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Seiko300

Seiko300

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  • @Cheers said:

    Ok hear me out.

    The more often DBD do it, the less it feels special when we do get one.

    Additionally, they usually only do it over a week end and the devs usually do it within reason, however when they did the 1.5 multiplier for bp, it was over three weeks (I believe) due to quarantine.

    I'd be up for a weekend when Pyramid Head comes out due to the anniversary, but a whole month is a bit long.

    Do they have to feel special in the first place??

    It's not like Double BP is a holiday, you can do it at any time of the year and it's great. The holiday themed events are what is supposed to feel special unique and different.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1333687#Comment_1333687

    So the solution is delete the green devotion number and just have the reset. No longer there so no reason to complain its doing nothing.

    Basically, yeah.

    That or exactly what I said tie some reward to it.

    Two different approaches - fix the problem, or get rid of the problem completely. Either way, something should be done about it.

  • @I_Teabag_Gate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1333640#Comment_1333640

    Nah I'd say those numbers have changed quite a bit. We've had the ruin change in that time.

    It's very easy to rank up as survivor right now while it's not easy as killer. If you play red ranks with randoms you'll see most random survivors aren't very good while random killers, bar Spirit mains, are good.

    I think we would see that at red ranks killers are performing very well against randoms while SWFs are performing significantly better.

    But at purple ranks it's probably a lot more even with less variation between randoms and SWF.

    The ruin change was global it affected all killers so everybody is still on equal standing hence why the numbers would not have changed.

    Unless you're asking for new stastics about what killer perk is now on top to replace ruin as most used but that's such a specific question that it doesn't seem worth recording, creating, and posting an entire new chart just for one thing.

    It's always been easy to rank up as survivor that also hasn't changed one bit, it's also always been tougher to rank up as killer (albeit it is now easier than it has ever been now balance is moving to an increasingly centered line but that doesn't necessarily mean it's "easy")

    We know solo survivor is more difficult due to a lack of coordination and also because of matchmaking issues, you even drew that conclusion yourself why do you need a number chart to restate that??

    These last two statements are also obvious statements we don't need a chart to answer. This is exactly what I'm talking about, you yourself are already making these educated assessments based on what the community has already been discussing and experiencing as a whole. You don't need new statistics for this #########

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1333638#Comment_1333638

    Devotion does nothing but you do nothing except playing to earn it..I mean..there is 0 extra effort, and you already collect shards while you go towards the next devotion level, so not the end of the world and personally nothing to complain about.

    It would be nice for it to add some bonuses, yes, but if it doesn't, why being mad?

    !????????

    image.png

    Old meme I know, yet it still perfectly describes what my face looks like and how I felt reading your response.


    HELLO???

    Devotion isn't some prestige that you can reach through some 2 million BP, it takes forever to get a single devotion level. One. The "effort" is quite literally in the sheer amount of time it takes to gain. It's literally called "devotion" because it represents how "devoted" you are to playing the game for hours and hours and hours putting time into DBD, giving them business, boosting their player count, probably somewhere along the line spending money, and all I get is a dumb number in the top corner of the screen??

    "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.

    "You are being rewarded for playing though: through the bloodpoints and iridescent shards you gain, and the experience you earn as you slowly become better and better at the game"

    If that's all we're being rewarded with, and that was the only intention the developers ever had, then why have the devotion level in the FIRST PLACE?????

    "..."

    Exact-#########-ly.

    Nobody asked for this feature, nobody told the devs to put a level of "Devotion" but now that they have to keep it from being completely pointless and meaningless they should do something with it or get rid of it. It just sits there tauntingly in the corner of the screen as an empty and hollow number with no purpose.

    Giving Devotion some reward or something attached to it, even a simple achievement, gives a player a "light at the end of the tunnel" a goal to work toward. It provides an incentive to continue to play to fill the gap created by the fact there is no "campaign" there is no reason to keep playing beyond your own personal enjoyment or goals you have set for yourself like P3-ing characters. But even that is under scrutiny since apparently there's a large chunk of the community who does not believe prestiging is worth it, hence why the devs are working on creating "new prestige rewards".

    It seems like such an honestly straightforward thing to do that's why it is so frustrating, it's a pointless feature. Pointless features with no reason for being should not be. The logic behind that is infallible, there's nothing more to understand or read into about that, it's an extremely simple statement with simple logic to boot.

  • As someone who plays as a solo survivor most of the time in that role, the Kindred buff was HUGE and I absolutely loved the change. Kindred pre-buff was good, kindred post-buff is godly as a solo survivor especially if you aren't confident in your teammates abilities to be coordinated and you suspect booty matchmaking before a match.

    For killer making Undetectable an actual status effect which hid a killer's aura was INSANE. This came shortly after Ghostface released as chapter 12 and there was a massive surge in players running Object of Obsession to counter all the new Ghostface players which absolutely dumpstered his entire power at the time because your aura could still be revealed. I remember being so godd*mn happy when that change went through OoO usage went down drastically because it could no longer be abused to bully Stealth Killers.

    Huge buff for Stealth Killers all around when that went through

  • It's only been one year since the last stats came out in 2019, I would hardly think those numbers would have changed drastically enough to warrant new charts in 2020.

    Clown still has huge issues

    Demogorgon is still played extremely infrequently even though he is "the most balanced"

    Plague has huge issues

    Pig has huge issues

    Legion has huge issues

    etc.


    We knew this then, we still know it now, what difference do new "slightly different" numbers make?

  • Devotion is so useless it's actually frustrating.

    You think that the players who are the most devoted would actually be rewarded somehow but they're not. It's mind boggling to me why they included this feature at all when it literally has no meaning whatsoever aside from bragging rights (positive view) / how much time I've wasted playing this game (negative view).

    Honestly I would take devotion rewards coming to DBD first than whatever they have cooked up for prestige. Because prestige actually has a somewhat practical purpose you get an increased chance of rarer drops in bloodwebs and some bloody clothes, Devotion. Does. Nothing.

  • They recently re-addressed camping in the most recent Q&A and / or 4th anniversary I can't remember which (probably the Q&A) where they basically said they're never going to make Camping a bannable offense or completely stop / put an end to camping. It's a strategy that they want players to have the choice of using, although they made sure to state that it is a very poor strategy since you can be very easily gen rushed because you aren't applying pressure on any generators while camping.

    What they did say is they would continue to introduce new changes and content that disincentivizes camping, since it does take away from the fun of almost everyone in the match, the killer isn't doing anything, the guy on the hook isn't doing anything, the other survivors are probably just doing generators, etc. They're never going to introduce new content and changes with the express purpose or intention of promoting camping and if anything will do the opposite, make changes that make the strategy less viable, rewarding, and harder to pull off.

    But they're never going to outright say to players "you can't do this" they're going to just let the often negative consequences (getting less kills, bloodpoints, etc.) speak for themselves.

  • @aregularplayer said:

    is probably the most boring killer to play as. I hate playing her. Can I unpurchase her? Or at least blacklist her so I don't receive daily rituals of this boring killer?

