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Seiko300

Seiko300

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  • Farming is not against the rules, it never has been and it never will be.

    I don't know how long you've played this game but I mean my speculating purely off the fact you've only got 2 posts on the forums and that you bring up such an old and already discussed topic, now, is not long at all. Although your name is "P3Nea" so maybe I'm completely off base ¯\_(ツ)_/¯ I kinda doubt it though.

    If you have played this game for any significant amount of time however, you would know two things: 1 the game itself can inevitably become really intense, frustrating, and generally demoralizing and more problematically 2. grind for BP especially considering the constant flow of new content in the form of perks, add-ons, offerings, new killers and survivors to main or P3, etc. is incredibly steep.

    In this way farming addresses those same two issues:

    -Farming allows people to take a breather, sort of relax, mess around and just chill out with 4 other dead by daylight players doing the same thing. This kind of an intermission match can do a lot of good for people even if players don't realize at the time they're starting to get sore, tense, or increasingly frustrated

    -Maximizes the bloodpoint gain between everybody in the lobby especially if BP bonus offerings like bloody party streamers are being used or even better stacked, making the grind slightly less insufferable especially for short term goals like "getting X perk to tier 3" or "I need Y & Z add-ons for my build" or P3-ing a whole character with full perks fully upgraded.

    So it's not against the rules because it actually does a lot of good for plenty in the community, but it's also not against against the rules because it would be incredibly difficult to enforce. People want to farm because both parties benefit from it, what are you gonna do to stop entire lobbies of equally minded people from playing the game that they paid for how they want to? Not to mention you're essentially suggesting to ban the one activity that brings both sides, killers and survivors, together. I don't want to sound all Kumbaya but for a community that's extremely divided & constantly and eternally at each others throats for the past three almost four years is a genuinely good and welcome sight to see.

    And believe me when I say farming matches aren't all that common, people who own the game much like you want to play the game that's nothing new. 9/10 of your matches will be normal matches because of this, and what you're saying you can't stand the one match that isn't? You're gonna get angry and lash out at the 4 other people or 80% of your lobby who decides to farm on the rare occasion? If anything, all that's gonna do is disappoint and incite anger from you're teammates in the game or in post-game chat and I know this because I've seen it before. The beauty of three survivors and the killer all uniting to hate on the one obnoxious guy who is a debbie downer and ruins the party for everybody ending a farming match earlier than it should saying "ThAt'S nOt HoW yOu PlAy ThE GaMe!!!"

    Which, if that hasn't happened to you by now, I guarantee it will eventually in the future at some point.

    So here's my suggestion, and really it's less of a suggestion and more of a universal truth because if you don't accept it you're only making things harder and more frustrating for yourself than they need to be. Change perspective, enjoy the every now and then odd farming match, and be grateful for the bloodpoints and potential bonus BP offerings people throw out for everybody to benefit from. People like farming and you can't change that, so if you can't beat 'em join 'em. Knowingly and actively choosing not to is only swimming upstream and going against the current, which is not worth all the hissy fit when it's only 1 match out of 10, which obviously is not a real statistic, however the point it is supposed to illustrate still stands it is most definitely not the majority of your matches.

    (although these odds are likely to increase slightly when a double BP event goes live, but those don't happen every day and you have the rest of the year where there is no event to enjoy the game as per normal.)

  • @Ravean said:

    Freddy... he´s actually the only one who´s unstoppable. His Powers actually make him invulnurable while his victims are totally vulnurable to his powers

    @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1269961#Comment_1269961

    Problem is, Freddy is only powerful when people fear him. If people don't fear him than he's weak.

    Here's the thing, the question deliberately specified all "non-licensed characters"

    So I have no idea why ya'll talking Freddy in the first place.

  • @lazerlight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264808#Comment_1264808

    Although I do agree that a bonus amount of shards should be awarded for getting to devotion 100, I still think one of the options above should happen.

    Another thing they could implement to give Devotion a use, is that by every Devotion Tier (the green number) you get a x% BP bonus on every trial. Which, yes, isn't a lot, and tiering up is very time consuming, but it would be a nice passive function imo.

    I wouldn't lie a lot of these ideas sound cool and anything to decrease the grind is obviously entirely welcome (although I think the devs would probably think the shard mystery boxes probably overstep a little bit [I haven't played mobile so I am completely oblivious to how it works and the intricacies behind balancing the grind for mobile users and stuff like that]) I just wanted to emphasize that devotion reeeeaally needs some kind of purpose.

    Usually these things provide incentive to for players to continue playing, and seeing it without anything just makes it an infuriatingly hollow and worthless feature.

  • @Orion said:

    Thanks to @SenzuDuck I was able to get both Oni and Deathslinger. If the next killer is the Candyman, I'm definitely getting that as well.

    Goddamn, what an absolute legend

    Props to @SenzuDuck

    @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266842#Comment_1266842

    Oh boy, hope I meet up with you with my Demogorgon then.

    I will show you no mercy as I become more and more feral as the trial goes on.

    I never said he was bad, in fact I distinctly said he was viable. However it's just straight facts, this killer is hardly picked at all and if he really is as good as people say then shouldn't people be picking him more often? Otherwise if people are just talk but don't actually play the killer or just opt to play someone else over Demo then that just makes those people a bunch of Charlatans.

    And that means either two things: 1 the killer is actually not as good as people say, or 2. the killer is just not fun to play. That's the long and short of it to explain the decline of the demogorgon population, because there is and there's no disputing that, you can check up on the last graphics and data the devs gave us on pick rate and all the way back since 2019 he was bottom 5. Right next to actually bad killer picks like Clown, Leatherface, hell LEGION was picked more than Demogorgon at the time.

    @Peanits said:

    Stats are back at last! We've taken some time to gather some data and make some fancy graphs for your viewing pleasure. Be sure to let us know if you'd like to see more regular stat releases in the future! Since it has been a while since we last shared stats, these graphs show data from the past three months unless otherwise stated. Please keep in mind that numbers are not everything; there are a whole bunch of factors that could influence these numbers.

    Note: If you're having trouble viewing the charts, clicking on them will open a larger version.

    Killer power vs. popularity

    Starting off with how frequently killers are played compared to how well they tend to do on average. A 50% kill rate would be the equivalent of two survivors dying and two survivors escaping.

    https://us.v-cdn.net/6030815/uploads/230/KSPIKOCTC8RD.png

    https://us.v-cdn.net/6030815/uploads/910/6KD3I8P3L1V9.png

    Maps

    We went ahead and checked which three maps are safest and which three are the most dangerous.

    https://us.v-cdn.net/6030815/uploads/275/ZYOLAR28JADQ.png

    Mid-chapter 3.3.0: Outcome

    The Nurse was changed in the last mid-chapter patch, and we've been keeping an eye on her performance since then. Below, we've listed her performance on PC before and after the changes, both in all ranks and in red ranks. Like the charts above, the numbers shown here are her kill rates (where 50% means two survivors escape and two die).

    https://us.v-cdn.net/6030815/uploads/864/BDOZ0GYZMPZW.png


    Honestly, seeing ANY demogorgon would be a welcome change of pace beyond both the meta and non-meta picks. Lol that's when you know something's wrong when demo isn't even on the "non-meta pick list" he ain't even on the list that's how rare I've seen this killer lately (personal experience in red ranks).

  • Can you people not enjoy anything?

  • @Bovinity said:

    I can't tell you 100% certain either way.

    All I can say is that phrases like "marked the world of horror since its inception" aren't really quantifiable things. For all we know, someone from BHVR really loves Troll 2 and thinks highly of it's historical value.

    So no, I don't think phrases like that absolutely rule out any particular work. Hell, chances are that whatever the actual reveal is, people are going to say, "THAT? That's not a big classic!"

    Psh.

    I have full faith it's going to be an actual big license, in case you haven't noticed BHVR never hypes up their chapters, ever. They always keep it as tightly under wraps as possible before the community picks up on some clue to figure out what it is, so the fact that they are saying anything at all means that it's something worth paying attention to. Something that even they are extremely excited about.

  • @Hag.is.Dtier said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266852#Comment_1266852

    And yet you think Tru3 is good Ghostface... Ok you be like that dickhead!

    You know, I was going to be offended, but that's actually pretty tame for Dead By Daylight so I'll take it.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266846#Comment_1266846

    I'm sure you do know what it means. Never suggested you didn't.

    The point is that you can't exclude a possibility simply because, "They said classic and I don't think that's classic enough." because of how subjective it is.

    Alright fine, I'll bust out the actual context then here's the full sentence from BHVR:

    "This new chapter will feature a classic license, one that has marked the world of horror since its inception."

    Here's the link to the official announcement on their site:

    Join the Dead by Daylight team in celebrating the game’s 4th anniversary by tuning in on Twitch and Youtube on May 26 at 2pm EST.


    Are you really going to tell me right to my face, that sentence is actually describing Silent #########' Hill. Of all the licenses out there, Silent Hill over everything else.

    Tell me with 100% certainty.

  • @Hag.is.Dtier said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266803#Comment_1266803

    Except no stalk Ghostface is only viable against self care simpletons. Stalking should mostly be done at a distance, 99 the survivor then pop it when close. Avoids the chase completely. If you want I can link some guides by The two top Ghostface mains, Ceptz and Bubba Tea:

    https://youtu.be/KH4DhskSbz4

    Maybe you'll learn something...

