Seiko300
Seiko300
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Pennywise is a licensed character, which means he is entirely bound to the license holder and how they want BHVR to represent the character in the game. It has to be a faithful recreation of whatever source material they're using for reference, so I have no idea what "A New Interpretation Of Him" means. In all honesty if BHVR ever came to the negotiating table saying they wanted to create "a new Dead By Daylight interpretation of the character" that sounds like a really quick way for the license holders to leave right away because "they want to change our character to whatever they want."
Also if Ash Williams and Freddy Krueger are any indication, there are some serious licensing issues with getting previous incarnations of a character so I think that boots 1990 Pennywise out of the running as well.
The 2018 version is most likely the only option we have and that's not a bad thing either. They did a pretty good job on those movies.
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All of the above.
Pretty complex maneuver ngl
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Lolk
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1353906#Comment_1353906
I'ma be honest. The Giant was literally what I had in my head when I was making this Killer. Although mechanically they are completely different of course.
I could tell. Like I said I wouldn't mind it, but again the devs want to stand out in creating characters that are unique as possible. Although to be fair, the devs did have this idea four years ago really early in development for a killer (that I think was called the juggernaut) that could bust through walls and assets all over the map. The idea was scrapped however when it became apparent the killer was completely broken in that he could flatten most of the entire map and just kill everybody.
The only difference is that even though the devs had created the idea four years ago, the people working on Last Year were the first ones to breathe life into the concept in a way that works. So the devs probably would stay away from it now. Four years later and we do see remnants of that killer in the new Breakable Walls feature which is now a global mechanic all killers have access to.
I think you'd be able to somehow maintain the core ability concept, but you'd have to change the character itself for it to work. "The Juggernaut" is a dead giveaway for where you're going with the idea and where it comes from (for people who are acutely aware of asymmetrical horror titles like the devs probably are). A change to the name and also do away with the concept of a ripped guy whose only weapons are his fists would probably be in order. Maybe the original power becomes a secondary power for something completely different, who knows.
But I'll quote Dave Richard when I say "never say never"
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@Seiji212 said:
I would love to see some obviously missing tropes in horror, especially more non-humans. I want a werewolf quite badly. But, overall, I would like to see more OCs, because they generally have a wider range of cosmetics and originality to them. A scarecrow would be cool, I know there's a couple of scarecrow-ish vanity items, but not an actual character. I think it would be neat if there were more than a few of them posted about the map near gens and survivors wouldn't be able to know which, exactly, was the killer's active one or whatever. I also think it would be very neat to have a killer who's power is hindering survivors when they're looking at them. I think it would shake up the chase scene.
I posted a comment going through all the different sub-genres of horror that I could think of and listing how they were or were not represented in DBD. Without going through all of them there are a few genres that are distinctly lacking in Dead By Daylight, which is odd considering Dead By Daylight is supposed to be this amalgamation of horror under the overarching slasher umbrella that encapsulates it all.
Sci-Fi Horror. This is the most peculiar because it's one of the most significant and influential kinds of horror - tracing all the way back to Mary Shelley's Frankenstein which was originally first published in 1818, and since then has spawned so many other stories of Mad Scientists, Experiments gone wrong, Aliens landing on earth to kidnap or kill humans, etc. Yet there is not a single chapter that distinctly and clearly covers this genre. (Stranger Things does not count. It takes place in the 80s and makes constant reference to D&D [Dungeons & Dragons] to explain the otherworldly things that appear in the show like the Upside Down and the Demogorgon. Fight me)
Potential recommendations: The Xenomorph (Alien), The Thing (1982), The Predator.
Holiday Horror. It's an interesting concept to take Holidays which are usually bright and cheerful moments in most peoples lives, to flip it upside down to turn it into something dark and sinister. It is technically represented in Dead By Daylight through Michael Myers, since the whole franchise centers around the holiday of Halloween, but halloween is way too easy and simple to tie to horror. Even if it did count, it would still only make one chapter out of now 16 (not to mention the paragraphs) and DBD can do this genre better than that, I'd be satisfied with even just one or two more chapters to represent this genre and cement it into DBD.
Potential recommendations: Anything to do with Christmas would be the go to, so movies like Krampus or Black Christmas could be viable options to look toward. Other than this there's also My Bloody Valentine which is a pretty cool license in its own right that not many people know or talk about, which centers around Valentine's Day.
Gothic Horror. A very traditional form of horror that many people know about and much like Sci-Fi Horror has some pretty deep roots in terms of horror history, it's unique in that it usually sports otherworldy or older more vintage settings, and there's typically a romantic element to it. An argument can be made it does exist in DBD because the Deathslinger was directly inspired from Stephen King's The Dark Tower book series, which are gothic writings. However, that feels like a one foot in, you're only halfway there, kind of deal and again a single chapter for such a broad genre.
Potential recommendations: there aren't many licenses to look forward to here so we're mostly discussing original concepts. A few I want to mention are maybe a Disgraced french Nobleman with a Rapier, or a Vampire or Werewolf who slaughtered their beloved.
Obligatory don't forget about the big 3: Pennywise, Candyman, and Pinhead.
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@Lazerboy88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1293130#Comment_1293130
Ahem, Big 4 the quartet, Bubba may be the least iconic of the four but he is there.
*Cough* I believe you mean Big Quintet. @Lazerboy88 @KiloOfSalt Ghostface singlehandedly revived this entire genre in the 90s after it played itself out.
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@Dead_by_Gadfly said:
Interesting, but what about like a corn map, what if theres nothing for the survivor to collide with.
Also, if the survivor gets knocked into another survivor do they both lose a health state? Cause that would be dope af
I don't think that matters since every killer has maps they perform better on and maps they perform worse on.
For example high mobility killers like Hillbilly or Oni generally perform worse on indoor maps where their freedom of movement is more restricted. They are far more comfortable on maps with wider spaces to dash through
Likewise Stealth Killers are the opposite, taking advantage of the limited sightlines and constricted rooms of indoor maps to easily sneak up on survivors. While they perform worse on maps with wide clear spaces where survivors can see your approach from basically any angle.
This isn't to say it's impossible to perform well with killers on those maps, it's only to say that certain maps would provide certain advantages to certain killers. It's not a major thing, and sometimes it hardly makes a difference, but sometimes it does have a bigger influence and swings the favor from one side to the other.
In much the same way "the juggernaut" might perform better on maps that are filled with assets for survivors to collide with, and is slightly less effective on maps without those assets like certain locations in the Coldwind Farm realm.
But performance on certain maps is not something that makes or breaks whether or not a killer idea would work in DBD, it's hardly a concern.
Personally it sounds like a decent killer idea with some pretty decent perks. Although it DOES sound a bit too much like The Giant from Last Year: The Nightmare. Which is a pretty big roadblock / dealbreaker, when it comes to original characters I think the devs want to continue to make incredibly unique characters that no one has ever thought of or conceived of before.
