Seiko300
Seiko300
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Very tight race between Sloppy and Nurses imo, especially for the reasons @brubli mentioned, however I did go with Nurse's calling just because it's not just about catching someone self-caring or being healed in a corner, it's about maintaining pressure on the survivors. I might be a little more biased than others because I am a Ghostface main and Nurse's calling on Ghostface like on any Stealth killer (or Reduced TR like Deathslinger) can be especially devastating in most matches and even more so when used properly and actively rather than just reaping the rewards passively. This can also work really well on high mobility killers like Hillbilly, Oni, or Nurse who can appear very quickly and suddenly in an area before survivors have much time to react and stop healing (if they are aware the killer is running Nurse's Calling)
What makes this more difficult is that Sloppy and Nurse's are usually involved in the same build and work really well in tandem with each other, what brings Nurse's a little bit ahead imo is that Nurse's is good enough that it can stand on its own individually as a perk in most any build and sees even greater use on specific killers (which are numerous, taking every stealth killer, reduced TR killer, and high mobility killer you're talking a decent percentage of the total 19). Sloppy is good but might be a bit wanting as a perk to synergize with others to be slightly more effective like Nurse's Calling, Coulrophobia, Bloodhound, etc. And it doesn't work specifically any better on any specific killers that I can think of at the moment, except for possibly The Legion and The Hag who are both able to spread out a bunch of damage very quickly amongst all survivors and they might want a bit more time to wrap up any loose ends and secure downs.
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@PlantCollector said:
https://forum.deadbydaylight.com/en/discussion/comment/1219061#Comment_1219061
https://forum.deadbydaylight.com/en/discussion/comment/1219061#Comment_1219061
Theres no need to be rude just because someone mentioned his/her opinion. Also she is right, if you don't look at the bubble the moment they are hooked (as blindness is right now) you can easily lose track of the hook and it can literally take ages on some maps to find someone, when you have no clue where they are. Your personal anecdotes and the way you play are also no arguments, people sometimes are clueless, even in red ranks. If you are that good thats fine, but not everybody is and not everybody follows your arguments or has the same view on things. You can point that out and may try to convince others but theres no need to be rude and say someone is rank 20 only because they dont follow your opinion.
@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/1219129#Comment_1219129
Great that you mention that your personal anecdotes with LF are just anecdotes because so are your anecdotes with good red rank teammates, they prove nothing more than mine do. (But considering how much people complain about the teammates I'm definitly not the only one with this experience. That alone proves nothing obv because you tend to remember the bad experiences more, so you need actual stats or something but I'm getting of topic here.)
I disagree I don't think it's balancing around Rank 20. LF is a good example for it: He works well on low ranks, but not on high ranks, so he needs a change to make him effective on all ranks. The same with blindness. Having an effect only on weaker players makes it underpowered and annoying at the same time so a change that makes it effect everybody (even though SWF will probably always habe an advantage against that) should be the goal. There should be a learning curve obv and you shouldn't nerf something just because of new players, but implementing something that will mostly affect new (or weaker) players isn't a good idea in my opinion.
Yeah and that's were we disagree. I think it is likely to affect players negativly based on my experience (which differs from yours so we have different opinion on that.) It's a bad change imo (in the sense of doing too much and too little at the same time) and a bad change isn't better than a complete rework in my opinion.
Guess we have to agree to disagree and that is fine of course, people disagree and the forum is the place to discuss things, but it would have been nice, if you had been less arrogant and dismissive to my opinion, just like @PlantCollector said: People simply have different experiences and different perception and therefore different opinions and it should be possible to talk about it without getting personal.
I think both of you are taking this too seriously so let me elaborate:
When I say something like an idea is dumb, I am calling it out exactly as I see it and my original point still stands "an SWF can still communicate where the hook is, but Solos would be encouraged to let the person die on the hook." is a dumb idea, because it hinges entirely on the apparent stupidity of the player. Games should never be balanced around the possibility of someone playing dumb or more lightly phrased: not playing smart. If you aren't playing smart that is your own fault, and in this case letting someone die on the hook just because you can't immediately see their aura is indeed - not playing smart and you are liable not only to get punished for not getting that save (the killer having a much easier time getting a 4k now that one is dead) but also to get called out by your team for not playing smart.
To provide a similar example, this is why people get intensely frustrated when they see Survivors self-caring in the corner of the map when they are hooked, even worse if they are on second hook extremely close to death. Because put quite simply whoever is self-caring in the corner of the map and potentially letting teammates die, is not playing smart. This is not a personal anecdote, this is in fact information taken from a recent poll which saw a total of 43 responses (currently) 14 of which (34%) voted for self-care citing the exact circumstance I just described, here's the link:
@whammigobambam said:
We've all seen it, self care on the outer wall, urban evasion while you are dying, chests being plundered with no gens done. My question to you is what one perk being used by other survivors is pushing a play style that is completely counter intuitive to your survival in near to all of the games that you just lose on all fronts.
To round this back into frame: developers should not be catering to players who don't play smart, this again comes back to that idea of not balancing around rank 20s. The idea is that if you make changes that reward more skillful play, you push less skillful players (or players who don't play smart) to play smarter or more skillfully, you boost everyone to become better and push themselves further because you quite literally get punished by losing for not doing so. You create an environment where if you don't push yourself to play smarter you lose.
This is also the logic behind changes which the developers themselves made, such as the recent Hex: Ruin nerf, over 80% of killers at the time were using this extremely powerful version of a perk which gave them an extremely powerful bonus that was completely passive. They received the benefits of such a powerful effect for doing absolutely nothing skillful, unless you count merely existing and running the perk a skill. If you want another example see the nerfs that saw a cooldown implemented into the Nurse's base kit, already one of the most difficult (yet the most rewarding) killer to learn and play made even more difficult to play because you were no longer able to spam her blinks, now you must time them and make them count otherwise the survivor you're chasing is only going to gain extra distance on you.
Notice that both of these examples were changes made more or less to the detriment of killers to force them to play more skillfully, making this ideology something of a universal standard that should affect all groups equally, not any single one more than the other.
The more or less brain-dead utility of being able to automatically and immediately see the audio notification bubbles and auras of hooked survivors or those in the dying state shouldn't always be taken as a given, and survivors should be ready at all times to see those tools suppressed or countered by a killer who seeks to use such confusion to his advantage. This kind of variability is part of what makes Dead By Daylight fun, the idea that no match should be the exact same as your last and even baseline tools such as aura reading of survivors in critical condition, should not be taken as a guaranteed given.
Looping back to what I said earlier about dumb ideas, I just wanted to clarify that there's a very clear distinction between dumb ideas and a dumb person. Almost everybody is susceptible to having dumb ideas including some of the smartest people in the world, nobody is perfect and even I say or do dumb things from time to time. This does not mean that you, or me, or anybody else who has them are actually dumb, I simply find it is important to call out these stupid thoughts that we have from time to time in all things from games to politics, or whatever. That way we can improve the way we think about things and won't have that same kind of stupid thought again or at the very least less frequently. Don't take it personally, you are completely right that these forums are entirely open to all forms of discussion and all kinds of opinion and there's a certain beauty to that. So there's my sappy shpeal about that.
Doesn't change the fact it was a stupid idea though.
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If you like Huntress I think you're gonna love Deathslinger (maybe)
Personally, I love the Deathslinger a lot more than I do Huntress, she's very satisfying to use I'll give you that but I always hated running out of hatchets and having to give up pressure or even worse disengage from a chase. With Deathslinger you don't have to do either of those because there's no ammo to run out of, he can reload while maintaining a chase and never has to sacrifice pressure to leave an area.
Of course he does have his own problems to deal with unlike huntress he has a limited range of 18m and his projectile does not deal a confirmed state of damage right when it lands, you have to reel that survivor in first to attack them or let the chain break (which would allow them to gain a bit of extra distance while you are stunned). However, there are plenty of things Deathslinger arguably does better than Huntress, unlike the huntress he does not have a lullaby and his Terror radius is actually decreased from the normal 32m to 24m, where the lullaby on top of her terror radius makes the Huntress' presence known anywhere as far away as 45 meters. Deathslinger is far more stealthy and can sneak up on survivors especially when using Terror radius reducing perks like Monitor & Abuse or Furtive Chase.
The hitbox is also far smaller for the Harpoon of the Redeemer than the hatchets huntress uses, because of this it is far easier for the Huntress to bungle up her shots and for her hatchets to collide with some asset on the map. Whereas a skilled Deathslinger can use the smaller hitbox of the harpoon to his advantage and can make some of the craziest shots between hay bales or boarded up windows.
He also has a much faster ADS time, I'm sure you've noticed by now that it takes a bit of time for the Huntress to wind up her shots and this can make it a bit difficult to catch someone at a loop since they will just outrun you while your movement speed is down. Not a problem for the Deathslinger however, since he can basically aim down sights in a second making unpredictable quickshots on of the go-to methods for catching a survivor out, even if they're running a tight loop as long as you've got LOS you can hit 'em.
He's a lot of fun to play around with, and about as satisfying since you get to watch their faces contorted in fear as you slowly reel survivors in to their ultimate demise.
Outside of Deathslinger who I've been working at to get better with (since he's the newest killer in the game), I'm a Ghostface main, and have been ever since he was released in 2019, by far the best Stealth Killer there is out there, extremely mobile and versatile he can bounce between targets starting and stopping chases at a whim unbeknownst to the survivors and appear where they least expect. It can be pretty terrifying on the receiving end, but just straight up fun when you're the one dishing out the damage. He is and always will be my personal favorite, though I know not everybody is into the playstyle of Stealth Killers and I know despite having the most potential Ghostface also requires the most practice since you can actually be kicked out of your power by the survivors.
Second to Ghostface and sticking to Wes Craven's genius would be Freddy Krueger who I would consider my secondary. You've already discovered him it seems so I don't think I need to go into detail why he's so good and viable at higher ranks and why he's fun to play
Aside from these three which are my biggest Go-To's, I have a lot of fun playing as The Oni, Hillbilly, Trapper, The Doctor (post rework) and I've done a bunch of dabbling in the Clown because he's my favorite original killer aesthetic and theme wise. Unfortunately the Clown is quite literally the worst killer in the game, but I have a lot of love for the big guy and I hope he gets reworked soon.
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/1219061#Comment_1219061
It's great that you are altruistic, but not everybody is.
