Seiko300
Seiko300
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- Seiko300
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It's hard to hope gameplay changes when the dev team are so slow and hesitant to make them and commit to anything that they themselves don't believe in. Really great ideas like the pre-game collapse, a quick menu for solo survivors to make callouts to each other, or simple perk changes like making no mither start survivors at full health but inflict the broken status effect after being injured for the first time, or committing to a significant and noticeable Circle of Healing nerf (adding a cooldown to the perk itself or to the totem it was most recently attached to), or a comprehensive NOED rework, etc.
At least by looking forward to licensed content I'm generally not going to be disappointed- it's the thing that makes them the most money after all.
But here's hoping they really get themselves in gear, because right now nobody is very happy with what was discussed in the most recent Q&A. Especially the lead game designer who seems to constantly have the wrong perspective on the most pressing of issues with the game.
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I had to sit on this one for a little bit. Before my vote would have immediately gone to Steve and Nancy because I desperately wanted their voices to be re-done by the actual actors themselves, Joe Keery and Natalia Dyer, imagine how amazing it'd be to have their voices replace the atrocious ones we currently have in-game with brand new voice lines to boot. (Nancy actually isn't all that bad- but Steve is horrendous).
Unfortunately like OP mentioned, it'd probably never happen.
The next one I'd say is Quentin Smith, because the Nightmare on Elm Street chapter just needs some love in general. One of the few chapters that still doesn't have licensed cosmetics to this day, is in a little bit of a weird spot licensing wise, perks need some attention, etc. etc.
But 1. Quentin's voice doesn't really need to be changed imo and 2. Quentin was actually voiced by Louis McLean- a beloved member of the dev team who is no longer working on the DBD project. So unless they brought McLean back to provide voice lines (I'm not sure about the likelihood of that or if actual voice lines would sound very quentin-like) then that would mean they would erase this entire little bit of his contribution to the game and I'm not sure if I'd want that- even if it was Kyle Gallner.
So at the end of my thought process I decided to vote for Bill because he's got a pretty unique voice in the game- and from what I know of the L4D franchise he has some pretty iconic lines that show off the rough and grizzled personality of the Vietnam Vet.
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@dugman said:
I put down Scarecrow, I think he fits the theme well and the idea of a killer using fear toxin on the survivors that makes them hallucinate and act sporadically sounds pretty neat. 🙂
Even though I didn't include him on the poll since he's less well known and mechanically probably not that interesting, in terms of fitting in with the Entity's designs Zsasz might be the best. His M.O. goes right in with a driven serial killer.
Zsasz definitely, but I think Professor Pyg would actually fit even better since he's a lot like Zsasz- but a full blown deranged sociopath who tortures his victims and mutilates their bodies.
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I'm actually genuinely interested in a Dead Space Paragraph Chapter ever since it was supposedly "leaked" a few months ago, it'd be especially cool because Isaac Clarke is an actual engineer so seeing him with perks that help him repair generators or something like that would be really fitting.
And just in general I'm a really big proponent for more Sci Fi Horror chapters in Dead by Daylight- Sci Fi Horror is such an iconic genre but we really don't see much of it represented in the game. I guess the closest you could say is Resident Evil, Stranger Things (license got taken out so can't really say that anymore), and their original Descend Beyond Chapter which features the Blight (and I guess if you really stretched it I guess Spark of Madness with the Doctor) but for 3/4 of those I would say they've got elements of Sci Fi Horror rather than being true Sci Fi Horror reps all on their own.
The only one that I would say is a true Sci Fi Horror chapter is Descend Beyond's The Blight because he was inspired by the Strange Case of Dr. Jekyll and Mr. Hyde which is certifiably Science / Horror / Gothic Fiction- and those same themes and elements cross over into Talbot Grimes' story.
So definitely a paragraph Dead Space Chapter, a full Alien chapter, or a full / paragraph The Thing Chapter are all high on my list of wanted licenses in DBD. But this poll was specifically for wanted licensed survivor so I picked Dead Space over Alien cause I think it's pretty standard to assume Dead Space would probably be a survivor paragraph- whereas I want an Alien chapter way more for the Xenomorph than I do for Ellen or Amanda Ripley (as cool as they are).
Of course if we're just talking future content in general Alien wins, but as far as survivors go Isaac Clarke is pretty badass ngl. (Although I've never played Dead Space before, I've only seen cutscenes and gameplay).
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@Aurelle said:
I might be a little biased because I love Mikaela and The Artist, but I think year 6 had the best DLCs.
We got Resident Evil with two survivors (Elon and Jill), Nemesis, and a brand new map. RPD isn't the best map, but it's one of the more unique ones we have gotten.
Hellraiser chapter was okay. Decent killer with good perks. Pinhead's voice lines were removed, which was a little disappointing. And the whole NFT thing kind of ruined the chapter.
Hour Of The Witch was a good chapter. A new survivor with decent lore and new perks that introduced a new mechanic into the game (Boons).
Portrait Of A Murder is one of the best chapters, imo. A great killer with decent perks, A survivor with decent perks, and a new map.
Pinhead is getting his voice lines back, and he's got more now than any other character- plus they were voiced by Doug Bradley himself so I'm extremely excited for when those get released on the live build. It's gonna be great
I think Year 4 had the best chapters though, a little bit biased because my favorite license Ghostface came in that year- but we also got some fantastic chapters alongside which saw the release of the Oni, Demogorgon (RIP T_T), and Deathslinger. All these killers were spot on great unique additions to the roster (minor exception is Deathslinger's power which could be annoying to go against, despite being satsifying to use, everything else about spooky cowboy is great concept wise however).
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It's pronounced "rework"
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@RoboMojo said:
Apologies if I mentioned too many people. If me pinging any of you is annoying, just let me know and I'll refrain from doing so in the future.
@Anniehere because we met on the forums and outside of the forums, she's been nothing but sweet and kind (not sure if that counts since we mostly talk outside of the forums, but I'll put her here anyways).
@StarLost because he seems to be a pretty cool dude. Even if I don't agree with his opinions, I can usually see where he's coming from anyhow.
@MadLordJack We agreed on quite a lot of things and they seemed like a genuinely cool person. Shame that they were banned.
@GeneralV I don't agree with him on most things, but you gotta admire his passion for Freddy. Even though I'm personally not too keen on seeing old Freddy's return, I still hope he does come back someday, for his sake.
@GoodBoyKaru I don't agree with him very often, but he seems like a genuinely nice guy. He's already been mentioned a fair bit so perhaps this is just annoying for him now. I'm sorry if that's the case!
@Seiko300 We don't interact much, and they're definitely one of the more obscure members of the forums, but I like them anyhow. They always seem to give their opinions in a respectful manner and as far as I'm aware, no one has mentioned them yet.