The Giant (sounds a lot like the description OP gave...):
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Sorry to burst the bubbles of anyone who thinks Ace is gay @brokedownpalace @Marcus @Primalux135 but he's not, he's one of those few characters that BHVR was apologizing for hinting at their apparent heterosexuality.
He has multiple cosmetics which describe him as a "Ladies' man" so to speak.
One full outfit called: "Hey Ladies"
A pair of shorts within the same outfit called: "Lady Killer Loafers"
The last line in the description for the torso of the "Lover boy Jacket" from the outfit "The Tomcat" in the Smoking Jacket Collection reads: "This one is for the ladies"
Doesn't deconfirm anyone else who's saying he might be bi or anything else, but he definitely appreciates the female figure and is after some sugar.
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Ace Visconti - Suave, Sophisticated, Silver Tongue, Confident, Classy, Charismatic, Ladies man, and Lucky Bastard.
Sniping out the hearts of all with those finger guns, and the only guy who's cool enough in such dire circumstances to wear a damn smile on his face. What's not to love?
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Honestly looking at all of the most recent chapters and the perks right next to the characters, it's so sad how many dumb and useless perks are out of the last maybe 7 survivors and 4 killers.
I want to say inner strength, but I'll be honest I did not use inner strength at all until very, very recently and only then did I fully realize how nice of a perk it is to run, you just need to adapt your strategy to it specifically (being on the lookout for totems, mentally locking in locations of totems you previously saw for later use, where you have and haven't been and where totems could be, etc.)
So I'm actually going to go a chapter earlier and say Thrilling Tremors from Ghostface. Really great perk to keep tabs on what progression is happening where, and generally slows down the gen. rush. I run this perk all the time and it's also a fitting choice considering Ghostface is my killer main.
Thinking about it more in depth, my survivor build (which is tailored to a solo playstyle, because that's how I play generally) has not changed a bit in 4 years. Kindred, Spine Chill, Self-Care (not exactly proud to say), and another perk that could be whatever but let's say for the sake of it Adrenaline. All perks not just from 2016 but released at base from launch
That just speaks volumes.
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What you really want to do is monitor your progress vs. how many days left. Ideally you want to allot yourself the time of 1 day per level. So if there are 35 days left you should be on level 35 or higher, if you're ahead of schedule that's a good thing it means you're on track to finish beforehand. It also means that if you're ahead you can take longer extended breaks of Dead By Daylight so if there are 35 days left and you're on level 43, you've got ample time and wiggle room to chill out and not grind as hard. Take a couple of days off of just not playing DBD at all if you want.
Just make sure however long you chill out, the days don't pass up your levels so if you're on level 43 don't wait until there are 25 days left because now you're 2 levels behind where you should be (27 levels to go, 25 days left). You always want to be either on an equal level, or ahead, preferably ahead.
Then when it's all said and done and you've made it through take a LONG break of never playing (unless you really feel like it or want to) between rifts
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Had you said Honey Mustard, it'd be a different story
I'm a sucker for that stuff honestly
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I meant to bring it up on the other thread, but Jake looks really spot on I won't lie
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@LALYTHIA said:
DS in its current state is fine.
What a laughable statement
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I always wondered about this.
They should really program the system so that totems never spawn within a certain radius of Generators. This sacrifices the unpredictability of totem spawns since people will know not to look around generators, but still...
Maybe far less likely to spawn around generators rather than not at all.
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@Sonzaishinai said:
Alt tab, youtube
I hover my mouse over the dbd tab so i instantly see if i'm in a lobby
This, exactly this.
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See, now that was your first mistake.
You were using a controller and playing on PS4
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@Wamps said:
https://forum.deadbydaylight.com/en/discussion/comment/1339079#Comment_1339079
I think Paul who plays Ace can promise you that! He nailed it! You won't be disappointed!!
👉😎👉
👍
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@Crackgear said:
https://forum.deadbydaylight.com/en/discussion/comment/1265374#Comment_1265374
Jake Park is part Korean actually
This was already pointed out to me
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Those who say keys (and mori's but I'll be focusing on keys right now and you'll soon see why) are "fine" or "not a big deal" are very seriously understating the issues caused and created by them. Especially on the part of keys which are wildly unbalanced and cannot stay in their current state for the sake of balance.
Now one might see my disproportionate focus on keys rather than moris and immediately think "This guy is biased!!" however I have some very real concerns here that I think not only validate my opinion, but also may get a few people to change their minds here.
ITEMS VS. OFFERINGS
Biggest issue here: Keys are items, and moris are offerings. Already from the get go there are huge problems with this, and the two mechanics which are so frequently compared actually aren't as comparable as you might think. On the surface, and to many people this difference might seem negligible but I assure you it is not:
Mori's as offerings are single time use. Once they have been burned at the start of a match, they are gone, so it doesn't matter what happens in the actual trial itself nothing can change that fact. If you do too well and all the survivors begin to disconnect the match and rage quit, it's still gone, if survivors don't DC but they start killing themselves on the hook to get out of the match early it's still gone. If you stomp everyone in the match and hook them all a bunch of times until they start dying quickly in what becomes a short match, it's gone, if you get stomped so hard by an SWF team that won't allow you to get more than 2 hooks, and you never get the chance to use it it's gone. In all of these cases the mori has been completely wasted since you never really got a proper chance to use it. Mori's are one-time use and that is final, when it's gone, it's gone.
Items on the other hand do not play by those rules. Oh it doesn't matter if a survivor DCs ruining your chance to actually use a mori but if a killer DCs while you're playing survivor you get to keep your item. If you escape as a survivor, you get to keep your item.
Not to mention, items unlike offerings, also have add-ons, the key specifically has add-ons that actually prevent you from losing them! Even if you die or even if you use the key to actually escape you still. get. to. keep. the. key. This makes the weaved ring and the milky glass some of the most popular and most frequently used add-ons not just for the key, but out of every add-on survivors have access to.
Even if the weaved ring and milky glass didn't exist, there are other add-ons the key has access to. Add-ons that turn a key from just a simple tool to escape to a swiss-army-knife-multi-purpose-object that can be used for a variety of different functions that could fit into a variety of loadouts and builds. You can use it to reveal fellow survivors auras at a range, you can use it to decrease your chance to be the obsession while also revealing the obsession's aura from any range, you can even use it to reveal the killer's aura. And of course add-ons exist that either boost the range of these effects, or add time to the use of the key.