    I wish. It would never realistically happen but I wish it would anyway.

    in Plague Comment by Seiko300
  • When the L4D DLC dropped we saw other L4D characters show up as cosmetics: Dwight Fairfield as Ellis, Meg Thomas as Zoey, Claudette Morel as Rochelle, and Jake Park as Francis.

    But I really think they missed an opportunity to have Ace Visconti as Nick. So I'd like to see that come in, since they're pretty similar character archetypes and they actually do have a similar sense of fashion

    image.png


    Also would not mind seeing Sheriff Hopper come in:

    image.png image.png


  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329649#Comment_1329649

    The point of the perk is more of an anti tunnel perk than anything. You get unhooked right in front of the killer, as long as you can outrun him for 30 seconds you gain a full health state and you don't even need to be healed or nothin.

    This is another thing I realized when I was thinking about it in retrospect, since I don't actually run the perk often myself. Second Wind is basically lying about being a health-sustain perk you're right it is an anti-tunneling perk. But here's the thing, what if you're not being tunneled? For most of my games as a survivor this is the case and that would means for most of my games this would be a wasted perk slot.

    Because one of the conditions is being unhooked, that means you have to be hooked to get it to work, which means you'll only ever get it to work twice in one game because everybody knows that your third hook is your death hook. That just sucks by comparison, when I can use self-care an infinite number of times or even inner strength there are five totems on the map.

    Not to mention, even with the tier 3 version of the perk it still takes an entire 30 seconds to activate, when I've got Inner Strength over here that activates in 8. That's way more reliable to cleanse a totem and then after you're unhooked find a locker and hop into it and get out already full in less than 10 seconds (for T2 / T3).


    And fine, I'll give credit where credit is due: using second wind can allow you to get healed while performing other critical actions like saving someone else, repairing a generator, cleansing a hex, etc, and not wasting any time having someone heal you or (even finding a locker on certain maps which can be more difficult than others) or if a killer is tunneling you right off the hook and you can't jump into a locker or self-care sure you'd want second wind.

    But it's just not worth it, those are such situational benefits for that many hoops to jump through. It is far more trouble to use the perk than it is actually worth, and I think that's what it comes down to.

    @Nurgling7 said:

    Second Wind's effect is good, but the condition is too finicky.

    You have to heal a Survivor the equivalent of one health state. That means:

    You unhook someone and they self care for .000001 seconds, no Second Wind.

    You start healing someone and another Survivor runs up to help, no Second Wind.

    The killer interrupts the heal at 99.99999%, no Second Wind.

    This is what really gets me about the perk.

    It's important to note that just a few small changes would actually make second wind worth running, but in its current state no thanks. I'd take Inner Strength over Second Wind any day of the week.

  • Alright... I'm officially lost again. Rip

    Screw Silent Hill: its opaque story, and obscure thematic concepts, symbolism, and character design.


    NYEEEH

    (╯°□°)╯︵ ┻━┻

  • @Mikeadatrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329699#Comment_1329699

    I couldn't agree more. I've tried to get multiple friends into DBD and they like the prospect but its just the initial "Okay, you gotta play for hours when you have zero idea how to win, then dump points into a character you might not even like, get the teachable perk you NEED to win, then dump points back INTO the character you actually wanna play, rinse and repeat, over and over and over" that makes them shudder. I swear, the day the devs remove perk levels is the day I will actively advertise this game to my friends, until then, it's my obsession and mine alone.

    "until then, it's my obsession and mine alone."

    I felt that. My friends don't care to play DBD either even though I've been consistently playing it for almost 4 years now. It's why I'm on the forums and discord server because I got nobody to talk about it with, especially on an experienced level, irl.

    Rip

  • Alright, well 8 months ago was October of 2019 so the last chapter you saw release was the Stranger Things Chapter? Since then 2 chapters have gone by (not counting chapter 16 which is about to be released) which have seen the introduction of The Oni and Deathslinger, both killers were well received all around from story and lore, to aesthetic / cosmetics, to power and overall viability. Yui and Zarina, their respective survivors, are ok, but nothing game changing really comes to mind immediately from those two.

    The Oni is a disgraced Samurai from feudal Japan who killed his father and has some real rage in his bloodline, he's also related to the Spirit who is actually a descendant of The Oni. So that's a first for DBD where they're actually connecting characters with related history. Yui is a pretty cool (& tough) cookie who is a motorcyclist racer in a kind of gang so to speak, she had family issues so she found a new one basically in her gang and she became a kind of rouge-ish female icon.

    The Deathslinger is a brilliant engineer who operated in western times during the American Frontier period, but because of his immigrant heritage he was trodden all over and taken advantage of in the land of opportunity and he eventually became violent. He designed "The Redeemer" himself and became head of the irish Hellshire Gang of outlaws. A large part of the inspiration for the lore of the chapter came from Stephen King's The Dark Tower, and gameplay inspiration was from a desire to incorporate FPS like mechanics into Dead By Daylight. Zarina is a lebanese-american documentarian who is supposed to symbolize the "Modern spirit of the old wild west" who is seen as an "uncompromising documentary filmmaker" bent on revealing the truth, demanding justice and the like.

    The Map for this chapter was also notable, as "The Dead Dawg Saloon" is the first map to change the design for beyond the walls of the map, you can see canyons off in the distance, and it's also the first map that features the sun (dusk or dawn, one of the two). It also introduces a brand new game mechanic- Breakable walls, something the developers are testing out as a new mainstay feature of gameplay. They started with the Dead Dawg Saloon and when they get a better feel for how they want to work it they will slowly incorporate breakable walls into all of the older maps.

    We also have the archives, I think that might have been released about the time you left about 8 months ago, it introduces a new way to tell the story of dead by daylight revealing lore entries about different characters and the world of DBD. It also comes with The Rift which is basically a battle pass, there's a free track and a premium track the latter of which costs 1000 auric cells (which you can earn all back if you complete the full rift) and includes a myriad of all kinds of premium and other cosmetics worth a lot of bang for your buck if you're willing to grind through the full 70 tiers. The stuff that shows up in the rift will not show up in the store for at least a couple of months maybe a year, since we still don't have the cosmetics from the original and first Tome I in the store yet.

    We just had a stream for the fourth year anniversary and they announced a bunch of new information that I can't quite recall all at once. They're planning a full massive graphical update / overhaul, they announced a brand new mechanic for the start of the matches sort of like a "Beginning endgame collapse", the endgame collapse is meant to speed up the end so we can assume that the opposite is true for this mysterious new mechanic which is probably intended to Slow down the beginning.

    As always matchmaking, and dedicated servers are constantly being worked on as usual.

    I can't think of much else at the moment.

  • Depends on when you left for one

    "really long [time]" is such a subjective adjective to use

  • Farming isn't bad, and it decreases a grind for a very grind-y game. Nobody is ever banned for BP farming and nobody ever reports each other for BP farming either since everyone has something to gain from it, everyone gets bloodpoints. Although "griefing farming" where you're working with the killer and purposefully farming your teammates is a bannable offense.

