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Seiko300

Seiko300

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  • I actually like how the community went from "Ruin nerf ######### sucks" to "keep it how it is, don't revert it back".

    People be roasting the devs for the decisions they make all the goddamn time but when a poll is put up, it turns out people are pretty happy or at least content enough with the decision that they wouldn't want it to be reversed.

  • There is no poll.


    But yes, this does happen to me, and it is extremely frustrating. It has nothing to do with any specific killer (though I guess you could argue it happens less often to killers with faster move speeds), it has to do with their dedicated servers, latency, and the sync between what a survivor sees, and what you see which can sometimes mismatch. It sucks, and we can only hope that they can eventually improve the system enough to fix it so that this doesn't happen anymore.

  • Making any perks baseline is not something the devs have never done, nor do I have any reason to believe they would ever do in the future.

    As for the whole "practically mandatory" mentality in regards to meta perks, I never put stock in this idea, and you don't have to take my word about it. Really good players like Tru3Ta1ent, Otz, etc. have proven the viability of builds that use perks outside of the meta

  • It's still not an argument. The Nurse requires the highest amount of skill to use because she provides the highest reward, her ability cancels loops and survivors cannot do ######### about it except possibly mindgame. But that's part of learning how to play Nurse properly to know the mindgames that people try to pull, anticipate them, and still pull off a hit or down.

  • @DetailedDetriment said:

    Ash, LF, Freddy, Quentin, and Bill are the only characters that need cosmetics.

    Ash - Ash mains rise! Ash is one of the few characters that not only needs more cosmetics, but doesn't have any legal restrictions either. Of course BHVR would need to chat with the respective owners, but Ash could easily get another 5 cosmetics without an issue (aside from Classic Ash who is owned separately from modern Ash).

    LF - Sorry campers, but you won't be happy ever.

    Freddy and Quentin - There are currently legal battles going on that prevent any more Nightmare On Elm Street content from being added to the game.

    Bill - Since Bill just got a Christmas sweater, it wouldn't surprise me if Valve agreed on more cosmetic options for him.

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

    Ghostface - Many of Ghostface's cosmetics are extremely bland reskins of the classic cloak and mask. You'll be paying the full $11 price for the same cloak made of a different material and a mask with a mouth twisted in a different way. (The weapons also suck).

    All of the other licensed characters are fine on cosmetics. The Stranger Things cast will continue to get more outfits because BHVR and Netflix make huge profit, and everyone else is completely fine.

    I don't know about you, but there are a lot of people out there who very much enjoy the alternate Ghostface cosmetics. Considering we're talking about virtual goods here, (of which everything is priced the same, none of the licensed cosmetics are cheap) something like material isn't something I'm very critical on, at the end of the day they're all pixels on a screen.

    I enjoy the style of the cosmetics he has access to, they both update the classic outfit yet remain very true to the classic aesthetic of the character. I'm not expecting something in wild contrast because he should still be immediately recognizable as Ghostface, at the same time though there are plenty of differences in his current existing outfits and broadening that scope to what you can find on google that make them distinct enough that I would never label them as "bland reskins".

    If you want "bland reskins" look no further than Michael Myers. Unlike Ghostface 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. Whereas Ghostface has gone far beyond the classic robes and mask, you can find everything from the new modern attire we see him wear by default in DBD, to the brandon james mask and raincoat in the MTV series, to the viper mask, derpface, skele-face which takes the mask to look more osseous like a skull, the classic white / off white turned fluorescent (a la creepy purge masks) mask, or the bright crimson equipped with horns of the devil, to the brown burlap mask and robes of an unassuming scarecrow.

    You'd be very hard pressed to convince me that Ghostface's numerous alternate options are anywhere near "bland reskins".


    Although at least we can agree that Ash Williams would look great in almost any new fit, if he can still be badass in a Hawaiian shirt, shorts, + socks & sandals, man can pull off anything. It would be great to see him get something new

  • Its really hard to see a killer come with 3 perks that are all universally useful, most killers might have 1 perk that's actually really good (IE Legion - Discordance) and 2 that kind of fall off in some way (mad grit + iron maiden) or are only useful for more specific builds (Iron maiden has always been better on Doc than anyone else)

    Some killers have 2/3 perks that are good for me this would be Ghostface / Plague. Thrilling Tremors is absolutely nuts and Im all Ears is actually really fun to have, but Furtive Chase isn't as consistent especially if you can't find your obsession and their immersed the whole match. Similarly Corrupt Intervention is pretty solid as well, and infectious fright is also a beast on multiple killers like Hillbilly and Oni, but Dark Devotion requires a bit of technique to use and you actually have to adapt your playstyle to run it and even then you might get more limited use from it.

    That lands me on The Spirit who as far as I can remember is the most recent killer to have all good perks. Spirit Fury is great for chases and allows you to be extremely aggressive around pallets, Hex: Haunted Grounds always sees a lot of use by people who like to run Hex: builds and even people who just want to throw survivors for a loop, and Rancor is obviously a powerful perk because it allows you a guaranteed kill at the end (if you can secure it by finding a typically suddenly immersed Obsession) and gives you the locations of all survivors after a gen has been popped.

    Otherwise I'd actually say Clown, but Spirit is far younger than the Clown who came a lot earlier. Bamboozle is great for applying pressure in chases, Pop Goes the Weasel is a beast to slow down gen progression, and Coulrophobia is really nasty in anti-heal builds combined with Sloppy Butcher, Nurse's Calling, etc.

  • @FichteHiro said:

    Quentin and Freddy need some cosmetics, all other licensed characters received some already.

    This is true, but I wanted to balance out what I think we all want (characters who don't have cosmetics see some, AKA Nightmare On Elm Street Chapter, Leatherface Paragraph) with more realistic expectations. Characters who have received cosmetics are owned by license holders who clearly want to work with Dead By Daylight and we just have no idea what the other license holders are doing otherwise. It's reasonable to assume we would see more cosmetics for characters that have already received some whereas we have no idea about the future of the licenses who have been in DBD for years yet have not seen cosmetics.


    But that doesn't detract that it would be super cool to see Freddy and Quentin get cosmetics yeah

  • @Hailoh said:

    There's a surprising absence of items that actually help in a chase. Flashlights sort of help, medkits sort of help, keys sort of help, but there's no item that's actually dedicated to chases. I think that something like a smoke bomb would be really dope.

    I also like the idea of a trip-wire. Something that can be set up that, when the killer steps through it, will reveal the killer's aura. Just throwing some ideas out there.

    I like where your heads at, but when I hear you say "items that help [survivors] in chases" all kinds of alarms go off in my head. It's a nice concept don't get me wrong, but the way that the game is currently paced around survivors constantly running loops and especially good ones who can run the entire game I don't think they need these kinds of tools.

    Possibly, because the way you phrased the ideas make these items sound pretty non-aggressive, (a trip wire that can ONLY reveal the aura of a killer rather than slow them down in a chase / a smoke bomb that ONLY makes it difficult to see rather than stun a killer a la firecrackers). I think it'd be very cool to see people make stealth plays while injured running iron will, urban evasion, etc. and just disappear into the smoke would be crazy, or maybe drop a smoke bomb right in front of a hook while the killer is carrying someone to give you a better chance to sabotage a hook.

    I see some cool application, but I also see potential abuse for the idea from really good survivors who are toxic.