With the recent new item changes the problem is made even worse, now that items never break and never disappear you can actually use these add-ons and their effects fully depleting the key itself and still use the key to escape. Or escape with a depleted key through the exit gate to preserve it for the next match. It is nearly impossible to lose these things and you can survive on a total inventory of one or two keys and stretch those out for what seems like an infinite amount of time. Even IF you're using them, even IF you're dying with them, even IF you're getting use out of the multi-purpose add-ons the item has available to it and fully depleting the key.
By comparison, if you had one or two moris in your inventory as a killer, guess what? You've got one or two matches to make those count. And if those two matches aren't perfect environments to use a mori in where people aren't killing themselves, disconnecting, or you're just flat out doing so good that you would actually feel bad if you actually whipped out the mori, guess what? You wasted the mori
The problems don't stop there, the cherry on top of all these issues is that because keys are items, much like every other item you can find them in-game, during matches, in a chest. People will constantly compare Mori's and keys but when was the last time you saw a killer pull a Mori out of a box to win a match. Because that's exactly what survivors do, it's like a magic trick that makes all the pressure you worked for in a match disappear and not because they were actually skillful.
GAMEPLAY IMPACT - MORI VS. KEY
Now, in this section it's unavoidable to talk about why keys are unbalanced without referring to their "counterpart" as a baseline. Because of course all this hullabloo about keys being immortal simply because they're items might be all be well and good, perchance even dismissible if mori's were actually any more impactful or powerful than a key is. But guess what? They're not.
Now, albeit keys are limited by how many generators are done before the hatch can actually appear much like how a mori is limited by the hooks a killer has achieved. However, there is very little to any counterplay for a key whereas there's plenty to do against a mori, which I understand might throw some people into a fit yelling "Franklin's Demise! Franklin's Demise!"
By simply knowing that a mori is being used Survivors can and will make absolutely certain to not get caught, if they weren't immersed before they are now, and if they weren't sweating during chases to milk every loop out of every jungle gym, they are now. Whereas you have might have no idea if a key is being used because 1. it's about a pixel long and a pixel wide and it's dark color makes it even harder to see beyond it's small size and 2. You might not see it in the pre-game lobby at all because nobody is actually bringing one they just managed to "find one" during a game in a chest. And you have no way of knowing, to try and counter it.
In this way a mori can be countered by survivors appropriately reacting to the existence of one, when a survivor sees his friend was just killed and the UI displays a skull instead of a tormented soul he knows what's up. Whereas you can hardly counter a key if you aren't aware one is at play in a match because it's effect is immediate. Once one guy escapes he's gone there's nothing you can do to change that.
Here's the real difference though, where a mori only nets you whoever it is you caught, a key can facilitate the escape of multiple survivors. If it comes down close enough to the wire, a key can be the difference between getting a 4k and getting a 1k especially when survivors are on comms. It only takes 1 survivor with a key to allow the whole team to escape and again, like I mentioned before they don't even have to bring one they can just "find" one (which in my experience, is not all that difficult). That is the difference, mori's kill indviduals and end the match for one person - a key ends the match for everybody.
Running Franklin's demise as a counter is not an acceptable answer here for it's own two reasons. 1. Franklin's Demise is locked behind a paywall: it is not free at base, nor is it free to earn, you must buy the paragraph to unlock this teachable and unfortunately the paragraph you need to buy is one that offers a one dimensional mediocre killer at best and one of the lowest low tier killers at worst. So already new players or players who simply don't own this licensed piece of content can't counter keys and 2. Why should killers have to go out of their way to counter keys and survivors don't? Killers in order to counter keys must waste one of their precious 4 perk slots in order to counter this perk. Whereas survivors don't sacrifice anything against a mori, because every perk that helps them survive, helps counter a mori. DS, Adrenaline, Unbreakable, Borrowed Time, Self-Care, Dead Hard, Inner Strength, Empathy, Iron Will, etc. Every perk that helps you survive, helps you avoid being mori'd, which is 90% of the perks, the other 10% being BP bonus perks like WGLF.
But worst of all, news flash, because of the recent item changes it no longer completely counters keys. Now that items no longer disappear after having their charges fully depleted, Franklin's Demise is effectively useless because all they have to do is walk back to where they were hit and pick it up. Or have one of their SWF friends on comms pick it up for them. In fact it may even make it all the harder because now you're chasing one guy while his friend picks up the key and then when you chase him somebody else picks up the key and by that point soon you're struggling to keep track of who's carrying the 1 X 1 black pixel.
And I don't think I've mentioned it until now, though it was fairly implied: because of the item changes, because of how easy it is to preserve keys and stretch them out for multiple matches in a row, or simply "miraculously" find them, Keys are far more frequently used and far more easily accessed than a mori. Because you don't even need to be the guy who brings it or finds it to receive its benefits, if only one person brings a key you can potentially be guaranteed an escape. Putting my own personal match history of playing survivor and killer side by side I can't tell you how many more times I've seen survivors escape with keys than I have killers bring moris. Sure that statement might be somewhat anecdotal, but I have a sneaking suspicion it nonetheless rings true for a vast majority of the playerbase. Keys are in far greater circulation and thus in far greater use than moris. Plain and simple.
Not to mention, their frequency of use in matches has been greatly bolstered because of challenges in the archives. Where everyone is encouraged to bring a key and escape for that objective. BHVR: Not Cool Dudes.
The nightmare scenario is the ultima sweaty tryhard SWF scenario: Where four experienced players hop into a lobby, bring all the right perks, bring all the right items, add-ons for those items, offerings for whatever they want: increased luck or a notoriously survivor sided map IE Haddonfield, and they have 1 guy just one, bring a key. Not only is this match just genuinely difficult to overcome if you aren't playing a meta killer but even if you do overcome such an obstacle that SWF can still win because they had one guy bring a key. Even if they don't get everyone out they still at the very least cut their losses to get three, two, or even just one person to escape that wouldn't have otherwise.
But again it comes back to that serious issue, the real problem is that a single key can allow everyone in a match to escape, and while a single mori can also swing games it's also possible to just outlast and outplay that killer. Where a key can be circulated around a team for anyone, just because the guy who brought it died doesn't mean it's not still out there in the match.
The most infuriating circumstance is when you're chasing a guy, he has a key, and he stumbles across the hatch and just hops out ignoring the killer who can only stand by and watch as this dude literally hops up into the air and down a rabbit hole. This should not happen, it makes no sense why it does happen, why can you stand above a hatch and then have it suddenly open by itself to jump through in the middle of a chase?
CONCLUDING
Keys are dumb.
They are in fact, more dumb than moris and that is simply a fact. I'm not saying moris aren't dumb they can be, but unlike keys they have a somewhat cultural relevance to Dead By Daylight. Much like Mortal Kombat is closely tied to its fatalities, and For Honor puts a lot of effort into the spectacle of their executions, Moris are treated the exact same way. People are always excited to see the mori for a new killer and it's a high point of interest for every new chapter. People want to know who the killer is, the map, the survivor, the perks, and the mori. With this in mind the removal of moris is quite simply not viable.