@Pet_The_Lizards (Took kind of a while to find that name because of the underscores xD ) Like with Seiko, I don't interact much with Pet_The_Lizards, if at all. Even so, I remember we once had a very pleasant conversation about Jazz about a year ago. I see them every now and then on the forums. They seem nice :)
@Phasmamain One of the few Jeff mains out there. Big respect.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2743700#Comment_2743700
Well this is a pleasant surprise!
You know, I do think back to past comments I've made, and I vividly remember this conversation, but wasn't sure who I had it with. I'm happy to see that a conversation about music made you remember me so fondly, so thank you! 🎷
I guess I better join in on this too.
The last time I saw one of these threads, I tagged a bunch of people I always saw hanging around in the polls section, AKA my most FAVORITEST FAVORITE section. I won't tag them again in case I annoy them, but I'll mention them again here.
- Seiko300 🦎
- SebaOutbreak 🦎
- CheeseAnton 🦎
- MadLordJack (RIP) 🦎
- CamoRanger 🦎
- Aven_Fallen 🦎
- Taiga 🦎
- Gibberish 🦎
- QwQw 🦎
Also some people I should've tagged but didn't:
(if i forgot anyone pls dont kill me i want to live)
I love that I've transcended to "obscure" lmao that's fantastic.
I used to be on the forums a lot more than I am now, I've definitely toned it down and I don't check nearly as often as I used to, some weeks more often than others, I'll pop in: say my abruptly long piece in the midst of short responses, and then disappear back into the fog as an enigmatic figure.
I definitely appreciate the mentions, and yes, polls is definitely the best section on these here forums. 🤩
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@CowabungaDude said:
https://forum.deadbydaylight.com/en/discussion/comment/2735895#Comment_2735895
By that i meant its not a language that you hear today. Thats just my criteria though
You don't hear old english today, yet it's still a language known to have existed, you'll hear some professor or academic speaking it for their studies. But ok I guess ¯\_(ツ)_/¯
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DBD caught me at the cusp of horror interest, 2015 - 2016, Wes Craven's Scream with it's meta approach to the Slasher genre got me interested in slashers as a whole- Scream being my favorite because it seemed eerily and unnervingly realistic: two mentally disturbed and unstable teenagers sort-of-but-not-really being inspired by horror films go on a murder spree. I found the concept and the story scary, the murder mystery intriguing, and the commentary on topics like genre and violent media fascinating. I would eventually learn to appreciate the films like Halloween, F13, and more, that Scream was commenting on in the first place.
Dead by Daylight came out and I think that really pushed me to embrace that interest and that fascination, and to be a part of and interact with a community that enjoys that kind of media. As an homage to slashers from people that genuinely enjoys them- I was glad to be taken on the ride.
Before all this I hated horror, was not a fan of it at all lol. Paranormal stuff still isn't really my thing- I wouldn't say it's not scary but I'm just not down with the concept. A little bit boring / uninteresting, it's hard to pin it down why I don't like it- maybe that changes with the upcoming Ringu chapter which will get me to take a look into the ring- dunno.
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@CowabungaDude said:
I wont consider plague because her language doesnt even exist
It's a fictional language for a fictional game, how does that not apply?
Lol what??
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The we'll make it effect is probably one of the largest contributors to the strength of Circle of Healing, reducing that to something like 50% or 20% or even lower, if they're not willing to flat out get rid of it completely, is one of the easiest solutions to bring Circle of Healing more in line.
I agree with @sizzlingmario4 who brings up the idea of a cooldown- either on the perk itself (probably slightly shorter like 60 or 80 seconds) or on the individual totem it was last attached to (probably slightly longer like 90 or 120 seconds) which means you could rebless a different totem immediately. An important note about the cooldown, is it would obviously need to begin immediately after a blessed totem has been snuffed out, not after it's been placed, because if you start the cooldown right away there's a decent chance the killer doesn't snuff the totem out until after the cooldown has already expired meaning that it would be useless. This also means that switching where the blessed totem is should also not have anything to do with cooldowns.
However, I disagree heavily with the idea that boons shouldn't go through multiple floors. What I've realized in many conversations about boons as a whole, is that people really address changes like that to CoH specifically, which isn't good. Circle of Healing is a problem, I agree- but other boons like Shadow Step, or Exponential are actually very much reasonably balanced between the effects the provide, the time investment required to put them up, and the thought / strategy to put them in places where they might actually get use- but hopefully wouldn't get snuffed out immediately by the killer.
Removing Boons ability to go through floors would actually weaken perks like Shadow Step and Exponential considerably, and would only hinder the strength of Circle of Healing slightly, making that change overall a negative one. You'd only mildly impact the use of CoH, but in exchange you would very much discourage the use of the other Boon perks, reducing perk diversity, and potentially inadvertently encouraging the use of CoH because you'd simply have more opportunities to use the perk effectively regardless of the floor restriction or not. Whereas perks like Exponential and Shadow Step depend in a significant way on being able to go through floors.
Instead what I would do is I would apply any restrictions like this to CoH specifically, rather than boons as a whole. I'm not a fan of making wide sweeping boon changes that affect all boons, because not all boons are the same strength. Even with only 3 boons in existence right now, we are seeing instances of Strong, medium, and weak power boons:
- CoH is undoubtedly extremely strong. Not much to it.
- I would argue Shadow Step is actually a decent perk of a medium strength in it's own right, you can really mess up a killer's chase potential by blessing it in the correct place and running into that area and quickly losing Line of Sight- especially when you're uninjured so you're not bleeding or whimpering either. Synergize this with other perks like Quick and Quiet, iron will, lucky break, deception, etc. and you could make a nice "combat stealth" build.
- Exponential is undoubtedly the weakest because it is so circumstantial: it depends not only on the killer to slug you on the ground at all, but also that you go down in the relative vicinity of your boon such that you can recover immediately or are within crawling distance to recover yourself. Not to mention all the time it takes to recover in the first place, so not only does the killer need leave you alone, they must leave you alone for long enough that you have the time to crawl within the vicinity and recover yourself. In the niche circumstance that all the conditions are met, you might see some genuine value come from Exponential however.
So if you've got 3 different perks of very distinctly different strength levels, why is it necessary to apply the same changes to all of them? The truth is Shadow Step and Exponential are already completely overshadowed by how strong CoH is and nerfing them just because Circle of Healing is strong is really just adding insult to injury at that point. You'd end up nerfing two perks into obscurity (and at this point I'm not just talking about the multiple floors thing, I mean applying changes to "boons" as a whole rather than fixing what we know is the individual problem: COH) just for the sake of slightly taming back CoH- which is going to be used anyway because any incarnation of Circle of Healing is going to be strong that's just how it is.
So long story short, just reduce the range of Circle of Healing from 24 meters to something smaller like 16m or even less. I still am not aware if Circle of Healing works in a cylindrical 24m (as in, so long as you are 24m away from the boon horizontally it can be used) or a spherical 24m, which might change how you rework the perk, but either way range reduction is range reduction nonetheless. So long as it is applied Specifically to Circle of Healing, which is the main point I wanted to get across.