  • Still waiting on that face rework...

    image.png

    Don't know what's up, since apparently Kyle Gallner actually reached out to BHVR to try to get them to fix it, IE give them permission to use his actual likeness:

    gtxn8ld18tk31.jpg


    I mean, how crazy would it be to see an announcement drop that Quentin's face would not only be getting a rework but we would also be seeing some licensed cosmetics for both Quentin AND Freddy Krueger?? That would be huge, and I think a lot of people would get on that

  • Deathslinger actually sp00ks me in games a lot more than I thought he would, nobody was expecting him to have that much of a reduced TR so combined with TR reducing perks amp that aspect up. He's practically a stealth killer who has ranged capabilities, so hearing a loud shot and a harpoon whizzing just past me just inches away before I even hear a TR is absolutely crazy and I love it.

    Kinda difficult to escape in chase especially if you're up against a good one with god aim and reflexes, and if you aren't running a long distance chase, but at the same time he's not hard to overcome if you've got people working on gens which I think most people know to do which is a tad unfortunate, maybe he'll see some kind of buff.

    I can respect any killer that makes me jump or scares me during a match. At the end of the day no matter what anybody says DBD is a horror game, and we need more ######### like this or stuff that's even more horrifying to make people uneasy, tense, and horrified.

  • I mean... just why?

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1172059#Comment_1172059

    Yep, people like to go AFK as killer to farm XP, especially with Wraith because survivors can't find and farm bloodpoints off him. It's arguably against the game rules and therefore potentially bannable, though, so I wouldn't recommend doing it.

    I'm honestly not entirely certain it's even bannable but I will say it is kinda scummy in a weird sense. Survivors are there to to go up against an opponent and when they're literally not there it's just a waste of everyones time. Everybody earns less bloodpoints because no interactions and scoring events are occurring in stealth, boldness, altruistic, categories, you're probably going to depip because of this and lose rank, etc.

    ALSO, and more importantly for those who don't know: this doesn't ######### work. You will gain shards for being in the match and seeing it through until the end even if idle / afk true, but you will be earning much much less experience towards your rift fragments. It is actually far more inefficient to AFK than it would be to play a normal match, or even better to go sweaty and try getting iridescent emblems in every category in a match that's 10+ minutes long.

    Number crunch:

    1 rift fragment requires 800xp

    1 AFK match will award you with about 350xp (possibly 5 minutes long, possibility of a ban)

    1 Normal match, not trying too hard average game for fun awards you with about 500xp (possibly 10 minutes long)

    1 Sweaty match, going all out with the best perks items and addons, going for a 4k or nutty escape and iridescent emblems in all categories (awards you with about 900xp)

    Numbers provided by: The King (watch it for yourself for explanation)

    https://www.youtube.com/watch?v=aMEPsfkae8A

    TL;DR AFK in a match does not net you enough xp to grind through the rift, and you're dumb if you think it's any faster (it's actually slower and comes with risk on top of that)

  • I think he'd also be pretty lore breaking. Considering he literally kills Gods and other "divine" beings, that sounds pretty problematic for an archaic primordial God-like being such as the entity. He'd probably fight back against the entity trying to enslave him either endure the pain if he couldn't fight or willing to die rather than be subjugated to the will and whim of anyone else, and possibly kill the other killers along the way.

  • I honestly haven't even leveled my Zarina, I'm not a huge, huge fan of her perks in general (and I'm not the super bold DS, DH, OoO, wielding survivor who would like to use For The People) but I will say I might get some genuine use out of gearhead. As killer some of my favorite perks are ones that give me the ability to keep track of what generators are being progressed: #1 Surveillance, #2 Thrilling Tremors, #3 Discordance, and so on and so forth. So I think I'd actually get some legitimate use out of Gearhead.

    Dead Mans Switch seems interesting, but from the few times I've used it appears to be very situational / condition heavy and it only grants you 45 seconds of time (or whatever precious time is left after you've pushed a survivor off a gen or they've left it willingly). So I'd have to stick with Gearhead

    Hex: Retribution might synergize well with Hex: Haunted grounds though. I think it'd be pretty trippy for survivors to see three lit up totems scattered around the map and them wondering wether or not I've got Devour Hope, Thrill of the Hunt, Ruin, NOED, or something else up 0_o. When it turns out actually all three options are just bad news for them lol. Aside from this I think it's also a pretty niche perk

  • Insidious is an outdated perk that has seen absolutely no change (aside from making it officially the undetectable status effect) since 2016. Funny enough, I was just thinking about insidious the other day and a possible change to it:

    After standing still for 4/3/2 seconds gain the undetectable status effect for as long as you stand still and for 5/10/15 seconds after moving or until a survivor has been hit. This would change insidious from one of the most underused killer perks, to possibly the quintessential stealth perk, changing literally any killer to a stealth killer, the ability of which can be used whenever as long as you stand still. Imagine standing still in a jungle gym for maybe 3 seconds and you turn stealthy to hide your red stain and mindgame the pallet or window.


    My overall point is that there are plenty of ways insidious can be buffed or reworked to become relevant again, it doesn't need to be relegated to irrelevancy or completely reworked the way Tinkerer was oh so long ago. I don't know which would be better, more balanced, whatever, my suggestion or the OP, but I just generally agree that Insidious needs a change. Whatever it is

  • I mean, I just don't see the point? I like the variety that comes with DBD and I like seeing a new theme for the next chapter every time.

    The next original chapter I want to see needs a Cursed Oceans / Seas theme. Something to do with water, the undead pirate is kind of cliche but it fits well enough, I'm thinking more of an old timey Diver in one of those scuba suits with a porthole on the front and sides which according to wikipedia is called "Standard Diving Dress"

    Standard diving dress (also known as hard-hat or copper hat equipment, or heavy gear) is a type of diving suit that was formerly used for all underwater work that required more than breath-hold duration, which included marine salvage, civil engineering, pearl shell diving and other commercial diving work, and similar naval diving applications.

    A pretty obvious reference for how this has been adapted to a horror thematic would be the Big Daddy from the Bioshock series

    image.png image.png


    Obviously DBD would create their own version / original killer that probably wouldn't have a drill fixed to their arm, but still it gives an idea for what a scuba diver type killer might look like.

    Either that or a crazed killer fisherman wielding a long fishing spear, harpoon, or trident or something, maybe even Ben Willis from I know What You Did Last Summer

    image.png

    The water theme is the exact opposite of the dusty, desert frontier theme, and I love it. This is what I'm rooting for anyway

  • The pandemic is a great time to pull out marketing stops for people who want / need entertainment at home to distract themselves from a possibly dangerous situation. Double bloodpoints always creates a wonderful buzz in the DBD community and it would also incentivize players who maybe play on and off to get back on the train again, who knows maybe even get some new players in on the action too.

    (Love the emojis in the poll options btw, that's just straight up funny lol)

  • It's an anti tunneling perk. It really doesn't bother me all that much as a killer (even when playing one of the chainsaw bros) because if a survivor makes a truly unsafe unhook than it's really just a hook trade. And hook trades are (for the most part) only ever beneficial to you as a killer, the fact that people feel slightly more secure going for unsafe unhooks while wielding BT in their back pocket only encourages them to make such plays and that's honestly fine with me.

    As a survivor it helps me finish the altruistic dailys or archive challenges quickly and easily. Outside of that I don't really run it too often because I play mostly solo (although if I am with a group I sometimes play with then I'll be more likely to run it) so you'll see me running perks for myself. As a solo I'd take Kindred over BT 10 times out of 10 and it'd probably be a lot more useful too, helps me get unhooked safely (more or less) but also helps me as a solo to know whether or not I should halt the gen rush because everybody else is occupied. Also gives me tabs on where the killer is so I can easily stealth around them.

  • Messing with generator speed / repair time is not something you want to see.

