Seiko300
Seiko300
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Xenomorph undoubtedly. There is no question.
On a separate note though, I personally think that the T-1000 fits the Dead By Daylight thematic and style more than the T-800. The T-800 already got it's time in the spotlight and found it's home in mortal kombat where I think it fits there more than it fits here. The T-1000 on the other hand is so much more flexible in terms of what kind of powers and abilities it could possess, and liquid metal would look so much more visually interesting as far as animations go than just the basic T-800 endoskeleton.
Hell, the T-1000 can canonically separate itself and operate independent parts of it's body from great distances away. You could be looking at incorporating some mechanics or similar concept ideas from the Twins in this killer at the same time. There are so many things you could do with the T-1000 it's insane people don't talk about it as much.
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@Trickstaaaaa said:
No the game is balanced around casuals which makes 100% sense. Since they are the majority.
Scott addresses this a little bit in his video when he talks about how even against casuals if you're on a map like The Game and they have half a brain to stay spread out, use the resources provided on that map (of which there are many) you're going to still not have the easiest time if you don't have a single slowdown perk in your build, because due to how map RNG works, how certain maps are laid out, player skill becomes less of a factor depending.
I don't think Scott is wrong here, as far as killer perks go slowdown perks and / or perks that give you accurate information to apply pressure in the right places to slow down the game (AKA Surveillance, Discordance, etc.) are some of the most powerful perks killers have access to.
That being said Scott doesn't really answer his own question / proposed problem. It's a short video and it's left fairly open ended for people to continue to discuss, potentially about how to alleviate the issue and how to possibly suggest to combat it.
I think there are a lot of unique ideas out there that can be done, and the way he sets up his concluding thoughts- he makes it seem like it's an almost impossible or insurmountable problem to solve. He could be right, but I'm not completely sure. To me it seems like all that needs to be done, is to make a few changes to the base game, to naturally slow down the pace of the game- give survivors other objectives or incentives or literally anything that isn't flat out extending generator times, and then as the game gets "longer" slowly nerf slowdown perks to compensate.
For example introduce the Trial Warmup, I'm still a strong proponent of this idea and I have no idea why the devs seemingly just dropped the ball after talking about it for a little bit. Introduce the trial warmup, and then say for example nerf ruin by just tweaking some values. And so on and so forth.
It's the exact same methodology that's used to change killers who are too add-on reliant and in those situations, it works. Making an add-on basekit and then reducing the add-ons effectiveness or power itself by tweaking / reducing the values, so that the basekit killer is not left so helpless in a match but the same killer running that add on will get the full benefit that was present before the change.
For example Nemesis, people are talking about his mutation rate and how you need to run mutation rate add-ons over everything else, everything is worthless by comparison. The solution, is to increase his base kit mutation rate so he becomes less reliant on those add-ons and more likely to run other add-ons that might change his gameplay in unique ways, and then nerf the mutation rate add-ons so that everything evens out afterward.
It's the same principle. Make "base-kit" changes to the game to slow things down just a lil bit, and then nerf the "add-ons" (perks) to level everything out.
Just what I'm thinking right now anyway. Scott made it sound like you'd have to overhaul the entire game in order to make it work- not sure if it's all that. Maybe, but it's a give and take, and we won't know for sure if the devs aren't willing to take the first step and introduce things like the Trial Warmup, or anything else for that matter, in a PTB for us to test.
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I never voted in my own poll because I wanted to let the bulk of people who were voting for first without my opinion swaying any first comers (also I didn't know who I'd be voting for anyway, and I've been thinking about it for the past day). I decided to go with The Knives.
As far as horror goes, nothing is as classic, and iconic as the knife. They're beautifully simple in their design rather than extravagant or complicated, and are commonplace enough objects that you would realistically have access to them one way or another if you were to suddenly go mad on a murder spree. Comparatively speaking they aren't meant to be super imposing or intimidating weapons, they're practical and they're meant to get the job done, and that to me personally is what makes them frightening weapons.