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"Can I get Killers for 300"
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Not sure about the specific idea you bring up, but it's not a new idea that Ghostface should get an add-on rework, frankly the only add-ons you'd really want to take are the cooldown ones. They're just so much better than the rest of the ones he has access to, and that includes his pink add-ons, which unfortunately like many other killers, are either uninteresting, niche, or not good at all.
Aside from ghostface specifically, there are many killers that suffer from poor or otherwise lackluster pink add-ons. They should really just do a "pink-add-on overhaul" and rework all the ultra rare add-ons which have lower rates of use.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2699472#Comment_2699472
I think the last paragraph is pretty much their reasoning, i think it's pretty lazy on their behalf since it's pretty easy to discern what skins are canon, at least on the killers side.
😩
So unfortunate too. Alas, we can only dream.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2725685#Comment_2725685
It's just a personal preference, i love the cosmic horror aspects of dbd but multiples of the same character is one of the only things i don't like, when i think about dbd in a story perspective i prefer to focus on the survivors daily lifes, how they operate in trials, their relationship with each other a d how they operate as a team.
About the time the way i see it , from the Entities perspective It's linear when you are inside and a mess outside, time does pass inside but parallel to outside and since nothing ever changes it gives the impression that it doesn't, the entity doesn't understand how our time works and just picks people from whenever it wants.
I guess it really is preference, much as I'd like to try and convince otherwise. I really think DBD is an amazing opportunity for some truly unique storytelling that hasn't been done before (to my knowledge) as both an homage to the slasher genre, which also innovates on it in new and creative ways rather than sticking with more traditional and expected forms of playing the lore out. At this point I'll start to sound like a broken record though, so I'll cap myself here.
But yeah, the lore remains cool either way I suppose, and the writers have done a well enough job at making it entertaining nonetheless. To each their own.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2699255#Comment_2699255
I prefer a more simple take, different survivors from different places meeting each other, forming bonds of friendship and making a team to find a way out, so the same survivors existing at the same time and etc would just overcomplicate things.
But that is just my opinion, i can see why people might not like it.
Maybe it takes a little more thought, but I wouldn't say it overcomplicates the story at all. Especially if you decide you'd rather just boil it down to the conclusion of what it means (no time = multiple of same character. boom. done.) rather than thinking it through thoroughly enough to properly understand it.
For example, you don't have to completely understand Back to the Future or Inception to enjoy those stories, which isn't to say they are or are not complicated to understand- those are just examples I thought of off the top of my head.
But that all that aside even if it did complicate the story slightly, lore generally requires you to think anyway, especially when discussing it at length- so I hardly see the trouble.
EDIT: The wonkiness of time dilation or whatever you want to call it is embedded in DBD's lore anyway. There is simply no other way to explain how killers from Ancient Mesopotamia, World War 1, the wild west (late 19th century), and feudal Japan can all exist in the same place otherwise. You can't exactly simplify something that intrinsically involves dimensional travel, and some weirdness about timelines, and an ancient primordial entity that has existed longer than human consciousness. That's what makes Dead by Daylight cosmic horror, and not just a standard slasher flick going through the motions, there's something more there and that's what makes it interesting.
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@GentlemanFridge said:
If you’ve linked your accounts, it’s a yes. I have access to everything both on steam and epic, and I play and buy on steam exclusively.
Make sure you have launched the epic version at least once before trying to link the accounts, if you haven’t already done either.
Is cross progression a thing? I thought they hadn't completed work on that just yet.
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@joerispekkie said:
Will fit? Yes.
Will happen? No.
There is a Friday the 13th game which is similar to DBD. So we're not getting Jason. But all good since I prefer unique killers created by DbD anyway
That game is totally dead because of the lawsuit and is not receiving any future updates for the foreseeable future lol.
It may as well not exist.
Certainly not as a real reason to not have Jason in the game.
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I don't get why new modes would be restricted to KYF, if they were ever created, they should be open for public matches for the entire community to enjoy.
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The loss of any map is just a loss to DBD in itself. The game is an "asymmetrical" horror, it's meant to be different every match- reducing the number of available options in terms of map choice does nothing but afflict the core essence of the game.
RIP Hawkins T_T
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@Clueless said:
Not currently, been on a break from the game. Hoping I get a VHS beta key to spice it up.
I readily take a break between archives nowadays, so it's almost like a work cycle or how school is interspersed with breaks. Devs incentivize a hard grind to get time limited rewards in 70 days which is doable but leaves you burned out. It feels like the reason I play has become more frequently replaced by the answer "I have to" over "I want to" - like my motivation is now a forced thing rather than a willing decision. Leaving me not only not wanting to play in the periods between chapter releases and Archives, but actually relishing that time like "well-deserved time off" where I can play other games. It really takes the wind out of my sails, utterly dampens my spirits, and overall reduces my enthusiasm for the game despite having (more or less) happily played it ever since 2016.
Of course I don't "have" to get the rewards, but that's kind of like saying you don't "have" to pick up the 100$ bill just lying on the ground.
I've said it before, it's not the devs bad decisions, or unwillingness to make significant changes to the base game, or them releasing another chase killer with very few unique mechanics every 3 months, or another unfun or uninspired gen. repair / decorated hooks event, what's going to end up driving me away is the archive cycle and the archive grind. This analogy / connotation of treating it more like a job or an obligation rather than something I do recreationally because I would want to has only gotten stronger the more tomes they release. Eventually it'll burn me out permanently, I just know it, and that will be a really sad day for me I think.
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She needs some fundamental changes to be brought to her kit to liven her up.
One of the central truths of Dead By Daylight alongside "passive is not fun" is that "fun comes from survivor - killer engagement" the more killers and survivors interact with each other throughout a trial, the more tense, and engaging it will be. Pig's power operates in the exact opposite direction, it completely discourages player interaction, you get the most out of your RBTs when you put them on a survivors head and then leave that survivor alone to their own devices for the rest of the trial to get it off their head. Rinse and repeat if you've got a spare RBT on you, and because this is one of if not her best strategy there's no reason not to do this.
(And on a side note it's for some similar reasons why I also hate the Plague, playing as or against her, but that's a separate conversation.)
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2711921#Comment_2711921
Ah, true, I forgot to add the word Boon. But I'm actually thinking of removing it from my build as everyone is cleansing totems lately and it took me an entire day to find a remaining one. I've spent a dozen of games not being able to use it. (But I got no value out of DS as well, so now, I'm like: what perk to use with SB, IW and Windows.)
I edited my post as I wrote Resilience instead of CoH, because I used to run Resilience. What do you think of it? I stopped to run it because I started to think it's more a placebo than a real thing. I mean, if it was that useful, everyone would run it...
Run Small Game if you're struggling with finding totems. Although it might seem like a waste of a perk slot, the increased value you'll now get out of Circle of Healing makes it worth it, since you'll be wasting less time running around looking for totems in the first place and you'll be much quicker to react to the sudden disappearance of your first blessed totem and will be able to quickly place it in a different location.