I had solo red rank survivors (thanks for calling me dumb and a Rank 20 btw) let me die on the hook for no reason (admittingly usually when second hooked but I remember two recent cases where I was left hanging the complete time (at first no one moved and when I hit second stage the killer decided to patrol/camp)) even when I was running kindred, when it was obvious that the others are being chased etc., so I'm sure that there would be players who would just say "######### it, I'm too lazy to search" especially when a few gens are already done.
And even if it would only affect Rank 20 Players? Do we need a change that only has an strong effect on Rank 20?
My point is, the change could be bad for solos (yeah obv not for good ones but with the current matchmaking you can not rely on getting good teammates, even in red ranks) but wouldn't do much against swf, so why adding something that would help killers against a weaker hroup and won't do much against an SWF, when swf is the thing that many people want to be adressed?
I agree that blindness could use a change but I don't think this one would be good.
That's fine and dandy but a few personal anecdotes aren't enough of an argument for why this change shouldn't pass through, much like how someone could say that the Clown is OP because every match they've been in against him they've been stomped. Nobody would give that person much attention aside from roasting or flaming him because we all know realistically speaking, The Clown is the worst killer in the entire game.
Hell, I hate going up against Leatherface, simply because I just have really bad luck playing against that killer specifically. That doesn't mean he's a good killer by any means because he's not, much like the clown he is also on the low end of any tier list and requires some kind of changes (just not as desperately as the Clown because LF at least has an instantdown built into his kit) though my personal experience my dictate he's more powerful than he really is. That doesn't mean my personal experience is either 1. reliable info or 2. representative of every player or even most players within the community.
And yes, even if it would strongly effect rank 20s (which it wouldn't but hypothetically speaking) the change should still go through. Because the opposite, implies that we should be balancing the game around the experience of rank 20s and other new players, which is simply not the case. Games have learning curves, and no new player should ever be able to hop in and go toe to toe with someone who's got over a hundred hours clocked in.
If they do that means they either have 1. Access to unfair and / or unbalanced tools (DS) or 2. Continually gets a reprieve in the form of small balance changes or mechanics that have been introduced that have little impact on the game or lack of changes at all (AKA the existence of niche status effects like blindness and the influx of Niche perks that don't do anything such as Cruel Limits, Blood Echo, Mindbreaker, Hex: Retribution, etc.)
I get that you see this as a change that might negatively affect solo players disproportionately to SWF players but I see this as a change. It's an idea, it's something that can be done to solve a problem, and as it stands I don't see anyone coming up with any other ideas and in fact nor can I think of any other ideas myself that don't directly overhaul the entire mechanic of blindness. So I would rather see this change go through, than nothing being done about the problem based on a "might be" worst case scenario, which I honestly don't see as likely to occur in the first place.
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@BassTram said:
This killer is underrated in my opinion but I would like to see The Miner from the movie My Bloody Valentine. It's an old slasher movie but he holds a pickaxe and looks really cool. If you're unfamiliar with the movie or The Miner himself I would highly recommend looking into it
Someone else brought him up and I actually decided to look into it maybe a week or two ago, for sure it's one of those smaller licenses but it definitely feels like the stories Dead By Daylight puts into the game. Once all the big licenses have made their way into the game or have been de-confirmed I definitely wouldn't mind seeing The Miner make it in. Definitely an underrated character like you said
Only problem I have with this is that the Trapper's backstory already involves Mining and he even has a MacMillan Miner outfit, and even the Hillbilly has access to Pickaxes as alternatives for his primary weapon. Dead By Daylight isn't too big on repetition and I already see concepts that make up The Miner's character already in use in these other characters.
Although it is still possible, it's a cool and unique story that revolves around Valentine's Day which you don't see featured in many horror movies, and The Ballad of Harry Warden is super catchy, so who knows?
If we ever saw any killers come from Outlast I would much rather see Richard Trager the crazed surgeon at Mount Massive Asylum or if not him Chris Walker the super huge military policeman from the same game.
Also the devs said a long time ago that they'd never do a chapter that had to do with controversial topics like Religion or a killer from a Cult based on a real religion. I can't quite remember the exact role Marta played in the game story wise, but I know that Outlast 2 is all about a Cult and is full of references to the actual bible so I don't think the devs would go anywhere near the second game if they were looking for licenses from video games.
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@SunaIIanu said:
I think if you remove the bubble you punish solo survivors. An SWF can still communicate where the hook is, but Solos would be encouraged to let the person die on the hook.
Blindness as status effect might be too unrealiable and might need a change, (funfact: on maps like the game it can still be hard to find the survivor even if you see a bubble, so you could try third seal with a game offering) but please not this one.
That's dumb logic, I can tell you right now as someone who has made it to rank 1 solo numerous times there's absolutely nothing that would "encourage me to let people die on the hook" for no reason. If the killer is patrolling really closely then yeah, I'm encouraged to do a generator instead of going for an unsafe unhook or maybe wait until he catches someone else going for a save or hope someone is running BT or the survivor on the hook is running DS.
But really, letting someone die just because you can't see their aura? That's gotta be one of the dumbest things I've ever heard considering the maps themselves aren't all that big anymore and a survivor is hooked for a total of some 120 seconds and that entire time you're thinking "well I might as well just sit on this gen". That's such a poor excuse I'd only expect that kind of talk from a new player who's rank 20, solo survivors may be the weakest out of all groups (The power scaling / balance goes SWF > Killers > Solo survivors) but that doesn't mean they're dumb, especially veterans who have played for a really long time. Or are just pretty good and have decent game sense or map knowledge
This is such a poor excuse against a desperately needed change for a status effect that sees virtually little to no use whatsoever.
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It's between Medkit and Toolbox, but since I bring Self-Care almost every match I think I probably go for the toolbox more often. Although if I was doing an altruistic Archives objective you'd definitely see me bring in a medkit regardless to get that done asap.
On the rarer occasion when I'm not running self care and I'm running a different build for whatever reason (daily objectives, Archives, just cause I feel like it, etc.) it's far more likely I'll go for at least a common medkit.
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@Doc said:
https://forum.deadbydaylight.com/en/discussion/comment/1204481#Comment_1204481
As someone who plays hillbilly a lot, literally almost every billy skin sucks lol
I actually like every single one of his skins surprisingly, they each tell a different kind of story that I could see playing out in completely different movies:
The Woodland Ranger would be a killer in your classic Summer Camp / Camping group of friends horror movie
similarly the Frontier Miner would probably be the killer in a movie about some friends who take an outdoor trip up into the mountains gone wrong when they find an abandoned mine.
Buoy on the Beach might be the same, just replace your classic relatable camping / outdoorsy characters with rich privileged characters who decide to go sailing on their private boat and find an Island which isn't on any of their maps or GPS. After Docking on the Beach to check out the scenery they stumble too deep and find themselves lost and completely inept in their new wild surroundings, with only a crazed Hillbilly who was stranded for years and lost his mind from the isolation.
Auto-Repair Reaper is your classic Leatherface type Horror movie with characters going on a roadtrip across the deep south find themselves stuck, without gas / with a broken down car completely alone save for the nearby auto repair shop. Turns out the owner they meet, isn't the actual owner but the hillbilly who killed him, chopped him up with a chainsaw, and stuffed him the shop's fridge meant for beer and soda. I like this story a lot because it's clearly what they intended from the description of the outfit: "Well, howdy. You look like you could use some help. You're lucky you arrived when you did! This is the last stop for about a days' drive from here."
Rabbit season could take place in a very similar deep south setting, although the description mentions "head into the woods for nature's bounty". Regardless of the setting though the implication is that this version of the hillbilly is very much into cannibalism, most likely preying on isolated victims in the woods, inferred from the description of the torso: "Thick cotton soaks up any fat stains, while the bandolier holds whiskey and hot sauce for basting, and tasting."
and Pyromania definitely tells a story of a crazed hillbilly who got a little too excited about the local fireworks show by the corn field. I don't have to explain this one because the description already does: "Darkness took a toll on The Hillbilly who had spent most of his days secluded in a dark, damp room. For the New Year, he sought the light that had been taken from him all those years ago. ... He repurposed a broken firework launcher into a weapon to bludgeon sozzled partygoers at the local trailer park."
TL;DR I like all of the Hillbilly cosmetics because each one is really unique and tells a different kind of horror story. Only problem is every single one costs actually money and are only available to buy through the premium currency Auric Cells, except for the Frontier Miner which you can buy for the in game currency cost of 13,500 iridescent shards. A bit unfair since most every other (original) killer has plenty of cool cosmetics you can unlock without paying money for
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Blindness is actually a fairly powerful status effect, if you're running a build that is tailored to it, Hex: The Third Seal combined with Knockout and some anti heal perks like Thanataphobia / Nurse's Calling with a more slugging playstyle in mind can catch a lot of survivors by surprise and be a bit devastating.
The problem is, is that this requires so much work and effort on your part, you have to tailor most of your entire build and even your playstyle to get any kind of use out of this one status effect. At that point it is no longer worth it, and that's why you don't see most killers running this perk, because it doesn't viably stand on it's own as a cool status effect that can help you swing games.
It's a niche status effect that requires you to change most everything about what you play and how you play it to extract the most use from it.
I for one would love to see many of the more niche status effects in DBD reworked or buffed, not just Blindness. Luck (which technically isn't a status effect, but a "Proficiency Indicator" called "Chance") for survivors is itself extremely ambiguous, opaque, and very limited into how it operates and what it actually affects. Much like Blindness for killers it's a super cool concept that just doesn't see much if any use at all, Luck I think is a bigger conversation than Blindness because it needs a full overhaul, Blindness just possibly needs that buff to get rid of audio notifications (the "bubble") but I thought I'd mention both in the same conversation because they're somewhat related. They're both underused effects which aren't perks or abilities which require some kind of change to see an increased presence of in game.
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@Deadeye said:
None. It totally depends on the survivor and then I don't hate the perk, I hate the survivor.
If someone "abuses" DS to distract the killer (yes, I hate that also as survivor, because I play both sides). If he uses it to avoid tunneling, I'm totally fine with it.
If someone selfcares while others are dying. If used when noone around and he needs heals cause he is no god looper, perfectly fine with it.
Bond normally is a great perk. If someone uses it to loop around my 50% progressed gen and wipe of the killer on me, I hate the survivor.
