409539

    You keep saying to wait for the changes, and when it comes to Leatherface I'll give that to you. But I cannot possibly see Hillbilly being the same or better than he was before. He can only be worse, because he has an added cooldown which nobody asked for. It was a meme up until this point that Hillbilly would need to gas up his chainsaw, or that it would overheat from being used too much. No longer a fantasy. Even if I agreed with the changes, keys and moris NEEDED to have been prioritized first. But the devs are in la la land.

    Yeah, because he doesn't possibly need to be any better. He's already at or near the top, a slight tune down that barely has any real significance on whether a hillbilly can play well is hardly going to be noticeable.

  • I haven't seen the new cosmetic set but YES, cosmetic sets are now and should be embraced as a thing.

    Anyone who says mix-and-matching is gone is purely over-exaggerating. I firmly believe there is a place for both normal cosmetics that you can take the outfit pieces of and mix and match, as well as sets that are only meant to be equipped with itself.


    Everybody in the community neglecting the benefits of cosmetic sets: art team or somebody else on the dev team mentioned that cosmetic sets are easier to create and release because they don't have to worry about pieces improperly clipping or not fitting correctly with other pieces. In this way cosmetic sets can be released more quickly and easily than our traditional outfits we're used to seeing.

    This isn't a bad thing, it's just a new thing.

    in o Comment by Seiko300
  • To be fair, people have been complaining about Leatherface for just as long a time, and the only reason they touched hillbilly was because they were reworking leatherface at the time, as chainsaw bros they are kindred spirits.

    Everybody is complaining about the changes made to his base kit (that we have yet to test out), but nobody is applauding the fact his add-ons are finally getting the overhaul they needed and he is finally getting his own ultra-rare add-ons.

  • @Cheers said:

    Don't assume something is going to be bad until you try it.

    Don't like it after you try it? You have the right to complain, but wait until you try it.

    This.

    Some really quick overreactions I'm seeing just in the first day after an announcement was made, not even a finished product that we've yet to tinker around with.

  • I think this is a wait and see kind of moment. Hopefully there'll be a PTB to test out these changes

  • I came up with some wacky cool ideas for trapper a long time ago but unfortunately I didn't copy them down into this doc. I have so I can't remember the full comprehensive list I had in mind.

    One of them was a general "insert the early game collapse" which slows down gen progress giving killers who need the much needed time they need to set up. But that's not a killer specific change that's a "benefits everybody" change


    A killer specific idea I did have was that a nerfed version of the Bloody Coil should be integrated into Trapper's base kit. It always frustrated me and confused me that survivors were able to perfectly trigger a beartrap without ever once messing up or getting their hand caught, (unless the trapper had affixed a bloody coil to the mechanism anyway)

    in this way the mere act of disarming a trap alone would be far more threatening and dangerous than it is currently. What would happen is that while disarming a trap there's a certain chance (say 25 or 50%) that a skillcheck will pop up, if you fail this skillcheck you are injured.

    That's all I can remember at the moment.

  • Totems? maybe. Exit gates? Ehhhhhhh.. I'm not too sure about that one...

    Thrilling Tremors is in a really good place as it is, I don't want to outright say no to this idea because it is an interesting one, but TT is definitely not a perk that comes first and foremost to my mind when I'm thinking about what perks need buffs or changes for that matter.

  • I believe the reason you're not seeing as many people playing Pyramid Head is the same reason why you're not seeing much anybody (or at the very least a less than usual number) playing licensed killers at the moment: because of the fourth anniversary event. That's nothing to do with the killer himself, that's just because of the event going on right now.

    The rewards are only available for original characters so naturally people are switching between all the original characters both killer and survivor to earn crowns on as many characters as possible. I personally do want to play more Pyramid Head and get better with him, but I've been holding off playing him for this exact reason.

    And in the grand scheme of things, he's not that complicated, people make it tougher on themselves to understand the new content than it really is. Killer - creates trails, trails cause "torment", torment = cage or final execution after downed, killer can also create a damaging short ranged shockwave attack. Bing bang boom. Explained in less than a sentence.

  • In the grand scheme of things, no it's not healthy, the fact you made an analogy comparing NOED to "training wheels" is proof of that fact.

    Balance should be created through actual balance, not by cheap win mechanics. If new players are struggling with killer (which they shouldn't be, it's almost universally accepted that killers have the advantage in low ranks because survivors are god awful, and survivors have the advantage in high ranks because of bad design choices in 2016 whose effects still linger and can be felt today) they should be learning by playing killers that are designed to be simple to play yet still viable, as well as by equipping powerful perks that are simple in nature to understand for beginners to use and can still be effective in nature.

    All of this is hindered by the fact that matchmaking is absolutely terrible right now, and a new killer can very much go up against for red rank survivors, or even vice versa. But that doesn't change the goals that the devs should be striving for, killers don't need "training wheels" they just need a safe environment to learn the ropes of the game. AKA queued with players of equal experience.

  • I wanted to say both but after looking up "Strawberry blonde" like @TheRockstarKnight suggested, I can confirm that sounds about right. A sort of middle ground between the two.

    Though I will say instinctually I wanted to say she's blonde.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403185#Comment_1403185

    It used to work like that, around I think the Deathslinger release is when it stopped. My boyfriend is rank 20 since he rarely plays, when the matchmaking went by higher ranks it worked out because we'd be matched based on my rank. Now if we try to play together it's all brown/yellow ranks and wicked frustrating.

    I don't think it just "stopped" as if the devs meant it to, it may be that it stopped working because of a bug introduced around that time (because yeah, matchmaking has been pretty garbage recently for the past couple of months / chapters) but it's still very much intended to operate that way.

    Either way, hopefully it gets fixed soon.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402498#Comment_1402498

    Devs fixed that long time ago? Now they take the highest in the groups and take that for matchmaking.

    This ^

    As far as I'm aware this is still how the system is supposed to operate.

    What the screenshot shows is just a classic case of ######### up matchmaking, which happens all the goddamn time these days unfortunately.

    We know about it, they know about it, there's nothing we can do about it except wait. Maybe pray.

  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402228#Comment_1402228

    Wouldn't that be too strong tho? But I get your Idea.

    Thanks everyone for sharing your opinions! Really happy about that. ♥

    Nah, I don't think so. Open Handed is almost never run at all in the first place so making it "too strong" would be the least of my worries / priorities when it comes to perks like Open Handed which are wildly unpopular in the first place.

    That's no stretch of the imagination either, I can't recall the last time I ever saw anyone run Open Handed in the first place, (which hurts a little to say as an Ace main, his teachables really need some buffs, this one and Up The Ante, Luck is such a niche status effect it could also use an entire mechanical overhaul) unless they're trying to get the achievement for Adept Ace.

    The fact that you mentioned you like it and run it at all, genuinely surprised me.

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