    As many have pointed out: making them take longer to repair is NOT fun and you only increase the time a survivor has to sit still holding m1 and occasionally hitting space. This is an extremely big dealbreaker as whatever the dev team decides to do, all it matters is that it's fun, mixes up the meta / shakes up the pace of the game, or puts you in interesting situations that forces you to make some kind of choice or counterplay. Increasing idle time is not fun for anyone

    At the same time, I don't think you want to generator speed to be reduced just because you're using a higher tier killer, and I don't think killers would appreciate this at all, especially new killers much? People who don't have the hundreds of hours of experience we have and aren't good with their high tier killer of choice at all, possibly even worse than a lower tier killer because high tier killers generally have higher skill floors.

    Perfect example is Nurse who takes a ######### ton of practice to use especially post balance changes that make it so you can't spam her blink anymore. Even though she's literally the best killer in the game, it takes so much to be good with her that you'd see even less people play her then than we do now if you decreased the time it takes to repair gens when playing her.

    Plus, ALL of this hinges on the idea of confirmed tier lists, when we know that tier lists are often very subjective from player to player. Some people think Myers is a weak killer, some think he's one of the best in the game, most people think he sits right in the middle, so who do you listen to to judge how much time the generator should take to complete??


    I would much rather see poor killers see buffs and balances changes that improve their performance over changes to gen. time that vaguely represent how viable the killer you're facing is (key point: The Killer, not the player).

  • You can make all the biased polls you want but you can't change the fact that people want to actually play the game without some ######### disconnecting in the middle. The penalties have reduced how many DC's I've seen by a large margin and the few that I do see I can be content knowing they get to be ######### over by a penalty that keeps them from even getting the chance of getting into another match and disconnecting on another poor soul.

    So ######### yeah I'm choosing "stay like you were in prison" and screw you + everybody else who introduces these biased polls thinking you're going to sway anyone from voting the way they normally would.

  • I farmed all the way up to level 67 yesterday and I'm very happy because I was genuinely concerned I wasn't going to make it to the end of the rift this time around. For most of the 70 ish days of the rift (I think it's 70 days) I was lagging behind in terms of levels to days left. IE I had like 25 levels to go when there were only maybe 20 something days left

    It's the first time I'm actually ahead and I only have 3 levels to go before I finish it completely and there are 9 days left I believe.

    I am truly NOT a fan of the post-tome grind however. It's so dumb that I go out of my way to play through the ridiculous challenges on characters that I have not touched since their release and I have no good perks on, finish every challenge in all four levels, and you tell me I STILL have grind to do after??? ######### bhvr?

    Seriously. Completing all the challenges should give you enough shards to complete the rift, and I have no idea why it isn't this way to begin with.

  • @Esskay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143655#Comment_1143655

    Sorry for late response my DBD forums was ######### and didn't let me view your reply lol.

    Also yeah, as someone who is a fan of saw and know a lot of people also fans of saw, we were all ######### pissed when we found out Tapp was the survivor I 100% agree. That's why I put Adam on this list, while still being in the first movie only, he is far more iconic and popular then tapp. The saw series doesn't have that much recurring major characters besides all the main antagonists (John, Amanda and Hoffman) anyway. Tapp was also the protagonist in the Saw game but I wouldn't say that means much tbh lol.

    I mean Dwight's lore in the literal first sentence it reads "Dwight was geeky and scrawny through high school". I can't find anything linking dwight with having low grades but even if that was the case I'd argue that the geeky and nerdy archetype doesn't require you to have the high grades and more relies on the scrawny appearance and his hobbies which we don't know enough about dwight.

    Tapp, a character who will stop at nothing to uncover the dark secrets would also fit into that investigative archetype. I remember the enviornmentalist being a character in a few horror movies (can't remember any specifically besides Leprechaun Returns.), just someone who cares a ######### ton about the enviornment and get mad over someone smoking or stepping on a flower etc. Eliane from Seinfield would be a good example of this, despite it not being a horror series. Though there are a lot of contradicting archetypes or archetypes that aren't really common in horror movies. Quentin I'd say is also a lone wolf like Jake, Ash while his character was developed, in the first movie he was a final guy, and I can't think of any horror movies where a japanese streetracer, a british streetfighter, a pro gamer, a teacher (as a main character that is) or a gambler are very common. If you were to just lessen Feng's archetype to just a gamer couldn't that be considered a geek as well?

    Limiting licensed survivors to archetypes just feels too difficult seeing how many of the iconic characters from other horror movies have similar archetypes. RJ Macready and Tommy Jarvis would be too similar to Ash. Marion Crane (Psycho),Helen Lyle (Candyman), Sidney Presscott, Ellen Riplee (Alien), Kirsty (Hellraiser) would all be too similar to Laurie, that's why it is a cliche.

    Sidney could be seen as a girl with a past (her mother dying) that continues to haunt her maybe? It doesn't have to be just about the fact she's a final girl.

    That's alright. I only check the forums once every couple of days so I my responses generally come late as well.

    That being said I can safely say that the line Dwight be described as "geeky and scrawny" is literally the only line that ever describes him as such, regardless if it's the first line that introduces his lore the quotes that I have in my original response (which describes he has grades that are distinctly below average) also come from the same bio and I don't know how you could have missed it if you read through it all. Unless you only read that first sentence and stopped after that


    But the rest of his bio pretty much backs up that Dwight isn't a particularly smart individual, he's not even average in that category. He works a dead-end job, he engages in what is definitely not smart behavior drinking a mysterious moonshine recipe in the woods with his coworkers, he's the laughing stock of the community, etc. Not exactly the resume of someone who would be considered intellectually savvy.

    At the same time, you can be described as something without being it. For example Dead By Daylight has stealth elements, you can often find yourself hiding from a hulking, dangerous, or creepy figure in the night. Yet I wouldn't exactly call it a stealth game because of how much time you spend running around and generally being bold (especially in higher ranks). Similarly, you can be described as geeky without actually being a geek, just like how you can be muscular, without being a straight up Jock.

    How Dwight is described is exactly the polar opposite of how I would think a geek would be described. In the same bio that both you and I are referencing: "He lacks that certain pizzazz" what I get from this short bit of description is that he's a bland character, there's nothing much about him that really stands out and he really is another face in the crowd in the truest sense. This is backed up a few lines later "As others spent hours being seen in high school. He spent hours becoming invisible"

    This is exactly contradictory to what a Geek is supposed to be, Geeks are some of the most eccentric and unique characters in their respective stories, they deliberately stand out as opposed to being invisible because of how they look, they're pastimes and hobbies, etc. As per my previous description, Geeks are much more social characters and are much more comfortable in social settings and though they might be social outcasts to a certain degree, they aren't completely because of their social skills. AKA Even Geeks hang out with other geeks and they have their own crowd, Dwight is literally defined by not being part of any crowd but by being "invisible".


    Outside of Dwight though, I'll concede that my perspective, theory, whatever you want to call it about character archetypes might not be perfect. You're right in that there is some overlap across certain characters which is just inevitable, no one person is entirely and completely unique from another and you're bound to cross paths with characters who share similar characteristics when you're creating an amalgamation of horror and you're pulling from stories that exist within the same genre.

    That doesn't the goal of striving to incorporate as many unique characters as possible into your story any less noble however. You want to have as many different characters as possible especially in a game because the character you often pick to play most often reflects you or maybe how you want to be in some way. I read a comment from a guy who said he was really excited to play Deathslinger just because he's the only male killer who has long hair like he does.

    And I'd like to think Randy represents a lot more people (who are geeks, fans of horror, etc.) than whatever you could come up with for Sidney. I can't say too many people identify with being the obsession of serial killer on a murder spree, and if you do, that's just horrible.. and why would you be playing something like DBD in the first place?