To be clear I am not saying that moris are free of guilt of causing an unbalance, but I am saying there aren't as many problems with moris as there are with keys. Does that mean moris shouldn't be changed? Maybe, maybe not.
Would I nerf moris to nerf keys? Yes, yes I would wholeheartedly. Contrary to what my paragraphs of ranting might make you think I'm not against reworking or even nerfing moris, I simply believe it is FAR more important and pertinent to rebalance keys than moris because there are far more issues with them than moris. This item is very clearly unbalanced in 2020 and has not been touched or revised since it's original incarnation and cannot realistically stay in its current state.
Clarifying my earlier statement on why Mori's can't be removed, this is not to imply that I am advocating the removal of keys because I'm not. Keys do deserve to be in the game, what I care about is fixing keys and making them much harder to abuse. Leading to changes which include but are not limited to the following:
Solutions
- Give them a quick animation to open the hatch with an audio cue
- This is an important and necessary change to prevent keys from being used haphazardly with little to no thought about how they should be used. A short animation that can be interrupted by the killer grabbing them forces survivors to be more meticulous about how they use a key to escape and it completely negates the ability to use keys off the cuff in the middle of a chase. To up the stakes, make keys function similar to BNP's in that if the action is interrupted they are destroyed.
- Rework the weaved ring and milky glass add-ons
- This prevents keys from being stretched out and extended long after they realistically should have left a survivor's possession and brings them more in line with Mori's which are true one use mechanics
- Decrease the chance that they can be found in chests by a significantly wide margin, equal to the same chance to pull yourself off a hook or make them impossible to find in chests unless you're running Ace in the Hole
- This is nowhere near as infrequent as it realistically should be and a change such as this makes it much more difficult for survivors to pull cheap wins out of the blue, while also at the same time promoting / increasing the use and viability of a lesser used perk (Ace in the Hole)
- Make them unnecessary late challenges in the archives that you don't need to do to complete a level in a tome or don't make challenges involving keys (and moris) at all
- Decreases the incentive to use keys - don't make them early challenges that you need to complete to do another one, make these challenges the ones that exist at the edges of the archive web that you have to do other challenges first to reach.
- Give them a quick animation to open the hatch with an audio cue
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Imagine playing a high skill floor killer like Nurse, spirit, or Huntress on console against PC survivors
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If you can confirm you can perfectly encapsulate Ace Visconti according to this description:
"Suave, Sophisticated, Silver Tongue, Confident, Classy, Charismatic, Ladies man, and Lucky Bastard.
Sniping out the hearts of all with those finger guns, and the only guy who's cool enough in such dire circumstances to wear a damn smile on his face. What's not to love?"
Then I'll watch it.
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I played a solid 150 hours (of consistently dying basically) in 2016 before I made a dedicated effort to dip a toe into the waters of killer.
I wouldn't have an official killer main until 3 years later when my favorite killer Ghostface finally made it into the game in 2019 though.
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I enjoy the story, likable characters, and setting of Stranger Things far more than I do the obscure and opaque themes and symbolism of Silent Hill. Silent Hill is way too weird for me to enjoy and I can't really understand the people who say that it's their favorite horror franchise and things like that. Not saying they can't like it, more power to them, I just don't understand why
I can appreciate villains like Pyramid Head - he looks scary, imposing, threatening, and certain other aspects of the game like the blanket of fog that always covers the town. However, these are just parts of what the franchise is and not the whole itself, they're silver linings if you will.
For a horror game it feels way too deep and philosophical, filled with dialogue that is definitely written in a way that's supposed to make you think and read between the lines. It feels like one of the books you were forced to read and create a thesis for in English Class.
Which is a weird thing to say in a negative light especially for me since I love watching film analysis' and speculating, theorycrafting, thinking a layer deeper, but Silent Hill specifically just rubs me the wrong way I think. It's hard to explain
So I'll have to go with Stranger Things on this one.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1338914#Comment_1338914
I used to have trouble against LF until I managed to know how to counter the insta down chainsaw face camp with a flashlight and BT, one blinds him whyle the other one unhooks with BT
Lol I play solo most of the time so I don't have the benefit of that kind of coordination.
Even if I did I think automatically that sounds like a really risky play in the first place, better to wait for him to leave than risk it all on a guy with a multi-hit instant down.
EDIT: I just read "face camp" my bad. My problem with leatherface isn't being camped it's just leatherface in general.
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Dude, it's so wacky I'm not the only one who has a personal "nemesis".
As survivor it's Leatherface. It's absolutely embarrassing because I am very much aware Leatherface isn't a particularly good killer, and yet I personally always seem to die when going up against one.
It's like whenever there's a Leatherface they're either a complete scrub or an absolute God, there is no middle ground with that guy. And I almost always get the Gods 😭
As killer I dunno, nobody really specific, I suppose your average P3 Claudette is always a thorn in my side to deal with.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1338852#Comment_1338852
Well, no better time for a thread like this one, yeah?
^ True
+respect to all current and previous trusted members.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1338838#Comment_1338838
It limits your ability to post and disables your ability to make discussions temporarily.
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1338838#Comment_1338838
Limits the number of comments they can make.
Oof, rough.
It looks like @Fibijean is jailed right now actually, rip.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1338830#Comment_1338830
"Trusted" is a program marking members of our community and recognizing them for doing a great job and being key rolemodels. Your post having that "trusted" mark simply means somebody with that title commented on it.
I was also confused on what the Jail meant, I've seen it over the icons of some people but if I'm not mistaken I don't think it prevents them from leaving comments so, what's the point? Is it just a public humiliation thing??
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I'm still unclear on what "Trusted" actually even means a long time ago I made a thread that was eventually marked as "Trusted" and I thought it had something to do with the amount of comments and then I saw people could actually be marked as "trusted" and I got kinda confused.
Tbh I never looked into the structure of how these forums actually worked, I just hopped on and moved over here because it seemed way more organized than the Steam forums. The fact you could create polls and poll options was really cool and novel to me at the time which was the main reason I moved over I think
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@R52G said:
I’ve been thinking about this for awhile now, but I believe a really good buff for inner strength would be for each totem you find and cleanse earns you a token. You can earn up to a maximum of 3 tokens per trial and one token is spent when you go into a locker to heal. Thoughts?
Dude I was thinking the exact same thing to a T just a couple days ago. I personally really like the idea, even if inner strength is already a "good perk" I wouldn't call it a meta perk and honestly the devs should be buffing any and every perk for both sides to force switch up the meta.