Although small game can sometimes be disorienting, especially on maps with multiple layers / levels, so you may consider an alternative like Detective's hunch instead.
As for resilience, it boosts your action speeds by 9% at T3 which is something like 7 or 8 seconds off a generator if I remember correctly, so down from 80 to 73-72 ish. X 5 is a 35 or 40 second total difference across 5 generators if you were to be the gen jockey working on generators all the time.
Not to mention boosting the action speeds of vaulting, healing, unhooking, cleansing, unlocking, etc. on top of generator repair speed.
It's not a bad perk by any means it's actually pretty good, the only problem is the condition on which it activates- you must be injured at all times in order to get the maximum benefit and this can be a detriment if you're not good at handling chases and you go down quickly. It also becomes less useful when you're up against Killers with One Hit Downs built into their kits like Leatherface, Hillbilly, Ghostface, Myers, Oni, etc. because you're not getting injured you're going down right away.
Equipping Resilience usually means you've got something to compensate for that weakness of being injured all the time, so you've got Self-Care, or a Medkit, or even what you're running right now Circle of Healing. These perks will allow you to stay injured during the match without the fear of actually being totally injured- because you can keep yourself at 99% and then heal the last charge just before you engage in a chase with a killer. So keeping Circle of Healing and Resilience is a smart choice along with any of the other synergies I mentioned, and running resilience without them can still be okay you'll just have to be much more wary and conscious of how you play during the match in order to get maximum value out of it.
EDIT: The reason many people aren't running Resilience is because while it is a good perk, it's not the best perk in the world- there are plenty of perks out there that are flat out just better options in general, and the shortcomings of Resilience probably ward some people off as well. Not everybody wants to take the risk of being injured most of the match to take full advantage of a perk, and not everybody wants to tailor multiple perk slots for the purpose of maximizing the efficacy of resilience either. So I wouldn't say this is an entirely accurate indicator of whether it is good or not.
Funnily enough, Otz posted a tier list a couple days ago of ALL perks in DBD as of the current patch 5.4.0. and he talks about all perks in-depth for killer and survivor in this video. The timestamps for each perk are in the description below his video, but I'll let you know ahead of time the Resilience timestamp is 13:33:52. I haven't watched this entire video myself (for obvious reasons) but I did watch the Resilience segment and Otz has good things to say about the perk. He's always been a really solid source for information anyway.
https://www.youtube.com/watch?v=gAbZ8hE68ZE -
@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2710810#Comment_2710810
Circle of Healing - the perk that with 2+ heals in its area of effect becomes an exponentially good value to survivor time investment.
@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2710810#Comment_2710810
Everyone uses CoH for Circle of Healing. Thanks for your opinion, it's helpful. I'm not tunneled often actually and I'm a decent looper but would like to improve...
Lol I'm just dumb
(but that explains why it wouldn't have shown up in the wiki, because it'd be under B not C...)
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Depends on how good you are with chases, if you're struggling in chases nobody would hold it against you if you ran Windows of Opportunity- hell, even if you are good with chases- WoO will still have a positive impact in that your chases far more efficient, simply because you know exactly where to run, which tiles have spawned with pallets or windows and which haven't, which windows are blocked off and which are open, etc.
If you feel you're getting tunneled too frequently however, you'd obviously probably consider DS instead.
The end all comparison is this:
WoO will consistently improve your chases, (and thus perhaps your games as a whole) since it is active in every match at all times. Whereas Decisive Strike has the potential to have a greater impact on a specific match- but you may not get the opportunity to use it most matches.
So at this point it's really a question of value- which do you value more, consistency, or impact?
Also, somebody tell me what the hell CoH stands for, because I don't think I've ever seen anyone use that acronym. I even looked into the wiki and the only perks in existence that start with the letter C for survivor are Calm Spirit, Clairvoyance, Corrective Action, and Counterforce. Now I'm left wondering if I've missed something for the past five years.
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Let's make it happen.
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@[Deleted User] said:
why are you people always so melodramatic
if you don't like the game right now go play something else
It's true, change it up- maybe you're just tired you know- or play something else for a week, try Civilization, or something- that's a very refreshing change [of pace].
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I wouldn't say he's rare- he's not one of those killers that has completely disappeared like Pig or Twins. But I would agree he is one of the more uncommon killers in the fog, and definitely because of the 1st poll option- he takes a bit more skill to use than other killers and the reward isn't all too high even when you land your hits. So on top of the mechanical skill of being able to use your power at all, you need to have the proper knowledge to know when your hit will even matter or if the chains will be broken and a survivor will still have the time to make it to a safe pallet or window loop in time. Making Pinhead one of the more complex killers to use.
When instead you could just use Clown, Deathslinger, or Nurse, which isn't to say that these killers are any better or any worse- only that they share some similar mechanics in their kits that are potentially easier to use or understand. And simply by virtue of being less complex may be enough to net some more positive results than you would with Pinhead.
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Yeah...
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I think My Bloody Valentine is a fairly underrated film that doesn't really get too much attention in the DBD community (although it does pop up mentioned in threads like this one here and there). About a crazed Miner who goes on a killing spree in the sleepy mining town of Valentine Bluffs on Valentine's Day
It's a really interesting and neat little film if you've never heard of it- and rode the wave of the popularity of slashers in the 70s and early 80s so it's definitely checks all those boxes of that period in time. As far as DBD goes, I think the Miner would be a great rep. for the Holiday Horror genre, since we don't have too many of those as of right now, only Michael Myers who is attached to Halloween.
https://www.youtube.com/watch?v=IuY7GsM6tvEThat or the killer from the Black Christmas (reboot) also would be a good choice for Holiday Horror representatives, but My Bloody Valentine is definitely lesser known than Black Christmas which is why I had to mention it first.
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No way he just suggested "ranged unhooking" bruh that sounds like the most unbalanced broken suggestion I ever heard lmao.
On a serious note there are many ways you could make the perk better, such as changing the activation requirement from an open exit gate to when the final generator is completed. That way you can get use out of the perk earlier in the endgame match, but without initiating the endgame collapse that creates a time restriction on the plays survivors can accomplish. But the line is definitely drawn well before we get to the point that survivors can use magical telekinesis powers to unhook other survivors from a distance.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/2699255#Comment_2699255
Exactly, however Mathew cote I believe has taken the boring route with it in his comment about not having a killer and survivor be the same person
Well I don't know about the whole killer and survivor being the same person bit, I fail to see how that connects to the question about how time is linear or not, and besides that I don't see very many parallels that would result in killers being the same people as survivors anyway.
But I'm glad we agree on the non-linear time element.
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I misclicked I meant to vote Balanced so switch my vote.