    I'm a ghostface main who has hit rank 1, don't try and lecture me on sh*t I already know bub you're lecturing the the wrong guy.

    I never said it was a strategy to use all the time, but I did say notable high tier content creators do use it on an exceptionally regular basis. Not even you can deny this.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266823#Comment_1266823

    Well, I would remind people that words like "classic" don't really have a strong, quantifiable measurement. So no, the usage of that word doesn't really exclude any possibilities.

    I think we all know what it means. Don't try to get technical with me, we all know.

  • Deathslinger, Oni would be a close second and honestly is probably better than Deathslinger tier-wise, however if you aren't using Yamoaka's Wrath effectively he is very much an m1 killer. Deathslinger has his ability and all the time and I don't know if you've heard this yet, but Deathslinger is much godd*mn fun to play

    Seriously, winning or losing Deathslinger is something fun and unique in Dead By Daylight. Oni is just a mix of a bunch of older killer powers wrapped into one, he's like if you threw Hillbilly, Michael Myers, and Leatherface into a blender. Don't get me wrong, Oni is super cool and that's why I say he's a close second.. but he's not exactly unique (gameplay wise, he's certainly super cool and unique lore-wise) and he doesn't introduce anything new to Dead By Daylight. You could honestly play Billy for a similar experience.

    Demogorgon is a dead last, he's really balanced and somewhat viable, people like him because of Stranger Things, but if I'm going to be entirely honest with you I have not seen a demogorgon in #########' months. It's like the don't exist, I don't know what it is but Demogorgon is one of the least picked killers in Dead By Daylight, and there's certainly gotta be a reason for that.

  • @WRussoW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265426#Comment_1265426

    There's a difference between thick and solid. Solid may be looking flat but it's definitely a good pile of muscles which is, you know, good. Thick is more about fat tissue stored in your rear, maybe mixed with muscles, but still it's more about fat. It's not bad, it's just different.

    I can't believe this is actually a conversation

  • @PrincessPoop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264730#Comment_1264730

    People said the same thing about stranger things and look how that turned out. Also no need to be rude and condescending for no reason.

    Except Stranger Things is INFINITELY more popular and well known than Silent Hill, I'm not sure if you understand that TV and Movies are still infinitely bigger and older industries than video games. TV and Movies both reach a vastly wider and greater audience than video games do, that's why Dead By Daylight seeks out licenses from those mediums because TV and Movie genres popularized horror decades ago and created beloved characters with massive fan-bases like Jason Voorhees, Chucky, Pinhead, Pennywise, The Xenomorph from Alien, the list goes on.

    Only gamers know what Silent Hill even is. Whereas you'll hear people of all different ages and backgrounds talking about the Halloween reboot, or this great new tv show that takes place in the 80s called Stranger Things.

    Silent Hill is not going to happen. At least not right now, with all the theories going around about literally any and every licensed killer Pyramid Head is one of the DEAD LAST things people want to see.

    Not because Pyramid Head isn't cool, or isn't scary, but people have it hyped up in their heads we could be seeing ######### Pinhead, or Pennywise, hell even though the lawsuit is going on a huge resurgence of F13 fans are saying it's Jason.

    What we do know is that it's a "classic license" (BHVR'S OWN WORDS) and Silent Hill does not fit that bill.

  • @Hag.is.Dtier said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266762#Comment_1266762

    He has said multiple times that stalking is pointless (It isn't, Tru3 just sucks at using it). He popularised the no stalk Ghostface and then his fans parrot his crap.

    "Never said it was useless" my arse!

    pointless by comparison still doesn't necessarily mean pointless. For example, I can say the Heart pumping blood throughout the rest of your body is pointless if your lungs aren't pulling in oxygen for that blood to transport in the first place.

    In the same way, why should I waste my time stalking someone, potentially being revealed, them possibly running away gaining distance while I try to stalk them, and generally not applying any pressure in this moment of time. When instead I can deal a straight up state of damage immediately, forcing them off a generator to eventually heal where I can surprise them again if I'm running nurses or any other anti-heal perk.

    As well, he's already proven time and time again that this is a clearly viable strategy. I don't know what you're fighting against here, that he doesn't get 3 & 4k's all the time? ... Because he does. Soooo....

  • @Bovinity said:

    I know the filename says skull, but does that look like a skull to anyone?

    Especially the upper left area, it's just a giant hole. And the top part is just a long, massive flat thing.

    @Dolls said:

    Just noticed the huge hole in the temple...

    It's not a hole, it's more or less a depression most every skull has because of your cheek bone, it just looks really dark because of the lighting.

    image.png


    image.png

    Also, I don't know why OP decided to crop the photo, this is the original photo where you can clearly see the teeth:

    image.png

    And this image isn't from some "vague german website" this is from DBD's official website ya nuts

    Join the Dead by Daylight team in celebrating the game’s 4th anniversary by tuning in on Twitch and Youtube on May 26 at 2pm EST.

    The chapter is confirmed to be licensed, it's likely this skull has nothing to do with the chapter itself it's just really cool art from their art team.

  • @Hag.is.Dtier said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266485#Comment_1266485

    Uhh yes he is, anyone who claims that a built in instadown on a stealth killer is useless, clearly can't play the killer.

    You've clearly completely misconstrued the way he plays Ghostface, he has never said it was useless he just places far greater emphasis on using nightshroud to be as unpredictable as possible, mindgame loops, catch survivors by surprise in dead zones, or off generators etc.

    And he's not wrong. This is undoubtedly the strongest part of his kit, the instadown is just the cherry on top so to speak

  • @Revzi100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1266494#Comment_1266494

    isnt stranger things sci-fi horror? not sure never watched it

    Eeeeeeeehhhhhhhh, yeaaahh I've heard that one before and I mean,

    Technically..?

    It's not exactly Sci-Fi horror in the sense that it doesn't have any of the usual Sci-Fi characteristics one would expect:

    1. It's not set in the future. There are no spaceships, or futuristic technologies, it's set in the 80s
    2. There are far more fantasy elements than Sci-Fi: throughout the whole show the Demogorgon and associated "Sci-Fi aspects" like the Upside-Down are constantly referenced and compared to Dungeons & Dragons. Making the Demogorgon far less like an Alien species like the Xenomorph, and far more a "demon" from a different "realm". At the most you could just call it a flat out monster.

    And I mean yeah, I can sorta see the argument that's being made there, but the fact an argument has to be made at all just proves what I'm talking about. Even if it is "Sci Fi" it's not blatant Sci-Fi with Aliens invading earth with super advanced tech, kidnapping humans to experiment on, or an Alien creature which lands on earth and starts killing everybody a-la John Carpenter's The Thing. Or humans in the future going out into space landing on a different planet that is uninhabited except for an extremely dangerous animalistic alien species (The Xenomorph!!)

  • It is far too strong in its current state, the reason for this is, is because it is no longer being used for its original purpose: as an anti-tunneling tool. Instead it is now most commonly used as an aggressive tool which facilitates extremely aggressive plays or allowing players to make extremely stupid mistakes and either way the killer cannot punish you for it.

    The answer to this problem is honestly quite simple however, we don't need to nerf DS in that we don't need to nerf it's actual effect. Tunneling sucks, and a tool that helps survivors counter it is great, what isn't great is when that tool is quickly and widely abused as a "hey, look at me! I've got invincibility for 60 seconds!!" mechanic.

    The answer is simple: deactivate Decisive Strike when any of the following conditions are met:

    -A survivor begins repairing a generator or cleansing a totem

    -A survivor jumps into a locker

    -A survivor exceeds a distance of 48 meters from the killer.

    The logic behind this:

    -If you are in a dangerous position shortly after being unhooked and the killer is still nearby you should not be repairing a generator. Repairing a generator means that you feel safe enough to stay still making noise (repairing a generator / totem cleanse). If you feel safe enough then there is no reason DS should still be active.

    -In Dead By Daylight the survivors should never feel completely safe, the killer should always be a potential threat at all times. The locker trick violates this concept with complete disregard, survivors feel 100% safe just because the hopped into the confines of a red box. Were I an actual killer, I would stab you in the throat then and there for being so stupid. Lockers are not get-out-of-jail-free cards, there has always been some risk to jumping in a locker: you're out of sight but you could still make noise on the way in or even while you're inside when injured. This trick flagrantly spits in the face of killers

    -If you are at a distance greater than 48 meters from the killer himself, you. are. not. being. tunneled. You have clearly already escaped and the perk has served its purpose. You should not be able to run all the way to the other end of the map, and then run back only to play extremely aggressively because you've still got time left on the DS timer. That is BS and that clearly goes above and beyond just saving you from being tunneled, again, using the perk in a way you're not meant to.

    People will say: "ThAt DoEsN't MaKe SeNsE!? If U dIdN't WaNt To GeT HiT bY Ds YoU sHoUlDn'T hAve TuNneLed?? ObVioUslY. JuSt ChAsE sOmEoNe ElSe" I hardly believe it's tunneling if 1. the survivor runs up in your face after being unhooked because they know they have the ultima defense of DS and then hops into a locker right in front of me or 2. if they feel safe enough to cleanse my hex: totem, repair a generator right in my face, disregarding my presence as the godd*mn killer looming right behind them as if I didn't exist and I were no more than a plushie toy.