    The devs and mods should also probably know that if they don't want people farming, maybe don't make the game a huge slog and grind to P3 / all T3 perks. It's even worse for new players who have to cross the hill of dealing with the sheer amount of content that now exists in the game. Which not only presents a decently steep learning curve, which is intensified only by the fact you've got an intense grind ahead of you which no amount of skill or knowledge can do to change.

    I can't imagine joining DBD in 2020 with some 19 killers and 22 survivors and without spending any money, grind for base perks, eventually prestiging, along the way getting iridescent shards to get new characters, just to grind for new teachables, to later unlock on your main so that means investing more BP again. Repeating 3 times to prestige and on top of that still going through hours and hours to unlock other individual characters with shards, and doing this for BOTH sides on a main for survivor and killer if you really want a balanced experience for DBD.

    I love Dead By Daylight, but had I not joined when I did in 2016, I may not have stuck around for as long as I did.

    No amount of being "Frowned upon" excuses this immense and widespread problem that plagues even veterans who have unlocked most content by now and are just working toward decking out new or old characters that aren't their mains.

    So long as farming only earns you a glare and a frown from the devs or community members who think it's boring, the benefits FAR outweigh the downsides and people will continue to do it as long as this intense grind exists. We wouldn't do it if there wasn't a reason to, end of story.

    In the current state of the game, I would encourage everyone to play the game normally as often as possible, but when a farming match makes your way by circumstance: take it up, let it happen, don't fight it and don't look a gift horse in the mouth. Especially if Bloody Party Streamers and other BP bonus offerings are at play, take your bloodpoints and enjoy them.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1315577#Comment_1315577

    This looks a lot more like a "stealthy while on the move / running" build but not exactly something that would be truly very helpful if you were trying to stealth within 10 meters of a killer. I would suggest a different build:

    -Iron Will

    -Urban Evasion

    -Fixated

    -Calm Spirit

    Fixated and Calm Spirit are the closest things to "optional" in that build because Fixated walking speed boost doesn't activate while injured (but the iron will and urban evasion will cover for you in those moments) and a lot of times calm spirit really doesn't make a huge difference. You could switch either of these perks out for Quick & Quiet or Spine Chill if you wanted, hell if you're into meme builds you could even go for Diversion and try to make use of The Pebble.

    But those perks do have their uses and there's a reason why I included them in the build, all of them help you out in the moment when you're trying to stealth within 10 meters of a killer.

    Iron Will is iron will. You want it in your build for this kind of challenge, otherwise stealthing within 10 meters of a killer while injured is going to be much more difficult dare I say impossible if the killer you're up against is attentive and has ears at all. I would not switch this out for anything

    Fixated increases your walking speed so you can walk more quickly from cover to cover than you would crouching with urban evasion. In all reality when using both Fixated and Urban Evasion in conjunction you're going to want to rely on the mov. speed from fixated more than urban evasion just because it's so much faster so walking circles around a tree or a tall loop like a jungle gym where it makes no difference if you're standing or crouching will be even faster.

    Urban evasion is there in case you really want to be crouching because the killer is absolutely right next to you or you're using a smaller piece of cover so you want to crouch to minimize your size as much as possible and still need to move quickly. It's also there to cover for you while you're injured because the walking Speed Boost provided by Fixated would be deactivated. I would not switch this out for anything

    Calm Spirit is there for two reasons: the first being depending on your rank, the more experienced killers may or may not be paying attention to crows making stealth more difficult, if you're ever wondering why you keep getting caught even though you're well hidden this may be the reason why (the crows). So Calm Spirit will help you stealth against killers who are more attentive. The second reason is that Calm Spirit also stifles screams and actually suppresses the urge to scream, which you won't always get use out of, but it would be incredibly helpful so that you don't get f*cked if you're trying to do this challenge and you queue with a Doctor or someone (perhaps Hillbillly or Oni) running Infectious Fright. In both scenarios Stealthing around those killers would be incredibly more difficult than normal, and Calm Spirit would definitely give you a noticeably greater chance of stealthing around them.

    With these perks it'd probably be a cinch to finish the challenge, however unfortunately for me, I'm not a Dwight main. So I don't think I have all these perks if any of them on Dwight. 😰

    If I do I definitely don't have them at Tier 3, which is something you definitely really want for every perk in that entire build.

    So it's gonna be rough for me whenever I try to do this challenge. Rip, hopefully I find that farming Huntress or another camping insidious Leatherface in red ranks o.0

    I FOUND THE FARMING HUNTRESS

    Second attempt holy

  • @OnryosTapeRentals said:

    This is actually a really good question that I've never really considered.

    I'd imagine its because they wouldn't really have a whole lot of utility on any other killer than Huntress. The Huntress is very good at hunting and using the hatchets but other killers would have no real experience with them and so likely fail at hitting survivors.

    Either that or the Entity prohibits them from doing so.

    Basically this ^

    I think first and foremost there's probably some Entity Magic at work that pins those hatchets in place so that they're stuck there to anybody else who tries to pull them out aside from Huntress. Sort of like Excalibur or Thor's Mjolnir, "if ye ain't worthy ye ain't gon' touchy".

    That being said, on a personal note, a friend of mine took me to a place to throw hatchets for fun, and I went there maybe three times improving each time. It's an extremely fun activity that I would definitely recommend and do again and super satisfying when you hear it sink into the wood, but I will say it DEFINITELY takes a certain amount of skill to actually throw a hatchet. In such a way that you not only hit your mark but also with the hatchet head facing your target so it actually sinks in and not the top or the handle so that it bounces off.

  • I don't know how you could ever use the word "consistent" because that's exactly what it's not and why nobody runs it, at least from my personal experience the few times that I tried to use it.

    Albeit I didn't try too hard to make it work, but it just generally seemed unreliable with a bunch of conditions that need to be met. You need to heal a survivor a full health state which in itself can be a task and if you arrive to a heal even slightly after someone else has healed it doesn't work, then you have to be hooked and unhooked, then you wait a certain period of time all the while unsure of whether or not it's actually even working, and so on and so forth and it feels like this whole slog of BLEH

    Of course this could just be me not understanding how to use it properly but at that point it's like why even bother when I have better alternatives. You know what's simple? Self-care. Heal yourself. It'll take ######### twice as long and even longer if the killer has anti heal perks but at least it makes sense. Y'know what else is simple? Inner Strength, break a totem hop into a locker and you're back at it at full health in 10 seconds. Done. Quick and clean. No "conditions" no complicated criteria, just straight up utility when you need it.

    To clarify, I also regularly operate in red ranks. But then again, who doesn't?

  • @Theetis said:

    Look, the devs didn't have to give him one of the best asses in the game, and they still did.

    It's not our fault we like some good cake

    But the thing is, someone had to LOOK there (underneath / around the gown) first in order to notice that in the first place.

    So who's really to blame here??