For OoO you need to be a good looper. The information to be safe on gens or to move early to extend chases perfectly can be worth a lot. If you just bait the killer and do nothing productively, get rekt.
and so on...
I agree, it's more about how the survivor uses the perks they run over just the fact that they're running it by itself.
If everybody is doing fine and gens are getting done I see no reason why you shouldn't self-care, even if someone is on the hook that doesn't provide context. For example "somebody could be on the hook" doesn't explain the fact that the killer has been playing poorly this entire time and it's actually his first hook 4 generators in. As well, self-care is a self-preservation perk, not everybody rolls with their crew of a duo or three man SWF to be able to communicate heals so self-care is more or less an essential perk to have for solo players. The difference is knowing when to self-care, in most cases it's perfectly fine to self-care, but people rip into those who self care during those critical moments like when they should be saving a teammate from the hook or finishing up the last generator for adrenaline to pop instead.
Just like the guy I quoted said, if you're running OoO you HAVE to be good at running your chases. Not mediocre, not "ok" straight up good at running loops. Otherwise you are most definitely more of a hindrance to yourself as well as your team because you give the killer key information about where you are, what gens you're doing, who you're healing or who's healing you, who you might be going to save off the hook, etc.
I knew a guy once who I used to SWF with on occasion and he INSISTED on running OoO at all times just because he played Laurie, even though I had played for much longer than he did he said it was "how the game was meant to be played" (he was under the impression that you had to run the teachables your character shipped with, or at least you were encouraged to / that's how you should play / devs intention yadda yadda yadda... he even berated me for not running Ace's perks). He then proceeded to die most every match I played with him and he would get super angry and rage about it, and I was like "dude it's cause you're running Object". I even offered to run a full altruistic build focused on keeping him alive and he was like "nah, I got this" super toxic player who would always ######### talk the killer and run DS on top of OoO (and I assume Sole Survivor for whatever reason based on his logic).
If you're running DS be able to hit the skillcheck I suppose. Not a fan of people who abuse this perk but since I'm not actively playing killer in that moment there's not much I can do about it. Perk needs to be nerfed.
But what more or less gets on my nerves is anybody who runs No Mither. The only time it is acceptable to ever even touch this perk is if you're in a full 4-man squad, you've all agreed to run a specific build build for it, like a wiggle build with flip-flop, breakout, etc. or a gen rush build with prove thyself, resilience, etc. or some kind of aggro build with For The People, Dead Hard, etc. AKA you've decided to troll for a match. There is absolutely NO reason to run this perk otherwise it is not. Good. Anybody who thinks they'll ever realistically use the recover effect in a normal match (especially at higher ranks like purple or red) is either inexperienced, lying to themselves, or just dumb. This perk needs a serious buff where you start out at full but then 60 seconds after being injured you become permanently broken or something so it's not blatantly obvious that you're running it from the immediate get go so you are tunneled right away. Even if it was buffed though it is a seriously bad perk with barely any reason to run it at all.
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Except you didn't make a poll.
The only killer who has a different lunge from any of the others as far as I'm aware is Michael Myers, who only gets a slightly longer Lunge whenever he is in Tier III of his ability Evil Within.
Freddy does not need a nerf, he was god awful for over 2 years until his rework made him actually and legitimately viable and people just complain and want to be able to stomp all over Freddy again.
Freddy's got only one thing to say to that: "Welcome to my world #########"
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1214206#Comment_1214206
I have no issues with slower queues at ptb time .
I think you dont understant that swf and solo basically is still the same mode for players it doesnt split up the playerbase queues. Its not like casual and competitive mode where casuals would unlikely to play competitive mode at all.
Its not like it would create players that main swf lol.
There wont be same amount of player in swf mode as in solo that s why it wont split up the playerbase.
Why killers should be forced to face swf unwillingly?
You might not have a problem with it but many, many other people do. Slow queue times is one of the biggest most widespread recorded issues from the community, especially due to the recent SWF changes which queue groups according to the highest survivors rank. This unevenly distributes the population making queues for high rank survivors and low ranked killers very long because for the former so many people are queued up for ranks they normally wouldn't be in, and for the latter many survivors who would normally show up in their lobby just don't due to the survivors they're grouped with. While killers in high ranks and survivors (who are either solo or grouped in an SWF with people of similar rank) in low ranks are usually very quick or at least more quick by comparison to the other groups who have much slower and longer queues.
On top of this big issue you want to split the queue into two parts, slowing down both because less people will be in both. Not to mention, this doesn't account for which queue will generally have more traffic than the other because I can assure you that they will not be evenly split. I'm fairly certain more people queue for solo than SWF and as such the SWF queue even without being systematically ignored by many killers would still be really slow. Even more so, what about the survivors who don't queue with a fully equipped 4-man squad?? Do they have to sit there in an extremely long queue just to wait for another duo to join their lobby? How do you answer about 3-man squads, would it even be possible to queue as a 3-man? Because if they want to queue in the "exclusively" SWF queue which would only handle groups, doesn't have any solos, then there won't be an individual random to fill up their squad.
I cannot emphasize enough that this is universally a BAD idea, it raises so many other issues as well as questions that I guarantee it would do more harm than good. Regardless of how you try to twist it so that it might sound better than it is, it's not, and I am supremely confident the developers would never go for a decision to make a change like this.
Again, if I could change my vote (because I read the poll wrong. It was badly explained in the thread and badly supported in the comments) I would. So I'll do the math really quickly to reflect the real Poll response:
As of writing there are a current total of 13 votes, moving my vote over to "I don't like" this is the new breakdown:
"I like" 4 votes - 31%
"I don't like" 9 votes - 69%
Of course to account for any future votes, just continuously subtract mine from the pool who responded "I like" and add it to the "I don't like".
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1213931#Comment_1213931
Explain how does it splitting up the playerbase?
If i think solo is extremely weak i would be playing swf mode(as a killer) and if its empty since there are no one is playing currently i would just switch to solo.
It doesnt split up the playerbase as you can play both modes at any given time.
Ugh.
It splits up the playerbase because you are creating two different queues rather than putting everyone into one big queue. This is probably one of the biggest reasons why we haven't seen alternate modes or even a ranked vs. casual mode yet because matchmaking hasn't been perfected.
If you still don't get it, think about how much slower queue times are whenever a PTB is up, or how much slower queue times are if you're queued in the PTB. This is because the game's population is split between the live build and the Public Test Build which is testing out new changes.
It would be even worse than an alternate mode or a ranked queue because then you're deliberately discriminating against one group of the game's population or / against the other. Either discriminating against solo queue and that solo queue survivors are bad and too easy to beat as killer, or the more likely scenario: discriminating against people who want to play with friends as being toxic, sweaty, tryhards. This is a BAD idea and I did not mean to vote the option that I accidentally did
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Even all these weeks that he has been released into the live build I feel like people are still very unsure where Deathslinger goes in a normal tier list. I definitely don't think he's full blown weak but there are some flaws in his ability that he has no map pressure
I think the comparison with Huntress however is a very interesting one. Ignoring all the other killers and just thinking about Deathslinger and Huntress there are a lot of things that these two killers do that's different from each other but similar. Obviously both killers are ranged which is what introduces this comparison in the first place but there's so much more nuance to this question than I think people who just say "huntress is better - end of discussion" give it credit for.
Huntress benefits / the start of the conversation
The most obvious point in Huntresses favor is that she deals a straight up state of damage with her hatchets, you land it and that survivor is injured or downed. Whereas even if you hit with Deathslinger it's not a 100% chance of a hit because you actually have to reel them in or let the chain break in which case survivors gain a little bit extra distance while he's stunned. Not to mention Huntress has more or less range that can cross most of the map and skilled huntresses can hit shots all the way from one side to the other. Where Deathslinger has a finite limited range of the chain which can only go as far as 18 meters.
The give and take how these characters are balanced differently
However this isn't where that conversation ends because there are a lot more factors to consider beyond their range and how they deal damage to balance them out. While Huntress does have an extremely long potential range of attack, she has a lullaby that extends beyond her terror radius make her presence the most well known out of any killer as survivors can hear her from as far as 45 meters away. Whereas the Deathslinger not only has no lullaby, but a reduced Terror Radius that only extends for 6 meters beyond the maximum range of The Redeemer (his harpoon gun) at 24 meters. Which only provides survivors with a few meager seconds before they are well within range for the Deathslinger to land a shot, even less so if you run perks that reduce your terror radius even further to the equivalent of your terror radius or even lower. Allowing you to either hit survivors before they even realize you're there, or straight up sneak up on survivors for a normal m1 down. This also makes the survivors far more susceptible to being caught out in dangerous positions or areas of the map where there might not be many pallets or windows, or they got caught on the way to do an objective such as saving a survivor or doing a generator.
Hitboxes
Looking at the tools being compared themselves, the hitboxes of the harpoon of the Redeemer and the hatchets Huntress throws are entirely different. The hitboxes for the Huntress are giant rectangular cubes, whereas the hitbox for the harpoon is essentially a much smaller cube (the length of which don't matter because it only ever travels horizontally, parallel to the ground). This is much more detrimental to the Huntress because the larger hitbox (which is also traveling on a vertical plane as well as a horizontal plane because the trajectory has a bit of an arc) is subject to collide with the many assets and obstacles scattered across the maps. Whereas the hitbox for the harpoon is so small that you can actually fire into small spaces between objects and land a shot on a survivor on the other side such as the boarded up windows on different maps, or between stacked hay bales. Generally it's much easier to be clumsy with the hatchets of the huntress than it is with the fine point of the Redeemer's harpoon, and you're much more liable to accidentally hit something on the trajectory toward your target as the huntress than you are with the Deathslinger.
ADS time
On top of this the Deathslinger quite simply has a much faster ADS time than the Huntress, it takes a lot more time for the Huntress to wind up her shots to maximum power / range than it does for the Deathslinger to quickly raise up the iron sights of the Redeemer making him much more easily able to make quickshots as well as generally being unpredictable: will he shoot? will he not? Making mindgames with the redeemer a more viable strategy than the slow windup of the huntress and slipping it back into her belt. As well, it makes it a lot easier to land shots around corners and tall loops for the Deathslinger than for the Huntress who is slowly winding up this hatchet and also slowing her movement speed, where the deathslinger is really quickly raising the iron sights and making the shot OR deciding he can't make the shot and quickly continuing the chase without slowing down too much. Not to mention the flow of the Deathslinger is far more reminiscent of popular FPS titles, which can allow a decent amount of skill transfer that might not be as possible with the Huntress.
