Seiko300
Seiko300
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I kind of hate that you didn't provide a middle ground poll option. I personally think it's fine the way it is, and if it's ever going to be changed it would have to be something small.
@TheRockstarKnight said:
I don't think it needs a huge buff; but it could do with a tweak or two to make it worth bringing on Killers besides Clown and Doctor.
Also, while this is outside the scope of the poll, I think it should change the breaking animation into one kick/smack instead of two. It'd look cool and make the perk easier to identify for Survivors - so they wouldn't get caught too off guard by a buffed Brutal Strength if they're paying attention.
This actually sounds like a great idea (changing the break animation), sort of similar to how they added an animation for Dead Hard so you could better more clearly tell when it was being used.
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Constantly keeping an eye out for Trappers bear Traps, and disarming them whenever possible can get a bit tedious sometimes, though it does keep you on your toes. With how long I've played, I can't tell you how many times I've jumped because of a bear trap I didn't expect and go "Sh*t!" frantically trying to pull myself out.
A good billy can be pretty oppressive in a chase as well, but when you get a surprise juke in on a billy you know has been consistently chainsawing the other randoms in your lobby, that's a feelsgoodman moment right there.
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Outside of my personal bias as a Ghostface main, I think the fact that you see Ghostface somewhat semi-regularly and that you almost NEVER see the demogorgon is extremely telling.
Which has always puzzled me, because the Stranger Things chapter was universally praised as one of the greatest all around chapters ever released, the demogorgon especially was commended for being one of the most balanced killers right away immediately when he was first dropped into the PTB.
Yet after the hype died down for the chapter, and Demogorgon lost the limelight the character became picked drastically less, and is actually one of the least picked killers in Dead By Daylight. Even though he's fairly balanced, and decently viable the higher you go in ranks. It's quite odd. In total I think I have seen maybe 1 demogorgon in the past couple of months, and I was so excited cause I hadn't seen one in such a long time and then he DC'd somewhere early-to-mid match :( It's not like he was doing all that bad either, but I guess red ranks can get pretty demoralizing after sustained play sometimes...
But yeah, no. Ghostface. Outstanding killer, by far the best Stealth killer in the entire game having a stealth ability that neither denies LOS or movement speed (issues of The Pig) or sacrifices immediate aggressive potential (issues of The Wraith) as well as provides a full reduction in TR and extra utility to be even more stealthy via crouching (unlike Myers). If you've seen any gameplay from Tru3ta1ent or Otzdarva you know that this alone is extremely powerful, as 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. These are the reasons why I main the character and I love playing as him, the ability to expose survivors quickly (whether by surprise or in the middle of a chase) which I haven't even mentioned thus far, is only the cherry on top that allows ghostface to be even more aggressive and powerful.
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/comment/1260174#Comment_1260174
Haven't been a fan of the latest chapter, I haven't enjoyed the map, it's the first DLC that I haven't bought. I actually took a break from DBD after the Chains of Hate update. It was mainly because I was getting annoyed that I was losing matches because I felt like I had to parkour to patrol the majority of the gens.
https://forum.deadbydaylight.com/en/discussion/comment/1260188#Comment_1260188
I agree, I started playing around the time the clown was released. For me it's my all time favourite update. Whilst I don't like the clown, Kate is one of my favourite survivors, and the Father Campbell's Chapel is one of my favourite maps to play on as both survivor and killer.
EDIT: Then the Legion update came, and I stopped playing DBD until April 2019.
I mean, to each their own. I've been playing since 2016 so I've had the privilege of seeing every chapter when it first rolled out.
I can tell you way back when, when the second chapter dropped and it turned out to be Michael freakin Myers and everybody flipped out, I had never been more scared in my life (an exaggeration, Outlast & Outlast 2 are extremely intense games, I still haven't finished the 2nd, but I digress) we had the Wraith who could turn invisible, but back then he had a super long transition into and out of cloak with no built in windstorm (or at least what used to be windstorm) for the speed boost, so you had a bit of an early warning system and weren't all that scared.
But Myers was the first killer with a reduced terror radius, the concept was completely new and completely terrifying. I remember being so scared my very first match I didn't even want to run out of the tall grasses to the open exit gate because I was worried he was standing somewhere close by. Never in Dead By Daylight had I experienced so many jumpscares...
...Until the next chapter came out, Chapter 3 which introduced the Hag.
Thinking back on it now, oh my God my poor heart.
So yeah, Chapter II the Halloween Chapter was definitely memorable. Sure these characters may have their fear factor a little dulled after years have gone by (though these two in particular still retain their jumpscares and surprise factor), but in the moment as new things were being done and at that point our experience was only with the original three killers and the Nurse. So these sudden chapter drops were pretty intense
I think the scariest thing was back then there was no PTB to test out future content X_X
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/1260267#Comment_1260267
You make a fair about about the free factor, but I don't think time is a significant factor at all. For example, the first lot of cosmetics did not come out til Summer 2018, two years after the release of the game and several survivors were added since. And some characters like Feng, Ace, and Nea who came out after the original four have just as many cosmetics, or in some cases more than some of the original four e.g. Jake. Likewise with later characters such as Yui who came much later after the likes of Jeff and Adam, but she has more cosmetics than both of them.
Furthermore the likes of Yui, Jane and Kate are as free as Adam, Jeff etc, but again they are more prevalent in lobbies and not surprisingly have more cosmetics than them. I mean Yui is barely 5 months old but already has 37 cosmetics in the store. But then again nobody is shocked by that because Yui is popular.
Well yeah technically the whole lot aside from the licensed characters are "free" but like I said you have to grind the game to earn those characters. So like it or not those characters are just generally not going to be picked as often as the characters who are truly and actually free. AKA the characters that you are given right away at base, as soon as you launch the game. So Dwight, Meg, Jake, Claudette, Nea, David King, and Bill Overbeck.
As well, Yui doesn't actually have any more cosmetic support than any of the other characters, I think she's gotten what, three more cosmetics so far after she's released? Four if you count the recolor she got in the current rift going on right now. The cosmetics she has are in most part, due to a new business practice BHVR seems to be doing. Before a long time ago in a galaxy far far away, characters were released and that was that, but now when a chapter drops and a character is released the devs make sure to drop a full set of common, uncommon, rare, and maybe one very rare cosmetic. At base, right after PTB. And then they might get more cosmetics down the line. In all reality I wouldn't say she's all that popular to be honest, she's certainly not one of the less played characters but I wouldn't put her up there on a pedestal with all the characters we know are used more frequently than everybody else (the free characters)
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@Dwight_Fairfield said:
Cosmetics are very telling. The characters who have the most cosmetics tend to be the most popular characters as its profitable to cater to the popular ones.
This is actually a bit of a misleading statement considering that there are multiple factors that play into who has the most cosmetics here.
For one the original four characters have the widest array of cosmetic selection, simply because they have been around the longest they are the original survivors that shipped with the game back in 2016. They've had the most time for the dev team to support.
On the other hand, the original four characters are also, big word: FREE that's a huge leading factor in who is most popular or most frequently used. Original created content for DLC is locked behind a decent grind, and licensed content for DLC is locked behind a paywall. It's very clear and obvious why these characters would be used more than anybody else, regardless of any new content these four characters (and also I suppose the two free chapters + paragraph chapter so Nea, David King, and Bill Overbeck) will always be more popular than everybody else.
In a sense cosmetics are also a kind of self-perpetuating loop. The devs say they support the most popular characters, but some of the most popular characters have the most cosmetic selection to mix-and-match make yourself look unique and stand out in the fog. So basically:
Most popular characters get cosmetics -> cosmetics make a character more popular -> most popular characters get cosmetics...