    As well, sometimes there literally isn't anyone else to chase I don't see why I should be forced to find the immersed P3 blendette that's been rescuing everybody but the guy running DS decides to not make any effort to walk or crouch or be stealthy at all and just runs around everywhere leaving Scratch marks. DS protects survivors who are clearly making stupid decisions on purpose, not because they're actually stupid but because they don't need to put in that kind of effort to escape when they've already got "invincibility for 60 seconds"

    The great thing about these changes, is they don't change Decisive Strike. If you are genuinely being tunneled off the hook, you're running jungle gyms, you're dropping pallets, and the killer downs you right away anyway, guess what, you've still got the perk active.

  • @Revzi100 said:

    alien

    ^ Would be dope not gonna lie

    For as diverse in horror as Dead By Daylight is, the game has no Sci-Fi horror chapters 🤔

  • @Hag.is.Dtier said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262702#Comment_1262702

    Tru3 is trash at Ghostface and is the reason people hate playing against Ghostface.

    Uhhhhhhhhhhhh.....

    No,

    but ok ?_?

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265451#Comment_1265451

    Yea so one sentance in and you are still being toxic lol. All you've done is prove that you can't have any for of discussion without trying too insult people, which makes your argument invalid. Learn too discuss things without having your ego hurt and resorting too dumb insults, ty.

    Awwwww, you didn't even read my last sentence where I already said that :(

    Big bad Demogorgon get his feelings hurt?

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265248#Comment_1265248

    "For reference a real M1 killer has no options in the middle of the chase, and can't use their ability to secure downs." you say this yet you claim Plague is an M1 killer. you even say that she doesn't have her ranged power most of the game, fun fact: she got a buff where a corrupt pool always spawns. She isn't an M1 killer, you are just trying too make a flawed argument. Ghostface and Myers have literally only one way too down someone, M1. It's not like Nurse who can blink through walls. Sorry mate but you are just wrong on this.

    Also, being stealthed doesn't mean you have map pressure. he doesn't move any faster like Wraith and still gets detected by Spine Chill. Pig also get's stealth when crouched, doesn't mean that's map pressure lol. Demo literally places a portal and teleports between gens with no walking needed, that's map pressure that's better then Ghostface.

    And who cares what everyone else says lol. There's a large portion of people who say current DS is fine and has no flaws, doesn't make it true.

    You say that Demo has weak mindgames with it, yet constantly when playing him people fall for it and go down. And the Lunge itself is better because it gives Demo massive range, even if it is jukable you are still a lot closer too catching them. Also Ghostface's power is on a massive cooldown, even with addons. There's no cooldown for Demo's Lunge. where Ghostface would have too still run around and eat 700 pallets and wait for his cooldown too come back.

    Speaking of pallets, let's talk about how Ghostface has too eat them instead of Demo who can break them and barely stop. Demo's lunge is like Billies and Bubba's chainsaw minus the insta down. It makes pallets a lot less safe, and when paired with Spirit Fury survivors loose pallets faster then they go down. Ghostface can run Enduring and Spirit Fury, but not only do you waste 2 perk slots you still have too kick the pallets which will cost valuable chase time.

    "Your big talk also does not bother to explain why there are no Demogorgon's out there at all, especially in red ranks. Maybe not as viable as you thought? 🤔" This is just dumb lol. Wraith is also considered a weak killer, but Tru3 has clearly shown how strong and viable he is at red ranks. Don't be a sheep and go with what everyone believes.

    Most of the perks you listed work wonders on Demo, especially BBQ and Discordance. Also perks that work on Demo: Corrupt Intervention, Sloppy, BBQ, Discordance, Surge, Spirit Fury, Blood Echos when paired with Sloppy, and the obvious STBFL. Sorry mate but he's just as diversed as Ghostface, just because you don't see it doesn't mean it isn't the case.

    Now you gonna keep being toxic and wasting my time or do you want too be mature and talk civilly? I'm down too have a civil discussion, but I won't bother in an argument that clearly becomes an insult match because I went against your opinion.

    Alright you're starting to bore me so I'll make my responses gradually more brief from here out.

    Yeah, because neither Wraith nor The Pig have map pressure that quite stacks up to Ghostface, The Pig especially is a very poor killer design since her crouch requires an animation which takes a few seconds. Her reduced terror radius isn't as helpful because she sacrifices both FOV and movement speed, not only can she hardly see survivors over tall grass but she also is forced to move at 90% movement speed, slower than how survivors normally traverse the map. Not only this but her ambush ability while crouched has an extremely loud audio cue survivors can use to gain distance to avoid. Wraith similarly suffers in that he is not able to immediately capitalize on the stealth capabilities he does have since survivors also have a warning system in the form of his bell and a few seconds before he gets that boost of speed to catch up. A few seconds which is all it takes to reach the nearest pallet or window.

    Ghostface suffers from none of these issues which is why he is the best stealth killer in the game. He isn't forced to crouch he can do so at will and therefore can be stealthy while still moving at a solid 115% and he can attack immediately as soon as he wants to without any form of an early warning system .

    There are also a lot of people who say DS isn't fine (me) but generally speaking that example doesn't work since that is a very high-tension conversation between opposing sides of the game. Killers say it's not fine, survivors say it is and it goes back and forth like that for eons. The conversation between us is entirely different since we're talking about which killer is more efficient in this kind of conversation a majority matters because we're talking which is best to use.

    Your anecdotal evidence does not sway me.

    Ghostface's cooldown is not all that long, even the thirty seconds base go by fairly quickly especially if you're using the power to it's maximum capacity. Demogorgon's shred has no cooldown because it is mechanically less efficient and more difficult to use, because it's easy to juke and dodge the ability is compensated by not having a cooldown. Ghostface's night shroud quite literally has a cooldown because it is more powerful.

    Depending on the situation Demogorgon's shred takes more time than just eating the pallet, if you don't shred at exactly the same time as a survivor drops a pallet you are wasting just as much time if not more between the start up of the attack and the cooldown animation afterwards of hitting something or breaking a pallet. Also, I don't mean to beat a dead horse, but again: Ghostface = mindgames, mindgames = pallet irrelevancy. If we're just going to be going in a circle like this I'm just going to call you out on being repetitive

    A skilled player can make even the weakest killers seem better than they are, however, it's important to note that this is not actually representative of the average play. I am more than certain that there are good Clown players out there but that doesn't change the fact he is bottom of the barrel and needs buffs desperately. In the same way Tru3ta1ent can make basically any killer seem viable including Wraith

    Let's go over your perk list *pushes up glasses*

    Sloppy isn't any better on Demo than any other killer, there's nothing unique about him that makes it better to run on him than other killers

    BBQ / Discordance can allow you to teleport where a survivor is or the generator they're working on, but that doesn't change the fact you have a loud *ss audio cue that will tip them off in the process to gain distance. Making it eh

    Surge isn't any better on Demo than anybody else, it's just a decent perk

    Blood echo is just a garbage perk

    I'm sorry, but no, especially out of that list Demo does not have any perks that specifically work on him better than anybody else except for stbfl. I suppose you could say BBQ / Discordance but really I would say that's far better on killers that have better or more reliable forms of mobility. IE Hillbilly. Ghostface on the other hand has perks that synergize specifically into his power, the aura reading especially is incredibly powerful since it gives you an exact location of where someone is and with night shroud they won't bother to react because there's no terror radius to react to. There's not else much to say about that

    For example if you want me to use a different killer that's not Ghostface, anti-heal builds and perks like Sloppy Butcher work perfect on The Oni, he is directly rewarded by injuring survivors as often as possible and keeping them injured because they leave blood orbs everywhere so perks that keep them leaving a trail of those everywhere so he gets his power Yamoaka's Wrath more quickly. That's synergy between the perks he runs and his power.

    Demogorgon has none of that, except a limited teleport between to pre-determined points so aura reading at a distance is kind of a hit or miss. Since again, you can pick someone up on the other side of the map, but there's no portal so it's not like you can teleport to them. Ghostface has access to his night shroud at all times so he can make good use out of any aura reading perk at any time, like BBQ, much better than Demo can.

    That response wasn't exactly as short as I'd have liked it to be, but oh well.


    @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265333#Comment_1265333

    How ironic you say "it gets toxic out here in the fog" when you were the only one who was toxic lol. Don't be a hypocrite mate.

    It's not hypocritical if I don't hide it, I know I'm toxic I never said I wasn't. Don't be sore because you're being outweighed 26 to 4 right now

  • I can't believe nobody has thought about this, but I just wanted to point out that Jake Park on the wikipedia is labeled as "Asian American" under the Nationality / Ethnicity category.

    Now, obviously that could mean just about anything and it's probably a bit of a long shot, although I would say it's probably the likeliest circumstance that out of all the survivors he might be able to speak a little bit of Chinese (of course that's only if he actually is, if he isn't then rip Feng) I kind of like that actually. Both Jake and Feng are solitary survivalists who keep to themselves, they kind of share a bit of a unique kinship.

    @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261945#Comment_1261945

    It just makes sense that after learning Japanese he would also learn bits of other Asian languages, especially since he's a teacher

    From what I've heard from my brother (who's a bit like an adam francis type character, he likes languages) Chinese and Japanese are extremely different. If he was living in Japan as a permanent resident I wouldn't expect him to go out of his way to understand Chinese, it's kind of like that phrase "comparing apples to oranges" both circular fruits, but not quite the same at all.