Of course Pyramid Head's Great Knife doesn't really fall into this category of anything I've mentioned so far, as it's function is the exact opposite, which is to be so large and heavy as to be imposing. So large and heavy in fact that Pyramid Head himself needs to drag it around behind him creating a very recognizable scraping sound as the metal grates across the ground or pulls through the dirt behind him, thus announcing his presence. Which is befitting of a character who is a nightmarish representation of guilt and desire for self-punishment for past actions which will always follow you until you accept yourself and your past.
My favorite of the knives however, and what I'm actually voting for, is the Clown's butterfly knife. The flip knife Clown uses has a great design for a character that's made up of mixed and matched items. The metal veins which create a sort of leaflike shape and texture of the blade seem oddly out of place which is good since the Clown is a character made from different bits and pieces he's stolen as he roams from circus to circus picking what he wants (victims or "souvenirs") the most recognizable aspect of which is the ill fitting ringmaster outfit that he wears.
I love that you can clearly see the skill and dexterity of the clown when he uses the knife, swapping from the afterpiece tonic to the knife he deftly flips it open quickly with a single hand as if he's done it a thousand times, and after slashing at a victim he flips it over and around, through his fingers showing off his familiarity, experience, and proficiency with a blade in the fluid motions. Directly contrasting the image of what appears to be on the surface a fat bumbling Clown who doesn't seem to be in the greatest health with his persisting cough and obese body weight- is actually deceptively athletic and capable, using both his knife and his weight to his advantage to overpower his victims on top of the anesthetic he uses to weaken them.
I also really love that the Clown has actually named much of his collection of assorted knives and straight razors, affectionately calling them by monikers as if they were close friends or family like "Uncle Carvey, Ms. Gash, or Dr. Choppy". It also gives each individual knife a personality as well as a reputation, such that you can imagine The Clown (after taking someone hostage) "introducing" his victims to "members of his family" or "some close friends".
The knives Clown practices his "hobby" with to create his collection are a great element of his character design, and are well used to paint a better more clear picture of who the character The Clown really is.
"My Grade: is S"
@Mooks said:
I like the uniqueness of Plagues weapon!
all of the others are pretty much expected (and needed in this type of game), but the profane censer is something actually looking fresh and different.
Personally, I always took the Censer as being analogous to a flail, the only difference is that it's a kind of incense burner that has some religious connotation to it (her being a Babylonian priestess and all) makes a lot of sense in conjunction with her backstory. Hell, Tooke- a monk type character in a medieval styled setting from Hood: Outlaws and Legends basically uses the same weapon.
But you're right, it's less common, less traditional, and less expected than the other weapons present in DBD.
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@ChurchofPig said:
So earlier this week I saw a post here talking about Jill being from RE3 and how that completely destroys everything we know about RE games involving Jill after that point (same with Leon and RE2) because they were in their outfits from those games. I had asked the question "How do you know they're from Resident Evil 3?" They kept using cosmetic choice as a reason. Which to me, it was very curious. Now I want to be clear I'm not shaming this person at all because the dbd lore and some things in game don't always match and sometimes they do and we have no lore concerning the RE killer and survivors so I can't just be like "Well you're wrong" because for all I know, they're right. Now I ask you, the community, what do you think? Do you think licensed characters are given the bases they have because they're iconic looks of the character or because that's the era they were actually from?
I ask because it could be both. Let's take Pig for example (with SAW spoilers ahead).
Amanda died at the end of SAW 3, but the outfit she woke up wearing in the realm of the entity isn't what she was wearing at the moment of her death. This implies that the entity does have control over what you wear in it's realm. Maybe it chooses an outfit that you've worn that amplifies what it wants out of your role. In the case of Amanda, she was to fulfill the role of The Pig in the Entity's Realm and so the Entity gave her back the Pig mask and the outfit she wore in this role to amplify that feeling of bloodlust. The Entity could have easily made Amanda a survivor as we've seen her be tested through a different trap in each movie she was alive in. The Entity could have made her wear the outfit she wore when facing the Reverse Bear Trap and brought back those feelings of hope and surviving.