As far as maps go all the Macmillan Estate maps are generally speaking some of the better ones. Groaning Storehouse specifically is one of the smaller ones so it's easier to traverse and apply pressure to different parts of the map quicker. Obviously there's that one window in the central building, but so long as you A. Break the door that's right beside it and B. learn when you have the time to chase around the central building and when your time would be better used applying pressure to other areas of the map, you shouldn't have too much problem with the map itself.
As far as my experience goes there are fewer opportunities on that map for some truly egregious survivor sided tiles linked together than on other maps.The Groaning Storehouse is also a LOT easier of a central building to deal with than some of the central buildings on other maps like the Fractured Cowshed or Badham Preschool.
And of course it's a single layer map unlike maps like RPD or The Game, so you'll never have to deal with vertical space shenanigans like survivors or boon totems right above or below you. Because it's an outdoor map you've also got the freedom to use most killer powers fairly liberally, so there's that as well.
Overall I'd much rather take Groaning Storehouse over many, many other realms in the fog.
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@Dino7281 said:
Don't cleanse as long as you can't, then when there is someone on dead hook, everyone should start cleansing like crazy.
It kinda doesn't matter what you choose, both ways are valid, but most important thing: everyone should choose the same.
It just can't happen that 1 survivor cleanse and 3 don't. If you are SWF with random? Don't cleanse, till random does. That usually works.
This is about right. Especially the bit about playing around the random if you don't have a full SWF
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2697916#Comment_2697916
I am very much fine with it :)
though the source for this thread was kinda a bit off…
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2697924#Comment_2697924
Yeah, whoever thought it was a fire killer was waaaaay off! 😄
It was a fake leak that got a little bit of traction. Can't blame OP for speculating on it.
And regardless, an original fire chapter would still be super cool, and I'll be anticipating one in the future. As per my original post:
@Seiko300 said:
Shmuckles was the one that posted up a few videos about those rumors that it was a fire based chapter, the information came from DBDLeaks Discord or something if I remember correctly, but long story short it was confirmed to be a hoax and the rumors (at least as we heard them) are false. He posted as much in a written post on YT.
https://us.v-cdn.net/6030815/uploads/4PCENWH1IL36/screen-shot-2021-12-14-at-12-28-10-pm.png
Although despite this, I've been wanting an original fire based chapter long before these recent rumors started floating around. Ever since I saw HybridPanda's video on a speculated chapter 13 "Rise from the Ashes" posted in 2019. The idea was of a Firefighter Killer who could leak flammable gas around the map and then ignite it, affecting survivors with a new "burned" status effect.
https://us.v-cdn.net/6030815/uploads/P8U53ML9BW3G/neosurrealism-artdigitaldesign.jpg
"My initial instinct upon spotting it was to cry out in joy, an emotion I can no longer conjure to my voice. But suppressing that instinct was the deliberately taught suspicion of all hope. Wandering in the fog, I saw a mountainous man, dressed in fire fighting equipment. A hero I thought then, here maybe to rescue any number of us. I proved wise to suspend my joy, as I shadowed him and laid witness to the extent of his supernatural ability. His appearance was some cruel, ironic trickery and he began billowing smoke that formed into a copy of himself, shadowing him as I did."
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Nothing better than the feeling of a rush of adrenaline pulling you through a particularly difficult chase toward the end of a match.
Especially if you time it to coincide just after the speed boost you get after you're hit. Putting both the killer on his successful weapon hit cooldown animation, and giving you a double speedburst that carries you to the literal other end of the map.
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I know I voted for Oni even back in August, and I stand by that vote, however seeing a lot of Deathslinger hate and having played a lot of Deathslinger (mostly because of the snowmen in this year's Bone Chill event) I feel compelled to throw Deathslinger a bone because he's not all bad- only undoubtedly worse from where he was before.
But since I'm assuming you've never played Deathslinger before he was changed, I think this is actually a nonfactor that people are overemphasizing too much. New players won't have any experience playing Deathslinger before and so they are only building new experience from here on out.
Here are just a few things to keep in mind when taking an Objective approach toward Deathslinger (which isn't based on an emotional response to frustration with the recent changes):
- Deathslinger still has a ridiculously quick ADS time. I'd disagree with anyone saying he feels clunky, because although yes he is slower to ADS than he was before he is still WAY more responsive and quick to react than a Huntress can hope for even with an uncharged hatchet toss. Let me repeat: Deathslinger can still shoot more quickly than huntress can, this is as cold a fact as cold hard facts go. This means that a Deathslinger will have a much easier time responding to spontaneous window vaults than a huntress can- being able to have a later reaction but still netting the same result.
- Deathslinger's projectile speed remains unchanged. So although he can no longer quickscope, the projectile still moves as fast as a fully charged huntress shot. If you can aim well, this means that survivors will still have a difficult time dodging at closer ranges, especially if you have the ability to predict where a survivor will be, whether they will run into your shot, or dodge backward and thus dodge into your shot. This combined with his comparatively quick ADS time means that survivors will still have a tough time dodging a good deathslinger in any circumstances at closer ranges.
- Deathslinger's projectile hitbox is ridiculously small, and in Dead by Daylight- this is a good thing. It means that when playing Deathslinger you have a much smaller chance of the projectile colliding with assets on the map on its way to seeking your target. It also means that Deathslinger can land shots between small gaps between assets that Huntress physically cannot damage through- though this isn't the most frequent thing in the world it DOES happen. This is all compared to Huntress hatchets, whose hitbox is a literal box / rectangular cube, it has greater vertical height and is therefore frequently subject to completely breaking if even the smallest edge comes in contact with anything on the map that isn't a survivor. The end result when it comes to hitting a survivor is also no different than huntress, because survivors do NOT have custom hitboxes tailored to their specific character models. A survivors hitbox is actually a capsule which covers encases their entire body, and extends in areas slightly above and around them. Meaning if you're a deathslinger aiming for center mass, and a survivor dodges and you hit slightly to the left, or maybe even slightly above, it all counts as the same hit regardless.
- Deathslinger also has no ammo. Though this comes at the small expense of having to reload after every shot, the reload animation is both quicker (than Huntress) and can be done mid-chase from any position on the map, allowing you to maintain chases and thus pressure on any given survivor. Whereas a Huntress without Hatchets is dead in the water, and subject to the whims of Map RNG. Depending on the map, you may have to travel farther and farther distances in order to find the nearest locker which takes both time, and sacrifices pressure. This makes Deathslinger more consistent from a "sustainability" perspective, although this becomes less of an issue for Huntress at higher and higher skill levels where you are most likely landing your shots far more frequently.
- Deathslinger still has no lullaby. Though the increase to his Terror Radius to a standard 32m can only be seen as nothing but a loss and pure nerf, it's important to remember that Deathslinger does not have a lullaby. Meaning that survivors will not be as quickly aware of his presence as a Huntress, and though he will no longer get as much use out of terror radius reducing perks like Monitor & Abuse or Furtive Chase, he can still take full advantage of Terror Radius eliminating perks like Tinkerer, or Trail of Torment, unlike Huntress who will always have the lullaby to alert survivors and negating the use of these perks.