    I can see where you're coming from though

  • @Joelwino said:

    The canon says no, but here's my idea: Sally was a survivor in real life. She worked at an insane asylum for 20 years with no real friends or loved ones to talk to, like the survivors in the entity's realm. After 20 years of living the same nightmare over and over every day she snapped and became a killer, murdering everyone indiscriminately. She viewed it as saving them from the living hell that was the asylum, she didn't want anyone else to go through what she went through. After she snapped and didn't want to be a survivor anymore, the entity collected her to become a killer.

    Correct answer ^

  • @BunnyTheHutt said:

    I enjoyed the Lullaby and so I'm very happy that she sings the whole tune. it's very relaxing IMO.

    That's what she wants you to think.. to lull you into a false sense of security and then *WHAM* hatchet right to the face.

  • The man is a beast and clearly jacked, his blood is literally steroids. He could probably shrug off just about any damage any killer could do to him although I do wanna say some runner ups:

    Doctor. Electrocution is no joke and with the power the entity gave him the guy could electrify everybody at once, the guy is no slouch to melee combat either his arms literally ate his sleeves bro. They gone.

    Surprise pick: The Clown. Don't let the belly mislead you he was an athlete who "grew tall and strong" so he is definitely physically capable, the afterpiece tonic I think might actually seal the deal for a lot of the killers. Being dazed, disoriented, coughing a whole bunch he'd throw off the aim of killers like the Deathslinger or Huntress, and he'd eventually wear down even super strong killers like the Oni. Ngl this big boi is pretty dangerous

  • @kurtakedown101 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265248#Comment_1265248

    This has gotten heated and it's kinda funny but thanks for the info because as I said before I just recently got it so I barely know anything about different aspects of the game like the upsides and downsides of killers and survivors and stuff like that. Also I tend to say thanks to you because you give a lot of useful advice.

    Lol, yeah DBD gets heated like that sometimes. Don't expect anything less honestly, it's a bit of a hard truth but it be toxic out there in the fog

    It makes me glad that I can help out anybody new though

  • @kurtakedown101 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265283#Comment_1265283

    How do you know like everything, kinda impressive. But yeah I like both characters and just wanted to know which of the two would be the most beneficial so thanks.

    Lol, I've been playing since a few weeks after launch in 2016 so I've built a decent amount of experience. But nah, I'm nowhere close to knowing everything there are more qualified people than me to say that really. I just pay attention is all

    The stuff I don't know (because obviously I don't have every single number value memorized) I look up on the Dead by Daylight Wikipedia, it's a great resource if you ever need to find something out like the name or effect of a perk, add-on, offering, number values, and even lore if you want to read up on that (I find it very interesting personally).

    Here's the link, the site is pretty easy to navigate around so if you ever need to know anything go there first honestly.

    The #1 official Wiki source of information for the action horror game Dead by Daylight.



    @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265283#Comment_1265283

    Better Together is an extremely useful Perk for solo play, so if you're not the type of person to crutch off of SWF comms, it's great.

    You literally just openly stated Fixated is high-risk, high-reward. I don't see a problem with that. I agree it should keep its boost while injured, but that still doesn't make it bad.

    You'd be surprised how little Survivors actually do the totems—if they did, do you think they'd be bitching about NOED every other post? Finding and cleansing totems is a cinch. Inner Strength is hands down the best self-sustainability Perk in the entire game. No contest.

    STBFL is good if you play Deathslinger or Demo or some other Killer that can somehow consistently injure or down the obsession without losing stacks. If you can't though? Eeeeehhhhh. If the obsession decides to exist a little too hard, you're boned.

    PWYF is gimmicky nonsense that will never be good and anyone who thinks NemeYF is a good combo needs to stop salivating over Tru3 and actually play the damn game for once.

    Dying Light is garbo. Pure, straight garbo. By the time you've gotten enough hooks that the stall is some semblance of substantial, you either have enough pressure that you don't need it or enough gens are done that it has little to no use. That's not even including the fact that it only affects 3 out of 4 Survivors AND doesn't gain tokens if you hook the immune one.

    As for Myers himself: He starts the match as a 105 Killer. Not enough Survivors know how to use that to their advantage. Spine Chill cucks him, walls cuck him, running away cucks him—having a brain cucks him. Against situationally aware Survivors, you're not going to get tier 2 until 2 or 3 gens are done AT LEAST, and then they'll spread out to prevent your tier 3 snowball. He's not good, no sirree.

    I play solo. It is not useful. At all. Or rather, there are perks that simply outweigh this perk and are far better by miles. If you're looking for the ultimate solo perk, that would be Kindred. Which I do run all the time (and is also a FREE perk given at base!!). Never the gimmicky garbo, which also by the way, requires you to be the gen jockey most of the time to reap it's full rewards, in this way kindred is far more versatile.

    I never said it was high risk high reward? You kinda just put words in my mouth I don't know where that came from. For survivors a high risk high reward perk would be something like Unbreakable, (which again, is free [for PC anyway]) since you might never get the opportunity to use it but in the cases that you can it really comes in clutch. All I ever said about Fixated is the only meaningful effect it provides (Seeing scratch marks and enabling you to create false trails) can be done without the perk itself. You don't need fixated to make false paths

    I'll give you this one, I might have made Inner Strength sound worse than it actually is I won't lie it's decent but by God my point still stands that it has its limits. Which is why I would rather take Self-Care 10 times out of 10 (and again free perk)

    The reason I say gimmick-y is because these perks do have a function, but there are simply other perks that do the exact same thing but better. At worst they have niche functions, or do something an older perk does but worse, or in the case of Fixated, you don't need the perk at all to do what you're encouraged to do with it.


    You can still use STBFL effectively without using a killer that won't lose stacks, I know because I use it all the time (relatively speaking) you simply have to prioritize the other three survivors over the obsession. Sure, eventually your obsession will probably get wise to what you're doing at some point and start hindering your plans, like bodyblocking which can be annoying, but at that point you should have enough stacks that losing 2 isn't going to be the end of your match. Even if you don't plan on killing your obsession, hooking him still applies pressure that you need to catch someone else or slow down a gen rush

    Lol, like I said I don't use this one personally, but I mean I've seen it done multiple times by multiple people which means it can be done. I'm not just going to ignore that, and if you don't like the Tru3Ta1ent example here's a video from Otz (arguably far more likeable a content creator)

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

    Alright now you've taken it a step too far. Dying light is a great perk. Again, even if you don't plan on killing your obsession, hooking him still applies necessary pressure to catch somebody else and slow down the gen rush. The slow is immensely useful and you'll start to see results as early as four stacks, especially if you're constantly bouncing from gen to gen making it just generally difficult to get anything done. To provide context, I'm a ghostface main, this perk shows up somewhat semi-regularly on my anti gen rush builds. Combined with Surveillance, Ruin, (maybeee Discordance but surveillance already fills that role) and something else and it's great.

    Yeah, Myers has his limits I'll give you that as well but then again so is almost every killer that's not Nurse against a Rank 1 SWF sweat squad. More importantly, when it comes to answering questions like these from OP who has only 17 posts on the forums and is clearly somewhat new, I'm not going to be talking about Myers in high rank context, I'll consider it but generally I'll be speaking from the perspective someone try to use that killer in low or mid ranks. Hardly purple or red.

    You'll also notice that a lot of the advice I gave stressed alternatives that were not only viable but free, new players aren't going to want to shell out their whole wallet to BHVR, rather they want to pick and choose the content that they buy. And it just doesn't make sense to buy anything clearly unnecessary, Nancy's perks save for (debatably) inner strength are for the most part exactly that: unnecessary.

    And sure we can go back and forth about how necessary or not Myers perks are, but Myers is an entirely different killer that provides an entirely different experience that people are going to want to try, which is why I would argue it's better to put any kind of money in that direction.

  • @Boss said:

    I've always liked the new guys more.

    It's confirmed to be a licensed chapter by now btw. Leaked Code (which I'm not sure I'm allowed to discuss here?) and an article published by Bloody Disgusting have already confirmed it.

    In celebration of four years of their hit asymmetrical horror game, Dead By Daylight, Behaviour Interactive has a little something for fans. That "somethin
  • @Demogordon_Ramsay said:

    Nancy. She has one great Perk and two situational but useful Perks. Michael has one mediocre Perk, one mediocre Perk that is actually good on like three Killers, and one mediocre Perk that only works in a mediocre meme build. He's also hard countered by Spine Chill.

    I'm sorry? Basically all three of Nancy's perks are complete gimmicks whereas at least 2/3 of Myers perks are legitimately good and useful arguably 3/3 depending, and unlike you I won't leave them unnamed

    Nancy:

    Better Together - Complete gimmick in every sense. The aura reading it provides you is useless since it's situational to even come up with and even when it activates you're still working on a generator you're not going to get off just because you can see someone else's aura. The generator highlight provides a niche use, your teammates might already be running far better perks like Bond, Empathy, Aftercare, etc. to show who's working on what generators far more consistently than the one guy who is running "Better together". You'd be more helpful if you decided run those perks instead as well.