This would be a far more interesting question if some kind of experiment could be done, say Dead By Daylight was put in front of some 200 participants. These participants would be split into 4 groups of 50: People who have never heard of Dead By Daylight, but like Horror (movies, games, books, etc.), People who have heard of Dead By Daylight (but never played) and like Horror, People who have heard of Dead By Daylight and don't like Horror, and People who have heard of Dead By Daylight and don't like Horror. Everything in the game is free, the participants have access to all characters, cosmetics, perks, add-ons, offerings, etc. Putting all content at an equal and level playing field. Each participant has two rounds to play survivor and two rounds to play killer, allowing participants to select different characters but also are encouraged to stick to whoever they like most. Who do people pick?
My personal hypothesis might be that the people who like horror would obviously be more likely to recognize the licensed characters Dead By Daylight has to offer and therefore at an increased probability to select them to play. Whereas the results of those who don't like horror likely wouldn't be able to recognize those characters so their results might be more scattered.
To be completely, honest? Who knows. In that kind of setting in a controlled environment it could be anything, but nobody would actually take the time to create such an experiment lol. It was just a bit fun to think about.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1260174#Comment_1260174
Am I the only one that dislikes the new map? The layout is boring and the breakable walls aren't that fun to utilize. The atmosphere is decent but the graphics are meh.
I mean, it makes sense that the breakable walls aren't the best right now since they are a brand new feature and mechanic being integrated into the map design. If you want to think about it a different way, the breakable walls on the one map are a kind of prototype for how they would act on future maps and in older maps getting reworks.
I will actually agree that breakable walls in their current state are a bit lackluster, however, once they've got a better sense of how Breakable walls will fit into overall gameplay that is far more smooth and natural, and when they create new and unique Breaking Walls animations for every killer outside of the really cool ones we got for Freddy, Oni, Huntress, etc. it's gonna be great.
For me the atmosphere is a huge deal, the empty space around the map currently feels a bit too unnatural, which I mean might make sense given the lore they are "constructed" realms of the entity after all, loosely based on but not perfect replicates of the real world. But you can't tell me a beyond-the-fence scenery unique to every map would be dope. A forest of conifer trees or maybe a distant mountain range in the Red Forest, the snowy slopes of the mountain Mount Ormond Resort sits upon, the surrounding suburbs of Haddonfield around Lampkin Lane, etc.
Now imagine that, but in conjunction with the Graphical Update they mentioned in their most recent survey. Now that, would be mind blowing.
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@Leftsh03 said:
Are second accounts banable? Say I want to get better as a killer but it's impossible to do so at my current rank, besides being awful are 2nd accounts punishable?
No? I don't see why it would be, alt accounts are used by plenty of people.
As long as you aren't avoiding a ban for griefing, hacking, violating any terms and conditions (such as messing with in game files to change the UI and replacing icons) etc.
If you're worried about being called out for smurfing, I guess technically smurfing is a bit of a scummy thing to do, but it's certainly not something you could get banned for. And it's obviously less scummy / almost understandable if you're only doing it to learn killers you aren't good with, IE I've made it to Rank 1 with killer but I'm absolutely awful at Nurse.
This is actually something the community has repeatedly brought up again and again, just because you are good with one killer you main doesn't mean you're good at every killer, and if you climb high enough because you're that skilled with that killer it might make learning new killers a bit difficult. But this is a pretty complicated issue with many sides, so I won't go into depth for it since it's somewhat unrelated to your question.
Short answer: no.
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Seeing rank and character level only ever encouraged anyone to dodge their lobbies frequently and if ever possible, whenever they are matched with anyone they deemed "below their skill level" (even though, ironically many red ranks, aren't actually all that skillful)
Old Ruin was a crutch perk used in by over 80% of killers, and Balanced Landing was also being used far too frequently by comparison to the other exhaustion perks available to survivors.
The two survivors that were introduced, while cool and certainly looked the part, their voices did not. This was because for some odd reason though BHVR successfully secured the voice talents of the legendary Bruce Campbell the actual actor of Ash Williams himself, they were not able to get a hold of 20 something year old Joe Keery or Natalia Dyer nor did they ever explain why. It could have been for a myriad of innocent reasons such as conflicting schedules, or a restrictive license from netflix, but the fact they never explained any of these possibilities leads me to infer there was a worse explanation. Something that looked bad or that they don't want people to know like BHVR being too stingy to recruit the voice talents of these two actors, or maybe that they flat out rejected working with BHVR creating some bad blood.
And while the killer was cool for a multitude of reasons, he had a somewhat cool and unique power, introduced the new Oblivious status effect on the side (and also shipped with this update came the official Undetectable status effect which had numerous cool features including the killer can no longer have their aura revealed, which was a huge buff for stealth killers all around considering the resurgence of survivors using OoO after Ghostface's release), was possibly the most balanced killers straight from PTB, and was the very first official non-human but humanoid killer which was huge for the lore. All of that was well and good but this, at least for me, only caught my attention and wasn't all that captivating to hold my interest. I was never a big demogorgon guy I love the show but I'm not fond of the gameplay this killer provides, and with the benefit of hindsight there aren't that many Demogorgons around to begin with either. After the hype died down this killer, despite being very balanced and somewhat viable, very quickly fell out of the limelight and is currently one of the least picked killers. I personally have only seen maybe 1 demogorgon (though this may vary depending on rank, I am in red ranks) total, in the entirety of the past couple of months.
Honestly, I had a lot more fun with the most recent chapter Chains of Hate, almost purely because of the killer alone, but also because of a great map which for the first time changed the view beyond the walls of the map and also incidentally, changed the walls themselves. Great map, super fun killer winning or losing and who I know I'll be playing for months to come even after new chapters come out, and though the survivor didn't impress too many people I and many others find her lore to be both interesting and unique.
The Stranger Things chapter might be one of the most well-rounded chapters releasing some very beloved characters into the world of Dead By Daylight, but it wasn't perfect and there was a bunch to poke holes into. The lack of support from Joe Keery and Natalia Dyer themselves was extremely disappointing and the voices they have now are at best "meh" and at worst completely ruin the immersion and take me out of playing those characters. By Comparison, Ash looks, sounds, feels, and even BREATHES Ashley J. ######### Williams: you're a bad-ass savior of humanity, and that's because that is actually bruce Campbell's voice which rounds out, finishes, and completes the character making it utterly incredible. Chapter XIII honestly might be one of those "Jack of all trades, master of none" type of chapters, it did a lot right but not everything.
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@SeeYoureWrong said:
Hear me out on this.
Most characters speak English, right? Some of the exceptions are Yui, Feng, and Nea. However, Nea moved to America so English is a must for her because, let’s face it, not a lot of Americans know Swedish off the top of our heads. Yui might be the second loneliest, but she does have someone who speaks Japanese: Adam. He learned to get around the language block to teach more efficiently so he has an easy way to speak with Yui. Feng’s lore, however has no hint that she speaks English. She has nobody to talk to unless she knows English or learns to speak it in the Fog which can’t be easy.
I don't expect you've ever been to Sweden, so I'll throw out my personal experience:
EDIT: I was typing a detailed description of events but realized really these are all extraneous details so I'm cutting it down. Long story short, international trip, on the way back home I had an extended overnight layover in Copenhagen (the capital of Sweden) so I took advantage woke up early and explored the city before leaving on the flight for home.
Basically everyone in Europe speaks some degree of English, countries like Germany, Greece, France, they all have their predominant native languages, but most everyone there has at the very least a basic understanding of the english language. Which is very helpful on international trips.
This applies to the Swedish especially the few people I spoke to had an absolute perfect command of the English language which was in stark contrast to the other country I had visited, where people did speak english but communication was a bit rougher and required me to put my own effort in to understand some basic terms like greetings, numbers, please / thank you, etc. Absolutely not necessary at all in the slightest for Sweden and like I described it was a genuinely surprising contrast, and a very welcome one to hear my native tongue spoken so fluently again.