- Deathslinger has access to the Deep Wound Status effect in his base power. Though this is a small factor- it is worth mentioning nonetheless, as it still functions as a minor source of slowdown, and specifically can be used to greater effect when switching between targets rather than pursuing individual chases. Leaving one person afflicted by the deep wound status affect to chase another forces the first to mend before anything else, and potentially give you the opportunity to re-engage chase again and down them before they can fully heal. This also means that deathslinger can benefit a little better from anti-heal builds, more than huntress can- although mending isn't considered a healing action, it still means survivors will spend more time injured than normal, and you can capitalize on that with perks like Sloppy Butcher, Thanataphobia, Nurse's Calling, Coulrophobia, in addition to more niche perks like Hysteria, Dying Light, Gift of Pain, etc.
- And if we're talking about changes we should also not neglect the buffs that went largely unrecognized by most of the community. Although deathslinger lost what were some of the strongest points of his kit, he received increased movement speed when Aiming Down Sights to 85% (up from 75%) and more importantly, the cooldown animation after a survivor breaks free from the chain has been significantly reduced to be the same as that of a successful hit. Although these small benefits by no means completely make up for what was lost, they are small consolation benefits nonetheless, and the latter specifically is greatly noticeable. And more or less negates the penalty of getting an initial hit on a target that you weren't able to completely reel in.
Concluding:
The first four positives alone make Deathslinger an overall far more forgiving and new player friendly killer than Huntress ever will be. This is not to say that Huntress is particularly difficult to play, but that Deathslinger takes many of Huntresses weaknesses and covers them up. Infinite ammo, a faster projectile that can't be easily dodged while it's in the air, faster ADS time, etc. In addition to this, a decent chunk of Huntress's strength comes from being able to hit long range or even cross map shots- meaning if you play Huntress but can't or won't hit survivors from great distances you may as well play Deathslinger who is more dangerous in your average mid-to-close ranges that a chase usually occurs in.
Playing Deathslinger (regularly) again after having not played him since the changes went through- my enjoyment of this killer has actually been surprisingly reinvigorated. Hitting just a regular shot with the redeemer is still incredibly satisfying, and hitting a long range or otherwise crazy shot even more so.
The lore and concept of the Deathslinger himself, I find to be incredibly unique and fascinating. A wronged and now vengeful engineer / inventor turned bounty hunter in a dark horror western fantasy is by far one of the more distinctive chapters, and small details like the sound of his bony jaw cracking into place or his malicious cackle really sells the idea of the Spooky Cowboy. The Hat, Frock Coat and Redeemer all contribute in their own ways to the singular and timeless aesthetic of the character.
Again, Oni is definitely the answer here as far as a contest between the two, but I wouldn't count Deathslinger out completely, and the responses I've seen make it sound like you should never try him. Despite his changes, I've rediscovered how fun he is to play (although there may be a little bias here because Deathslinger is uniquely capable of taking on all the Snowman shenanigans right now) and I think the character is still worthwhile to look into.
Although obviously he'd be more worthwhile, if the devs would give him some quality of life changes.
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2619367#Comment_2619367
I find that poor worldbuilding with the scale of IP's that they are attempting to access.
Literally just make The Entity a multiversal being on an infinite scale that can try to reach into other Universes. And the Cosmetics simply become permutations of the archetype of a being The Entity has either grown a taste for, or that has imprinted itself into The Entity.
I believe this (second paragraph at least) more than I do the "cosmetics are not canon" argument. I truly don't remember when the devs ever claimed this, and it is especially weird to hear when cosmetics are like 70% of the character building in Dead by Daylight. The personalities of the characters are built through their wardrobe, especially since many characters don't have additional tome lore and only have what they were given on release.
Take Ace Visconti for example. His lore is LITERALLY a paragraph long, and his lore- I guess while slightly insightful and informing about his character (the kind of guy who gets himself into nasty situations, digs himself deeper into trouble all the time, yet still consistently has the luck to get out of it), ultimately isn't all that significant in developing his character further with new revelations or information.
Everything we know about Ace is mostly about is personality: a relentlessly optimistic gambler who is willing to bet on nearly any situation, and is lucky enough to come away smiling in most instances. But in reality we've really got no (or very little) idea about his background except that he was born poor, and "scammed, seduced, and smooth talked his way to a life of luxury."
But with his cosmetics we get a much more clearer picture of who Ace is. It's very clear that Ace looses just as much money as quickly as he earns it. In these times of low gains, Ace is savvy and perceptive, creative in his solutions to solving the issue of having no money: in his Hotel Deceit outfit he had to dress as a waiter and serve wealthy patrons for a paycheck, in his Broke Fisherman outfit- he gathers enough ramshackle equipment for the chance to make "one rare catch" of a fish so expensive it could pay off his debt.
We know that he's something of a wanderer, bouncing between places and wherever opportunity calls: in the Seasoned Gambler outfit we see he takes his talents internationally equipping himself in a "semi-traditional, stylish [attire] for Ace to join in the most exclusive [poker] tables" in China during the Lunar New Year. In his Ace Vegas outfit, after a run of bad luck "Ace returns to his gambling mecca: Las Vegas" to get his luck back. Ace being so worldly is also supported by his Flying Ace outfit, which implies that Ace is also a capable pilot- which makes sense given that he's "racked up too many debts with the wrong kind of people" being able to fly a plane seems pretty useful if you're always on the run from debt collectors. As a result of his worldliness, we can also reasonably assume that Ace is actually a Polyglot (can speak multiple languages) given he's from Argentina, lives in the US (or at least has been in the US), and has visited China. Meaning he can speak at least Spanish, English, and Mandarin- and his being multilingual easily fits into his street smart intelligence, as well as his renowned silver tongue and charming personality.
And before anybody says "just because he's been there doesn't mean he speaks the languages" I'll interrupt that right now by reminding that Ace is a poker player (information, which funnily enough is only deliberately mentioned in a single time in his Winter Wisecracks outfit). If you've never played it, poker is an incredibly social game and requires not only some pretty intense knowledge of the mechanics of a card deck, chance + probability, etc. but just as important people skills and insight into human tendency / behavior. If Ace couldn't speak or understand these languages, he probably wouldn't have as much success as he does gambling in different countries, so I reaffirm that Ace is a Polyglot based on this lore which is only provided by cosmetics.
But ALL of this disappears the instant you utter phrase "Cosmetics are not canon" and we completely lose out on that concrete image of who Ace is, and we're left with the meager information that is provided in his paragraph long lore, and a meh-at-best tome story.
@Gruo said:
Devs mentioned cosmetics are not canon. The only canon skins are the default and the killers blighted skins because it canonically connects to Blight lore.