Other important details
One of the biggest detriments of Huntress is that she also has a finite number of hatchets, regardless of whether she lands those hatchets or not she will eventually have to take time out of applying pressure on generators, or even worse disengaging from a chase to restock her hatchets. Though he is slowed when reloading, the Deathslinger never has to concede any of this pressure as he can easily maintain a chase while at the same time reloading his redeemer to make the next shot.
At the same time the Deathslinger has access to a form of aggressive potential that the Huntress does not have: which is the deep wounds status effect. It's not a huge game changer but it is a factor that contributes to how successful a Deathslinger can be, slowing down the progress of survivors and forcing them to mend over continuing a gen rush or saving / healing their teammates. It gives the Deathslinger a bit more direct slowdown potential outside of just applying pressure to the survivors.
Concluding
So which is better, Huntress or Deathslinger? I'll be honest I have my suspicions but regardless of what they are I think the answers are far closer than people expect, and that is a huge voucher for how powerful the deathslinger truly is, and where he fits on a tier list. If it's anywhere close to the Huntress, then he's in a fairly good spot I'd like to say.
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Wait, now I feel like I messed up or read the poll wrong, was it create two separate ranks one for your performance in SWF and one for your performance in solo, or separate queues???
I can see a potential validity behind the idea of the former, if you're performing better in SWF you should be placed up against more skilled killers who are better equipped to handle that. While if you're not that great in solo queue you can still be placed with others in a similar "solo rank"
However, if we're talking about completely separate "ranked" modes for SWF and solo that's just dumb, you'd be splitting up the playerbase and creating unnecessarily longer queue times. Not to mention, nobody would queue for the SWF mode
If it was the latter I messed up my vote and did not mean to say yes
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@bunnibeetea said:
I understand how disconnecting as survivor can mess up your teammates and stuff, but when your about to die on third hook and you get downed and disconnect, why is it bad? Your game was pretty much already over if you were being carried to the basement on death hook, most of the time anyway.
What do survivors lose when the killer DC's? They all escape and win, so why do killers get punished for doing it too? I don't wanna sit there and deal with a toxic SWF, and if anything disconnecting gives them a free win. Does it like not safety pip the survivors?
Disconnecting is a ######### thing to do for either side and is not permissable behavior for either side unless it's because of circumstances outside of your control (but let's be honest that isn't the case most of the time).
For me specifically, playing as survivor OR killer I usually play with a purpose. This means with Archive Challenges or Daily objectives in mind, and even when I have neither of those I'm still putting out Bloodpoint Party streamers or really good BP bonus offerings to maximize the amount of bloodpoints I'm earning.
If I'm playing survivor, it absolutely sucks, when I'm the one doing my absolute best and damndest to get an archive challenge or daily objective done for a character I don't play. Last tome I was stuck for literal HOURS playing David and Jane for what should have been extremely simple challenges but just for the life of me I just had terrible luck completing. Here I am, in solo queue, being extremely frustrated - dying a bunch, escaping a bunch (without getting the objective done) but still seeing my matches through to the end even if I'm getting stomped or it would just be easier to disconnect if I know I'm not gonna succeed.
And then finally, I'm close to getting the master challenge done the match is going well, and the killer is salty because he can't take one loss and he disconnects. When I've been frustrated and "losing" (by the standard of not getting my objective done) for a string of matches more than 5 or 10 in a row. That's so dumb
You have no idea what the people you're going against have been going through in their gameplay, they could be on an actual loss streak for a couple of hours and finally they have the upper hand but you decide to DC. Denying them the satisfaction of success even though arguably they've been through worse because they're more persistent and have stuck with it
This applies to survivors who DC as well for obvious reasons but you were asking about what the problem is for killers to DC so that's what I described.
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It's completely unrealistic to balance around solo players since you'll never be able to stop people from playing with friends in SWF, if you continue to balance around solo SWF will only continue to be more powerful.
Balancing around SWF but at the same time giving solo players access to tools that bring them more in line with, the power of SWF is the only viable option here. It's a very fine line, but it is possible for example changes like the buff to Kindred which now activates whenever anyone is hooked is an absolutely god send perk for Solo players and it's my personal favorite go to perk to run as a solo (which is most of the time).
Other changes like this which provide survivors with information that otherwise would only be accessible by teammates speaking to each other over 3rd party communication systems like Discord will help keep solo players as much in line as possible. While the rest of the game (future killers, perks, etc.) are balanced with the idea in mind that there are 4 man teams out there communicating with each other.
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@Cephalon_Lebron said:
Where's freddy? Why is pig here but not freddy? He's the most unfun killer to play against and really boring to play as.
Because the Pig is boring? You're telling me crouching with your face a foot off the ground and moving at 90% movement speed just to get access to the undetectable status effect is fun?? The RBT's are completely RNG related so they can either help you immensely in slowing down the pace of the game, or they can be completely worthless. Either way, you yourself are not doing anything to slow the survivors down that's entirely up to the RBT and the survivor themselves, you yourself are not taking part in that process. It's completely passive and as the doctor rework has proven - passive is not fun, and the only helpful part of her ability, the ambush suffers from it's own problems (a noise notification letting survivors know to book it, obstructed FOV, and slower movement speed) she is not only the worst Stealth killer, but yes the most boring and least fun by miles.
She's only second on this list to the Plague, for reasons I have already detailed previously.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1212032#Comment_1212032
Somebody's gonna read this and hire someone on deviantart to draw some Ace x Plague fanart just to spite you lol
🤢
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Plague sucks. She's garbage. I hate her playing as her, and I hate going against her even more she is easily by far the most poorly designed killer in the entire game. Keep in mind, I never said "poorly balanced" I said "poorly designed", which is honestly far worse a problem.
She rewards you for doing nothing regardless of what you do if you get a little bit of sickness on anybody they are going to be broken one way or another, nobody is going to cleanse so you won't ever get to use the only fun (but completely broken) part of your ability aside from the one corrupted purge you're provided at the beginning because the devs felt it necessary (I disagree, because that's very clearly a bandaid fix that doesn't solve her core issues but ok). Without her corrupt purge (which is most of the time) your ability does nothing at pallets and you are absolutely forced to run them as a legitimate M1 killer which there are very few of these days but Plague is one of them. Trapper can trap different loops, The Pig can use her ambush at certain loops, and as ineffective as The Clown's ability is (please give him a buff) it still changes up the pace of your chases and is something interesting. The Plague. Has. Nothing.
It's dumb, it's boring, and the fact that a killer like this even exists at all makes me wonder how TF is anybody voting Freddy K is even less fun to play, or The Clown, or Nurse. Freddy can literally bleed through generators giving him insane map mobility, he's invisible like half the time, he doesn't really have a terror radius since survivors are constantly under the oblivious status effect, his power has insane variability since you can choose between either snares or fake pallets and while I do use snares more because I find they're more consistent, I think the fake pallets are so much more fun watching the internal turmoil of a survivor trying to figure out what's real and what's not, hitting a survivor after they slam a fake pallet is so freakin satisfying.
and you're telling me this dumba** b*tch called the PLAGUE is more FUN???? You do NOTHING!! Except Throw UP!! Your power is useless, in all the ways that are actually important like having an interesting effect on chases, or map pressure, or map mobility, Like BRUH!
I already went over the Clown, and the Nurse, I can understand that one a little bit because I actually suck as the Nurse my Clown is better than my Nurse (and that speaks volumes, either how terrible my Nurse is or how GOD my Clown is, who knows [I do, but I refuse to tell]). But even when losing I still have fun playing the Nurse because she's can still freakin teleport anywhere and everywhere.
and I get that people aren't directly saying Plague is fun to play here, but by not voting Plague you are indirectly telling me that the Plague is more fun to play than X, Y, or Z killer, whoever you voted for. And I cannot believe that, I refuse to believe it. She sucks, she's dumb, Grrrrrrr.
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@Awkward_Fiend said:
https://forum.deadbydaylight.com/en/discussion/comment/1208201#Comment_1208201
They're both bad perks (hence why Bloodhound is above them), but due to the combo potential I believe that TI is better.
Perks should either combo with other perks or the killers base power. Rarely are perks so powerful on their own that they're worth their slot individually. TI and Zanshin are not powerful enough to have that. Zanshin makes it easier to understand where pallets and windows are in the early game, but in late game you should theoretically already know where the majority are positioned. TI can combo well with one particular build, which is map dependent, I'll give you that, but so is Zanshin. Zanshin will see very little use on maps like Autohaven due to their loops being short enough to see over.
Although Zanshin is new, and could potentially see some use come out over time, it has the same problem as Windows of Opportunity, except WoO is a better perk on survivor due to them not knowing which pallets teammates have thrown. After walking across the map, a killer should already know what tiles are on that route, and should also know where the potential windows and pallets are. You should also be able to have seen some of the pallets and window locations as well.
I'd used Zanshin when it came out, on Trapper, Freddy, and Doctor. I used perks that I thought would work best with it. During all of those games, I never felt like the perk slot used by Zanshin was supplying enough bang for my buck. Meanwhile, while using TI on Demogorgon and Oni, I did feel like the perk was giving me more than enough info to justify running a basement build as a whole.
Obviously, our opinions on this differ, but that's probably to do with playstyle more than anything.
Probably playstyle yeah, I almost never run basement builds (unless it's for an archive challenge) and in the situations where I am running one, I'm playing Trapper. So TI only provides some pretty redundant information that my traps should already provide in the first place, which would either catch survivors on various pathways toward the basement or possibly even once inside the basement. Or get disarmed in which case I still know exactly where they are and what they're trying to do.
The same probably applies for Demogorgon however, I get that the aura reading would let you know immediately to teleport back but your base power already provides this information. If the Portal is active you're already able to receive this information via the Killer Instinct mechanic that is implemented into his power at base, which just like Trapper, makes this a completely wasted perk slot that could have been used for either a different perk that fits into a basement build or just a genuinely good perk like BBQ & Chili or Ruin or something.