An idea that was brought up by Scott Jund in his most recent "idea review" which doesn't seem too bad too be honest.
https://youtu.be/UfAIvi1tNqU?t=740 -
@cheetocultleader said:
https://forum.deadbydaylight.com/en/discussion/comment/1338596#Comment_1338596
True, partly, but in the show it's obvious what they were dressing up as, and by putting it in the game, it would follow that same logic I'd assume. I'm not gonna pretend I know a lot about licensing though.
Yeeeeeeeeeeeeeeeeeaaaaaaaaahhh no, I'm 90% certain that's not how that works. In fact I'm 95% certain.
Steve and Nancy are wearing clothes referential to another piece of media, which is entirely fair use, it's not like the characters Tom Cruise and Rebecca De Mornay acted as actually showed up. Steve isn't even wearing the exact clothes Tom Cruise wore, Cruise wore a Grey Wool Blazer and Jeans:
You can make references to something without actually infringing on copyrights or licenses.
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@cheetocultleader said:
Since Risky Business is a licensed property though in itself, I wonder if that would conflict some how???
I'd love that outfit for Nancy though.
(and a redesign for the way the she stands but I guess that's another topic.)I don't think clothes are licensed properties. You can't license a look, or style of fashion, much less clothing pieces like sunglasses or white skirts and black bow.
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Legion as a character is not as bad as everybody says they are.
People hate and rip on The Darkness Among Us chapter way too much and too frequently is it upheld as "the worst chapter Dead By Daylight ever released ever". And by extension, the Legion (Jeff doesn't get hate, he's a pretty chill character)
We get it. A killer who suffers from split personality disorder and changes ability's whenever he changes personality would have been more interesting and compelling alternative. But we got Legion, so stop bringing it up, you get what you get and you don't throw a fit.
Legion gets way too much hate for being a simplistic character but simple isn't bad. People who are constantly ripping on the fact that they're "just a bunch of teenagers" and "the other killers and even the survivors could beat them up" also need to grow up. The Legion are comprised of individuals in their late teens, around the age of 19, they're honestly closer to legal drinking age (in the USA) than anything else. Not that they weren't probably drinking before before they came to the realm of the entity anyway.
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@APoipleTurtle One Dimensional, that's the word I was looking for. Good adjective
A lot of people seem to think that, that he's one dimensional and there isn't much you can do to change his power outside of changing stuff about his reload which everyone and their mother seems to think is the only thing the devs can do to make him better. But the main intention and driving inspiration with the changes I created were of the mindset that he doesn't have to be.
He certainly is right now, but that's not to say it's impossible to create unique and fun additions and changes to his power and I'd like to think I proved that with the addition of the new mechanic and the secondary ability (especially in conjunction with each other).
Where Huntress can throw cross map hatchets all the way across the map you could do the same thing with Clown and stop a generator from popping right at the beginning of a game and forcing everyone to scatter. You could stop someone from cleansing your Hex: Totem who is about to get rid of it, you could see a group of survivors healing under a hook a decent ways off and with no hope of catching them, but you could stop them with your Afterpiece tonic by intoxicating them. Or even stop survivors from healing themselves in the middle of a chase like people tend to do behind the safety of pallets and windows when they've got a medkit or self-care.
That to me is super cool because nobody else can do that. It makes the Afterpiece tonic a so much more imposing and ever-present threat and danger, it makes it so that you really don't want to stay in that cloud of gas. Which is very clearly not true as of now, people hardly care about the gas in the current state of the Clown.
And the secondary ability too, it allows him to exert his presence and pressure in parts of the map where he is not at the moment. It also functions sort of like an alarm if you're confused about where survivors are and can't seem to find all those immersed P3 claudettes this thing goes off and you can't miss them. I think it'd also be a pretty startling jumpscare for survivors because it would happen so suddenly and loudly, a mini explosion going off right at their feet and a cloud of gas suddenly everywhere as they scream revealing their location.
And obviously it serves a more practical purpose as well, locking down a very wide area which is also something no other killer can do not even clown right now without using up all his bottles anyway. And in conjunction with the previous change you could really lock down a generator and keep people from gen rushing you until the gas dissipates, by which point hopefully you will have made it back to exert actual pressure with your own presence.
I like your idea of intensifying the current effects though, it's also one of the issues with Clown although one I didn't spend too much time discussing. When I'm playing against one, rarely am I ever actually disoriented enough to mess up a loop. Sometimes, but not typically or consistently, nothing that makes me really fear getting downed unlike other killer abilities say a Spirit phasing, or a Doctor charging up a properly timed shock, or the Deathslinger's redeemer, or Ghostface mindgaming a loop with Night Shroud.
I heard someone say once that being intoxicated should hide the killers red stain from a survivor which I thought was a pretty interesting idea too, correlates with your idea of actually buffing the impact and intensifying the effects of the gas itself. Could be potential there for add-ons if not for his base power.
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Ace Visconti -
Kindred
Ace in the Hole
Dark Sense
Spine Chill
Ace Visconti always struck me as an Aura Reading kind of character, one who was more sensitive to things beyond regular human capability, and passed it off as "luck" (although he is one lucky bastard)
In real life I always imagined he exhibited this ability in the little things like being able to sense the cards in an opponents hand while gambling and knowing when he should up the stakes, or having naturally good instincts and "gut feelings" to rely on. Of course this wasn't always reliable and he frequently lost, but you can't win big without risking it all sometimes "Some call it a losing streak... but it's more like a winning streak that just hasn't started yet." -Ace Visconti
But in the realm of the entity, this little power of his manifested into something he could count on... through his sunglasses he could see in a way he never could before. He was always perceptive: paying attention to body language, facial expression, he needed to be to pull of certain cons and slights of hand after all... but nothing like this.
This is backed up by the description of one of his teachables: "Paying attention is what kept me alive through the years. That, and my good looks of course." - Ace Visconti
So basically anything related to aura reading would fit for Ace I chose Kindred and Dark Sense but it really could be anything, Alert, Plunderer's instinct, etc. Spine Chill seemed form fitting to represent his "natural instincts" and Ace in the Hole is there to represent his resourcefulness, and no shortage of luck, being able to scavenge and pull something useful out of always anything, like the perk description says: "Lady Luck always seems to be throwing something good your way."
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"Turns out, Nancy and Steve's fancy dress outfit was a very low-key reference to the 1983 film, Risky Business starring [Tom] Cruise and Rebecca De Mornay. It was the film that catapulted Cruise into superstardom and one that we assume is a big favourite of Nancy's because she's got a Tom Cruise poster on her bedroom wall."
Here they are in the show:
And here's their inspiration on Screen in Risky Business:
Steve threw on the Rayban Sunglasses as a reference to the movie poster, I'm not sure if they were ever actually worn during the film since I've never seen it myself, but from what I know they're pretty iconic:
As for a pool or beach, I don't ever recall there being a scene where Steve or Nancy ever went to the pool or beach in swim attire, of course Billy was a lifeguard (often shirtless) but Billy ain't no Steve so..