  • @DeadArsenal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329218#Comment_1329218

    I find it very interesting that BHVR made several stylistic changes to Pyramid Head. So interesting that I've got a theory that the Pyramid Head in DbD isn't actually the Pyramid Head from Silent Hill 2. If anyone is reading this and worried about Silent Hill 2 spoilers here's the place you should stop. This Pyramid Head notably lacks the bulb of flesh hanging off the back of its pyramid and also lacks the piercing tongue of PH in SH2. It is also obsessed with affected torment and punishment on Survivors even though they may not deserve it, which is in direct contrast to its nature in SH2 as PH was a very personal figure to James. Pyramid Head also had no real "duty" as described to Silent Hill itself, not without James being present.

    Want to know what I think? Last chance for spoilers: I think this Pyramid Head is James himself, having fallen into his darker nature. He wields the great knife and carries the burden of the pyramid on his head by choice, punishing himself forever by becoming the phantom of his own guilt. The duty that PH left behind was duty to his wife Mary, "'til death do us part." I like to think this PH is James after the In Water ending, some part of him remained behind in the town and lived on tormenting and being tormented forever.

    "Bulb of flesh"?

    as far as I'm aware there is no bulb of flesh "hanging off the back" although I've never played Silent Hill so I could be wrong, but after he was announced I did my fair share of research and watched full cutscene compilations / "movies" of Silent Hill 1 / 2 / 3 so I could better understand Cheryl's story and Pyramid Head's role in those early games. I also watched videos like this:

    https://www.youtube.com/watch?v=wjTk5S6LojQ


    It's from my understanding that the only truly canonical appearance of Pyramid Head is from Silent Hill 2 (he doesn't appear in 3 from what I remember, and he wasn't conceived yet to appear in the first game) so different versions of Pyramid Head where he has a "fleshy substance" underneath the helmet or a "fleshy bulb" on the back are non-canonical. This is also the iteration of Pyramid Head that we see in DBD (from Silent Hill 2) so it stands to reason we are working with the canon in mind and nothing else.

    The video talks about this briefly in a segment about a minute or two long that starts at 3:23. Masahiro Ito himself confirms that what is under Pyramd Head's helmet, is in fact, a regular head. None of this hullabaloo about "fleshy bulbs" or masses underneath the helmet

    Making images like this with the "bulb of flesh" non-canon:

    image.png

    With this in mind, to this point and the devs credit, the Pyramid Head we see in DBD looks exactly like how he appears in SH 2, just in much, much better quality since SH 2 released in 2001.


    I'm not exactly commenting on the question posed in the thread itself, I just wanted to clarify this little tidbit of info. I could be wrong? Not entirely certain, since most Silent Hill / Pyramid Head information seems so opaque and obscure, it's a weird game for sure.

  • @Kabu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324222#Comment_1324222

    I got my main survivors and killers to p3 first as well as all perks. Now I'm working on p3ing the rest of the killers.

    Basically what I'm doing rn

    I have Ghostface and Freddy at P3 and a few other killers at P1 or P2 but I'm currently working on getting my Deathslinger to P3 / all T3, after that Oni, then Trapper, Hillbilly, and somewhere along the line Clown (I have 33 Pustula Petals from last year's halloween even that I don't want to get rid of on Clown, so I haven't prestiged him on purpose to preserve those offerings) and basically work my way down the line of killers I enjoy playing as.

    Funny how you only need to P3 / All T3 one survivor to get everything any and all survivors have to offer, but you gotta do that for every single killer specifically.

  • I think it's more complicated than that, but if the poll is going to boil it down between "buff" and "no buff / don't do anything to change the character" I guess I'll choose buff.

    In retrospect I should have chosen "other...?". Rats.


    He needs some more heavy duty changes / possible rework to fix his issues, it's not exactly a case of "buff" or not. The legion has one very simple and obvious problem, his power cannot down survivors.

    Take a moment to think about this: Every single killer in the game has a power that helps them down survivors: The Trapper Catches people in bear traps, Wraith has a speed boost after uncloaking to help at loops, The Pig has her ambush, Oni has Demon Dash / strike, The Doctor can stun survivors before they drop a pallet or vault a window, and as ineffective as they can be the Clown's bottles will eventually slow down a survivor enough that he can catch them, etc. so on and so forth.

    The legion has none of this. He can deal the most consistent initial damage out of every killer but he cannot down anyone with his power and he is forced to be an m1 killer. This is what makes his power frustrating, unsatisfying to use, and not exactly reliable the higher up the ranks you go.

    It can also be boring on the receiving end, there's nothing to deal with that changes the way you loop, you're looping pretty normally in fact.

    Fix this one issue: and you fix the character. Although easier said than done, since the very nature of Legion's power is notoriously difficult to balance

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328532#Comment_1328532

    A soldier killer actually sounds pretty good, but idk what the power would be since we have the gunslinger.

    A WW1 / WW2 or a soldier is actually something I was thinking of awhile ago myself. Although personally I think a Civil War soldier wielding a Sabre would be just as cool, I mean the Deathslinger does kind of fill that role of a killer with a bayonet for a weapon.

    Other original killer concepts:

    Fire themed chapter - Firefighter killer and / or Pyromaniac

    Water themed chapter - Deep sea diver in an old timey diving suit a la Big Daddy from Bioshock, killer fisherman, killer pirate or navy officer

    Cursed theme chapter - Killer Scarecrow come to life or possessed by a human, Witch-Doctor / Voodoo-Doctor, Aztec / mayan shaman,

    Vintage Chapter - WW1 / WW2 / Civil War soldier, French Nobleman with a Rapier

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328590#Comment_1328590

    In my opinion, the dark horses are hte best ones, imagine nosferatu in the game, with a castle map.

    A few of the dark horses are interesting imo, I'm actually really on board with the Miner and the Keeper, and anything from Outlast. Nosferatu is also a very interesting pick but who knows how that would work considering how old the character is, the original film is from 1922 almost a hundred years ago, who even owns that license??

    On a personal level my top picks would be Candyman and the Xenomorph. But honestly anybody from the first three categories would be super cool.

  • I think there's a difference between "most wanted" and an objectively "most popular / beneficial" chapter.

    In terms of most wanted there's still the big three:

    Pennywise, Pinhead, and Candyman. All of them fairly big in terms of film history, all of these have either: been a popular community request for years and years since 2016 - so a long time, we know the devs themselves really want them, or have some kind of modern resurgence of relevance in pop culture due to recent or future movies. All of these have been speculated as real possibilities in previous chapters, or have been teased or hinted at previously with a certain amount of evidence to back up their potential inclusion.

    Objectively:

    Jason. This is the ultimate horror license that would be the final infinity stone to complete the gauntlet of famous slasher villains: Michael Myers, Leatherface, Freddy Krueger, Ghostface, and finally Jason Voorhees. With all the buzz about chapter 16 before we knew who it was, Jason became a more likely candidate than ever before when people realized all the devs have to do is not mention anything from the original movie. Nothing about Camp Crystal Lake, a boy who drowned, a mother gone crazy, etc. and we skirt all that BS in the lawsuit. With F13 basically dead, it would be absolutely massive to get a hold of this license and see not only F13 players come to Dead By Daylight, but also tap into the humongous F13 fanbase out there.