And on a related note, this was also backed up in a not-so-recent interview (2017) that I watched recently (a couple days ago) between Ricky Gervais and Stephen Colbert, the former of which briefly touched upon the subject:
https://youtu.be/NZJfIyxz3UY?t=443(Though I want to clarify in this interview, he's talking about Iceland, not Sweden where Nea is from, however the two countries may as well be more or less right next to each other)
TL;DR Nea would likely have a very minimal if any language barrier. Basically every country in Europe has a basic command of English, but especially Sweden (and other countries in Scandinavia AKA Northern Europe) who speak English extremely fluently.
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@Joelwino said:
https://forum.deadbydaylight.com/en/discussion/comment/1253603#Comment_1253603
I can see Ash trying to hit on any female killer then dying painfully a few seconds later.
*Huntress raises Hatchet ready to throw*
*Ash Raising his hands and arms to cover his face*
Ash: WOAH, Woah, woah, lady calm down listen.. w-we *nervous chuckle* we can talk this out right? You're Russian yeah? You like Vodka? I uhhh... I bet you've got a pretty comfortable bed in that cottage of yours, maybe.. *leans against tree, turning on the smolder* we can do a little bit more than talking...
*Huntress raises her arm again and throws hatchet in one fluid motion which sinks into the wood of the tree narrowly missing his good hand*
Ash: *Jerking back* OHkay no talking, got it, I'm more of an actions speak louder than words kinda guy myself so we can just get busy if you catch my drift...
*Huntress takes a malicious step forward her Broad Axe in both hands*
Ash: Aaand you know what? I gotta go, *begins backing up* but if you ever wanna go down on "El Jefe" it looks like I'll be stickin' around town for awhile *rounds a corner and takes cover another Hatchet flies through the air just past him* *thinking* I really gotta blow this joint...
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@Dustin said:
I'd like to see Feral Frenzy stats scale based on how many were stabbed almost similar to how Nurse Fatigue scales with # of blinks.
For example 0 Stabs is like a 2 second stun and every stab past that adds .5 seconds to the fatigue timer capping at 4 seconds. Maybe give Legion a small buff each time he stabs someone that wears off? Only thing I'd really change at the moment because breaking out of Frenzy feels awful to be honest. Especially when Spirit and Hillbilly exist for example with mobile abilities that feel much better to use. Even Nurse doesn't feel that bad getting fatigue stunned compared to Legion.
I feel like your idea could be reversed actually, you want to incentivize getting as many stabs in as possible so think if the legion got faster the more stabs he got in. 0 stabs = base feral frenzy speed, 1 stab = 5% more, 2 stabs = 5% more and so on and so forth, maybe increase vault speed too at the same time. Numbers can obviously be tweaked as much as you want lower 5% to 1% if you want to but the core idea and concept still exists. Rewarding the legion the more he uses his power as effectively as possible.
This makes it easier to get those cross-map feral frenzy hits in, sometimes you see the killer instinct of a survivor far away but you know you'll never make it all the way over there in time. It also encourages you to continually spread damage around as much as possible more than he is already incentivized, rather than tunneling someone down.
I don't think he should be punished for using his power to its maximum effect. I mean, you don't see the Oni getting super fatigued and lethargic after he literally downs survivors with his demon rage. Regardless of whether he gets nobody or 1 down, 2 downs, or even 3 downs the cooldown animation never changes. Seeing as how Legion is nowhere near as good as the Oni I don't see why he should suffer that kind of increased cooldown just for successfully using his power to its max potential, that doesn't sound like the best idea.
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It's completely there just for show, to see how much time you've sunk into the game (After the feature came out anyway, since of course it doesn't track the potentially hundreds of hours you clocked in before the system came out [I'd be at a much higher devotion level otherwise]).
It's frustrating how pointless the feature is though, you'd think players would be rewarded the more time they decide to sink into the game. I really wish you were rewarded everytime you gained a devotion level because it's not like it's easy, it's a serious grind to gain just a single devotion level. Hence why it's literally called "devotion" it quite literally represents how devoted you are to playing the game.
I wish you were rewarded with iridescent shards or something, maybe a choice of a full outfit from the store. Hell, even an achievement, something that actually makes it worthwhile, but as it stands the level is completely meaningless.
I think the devs said they wanted to do something but it's one of those "backburner" type things, things that are more or less insignificant compared to more pressing work such as Dedicated Servers, New Content, Events, Balance, Bugs, etc. There are some really cool nonessential features such as reworking or updating animations (Ever notice that when you vault as a survivor, an item you are carrying will disappear for a brief moment? I WISH they would change this by making item-unique animations where you actually hold on to them while vaulting, or maybe you open up a toolbox and pull out a screwdriver or something when actually toolbox repairing a generator, or pulling bandages or a syringe out of a medkit), Quentin Face Rework, Steve Harrington Voice Over starring his actual actor Joe Keery, different mori animations, the aforementioned devotion rewards etc. are all cool ideas that would increase the quality of the game.
Unfortunately, they are backburner ideas, stuff they'd like to do but don't have an essential role in the performance of the game. With this kind of mentality they will never be done because there will always be something more important to work on. Which is extremely unfortunate.
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1257863#Comment_1257863
I think towering it's ok. We could have siren head, but short would be to bad either sides, for survivors will be difficult to spot and for the killer it will be difficult to see something while in coldwind farm
¯\_(ツ)_/¯
That may be true, but at the same time I've got this feeling that it wouldn't be as bad as people think it would be, it would just take some adjustment to the new mechanics being introduced, like any change in regards to balance or any new killer release. People thought the idea of a hatch being closed but the gates turning on was a terrible one and it either didn't solve the issue or created new issues, but for the most part the endgame collapse and all its associated mechanics have been received pretty positively.
It's a fun thought to think about either way. I'd make for some incredible variety character-wise.
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@White_Owl said:
It does what it is supposed to do: force survivors to stop what they're doing and spend some time mending themselves. It's not supposed to get you kills or "be threatening", whatever that's supposed to mean.
I forgot to mention this ^
Unlike killer abilities, perks, and to an even lesser degree status effects, are not supposed to be game changing mechanics that swing the effects of games tremendously one way or another. Obviously there are certain effects that are blatantly more useful and thus more used than others there's no denying that the mangled status effect and perks like Sloppy Butcher are really good. But it's not like these contribute individually as a major factor in determining a win or loss, they can and there's potential, but not always.
Much like how Wiggling isn't necessarily for a survivor to constantly wiggle out of the killers grasp, but rather to keep them from taking you across the map to their most strategically powerful hook position: the basement. Deep Wounds isn't necessarily for a killer to cause survivors to bleed out over time, it can do that, but like @White_Owl said to "force survivors to stop what they're doing and spend some time mending themselves"
Although again, that doesn't mean it's perfect and again it could use some changes. Primarily what I mentioned before, reducing the actual bleed out timer, it's all well and good that the timer stops when a survivor is running to prevent killers from abusing the mechanic like they did in the past, but even if a survivor is standing still it can take a seriously long time for them to drop down from blood loss. And I will agree to a certain extent, this does translate to a lack of a present threat in that moment.
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As problematic and game-breaking as SWF can be, a lot of people don't realize the community is made mostly of solo players. The results of this poll don't surprise me in the slightest (as of writing 7 votes - 26% SWF, 19 votes - 73% solo)
I do have a group that I play DBD with on occasion, and I won't lie it's nice to mix it up and play with people from time to time but I mostly play solo. I play both survivor and killer pretty equally, and killer is a naturally solo experience so it makes transitioning between either role is pretty smooth.
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@Malkhrim said:
It's funny the ammount of people I see trying to invalidate my comment just by bringing up something I never denied!
Y'all keep repeating:
https://forum.deadbydaylight.com/en/discussion/comment/1254792#Comment_1254792
https://forum.deadbydaylight.com/en/discussion/comment/1254829#Comment_1254829
Looks like you didn't pay atention to my post, read again what I wrote:
"This perk is the reason that small efficiency nerf barely changed anything, only affecting solo players. Why? Because Prove Thyself was buffed in a way that allow survivors to ignore the nerf. Just like the last time the efficiency was lowered". Atention to the first sentence. That's pretty much the point of this thread.