Now let's take someone who was wearing the outfit we see in the realm, Bill Overbeck.
Based off of his lore for Dead by Daylight, we know he was in fact taken after the events of Left 4 Dead. We can also guess based off of the lore and what we know of Left 4 Dead, he was wearing his base outfit when he was taken by the Entity. That makes sense seeing how he was wearing it while trying to survive and hope to live another day.
To this day, I don't think there's been a licensed character who's lore suggests they were taken prior to their role in their games being fulfilled. However, things don't end there. Not everyone believes that the licensed survivors and killers actually exist within the Entity's Realm and they're just there more as a "What if" or even just because we recognize them.
So what do you think? Do you believe the licensed killers and survivors are actually in the realm? Do you think Jill, Leon, and Nemesis were taken prior to their roles within RE were finished and the cosmetic choice prove that? Or do you think the entity has them wearing those cosmetics to bring back the feelings they need in order to fulfill the role the Entity wants them to play?
Personally, I believe they were taken after their roles within the RE franchise were complete and that the entity has them wearing what they are/looking as they do to bring up the feelings they need to fulfill their role. That also goes for any legendary skins we get from Resident Evil and any franchise that we already have in the game or are going to get.
This whole idea is ixnayed anyway, because it's a well known confirmed fact that The Entity is an interdimensional creature / dimension all entirely on it's own. It pulls the killer that it turns into it's minions and henchmen from different realms, realities, and dimensions.
So the simple answer is that identical (or nearly identical) copies of these canon characters were taken to serve a role in the hellish purgatory like state. For example, Steve and Nancy still have a narrative role to play in Stranger Things and the upcoming season 4 (the show is not over) however, in an alternate dimension Steve and Nancy disappeared and were taken at some point in their timeline (perhaps before season 4, perhaps after). When specifically does not really matter, as they are different alternate versions of the characters we know, and thus does not interrupt the timeline of events and the overall story that we know as Stranger Things.
The same logic can be applied to every other licensed character.
Although I think preferably, as an answer, it would be sometime after their timelines, past + future, as we know them end. Since we see most licensed characters wearing clothes that they have worn in the past for some reason or another. I think the explanation being that those within the realm of the entity learn to control "Auric Cells" which are the smallest "building blocks" of what make up the entity and its constructs. (Ex: the crows are not actually crows that are alive and trapped in the realm of the entity, they are reconstructed as part of the mental image the entity creates when mimicking the maps where great tragedies and bloodshed took place.)
So basically, any survivor or killer, can reconstruct the clothes around them in conjunction with their memories or emotions. I would bet that feeling a certain way- nostalgia about certain parts of your past when you weren't trapped in the hell that is the realm of the entity would have an influence on how you appear in the fog. Especially in a place that feeds off any and all strong emotions, such as rage, anger, hope, desperation, despair, grief, and yes- nostalgia.
Now this doesn't answer the question of cosmetics that show up that we haven't seen licensed characters wear, for example The Pig's "Pig Leather" and "Deceiver" skins I don't think were things we saw her wear in the films. Or Legendary cosmetics which change you into another person.
Alas- that's not what this thread is about, so I won't take the time to answer those questions.
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@Gibberish said:
Killers so OP that nobody wants to play them, causing queues for Survivors to take forever.
Makes sense.
It's big brain time
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I actually really, really, really love all the halloween tracks created for Dead By Daylight.
The All Hallows Eve event of 2017 had a spectacularly chilling theme with those high pitched strings and piano notes, it was the perfect way to enter the main menu lobby and really set you in the halloween mood. The eerie green smoke which filled the fog contrasting the carved bright orange faces smiling to greet you- it was great all around.
Contrast that with the theme they created for the following year 2018 the year of The Hallowed Blight.
https://youtu.be/PFdoOk_Cv50?t=17The change in music signaled the thematic changes made for the event this year, and a new addition to the story played out every single day starting on October 19th when a new journal entry was discovered each day and opened on sign in encouraging players to sign in the next day to follow the narrative. The music oozes mystery and intrigue, about the blight which seasonally infests the entity and the visceral cankers which spurt putrid nectar. Throughout the song the ticking of a clock can be heard softly in the background counting down the seconds until it was once again "All Hallows Eve".