I think if this was ever said, it was because the devs didn't want to bother with differentiating which cosmetics are canon and which aren't, and this absolves them from ever making any mistakes or contradicting themselves between what is canon and what isn't or creating cosmetics that aren't truly representative of the character and out of line with their personality.
Which is why I sigh at this point because cosmetic lore is incredibly valuable to the personalities and overall story of the characters. I refer back to my previously written example of Ace Visconti to support this.
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@VolantConch1719 said:
First off, Jonah is not a war criminal. According to the United States Naval Institute, "Accidents are not war crimes. Unintentional or collateral damage does not constitute a war crime, even when there are noncombatant deaths," and "The mere occurrence of unintended or accidental harm to noncombatants does not, and has never been considered a war crime." Jonah did not intend to hurt so many civilians, therefore, from every legal standpoint (which is the ONLY standpoint that this even remotely matters), he is NOT a war criminal.
The theme of Portrait of A Murder seems to be guilt for things WAY out of your control. Carmina believed she was guilty for her brother's death and her mother leaving, but neither of those were even remotely in her control. Her brother died because her father wasn't paying attention, and, while we don't know the circumstances of her mother leaving, it seems likely that her father was responsible for this too.
Jonah thought he was stopping rebels from overthrowing a young government when he decrypted the code. He had ZERO way of knowing that it was a decoy, but he still felt immensely guilty over it, leading him to divert money to those he hurt. He got found out, and his higher officer placed him back on the radio deciphers.
Could it have been handled better? Sure. How his story ends does ignore everything in Kwantana and his guilt is pushed aside. But he's still a pretty decent character who just needs a small touchup like that.
Best answer ^
Especially with the consideration of the legal perspective considering international warfare and such rather than tunnel vision on the moral / human one.
And on a small but separate note, I really like the idea of true Villains being a part of the survivor cast. Although currently we have none of these, and the characters people are really talking about in this thread are all only flawed in some way rather than being actually villainous. I like the idea of having a true villain as a survivor, an antagonist who actually sought out to harm others in pursuit of their own personal benefits. Yet now, in situations beyond their power or control, they must work together with (relatively) good people to survive, and the good people must reconcile with working together with people who utterly heinous and undeniably villainous. It'd make a contrast that's great storytelling as these two opposing forces are always rubbing each other the wrong way throughout the trials.
Perhaps the villainous person manipulates the others in the group into doing things his way, and ultimately sacrificing them to save his own skin. Perhaps the good person sacrifices the villainous person, sacrificing their morality, and ultimately proving that perhaps they weren't so good after all?
Survivors not all being good or even sympathetic is good to diversify the kinds of characters we see. Although David King is a team player at the end of the day, who is willing to put himself in harms way for the good of the group or another person, on release he was described as someone "you wouldn't want to be friends with" and is undoubtedly an #########, he's literally the "bully" archetype. People still like his character nonetheless.
Just me thinking thoughts, I don't really have a concluding bit to finish on.
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@BasementDweller said:
I could be wrong, but didn't the Entity torture Trapper because he didn't want to kill for the Entity?
Maybe the same is happening to her? Who knows.
This is exactly it. The entity forces its killers to do their bidding, and regardless of whether or not it makes sense for lore we can always assume that the entity has provided some motivation or incentive to participate in the trials as the dealers of death and pain.
That motivation doesn't have to be violent either, and we're aware of many killers who carry out their tasks willingly for one reason or another. Characters like Ghostface or Trickster do it because they genuinely enjoy it, Doctor and Blight are obsessed with the pursuit of dark knowledge and inhumane science with little to no regard for the consequences, The Clown feeds into perverse indulgences, and so on and so forth.
I think Carmina might be new, in that she was given something (I mean all the killers were given at least superhuman strength / speed alongside other powers but let me get to my point here):
When her hands were cut off she lost everything, painting was not only her whole purpose and identity it was her escape- a way to cope with her grief and intense feelings of guilt and regret. When she was pulled to the realm of the entity, she was offered them back: substitutes made from the very ink she used that were even better than her original hands. They could morph, shift, change in size and shape, instead of holding a brush her hands could be the very tool of her inspired expression, and nobody would ever be able to cut them from her. They were hers to keep- so long as the entity received something in return: in exchange for her new hands she had to use them as a tool not only for art, but for violence, to inflict the pain and violence that she too had once been subject to.
This alone was an offer that she couldn't refuse (not to mention it was also an offer she actual can't refuse, consider the consequences other killers like trapper have suffered). Her hands were her everything after the loss of her family, dealing out "impermanent" death- may be a small price to pay for being made whole again.
So here we could be seeing the entity bargaining. Not just with the promise to be able to inflict pain endlessly that insane individuals or otherworldly beings like Ghostface, Freddy, or Pinhead might desire- but with something that a person like Carmina genuinely and desperately yearns for, in her case, her hands.
And this may even be slightly supported through the map as well- we see actual paintings in the Eyrie of Crows. Suppose for a moment that these weren't paintings from her former life, or even paintings recreated by the Entity itself in the process of reconstructing the realm. Suppose that Carmina herself painted them- in the realm of the entity, shaping her inky hands into brushes of different sizes and forms, configuring them to her whims, and pouring out her emotions of anguish, rage, all into the imagery of the crows who were both her blessing, and her uncontrollable curse.
I mean people were always wondering what killers did between trials anyway. Maybe with Carmina, that question is a little easier to answer?
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It's confirmed that the Entity feeds not only on hope, but on powerful emotions in general, which is an entire spectrum.
And while it's a nifty idea, the lore also directly calls the killers the "servants" of the entity's dark malicious purposes. So I don't think it's possible for a true role reversal here.
However, it is pointed out that the killers are punished as much as the survivors. The killers who refuse to do the Entity's bidding are tortured endlessly until they can no longer refuse to do so. This is confirmed by the developers in a stream a few years ago really early on in the story of DBD. This is why killers like Trapper look the way they do- because they were mutilated and tortured, forced to do the bidding of the entity. The wounds on their bodies are still clearly visible.
As opposed to Killers who are mostly unharmed or unchanged- IE Michael Myers, Ghostface or Original examples like Trickster, Huntress, who are for the most part unaltered and uninjured, these are the ones that required little to no incentive to kill for the entity. Due to their own personal motivations, for example it was mentioned that Ghostface was probably the killer that most enjoys being in the realm of the entity and may be one of if not the most evil killer in the roster. He genuinely enjoys murder, and treats it like a game- loving the attention from newspapers and police, and the thrill of not getting caught- killing is exactly like a hobby to him, and one he is extremely meticulous and skilled in. There is not a single hint of guilt in his mind, and the realm of the entity may as well be a playground for his sadistic games.
Back on track, I don't think the point about Boons is all that significant either and it isn't at all about the entity going "soft" that's the whole wrong way to look at it. The more tools that survivors are given, the more abilities they have, the stronger their sense of hope is and the more powerful their emotions will be on either side of the spectrum. Think about how devastating it would feel, to be provided a sense of comfort and relief from that little blue flame, to be so sure that you would escape, only to have all that hope ripped out from your lungs as you are pulled screaming from the ground and away from the exit gate toward a hook.