  • @Quake said:

    You guys take it too seriously i think,relax :P

    I won't even bother replying to the white knight above that said a dance would promote toxicity,like there inst enough already with teabags,OoO clicky clicky flashlights,moris,keys,m1 hooked person,head banging on hook,sabo hooks and what not.Relax.

    It is a horror game,but it is a game.

    Hey, that's the point of the forums and specifically the polls section. If someone is suggesting a ######### idea I'm gonna call that ######### out just like everybody else so that the devs and mods see that it's absolutely clear this is not something we are interested in seeing.

    On the other hand, if I see a good idea I will make absolutely certain to voice my support for it just like everybody else, and I will do my best to repeat the idea as often as I can so I can spread it around as much as possible so the devs know that this is something we are interested in seeing.

    Them's the works. It's how the dev team assesses the community's standing on certain topics, regardless if it's harsh or not.

    It was a ######### idea. And the overwhelmingly negative response (over 80% said no as of the time I write this) proves that. Nobody here is a white knight we're just calling it out as we see it. And what we're seeing, is garbage.

  • The game first showed up in my queue in Steam before its release. This was back when I was just starting to get into Horror (The MTV Scream series and Ghostface / The Scream Movies but the former primarily if you can believe it) and I remember seeing the first bits of gameplay which were very interesting and looked exactly like what I was looking for to dive into the horror genre. I wasn't interested in all horror, and I'm still not, I'm not a fan of paranormal stuff which for some reason was most horror at the time. Since what brought me in was Scream I was into slasher movies, stuff that I had never seen before from the 90s and earlier, but for some reason weren't very big nowadays (at the time).

    The game was an unknown, there were no streamers or content creators: no Monto, no Tru3Ta1ent, no Otzdarva, no No0b3, no Paulie Esther, no King, etc. There wasn't too much buzz about it either since it wasn't coming out of a major studio like Bethesda, EA, Activision / Blizzard, Nintendo, etc. But what talk there was about it were from people who were genuinely excited about it since it was one of the first of its kind in terms of Online Asymmetrical Horror titles.

    Alongside DBD I had heard talk about two other games, one that would start Jason Voorhees and counselors from the Friday the 13th series which sounded like it was gonna be huge, the other was far off from release and only in the earliest of conceptual stages but I saw a video of it that described a title called Last Year. It was also intriguing because it featured the Predator system which allowed the killer to turn invisible and move very quickly when they were out of sight of classmates.

    Out of all of them though, Dead By Daylight came first and I knew I had to try it. I didn't have any money but I scrounged around and saved got a steam card and bought it the next time it went on sale (Since it was brand new it was only on sale for maybe 10 or 20% off) so I got it at around 18 dollars USD. In the meantime before I was able to get it I kept watching gameplay and that only motivated me even more to save, and I bought it in July a few weeks after its initial release in June. My very first achievement is dated July 15, 2016 @ 3:37 PM

    I was terrified of everything, I still was a newcomer to horror stuff (I was absolutely against horror prior to Scream) and the very first match I played I had no idea what to do. I was a default Dwight crouching around the edges of the map to scared to venture any further, I jumped at everything the crows that cawed suddenly, a generator that popped on the other end of the map freaked me out so bad I flailed my mouse and my screen went everywhere. The Trapper came for me and downed me before I even realized where the nearest pallet was I was too scared to think straight, I was hooked (literally) and the rest of my team who were dumb left me to die on the hook. (Because nobody coordinated back then)

    What followed was me dying most of my matches (even though infinites were discovered shortly after I joined and this was technically the height of Survivor power) for the next 150 hours but I had fun even when going on a losing streak. After this I noticed I was getting better, more consistent, and ever since then I was like a train never stopping the grind. Unfortunately I was dumb and never prestiged anyone so I never got the legacy outfit that was offered to the earliest players at the time. I wouldn't have a survivor main until Ace Visconti came along in December and I wouldn't have an official killer main until my favorite killer who started it all: Ghostface finally came along 3 years later in 2019.

    It's been my favorite game ever since I first started, and though every gamer waxes and wanes on a game they stick with for a long time I have never been burned out. I got to see the release of the first licensed killer Michael Myers, the earliest events that changed the lobby for the first time to cover it in snow or an eerie green tinted fog. The first and last official Hallowed Blight event where we got to see the first true secondary objectives in the form of disgusting Visceral Cankers, by far my favorite event ever and there has never been one like it since in 2 years (aside from the Moonrise event which was also equally as fun, but lacked the creepy aesthetic and new lore that we had around halloween time), I saw the introduction of new mechanics like Totems / Hex: Perks, the endgame collapse, the introduction of a store which finally brought in depth cosmetics high quality cosmetics to killers and survivors. Almost 4 years later (anniversary upcoming in June!) and I'm no less hype than I was back then, just with a far greater understanding and experience with how the game works and always excited for the next new chapter.


    Why do I sound like an old rambling man when I haven't even hit 25? 🤔 

  • Plague is not an option for some dumb reason.

  • No. Absolutely not. Under no circumstances. By no means. Nope. Not on your life. No way. In no manner. Not for a moment. Not once. Not ever. Never.

    Like it or not at the end of the day DBD is a horror game. Even if it isn't "scary" by your own personal metric (most likely for those of us who have played for hundreds of hours) it doesn't change the fact that this is the genre the game belongs to. Especially and most definitely to new players, and I would absolute hate to see the experience and atmosphere that I have been able to enjoy since 2016 absolutely ruined for newcomers because some idiot Claudette with only 200 hours wants to be able to ######### floss behind a pallet in front of the killer.

    Not to mention unlike dance emotes, the "point" and "come" emotes serve an actual practical purpose outside of booping the snoots of Pig mains everywhere. Survivors literally cannot talk to each other outside of deciphering morse-code-like communications via crouching, and it gives solo players the tools to communicate the most basic of actions with each other.

    DBD IS NOT FORTNITE. The two games cater to entirely different audiences, one of which is an absolute stain on the gaming community and tarnishes the reputation of most everyone who plays video games, and the other is not, simple as that.


    Side note, creating "dances" essentially means creating new animations with the current rigs. At that point, you might as well give the community something they were actually asking for: alternative moris for killers. Seriously ######### is this suggestion it's absolutely laughable

  • When people answered the question "Which animatronic would you want from fnaf" and the general consensus was (despite people not particularly being a fan of the idea) that when pressed to choose an option people chose springtrap, that doesn't mean people actually want him in the game (although some really like fnaf but I feel that's more bias due to being a fan rather than objectively thinking who would fit in the grand scheme of licensed characters).

    Basically, it's a lesser of two evils type of situation. The withered, rotted, decayed aesthetic of Springtrap would be the best option out of all the animatronics, like fuzzy original ones from the first game or the exaggerated nightmare ones (that technically don't exist from what I know about fnaf lore) from the fourth. But that doesn't necessarily translate to being an actual good option. Just the least-bad option if that's an easier way to think about it.

    At the end of the day, I won't lie the mystery behind Fnaf have captivated a large fanbase and I won't lie it's a decent horror story if you look into it. I just don't think it's fit for Dead By Daylight and regardless of how "large" (which is a subjective term dependent on context) the Fnaf fanbase is it pales when compared to the recognizability of the characters Dead By Daylight has been seeking out thus far. Legendary characters like Myers, Freddy, Ghostface, Leatherface, etc. and there are still a few equally legendary characters out there like Pennywise, Pinhead, Chucky, the Xenomorph from Alien, The Thing, hell even the Predator.

    I would be very disappointed if one of the animatronics from Fnaf took away time, resources, and energy away from the devs if they had the opportunity / chance to pursue and bring to life one of the characters mentioned in the list above. When all or most of those characters have found their way into the fog years down the line and DBD might look into seeking out lesser known licenses or characters from other video games? Maybe, until then it's a hard pass.