I kid you not I listen to these instrumental tracks in October just by themselves outside of game just to feel extra Sp00ky when the red orange and brown leaves cover the ground and the wind howls by.
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One of my most looked forward to licenses. Out of everything I don't think there's anything that would have me more excited. Maybe a Friday the 13th chapter because of how significant that license is, but there's so little of Sci-Fi Horror in Dead By Daylight I think it would be great to explore it through licenses and killers like the Xenomorph, The Predator, or The Thing.
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@Adeloo said:
- Pyramid Head - Nemesis
They share an AoE attack but PH can hit from behind walls, what Nemesis cannot do + PH can increase the range of his attack with addon
- Ghostface - Myers
They both are stealth killers but one you counter by hiding, the other you counter by staying still and winning a stare contest + GF basically has unlimited exposed power unlike Myers than can run out of "juice"
- Leatherface - Billy
Both use a chainsaw, but one is used for distance and speed while the other is used to down multiple survivors
- Huntress - Deathslinger
Both have a ranged attack but Huntress has a limited number of projectiles + can throw much much farther than Deathslinger
- Trapper - Hag
They place traps. BUT they work in a different way : a Trapper can easily chase a survivor without having the time to place traps while a Hag is using her traps like a web and do not perform well in a chase out of her web.
- Wraith - Ghostface
They do not share any similarity other than being stealthy and that survivors can break them out of it
- Trickster - Huntress
More similar than Huntress-Deathslinger BUT while Huntress hit inflict a heal state down, Trickster needs 7. And he doesn't benefit from the range Huntress has
MY PICK
- Myers-Oni
Both suffer heavily in the early game, and need to build up their power by chasing the first survivor they find.
+ Activating their power give them the ability to down survivors in one hit + bonus in movement speed (Oni more than Myers)
+ Once their power is out of "juice" they need to charge it again
The Wraith - Ghostface comparison is really to illustrate the shared playstyle between all stealth killers. Wraith, Ghostface, and The Pig all share the same capability to reduce their terror radius to 0 and thus share the many of the same approaches and strategies for how to start snowballing pressure and gain momentum in a match.
A quick search on Youtube and you'll see personalities like Yerv who grouped these three killers under the same video "How to play Stealth Killers - X, Y, Z tactics" or Tru3ta1ent who I remember spread the idea around to play Wraith like people were playing Ghostface when he first released, not engaging in prolonged chases but instead constantly flitting between survivors injuring them, leaving to apply pressure elsewhere, and then coming back to catch that first survivor off guard rather than wasting time chasing them for some 20 or 30 seconds (or more) to down them.
Again, the poll is not purely based on shared mechanics between killers, but how much of a skillset can be transferred from X killer to play Y killer.
Because of this, I would actually argue Wraith and Ghostface have more in common than Myers does. Quite frankly, Myers does not play like a Stealth Killer (unless you're running Monitor & Abuse / other TR reducing perks) he plays exactly like he is- a killer with a reduced terror radius which is an entirely separate thing. You can't take survivors by surprise with Myers the same way you can with the aforementioned 3 killers, nor can you mindgame loops with his power the same way as those three.
Although Ghostface and Myers both share a nearly identical stalking mechanic on a foundational level, as you yourself mentioned they operate drastically differently. Where Ghostface needs to manage the stalked levels of individual survivors while Myers deals with the aggregated pool of "Evil" shared across all four survivors. Ghostface also has an entire Leaning mechanic which drastically speeds up how quickly he can fully expose a survivor being stalked, and properly knowing when / how to do this in a skillful way without being discerned (taken out of night shroud) is not something a Myers will ever need to learn or deal with.