    Underdogs:

    The Xenomorph, The Predator, and Chucky. These characters aren't on the level of any of the aforementioned characters simply because we've never seen much if any evidence for their appearance. However they are all popular and famous characters in their own right that DBD would benefit from greatly if included.

    Dark Horses:

    The Miner (My Bloody Valentine), Dr. Trager / Chris Walker, (Outlast), The Keeper (Evil Within), Fnaf animatronics, Slenderman, Hannibal Lecter (Silence of the lambs), Jack Torrence (The Shining), Norman Bates (Psycho), Count Orlok (Nosferatu), etc. Basically anybody that isn't in the other lists is in this one. These are characters not everybody is particularly rooting for, some are more popular or fitting than others because it's such a large category, but hey they're there. It's "possible" in a very broad sense, but for many of them probably only a lot later on down the line if at all.

  • Lol ok buddy

    image.png

    Lol

    True facts

    @BlueFang said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324222#Comment_1324222

    Progression in strictly PVP games has turned the MP experience from a focus on getting better, learning map knowledge, and the like into a never-ending race to have the best gear at all times with the rest of everything taking a back-seat to progression

    PVP never started with progression that was a COD thing

    I've never played COD, I don't care for COD, and I always thought it was a stupid bandwagon. So I won't pretend like I fully understand the analogy, but I get where you're going.

    At the same time though, the devs have balanced (most) perks in such a way that the Tier 1 version is still for the most part viable even in comparison to the tier 3 version. Dead By Daylight doesn't have "gear" that directly boosts your stats and such to make you an objectively more dangerous threat, you have builds and loadouts that favor certain strategies, plays, and playstyles. For survivors you can still most definitely thrash a killer without any perks at all. As (certain killers) like Nurse or Spirit you also have the potential to completely trash survivors, although it definitely is more difficult.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324136#Comment_1324136

    lmao, be mad about it, but it's a matter of fact, looping was never thought.

    Why would I be mad? Chases are now the main focus in gameplay in Dead By Daylight as they should be.

    Who gives a sh*t about what was when it's not what is.

    The "hide and seek thriller" that may have been the original image of the game was lost as soon as infinites were discovered. Which was maybe 2 weeks after launch at minimum and 3 months maximum, very early on in a life cycle that has seen almost 4 years now and is on an upward trend to see many more years to come.

    P.S. That's not to say that stealth doesn't exist in Dead By Daylight, it still is a "hide and seek thriller" but like I said it is not the main focus of gameplay that the game is designed and balanced around. Again, as it should be.

  • @BBQnDemogorgon said:

    This doesn't scare me at all. Keys sure do though.

    Keys are the bane of my existence. People somehow can see the problems with a one use perk in the form of DS but they don't see issues with keys that let one or multiple survivors escape entirely.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324222#Comment_1324222

    players who can't or don't want to deal with the grind of 2020 with all the content we've received

    /r/SelfAwarewolves

    The grind is a huge issue.

    Lmao

    I never said the grind wasn't a big issue it is, it's a huge intimidating slog especially for the new players. It's also probably one of those bigger issues we'll see tackled sooner rather than later. However, I myself am still choosing to P3 because I'm still playing, I'm still grinding, might as well put those bloodpoints toward an endgame rather than a "temporary paradise" of all T3 perks on a specific character.

  • I never understood getting all T3 perks without prestiging either. It feels like a new movement from the newer generations of players who can't or don't want to deal with the grind of 2020 with all the content we've received almost 4 years later, so yeah, in a sense prestiging is a much greater task than it was way back when.

    However, even if it is, it still feels hella incomplete if you T3 perks without prestiging. Prestiging gives you a greater likelihood of rarer items in your bloodwebs there is a direct benefit beyond the P3 outfit pieces you get after every prestige. Especially if that character is your main and you play them frequently, if you T3 all perks and later down the line you decide to P3 you will have wasted a TON of bloodpoints and time.

    It's even worse because then you're getting all perks, eventually deciding to P3, and then get all perks.


    And I mean, think about it this way, if you P3 there is NOTHING left to do afterward. There is no P4, once you make it to P3 you're good and you get the benefit of everything. It's the end of the line so to speak, now you all you need to do is maintain your character with add-ons, offerings, etc.

    and I mean, since you're playing DBD why not? There's no compaign, not everyone likes the diversity of the challenges of the archives, so why not give yourself your own goals? Like P3-ing certain and specific characters you enjoy.

  • @indieeden7 said:

    Not sure that the L4D ones would happen as we have some outfits that portray characters but I have to admit I would love to see most if not all of these come into the game in the future.

    This ^

    When Bill came to the game other L4D characters came in the form of free alternate cosmetics to the other 4 original survivors.

    • Dwight Fairfield as Ellis - a zombie hunter with a keen interest in cars and music (from Left 4 Dead 2).
    • Meg Thomas as Zoey - a horror film buff who suddenly seemed to live in one of her favorite zombie movies (from the original Left 4 Dead).
    • Claudette Morel as Rochelle - a TV producer who had to change jobs as the zombie invasion came (from Left 4 Dead 2).
    • Jake Park as Francis - a hardened biker and a member of the ruthless biker club Hell's Legion (from the original Left 4 Dead).

    If anything these cosmetics should be changed and updated to the legendary rarity since it matches their concept of "cosmetics which change a character into a different person completely" and made available for these characters specifically.


    And on a personal note, I always thought that Nick should have been an obvious choice for Ace. So,

    • Ace Visconti as Nick - a gambler and a con artist with a shady―even violent―past. (from Left 4 Dead 2).

    and there are also these paragraphs on the wiki about Nick:

    "Nick wears a white suit and blue shirt he claims is worth $3,000. He has multiple rings on his fingers, one of which bears a symbol belonging to a gang. It can be gathered from his appearance that he is a ladies' man as he has lipstick smudged on his collar as well as a love bite, or hickey, on his neck."

    "It is mentioned on multiple occasions that he was previously married"

    "A lifetime of drifting from city to city, finding back-alley card games and trying to stay out of jail has taught Nick two valuable lessons: Don’t trust anyone, and look out for number one."

    "He’d come down to Savannah looking for some gullible fish on the riverboat gambling cruise circuit. Instead he found a city about to be engulfed by infection."


    A lot of this information very closely connects Nick to the same archetype of character that Ace Visconti is.

    -Ace by default wears "A classic jacket wonderfully arranged with a generously open damask print shirt." In a very similar style of fashion that Nick does.

    -Ace can also be described as a ladies' man, as multiple cosmetics deliberately call this out: One called "Hey Ladies" and in another, the description for the Red Smoking Jacket from the Tomcat outfit reads: "This one is for the ladies"

    -Ace like Nick also wears a ring, a silver ring can be seen on his ring finger which also implies that he may also be married.