    And ngl even the original chapters put up serious competition toward a character like springtrap. I would take the Deathslinger 10/10 times over any of the animatronics even the "least-bad option"

  • @Oicimau said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158730#Comment_1158730

    How did they do that? Its video editing, right? Or a pirate version of the game with changes?

    I used to like the idea of a ingame prox voice, but now im against that given a lot of reasons.

    Yeah they edited the video. I assume they were in discord or something while in KYF and set up some hypothetical scenarios and edited the volume in post

  • @Mustangh said:

    I think you are misunderstanding it or i am being dumb (probably that).

    I even clarified it on the original post now, just in case. What i meant by "dragging the Survivor to a hook's area" is for the killer ,after downing the Survivor (who is on his last hook next), to pick him up, take him all the way to a hook and dropping him in the floor under it (which would give the Flashlight saves, Bodyblocking, Perks like you mentioned, a chance to be used). Only after this the Killer would be able to Mori him (because if none worked, than the Survivor would have been hooked anyway).

    Unless you are talking about the occasions in which the Killer by luck downs a Survivor right under a hook. But if that's the case, there isn't much that can help him at this point since he will just be picked up and hooked in a second.

    This was my mistake, sorry about that, you edited the thread to be more clear so I can't remember if it was unclear to begin with or I just read through it wrong (the latter most likely).

    I mean, I suppose yeah there wouldn't be too much to object to on the counterplay side of things. I'd just have to go back to my point about lore and bloodpoints, though there are a bunch of people who would say that they don't care about lore or its impact on gameplay, I'd say it is an important facet of the game. It establishes a key baseline for why things are the way they are in DBD

    (Also, for future reference, if you're responding to someone please quote or @ them, because then they will receive a notification ping that they were mentioned in X thread. Otherwise I have no idea and would have to check manually)

  • I don't personally consider it meta, but at the same time it is very very good I won't lie.

  • I remember a lot of people being surprised with how balanced The Stranger Things chapter was on release, and Demogorgon hasn't changed too much since then, so yeah.

  • @Dr_Loomis said:

    I'm one of few.

    I respect the hell out of that. I love the clown but he just doesn't make it to my absolute favorite because of the power :( hopefully we see a buff or rework in the future.

  • Honestly, I can put up with all the annoying crap and terrible plays my teammates make (even the walking / crouching around the map when the killer is not around them which is particularly annoying) but teammates who DC just piss me off. If you can't even handle the frustration that comes with a more competitive game like DBD you should not be playing in the first place. Play something you can't lose like cookie clicker or some #########, but don't be a baby and ruin everything for the rest of us.

    That being said, if I'm playing killer I could care less if you DC, especially if I've had a bad day. If I've had a bad day I will relentlessly stomp a team into the ######### dirt without hesitation regardless if they had a teammate dc or they were lucky enough to self unhook. That being said I recognize it's a ######### move nonetheless and I can empathize with the frustration the team I might be going against might feel, hence why I'm playing killer in the first place so I don't have to deal with garbage teammates.


    I'm very glad to be able to say I've seen much fewer DCs ever since they implemented the penalty, maybe 1 every now and then but unlike before I won't see 1 guy DC causing the most of or the entire lobby to follow suit and leave as well. Most don't want to deal with the penalty so they stick it out which I can respect.

  • As an Ace Visconti main, I have a lot of opinions about the luck status effect

    While I love to play the part of the gentlemanly, lucky gambler who's cocky enough "ta risk it all" on a dubious play and when it works out only say "What can I say? I'm just a very lucky guy... if you want I can rub some off on you ;)". The actual luck mechanic itself has so little impact and its effects are so obscure when people talk about balance or status effects "Luck" hardly ever makes an appearance in those conversations.

    Luck is a really old status effect that needs to be buffed and / or updated, it only affects very few perks none of which are meta, it and affects a rare few actions as well. I was under the impression that it affected everything RNG related so searching chests for items, skillchecks, escaping beartraps, self-unhooking, etc. but apparently, according to the wiki it only affects two things: freeing yourself from a hook and freeing yourself from a beartrap, it specifically states that it does not affect the rarity of items you pull out of chests.

    This is part of the problem because I don't know if this is actually true or not because the devs have always been pretty tight lipped about what Luck actually does from what I know. The page itself was last edited as of Sept. 17, 2019 so it seems to me like it's up to date but at the same time the notion that it only affects the outcomes of two actions is just wildly unbelievably absurd. It makes it so utterly pointless it's astonishing if the wiki page is to actually be believed or not.


    In order for Luck to be any good it needs to have a hand in almost every action possible. What I mean by this is not making all or many actions RNG, but taking actions that don't have any RNG and applying a "Luck RNG". Basically, if you're not running luck offerings or perks then nothing happens, if you are, then there is a chance something good can happen, that is how luck should work.

    This event is called a "Lucky Bonus" which is the "good" thing that can happen if you are lucky enough, a few examples / ideas of which I have provided:

    Lucky Bonuses

    Chests. This is the most obvious, it should affect the rarity of the item that you pull out of a chest you'd think that would make sense already.

    Skillchecks. If you're lucky it should affect how easy a skillcheck is. This could take on a variety of forms or effects for example: the skillcheck is placed further on the circle giving you more time to react, the pointer might have a chance to move more slowly than it currently does, perhaps the size of the white highlighted section of the skillcheck is increased making it easier to hit great skillchecks, when you do hit a great skillcheck maybe the progression you gain from it is increased from 2% - 3 / 4 / 5%

    Totems. Instead of having a hex be bound to a specific totem and you having to pick the right one, this could be turned into RNG with the game selecting which Hex you cleansed only after you broke the totem. Increased Luck would make it so there's a higher likelihood you break Hexes that will not adversely affect you. AKA Hex: Ruin, Hex: Huntress Lullaby, Hex: Devour Hope, etc. and a decreased chance to cleanse Hex: Haunted Grounds, or more recently Hex: Retribution.

    Noise notifications. Luck could decrease the chance that you set off noise notifications for the killer, for example failing a generator skillcheck might possibly prevent the generator to explode. When fast vaulting a window, pallet, or into a locker there could be chance no noise notification occurs because you were lucky enough to pull off the action perfectly: smoothly and quietly. There could also even be a decreased likelihood that you set off crows

    Completion of certain actions. Much like how escaping a beartrap or feeing yourself from the hook are already affected by luck other actions such as finding the key in the correct jigsaw box to free you from a reverse beartrap.

    Clarification

    Now, just to clarify I'm not saying luck would provide all of these effects at once, much like The Doctor's iridescent king add on used to choose an affliction that you would suffer from at random, Luck would have the ability to provide a bonus at random (or potentially no bonus at all, because again, it's luck). You might be lucky enough to have one of these bonuses happen, or maybe even multiple of them to happen at the same time.

    New mechanic: Lucky Streak

    The one thing I would like to add is a new mechanic which would be called "A Lucky Streak", basically if you are running anything that increases your luck, you will gain luck upon a successful action or Lucky Bonus. If you successfully hit a skillcheck or great skillcheck that was affected by luck, your luck goes up. If you were lucky enough to prevent a noise notification like setting off crows, your luck goes up, and so on and so forth. What this does is it invisibly stacks the number of events you have succeeded because of your luck and it increases the likelihood that the next action you perform that has anything to do with luck will receive a lucky bonus. Eventually leading to a "streak of good luck and fortune", this isn't a baseline effect of luck, there would actually be a low chance of it happening, you would have to be pretty lucky to initiate a lucky streak, but when it does happen it would snowball your luck basically.