There's much more to say about stalking but it almost doesn't matter anyway, since anybody who plays Ghostface regularly will tell you that most of Ghostface's power comes from being able to reduce his terror radius at will (without sacrificing movement speed like The Pig, or immediate aggressive potential like The Wraith [who needs to slowly uncloak instead of attacking immediately]). This is where the largest chunk of Ghostface's gameplay comes from, and is something a player who has only experience with Myers would have less in common with. The stalking capability ghostface has is more icing on the cake than anything else, whereas it is the bulk of Myers gameplay, who absolutely needs his Tier 3 Evil Within to snowball momentum in a match.
I haven't answered the poll myself, but because of this reasoning (which I could explore further even further) I don't think that it's Ghostface - Myers. (Which I am saying because it seems like that is the leading pick according to the current poll results).
Although in a roundabout kind of way, at the very least I am agreeing with you that Oni and Myers have more in common than Ghostface and Myers. Though I spent most of the time alluding to the connection between Wraith and Ghostface.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2233651#Comment_2233651
I'm almost sure that it's an official logo rework. They changed their logo on their Steam page as well, and even in their overview image. If I'm wrong I will eat crow.
Actually you might be right, I just noticed that the logo changed on the official discord server. 😰
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That's what legendary / linked skins are for. So that they don't have to waste time developing a full blown chapter based entirely on the same license, and instead give the devs an opportunity to explore new and other equally interesting licenses.
Although that being said, Legendary skins are still a complete bloody ######### rip-off. And I won't be investing 3/4th's the price of the base game or double the price of a normal chapter for a single skin that is no different in quality from anything else in the ######### store. Until they decide to get brand new voice actors, sound effects, different killer powers (why does the Greek Minotaur Wield a Japanese Kanabo???) to fulfill their promise of completely transforming a character into somebody or something else- it's not worth.
That aside, Resident Evil's chapter is already bigger than normal, both compared to previous chapters, and especially compared to the recent chapters which have had no maps. RE got a great looking killer, an incredibly detailed and faithful map, and TWO survivors, not to mention with an above average rate of interesting / viable / good / decent perks overall across the board.
Because of this, I think it'd be pretty unfair to fans of other licenses within the DBD community to release another Resident Evil Chapter. BHVR did a pretty good job with this one as is. Sorry for those who were looking for representation from the new parts of Resident Evil (AKA: RE7 / RE8, Lady Dimitrescu, Ethan Winters, etc.) or the even older parts of Resident Evil (Wesker, etc.).
As they say in fkn kindergarten: "You get what you get and you don't throw a fit".
The only situation where I believe this is acceptable is for a license like the Scream Chapter, which never got a survivor or a map to begin with. A second chapter that introduces an individual survivor (I still prefer Randy Meeks over Sydney Prescott- fight me), and a map from the scream franchise (say the High School) would be fairly welcome. It's probably most applicable to the Scream Chapter because I know a lot more people were disappointed about the lack of content from that particular chapter over any other chapter or paragraph.
Though I suppose I wouldn't be against getting a survivor from Texas Chainsaw Massacre + map, a killer from L4D and a map, or a killer for Ash Vs. Evil Dead, etc. so on and so forth.
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It looks to me like the logo was just changed for the purposes of the chapter release- it's stylized, as it often is depending on the event, holiday, or chapter.
I'm not sure if that actually translates to "they permanently changed the logo!!?"
Especially since the two pictures you used aren't actually from different times, like 2019 vs. 2021 or something. Both of these are for basically the same event- the RE chapter reveal & release is basically a part of the 5th anniversary. So again, I wouldn't immediately jump to "old vs. new" here.
It just looks to me like because they shrunk the skull-tally icon, they decided to lose a few of the details which are more visible when the image is bigger. Also possibly perhaps because of color contrast- the black silhouette of the skulls might look a bit weird against the black of Leon's bulletproof vest or the darker colors of Nemesis' tentacle and such.
The font change is also not that surprising either. Since it's adapted to look more similar and align with the Resident Evil font they used rather than contrast it.