    Fixated - Another gimmick, only experienced players would know to use this perk for what it is actually for, to create a false trail of scratch marks and walk somewhere else. But then again, if you're experienced, you should be able to do this without the perk in the first place people did it for years before the stranger things chapter released and this perk even existed I should hardly expect people are unable to do it now. The faster walk speed is kind of cool, but because it only ever activates while you are uninjured it also tends to be slightly gimmick-y, run Urban Evasion over this (Nea teachable which you don't even have to buy anyway, since Nea & the whole Last Breath Chapter is free)

    Inner Strength - Definitely her best perk, but that doesn't mean it doesn't have it's limits. If there is a hex out there you know your teammates are going to be cleansing totems to find it, limiting the opportunities you have to activate the perk. Even if there isn't a hex out there people tend to do dull totems anyway because 1. BP and 2. #########' NOED. Even if all the totems aren't gone, there's still a limited number of them on the map and of course there's the whole finding them in the first place situation. Depending on the map you're on that can be difficult or easy, either way it's inconsistent, so you're better off taking something far more reliable like Self-Care and a medkit.

    Myers:

    Save The Best For Last - An all around useful perk that speeds up the pace of your chases the more stacks you have, the decreased post-hit cooldown animation can allow you to place far more pressure on your chases, not to mention allow you to hit multiple survivors in gradually quicker and quicker succession if they're all bum rushing a hook or trying to commit to a generator.

    Play With Your Food - Arguably his weakest perk, I personally don't have much experience with it so I cannot vouch for it or how to properly use it in the slightest aside from the fact I know how it mechanically works. However, I see top players like Otzdarva and Tru3ta1ent use this perk all the time in various builds and on various killers, engaging and disengaging to farm as many stacks as possible to be as quick as possible. Synergizes very well with the perk Nemesis, which also has it's own benefits (oblivious status effect)

    Dying Light - Definitely what I would consider Myers best perk, equipping something like this on top of ruin can be extremely debilitating for survivors trying to rush generators, not to mention since it's not a hex you have it in your pocket at all times. Use ruin to help you apply pressure on generators in the early game, and then by the time the mid or late game rolls around and your ruin is inevitably cleansed, the number of stacks you have on dying light by that point should be able to carry the rest of the game. An absolutely wonderful perk that I know I run on the regular on multiple killers. Synergizes particularly well with other perks that monitor gen progress or slow it down, IE the aforementioned Ruin, Discordance, Surveillance, or Thrilling Tremors.


    Although I wouldn't consider perks the only metric for choosing what content I intend to buy I would probably consider which characters I like more. How much I like Stranger Things vs. Halloween as a whole and the individual characters I liked more, Nancy or Michael Myers. I was never a huge fan of Nancy's character, she's cool but there are other people on the show I like better and that doesn't bode well when the competition is the legendary Michael Myers himself.

    However, if perks WERE the only thing I was using as a metric to choose it would look even worse for Nancy, outside of inner strength her perks are not good. Don't trust this guy.

    Myers Gameplay

    As for gameplay all survivors play the same, so looking at Michael Myers exclusively here he's a very decent killer. There aren't too many complaints about the guy. I can definitely tell you he definitely spooks the living daylights out of a lot of people in-game and I gotta say pulling someone off a generator at the very start of the match is pretty satisfying. He's an m1 killer, but he does have a longer lunge and faster window vault speed, and when you do inevitably pop your EW3 you can steamroll matches and suddenly create a lot of pressure, especially if you were struggling up until that point. Though it's nowhere close to as good as Ghostface his reduced terror radius does work to his benefit throughout the whole match (minus the parts where he's got EW3 but you're hardly going to be trying to be sneaky during that time) and he can start chases a bunch closer than other killers who have a normal 32 or even 24 meter terror radius. At the end of the day a pretty middle-of-the-pack killer which means you can do really well and you can also do really poorly, practice makes perfect. And of course your own personal enjoyment would obviously factor in to the equation, I know there are a lot of people who do like the gameplay he offers and filling the shoes and holding the knife of the michael myers is pretty cool.

    Be aware that his add-ons suck though. But then again, so do the add-ons for a lot of killers, even good ones like Hillbilly.

    If it were up to me? I'd pick (Ghostface) Michael Myers out of the two, for gameplay, for perks, and for character, unless you're a huge fan of Nancy which I know those people are out there.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264857#Comment_1264857

    Ghostface is an M1 killer lol. The only way for him too down someone is with an M1, plus saying that Plague is an M1 killer but Ghostface isn't makes no sense lol. Even with his mindgame potential it's just that: mindgames. You could end a chase in a few seconds, or end up getting stuck in a 30 second chase all depending on the survivor.

    As for Demo, yes his portals can backfire, but that's why I only place them on gens. Corrupt on Demo is amazing because you can have all your portals set up early, then have constant awareness anytime someones on a gen or on a portal. Sure he's load, but he isn't a stealth killer, he doesn't need too be quiet. The teleport isn't too sneak up on people, it's too go too people who are on gens. If you are trying too be sneaky with Demo you aren't playing him right. And even if his map pressure isn't as good as Hags, it's still better then Ghostface, who has too walk all t he way across the map too pressure people. Plus Demo has a much better mindgame with his Lunge that can also remove pallets. He also makes great use out of STBFL, so hitting people takes little time away from the chase. Because Ghostface's mindgame during a chase gets rid of his red stain, which anyone can do while angling anyways, its not as impactful as people think.

    Sorry mate, but IMO Demo is much better then Ghostface.

    Lol 23 people say otherwise.

    You clearly ignored that last bit I said so I'm just gonna copy and paste it again and wait for it to sink in: "For reference a real M1 killer has no options in the middle of the chase, and can't use their ability to secure downs."

    Ghostface uses his ability to secure downs while in chases, mindgaming with your ability to hide your red stain is not standard to m1 killers because m1 killers cannot do that. If mindgaming with your ability still makes you an m1 killer that would mean a top tier killer like The Spirit is an m1 killer.

    To even further elaborate the examples I gave, Trapper can set his traps in the middle of a chase to block a loop, however I say this is not exactly viable because 1. the survivor will likely respond by using the time create distance and move to the next loop, leaving you with one less trap in your hand or no traps if you're not running those add-ons 2. If you decide to pick up the trap because they've moved to the next loop they can move back to the loop you decided to un-trap putting you back at square one and 3. You just placed a trap down quite obviously in view of that survivor, as soon as they get a chance and you're not chasing them anymore they are going to disarm that as soon as possible. This is why Trapper is an m1 killer because it's not entirely viable to use traps in the middle of chases, you can, especially for really long loops, but you can't expect it to end that chase you're currently in.

    Likewise Legion's feral frenzy ability has no survivor-downing capabilities, he can injure survivors quicker than anybody else but he cannot down them with his ability. You must down them with his m1, this is what makes him an m1 killer

    Finally yes, Plague is an m1 killer because most of your match you aren't running on the high tides of corrupt purge you're going to be stuck with vile purge and that only injures and breaks survivors. Much like legion (without corrupt purge, which you will likely hardly ever get because nobody ever cleanses) you must m1 to down someone and your ability (under normal circumstances) won't help you do that.

    I don't see how this concept is hard to wrap your head around, M1 killers have an ability that does not help them end chases. Trapper, Legion, Plague, not Ghostface, why? Because he uses his night shroud ability to down survivors. Every time he mindgames a loop in a jungle gym because he hid his red stain with nightshroud he displays capability beyond an m1 killer, every time he surprises someone self-caring in a corner or catches someone in a dead-zone because of his 0 terror radius with nightshroud he displays capability beyond an m1 killer, every time he pulls a survivor off of a generator because of his 0 terror radius with nightshroud he displays capability beyond an m1 killer, every time stalks a survivor exposing them and downs them in a single hit down from a full health state into dying state with nightshroud he displays capability beyond an m1 killer.

    By your own flawed logic, if using your power does not matter and still make you an m1 killer because you are still clicking m1 to down survivors with no other option to down them, almost every killer is an m1 killer. By your logic: Nurse is an m1 killer because "the only way for her to down someone is with an M1", Spirit is an m1 killer because "the only way for her to down someone is with an M1", Hag is an m1 killer because "the only way for her to down someone is with an M1", Freddy Krueger is an m1 killer because "the only way for him to down someone is with an M1"

    You see how your dumb logic falls to shambles?? Because all these killers I just rattled off use their abilities to end chases more quickly but technically "the only way for them to down anyone is with an M1"


    Moving on to this whole idea that "Ghostface doesn't have map pressure" uh, yeah he does. Not in the conventional way like your average Hag's placing traps everywhere and teleporting to them as soon as they go off, or Hillbilly speeding across the map, or Freddy teleporting to generators but by being undetected. By being undetectable, Ghostface can move in and around the map without survivors knowing whether they are right next to him or not his map pressure is quite literally the idea that he could be anywhere. Sure he just downed a guy across the map, but how do you know he didn't immediately leave the area and make a beeline straight for the generator you're working on right now? That unpredictability of where Ghostface is and when is incredibly powerful. Survivors won't move off generators because they don't hear you close by making for easy downs or chase starters, and they won't hide behind cover or run as soon as they hear your Terror Radius because well, you don't have one. See map pressure doesn't just mean you can move quickly around the map, it means that you are providing pressure everywhere, and the idea that you could be "anywhere" can be just as powerful as whether or not you actually are.