    Just some vague thoughts and ideas on an already vague topic to begin with, hopefully more people start talking about luck and the devs do something with it because I really believe the status effect has so much more potential in it than what we see currently in game.

  • @Mustangh said:

    Fair enough. Designs could always be improved and worked on and you provided good insights about it. I appreciate it.

    Regarding the perks mentioned, would it really make a difference? Since the requisite to drag the Survivor to a Hook's area (under it) would give the perks their chance to either be successful and let them wiggle free or fail and be hooked for the third time anyway.

    As for the Lore's questioning, i really can't defend it anyhow, you are right. It would depend if the majority of players would or not accept this Baseline Mori despite that. If so, maybe instead of a Killer's Mori we could have different Entity animations, like the one in Endgame.

    I just feel it would be an entertaining feature that would not hurt much the gameplay while providing exciting animations.

    I believe it would have a significant difference yes. These are last minute perks or strategies which genuinely rely on being picked picked up by the killer for you to survive via wiggling out. For example Tenacity allows you to recover while crawling away, flip flop converts recover progression into wiggle progression by 50%, boil over obscures the aura of hooks and increases the effects of struggling making it more difficult for killers to get to hooks, another teammate of yours can run breakout which increases the speed you wiggle at by 20%

    They make a pretty fun combo especially when it works, but survivors will never get the chance to even use this combination of perks if they're moried on the ground on the spot. You already don't see this build very often just because it's not very realistically reliable. When you do see it, it would be mostly from SWF groups looking to have a bit of fun and maybe troll a bit in a few matches, I wouldn't want to see any reason to make this build even less worthwhile than it already is. If anything these perks would need buffs or reworks

    To the same token Sabotaging is a bit more reliable than the perks I've listed out, especially since it doesn't require you to use up one or more, possibly even all of your perk slots. Especially since the change that allows sabotaging to be done much more quickly now, but again, this won't work at all if you're never picked up as a survivor to begin with, and are instead frequently moried on the ground when you're on death hook. So yeah, "it would suck to see them pushed back even further into obscurity because they are completely negated by an immediate mori which has become baseline." as I already mentioned.

  • I like the idea that there's some actual lore implication behind some killers having white eyes since this seems to be something that reoccurs in many of them. Hillbilly, Wraith, and Deathslinger but also Spirit and the Doctor to some degree, though I will say it's not exactly the same time type of White as the other three, it's a bit different...

  • Now this is a message I can get behind.

    All killers will now play Doctor and Plague (maybe the Nurse?) exclusively for the next 2 weeks to raise awareness

  • @EwiPlay_ said:

    As you know maybe, mumble is like discord, but you can hear with a suround sound 7.1 where people are in the game.

    I'm thinking about the possibility of linking mumble and dead by daylight but I'm not allow to do this (I think).

    This is way I ask you if you think it would be a great idea if it was possible and if you think that the dev should think of it.

    Voice proximity chat is not something I would ever want in DBD. I'm just going to leave this here:

    https://www.youtube.com/watch?v=Becb2P2Fl90

    Now, I've never heard of Mumble, but if it's like Discord and you join friends in a voice chat which is linked to your distance in game, I guess that would be fine for you and your friends / swf squad to do on your own? I wouldn't stand against it I guess as long as it's not something that is integrated into the game itself. Not too familiar with the topic, but just wanted to establish that voice chat in DBD is a really bad idea, third party communications like Discord and Skype are fine though (there's nothing people could do to stop it from being used anyway)

  • It's an interesting idea, but I think it provides counterplay for strategies that don't necessarily need counterplay AKA Sabotaging, perks which rely on the wiggling out like Boil Over, Flip Flop, etc. since these strategies and perks are very far removed from the meta already it would suck to see them pushed back even further into obscurity because they are completely negated by an immediate mori which has become baseline.

    Although mori's are a staple for Dead By Daylight, they are welcomed and thought of about as highly as people think of the finishers in Mortal Kombat (which I think is the closest way to describe why people like them). The devs are clearly entertaining the idea of creating Alternate Memento Mori's for killers to use as indicated by the last poll that they uploaded, so this idea might not be as far removed from reality as some people might think.

    Though another issue which I think is even greater that stands in the way of this happening is lore. Whether you like it or not and regardless of whether you even read it or not, lore is the reason a lot of things are the way they are in Dead By Daylight. The whole story is that the killers are providing sacrifices to the entity and are only ever allowed to kill on their own if they provide an offering to the entity. Even the scoring event for using a memento mori awards you with less bloodpoints than the scoring event for sacrificing a survivor on the hook. As a man on a mission to grind out as many bloodpoints as humanly possible you wouldn't even see me Mori-ing survivors too often if this was created baseline but the scoring event wasn't changed and was still lower than a sacrifice.

    I don't want to say outright no, but to clarify I am far closer to saying no than I am to saying yes, I am very far removed from saying yes in fact.

  • @Mustangh said:

    Hum... if you check my history in this forum, i am really new here and did not know that. Will be using it, but nope... not a Bait at all.

    Dont make assumptions =/.

    Now... how to do a Poll here.. brb.

    Alright, sorry for not noticing that you only have 4 posts total so far. My mistake for flaming so quickly

    When you make a poll it gives you the option right away to create Poll options at the bottom. You have to specifically select what type of thread you're making: to the right is a little arrow that you press to select "Make a Poll" and then the normal draft will come up except you will have the ability to type in poll options at the very bottom. Type one in, add another poll option, type another in, etc. Or just add like 5 poll options and fill them in after doesn't matter. If you don't type in any poll options, no poll will appear on your thread and as far as I know there's no way to add poll options after a thread has been posted. So you'd have to make a new thread

  • Ghostface main, been vouching for the characters inclusion since 2016 and I've been supremely happy ever since 2019 :D

    I'm also extremely happy that he will be the licensed killer who has seen the most cosmetic support out of all of them, having the most cosmetics after the Viper mask / outfit is released in the upcoming weeks. Even over licenses who have been here for years longer like Myers, Freddy, The Pig, etc. won't have the 4 full premium outfits Ghostface has (technically will have) access to. R.J. Torbert is such a ######### chad for being as amicable as he has been with his license and working the Dev team

    And I am very much looking forward to seeing a Scarecrow Ghostface outfit that I can use on the Coldwind farms maps so make it 5!

    ....Pleeeeeease, please, please, please, add that Scarecrow Ghostface outfit. I need it. Not want, need.


    Although I won't lie, I have a list of favorite killers that will always be right below Gf, and Deathslinger is pretty close. He looks so cool, and he's so fun to play. Oni is great, very viable killer and I'll sometimes switch to Oni just so he can vent for me on my behalf by roaring a war cry and thunderously careening across the map to pound survivors into the ######### dirt. I love the Clown and his whole theme / aesthetic, clowns are creepy (it's just that his power sucks). And both Ghostface and Freddy Krueger came from the same man (Rest in Peace Wes Craven) so obviously I like Freddy too (even if it is bootleg 2010 Freddy). Trapper is always a fun to play (when he works) classic as well

  • There is no poll to vote.

    Nice bait (and before you hit me with the "I provided a link to a strawpoll" like a dum-dum I'm just going to immediately retort with this is why they added the poll feature to the site in the first place. Freaking use it or don't make polls, I refuse to click on that stupid link.)

  • For people who have been playing for a long time (say for example, me: playing since 2016) or even just a significant amount of time the struggle phase might become a bit tedious and even unnecessary.