"That makes the gen speed even worse than it was before when against SWFs, simply because it was already harder to keep up with gen speeds when they used Prove Thyself, and now they are using it more often". I said it's being used MORE OFTEN, not that it makes the game faster than it was before.
"Buffing this perk might eventually bring it to the meta, specially if it keeps getting buffed every time the gen repair efficiency gets nerfed". I acknowledged the reason for the buff twice, but the perk is still more worth using than it was before, so, still a buff.
What I meant from the start is that, thanks to the value increase to PT, the gen efficiency nerf, wich was already small, only affected solo survivors. SWFs can just use PT and pretend the nerf was never there.
"But it takes a perk slot"
A perk slot that might be really important for a solo player, not that much for a 4-man SWF. They won't be hurt because a single survivor didn't take BT. He just have to leave the unsafe unhooking for the others and problem solved. Also, is not that uncommon to see SWFs with Head On anyway, and that's far from a good perk.
Oh, and a note:
https://forum.deadbydaylight.com/en/discussion/comment/1254981#Comment_1254981
I never said people shouldn't use PT or that only SWFs use them, but it benefits SWFs far more. You don't really need a meta perk like BT if you know other 3 people on the team have it, and you can talk to your friends to focus the right gen at the right time.
Now, for the people saying that being on the same gen is bad:
It is usually better to be on different gens and make it harder for the killer to pressure you, while also having no efficiency drawback. But that doesn't mean two or more survivors on a gen is innefective. Far from it. With PT, and more than two people, it's possible to finish a gen before the killer can even walk to it. Not all killers can move across the map as fast as Hillbilly, Oni, Freddy or Nurse, or protect gens the same way Doctor and Hag do. Even if you, as the killer, finish a chase really fast, PT may give survivors time to rush a gen to the end before you return to it, also making you unable to delay it with PGTY or Surge.
That's why some survivors use Shroud of Union, sometimes combined with Vigo's Shroud. If it's a Clown, Leatherface, Deathslinger or Myers, they will pretty much have a 4 gen objective, because the first can be done before the killer even arrives.
Not to mention that, frequently, that one gen you lose because of coop action really matters! The gen placement is important. You can lose an opportunity of a potential 3-gen for the late game if they do a single gen that would be part of it. Then they will be able to spread out more easily on the late game. I don't have a problem on leting a survivor take 80 seconds to fix a gen on the oposite side of the map as long as I give priority to the ones that are close to one another. But what if I live that for a single chase and they are all of sudden almost finishing one of them?
Also, picture this, because it's a thing that happens:
The killer hooks a survivor, he comes back to check on the last few gens, wich were 0% before. He notices one it is almost done! But he manages to stop the survivors, injure them and scare them away. But now, he has no PGTY nor Ruin and it's over 90% the regression is freaking slow. He can't focus too much on this one because survivors can either rush another one or just spread between this one and the other one that is further away. Had the gen not be done so fast, he would be able to guard it along with other gens, but now it's impossible.
Don't act as if it's just "separated survivors good, survivors together bad", there are situations for everything and the need to adapt.
I also noticed some uneducated comments that were insulting and judging my knowledge of the game as if they saw me playing, but I'm going to just ignore that.
What I want to say is: my point still stands, and it has nothing to do with a lot of people here are talking about.
Except your point doesn't stand, at all. It's not unbalanced and it doesn't need a nerf that's literally the short of it. Notice how almost nobody here agrees with you, and most all the voted up posts are from people who are basically telling you you're wrong.
And before you hop on the "It's All the Survivor Mains and their Survivor Bias Reeeeeee" train, I'm going to tell you right now I've made it to rank 1 with both survivor and killer. So put a cork in that line of thinking before you even begin to type it.
It's not like the perk is being used all that frequently either, saying it's being used more often is a very blanket statement I can say that shark attacks have increased in the past 10 years but does that mean they actually happen all that often? No. Now I'm not saying that it's being used infrequently that would just be misleading, however, I am saying it's no decisive strike where you're seeing it every flippin game.
Also the idea that it's less useful on solo players is again debatable, I can say this pretty confidently knowing that I can slap on Bond, Aftercare, or even Empathy and I can get more reliable real time information than playing with friends making obscure call outs.
Not to mention, if you nerf prove thyself all you end up doing is reducing the pool of viable perks for survivors to chose from and continue encouraging a meta of DS, DH, SC, etc.
Finally just on a general note about balance, I'm far more in favor finding other solutions to balance beyond just nerfing perks or powers. Nerfing is not a fun, nor is it a creative suggestion because you're just changing numbers.
A similar example, when Freddy was nerfed into the ground it was possible that the devs could have just changed number values to make that version of him more viable, they could have decreased the transition period between being awake and sleep and they could have decreased a whole bunch of values even more than they already were like for gen speed or maybe even vaulting speeds of survivors. Would you rather have them do that where they just change some number values or the rework that we eventually got that made his playstyle more interactive, more fun, unique, etc. I mean they could have done that, but they didn't, and instead they took the time to overhaul and rework his entire kit on a scale we had never seen before in the entire history of DBD or since.
Gen rushing is not going to be solved by nerfing Prove Thyself. Honestly even if PT was nerfed, it probably would do hardly any good on that front just ever so invisibly more bearable. Nerfing isn't the best route to take here.
Unless we're talking about Decisive Strike. Because that sh*t is bullsh*t and needs to be changed, pronto.
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1253913#Comment_1253913
I can't imagine Chucky on the game, he is too small
I'm confident somehow, someway, someday, even if it's years down the line, the devs will figure something out.
Nature finds a way.
On a more serious creative note though, I've always kind of wanted BHVR to incorporate multiple height variations for their killers. It always felt so limiting to me that their only height classes are "Average" and "Tall". I would love for that to be expanded upon with two other categories on either side so that a spectrum is created going from: Short, Average, Tall, to Towering.
Reason for this being, for a game that prides itself on an asymmetrical experience, it feels weird that all the killers are about the same 2 heights. This not only answers the question for Chucky, but also greatly expands on the creative boundaries for what BHVR can come up with in terms of killers, we could maybe get a super creepy child-killer (not a killer who kills children, that's what Freddy is for, I mean a killer who is literally a child) that some people have asked for. On the other side of the spectrum BHVR might have killers who are even bigger than the "Tall" killers, the Oni is a great example of this in the trailer in his trailer the guy looks absolutely huge, even bigger than the tall lanky Michael Myers, but then it threw people off how he looked a bunch smaller in game. The Oni would be a perfect example of a "Towering" killer.
This also introduces a new dynamic when selecting killers gameplay-wise. Smaller killers might have the advantage of being harder to spot and even run loops better, but at the same time being so short might reduce their FOV and make it harder to pursue survivors. On the flip side being a Towering killer could make you much easier to spot, but also give you a kind of birds eye view / just a higher vantage point for the killers camera to see things they might not otherwise.
That's just my little shpeal about that, I don't mean to change the topic of conversation or derail the thread, I like reminiscing about the old days with my fellow veterans as much as anybody else. I just figured I'd throw that out there for some people to see and think about is all.
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@BlueFirebilly said:
People don’t get it’s not a buff, it was increased to match the new slowdown percentage, that’s what the perk was designed for as well, that’s why it’s a teachable...
This ^
Prove Thyself was always intended to counteract the repair speed efficiency debuff when working with other survivors, that's literally the purpose of the perk. Changing the values of the perk to compensate when the values for efficiency that it is based off change just makes plain sense.