I wouldn't read into it that much. These are just aesthetic changes for the chapter specifically. I doubt they're actually letting go of the detailed skull tally, that's present in much of their media, merchandise, and even in-game like in loading screens. You don't typically just swap logos like that on the fly unless you're rebranding, which I don't think DBD is doing.
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Everybody's got their ultimate license, the one slasher villain, horror movie, show, game, etc. they prize above all others. I know some people went mad nuts when Michael Myers came as the first license to DBD way back when, or much more recently with Resident Evil.
Scream was my ultimate license- the one that I had been pushing for to get into the game in any way, shape, form or fashion, all the way back in 2016. There was nothing I wanted more than to see Ghostface stealthily gutting survivors in the fog like fish.
I will admit, like many others, I was slightly disappointed when he didn't come with a map or a survivor counterpart: because the devs believed that the image of the iconic mask was more important than the story behind it. I for one agree with them.
And I was so damn happy when Ghostface made it in: a spectacular adaptation of the original character, updated with a more urban and modern aesthetic, but with the same core themes of obsession and paranoia that were present in the films.
Too boot, even from his first PTB what we saw in Ghostface was a viable killer, without question the most powerful stealth killer, and absolutely spitting in the faces of every snob who said Ghostface wouldn't make it in for one stupid reason or another. Also some pretty decent perks, unlike a few unfortunate licenses like Ash Williams who got the short end of the stick. Ghostface's Corrupt Intervention is easily his best, a great slowdown and information giving perk, and one of my personal favorite perks out of the entire pool for killers, I'm All Ears can be surprisingly effective on certain killers and is actually a decent pick, and though Furtive Chase isn't great, it's undoubtedly one of the more unique perks out there.
Ghostface also has the best and most lucrative licensing relationship out of any single license in DBD- Proof of this being in the number of cosmetics he has. Having the most cosmetics out of any individual licensed character, and the ONLY licensed character to be directly involved in DBD's original lore and having a blighted cosmetic. Still waiting on Scarecrow Ghostface.
There are so many things to be happy about Ghostface, I can go on and on, I really am not all that sad he didn't come with a map or survivor. (Although there are rumors that maybe the devs will perhaps consider getting a separate Scream licensed chapter, with the survivor and map? Who knows.)
As for least favorite- I guess I'd have to say the SAW: Chapter? Saw is a great license to have and is fairly iconic as far as horror goes- I just feel like they got the short end of the stick during negotiations. Both Detective Tapp and Amanda Young are some lackluster picks in terms of the overall franchise, and aside from Surveillance (which is absolutely amazing but had to be reworked to be good), none of the perks that came with that chapter are all that outstanding either. The map itself is decent for a Ghostface main like myself (thus I actually do enjoy most indoor maps) but aside from that I'm not the biggest fan of it gameplay wise, looks great though.
I think this is a more fair criticism than just saying "Eh, this license didn't have a survivor or a killer or a map and I didn't like it because of the lack of content".
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I would take the Miner from My Bloody Valentine over everything on this list except for Outlast (and maybe The Last of Us- but I seriously doubt that would ever happen)
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I really don't see the point in it- either I'm going to win either way or I'm going to lose either way, it doesn't make a difference. Regardless, I'm more than happy to "take on the challenge".
I hear people thinking "How does it make no difference when X survivor with no perks suddenly switches to Y survivor with Dead Hard, BT, OoO, and Adrenaline!?"
Ok, but then again, how do you definitively know that X survivor had no perks anyway? The truth is, you don't know, and X survivor could be realistically equipped with that exact same build in the first place- in which case there's no point in "hiding" which character you're going to play.
"Ok fine, but it's not about the perks anyway- it's about the visible items you see equipped in the lobby"
I hardly think that's going to make a difference as well. I very rarely go out of my way to equip counters to specific items like Franklin's Demise or Lightborn or something. 90% of the time when I'm playing Killer, I have specific goals in mind: either to complete a daily, a challenge in the rift, try to earn an achievement, or just use a specific build that I want to- whether it's a troll build that definitely won't work, a gimmick build centered around a certain strategy or playstyle, some synergistic build that has perks which compliment each other or the killer I am playing, or a real build that actually does some serious work in a match.