    However,

    This is not who it is for, the struggle phase has and always will be for new players to really feel the intensity of the situation that they're in. You'd be straight up lying to me if you didn't ######### yeet your spacebar INTO your own keyboard with how fast you were clicking the first couple hours of gameplay, I know I did way back when. And I know I'm not the only one who did it either because I've seen gameplay of people playing for the first time and freaking out when they've got to spam struggle their hearts out to stay alive until they realize after a bit of time that whatever the pace you hit your spacebar at (as long as it's not too slow) you're aiming more for consistency than anything else like speed.

    This is just something they're not going to change at all just to appease more experienced or veteran players who are lazy and don't want to hit the spacebar. Dead By Daylight is a horror game and this kind of mechanic is meant to up the stakes, and emphasize your dire situation, forcing the player to really experience the tension of the moment that if you stop struggling you could die.

    And I wouldn't want to sacrifice the experience of new players just for my sake. I've had the pleasure to enjoy (and be frustrated with) the game for over a thousand hours and I wouldn't want to ruin the initial fear factor of the game for new players. I want the new guys to be able to enjoy it just as much as I have

    Regardless of the threads that crop up about this or the upvotes people who agree might see, I am supremely confident this is one of those topics that the devs will just outright refuse to budge on. And I would have to agree, so sorry for anyone who is mildly annoyed I guess, but your mild annoyance does not equate to or override the terror a fresh player experiences having to struggle for his ######### life.

  • @KnotEnthusiast said:

    While hex perks are supposed to be stronger, you've just consolidated Rancor, Infectious Fright, Thanatophobia on steroids, and reverse Nemesis into one perk. I like the idea to a degree, it just does wayy too many things for it ever to be balanced.

    Not to mention he threw Remember Me, and an extremely buffed Dying Light, into the mix.

    This is like when you ask a kid what he wants to get as long as he picks only one but he still starts listing off fifteen different things "I want this, and this, and this, and this..." and then when you remind him he can only pick 1 thing he (presumably) starts to complain and ask "Whyy~ DX"

    Also, the ability to mori someone immediately after first hook without actually using a mori (which is consumed after a single use because it's an offering) is blatantly unbalanced.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149365#Comment_1149365

    Its because I had nothing else to add or comment about to the rest of your post. I wasn't going to nitpick your points, I only really wanted to comment on your thought process of keeping him from just starting out with all his traps. Which I don't understand. I get you think that "streamlining" his ability would be "boring" but in reality it only sounds like you want to keep the gimmick because its a gimmick, and not because it does anyone any benefit to the gameplay loop of the Trapper. Being forced to pick up traps is one of the worst things about him, as his set-up time is already very long and requires a lot more strategy than a Freddy or even a Hag.

    The latter is not a bad thing, but when its piled up with a mechanic that's only been lightly touched on since when I joined the Beta (having to pick up his traps) its an unnecessary feature, not a unique thing about his power.

    I mean, the Plague has a better gimmick; she gains more from breaking chases or using time to drink up from a Corrupted Fountain. But that's a portion of her power, and its powerful enough to stand on its own so that she can make up for the loss of time.

    The Trapper doesn't have any immediate gains. He has to trap everything just right, and be careful that nobody is watching him. On its own, that's not a bad thing, but as I said, that adds up with the having to find traps and setting up.

    Making him go pick up traps would still harm him significantly, even with the rest of your changes in mind. Its not a unique mechanic, is a bad gimmick that stunts him in the game, and should be reworked to keep up with the other killers. Call it "boring streamlining" but I'd actually want this game to not be hair-pulled-out frustrating for once.

    As for the rest of what you said, as I stated above, I have nothing more to add. I agree with most of it (Though I think the Trial Warmup fixes little to nothing, I don't agree with Jund's 'fix' on that end).

    I mean I feel like this is just the point where we land on a "agree to disagree" type of situation, though sure I will say you've got some valid points and at the end of the day your changes or mine (though of course I prefer mine for obvious reasons already stated) I do just want to see Trapper be better and more viable however it's done.

    At the same time though I'll take the opportunity to really vouch for Jund's proposed fix because I truly believe it is one of the best ideas I've heard in all my time discussing Dead By Daylight balance, ever since I joined the community in July of 2016 a few weeks after launch in June. We're not talking about just a benefit for existing and future setup killers like Trapper, Hag, (and Freddy to an extent) we're talking about all killers who lack the mobility or pressure to slow and stop the progress of generators popping extremely quickly as soon as possible early game.


    We're talking

    The Clown, The Cannibal, The Pig, The Legion, The Wraith, The Demogorgon, Michael Myers, The Plague, basically every killer who isn't top tier or has the capability to earn consistent and quick early game leads that slow progression significantly enough to the point where they can put up a bit of actual resistance to the infamous generator rush, SWF, squad that's got a different man on three different generators and one guy leading the killer on a 60+ second chase.

    It takes a decent chunk of time to even traverse the map, which in itself is reliant on RNG you could either be ok with a decently sized or smaller map, or at a serious disadvantage because you're on a bigger one that takes more time to comb through for survivors. Often leading to a generator or even two to go off before you can find a single person. The solution Scott is describing, is one where you are guaranteed to initiate a chase before any significant amount of progression takes place. Even if you don't see any generators popping you might have at least 1 generator more than half done by the time you find someone, if they survivors are more spread out, make that multiple.


    By adding on to the idea and making it so that perks are deactivated for the duration of the Trial Warmup we're also looking at a potential rebalancing of perks. For example survivors running Object of Obsession won't be able to spin their cameras around at the beginning of a match to figure out exactly who the killer is and where they are. If a chase hasn't been initiated (aka The Trial Warmup is still in progress), a survivor who's far away won't be able to take advantage of a perk like Sprint Burst, Lithe, Or Balanced Landing to sprint off even further away to put more distance between you and them. Perks like Premonition or Spine Chill would not work during the Trial Warmup so outside of a Terror Radius survivors would not have any early indicators a killer is coming toward them, and of course perks that speed up the progress of generators such as Prove Thyself, Streetwise, Resilience, The aforementioned spine chill, etc. would not be active, so there's no way to cheat out the debuff to repair speed.

    On the other hand, this would actually uniquely positively impact a perk such as Corrupt Intervention, because it blocks the three generators farthest on the map only for 120 seconds much of that time is wasted trying to find survivors rather than actually gaining an early pressure lead. Survivors typically respond by staying immersed for the full duration of 120 seconds before working on a generator so as to not needlessly stick their necks out in front of the killer when fewer generator progress is being made. Often resulting in just a wasted and frankly boring 120 seconds where nothing is happening, and really only served to make the match 2 minutes longer than it would have been. If the Trial Warmup were to deactivate perks right at the beginning Corrupt Intervention would not activate until one of the three conditions have been met which means you've found a survivor. Ensuring you've got some kind of initiative in the match where you get to possibly down and hook someone and three generators are guaranteed to have no progress fro the next 120 ish seconds or less. Giving you a bit more map pressure since you know on the far side of the map you won't have any generator progress and on the other side you've got someone potentially on the hook.


    CONCLUDING

    Now I'm not saying the Trial Warmup is intended to swing entire games and their outcomes in the favor of the killer, it is not a massive dramatic change that will ensure you get downs and get 4k's. And in fact it is not even meant to solve the issue of Generator rushing, since most gen rushing takes place during a chase where a survivor only has to loop and buy time for their teammates, by which point the Trial Warmup would be over because one of the three conditions have already been met.

    However, it is meant to solve or alleviate the problems of 1 issue, and that is survivors having great map pressure and coverage in the early game: popping 1, 2 or more generators almost immediately and snowballing a ridiculous amount of momentum, because of something the killer doesn't have adequate control over or counterplay to be able to respond. It also largely, gives an incredible amount of time for killers who don't want to initiate chases immediately and actually spend a bit of time off by themselves prepping the map or going through some kind of setup phase, something I largely haven't even mentioned at all while writing this, yet I cannot emphasize enough is an extremely important aspect and reason for this change in the first place. Whether that be the Trapper who needs time to find and place beartraps around loops and other sections of the map, the Hag who wants to create map pressure and establish her presence around important areas of the map, or even a character like Michael Myers who wants to stalk survivors from a distance (without initiating a chase) to raise the tier of his Evil Within.