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What?
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1336484#Comment_1336484
"Carefully picks up shattered mic"
I am agreeing, console Nurse is horrible!"
"Gently sets mic back down among its shattered plastic remains"
@Carlosylu @MegaWaffle I think I have you both beat
*scrapes up broken mic pieces into a plastic bag*
Nurse on Mobile.
*Yeets plastic bag and all it's contents into the roaring crowd off stage*
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@BlueFang said:
Freddy and Demogorgon share quite a bit of similarity they both feature a teleportation ability, have multiple facets to their power, and very strong synergy with certain perks. Yet despite their similarities, Freddy is regarded as a top tier Meta killer while Demo is seen as low tier at best and bottom tier at worst. Many players chalk that up to Demo just having bad design and weak add-ons but I believe it is this dramatic deviation that reveals the current problem with DBD’s balancing
Why do players dislike Demogorgon? No matter what the individual complaints it will always boil down to his portal system and the root problems coming out of it. The demo is all about the set-up having portals set up at key points in a map, maintaining pressure and mobility. Despite how much of a time-saver they should be and can be keeping them set up wastes a lot of valuable time. You have to place two portals, go through one to activate the chain and all of this involves extensive backtracking. In a meta that revolves around micro-managing every second and capitalizing on any pressure, you can make this invested time could mean the difference between a win or a loss. So if the investments fail to garner any substantial success, It can be very frustrating.
Now after all this criticism you might be wondering why I said he wasn't bad earlier. You see it is because the Demo IS a strong killer his Shred has a huge skill-ceiling both in mind gaming and mechanical skill and knowhow. His portal system is also a strong system that when built up grants him a huge mobility advantage. Because you see the fault lies not with Demo but the current gameplay sandbox and meta for both sides. Demo's kit is balanced around a sandbox where the game goes slower where there are breaks in the pacing for both sides to gather, refocus, and assess the current situation. But in this current sandbox, the killer player is always forced to be on the move, not waste any unnecessary time and capitalize on any pressure available a Demo spending time on setting up his portal network could watch several generators pop into life before he's even finished and when he leaves he's very likely to hear one or more of his active portals disappear before he's finished his current chase. In a slower-paced sandbox, a portal would serve as intended as both valuable mobility and a stalling option, a way of locating survivors, and not feel like a chore to set up. And it is despite all of his compatibility issues with this sandbox that I see Demo in a different light
But now let's take a look at Demo's cousin if you will, Freddy
Freddy is the Swiss Army Knife of killers, combining the strengths of multiple killer archetypes yet having none of their weaknesses. He's partially a trap killer but unlike Trapper and Hag he gets all his traps immediately, doesn't have to enter animation to deploy them, he's also a chase killer in the lieu of Clown but he doesn't slow down when using his power and doesn't have to reload his Snares are completely and utterly disposable and can be stacked on top of each other, yet he also possesses high mobility with his generator teleport that gets stronger as the game gets into the later stages. The only caveat is that there is a signal that shows when you are teleporting but when factoring in gen tech teleport its more often than not, a benefit. Did I also mention he can completely counter Borrowed Time, has additional funkiness in regards to sleep and awake states, a funky TR, the second smallest killer in the game, survivors face drawbacks for waking up too much, and a whole bunch more?
The survivors can rip Demo's portals up all day long but every time they wake up against Freddy it gets harder and harder to wake up requires them to reveal their presence and can regress generators/healing by default. And it is partially a reason why the sandbox has gotten so out of hand. BHVR has been at work changing the totem systems, introducing and reworking new maps that often have a feature of being partially killer-sided, pallet quantity nerfs, perk nerfs, item and addon nerfs. Despite how necessary and beneficial many of these changes have been when you add all this together with killers such as Freddy, Oni, Spirit, it has done nothing but force survivors to end the game quicker
Back in the day when survivors had access to strong and forgiving perks, add-ons, and pallets they could afford to waste time. 1 or 2 survivors could hard-carry their team with their looping skills but now things are quite different. There's very little room for error now on both sides if the killer gets a snowball together survivor teams can quickly fall apart as the chasers can no longer buy those extra few seconds and the weaker links no longer have that extra forgiveness. Likewise, if the survivors get that early gen pressure going, spread out, and keep the killer off-balance its incredibly difficult for him to recover and gain pressure over the game when the generators are popping left and right. They no longer have that extra forgiveness from survivors healing, looting, or being interested in a chase. Both sides are now in a complete TIME-CRUNCH Meta where one can rarely waste time anymore. Because of this balanced and set-up killers such as Demogorgon suffer because they are in a sandbox which is anything but briskly paced and balanced.
My Conclusion: Its no longer just a Killer or Survivor balancing issue only it's now a fundamental flaw equally shared between both sides. Killer designs such as Freddy are a large part of the problem because survivors can no longer risk assuming the killer they are facing isn't going to be playing the meta, and killers can't assume survivors aren't either. For every Demo that gets wrecked by a meta time-crunch squad, there's a sweaty time-crunch Mori Oni wrecking a survivor squad at the same time. There is no easy answer to the problem at hand, unfortunately (from my current perspective at least)
Increasing the generator times and pace of the game would result in killers such as Freddy running rampant and utterly breaking the game for survivors, yet under this current system killers such as Demo are being more and more forced out by the current time restrictions. What's worse is this flaw is starting to crack the foundation of the game, the game has always been about the chase but now it's becoming about time-crunch. Survivors and killers no longer have the time to enjoy the chase, because they have to go right back into it immediately. There are no pauses, no lasting victory there's none of it until either the killer or survivors win. DBD must strike a balance between game pace, killer and survivor balancing, oppressive killer kits, pallet and loop strength, as well as the current shifts we've seen in kits on both sides
Because while this sandbox won't kill the game by any means. The longer this sandbox continues the greater the divide and toxicity within the killer and survivor population will become. As well as the chance of the current sand-box and its design decisions becoming semi-permanent
TLDR: Freddy is an over-tweaked beefy killer who along with Oni and Spirit are part of the reason the Time-Crunch meta has become so overwhelming for both sides. While Demo is an example of a good killer that rarely gets to shine due to a severe lack of time available in a match for setting up along with other facets. The Time-Crunch meta must be addressed from the perspective of both Killer and Survivor
This was very well written and I very much enjoyed reading. Good analysis. (Although maybe add a few headings next time)
I agree with most of what you said although I think you may have exaggerated the disparity between Freddy and Demo a little bit. You didn't once mention the fact that if a survivor is awake none of Freddy's powers (aside from the teleport which would allow him to put pressure on a different part of the map) have any effect over them. In these instances Freddy becomes a pretty tried and true M1 killer and a survivor can capitalize on this moment of respite while they are awake to loop any Freddy hard.