It's not actually any better than it was before, it is simply just more valued now. As well, I don't believe any of this hogwash that it's only SWF using the perk, when I play survivor 95% of the time I'm playing solo, and prove thyself is regularly in my solo builds if I'm looking for a more cooperative / altruistic / gen jockey playstyle. It's just a flat-out good perk and everybody is going to use it because it's a good perk.
That's like telling killers to not use BBQ & Chili because it's too good of a perk. Neither BBQ nor Prove Thyself are OP or unbalanced, they are just flat out good perks for either side to use.
If you're looking for a survivor perk to nerf, look no farther than Decisive Strike. That sh*t is bullsh*t and needs to be changed, pronto.
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@Mikeadatrix said:
https://forum.deadbydaylight.com/en/discussion/149772/ashs-charisma
Every woman, survivor or killer. It's Ash Williams, the man is always looking for sugar.
I like this answer.
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Anybody remember the cult of pizza dwight? You'd all put on the pizza outfit and just hide in the basement forever, keep moving around in a circle down there until the killer gave up and left the game or found you guys hiding in the basement.
Lol pizza dwights were on strike refusing to deliver throughout the realms of the fog.
I also remember falling through the floor of the map a few times, took a few screenshots when it happened.
And the old Cow Tree! Gosh, so many memories.
The best part was the blissful ignorance that these were low-key the worst days of Dead By Daylight. And hardly any of us even knew it lol
I also remember wishing for so many things back then, like for cosmetics for killers (killers would not see very many cosmetics for a long time until the Store eventually opened) or Ghostface to make it into the game. Crazy a lot of that came true, can't wait for the fourth anniversary to celebrate four years of this great amalgamation and celebration of horror: can't wait to see Candyman, Pennywise, Pinhead, The Xenomorph, hell maybe even Jason and Chucky someday! and all the great unique and creative stories bhvr comes up with on their own.
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I think something like 1,153 hours last I checked, somewhere around that number... although I value experience more than I do actual hours clocked in and I've been a part of the community ever since 2016 a few weeks after launch.
@Cheers said:
677 hours at the moment.
I can confirm this man has more hours on the forums than on the game itself.
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I've answered this question before, and honestly my answer still stands that there's no answer.. at least for me.
To me whenever I'm playing survivor, I see any and all of the killers as a challenge that I need to overcome, none are exactly more fun to go up against vs. the other that's not quite how I would put it. If anything, it's far more reliant on how the player playing that killer decides to play
For example if they try to camp well that's just boring because, well at red ranks you're just gonna get smoked and gens will go by so quick seeing as they're unopposed. The game is fueled by the interaction between killers and survivors and camping directly goes against that grain, and just promotes a lazy playstyle (that really doesn't work anyway, hence why you don't see it too often [outside of specific circumstances] in red ranks, it's really only viable in low ranks because people are dumb there).
However, on the flip side there ARE killers that are less fun to go against than normal. I hate the Plague for a myriad of reasons don't even get me started on her, and I hate Leatherface... for the simple reason I just have a bad streak of luck against leatherface players. I don't understand it, it's like they're either really bad, or absolutely insane monsters and the real problem is I die either way so it's just dumb.
EDIT: I do have an answer actually, it's whatever killer I haven't seen in a long time. It's fun to go up against variety, but some people play some killers less than others, whether because they just aren't viable in the ranks I'm in or for other mysterious reasons. For example I haven't seen a Demogorgon in literal years (ok more like months) even though he's arguably one of the most balanced killers in the game. I saw one and I got really excited to finally see one in Red Ranks and then he DC'd early on into the match and I got sad :(
It's not like he was doing bad either, the guy just kinda disappeared... like all the other Demogorgons 🤔
..Maybe that makes my answer the Demogorgon actually, since it looks like I want to see one, not because he's any more fun to play against just because I haven't seen one in so long. What a mysterious and elusive creature that beast...
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Are you telling me there is NO middle ground between "Yes, it's great" and "NO! It's Horrible!!"!?!???
Listen, I'm going to defend myself by clarifying a few things: 1. This poll isn't about the Legion at all, there was no mention of him so this poll is specifically about the overall state of Deep Wounds as a status effect. Legion is a completely separate issue that is way more complicated, and I won't be touching upon at all. 2. My answer is realistically far more of a middle ground than either of these polar opposites, that being said I think I lean more toward it's fine than it's not.
With that out of the way, I'll be honest, the Deep Wound status effect does it's job more or less pretty well. It forces survivors to eventually stop and take the time to mend slowing down an insane gen rush "Just a lil' bit" . the change the devs made so that the timer never went down while running was a pretty good one honestly and took most of the annoying aspects out of the picture.
However, that doesn't mean it's perfect and I'll admit it does deserve a few changes, primary of which is honestly the timer should be reduced a survivor can stand there and bleed out for literal eons before they drop from blood loss. They should honestly be encouraged to mend as soon as possible and one of the primary ways to do that is with a much quicker timer.
Aside from this, there's not much else to say about it. It does what it was meant to do more or less, it's no longer as annoying on the receiving end, although it could do it's job a little bit better. Honestly it's not terrible, and it's in a more or less decent spot but I wouldn't go anywhere near as far to say that it's "horrible". It needs a few changes, yeah, but that's not horrible c'mon bruh. You'd be exaggerating at that point.
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It's kind of curious that there is no "I just got outplayed" poll option, though I suppose that's what "Other" is for it still seems like an obvious answer.
I mean there are two real answers here that are mysteriously devoid of being an option. 1 my teammates were garbage, or 2 I was garbage. Pretty simple really
I find in Red Ranks I'm normally queued with pretty experienced players (even if not all of them are all that great) so I don't really have a problem with being farmed off the hook, being left on the hook, at the same time killers at that rank know that in most situations (save for certain exceptions) camping is just not all that viable. It is at low ranks, cause people are dumb, good luck trying that crap as a rank 1 killer you will just get smoked. At the same time I don't see too many Moris out there, they pop up every now and then but, being an Ace main I guess you could say I've been pretty lucky.
That's about the short of it really
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Buff, rework, whatever you want to call it he needs a change. You don't have to make him annoying, or OP or what have you, but some love to make him a more viable and effective killer with a higher skill ceiling would be great.
I've said it once, I've said it twice, and I'll say it again, the problem with legion is his power doesn't help down survivors. Just take a minute to think about this concept real quick, every killer so far has an ability that helps them down survivors in a chase:
A trapper or hag can catch survivors with their traps, Hillbilly and Leatherface both have chainsaws that one hit down, Michael and Ghostface are both stealthy killers that can sneak up on survivors and catch them by surprise out in the open but they also have access to the exposed effect, Huntress and Deathslinger are both ranged killers that can deal damage at a distance, Spirit can mindgame, Nurse can blink through loops, the Doctor can stun survivors before they can vault or drop a pallet, Wraith has a cloak but also a slight speed boost when coming out of cloak, The Plague may not be able to use her corrupt purge all the time but at least she has it, the demogorgon has his shred, hell even though the Clown's bottles are garbage and somewhat inconsistent, they will eventually slow a survivor down enough to catch them at a loop. Eventually.
Legion. Does. Nothing. He runs really fast, he can do the most initiator damage of any killer, but he cannot down anybody with his own power. It not only makes his power terrible, it just generally makes his power unsatisfying to use because there's only so much you can do with it. This is the Legion's problem and it sucks, internalize this concept, spread the word, all that jazz. Whatever changes come his way, this is the identified problem they need to address.
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I tend to run the solvent jug when I can (but I always run out) and I pair it with something else like Cheap Gin Bottle / Sticky Soda Bottle or Thick Cork Stopper.
Clown needs a serious buff though
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It's unclear if they ever do. A long long long time ago (possibly 2016 / 2017) I'm pretty sure I remember the devs said the killers might not even know that each other exist. They are kept in isolation, waiting for their next trial, alone (which I assume fuels their frustration, hatred, insanity, sadness, etc.)