    It also happens to be one of the few ideas that have actually seen bipartisan support from both Survivors and Killers. Not only does it provide Killers with the time it takes to both setup and then secure the earliest bits of momentum with a chase, but it also isn't deliberately brutal or annoying for survivors to go through. In contrast to ideas like making pre-nerfed Ruin a base mechanic for all generators on all killers and I cannot overstate it enough, how important it is to highlight ideas within the community that are both beneficial to the balance of the game, without sacrificing the fun of any single party and unite both sides of an already divided group.

  • What frustrates me about the whole new breakable walls mechanic is that, from what I can tell from the new map, they're putting them in places where there would normally be doorways in the first place. This way it's not "unbalanced for the survivor, yatta yatta yatta" but really all that means is they're making longer loops than there normally would be and forcing Killers to take the time to break doorways that previously would have already existed in the first place were the devs not tinkering around with this mechanic at all. All you end up doing is creating normal sized loops out of deliberately bigger loops and it's stupid.

    The whole mechanic is a lot more underwhelming than I thought it would be. I was also really hoping for a brand new animation for all killers where they straight up BUST through the wall kool-aid-man style showing off the raw strength and power that the entity has imbued them with. Instead all we got was a reused pallet breaking animation which makes no sense whatsoever.

    Currently I'm disappointed, but that's why they're testing the feature only on the one new map before they get a feel with what they want to do with it on other maps. Hopefully it gets better in the future and hopefully they make a unique animation for the action, in the meantime I wouldn't mess around with how the mechanic interacts with different perks until they get the core mechanic down exactly as intended how the devs / community envision it should be.

  • I'm really always hype for every new chapter, the art department does such a ######### good job creating the characters and bringing them to life through their animations, character models and various cosmetics, and the team working on creating lore and developing story does a great job for every character too.

    That being said I'm gonna have to put my vote on Oni, I like him much better now in retrospect than I did when he first released because on release all I was thinking about was that he wasn't too unique. Aside from the killer themselves, I'm always most excited for the next really unique killer power, and all the other options listed have that.

    Ghostface

    Was a stealth killer that had to actually stay stealthy and out of line of sight to use his ability, which was a perma reduced terror radius which didn't sacrifice movement speed / visibility (cough Pig) or immediate punish potential (cough Wraith). Ghostface's chapter also released the Undetectable status effect and the oblivious status effect, both of which are great, but the former of which directly stopped OoO (and other aura revealing perk) abuse which really hurt stealth killers.

    Demogorgon

    Was the first deliberately non-human killer which is huge in terms of lore and also potential future killers we might see in the future (The Door to see the Xenomorph Alien as a killer is now open). He introduced the concept of portals, being able to teleport from one part of the map to a previously setup portal somewhere else. This also came with brief periods of undetectable and moments where you could take advantage of the killer instinct mechanic. All backed up behind this long range charge shot attack called Shred which helped him be more viable in chases.

    Deathslinger

    Was a badass western cowboy armed with a harpoon gun fixed to a chain that reels the struggling bodies of resisting survivors toward him. That's pretty ######### epic and I don't think needs more elaboration or explanation

    The Oni

    But the Oni? The Oni had basically a slightly tweaked version of Hillbilly's chainsaw... Nothing super completely brand new in his kit, most everything in there were mechanics we had already seen repurposed into a new character and it kinda made me less hype won't lie. It was only after I saw some more gameplay of (I think it was Tru3ta1ent) him on PTB or something using the ability through a jungle gym, sliding against walls and eventually landing an instadown with a flick around a corner that I finally thought "Hold up, this guy is really something new with some serious potential". Hadn't really made up my mind on the character until after I got my hands on him though post release and got to experience what it was like firsthand, now he's on my list of favorite killers.


    P.s.

    Ghostface was hype, wym.

    But for all you naysayers who voted Ghostface I just can't get on board with that, it was the absolutely most hype I had ever been for any chapter (or paragraph) ever. I remember watching the trailer over, and over, and over, taking multiple screenshots of how he waved and jumped at the camera with a bloody knife, sending those screenshots to friends, even people who didn't play DBD. I had been rooting for this character to make it into the game for three bloody years, posting threads, commenting on threads, suffering all the ######### who said "Oh, Ghostface isn't scary" or "Oh, Ghostface is just a normal human with no supernatural powers or strengths" and "if he made it in, he'd probably suck" but he finally made it in and moreover he's the most viable stealth killer in the goddamn game leagues over The Pig, Wraith, Myers, whoever. SO WHO'S LAUGHING NOW #########???

    That person Mathieu Cote described in the Ghostface behind the scenes when he said "If you take any random people out there and you ask what's their list of the top ten killers in the world of horror- Ghostface is gonna be somewhere in there". That guy was me with Ghostface at #1 favorite killer babyyy let's go~

    Sure, the reveal that there would be no woodsboro high school map or Scream survivor (everybody out there voting for Sidney but I wanted to see Randy Meeks in there over everyone) was a bit of a let down, but with the climate towards Ghostface at the time people weren't sure if he'd make it in at all. People knew his license was split between the mask and the character so people in the community were thinking "there's no way the dev team can get both, and if they can't get both I wouldn't want him in at all" so I was extremely happy to see those leaks and even more so when I saw the official trailer drop soon after. Plus, let's be honest I was not rooting for a scream chapter for as hard and as long I was to see a scream survivor. I was doing it to see the man himself Ghostface silently stalking his victims before a knife comes out of nowhere to "Gut them like a fish". And now needless to say I'm a Ghostface main.

    That's just me though.

  • If you had left it at TV shows and not expended the question to include movies then the answer would be a bit more subject to broader stuff people don't usually think about. That being said, since you did open it up to movies I'm practically obliged to list off the most obvious top three and then the popular top 6 ish that come after or so (in no particular order aside from the emphasis that the part 3 are very important characters many in the community have wanted to see for years [and the guy with the question mark next to his name is up in the air really for obvious reasons no matter how much people like or dislike him]).

    1. Pinhead
    2. Candyman
    3. Pennywise
    4. The Xenomorph
    5. Chucky
    6. The Predator
    7. Jason Voorhees (?)

    Now, outside of these popular licenses that everybody knows about and wants what are the more second rate licenses from maybe TV shows or lesser known movies?

    Tbh I'd like to see more with the various Scream licenses out there. For one I really want to see a survivor come out of actual Scream movie license (which is separate from the mask license) I'd really like to see Randy Meeks make it in because he's the most unique character in that film's cast of characters compared to DBD current roster of characters (David Tapp is already a cop / detective so no need for Dewey and Laurie Strode is already a final girl so no need for Sidney).

    Another license to work with is MTV's version of Scream which again, is another license separate on its own. I'd really like to see a cosmetic for Ghostface wearing the Brandon James mask and the black raincoat, it'd be pretty freakin creepy to see that leaning around corners. At the same time we could hit two birds with one stone if they couldn't secure a survivor from the Scream movie license maybe they could get someone from the MTV series. Noah Foster fills the same type of character role / archetype that Randy Meeks does in the movies so I'd vote for him to make it if he could

    Aside from scream Black Christmas doesn't look too bad, I've never seen it but the Christmas horror theme is a pretty unique trope that we don't see too too often in horror. So it'd probably be pretty cool

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