    Oh and you want to talk about perks? Let's talk about perks. While you bring up the same one STBFL let me just rattle off several that fit on Ghostface like a f*ckin glove.

    Nurse's Calling - Catch survivors healing in a corner, or in a dead zone, surprise them by knowing exactly where they are when they have no idea you're there

    Barbecue and Chili - Catch survivors repairing a generator or literally anywhere, surprise them by knowing exactly where they are when they have no idea you're there

    Bitter Murmur - Catch survivors running away from a generator right into you, surprise them by knowing exactly where they are when they have no idea you're there

    Discordance - Catch survivors repairing a generator, surprise them by knowing exactly where they are when they have no idea you're there, apply pressure on the right generators at the right times

    Surveillance - Catch survivors repairing a generator, surprise them by knowing exactly where they are when they have no idea you're there, apply pressure on the right generators at the right times

    Thrilling Tremors - Catch survivors repairing a generator, surprise them by knowing exactly where they are when they have no idea you're there, apply pressure on the right generators at the right times

    Sloppy Butcher - Works well in conjunction with Nurse's calling, forces them to take more time to heal which you can still hear while sneaking around the map without aura reading

    Thanataphobia - Works well in conjunction with Nurse's Calling, forces them to take more time to heal which you can still hear while sneaking around the map without aura reading

    Make your Choice - Leave the hook, and sneak back for an easy down while they heal, if they ran just follow the scratch marks and blood unbeknownst to them

    Just to name a few. Basically any aura reading perk works great, any perk that increases healing time works great, any perk that identifies gen progress particularly is one of my favorites and while all of these are just generally great perks overall they do all work specifically and especially well in tandem with his power.

    Also, you want to talk about a better mindgame? All I have to do as a survivor is bank right or left if I need to dodge that extremely telegraphed lunge you're about to make. Otherwise, I'm calling your bluff and just straight up gaining distance while you move at 92% mov. speed, that lunge is not hard to deal with in the slightest.

    Your big talk also does not bother to explain why there are no Demogorgon's out there at all, especially in red ranks. Maybe not as viable as you thought? 🤔 

    Sorry mate, but all the evidence points to Ghostface being flat out much better than Demo. That's not an opinion, that's a fact.

  • Now one might immediately see my voting answer and immediately think "nerf one and not the other? 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.

    To keep it short and to put it bluntly, I see far more problems with keys than I do with moris. For a few reasons (RANT INCOMING)

    Items Vs. Offerings

    Biggest issue here: Keys are items, and moris are offerings. There are huge problems with this, and let me tell you why. On the surface, 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, completely wasted since you never really got a proper chance to use it. 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 and never get the chance to use it (while using a mori? well you're bad, but it be that way sometimes) it's gone. Mori's are one-time use, and 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, that turns the key from just a simple tool to escape to a 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.

    And of course, with the recent new item changes, now that items never break and never disappear you can actually use these effects fully depleting the key itself and still use the key to escape, or escape with the key to preserve it for the next match. I mean seriously, it is almost 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? Y A W A S T E D T H E M O R I.

    And the problems don't stop there, oh no sir, guess what the cherry on top is? Keys are items, guess where you find items: IN. FREAKIN'. CHESTS!!!! I can't tell you how many times I was playing an uphill battle as killer where I was struggling to put any kind of pressure, and when I finally put my foot down and gain a decent amount of pressure, the survivors decide to cut their losses and dip and then they go "I can't believe I found a key! That's Crazy!!"

    image.png

    Gameplay impact - Mori Vs. Key

    Now, of course that might 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!" so let me explain:

    Why is it that when you're playing DBD everything seems fairly normal and dandy in a regular match but when a mori is finally dished out survivor become Gods at looping and turn from bright pink pastel Ace to P3 Blendettes? It's like every survivor suddenly turned into Solid Snake sneaking about the map thinking: "Aw hell naw, this b*tch ain't catchin' me, you can kiss dis *ss goodbye cuh I'm 'bouta bounce" and when a survivor finally does get caught, they transform into Sonic the Hedgehog "Gotta go fast! Gotta go Fast! Gotta go faster, faster..."

    It's like a switch flips in survivor's heads and now instead of using only 10% of their brain's capacity they were able to access the other 90%

    Here's the 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.

    And one might say "just kill the guy whoever is holding the key lol" well I would, if keys weren't the ######### 1 X 1 pixels that they are, hell Adam Francis even hides that sh*t in his coat. It feels like they're impossible to see, and even if you do kill the guy holding it, again, it doesn't disappear he leaves it behind right under his now very obviously empty hook for any other survivor in the match to find. Again, especially if they're an SWF on comms it's not hard to say "pick up my key". Even if you did happen to bring Franklin's Demise, again with the new item changes now that items no longer break upon depleting all charges the perk is no longer a viable counter. In fact it just makes 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 picks up the key and 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, or 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, and there's a fairly easy solution that single instance, give keys and opening the hatch an animation. It doesn't have to be totem-cleansing long, but something that a killer can interrupt if they're standing right next to that survivor so they aren't guaranteed that escape, forcing a survivor to at least be slightly more meticulous with how and when they decide to escape.

    Concluding

    Keys are dumb.

    They are in fact, more dumb than moris and that is 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 same way. People are always excited to see the mori for a new killer so imagine a world where mori's did not exist. With this in mind the removal of moris is quite simply not viable, it would never happen) 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. All I care about is fixing keys (NOT removing them) making them much harder to abuse.

    Give them a quick animation to open the hatch with an audio cue, rework the weaved ring and milky glass add-ons, decrease the chance that they can be found in chests (hell, make them impossible to find in chests unless you're running Ace in the Hole or something) make them unnecessary challenges in the archives that you don't need to do to complete a level in a tome, that kind of thing. 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 am 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 and cannot realistically stay in its current state.

  • @BunnyTheHutt said:

    Demo is stronger IMO. I don't think anyone gives demo enough credit. His portals are good for gen pressure, since survivors are more inclined too cleanse them so they can hear the terror Radius, which give you info on where they are. Pair that with longer portal cleanse time and portal cooldown and he's really good a pressuring gens. Then you have his lunge, which not only breaks pallets but is also a great way too mindgame the survivors too make a bad move.

    Ghostface is good, but he lacks a huge amount of gen pressure, even with his anti heal build. If you're across the map from ghostface, he still has too walk all the way there, unlike Demo who can just place a portal. Plus Ghostface has too enter Pallet city and eat many of them, so there are times that when you stalk someone you'll never be able too get the insta down.

    Except there's a global audio cue when demo teleports so everybody knows to keep an eye out for the next couple seconds until he gets his TR back, not to mention even without the TR the guy stomps around insanely loudly.

    Not to mention one of his big problems is that once the portal is down you can never change it's position. Because of this his so called "map awareness" and "map pressure" can be extremely limited, if survivors are smart they'll fix a generator while you're busy chasing someone else and leave your portal next to the completed generator making it more or less useless. Not only is one of your portals now in a relatively pointless spot, but you now have access to one less portal at your disposal which might not seem that bad, but think of if this is what a survivor does for every generator. Now you've got two, three, four portals all in somewhat pointless spots and how much you actually control the map is far less than when you started the match.

    Make no mistake, Demogorgon is not Hag, he doesn't actually have insane map pressure he has some, sure, but in all reality it's not that great.

    And of course this would be the part where I talk about how Ghostface isn't exactly an M1 killer because he can mindgame with his night shroud, and the reduction of terror radius alone is extremely powerful yadda yadda yadda, but I've already typed up multiple paragraphs explaining ghostface in detail so I'll just can it there and if you wanted to you could read those points I posted in a previous comment.

    For reference a real M1 killer has no options in the middle of the chase, and can't use their ability to secure downs. while pretty much every killer has options some killers have less options than others. By comparison Trapper is an m1 killer (because using beartraps in a chase is somewhat unreliable I would say), Legion is an m1 killer, the plague is an m1 killer. Not Ghostface. Even when he's not using his power to end chases quickly by surprising someone around a corner or mindgame a loop, survivors will still look behind them to reveal ghostface and often because they're looking behind them for an extended period of time this actually sacrifices or hinders their own looping capability, AKA causing them to mess up a loop. That's not anywhere near an M1

  • It's not really iridescent shards, so much as I believe devotion should actually have some kind of reward attached to it.

    As it stands the level is completely meaningless, and you would think a "devotion level" which indicates how "devoted" you are to the game you would think the most devoted players would get something for that. Iridescent shards are a super easy way to tie a reward to devotion, maybe when you hit level 100 you get 1000 iridescent shards or something I don't know.

    Devotion should have some kind of reward attached to it though, I don't think anyone would dispute that, iridescent shards seem like they would make the most sense for a reward as incentive to keep playing as much as possible. Since it's not like they're going to give out auric cells, and giving BP would be useless because you can already hard quickly grind bp with offerings.

    Unless they created a series of "devotion cosmetics" but I kind of doubt that

  • Alright, really flexin' on the rest of the community ok

    I c u

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262681#Comment_1262681

    Some things I noticed right off the bat:

    You don't give any reason for DS and NOED being unbalanced. DS is slightly too versatile I'll admit but NOED is generally regarded as weak due to its situational nature and how hard it is to utilize it correctly.