That's how I think it should be interpreted, and it falls perfectly in line with the story we are all told about Dead by Daylight.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2581232#Comment_2581232
I prefer it being just gameplay, i never liked the idea of multiple of the same people.
I think it's a brilliant idea, and I personally believe it's the exact thing that the lore points to, since it perfectly explains why multiple of the same survivor can be present in the same trial.
Imagine it like this: you walk into a room and then walk out. 10 minutes later you walk into that same room and walk out again.
Because time doesn't exist, you and your previous self could both walk into the room at the exact same time and interact.
This is exactly how it works in the realm of the entity, and four versions of Dwight, all pulled from different times at the campfire, now must survive together in a trial.
This concept also adds an element of psychological horror or torment to the universe in Dead by Daylight. How awful would it be to see yourself mutilated, butchered, and killed? and on top of that, the layer of uncertainty: is that you in the future? Will your decision to not save yourself in the present condemn you in a trial later on?
This is my preferred thought process, but there's also the idea of "infinite dimensions" and all that, so you could also chalk it up to literal different versions of the same character from different universes. An infinite number of Dwight, running in an infinite number of trials, an infinite number of times- if nothing else at least demonstrates the scale of the Entity's power and the horror of the story.
But I think the "it's just for gameplay reasons" has to be the most boring perspective imaginable to such an age old question. Especially when , Dead by Daylight is in the unique position to actually answer this question in a satisfactory way that makes perfect sense- unlike many other multiplayer titles who have to deal with that hiccup in their story and are in a position where they genuinely cannot answer that question so "it's just for gameplay reasons."
As far as Dead by Daylight goes, this is the last thing I want to believe about the lore of the core game. It'd be the absolute greatest disappointment when there's so much potential for unique storytelling. But to each their own I guess.
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/300197/slinger-vs-the-snowmen
Because I'm the only slinger player on the forums and ive mentioned it a few times
Lol
Although seriously it's because many others can also avoid it,
doctor,bubba,plague,oni
Jokes on you
Because of how insufferable the snowmen have become and how they've ruined matches for multiple other killers that I play regularly- I have converted to playing Deathslinger nearly exclusively for the duration of the event, precisely because of this little loophole.
I can't imagine anybody would have the audacity to claim that Snowmen should really be a full counter and offer full protection from all killer powers- especially killers in less than satisfactory positions of balance like Slinger. So for this years winter event- Deathslinger is the neat little trick for killers who don't want to deal with snowmen to use- and survivors need to deal with that and reconcile with the fact they won't be able to jump into 3 balls of snow in a top hat and mittens right in the killers face to avoid a state of damage.
I think that's fair all things considered.
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Making it full power from the very beginning would actually bring it closer in line with the strength of other Hex: Perks. Currently it's structured the same way Devour Hope is structured where you've got a system that collects tokens as you complete a certain action- but the difference is there is very little pay off compared to Devour Hope. So there really is very little reason to keep it as it currently is.
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Shmuckles was the one that posted up a few videos about those rumors that it was a fire based chapter, the information came from DBDLeaks Discord or something if I remember correctly, but long story short it was confirmed to be a hoax and the rumors (at least as we heard them) are false. He posted as much in a written post on YT.
Although despite this, I've been wanting an original fire based chapter long before these recent rumors started floating around. Ever since I saw HybridPanda's video on a speculated chapter 13 "Rise from the Ashes" posted in 2019. The idea was of a Firefighter Killer who could leak flammable gas around the map and then ignite it, affecting survivors with a new "burned" status effect.
"My initial instinct upon spotting it was to cry out in joy, an emotion I can no longer conjure to my voice. But suppressing that instinct was the deliberately taught suspicion of all hope. Wandering in the fog, I saw a mountainous man, dressed in fire fighting equipment. A hero I thought then, here maybe to rescue any number of us. I proved wise to suspend my joy, as I shadowed him and laid witness to the extent of his supernatural ability. His appearance was some cruel, ironic trickery and he began billowing smoke that formed into a copy of himself, shadowing him as I did."
https://www.youtube.com/watch?v=2OHL95eQaAI -
It's more of a sigh of disappointment than it is an apathetic shrug, at least for me.
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Why not just make a real poll through the forums instead of leaving a link to a strawpoll??
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@R2k said:
It's the only power worth doing irl. U can tp in any place u want and none can prevent it. Others are way restricted and boring to use.
The problem with the Blink is that lorewise it is actually supposed to be extremely painful and exhausting for the Nurse to do. That's why she's fatigued after every use of her power (that and balance obv. but the connection between the two- lore and gameplay- is definitely there) you can hear her wheezing as if she's perpetually suffocating, and she is both physically and mentally drained after from blinking in and out of reality.
"The Nurse screams and sighs with every Blink. According to the Developers, blinking is a painful procedure, so she screams from pain and sighs from relief."
That's why I didn't choose it, and overuse of the blink would likely cause a significant physical and mental toll on your person.
Invisibility is a classic power that is multipurpose with some decent practical applications, and that's why I went for that. Even if it still came with the stipulation that you had to loudly announce every time you were cloaking and coming out of cloak.
Although it would be really cool to be an expert at knife throwing.
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@jesterkind said:
It wouldn't be a catch-all fix to toxicity in this game, but there's simply no getting away from the fact that the toxicity in this game is mostly a community problem, not a dev problem- so something like this to encourage people to be a little more even-tempered and rewarding to their teammates isn't the worst idea in the world.
I've played with these kinds of systems before in other games, and you do see people just throwing commendations out willy-nilly as they're typically given some kind of meagre XP reward for doing so, but you do also see people rewarded with the right kind of commendation when they do actually deserve it. While it won't really do that much to discourage toxic behaviour, it does - in my experience - do a little bit more towards encouraging more positive behaviour, which is still something.
Ultimately: Not on its own, but as part of a careful and thorough suite of mechanics and changes to encourage better behaviour, absolutely.
This I can agree with. As mentioned (or at least implied) earlier, if this was one part of a greater effort to bring features to the game that produce more community engagement- then yes I could certainly see it operating in tandem with other changes to improve community relations, establish a greater sense of unity, and perhaps even reduce toxicity in some small part.
Although that stipulation is certainly required, seeing as OP didn't mention it and was passing off this change alone as one that would really dig deep into the issue of toxicity by itself- I don't think so. At best I'm apathetic about commendation systems in other games, for example League of Legends has a commendation / honor system, but I don't think anyone would ever tell you that League has an incredibly healthy nontoxic community (as far as the game itself goes). So I wouldn't be interested in seeing resources be directed toward this if it stood on its own.
As part of a whole host of other changes combined? Now there's a bit more thought going on, that has some good footing to create a more noticeable change.