If you can loop any other M1 killers, you can loop a Freddy Krueger while you're awake. While this doesn't impact how relevance of the rest of what you said, what Freddy can do while survivors are asleep, it still stands as an irrefutable piece of evidence and factor for what keeps Freddy in line and balanced. I think it's definitely something worth mentioning, and explains why he is balanced the way he is, he may not have all the problems other killers have like a cooldown on his snares or not needing to stop to perform an animation to place his snares, but he does have his own problems like not having a power at all over survivors who are not asleep in the dream world.
On the flip side I don't think that Demogorgon is as bad as you say he is, and I appreciate the fact that you took the time to go over what Demo could do: apply pressure to various points of the map, high map mobility, a strong chase that allows players to show off both mechanical skill and mindgames with the shred.
To this end, no I don't believe he's low-tier and I've never heard anyone else say that either, if he was my first thought would be about the killers below them, if Demo is in a bad spot right now what does that say about the killers frequently below him on the tier list? Clown, Leatherface, Pig, Plague, Legion, if Demo is bad these guys would be in an atrocious position. Another way I might possibly frame is that Demogorgon isn't bad, he's simply outclassed, it's not that he doesn't have the ability to perform he does he just doesn't at the level of some other killers
What I do believe and am aware of however, is something that I've frequently been bringing up rather recently, is the notable absence of anyone playing Demogorgon. As a survivor I've seen maybe a total of 3 demogorgons in 3 months (for clarification I'm usually operating in red ranks, but then again it doesn't matter because rainbow ranks) which obviously is an indicator of something, something's going on there, something's not quite right. So many people on the forums vouch for Demo as being one of the most balanced killers who's viable at all ranks and that may be theoretically true, it's not what is actually happening, if that were the case there would be so many more people playing this killer.
And that's what I find most interesting. Killers who have low pick rates tend to have those numbers because either they aren't viable and they're held back by their power not being that great or because they have high skill floors. Prime example is Nurse, the best killer in the game but extremely difficult to use especially for new players. So why is such a mostly universally "great and balanced killer" picked so infrequently? It's a really interesting question, and obviously I think the knee jerk answer there is "because he's not that great, he sucks!" but I really don't think that's true.
I don't honestly think that demo's problems are attributed to him being bad, I think there are some other factors and answers at play there that don't have less to do with "being a low tier killer" and some other things yet to be considered. I know from my own personal perspective my reason for not playing demogorgon is I simply don't like his playstyle, it's not all that fun to me, and that's very much a personal preference.
I'm not going to claim to have an answer to this question but I do believe it's more complicated than simply labeling him as a low tier killer because that frankly shouldn't be possible, a killer with a kit like his shouldn't be low tier: he has map pressure, chase potential, he has everything that a good killer needs at their disposal.
But again, I agree with most of what you said that there is a disparity there that does exist, and a bunch of the other stuff you mentioned like the time crunch.
I'd also like to briefly mention that I think some issues with the time crunch may be addressed at least partially by the upcoming "start-game collapse" that the devs said they would be implementing over the anniversary stream but have not given us any details of. Although we can probably assume that since the endgame collapse is meant to speed up and finish a match, the opposite would be something that slows down the beginning, giving time for both the killer and survivor to assess the map they're on, get acclimated figure out generator placement, where the basement is, etc. and that would at least be a start in addressing the time crunch of fast paced gameplay with no breathing room that you mentioned.
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You won't be banned you're fine
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I made a poll awhile back about potential cosmetics for licensed characters and under the poll option for Steve Harrington / Nancy Wheeler I had these 3 images uploaded as ideas:
The first I think is the most notable, it's their Halloween outfits that they wore to the Halloween party from season 2 episode 2. So it might be more worthwhile to introduce those cosmetics during the month of October but they still look really good anyway
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@GreyBigfoot said:
Lucky Break only has a 3 minute timer, then it's inactive for the rest of the match. If a killer hasn't lost track of you, then Lucky Break's timer is just counting down and you get little use from it, same if you were hooked. You could easily lose a lot of your 3 minutes from your first chase & hook.
Iron Will is a permanent effect, and tracking by sound is more effective than blood trails anyway.
A healthy survivor doesn't leave blood or make noises, so it doesn't seem egregiously OP to use 2 perks to emulate being healthy.
Lucky Break is one of the many new Niche perks that have been introduced recently that only fulfill a very situational purpose, and lucky break is even worse because the effect it provides is completely negligible.
Not leaving blood trails doesn't matter if you need to be running and you're leaving scratch marks everywhere and you're still whimpering from being injured. It's so bad and a waste of a perk slot
There are a bunch of things you could do to buff the perk, you could instead make it activate after every time you're unhooked, not just for it to deactivate after it's first use. You could also make it way better by making it so that it gets rid of scratch marks for that limited time.
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@cultivatedfool said:
https://forum.deadbydaylight.com/en/discussion/comment/1334715#Comment_1334715
https://forum.deadbydaylight.com/en/discussion/comment/1335030#Comment_1335030
Mate, you write all that waffle, only to have it all abolished by a lack of grammar and spelling yourself. Sort yourself out. You ain't no 'L' acting like you know it all. You claim "[their] response basically fell in line with [your] pre-written response of what [you] thought [they] might say." Mate, shut up. It's 2020, don't act like your points are any more valid than the other person.
At least have the decency to add a full stop. Your point is waffle to me.
Talking a lotta shmack from a guy who's a cultivated fool. Your first post on the DBD forums and you're just here to talk down to people? Really?
Also, waffle?? Who the hell uses that word in such a context?
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/1334975#Comment_1334975
Maybe I misread your tone then, idk, it seemed like you were very (too much imo) sensitive about the topic.
Of course feedback can't be always positive, and I agree with most of the things you said about Devotion being meaningless rn, it has been brought up in the anniversary stream, so hopefully they'll think about it in the future.
Hopefully
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/1334715#Comment_1334715
Oh man, you clearly didn't understand what I've been telling you all this time.
I'm in favor of having something in return for my Devotion level as well, I simply don't get why you seem so "angry" about the fact that it still does nothing.
The only "unreasonable" part I see in your responses is you being SO upset about it.
My man, I am sitting here plucking the strings of my guitar, how upset can I be.
I tend to be quite flavorful here on the forums. Don't mistake my tone and language for being legitimately upset, I am frustrated only within the bounds of the context and reasonably so, that's about it.
The entire point of the forums is to provide feedback, and feedback isn't always good or positive. That's the short of it
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Far too situational, also the existence of Spine Chill (& even premonition although it's not as good) completely nullifies the very existence of this perk idea.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/1333708#Comment_1333708
Aaand what's the difference between them hiding the number, and it being a simple "Hey, you played this much" number?