    The Pig and The Plague are pretty uninteractive at times, so this can slide

    Facts

    I think it's okay for a killer to have a non-lethal power. This is a matter of opinion in general.

    Solo and swf have the same maximum potential lmao

    Facts

    Idk what this means but I'm guessing you're saying Billy's add-ons are fine. They're not.

    They are indeed improving the game, good point

    I would give a kidney for these changes

    @Seiko300

    Pay attention to my phrasing: "More Killers Than Not"

    To clarify: Multiple killers. (Need add-on reworks IE Hillbilly) (which is what you said)

    As for DS I'm going to copy and paste something I wrote awhile ago because I don't feel like typing:


    It has already been reworked that's true, and then immediately after survivors figured out how to maximize its output and abuse the perk to its fullest extent, hence the need for another rework, again.

    One that puts it in its place, but still achieves its original purpose of being an anti-tunneling perk (and NOTHING more) for good.

    Allow me to explain:

    DS - PROBLEMS

    A survivor running DS is not going to heal themselves because the DS practically counts as a health state on its own. It's a nice thought, but it's unrealistic to think anybody is going to heal while they've got what is basically invincibility. They're gonna play as aggressive as humanly possible going for unsafe unhooks, finishing generators in the killers face, doing hex totems in the killers face, etc. 

    This is the real problem with DS. That it enables survivors to play extremely aggressively for a long duration of time and they absolutely cannot get punished for it. As Otzdarva put it: "Decisive Strike allows survivors to be bold, make bad mistakes and completely get away with it"

    DS - SOLUTIONS

    It should be deactivated under numerous circumstances:

    First and foremost it should be deactivated upon entering a locker, everybody knows this stupid trick, it's annoying to deal with, and provides a survivor 100% protection since they won't even be in the dying state. A key point to remember about Dead By Daylight is that a survivor should never feel safe under any circumstances, they should always be on edge and in some kind of tension, if not something is very clearly wrong with the power role of the killer. The ability to jump in a locker and force a killer to eat the DS absolutely and unbearably spits in the face of this idea, allowing a survivor to feel completely safe within the confines of a red box. 

    DS is also meant to be an anti-tunneling perk, so it should be deactivated after that purpose is accomplished. NOT for an extra-whatever-is-left-on-the-timer. Similarly to OoO, if a survivor is outside of a range of 32 or 40 meters of a killer, it should automatically deactivate. If you are that far away, you are clearly not being tunneled and there is no reason for you to have the perk still active. 

    It should also deactivate if you begin repairing a generator, DS is a self-preservation perk, it is meant to keep you alive immediately after the unhook. So if you feel safe enough to repair a generator while still injured, there is no reason for you to have the perk still active. This way baiting a killer into accidentally grabbing a survivor off a generator is no longer viable again, taking away that misplaced sense of security that survivors should never feel. 

    This also introduces an interesting dynamic, if there is one generator left, it's at 80% and the killer is chasing somebody but close enough that you can hear a heartbeat, do you try to repair the generator? If you do you lose your temporary basically-invincibility but you could repair the generator (popping adrenaline probably) if you don't you might be able to keep your DS maybe even use it and find the hatch or something. This forces survivors into weighing the risks vs. the reward and is a far more interesting gameplay and a tense situation than "Hehe DS will protect me, all gens done time to pop 4 adrenalines now look who's the 4head".

    CONCLUDING

    These are absolutely necessary changes, those who say no are the ones who are keen on continuing to abuse an unbalanced perk. 

    However, it's important to note that none of this changes the primary and original goal of the perk who seek to gain that benefit: The core integrity of a perk that keeps you from being tunneled immediately off the hook for a certain period of time is preserved, giving you the opportunity to escape the killer, heal yourself up, and stay alive.

    This is what the perk should be used for, and absolutely nothing more. 


    As for NOED I only said it was unbalanced, not that it was overpowered. It's tendency to swing games into the favor of killers who don't deserve it is the major sticking point, regardless of a lack of consistency. Again, too lazy to type, so I'm copying an pasting some other old stuff I wrote:


    HEX: NOED - PROBLEMS

    OP's idea does absolutely nothing to solve the issue, survivors have no idea whether or not a killer is running NOED until someone has been hit at the very end, so they have no idea whether or not they should be seeking out the destruction of every totem on the map. If they aren't running noed you are very clearly wasting precious time you could be doing repairing generators, saving teammates, healing teammates, etc. Wasting that much time seeking out every totem which could be really well hidden could very well cost you the match. NOED Triggering once the EGC has initiated rather than after all generators have been completed is kind of a meh idea since this core issue remains, alongside the fact that in many circumstances killers did no work to earn this bonus and simply punishes survivors for playing well.

    HEX: NOED - SOLUTIONS

    The suggestion of NOED triggering after a late game hook for 45 seconds is not a bad one, the killer did some work and they are rewarded for this. This should be the motto for the perk at all times, it shouldn't be a crutch for bad killers to snag kills at the very end, it should be a perk that rewards good killers who are in real tight and close matches the smidge of extra pressure that they would need to win a match after they've already performed really well.

    Perk that provides a really powerful effect on par with NOED have some kind of conditions that need to be fulfilled. Most notably Hex: Devour Hope requires you to get three stacks of unhooks outside a certain range for instant downs and 5 stacks for moris, a survivor equivalent might be Mettle of Man which requires three stacks of protection hits in order for you to tank one that would have put you in the dying state.

    Likewise, NOED should require you to fulfill some similar conditions before gaining its benefits. You should have a certain number of hooks or possibly better - put survivors into the dying state a certain number of times before you get the instant downs. This goes all the way up into after the last generator has been repaired, you might not have fulfilled the requirements after the last generator has been completed but you can still fulfill them after such as downing someone normally if they're the last stack you need. Afterwhich NOED will immediately activate and give you access to instant downs - possibly for a limited time renewed after each hook you get like @CheersTC recommended.

    CONCLUDING

    DS Changes:

    What survivors get - The core integrity of a perk that keeps you from being tunneled immediately off the hook for a certain period of time remains, giving you the opportunity to escape the killer, heal yourself up, and stay alive.

    What killers get - Prevention of extreme abuse of the invincibility factor DS provides, survivors will no longer be allowed to play extremely aggressive under the protection of DS. If a survivor is truly not being tunneled and outside a range of 32 or 40 meters away from the killer they cannot run back to the killer and pull some aggressive stunts later. Jumping in a locker no longer 100% guarantees a survivor protection as the perk will deactivate, and it will also deactivate as soon as he / she begins repairing a generator so baiting a killer into grabbing them off a generator is no longer viable either.

    Hex: NOED Changes:

    What survivors get - Less frequent abuse and cheap wins from killers who were not skilled enough to complete the prerequisite stacks or conditions.

    What killers get - The small bit of extra pressure that a killer may require in order to turn the tide of a close match, and secure kills at the very end that would otherwise have been lost.


    Also "Solo and swf have the same maximum potential lmao"

    https://youtu.be/Jy-7q8vmrXM


  • Tru3ta1ent really is a genius with Ghostface

  • Only the people that play both sides have a relatively accurate idea of how balanced or not balanced different aspects of the game are.

    For example - (Potentially) Hard to Swallow Pills:

    -Despite its rework, DS is still incredibly unbalanced and so is NOED. Both for various reasons, unbalanced can mean many things for example it is often connected to something being "overpowered" but this is not always the case. It means exactly what you would think it means - it is unbalanced.

    -Both the Pig and The Plague are some of the most poorly designed killers in the entire game for their own respective reasons, but the biggest one which both share is that some aspect of both their powers operates passively. This is not fun. This is not interactive.

    -The Clown. Needs. A. Buff & / or Rework. Now.

    -The Legion needs a rework which addresses his core fundamental issue - his power does not help down survivors. Take a minute to think about it: every killer as good, bad, or as poorly designed as they are have a power that actually helps put survivors into the dying state. The Legion's Feral Frenzy does not. This is what makes him incredibly unsatisfying to play as, you must m1 to down a survivor

    -Solo queue is by far the most difficult and sometimes frustrating role to play. For those who don't know the power scaling of maximum potential goes Solo < Killers < SWF

    -People want, and should be able to play with their friends. Removing SWF is not a viable option to solve the balance issues that have arisen over time, and it never was.

    -More killers than not need reworks to their add-ons, even killers who are viable at high ranks or fairly balanced. IE The Hillbilly

    -The "Trial Warmup" is a mechanic that should exist in Dead By Daylight, considering the existence of the Endgame Collapse, it only makes sense and streamlines gameplay.

    -The devs have indeed done A Pretty Good Job So Far, stop ripping into them all the time.

    -Finally: Quentin is in desperate need of a face rework, Steve Harrington needs a voice over starring his actual actor Joe Keery, and Emotes do not belong in Dead By Daylight unless they are practical gestures intended to support Solo survivor communicative capabilities. Stop asking. Dead By Daylight is not Fortnite.

    Don't @ me

  • I thought it sounded different, but I honestly wasn't sure. I guess I didn't catch this in the patch notes

    But my first thought was that it sounded better, more atmospheric and echoe-y, it's hard to explain...

    It's more ominous in a way I think.

  • His addons low-key need a rework, IE the ultra rare addons which are actually useless, but then again, so does every killer who didn't have their addons reworked somewhere within the past year.

    Recharge over everything else.