The only situation I can see TI being truly useful is with the other killer you mentioned - The Oni who doesn't have any of that kind of information but does have a quick way back using Demon Dash while in Blood Fury. But again, that's just one killer and to recap ZT is more useful on more useful (or fun) killers such as Deathslinger or Huntress, you could also probably throw in the Clown in there as well it would be very important to know where you want to throw your bottles to be most effective and where you want to herd survivors, and TI provides redundant information that you should already be getting from killers like Trapper or your own example Demogorgon, making it a completely wasted perk slot. I just cannot fathom how this is even a contest
and while sure, I'll give you that Zanshin can also provide information that you as a killer should already know as the match has progressed, I would point out this is only true for more experienced players (like you and me who are capable of having this nice little back and forth on two really meh perks). Perks like WoO and ZT are far more effective in helping new players who don't have the map locations memorized much less the individual tiles that exist on them, knowing where they should run to next or in the killers case, anticipating where the survivor will run to next so they can adapt their strategy accordingly. A new player trying to figure out the inner workings and mechanics of The Nurse (who has arguably the highest skill floor of any killer in the game) would gain a lot of benefit of "here's a survivor, he's running in X direction there's a pallet right there so I'm going to blink right next to where I know the pallet is so when he runs through I can very easily catch him on the other side"
And these mini thought processes about how to approach a chase that I just detailed are true for multiple killers now that I've mentioned beyond my original examples. Deathslinger and Huntress sure "he's running through the corn and I can't see him but I see there's a pallet right ahead of him so I'm gonna aim for the pallet and hopefully that's where he's running to - OH! I got him!!" but also the Clown who needs to be able to herd survivors by throwing bottles in areas he wants to discourage them from going to, as well as slowing them down on their progress to the next loop, ZT would give a (especially a new clown) information on where these areas are so he's not wasting his bottles throwing them haphazardly forcing himself to waste time reloading. Or a Nurse who I already mentioned before, these are killers with which ZT synergizes very well with their power.
But sure, I'll relent to agree to disagree on the basis of probably different playstyles, and the fact both these perks kinda suck (though one more than the other imo, but that's besides the point) Bloodhound is easily better than either and is sort of a guilty pleasure for me to run just like I know Shadowborn is a guilty pleasure for other killers. Neither of those perks are good by any means, but they're so satisfying to run and provide effects that are really nice to have in your back pocket.
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I'm with @CheersTC on this one,
as someone who does own a Switch (but has no intention of playing DBD on the switch unless cross progression were implemented) the amiibo's are not desirable for me in the slightest, more than anything they are just gimmicks. And in most games that they are available to be used they have a very gimmick-y purpose. Again these are grotesque, monstrous, serial killers we're talking about, not action heroes like Snake or Bayonetta. I can't even begin to imagine what an Amiibo for The Doctor might look like with his eyelids literally being pried open, or the Spirit who's completely cut up and has floating severed limbs, over even the Plague who's got disgusting boils and infected skin all over her body.
If you just want an action figure or collectible of the DBD characters (which many people do want) you're better off pushing for Funko Pops like Paulie Esther is trying to do, or other brands which have historically produced and marketed these kinds of products to audiences who appreciate the horror genre and history.
Not freakin Nintendo of all companies.
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The Playstation Vita quite literally came out in 2011 where it was first released in Japan, afterwhich it was released in 2012 to other countries and it reached everywhere by 2013, at its youngest it's a 7 year old console that isn't seeing remotely anywhere near the amount of support DBD would need for a port, and at its oldest it is almost 10 years old, regardless if it's conceptually "similar to the switch". It would be a giant waste of resources, not to mention probably legitimately impossible considering it was globally discontinued last year in early 2019.
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Basically any killer that isn't seeing a ridiculous amount of cosmetics right now. Heading that pack is Legion, who everybody is making a cosmetic for surprisingly, and after that Deathslinger, Oni, Doctor are all seeing plenty of community cosmetic creations.
That makes most everybody (except for Clown because he already had the community creation last tome) else viable. The original 3, Trapper, Wraith, and Hillbilly, on top of Huntress and Plague (who I personally hate as a killer both to face and to play as with every fiber of my being, but that's besides the point).
I personally voted for Hillbilly because he has an unnatural amount of premium cosmetics that you can only get by paying for, and not enough that you can just earn with iridescent shards. But my personal preference would be Trapper (though I do like Hillbilly and he makes a close second) although your personal preference between the four may vary.
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As it stands there are already a BUNCH of people putting out Legion cosmetics so do Wraith, there are also people doing a bunch of super weird wacky stuff that doesn't feel Dead By Daylight to me at all and "chicken wraith" would definitely fall in that category. I'd like to see some more serious horror cosmetics, so go entity wraith
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@batmanscar said:
if ur breaking a pallet and ur not looking upward then how is it that you can be blinded it makes no sense and the killer breaking the pallet should be the only thing slowing him down in that moment then he/she can be blinded but not during the breaking of the pallet
The killers are taller than the survivors who are shorter, so even if the killers are looking down the survivors are more or less still shining the beam of the flashlight upward into the killers face.
Also, to bounce off what @CheersTC said, this isn't even an issue especially for veteran killers because they know in that moment to stop relying on their eyes and rely on their ears. Just by listening, especially if the survivor is injured, you can tell where a survivor is running next so you won't really be slowed down much at all since when you regain vision you'll be heading in the same direction the survivor is running, if not right behind them.
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@Awkward_Fiend said:
https://forum.deadbydaylight.com/en/discussion/comment/1208040#Comment_1208040
TI is somewhat useful since quite a few people will loot the basement chest if they don't have an item. Meanwhile Zanshin is only somewhat helpful on the first hit, and also doesn't help you for 30 seconds after the first hit. TI is absolutely nuts with a basement Demo build, and is good on any build focusing around the Basement, meanwhile Zanshin doesn't really synergize with any other perks that well, and doesn't slide into any build well.
So you're telling me that TI is useful because a survivor will walk down to the basement to loot the chest there once? Bruh.
Basement builds are not common at all to go up against because they're completely map dependent, and even then highly situational. If survivors do the generator closest to the basement first you're basically fuc*** because survivors won't ever be there on that side anymore, if they catch wind of what you're doing they'll also actively avoid that side of the map whenever possible. Not to mention, I have only seen maybe 2 demogorgons in recent history (though your experience may vary depending on rank, I am currently in red) and I myself don't play demogorgon (just not my playstyle as killer unfortunately) he's a killer that doesn't see as much use in comparison.
Zanshin Tactics on the other hand is probably extremely useful on killers such as Deathslinger or Huntress, who might gain a lot of benefit for knowing the likeliest points or locations on the map where a survivor might be headed to next. Killers which are both used very frequently for different reasons, both have higher skill ceilings one of which is tried, true and tested to be viable in high ranks and is often placed in the high end of tier lists, as well as is Free for anybody to play and use as soon as they start the game and the other is the most recent killer introduced to the game and is incredibly fun and satisfying to use, even when you might not be winning your matches. Neither of these killers by the way, are locked behind a paywall, whereas the killer you mentioned is.
Zanshin Tactics I think is useful in the same way I'm All Ears is useful, it provides you a kind of map awareness that helps you a lot more than you think it would in your chases, it's just not something you realize until you actually use it much like I'm all ears which is actually a legitimately good yet underrated perk. While I have it mentioned, I think I'm All Ears would probably synergize very well with Zanshin Tactics if you got a hit at a window or pallet the auras of vaults go out but the aura of the survivor turns on putting you in a very decent spot to hit the next strike.
Zanshin tactics I feel has untapped potential and synergy that people don't know about just because it's newer and not that frequently used. Unlike Territorial Imperative which has no more room for growth and strategy because its effect is so limited, whereas you reap the benefits of ZT at all points of a match which is why it has a cooldown in the first place, and why yes it does slide into any build because it's a perk that stands on it's own just to help you generally overall in any chase.
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We all know the top 3 lineup is Candyman, Pinhead, and Pennywise. Any characters outside of this either have their own problems or are just lower on the priority list.
Candyman - Original New Movie release date (which I believe has been postponed due to the pandemic, but regardless) lined up extremely well and suspiciously closely with the expected launch of Chapter XVI. Not only this but pretty much everyone is aware that Tony Todd (the actor who has played Candyman in all three films thus far) recently followed Dead By Daylight (the official account) on Twitter and has liked numerous Dead By Daylight related posts. He follows over 15,000 accounts on Twitter so it might just be a coincidence or some kind of bot Todd is using, but Paulie basically proved it's not and that these likes and follows are very obviously deliberately Tony Todd himself. Why? Because Candyman as a killer is one of the very few where his face isn't obscured in any way, it's very clearly Tony Todd playing that character so BHVR would probably need Tony Todd present for negotiations in the license just for his likeness.
Pinhead - a highly sought community request for a very long time that the people have been wanted to see in DBD for years, with the recent Teaser of Chapter 15 which very misleadingly pointed to Pinhead (and the devs definitely knew this) the character has blown up in popularity within the DBD community. It would be very cunning of the dev team to go: "Hey, here's a trailer" the community reacts exactly the way they think they would "Pinhead" but the devs respond with "nah it's our own original killer" but then the next chapter suddenly go "check it out Pinhead" out of nowhere with no warning. People would lose their minds
Pennywise - another very popular community request that in the world of horror has seen the most pop-culture hype recently after It Chapter 2 released and before the new Candyman trailer dropped. We know that the devs themselves have sought out this license in the past but it was tabled for "maybe later" as DBD wasn't as big and hadn't amassed all the reputable licenses they have now at the time. We also know that despite this past fluke it is still number 1. on the list of dream killers to get for the game for Mathieu Cote the Game Director of Dead By Daylight so we know the community wants this character, and the devs in the highest positions of the team want the character. It's only a matter of the license and how we can obtain it, is the license for the movie separate from the book? Who would BHVR be negotiating with here Stephen King who wrote the books, or the Studio who produced the movies, or both?
OTHER LICENSES:
Jason Voorhees - Already has his own game, his license is still currently under the whims of the court and the lawsuit that destroyed development of his own game. Has already made an impact on the game being a direct inspiration for the Trapper, Dead By Daylight's more-or-less mascot and face of the game. mixed relationship within the DBD community (because of the game, which sucked, and all the people who said it would "kill DBD" [LMAO]), others also believe he's probably the most basic pick when it comes to licenses and would rather see the creative prowess the devs have displayed time and time again put toward more unique killers such as the aforementioned big three. However, the popularity of this character is absolutely undeniable and indisputable, and it would bring a lot of attention to DBD as well as probably a large number of new players - possibly those who have since vacated F13 the game. (Though possibly not, since if DBD gets a license for F13 that probably means F13's development cycle may resume and slowly recoup their playerbase.)