Would you prefer seeing that your player level is 476 instead of Devotion 4 Level 76?
Again, all your reasonig is based on "I WORKED FOR THIS, I WANT SOMETHING" but I fail to see where playing the game as you would do without the Devotion level is "working for it", seriously, you really care THIS much about that small number that you MUST HAVE a reward for it? If they think about something great, if they don't, meh, ok, not a problem at all.
Heck following your reasoning Steam should remove the Hours Played from the platform because it is a "completely pointless and meaningless feature", does it make sense? Nah.
Your response basically fell in line with my pre-written response of what I thought you might say and you still said it so I'm just going to re-copy and paste that here:
"'Yeah, but you're choosing to spend time on the game. Nobody is forcing you to, stop being so entitled'
Yeah sure, I spend my time willingly how I want to and as I see fit but that doesn't change the fact that my logic still stands. Devoted players who put that much time into the game should be rewarded in some capacity." Otherwise, don't call it "devotion".
And to restate it's a simple concept in game design, you give something for players to work toward, an incentive to continue to play (especially for a multiplayer), an end goal for them to reach. You'd think that end goal in DBD would be Devotion since it is what takes the longest to earn a single of, longer than getting a million BP, longer than prestiging, longer than saving up shards for a new character or even a premium cosmetic, etc.
You twisting my words and tapping that caps lock on your keyboard is intended to make me sound unreasonable but this is nothing but a reasonable request. Especially since the example I gave is such a low bar to clear I'm not asking for the world on my plate here, are you telling me that asking for a simple achievement on Steam is too difficult to make?
Or maybe putting a quick number value upon reaching level 100 you get 1000 iridescent shards (you get 300 for every level before then) is that too difficult to program? Or are you saying that 1000 iridescent shards would completely upend the in-game economy and be too much to ask for, even though good cosmetics cost 13500 and premium cosmetics cost 21600? 1000 iridescent shards would hardly put a dent in those prices so it wouldn't deter people who would have bought it without the 1000 shards you would hypothetically get every 100 levels.
Or hell 750,000 BP, that's too difficult to code? Too much to ask for? Even though Bloodpoints have nothing to do with monetization in any shape or form in Dead By Daylight? That's unreasonable to ask for, every 100 levels, according to you. Even though the grind in the game is a huge issue that has repeatedly been discussed within the community even for veterans, and far worse for new players who join and see a massive wall of characters to grind for, teachables to eventually unlock, prestige to earn, perks to level up, etc.
No, all of this is completely unreasonable on my part right? It's my fault for even bringing the idea up??
@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/1333708#Comment_1333708
But its not a problem? It's meaningless as it doesn't do much but how is it a problem, like just because people want it to do something doesn't make it a problem.
Because it is meaningless that is the problem. Because nothing is done about it that is the problem, in much the same way that if you were hit by a car and nobody did anything about it to take you to the hospital that would also be a problem.
Obviously a big jump there from "devotion level" to "car crash" but the underlying point being made there still shines through: a problem doesn't have to be an issue that is actually happening like a bug causing something not to work, it can also be an issue because of a lack of something happening, a lack of action, like introducing Freddy Krueger as an extremely poor killer and not balancing him for basically 2 years until he finally got his huge rework. That was a problem.
Eating unhealthy and putting strain on your heart leading to a heart attack is a problem, but also not taking heart medication if you're predisposed to have heart issues can also lead to equivalent consequences.
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Makes a bit of sense.
A lot of people are a tad scatterbrained when it comes to what the map would be and who the survivor might be (Ellen Ripley if possible but who knows) apparently the devs said they would never make a map out in space or something (which is something I never remember hearing but I suppose it's possible this could have slipped by me) so unfortunately the Nostromo is out of the question (supposedly).
Alien Paragraph, Alien chapter, either way Alien is a hallmark for the Sci-Fi Horror genre and as it stands there is not a single sci-fi horror chapter in Dead By Daylight which is something quite strange seeing that Dead By Daylight is this amalgamation of all different kinds of horror types and genres (within the realm of slashers of course)
We've got Psychological Horror through The Doctor
Supernatural Horror through Freddy Krueger and The Spirit
Folk Horror through the Hag and the Wraith
Body Horror through The Plague, Leatherface, (soon to be) Pyramid Head, The Hillbilly
Zombie films / horror are referenced in the Left 4 Dead chapter and at least connects DBD to the sub-genre through Bill Overbeck
Comedy Horror is seen through Ash Williams from the Evil Dead franchise and Ash Vs. Evil Dead show
Holiday Horror can be found in Michael Myers
Gothic Horror can be loosely tied to the Deathslinger since a large point of inspiration for that chapter and this character was Stephen King's The Dark Tower - a modern Gothic writing.
And while it is the general umbrella over everything in DBD, the classic Slasher is seen through killers like Ghostface and the Legion
and of course a bunch of these killers (especially the original ones) overlap into each others sub genres and you can easily tie one killer into multiple, but I wanted to give a distinct example for each.
But absolutely nothing for Science Fiction horror. We have no Alien, no The Thing, no Predator, no botched science experiment gone wrong creating a monster, and before anybody says anything Stranger Things hardly counts. It takes place in the 80s and makes constant reference to D&D (Dungeons & Dragons) to explain the otherworldly things that appear in the show like the Upside Down and the Demogorgon.
Technically, we're also missing Natural Horror but since we never got that Spider Killer the community asked for a long time ago in Dead By Daylight, I think it's safe to say DBD would never cover this part of horror due to gameplay, design, and story limitations.
But it's also a bit of an unfair comparison because Natural Horror doesn't hold a candle to the impact Sci-Fi horror has had on the horror genre. Sci-Fi horror is a hugely influential and classic sub-genre which is part of what makes it so peculiar and odd that it isn't prominently featured somehow through some killer in Dead By Daylight.
P.S. On an unrelated note I think we could see a bit more representation for the Holiday Horror sub-genre, since Halloween as a holiday is so easily tied to horror. So the killer from Black Christmas which centers around Christmas or even the Miner from My Bloody Valentine which focuses on Valentines Day would be pretty cool. But of course Alien and the Sci-Fi horror chapter first.
Edit - and Gothic Horror as well since the Deathslinger I feel only has one foot in that sub-genre, still worth mentioning, but not quite fully embodying. Gothic Horror often has a romantic element to it, so an original killer like a Disgraced French Nobleman with a Rapier or a Vampire or Werewolf who accidentally slaughtered their beloved or something. That would also be cool.
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Lmao
@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1329655#Comment_1329655
Ah yes, now I am reminded of the massive outcry the ruin nerf brought.
I wonder how many of the people that voted they were leaving actually left
and how many came crawling back