Especially since we don't know how they would react upon meeting another killer- aggressively or cooperatively. It wouldn't do the entity any good if the killers started slaughtering each other (although of course "death isn't an escape" and all that)
That whole thing about The Wraith and Nurse is just Dave Richard (creative director) hopping onto the ship train. I don't think those cosmetics are actually canon, and I'm pretty sure that's a sentiment echoed by some other community members, there are certain cosmetics that have legitimate story lines attached to them that make them canon and others which seem a bit more outlandish that probably aren't canon - specifically the fog travelers cosmetics, anything to do with the dev team, content creators, DBD events that spawned cosmetics like the one from Brazil or Thailand, and of course the ship between Nurse and Wraith.
Cosmetics are kind of a strange thing themselves since it's unclear how they're manifested. It could be that since Time and Space don't exist it could just be what the survivor was wearing at a given moment when they were taken by the entity, different versions of different characters appearing in the same "place" at the same "time". Or it could be that these survivors somehow manifest the clothes themselves because they are attached to a certain memories, dwight's many memories of working at many dead end jobs for example all of a sudden could create these clothes close by that he would stumble upon. Or at least something similar to this I heard from a different community member who theorized something like this
But yeah no, ix nay on that Wraith X Nurse deal. Not a reliable source of evidence to back up the idea that killers ever interact with each other.
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The killers are forced into the service of the entity. If they try to fight against being put into the service of the entity they will be excruciatingly tortured until their will breaks and they submit to become a servant of the entity. Since time doesn't exactly exist in this accursed place, I assume the entity could keep that kind of torment up for what seems like "eternity" so even the strongest willed people will succumb to the whims of the entity and become its killers.
Some killers however, don't need to be tortured, some only need a light amount of persuasion, a slight push in the right direction to do what the entity wants. They are more than willingly to kill for their own personal reasons, the best example of this is Ghostface who is arguably the most evil killer of them all, simply because he needed hardly any encouragement from the entity. He is in full control of his actions and is completely aware mentally, yet he becomes a serial killer anyway. He quite literally kills for fun, and when he was caught by the entity "A shiver ran through him. A chilling breeze transformed the bedroom's humidity into an opaque, freezing Fog. A woman shrieked. Dead leaves crunched under his feet. He smiled in anticipation." he was actually all the happier for it, it was explained by the devs that he's probably the killer who is most happy to actually be there.
The survivors have no choice. It's not like the survivors are gladiators who step into an arena and fight for their lives, the survivors rest by the campfire between trials but then they appear in their next trial. If they refuse to participate at that point, they are just going to get slaughtered (imagine a killer stumbling upon an idle survivor who doesn't show up the whole match. They're going to be downed for the easy hook and sacrificed) and since pain is absolutely real in the realm of the entity, they have no choice. Run, hide, survive, or don't, simple as that.
Eventually if they refuse to participate because they've lost all hope they are useless to the entity, and are tossed into the void. A place where survivors go after they've lost their minds, their hope, and basically cease functioning as a normal person mentally and emotionally. They become husks of their former selves and wander as lost souls, searching for release but never finding it.
Long story short, there is no escape that we know of, and there is no choice.
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The Killers have been overpowered before, so it's not completely out of the realm of possibility The Alchemist did so in 2018's the Hallowed Blight cosmetics.
For those who weren't around when that event happened in 2018 and 2019 we got the Hallowed and Withering Blight events respectively, the former of which saw you milking these visceral cankers for a putrid serum. With the Putrid Serum you could earn Blight cosmetics which are grossly exaggerated versions of the killers. The Hooks and metal dug in the Trapper's shoulder and back grew immensely, The Clown's Belly swelled, The Wraith become covered in wood and roots, The Hillbilly's deformations covered his eyes and mouth, etc. so on and so forth
During the event we got a new diary entry of lore every single day up until the 31st of October, it was explained in the lore entry for the 21st of October hat the Blight is a kind of yearly "Purge" the entity undergoes that occurs once a year, "During this period, The Entity is infested with blight."
The visceral cankers spurts this putrid nectar which could be distilled into a serum, the effects of which are somewhat unknown aside from the fact they make you more powerful. I'll copy the Lore Entry for the 24th of October here:
24 October - Experiment II
I awoke to a terrible cry booming from the cellar and a violent bout of nausea. Through the vile ordeal, I started to recollect what had happened. Tainted with the foul serum, my wound had swollen with lymph, at which point my assailant returned. Most of our fight was a blur, but I can recall red tears trickling down his gruesome cheeks as I clawed at his face. And some moment later when I kicked him, sending him crashing into a brick wall. The power I felt then… there are no words for it. I now know that there is truth to Vigo's methods. Another cry. My assailant, now chained in the cellar, must be getting restless. This is just the beginning.
Basically what the alchemist ended up doing was capturing the killers and injecting them with the serum. That's why every cosmetic has a syringe stuck into the back of a killer with some kind of label on it. With the serum coursing through their veins they mutated, becoming far more powerful and enhanced than before and broke free of their restraints and escaping their captor. Some of the first animatics the devs ever released were for this event and we can see this process in the three from 2018, in one the Trapper chained up, clearly captured seeing as he is locked in chains, and then breaking free:
https://www.youtube.com/watch?v=4tEVN5LWbo4A pretty lengthy answer for a simple question. But it gets a bit complicated since, well, we don't know who the Alchemist is. He's not exactly a survivor but nor is he a killer, he is just another soul trapped in the realm of the entity seeking to escape. I think the only thing the devs said is they confirmed it wasn't benedict baker or Vigo (people had a running theory maybe it was vigo himself who lost his memory and stumbled upon his own work studying the entity and the blight).
Long answer short, it is possible to fight back and even overpower the killers, but the alchemist was only able to do this as he was juiced up on his own putrid serum:
23 October - Experiment
I'm close to death, I can feel it. When I returned to the laboratory, I started experimenting with the putrid nectar and distilled it into a foul serum. But I made a terrible mistake. I injected the serum into a dead rodent, whose pupils dilated, and its body shook. I tried to restrain it, but the creature bit into my arm, ripping my wound open. I stopped the bleeding, but I fear the damage is done.
So he real answer here is we don't really know. Sure the killers are pretty powerful, and the survivors don't really have weapons but it has been done before and just by one guy no less, if the survivors know that they become more powerful by ingesting the serum why don't they use it? Perhaps there are negative side effects we aren't aware of, it all becomes extremely convoluted when you really try to think about it in it's entirety, it's all part of the mystery really
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I'll take a Soda please
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The who?
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@GreatbigTurd said:
https://forum.deadbydaylight.com/en/discussion/comment/1246534#Comment_1246534
is that a fancy word for hiding? 😂
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1245157#Comment_1245157
Infecting items such as Gens, Vaults, and Pallets only grant you +25. And the amount of time it takes to effectively infect something to ensure it lasts awhile is too long. It's just not worth it aside from getting strategic value. Fully infecting a Survivor is +150 and then anytime you do a basic attack on a Survivor, it's +200. +300 if you use Corrupt Purge. For basic purge hits, you only get those points if the Survivor is already infected, I can't speak for Corrupt because I only use it when they are infected. So realistically, you only get to use (1) basic attack on a infected Survivor to gain Deviousness. Max 3 hits before their Death hook if they stay infected. There's no definitive way to effectively gain Deviousness through her unless you go through a slug build and constantly down Survivors.
Yeah, but if you're walking around the map, not doing much except for looking for Survivors not enganged in any particular chase or apply pressure (since most of your pressure is passive, and therefore boring) you might as well be throwing up on anything you pass by.
It's not hard to infect maybe a pallet, a generator, and two lockers all in one swing of your throwup which already nets you 100 bp, that's already two thirds of fully infecting a survivor, which can sometimes take a lot longer (especially if it's done passively) if they know how to use the environment to avoid the muck. Like I said, all in a single zing of you throwing up which is maybe what, 5 seconds? You do that consistently enough and for the entire duration of the match between chases on top of using your ability to it's fullest potential on the survivors themselves and you'll have stacked up a decent amount of bp.