Chucky - a bit of a toss up when it comes to DBD community who's problems lie more with how he would work mechanically in the game rather than problems with his license. The elephant in the room, he's a killer doll who is much shorter than any human, he's not actually as short as people believe however canonically he is 29 inches or 2.4 (round up make that 2 and a half) feet (0.73m) tall. That being said while not ridiculously short, he still is very short by comparison and this leads to very big questions regarding his POV, the killers all look through a first person perspective so Chucky may suffer from the many obstructions on that map that would uniquely affect his FOV in comparison to other killers. Other questions about how he would carry survivors who are more than double his height and hook them on hooks possibly more than triple his height are also valid. How would he attack survivors normally, by swiping at their ankles? Would he vault windows by jumping up as high as he can and clambering over? Break pallets by jumping on top of them and crashing his full (minimal) weight down on it twice? His entire potential presence in DBD is one big question, but nevertheless he is a beloved horror character and one who would be welcomed into DBD by many.
The Xenomorph - Previously a far gone more radical idea, considering Dead By Daylight lore prominently features (corrupted) Human killers, is now more realistic than ever after the release of chapter XIII, with the introduction of the first non-human but humanoid killer: The Demogorgon. Similar in size and stature, The Xenomorph could very well be implemented with many of the same concepts in mind but with very unique aspects that are distinctly his own. Capable of shooting acid, and possessing a strong bite, claws, a sharp tail which can impale people, and a second inner mouth used to terrifying effect. The Xenomorph would also bring with it, representation of a genre of horror Dead By Daylight has yet to dip its toes into: the sci-fi horror genre. For a game that sports a plethora of characters from many different kinds of horror stories, it's very curious to see such a prominent sub genre within horror so largely ignored. The Alien franchise is well known and very recognizable, so it's very possible to see Dead By Daylight pull from here.
The Predator - Another Humanoid killer which represents sci-fi horror (The Predator itself being another terrifying Alien species) the predator also has plenty of abilities and unique traits which would fit within Dead By Daylight. Equipped with many different types of weapons but none more iconic than the dual predator blades attached to the gauntlet on his wrist / forearm, he's incredibly strong and agile, has access to all kinds of advanced technology (some of which may not be able to be used due to the nature of DBD's core mechanics such as the laser shoulder gun) including cloaking technology which allows him to turn somewhat invisible (very similar to the Wraith [who could also possibly have been inspired by the Predator]). However, already has his own game titled Predator: Hunting Grounds, which is in development and currently set for release on the 24th of April, a day less than two weeks from now, making whether or not we want to obtain this license a little more spotty (much like Jason Voorhees).
More or less these are the last big licenses excluding very much human or non-supernatural killers like Jack Torrence from the Shining or Norman Bates from Psycho, killers from other Video Games such as the Richard Trager / Chris Walker from Outlast, Pyramid Head from Silent Hill or the Big Daddies from Bioshock, or killers from Creepypastas such as Jeff The Killer or Slenderman. Although there are more smaller licenses from lesser known movies such as the Miner from My Bloody Valentine which still fit into Dead By Daylight.
If I narrow the focus back down to the Poll and Pennywise, there are more than plenty of ways unique and creepy ways that Pennywise can fit into the game. Of the coolest details I think is his M1, could be transforming his normal unassuming white gloved hand into the werewolf claw right before he claws at the back of a survivor and then the cooldown animation would be the claw morphing back into the white gloved hand. Other people have mentioned ideas for his power that have to do with placing red balloons across the map, to transforming into the look-alikes of the survivors (though this last idea might not be as likely), with a mori that might include hypnotizing survivors with the Dead Lights, and then biting them with rows of teeth or something. There's a lot going for him and what he could do / be
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@Awkward_Fiend said:
The quality of the perks decrease the further down on this list that you go. Agitation is the best because it makes bodyblocking and sabotage harder.
You're telling me Territorial Imperative is better than Zanshin Tactics? Fat chance, TI is pretty much useless outside of a basement build
Zanshin Tactics on the other hand has a really nice use that helps you the whole game. You can know and anticipate where a survivor will try to go and from there herd them in other directions. You can know when you should lunge and when you shouldn't, etc.
I'm sure there are even more uses for the perk that I haven't listed because I don't use it all that often, but I'm sure there must be some nutty combos out there like maybe Zanshin Tactics and Spirit Fury or something I don't know. I just know I for sure as hell wouldn't take TI over ZT
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I mean, I don't see a reason why there should be certain circumstances where you aren't allowed to hit a flashlight blind. If you have the aim to land it then you should be able to get it
Just a bit confused where this question came from since I've never heard anyone talk about this before. Flashlights are a thing... that's about the end of that discussion
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Sure? I don't see a reason why not, the more the merrier.
It's really about the devs having the resources and people to translate that stuff for them. I don't know how many Romanians are out there in Canada, here's hoping for all our Romanian friends out there though.
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######### is this poll lol? The people who do actually do it probably won't admit to it, and the people who don't do it are probably going to say they do just for laughs to skew the poll
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@Uistreel said:
https://forum.deadbydaylight.com/en/discussion/comment/1206794#Comment_1206794
Not to be rude, but that just sounds like weaker nurse?
Depends on what you mean by weaker, because he never mentioned anything about reduced movement speed so we're talking about a very similar ability to ignore pallets and windows on a 115 killer, that's also way easier to use because you're walking normally rather than blinking past so you're not susceptible to making mistakes.
Sounds pretty decent to me.
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@AhoyWolf said:
Legion does have terrible stats without addons, and I think there is a big room for improvements, so here are some Legion buffs and QoL changes that will help Legion get better. (I will not count addons into these changes tho)
Feral Frenzy
Base-Kit
- Removed the cool-down penalty when hitting a Survivor while not in Feral Frenzy. (Was 50%)
This "feature" that only Legion has is now outdated, due to the amount of changes the Legion got, I think this penalty isn't necessary anymore.
Cool-down
- Feral Frenzy cool-down starts recharging at the beginning of the fatigue, not after. (Like Nurse's cool-down)
I think the 20 second cool-down is fine for Feral Frenzy, the problem is that the cool-down isn't actually 20 seconds, it's 24 seconds, due to the long fatigue, with this change the cool-down would be 20 seconds, like it's suppose to be.
Fatigue
- Decreased Feral Frenzy fatigue duration to 3 seconds from 4 seconds.
- Reduced the amount of "tunnel vision" while in the fatigue.
Legion currently loses a lot of distance due to the 4 second fatigue, decreasing the duration and reducing the "tunnel vision" should help Legion close the distance they lost while in the fatigue and keep track of the Survivor.
The "tunnel vision" before the patch 2.7.0 and now.
https://us.v-cdn.net/6030815/uploads/493/KBFCV40KQTXY.png
@Peanits @Almo please change it back like it was before the 2.7.0 update.
Power gauge
- Stabbing a Survivor while in Feral Frenzy that already has Deep Wounds will end Feral Frenzy, but it will not deplete your entire power gauge.
- Picking up a Survivor while Feral Frenzy is active will no longer deplete the entire power gauge.
- Missing an attack while in Feral Frenzy will no longer end Feral Frenzy, instead you will suffer the standart missed attack cool-down.
I never understood why is the Legion's power gauge so inconsistent, this should fix some inconsistency.
Deep Wounds
- Reduced the bleed-out timer to 15 seconds from 30 seconds.
With this change the Survivors will be actually forced to mend, instead of just fooling around and doing Generators until their timer hits the last 2 seconds.
If I missed something just let me know! :)
Not bad changes, and it's certainly a start to increasing QoL for Legion, but I feel they're gonna need some much more intensive reworks in order to fix his real problem:
Their power is useless. To a certain extent
Let me explain. If you count getting increased mobility to traverse between key points on the map, and spread out damage as a use then sure it provides one. However, notice that Legion's power is the only power out of ALL 19 killers that doesn't help down a survivor, not injure them because he's the best at that, but fully down them.
Take a second to think about it and count out every killer, even the worst ones have some tools to down survivors. Hillbilly and leatherface have their chainsaws for instant downs, Trapper can catch survivors caught in beartraps, Wraith has a speedboost that helps him at certain loops to catch survivors out, Nurse can obviously teleport past both pallets and windows, Doctor can stun survivors before they drop a pallet or vault a window, and so on and so forth. Even the Pig has a dash and RBT's can kill survivors (rarely, but that is their purpose) and the clown can eventually slow survivors down enough to catch them.
The Legion's power, has no such function. You can find survivors, you can initiate chases, but you can never get a down. This is what makes their power both so terrible and so unsatisfying to use.
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@Chekita said:
I know all this discussion its not something to change anything at all. But even in a discussion like this you should refer to what standards you are talking about.
Saying you or a skilled player was good with Freddy and he didnt had to be reworked because of this its not a very good argument. First what actually you consider good, and what is your standard? For most people, including the devs, saying a killer is good means he is either easy to learn and use, or have very high potential due to his power (like Huntress and Nurse IF mastered, meaning they have low kill rates despite having high potential).
I can agree the very first version of Freddy had some potential, but its not nearly as good as this new version of Freddy from both standards. One thing I can also agree is that the first version of Freddy was more original and more fun to play with, but that doesnt make him a "better" killer. When he was changed he already became very weak and easy to counter. New Freddy is not as nearly as fun as the first version, but he has more map control and more chase potential which is two of the trademarks that make the best killers in the game unnanimously. If that isnt enough to convince now he has very high pick rate and kill rates that just proves this point.
I think its fun to argue how he was more original or more interesting to play, but clearly in terms of performance there is no denying he is better in the general sense devs and players think.
In summary, I think you are wasting your time trying to prove he was better in these standards, because everyone can see the charts and say otherwise (specially regarding the reworked Freddy 2nd version). You should probably focus on his originality or his gameplay, or fun, instead of saying he was better because you were better with him. No one will change the game because a handfull of people were better with him in said version. Think about changing your angle, otherwise its really pointless to discuss something so easy to dismiss.