    -Ace like Nick may also be accustomed to traveling similar to a "lifetime of drifting" the outfit description for Ace Vegas reads: "Ace's debts sore to new heights. To get his luck back, he needed to visit his gambling mecca: Las Vegas." implying he has made multiple trips to this part of the world.

    -This was just a fun comparison piece, Nick went "looking for some gullible fish on the riverboat gambling cruise" and the map setting that Ace Visconti shipped with was the Backwater Swamp, the main "building" in the map of which is The Pale Rose, a riverboat / "ancient paddle steamer"

    Conclusion: Make Nick a legendary skin for Ace Visconti

  • @YaiPa said:

    no, game was meant to be hide and seek. If you watch old trailers they never show actual looping, rather random pallet dropping while killer chases you.

    Core visions and ideologies change. People who always say "DBD was supposed to be a hide and seek thriller not looping simulator" annoy me, this kind of gameplay that was focused entirely on hiding and not getting caught is clearly not sustainable because it has been tried multiple times in the past in multiple different games. Hide or Die sucks, F13 sucked, etc. the list goes on and on.

  • Alright, don't worry, we'll still be here working out the kinks when you come back.

  • @Taya9822 said:

    Be Happy With What You Get....

    I love DBD I really do BUT I can't stand people who will automatically after a new killer is announced and they're NOT happy with the developer picked, they'll be like, who's the next killer going to be? Can't you be happy with what you get? I'm excited for the new Silent Hill chapter and if you aren't happy about the ne Killer no one is forcing you to buy it OR play it for that matter.

    Oh a little side topic I wanted to discuss. Why do people complain about a new Killer being OP (Overpowered) and they act like little babies and DC because they can't handle it. First off, a Killer is supposed to be overpowered, he or she IS a Killer, duh. Don't DC all because oh no it's Pyramid Head I'll go to another game, that's just childish and if you are going to act like a baby playing DBD then you should've have press PLAY to begin with. Sorry rant done. I just wanted to get that off my chest and see if others felt the same as I do.

    But who is the next killer going to be though? 🤔

    lol

  • I don't know why I'm one of the only ones that's not for this, I feel like they would be really really weird. Those character designs just don't seem compelling or unique enough to be re-added back into the game compared to what we got. The only thing that's significant about them is that they were the original designs in alpha but that's about it, they don't actually look all that good.

    Especially if we're talking the actual original alpha models. The ones with shoddy 2016 art and graphics, which would look so out of place in 2020 especially considering the massive graphic update they plan on doing. If you had specified the alpha models would be updated with 2020 graphics in mind that might be a little better but still...

    At the same time it's a "whatever" kind of moment. It's not all that big a deal.

  • 4. but I'm steadily coming up on more and I have a bunch that are P1 or P2 as of now.

    Ace - My main

    Ghostface - My main

    Ash Williams

    Freddy Krueger

    ---------------------------------------------------

    Other characters loaded up in the can to P3 with all T3 perks:

    Deathslinger

    Oni

    Clown

    Steve Harrington

    Jeff Johansson

  • Oni I would say is my quaternary or quinary pick for killer, interchangeable with Hillbilly but I typically lean toward Hillbilly more than I do Oni just because Hillbilly is more consistent and has access to his power all the time. For those starting out he's (Hillbilly) far more noob friendly and if you're looking to get a feel for Oni or practice before you get him you should really be working on playing Hillbilly. There's a lot of skill transfer that goes on between the two

    Biggest weakness - without his power he's an m1 killer. This can be absolutely, intensely, excruciatingly, DEBILITATING especially if you're going up against a good team of survivors, since you won't have your power at the start of a match until you start getting licks in. Problem is, it can be difficult to get licks in if you don't have a power so you can see how a bit of a paradox forms there when playing the Oni.

    If you're going up against someone who is really good at running loops to the point where you can't even hit them once, it's gonna hurt, and you can be in some deep trouble since hitting fresh, healthy, uninjured survivors is precisely how you get your power. So you should be aware of that, but once you do have your power you can quickly snowball pressure across the map and on loops that you previously couldn't before forcing survivors to drop pallets early or restrict how many times they can use a loop.

    You should also be careful with actually aiming the power, it can be notoriously difficult to actually hit a demon strike if you're not practiced and survivors will really try to take advantage of that first person camera. Be aware, predict, practice, and you should be good.


    The perks that I like to run on Oni are all anti-heal perks, you want to keep survivors injured as much as possible to keep them bleeding leaving blood orbs everywhere they go which you can pick up to get your power but also can be a somewhat decent tracking tool. And of course keeping everyone injured also makes it easier on you when you need to go through chases without your power as well. So anything that has to deal with healing or survivors in the injured state synergizes perfectly well with the Oni so we're talking: Nurse's Calling, Sloppy Butcher, Thanataphobia, Coulrophobia, Stridor, Bloodhound, Blood Echo, etc. and two of Pyramid Head's upcoming perks which are not yet in the game Deathbound and Forced Penance also fit into this category so look out for them.

    Basically anything that works for the Hillbilly works for Oni. The Hillbilly uses a lot of perks that provide intel of where survivors are so he doesn't have to waste time searching, and can use his incredible speed to apply pressure on the right place at the right time almost immediately. In the same way the Oni can do the exact same thing, so perks like BBQ & Chili, Discordance, Surveillance, Gearhead, Thrilling Tremors, etc. are also good to run

    There are a bunch of other individual perks that work well with The Oni for their own unique reasons that don't fall into a specific category of perks, like Infectious Fright which can help you snowball a lot of pressure bouncing from one survivor to the next. I saw someone else say Monitor & Abuse which I never thought to run on Oni but it sounds like it's worth a shot and falls into that category of "unique perks with unique effects that affect a killer, uniquely". Another one of these perks I would like to mention is actually Pyramid Head's last perk, Trail of Torment, you kick a generator and become completely undetectable for 15 seconds. Now imagine you activate Yamoaka's Wrath bellowing your thunderous war cry, a violent roar that's heard across the map, you kick a generator, and immediately begin gunning it to wherever you know you need to go. Similarly to the logic behind running monitor & abuse on Oni you're silent (aside from you're heavy loud-ass footsteps) as you dead sprint across the map with no terror radius allowing you to more or less sneak up on survivors. Sounds like something interesting to keep your eye out for.

  • I'll change my vote to Pharmacy when Quentin gets his face rework.

  • I love how way back when I had to verbally fight tooth and nail to voice my support for Ghostface's inclusion in Dead By Daylight against a ######### ton of naysayers who all said things of varying degrees along the lines of "He doesn't fit" "He's not even that scary" "he's just an ordinary human with no powers" or even "he'd probably just be another low-tier killer" and yet here we are. Almost 4 years later and Ghostface constantly tops the polls of favorite killer in Dead By Daylight.

    Heh.