Of course this idea is completely map dependent, this would obviously be much easier to do on Temple of Purgation than on Rotten Fields, but the same can be said for the Pig, it would obviously be much easier for the Pig to sneak around the halls of Lery's Memorial Institute or Hawkins National Laboratory than on Autohaven Wrecker's Yard or The MacMillan Estate's Shelter Woods, thus making it easier to land those surprise ambush hits and use her stealth power much more effectively around those tighter corners and hallways than the open air map where you can see her coming from a mile away. Both killers have maps that make it more effective for them to more easily get bp but only one of them, like I said before, has a "static supply of [assets] across the map [which] you'll never run out of ... to throw up on".
The Plague in this way is far more consistent in how she can potentially achieve more Bloodpoints than the Pig, who is subject to all kind of whimsical variables, what map you're on, how thick the fog is, how experienced the survivors are / how attentive they are, whether or not they're running any awareness perks (IE Spine Chill / Premonition are huge Pig counters [really any Stealth killer, but that's besides the point]), or maybe any stealth perks to avoid your absolutely atrocious FOV while crouched (IE Urban Evasion, Fixated, Iron Will), whether or not they're in an SWF running comms, what perks you as a Pig decide to run, yadda yadda yadda the list goes on and on for how easily your ambush basically your only tool to get Deviousness outside of what, 4 or 5 RBT's that only net 500 bp on kill is what I heard? Which they rarely do.
The short of it is, there is no good or proper way to avoid The Plague's power, once you are sick you are getting fully infected and you're eventually spreading that around or you are cleansing for corrupt purge. There is very little in terms of counterplay to that, but with Pig? The list goes on and on about counters chiefly among them: Just run spine chill, but also range from choosing a map that doesn't help her stealth around, to hop into an SWF and constantly call out her position and what she's close to. Making it much harder for any Pig to get more Bloodpoints
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@TerminatorGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/1245899#Comment_1245899
The troll baiter is the one who leaves, that's cute. So, ignorant AND lazy pretty much. All good, at least you were right about me leaving another comment. The second thing you were right about this whole entire thread.
I applaud you for sticking it out good sir. Know that I was watching from the wings the whole time
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@Revzi100 said:
https://forum.deadbydaylight.com/en/discussion/comment/1245262#Comment_1245262
if bill is a vietnam vet then its not a fictional Story his character is based on fact. knock that about your head
Does. Bill. Overbeck. Exist? If. Not. He. Is. Not. Real.
Not to mention Bill's story isn't about his past in Vietnam, it's about him beating the crap out of ZOMBIES. Regardless of how compelling his history might be it is not the focal point of Left 4 Dead, nor is it the focal point of Dead By Daylight.
"Knock that about your head" you're absolutely delusional if you think otherwise.
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The real answer here is really any killer you can perform well with.
For example my main is Ghostface, and when I perform exceedingly well in a match I can tell because I'm constantly surprising survivors, catching them off guard, mindgaming a loop with the night shroud ability, occasionally exposing people, and genuinely freaking a few people out with how stealthy and unpredictable I am. I love that
Performing well as Trapper is also super satisfying, even if generators go by super quick once you get the ball rolling it's incredible. Setting up a trap and thinking "that's probably gonna get someone" and it DOES get someone is super satisfying. Especially if you're catching multiple people in traps at once or close to the same time, I once had a guy get caught in a trap toward the end of a match but I was busy mopping up the team so I didn't care to go get him right away, he freed himself from that trap only to run into a second trap, after he finally freed himself he ended up running a ways into a THIRD trap. Which is about the point when I was like "alright, time to put this guy down before he hurts himself again"
Hillbilly is also super satsifying, cutting a chase short and seeing the chainsaw slowly grind through a survivor as they cry out is great. Same with The Oni slamming down fools faces into the dirt especially after running across half the map and then doing it to a second or even third guy JUST before the Demon Fury runs out is a straight up internal fist bump.
But Deathslinger, oh boi oh boi. If I had to choose which killer is most fun to perform well with it would be Deathslinger, landing those shots and slowly reeling in the struggling bodies of survivors who are always running away is another level. The sound of firing the Redeemer and the solid-ness of reloading is totally unique in Dead By Daylight especially, there's some real weight to that weapon and it's like nothing else.
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"yes i am, and how do you know He clearly meant story wise? he never said that."
Uh, maybe it's because we're talking about Fictional Characters? Who exist in fictional Stories??
Not to mention the fact that you're literally talking politics that are decades old, and has no relevance whatsoever in the context of Dead By Daylight? Like hello? *knocks on head* anybody home??
No, this guy just wanted to talk about the long, costly and divisive conflict that pitted the communist government of North Vietnam against South Vietnam and its principal ally, the United States. Which was intensified by the ongoing Cold War between the United States and the Soviet Union. That cost more than 3 million people (including over 58,000 Americans) their lives, while more than half of the dead were Vietnamese civilians. And created a bitter divide across the nation, even after President Richard Nixon ordered the withdrawal of U.S. forces in 1973.
Because who wouldn't want to have that conversation on the side while also answering "who is your favorite character in a video game"?
🤦♂️🙄
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I'm more of a shirtless Clown kinda guy myself.
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I purposely stay away from both of these characters because neither are fun for me, however, the Pig doesn't exactly have much to go on here. You can ambush but when it takes a few seconds to crouch, your FOV is limited because of how low to the ground you are, how slow you move (90% mov. speed so slower than survivors) and the ambush itself has a very loud audio cue, it's not exactly what you would call reliable. The RBT's might as well not even exist, since they're completely RNG related, there are a bunch of problems with those but since they are unrelated to the topic of deviousness I'll hold off on the rant.
The Plague on the other hand might not be as better off, but she's got something that she can use somewhat consistently throughout the entire match. It's boring, it's poorly designed, and about as bad as the Pig, but when it comes to deviousness and BP she's got something. You can throw up on Survivors whenever, and if one of them DOES decide to cleanse then everybody will likely cleanse. Even if they don't you've got one Corrupt Purge to work with at the start of the trial. Even if all the survivors are broken you can still throw up on generators, pallets, windows, lockers, etc. which you should be doing that if they aren't broken but that's besides the point. You still get points for those actions and since there's a static supply of those across the map you'll never run out of things to throw up on
If you haven't been doing this all the time, that's why you're not getting as much deviousness points while using the Plague.
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@Revzi100 said:
https://forum.deadbydaylight.com/en/discussion/comment/1244004#Comment_1244004
america dont like Vietnam war vets, remember the protest against the war and the way the troops were treated on return
Are you really gonna get political on the forums? He clearly meant story wise, the grizzled Vietnam war veteran who's been through it all and seen some serious ######### is a staple.
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We know this is something the devs have been thinking about / wanting to do from the polls / surveys that they've sent out.
I mean think about For Honor, one of the most looked forward to aspects of the game are the super creative and well animated executions there are hundreds of compilations out there, and any For Honor montage is going to be filled with executions which just look ######### dope.
Another example Mortal Kombat, you already know where I'm going with this, Mortal Kombat's most memorable feature is quite literally the many brutal fatalities, enhanced special attacks, and X-ray attacks (which most look like they would kill) all amplify the absolute brutal nature of the game and people love it.
Now imagine if Dead By Daylight got a taste of that, Freddy Stabbing a survivor through the back of their skull past their eyes or lifting them up as an invisible force tossing them around like a rag-doll while they sleep and raking a long slash across their bodies (both seen in the 2010 reboot).
https://media.giphy.com/media/WLm5F5HCecg36/giphy.gifHonestly the two gifs I linked are gruesome enough, I don't feel like adding 10 more I think you guys get the picture.