  • @Hoodied said:

    Dr.Trager from Outlast

    If Dead By Daylight was ever pursuing licenses from video games, I'd like to see something from Outlast I agree, Dr. Trager or maybe even Chris Walker

    Although what I'm really looking for are the current big three: Candyman, Pinhead, and Pennywise.

    I won't lie though out of the three it's the Candyman hype that has me buzzing in anticipation.

    (Tony Todd is a hella cool guy too, I think he'd love to be part of Dead By Daylight.)

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261900#Comment_1261900

    Ever notice how if you're holding an item and you perform an action like say, vaulting a window, the item straight up disappears?

    Yea, it basically prevents anyone from pulling off a window fake on me if they have an item, since it vanishes to the shadow realm as they start to vault. It's kinda silly.

    I agree that probably my biggest problem is that so many of the animations both haven't both improved in a couple years and are just copied into different scenarios for different characters. Just imagine if every Survivor had separate chase run, run, walk, crouch, and repair animations.

    It's not a huge deal obviously and not something that should take priority over fixing matchmaking, but it's like with New Léry's - the little details are really amazing when they exist.

    I agree it is hella silly, the item disappearing thing has definitely got to be my biggest issue when it comes to different animations. Even though it's hardly ever talked about

    The thing that sucks about it is for the most part these are what I call "backburner ideas" things like rewards for devotion level, updating old animations, creating unique animations for different killers, creating unique animations for perks like Brutal Strength, etc. (I'm sure there are a few others I'm missing / forgetting here). For the most part they're all genuinely cool ideas, but they're not exactly necessary changes when it comes to core gameplay. Changes the devs will probably say: "we'd like to do it in the future, but right now we're doing a bunch of other things" those other things being dedicated servers, integrating breakable walls into old maps AKA Map reworks / Layout changes, New content, Events (maybe), matchmaking, hitboxes, etc. on and on

    Well big Hint: even after all these things are solved, there will always be "a bunch of other things" to work on. With that kind of mentality, these backburner ideas will always be on the backburner, there will always be something more important to do. And that honestly kind of sucks

    And on occasion I'll even hear someone say "imagine complaining about something so insignificant lol" or something along the lines. Which honestly is infuriating, because if I have to repeat myself again, it's not about significance, it's about polishing up the parts of the game that feel somewhat incomplete or not constructed to the standard of everything else that is far more detailed or with more effort put in. It's about making it feel like a finished project

    *Sigh*

  • @kurtakedown101 said:

    Yeah I just learned how to actually use night shroud and stalk people and to not just immediately chase every survivor I see. Cause I literally got dbd mobile like a week ago and bought demo, ghost face, and Steve.

    Well, it's good that you're thinking about these strategies, but that's actually not the most efficient way to play Ghostface. Some of the best Ghostface players out there do not rely on the stalking aspects of his power at all. Because if you're out there stalking every survivor you see you're actually going to end up wasting a bunch of time and slowly fall into this trap of prioritizing the stalk over just applying straight up raw pressure on survivors by hitting them when they least expect it.

    Take this video for example, it's a bit old it was uploaded a few weeks ish after Ghostface was released to the live build and people were still figuring out the best ways to play the character. Pay no attention to his build because there are honestly a bunch of different builds out there Ghostface can use effectively, but pay close attention to his playstyle and how he is actually using the Night Shroud ability effectively, he does a really good job of explaining what he's doing while he's doing it

    https://www.youtube.com/watch?v=AF6DNqtv6Xk

    Now I would imagine that you would think when you start a match you activate Night Shroud right away and you sneak around to try and stalk someone right away for a quick down. But notice how he doesn't do that, he gets into his match activates night shroud and immediately goes to the nearest generator and smacks the guy as soon as possible, not even touching the button to stalk.

    And by the time the match is over, you'll notice he actually never stalked a single survivor once the entire game, and he still applied all that pressure without using the instant down ghostface has built into his kit once. There are honestly plenty of videos of him doing this so if you want to look up some more of his ghostface gameplay, preferably stuff that's more recent for obvious reasons, make sure to pay attention to the date of when it was uploaded. But even with this video going back 7 months, shortly after Chapter 12 released he's already figured out one of the most optimal ways to play this killer specifically.

    This is what I was talking about earlier: "you can bounce between survivors and chases, surprise one, catch another out in the open, mindgame a third in the middle of a chase by activating night shroud to hide your red stain, etc. so on and so forth."

    Disclaimer: Obviously this isn't the only way to play Ghostface, and there are plenty of good Ghostface's who do make use of the stalk for 1 hit downs to apply more pressure in their chases, the difference is basically knowing when you have the time and an actual good opportunity to stalk, and when it would be far more simple and efficient to just surprise attack survivors.

    But again, as you can tell from Tru3ta1ent, the guy puts no stock in the stalk ability and he just goes straight for surprise attacks and acting unpredictably using the night shroud to his advantage to quickly initiate chases or quickly end them. It's a different way to play Ghostface but godd*mn is it effective. And of course it's not like this is the only video he has on his channel of him doing this, basically any time he plays Ghostface he's employing this technique and using this strategy to play Ghostface there are dozens of other videos you can look up. And other content creators like Otzdarva have picked up on this strategy as well and seem similar success. Although practice makes perfect and I wouldn't expect anyone to be perfect at it right away, just keep it in mind.

  • @IFeelFantastic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260189#Comment_1260189

    Mori's, gestures, emotes... they could incorporate that all and still have room to throw them out as rewards. I like your idea. Especially emotes for survivors. People would throw big money at this game.

    The only obstacle to overcome, though, would be the idea that they don't want us communicating during the game. I think I read that they're changing that, though? Ability to chat during matches, etc.? If that barrier is removed, then no problem.

    Emotes = big no. DBD is not Fortnite, and emotes generally just do not fit with the given tone and themes of Dead By Daylight.

    If we're talking emotes that actual serve a function to benefit the communicative abilities of solo players that would be fine, gestures such as "the killer is right there" "save X" "heal me" or "repair this generator" but I get the feeling that is not what you were talking about

    Emotes like making a stupid heart with your hands or gleefully waving on the other hand are not practical. They break character for the game and ruin the immersion of a proper horror experience. It would also be a huge disservice to the famous horror icons Dead By Daylight has faithfully recreated which were originally created to terrorize the imaginations of audiences throughout the decades. Not for a rank 1 survivor in an SWF to BM by making hearts at Michael Myers mid-chase behind the safety of a window or pallet.

    And absolutely not. In the past three almost four years, never have the community as a whole asked nor has anyone from the entire developer team ever realistically considered implementing a voice chat into Dead By Daylight. And I do mean NEVER. Sorry, but I'm not looking to hear squeakers earraping their mics, survivors cuss me out while I'm playing killer or killers rage at me while I'm playing survivor. Not a chance in hell. If you want voice chat go play F13, but good luck, since the game is mostly dead anyway. Because that is not Dead By Daylight, never in a million godd*mn years.

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260376#Comment_1260376

    Yea; even if BS doesn't get buffed, it'd be nice to see a new animation.

    The more unique animations the better IMO.

    Truly, I've noticed an increased demand for that nowadays (more unique animations [and updating old ones])

    Updating old mori animations, having unique breaking walls / closing hatch animations for different killers, one thing that I've always looked for are separate item animations for survivors. Ever notice how if you're holding an item and you perform an action like say, vaulting a window, the item straight up disappears? I really wish there were separate animations for survivors holding items so if you're vaulting a window with a medkit or a toolbox that medkit or toolbox actually stays in your offhand while the character uses their other hand to push them over and forward through a window. Or whenever you're using a medkit you actually open it up and pull out bandages or when using a toolbox you pull out a screwdriver.

    These kinds of things would just make the game feel overall more polished and finished, considering a few of these haven't been changed since the game first released in June of 2016.

  • I like how these clearly biased or sided polls never deter anyone from voting the way they clearly correct way.

    Nice try bucko, but no kebab.

  • @SebaOutbreak said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260376#Comment_1260376

    Please read my initial post, I meant to add 3 more options but I screwed up. And unfortunately, poll options can't be edited.

    Oh. My bad, well I guess I still answered anyway since I mentioned previously "I think it's fine the way it is"

    But I feel ya m8, I've had the same situation before. What you can actually do is report your own post, mention you wrote it and ask them to take it down because it uploaded too early before you finished. Make the whole thing over.

    It's a bit of a tedious process, but it's basically what the staff suggested when I asked awhile ago.

  • @kurtakedown101 said:

    Thanks cause I have them both and like them both but didn't know which one was more effective so thanks.

    I do want to add as an afterthought given the context of you deciding between the two, that Ghostface is probably (arguably) the more difficult of the two to use. The fact Ghostface can be broken out of his power can be very difficult to deal with for new players to deal with, this is why some people will say Ghostface is worse than he actually is simply because they don't know how to maximize the effectiveness of Night Shroud and just basically how to use his power in general.

    It has its limitations, I'll grant them that, but you can also be extremely dangerous when used properly and at a high level, it's more about using your head and being smart with your ability rather than just brute forcing chases like Hillbilly or Nurse or in this case Demogorgon. Like I said before all those techniques (bouncing between survivors, starting and stopping [or ending] chases at a whim, mindgames, etc.) using Night Shroud to be as unpredictable as possible is your strength as Ghostface.

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