  • @TheMythicalCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1317255#Comment_1317255

    Horizon Zero Dawn (and another big PS4 game I can't remember) are coming to Steam soon, so Sony isn't as protective as you may think. And it's not like putting a Survivor from TLOU would decrease sales for future titles. People may get curious where they are from and check the series out, giving it more sales. The only thing Sony has to lose here is reputation, if the Chapter is infamous for some reason, like trash/god tier perks. No one will go "Oh, I can play as Ellie in Dead by Daylight, no need to buy TLOU anymore!". It's more like "Oh, this character from a game I enjoy (DBD) is from another series, I should check that out". Sony has very little to lose by letting DBD make a TLOU chapter

    If it's coming to steam then it's not a Playstation exclusive, or it isn't any longer, or won't be, however you want to put it. That's about the short of it.

    Again, we're talking about literally Playstation's biggest, best, most attractive, highly reviewed, and intensely respected game on their entire console and you're saying they wouldn't be protective? Zero Dawn was a good game and it was well reviewed, that's why I added it to the list but it does not have the reputation the Last Of Us has. Especially since the Last Of Us is an ongoing franchise with part 2 coming this June. Unlike Zero Dawn which as far as I am aware is not getting a 2nd installment.

    EDIT: What makes the most money is not always the best course of action even when it comes to business where a popular phrase is "all that matters is the bottom line" and other similar rhetoric. Throwing the license of a game around and basically milking every last dollar out of the popularity of a piece of media is an EXTREMELY fast way to lose respect. People catch on fast when a business is trying to milk something until it's dry without care to the fans, how it's being done, who is behind the project, etc. ever heard of a little thing called Star Wars episodes 7-9?

  • Outlast would definitely be a thrilling addition, arguably it's the most horror / slasher out of any game on this entire list and most synonymous with Dead By Daylight.

    "You are not a fighter; to navigate the horrors of Mount Massive and expose the truth, your only choices are to run, hide, or die."

    Sends chills through the body that.

    Only problem is Miles Upshur quite literally does not have a head if I'm not mistaken, they never modeled one as that's where the camera is it's literally an empty space... So I'm not sure how the team at BHVR would work around that. 🤔 

  • BHVR could not get around that at all. The Last Of Us is one of those extremely important franchises that are a system exclusive for a reason. They are supposed to draw people toward their platform not push people toward other services like Steam on PC.

    Games like the Last Of Us, God Of War, Uncharted, LittleBigPlanet, Marvel's Spider-Man, Horizon Zero Dawn, Bloodborne, etc. are all defining games and franchises that make the Playstation such an attractive console and Sony has carefully and meticulously built up their reputation around these titles. Making themselves synonymous with these epic tales of vastly different worlds and immersive story-archs with amazingly built characters and settings, etc.

    There is absolutely no way in hell that BHVR could ever secure a license for the Last Of Us, it is quite literally the Pièce de résistance for the entirety of Sony right now. And yeah, pretty bold statement for a guy who was just touting the latest chapter wouldn't be Pyramid Head from Silent Hill but I think hardly anyone would disagree with me on this one.

  • Short answer: no.

    Pyramid's "meh" perks are not going to do anything to throw a decent killer into obscurity, especially over the heads of killers that are actually underperforming like Clown, Legion, Leatherface, Pig, etc.

  • I don't know why people are throwing up Spine Chill and Kindred as "underrated" as if anyone ever thought they were bad perks in the first place.

    Sure, there's a difference between "The Meta" and what's flat-out good, but there's no denying everybody knew these perks were good a long time ago. I wouldn't call them underrated by any stretch both of these perks are literally the defining staples of my regular build as a solo survivor who regularly hangs out in red ranks (not that it matters what rank you are because rainbow ranks affect everyone) they are absolutely GOD tier perks for anybody trying to make it as a solo player.

    You know what is an actual underrated perk? Hear this: Camaraderie.

    Camaraderie is an amazing perk if you're a solo player who has little faith in his teammates, it has singlehandedly saved my life countless times just because I knew beforehand or had a hunch beforehand my teammates (Cosmetics = skill. Change my mind) wouldn't be great, they waste so much time crouching or walking around for no good reason, dull totem cleansing, opening chests, self-caring in a corner or even just doing a regular heal / group heal when the killer is running all manner of anti-heal perks like Thanataphobia, Sloppy butcher etc. Or even wasting time repairing a generator that isn't close to being finished instead of saving their teammate.

    Just generally doing all this at the wrong time, making poor decisions (that can needlessly cost the game), and they waste so much time that by the time they start running toward you are fully aware they're going to try, but you know it's already too late.

    Or just as well because it may or may not be more commonplace than teammates making bad decisions, it's an anti-camping tool. If the killer is camping you and your teammates are playing this game of cat and mouse, bait and switch trying to pull you off a hook, camaraderie gives them SO much extra time to work with. Camaraderie literally staves off DEATH

    I mean think about it this way the only way you can die (without a mori) is by being sacrificed. Camaraderie delays that sacrifice time by an entire 30 whole seconds. When a generator takes only 80 seconds to fully repair that's huge. Even in SWF there's some coordination that can be made there with that extra time, so it's not like it's useless in SWF if you actually play around it and use that time to your advantage.

  • Yo Peanits actually be throwing down facts on the very first page, 72 upvotes gawd-dayum. People are still talking??

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/157077/how-to-punish-survivors-for-unsafe-hooks

    "But the current system of DS, survivors can take their time finish whatever they are doing without having to worry about the killer presence."

    Before Laurie was even released, survivors did gens before unhooking their teammate. People rather spend 59 second on hook and being unhooked with 2 gens being finished than spending 5 seconds on a hook with all 3 survivors swarming around, having done nothing and essentially wasting your sacrifice, especially if the killer is overly focussed on people being unhooked(camping, tunneling, or simply being too afraid to move too far away from the hook). Having 3 survivors with practically free reign is the killers fault, not the survivors. If a survivor can finish a gen before they can safe and still has an unsafe unhook, it basically means you've been either proxy-camping or just straight up camping and got punished for that.

    Let alone that when Laurie was released, DS was permanent, no cooldowns.

    You're basically asking "give me a way so I can camp without survivors being able to do gens". At least, thats what it feels like.

    Before Laurie was released Killers couldn't even kick generators at all to regress them at the time, bloodlust didn't exist, the entity blocker didn't exist, map design was absolutely atrocious with incredibly strong loops existing all over every single map, perks like pre-nerfed Hex: Ruin didn't exist (that would come in the next chapter) or BBQ and Chili which wouldn't come for another year, etc.

    You have to keep in mind that The Halloween Chapter was the second chapter they ever released all the way back on October 25, 2016, the game was only a few months old at the time after it released in June of 2016. It's possible my timeline is skewed and a few of those changes I mentioned had actually made it into the game by that point at the time (I don't have an encyclopedic knowledge of patch history) but regardless this was extremely early in the history of DBD. So there were a LOT more issues with the game beyond the specific scenario being discussed here (DS and unsafe unhooks) so I wouldn't exactly call it a reliable time to glean information about balance or comparison of anything.

  • @Dr_Loomis said:

    Sounds a bit of a trash challenge. Could be a bit tricky.