EDIT: Unrelated to my actual comment, I just wanted to point out that because there are varying degrees of "yes" and "no" in the poll options to get the most accurate idea of a plain yes vs. no votes you'd add those up rather than just looking at the top voted poll option.
Currently, adding up "Absolutely / Yes! / Sure, whatever" vs. "Nah / No! priorities! / Absolutely not, terrible idea" the score is looking like 43 to 19 in favor of new mori animations. Just sayin' ¯\_(ツ)_/¯
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Ace Visconti - Suave, Sophisticated, Silver Tongue, Confident, Classy, Charismatic, Ladies man, and Lucky Bastard.
Sniping out the hearts of all with those finger guns, and the only guy who's cool enough in such dire circumstances to wear a damn smile on his face. What's not to love?
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Ace Visconti - Suave, Sophisticated, Silver Tongue, Confident, Classy, Charismatic, Ladies man, and Lucky Bastard.
Sniping out the hearts of all with those finger guns, and the only guy who's cool enough in such dire circumstances to wear a damn smile on his face. What's not to love?
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@Lexilogo said:
https://forum.deadbydaylight.com/en/discussion/comment/1243258#Comment_1243258
The explanation behind New Nightmare Freddy is that he's some kind of ancient, primordial creature that feeds on fear and wants to become real- So, it takes the shape of a fictional character (Freddy) and subtly feeds the Nightmare crew new ideas for movies and keeps encouraging them to make endless sequels so it can grow in power. When The New Nightmare happens, it's absorbed enough fear to actually gain abilities comparable to Freddy and it's working on claiming its first real human victim.
If I was going to try and brainstorm a way you could contrive this into its own theory, let's say The Entity is some kind of larger, more powerful caregiver for these creatures, and every single Killer as presented is actually one of these entities. All the Killer Bios are stories, not literal events, and the Trials are in fact for the Killers, making their different takes on creating fear increasingly real until they can eventually leave The Entity's Realm into reality.
The Survivors, meanwhile, would be random individuals (or perhaps actual actors in the cases of the licensed ones, so Laurie is actually Jamie Lee Curtis, ecetera) who have had their "roles" as shown in the bios imposed onto them by The Entity. (we know the fog can screw with people's minds, the observer mentions in one of the new DbD mobile cutscenes that some Survivors percieve every single Trial as their first one)
This adds an extra double meaning to the Observer. He THINKS he's viewing people's memories, but he's quite literally in a library, reading books, without realizing he's in the Fiction section. Maybe The Entity actually wants him there, as having an "Observer" to these events is exactly what makes them real. The Observer believes in these "memories" so much they have completely overtaken his normal perception of reality, so he'd be the perfect vessel for that kind of purpose.
There's probably a lot of other nitty-gritty stuff I'm not thinking of right now as to how you could run with this theory, that's just a jumping off point for anyone else who wants to run with this idea.
I like the idea, it's definitely something completely different from what I had in mind but it hails from the same kind of original concept or thought. Very cool to think about
Though in all seriousness, I just want to point out that I do like Dead By Daylight's own original lore, the story they have crafted so far is very compelling some of their best work lore-wise came from the original Hallowed Blight event in 2018. It sucks we won't see another event on par with that (because the withering blight sucked) for at least another year. I just think these other theories that seek to explain the mystery which only end up adding to the mystery are fun non-canon stories to think up
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You mean "poor four"? You forgot the Pig.
But it really doesn't matter since the devs tend to focus on giving a single killer the support they need at a time, and Clown needs the most support right now out of anybody. He needs the most significant changes out of everybody
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@Lexilogo said:
I mean, Freddy's bio is from a neutral narrator and explicitly describes how he was taken into The Entity's realm like everyone else, plus he somehow has people from the 70s like Laurie Strode running around with professional esports gamers, I don't believe Freddy's ego could ever take enough of a backseat for him to pretend he's not the guy running the show, and Survivors getting hurt in the dream world would hurt them in real life and thus kill them the first time they got hooked.
Though, this is a fun thought experiment, and hey, if you want to run with this further, maybe consider "Freddy" from Wes Craven's The New Nightmare, as I think there's maybe more potential in that creature or perhaps its "species" to accuse of being the secret orchestrator of Dead by Daylight.
Yeah, I would agree Freddy's got a bit of a pompous personality, but that's why I said he "figured out a way to avoid this problem" (of being pulled out of the dream world or forgotten). This would have been after the fact, when he's been forgotten or "killed" after like 6 movies or something, those times would have been learning experiences for him to try a different approach, to taking a backseat role in his own story or a more subtle approach.
Also if I'm not mistaken, Freddy's reality warping abilities extend to being able to create illusions of people and animals, things that are alive. So he could create the illusions of different people from different time periods like Laurie Strode from the 70s, or The Huntress from WW2. This theory basically runs deep with conspiracy that most everything, even some of the killers or survivors are illusions Freddy has created to build this small little patch of paradise to populate it and make it convincing enough that it's really something else. Because again, he's basically all powerful in the Dream World.
Although yeah, I'll admit it's not a perfect theory, just like you said more of a fun thought experiment.nIt's been awhile since I've seen New Nightmare, so I can't exactly remember the explanation behind how Freddy exists in that movie. But if it would help push this theory further along I'm all for it
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@RandDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1241199#Comment_1241199
Thanks for this mate, those are great insights.
Currently my Jake has Iron Will, the perk with the cat on it, the one that shows auras when hooked and the one that shows auras when gens are fixed (playing the game on Spanish so I don't know their names yet)
https://forum.deadbydaylight.com/en/discussion/comment/1241203#Comment_1241203
I would have thought that repeteadly pressing the action button while hooked so you would be flailing your arms was a universal sign for "don't grab me, the killer is here"
Those last three would be Spine Chill, Kindred (which I mentioned, so it's good your using it, keep using it), and Dark Sense. In the order that you mentioned them. All solid perks, Spine Chill and Kindred especially I regularly run (since I myself am mostly a solo player save the occasional exception) the perks I mentioned were just some specifically tailored to the "tunneled straight off the hook" hypothetical you gave me but your build is honestly fine if you like to run it. It's a very immersed build I think since you've got iron will in there
If you were to swap something out I would swap out Iron Will and Dark Sense just because Kindred and Spine Chill provide so much more consistent utility across the entire match not just in specific circumstances (when you're injured for iron will and when a gen pops for dark sense)
EDIT: I read back your response and realized you said "auras" plural, so that might be Detective's Hunch actually? or Deja Vu? There are a few possibilities here of perks that activate in that time frame but they read different things. So just to clarify: Dark Sense reveals a single aura - The Killers (if they are not undetectable), Detective's Hunch reveals the auras of Totems, Generators, Chests, within a set range of a completed Generator, and Deja Vu reveals the auras of the three closest generators to each other.
Deja Vu is pretty good especially for new players like yourself who don't have map layouts memorized, the perk also keeps you from chaining up gens on yourself since it's basically telling you which generators to do next. This makes it so when there is only 1 left to be completed you don't have three generators closely clustered together making it impossible to repair because the killer can easily patrol all three. Detective's Hunch is not good, especially for your purposes as a new player just trying to get a hold of the ropes of the game, get better, etc. It has its uses, but mostly for an anti-hex build which is something I don't think you'd get much use out of in your ranks.
Regardless my previous point still stands and I'd still swap these two out of your build if you were looking to change anything, though I know some people get pretty attached to their Iron Will so if you really had to choose between Spine Chill and Kindred I'd go for Kindred, especially in solo queue, but if you're in an SWF you might be more inclined to keep Spine Chill on. Just make sure if you're taking spine chill off to keep your eyes peeled and be a bit more aware / attentive to your surroundings since you don't have that notification to rely on anymore. But generally speaking, keep those two on, and put something else in those other slots if you're looking to switch it up.
Still a decent build regardless (unless you're running Detective's Hunch, then you really should switch that one out).