^ This
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@Lametart said:
https://forum.deadbydaylight.com/en/discussion/comment/1207012#Comment_1207012
This is from January
That doesn't mean it's not eligible for the contest, it's the exact kind of thing the contest was made for.
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If this is for the community cosmetic contest you need to submit this in the "Submission - Design your in-game cosmetic" section, otherwise you won't get consideration. Just scroll down to the tab below community
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Even if this wasn't bait (which I have serious trouble believing) a few select individuals who are crazy good with their killer main (or even multiple killers) are NOT enough to prove the game is sided towards killers.
You'd have to be crazy in multiple ways to think that
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1206313#Comment_1206313
Eh, I've learned over the years not to expect too much. When I take part in discussions like this, it's purely because I think it's fun or interesting to talk about. I never expect my ideas to become reality.
Fair enough, but that doesn't mean ideas that are realistic aren't fun to talk about, those two ideas aren't mutually exclusive.
For example I think it's very fun to talk about the possibility of Candyman, Pennywise, or Pinhead coming into the game and I know plenty of other people just like me would be very excited to see these characters. I know the devs more likely than not also want all three to make it into the fog, but how would they look? What would their powers be? etc. Fun to think about, and realistic.
I don't know what my point is here exactly, since neither poll option is a realistic one though, since the devs have already said they probably won't do a killer that changes into survivors, and we can assume in reasonable certainty we won't be seeing any killers that aren't human or humanoid anytime soon.
I suppose we can both dream.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1203395#Comment_1203395
I'm not speaking for anyone else, but by a "crawling killer", I was thinking more along the lines of a more monstrous killer and a less humanoid one. Like a King Scorpion kind of deal.
:/
Yeah, but we already know that DBD is not big on doing monstrous killers, we know with the release of Demogorgon that they'll go so far as to release Humanoid killers so we could see something like the Xenomorph or the Predator, but people have wanted to see a giant Killer Spider for a long time now and DBD basically said they'd have to structure an entirely new Rig that would serve as the skeleton for something that looks completely different, create new unique animations for it, etc. and the image you posted seems to suffer from the exact same issues
It costs too much money to do that, especially if they're only going to be releasing one unique killer that looks like that or does this, then they've got an entirely new rig that they've only used once.
So if you're looking for that kind of crawling (some creature with multiple legs) and not a Human who's possessed and doing a super insanely creepy crawl on all fours, you're probably looking to be let down.
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Only because it gets me super hype to think of the possibility to see The Thing and MacReady as a possible survivor. Even though I know they've said in the past they won't do a killer that can transform into a survivor which is the closest thing to a full deconfirmation (despite "never say never") I still hold out hope for a Thing chapter that features this kind of ability.
A crawl just sounds like a really exaggerated Pig, she literally already crouches I don't know why people are voting for this. We know the crouch is not worth it because of the reduced movement speed and terrible FOV, a crawl would probably suffer from the same problems.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1194167#Comment_1194167
Either you are trolling or you are terrible wrong when you think that Hawkins is a good Survivor Map.
Hey, he made it halfway there he got the right idea just got the wrong map. The concept is still there survivors all the time would never choose maps they know they have poor performance on and obviously the survivor vote would always outweigh the killer vote 4 - 1 so he is right it is a dumb suggestion.
He didn't mean to say Hawkins he meant Haddonfield.
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1194276#Comment_1194276
You make some points but then again I kind of disagree. I mean I do not like the locker trick but if the survivor wants to hide in their then go ahead and waste time. lol
As to all the deactivation ideas I mean they sound kind of crazy. I should have to pick between doing a gen or hoping the killer doesn't tunnel me? He could just slug me and wait the timer out while looking for others around me? It is what I do when I am afraid the survivor has DS. Also if there is one gen left and the person with DS is on it and you slug them there is a very high chance that if not one but all the team will come to heal them and fix the gen so you kind of got a nice setup for a trap there. Just an idea not saying I am right but just a idea.
Then the idea of it deactivating if out of the killer's terror radius. A couple things to this. What if it is a killer with a tiny radius? The killer loses you for a split second your perk stops and boom its back and he tunnels you. I mean just because I ran out of the killers radius does not mean he did not see my scratch marks and is not chasing towards me. I from experience have no joke cut killers off only to have them ignore me to go after the person halfway across the map who though they might be safe. I mean a killer could purposefully let the survivor get out of range only to run right back at them then. It would be no different then waiting the timer out at that point.
I mean you have some valid points like the locker thing which I do agree on pretty much. I do have to ask though can you maybe show me a video of this DS in a locker trick? I mean personally I do not use DS but I keep hearing about this bug but never seen it and can't even find it when I look online. If this is something like DS procs without getting of the hook but by going in the locker that is a bit annoying. I just do not know what the bug is so would like to see it.
I'll say it again because I think the generator one is probably one of the most important, though the locker trick is so frequently and commonly used, and the Range deactivation is such common sense you'd think it would be a base mechanic so really they're all equally important.
I'll quote myself again
"if you feel safe enough to repair a generator while still injured, there is no reason for you to have the perk still active."
The alternate way of saying this is: you shouldn't be repairing a generator right in front of the killer after you were just unhooked less than 60 seconds ago. That's your choice to pull that kind of a stunt and it's one that should get you killed for being dumb, but DS being the crutch perk that it is allows you to make any stupid aggressive plays you want to as a survivor and still get away with it.
As for your second question, I thought of this beforehand that's why I never ever used the words "Terror Radius". You can look back and read my original comment to confirm I specifically used the word "Range" and compared it to a perk for survivors that already exists and operates similarly to how I imagine DS should operate.
Range is not reliant on the Terror Radius in any way, DS will remain active as long as the killer is within a certain meters of you. Once you are outside of that range the perk automatically deactivates. This way, you still get to use DS against killers who are blatantly using their stealth abilities or undetectable status effect to camp and tunnel you.
Anyway, the locker trick isn't a bug. It's a blatant abuse of mechanics to put survivors in an extremely safe situation, basically if you are running DS and it's active and you jump into a locker what does the killer do? Either walk away or grab you out of it. Say he does grab you out of it, where do you go? Not on the ground, immediately on his shoulder, and what perk allows you to jump off a killer's shoulder because of an invisible piece of glass? Yep, DS. This applies to all scenarios where a survivor could be grabbed, which is why it is also so important to make sure the perk deactivates when you start repairing a generator, not only is the survivor playing super aggressively (more than their role should allow) but they are also baiting you into grabbing them so you're hit with decisive.
I don't have any footage of my own gameplay (since I don't record my games) and I don't know if anybody else has done a video on it since it's just a kind of common sense / logic thing. I hope my explanation will suffice
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1196855#Comment_1196855
Have you ever considered people get into lockers to COUNTER said tunneling? That needs to stay.
It absolutely does not need to stay and the fact that you say it does proves survivors have become far too comfortable with this crutch strategy to see it go. Much like how Killers were far too comfortable with the crutch use of pre-reworked Ruin
I've already said it twice before and I'll say it again, if you really are being tunneled the various ways the perk would be deactivated should not affect you. The perk will remain active as long as you have not attempted to repair a generator or exited the range of 32 or 40 meters, if you're being actively tunneled neither of these conditions should be met and you'll be able to use your DS to avoid getting hooked immediately after getting unhooked.
Not to mention, perks aren't generally supposed to be 100% guaranteed fail-safe proof to work. If you run unbreakable there is no guarantee you'll be able to use it, or if you run Dead Hard there's no guarantee you'll get use out of it because a killer can anticipate it and make a long lunge catching you at the end or just never swing early to allow you to use it. If I Hex: Ruin there's no guarantee it won't be broken within the first minute of the match, or if I run corrupt intervention I have no guarantee I'll get any use out if it because the survivors could just stay immersed for the first 2 minutes of the match. In the same way decisive strike isn't guaranteed to work either, you could miss the skillcheck, you could get slugged and none of your teammates decide to heal you up. That's just how the cookie crumbles
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1195886#Comment_1195886
I get it. Sometimes the unhooker doesn’t try to get the killer’s attention and you’re left chasing the freshly unhooked survivor. Depending on the situation, I’ll eat the DS or slug. Usually slug if it’s 1 or 2 gens left or if I see someone right after...
But remember that it’s a GAME. Survivors don’t HAVE to be scared of anything. Sorry if you expect players to feel that way, but those that have played this game for a while and are competitive will not have that “fear factor”, with or without DS.
You should remember it's a HORROR game. One that should retain as much of it's fear factor to the furthest extent possible, and sure eventually desensitization becomes a thing and you are used to the kind of horror that the game dishes out, however garbage like this doesn't do the game any favors in that regard. If it doesn't help to preserve the fear factor of the game but rather harms it, it should not be in the horror game to begin with in the first place.
To that end this is when the game swaps from "fear factor" in veterans who are no longer afraid to "Tension", even if veterans are no longer afraid of the big man with bits of metal and a beartrap sticking through his shoulder wielding a cleaver they should still feel the tension of the situation. Because they don't have tools to fight back so they have to run, or hide, DS in its current state dismantles that tension by giving veterans a tool that they can use to consistently fight back. Hence why it needs a change
A change not to alter its original intended function, which is to keep survivors from being immediately tunneled off the hook, but to prevent the perk from overextending its use and enabling survivors to make aggressive plays and not be punished for it.
It must:
Be deactivated whenever entering a locker
Be deactivated upon exiting a range of 32 or 40 meters from a killer
Be deactivated upon beginning to repair a generator
All for reasons that I have already gone into greater detail within the post you originally responded to.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1195847#Comment_1195847
I never said he has no counterplay. If you are in the dream state, the counterplay is dropping pallets instantly which is boring like I said. His main ability is snares or pallets and you will always go against that in a match. Waking up is a (temporary) counter play against him of course but in what way does that make him fun? Going against a killer with no ability isn't fun either and when he does have his ability it's just as boring.
Also, my point wasn't just "huntress has more counterplays". The point was how many options you have against her and how skillful going against her (and playing as her) is. Dropping pallets instantly requires no skill unlike the stuff I mentioned with huntress. Freddy's main ability should be skillful to use and counter and it's simply not in both of those.
The most fun killers tend to be the ones that require the most skill to play as and play against like huntress and hillbilly in my opinion.
Also, you are still talking as if I'm saying he is overpowered for some reason even though I clearly stated that he wasn't. Clown is also a boring killer because the counterplay of his ability is also just "drop the pallet early" in a lot of cases but that doesn't mean he is overpowered.