    I haven't had access to my PS4 for 3 weeks, thus haven't had the opportunity to try the part 2 & 3 challenges (hopefully should be home tomorrow though 😊).

    Anyway, I'm not sure if they would be the best layout but maybe.

    -Spine Chill

    -Quick & Quiet

    -Lithe

    -Poised

    And get a good dark/dull attire to help camouflage when close to the killer.

    Good luck!

    This looks a lot more like a "stealthy while on the move / running" build but not exactly something that would be truly very helpful if you were trying to stealth within 10 meters of a killer. I would suggest a different build:

    -Iron Will

    -Urban Evasion

    -Fixated

    -Calm Spirit


    Fixated and Calm Spirit are the closest things to "optional" in that build because Fixated walking speed boost doesn't activate while injured (but the iron will and urban evasion will cover for you in those moments) and a lot of times calm spirit really doesn't make a huge difference. You could switch either of these perks out for Quick & Quiet or Spine Chill if you wanted, hell if you're into meme builds you could even go for Diversion and try to make use of The Pebble.

    But those perks do have their uses and there's a reason why I included them in the build, all of them help you out in the moment when you're trying to stealth within 10 meters of a killer.

    Iron Will is iron will. You want it in your build for this kind of challenge, otherwise stealthing within 10 meters of a killer while injured is going to be much more difficult dare I say impossible if the killer you're up against is attentive and has ears at all. I would not switch this out for anything

    Fixated increases your walking speed so you can walk more quickly from cover to cover than you would crouching with urban evasion. In all reality when using both Fixated and Urban Evasion in conjunction you're going to want to rely on the mov. speed from fixated more than urban evasion just because it's so much faster so walking circles around a tree or a tall loop like a jungle gym where it makes no difference if you're standing or crouching will be even faster.

    Urban evasion is there in case you really want to be crouching because the killer is absolutely right next to you or you're using a smaller piece of cover so you want to crouch to minimize your size as much as possible and still need to move quickly. It's also there to cover for you while you're injured because the walking Speed Boost provided by Fixated would be deactivated. I would not switch this out for anything

    Calm Spirit is there for two reasons: the first being depending on your rank, the more experienced killers may or may not be paying attention to crows making stealth more difficult, if you're ever wondering why you keep getting caught even though you're well hidden this may be the reason why (the crows). So Calm Spirit will help you stealth against killers who are more attentive. The second reason is that Calm Spirit also stifles screams and actually suppresses the urge to scream, which you won't always get use out of, but it would be incredibly helpful so that you don't get f*cked if you're trying to do this challenge and you queue with a Doctor or someone (perhaps Hillbillly or Oni) running Infectious Fright. In both scenarios Stealthing around those killers would be incredibly more difficult than normal, and Calm Spirit would definitely give you a noticeably greater chance of stealthing around them.


    With these perks it'd probably be a cinch to finish the challenge, however unfortunately for me, I'm not a Dwight main. So I don't think I have all these perks if any of them on Dwight. 😰

    If I do I definitely don't have them at Tier 3, which is something you definitely really want for every perk in that entire build.

    So it's gonna be rough for me whenever I try to do this challenge. Rip, hopefully I find that farming Huntress or another camping insidious Leatherface in red ranks o.0

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1311996#Comment_1311996

    They removed the cooldown he suffered when throwing his bottles

    :/

    It's a start, but not nearly enough to fix his issues.


    One of the biggest ideas that I always bring up whenever talking about the clown is making the Afterpiece tonic more threatening, as it stands nothing really stops Survivors from just tanking the gas at face value. In this way it hardly has any impact in a match, even with the job it is meant to do which is stop loops, which leads to this change:

    While under the effects of the afterpiece tonic, disables Survivors' ability to perform any Repairing, Healing, Sabotaging, Searching, or Cleansing interactions. 

    The idea here is that as a survivor you really shouldn't be able to continue repairing a complex piece of machinery like a generator, or really any other act that requires focus like while inhaling toxic fumes and being disoriented. This way, the Clown gains map pressure that other killers have, not by being able to teleport to generators, blink, gain insane movement speed, climb through portals, etc. But by being able to throw bottles long distances and stopping generator progress for a few precious seconds for you power-walk over there. 

    This rewards skillful clowns who can accurately aim and throw bottles right on top of generators from across the map. This also will help clown in other aspects too such as protecting Hex: Totems, or catching a group of survivors from pulling off a heal. 

    For those wondering, this effect already currently exists in the game. It is the exact same effect that Survivors in madness tier 3 are stuck in until they successfully perform the snap out of it action. The only difference is instead of "permanently" the effect only lasts for the duration that a survivor is intoxicated. The impaired vision lasts for 4 seconds after leaving a gas cloud, however the gas cloud itself lingers for about 8-9 seconds (keep in mind the spheres [how the gas physics work and it's modeled] of the gas are absorbed by survivors who "breathe it in" so the area gets reduced eventually) so it would be about this time frame.

    NOTE: This does not prevent Survivors from performing crucial and important tasks such as rescuing survivors off hooks, or opening the exit gates. It only affects the actions listed.


    Another idea that I brought up in a conversation about the clown on the subforum for the latest Q&A (which is now closed because that Q&A passed maybe 2 weeks ago) was this idea I was tinkering around with in my head about a secondary ability for the Clown called "The Funtime Gas Trap".

    It's a circular device that the Clown would wind up, twisting it in an animation before setting it. He can place it on the ground, or attach it to a generator, once it is on the ground it will trigger when a survivor walks within a set radius (say 4m) after which point it will activate violently and loudly erupting, ejecting a large cloud of gas that covers a big area much more significant than the normal bottles.

    The purpose of this is twofold, it mainly serves as a way to give the Clown more map pressure, in this way because of the loud activation noise and survivors screaming revealing their location, and giving a bead on where to go next. If this was introduced in conjunction with the aforementioned change that I mentioned beforehand this would also prevent survivors from repairing a generator for a short duration of time until the gas cleared giving the Clown more time to cross the map, finish a chase, hook someone, or something before applying pressure to that part of the map.

    It also serves as a pretty significant anti-looping tool, because it covers a great area this trap could be used as a very wide area denial tool where you could significantly reduce the looping capability of an entire area. Say the killer shack, or maybe a central building or just a generally strong loop.

    The Clown would slowly receive these Fun Time Gas Traps after a short duration sort of like how the Doctor's secondary ability works, and he can only place a maximum of three of these traps on the map at any given time.

    There are a bunch of other nuances that I'm thinking about how it would work specifically: does the gas eject into the air and then settle on the ground giving survivors a bit of time to react? Or does it just disperse into the surrounding area immediately? When placed on a generator should it activate when somebody walks close by or only after someone attempts to repair the generator? Can the clown pick these traps back up and place them somewhere else? Can these traps be disarmed or broken? What if he got access to the Fun Time Gas Traps after he reloads a certain number of times encouraging the player to use the bottles as much as possible, would that be better than a simple recharge time?

    However, the core concept of the idea remains the same despite these more nuanced aspects.

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