Alright, I'll wind it back since you've been more than reasonable with your responses. I'll thank you for that
But I maintain my original point that the mere concept of the character makes the scenario fun because of it's horror aspects "you can't tell me that a burn victim, with a homemade clawed glove who is bleeding through generators, flickering in and out of visibility, and creates pools of blood through which the souls of the damned grab and tug at you as you run past is BORING."
To that end, the rework that changed Freddy to what he is today was an absolute great one. It turned a killer in the lowest of all tiers into an absolute beast to go up against, and I enjoy playing as him. As for what killer I'd rather go up against, I don't have a preference, because it's the playstyle of the person behind the screen that makes them what it is, beyond the perks that they run how they approach the core aspects of the game whether they are campy or tunnle-y, if they often make long lunges, how protective they are of their generators, do they run hex: perks or not, how protective are they of those totems, etc. The killer itself is generally just an obstacle for me to overcome as a survivor and as a result there aren't any specific killers I necessarily like going against, I'm trying to escape against all of them.
That being said there are killers that I dislike going against but not because "oh, that killer is always stereotypically associated with x perk and y playstyle" I hate Leatherface, just because I have particularly bad luck against any of them and I hate The Plague for a very, very long list of reasons that I'm not sure I want to detail completely here since most of this conversation is about Freddy. But TL;DR Her power and mechanics are very clearly and obviously the most poorly designed in the entire game. Regardless of where you put her on the tier list whether she's average or worse than average she's obnoxious, she eliminates an entire category of bloodpoints for survivors (the altruism category) because nobody is healing each other, and unlike Freddy (where you can wake up) you cannot avoid her power in any capacity, there is no way to avoid getting sick. And once you are sick you are stuck with a choice, neither option of which is a good one to pick as a survivor. I could go on and in greater detail, but then I would be changing the topic of conversation.
Freddy on the other hand, does provide survivors with a choice, multiple in fact. You can go and wake yourself up by tugging at the alarm clocks set up at various points around the map. Not only does this wake you up but it halts your timer to fall asleep again for a short duration, or you can go through the wake up animation which interestingly enough gets progressively longer the more times you do it. Giving you another choice, is the long wake up animation performed by another survivor worth it? Or not?
The fake pallets are also very interesting imo, because it forces you to pay attention to the loops in a way that you normally don't. Which loops have pallets, which side of the loop has a pallet, etc. And then when you finally fall asleep comes the real game of whether or not you were paying attention well enough? Obviously someone can use up all the pallets on one side of the map while you're doing generators on the other and you may not know it, but that's when intuition comes into play. "I know X survivor was being chased on that part of the map so some of those pallets must be used" you might not be right every time, but then again if you were we'd be looking at a part of a killer's power that would need buffs if all anybody ever needed to do to survive against him was have good memory. And of course the same question of where and how you wake up is forced upon you since the more time you spend awake the better you'll be at telling what parts of the map are no longer safe.
To this end, I would much rather go up against Freddy than the Plague. Both gameplay wise and character wise. You're given options, you have a general strategy and idea of what you need to do and you can follow through. Whereas with the Plague there is nothing you can do that actually helps you and your team, just gen rush as fast as possible before you start throwing up.
Freddy is more or less fine as he is, especially considering his previous history. The Plague on the other hand should be receiving much more attention than she does, in the form of a complete rework and ability overhaul, because again she's not good and she's not terrible either, buffs or nerfs won't solve her problems. Pay attention to my phrasing I never said "her power and mechanics are very clearly and obviously the most poorly balanced" I said "her power and mechanics are very clearly and obviously the most poorly designed in the entire game" her power doesn't need to be buffed or nerfed it needs to be changed.
And for anybody complaining about how more or less powerful Freddy is or can be, consider this retribution for more than two years of being ######### on.
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As someone who has made it to rank 1 with killer (and survivor) I recognize OP makes a valid point. That being said I agree it might be a little "early" to make such a change, and I would first like to see how the new map design affects both survivors as a whole and different killers.
@raulblideran said:
Potentially, although we really need to see how much impact the map changes have in the chases in general.
I would say before removing it to give it a nerf, imo it will still be very helpful in some areas.
@[Deleted User] said:
I don't think bloodlust should be removed, but it should be toned down. I don't see it as a tool for dealing with infinites, it's more about chases not lasting for as long as they should. If they nerf the values, it can stay in the game but not be as impactful and abusable as it is now.
I agree with these two that before anybody gets any bright ideas about removing Bloodlust altogether, if it comes to the point where killers no longer need it, it can be toned down / nerfed so that it is not as powerful. The devs already did this once in a way, and I could see them doing it again and again slowly over time until potentially it is gotten rid of completely.
That being said I also want people to recognize the possibility that this change might never be needed. And that survivors at the highest levels of play would even still be able to outlast some of the best killers (all except Nurse) with the loops that do exist, and fast generator speeds. I wouldn't want this kind of thread to get certain survivor mains hopes up if it turns out this is an unnecessary change.
tl;dr, I won't say no but I am very hesitant to say yes. I would be far more in favor of bloodlust being toned down than anything else.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1194276#Comment_1194276
Why should DS be deactivated when entering a locker? You shouldn’t be wasting your time going for that survivor by eating DS or waiting 60 seconds. Look for SOMEONE ELSE.
If you choose to eat it, don’t complain.
Sometimes there is quite literally no one else. Why should I have to go out of my way to find the immersed P3 Claudette who is getting all these unhooks when the bright blue Laurie is so clearly and obviously ignoring my presence because of her "basically-invincibility" as she goes off leaving scratch marks everywhere, does generators, totems and other super-aggro BS as if I'm not even there?
And then if I do chase her: Would you look at that, the stupid locker trick. What absolute bullshit, to be guaranteed protection because you hopped within the confines of a square box. Were I not working for the Entity I'd use my knife, Clawed glove, sword, whatever to stab you through the throat then and there.
Which, I'll admit, is a tad aggressive of a response so I'll wind back a little bit.
"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."
The change to deactivate the perk when a survivor hops into a locker is made because as it stands this trick survivors use only serves to enable the type of playstyle and behavior that you would think you wouldn't be seeing from survivors running for their lives from a supernatural or otherwise incredibly strong and malicious killer. You want to stay alive? How about you actually run away or hide then.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1194290#Comment_1194290
There are a lot more stuff you can do against those killers compared to Freddy.
For example, against huntress you can dodge hatchets, mindgame vaults and pallet throws to make her miss, predict where and when she is going to throw, know when she runs out of hatchets and take advantage of her slow speed etc.
There is almost nothing like these against freddy. If you are going against a decent freddy who knows where to place their snares, you can't really do anything except dropping the pallet instantly (and even then he can just spam snares to get a hit). If he is using fake pallets then it is just random guessing in most cases and when you do know which pallets are real he just becomes an M1 killer with no ability in that loop, which is still boring.
Also, being unsatisfying and boring does not mean overpowered at all. I always prefer going against a very strong but fun killer rather than a weaker and more boring one.
If only there was a mechanic that allowed you to not see fake pallets and more or less memorize which loops have already been used, or straight up ignore the dream snares... Oh wait, that's right it's called "Wake Up"
Waking up turns Freddy into a solid M1 killer with absolutely no abilities, and for most survivors who can abuse every single loop imaginable on most maps, you'd be pretty hard pressed to convince me he has no counterplay.
So I guess that makes you 0 for 2 right now
"There is almost nothing like these against freddy" my butt, when there is a direct counter for survivors to use built into his kit. As well I would consider going up against a good huntress far more difficult than a good Freddy. A good Huntress times her shots properly and anticipates your dodge before you even do it, making it almost like you couldn't dodge at all. Trying to mindgame a good huntress can be very dangerous, a trademark characteristic of good Huntresses and Deathslingers is knowing when it is quicker to m1 than use their ability. (IE - Oh, this survivor who would normally make this vault in time against another m1 killer would actually be opening himself up to an easy huntress hatchet catching him while he's in the vault animation or shortly after, so the survivor jukes left sliding against window and the L wall and tries to make the T wall instead, but now he has just opened himself up for a really easy m1 because the Huntress never threw the hatchet in the first place to slow her down after anticipating a possible juke)
I would much rather go up against a Freddy than a Huntress because I know he's got nothing while I'm awake. And sure if a Huntress runs out of hatchets she's in a worse position than Freddy because she's 110, however, again we're talking really good for both killers. It is very rare to catch a Huntress out of hatchets, if she is it's only because she's sunk them into so many survivor's bodies and she's got a few on the ground. On the rare occasion she is out of hatchets and you're still on your feet, if she's really that good and really that consistent you're only delaying the inevitable for a few meager seconds until she finds the nearest locker. If you've ran as far away as possible - that's what the long distance shots are for.
Of course I can understand how one might mistake the poor performance of many Huntress players as "easier to counter". She has a higher skill floor and is far more difficult to use than Freddy, and as such you won't see that amazing performance as often because it takes more work. She's also a free killer which means generally speaking more new players who haven't decided to spend money on other DLC and haven't yet earned that many other characters will probably be using her. New players who simply are not as good or technically skilled.
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@Walker_of_the_fog_96 said:
I would love to have the Halloween Resurrection Paramedic Suit (Halloween 6) in the game.
https://us.v-cdn.net/6030815/uploads/382/C53TIWND9IR0.jpg
And maybe the burned demogorgon from the first season of st.
I actually didn't know this existed, good call, I was having a lot of trouble finding much that would be worthwhile for Myers. As I said earlier: "the Myers outfit has hardly developed or evolved in the four plus decades he has been on screen. It disappointed me I couldn't really find much else besides the very subtle variations to the mask, and jumpsuit that he wears."
It would be pretty ironic to see Myers wearing that in game, so I think that would be cool.
I also had absolutely no idea of ideas for the Demogorgon, since the show isn't finished and the demogorgon is much more animal than human so it doesn't exactly wear clothes... The cosmetics that the Demogorgon has access to so far don't ever appear in the show (The Chains one might be a reference to the end credits scene in Season 2 but I can't remember if it was actually wearing chains or not) and come purely from the minds at BHVR and probably writers at Netflix since they were working pretty closely from what I know. I think it's safe to say the stuff we would see for the character would be stuff we haven't seen before, and I know that might make some people excited.