So to put it another way: 90% of the time whatever you're ######### about with in the survivor lobby, is not going to have any realistic impact on my decision of what I'm doing anyway. I could care less what you run because I have no control over it, and it's not like I can switch between killers in lobby anymore anyway.
And the rest of the 10% of the time, I'm not paying attention to the lobby at all because I'm watching youtube while I wait in queue + lobby for my match to start.
At the most I'll make a mental note of it before the match starts just to be aware of it during the match, especially if you've got a key or something.
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I did the math sometime recently based off of their natural development cycle of producing some 4 chapters per year- 2 of them being original and 2 being licensed per year, based purely off of the big name popular film licenses alone Dead by Daylight has a solid 4-5 years in it.
Including Popular Video Game Licenses up that number to some 6-7 years
And those are just the licenses that I personally gravitate toward, there are plenty of licenses I was not willing to put in my list (IE Slenderman, Fnaf, etc.) and / or did not include in my list because they just don't come to mind or I've never heard of them. So this is a conservative estimate, and there are likely plenty of other licenses out there that the devs will eventually pursue that I did not realistically consider.
Outside of regular chapter releases, Dead By Daylight will probably still go on strong and maintain a regular- albeit slightly declining playerbase once content development stops as older players slowly lose interest and being given less and less reason to come back. Although I can still see a small portion of the dev team still sustaining the game during this time period with continued support through bug fixes, balance changes, and even holiday events and sales for skins and stuff after new content is no longer being created. There will probably be some form of existing community for a few years, let's just say for the sake of small conservative number 3 years.
Already that brings DBD to lasting about 10 more years or so give or take, though I can imagine it being for even longer.
Games that pioneered in their respective genres tend to last a long time- CS:GO released in 2012, League of Legends released in 2009, and these games are still more or less going strong as a horse. So it's not impossible. Dead By Daylight does not have any realistic competitors within its genre, Friday the 13th died and failed, Last Year died and failed, Predator: Hunting Grounds is still struggling on I think with it's steam release but with numbers nowhere close to DBD, and the smaller titles like Gold Express or Soul at Stake never stood a chance.
Even BHVR's own Deathgarden: Bloodharvest couldn't manage to stand on it's own two legs outside the shadow of Dead By Daylight.
Hell, Dead By Daylight is available not only easily accessible in various stores on PC, but on Console as well on PS4, Xbox one, Nintendo Switch, next generation consoles like PS5 which are only just coming out and very few people have, and even ######### Mobile.
Long story short, I think it's fairly safe to say that Dead By Daylight isn't going away anytime soon. Even if it's only "a few more years" I'm more inclined to think that'd be closer to 10 years- something like 5-7, than it would be to suddenly die off in 2 or 3.
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@Mooks said:
I enjoy both definitely!
but I do think the licensed chars are making DbD special. And I appreciate the cool and interesting ways the devs make the chars work within the Entitys realm/game mechanics!
^ This
Both have their place in the game and both contribute in their own unique ways. Just because you know the stories of licensed killers and what their powers are most likely to be does not necessarily make them any less unique than the original concepts.
And in fact, Dead By Daylight's original concepts which are for the most part well developed, compelling, and interesting characters which can stand on their own two feet aren't even all that original to begin with. Every single original killer has had some kind of previous inspiration, archetype, or story that it is based off of.
As far as inspired by other licenses go:
Trapper has roots derived from Jason Voorhees
Wraith and his power was influenced at least in part by The Predator
Hillbilly is very obviously based on similar themes as Leatherface.
Legion shares some conceptual ideas with Ghostface
The Deathslinger was inspired partly from Stephen King's The Dark Tower book series
The Blight is Dead By Daylight's version of Robert Stevenson's Strange Case of Dr. Jekyll and Mr. Hyde
And another chunk of the Dead By Daylight's original cast is based off of folklore, myth, local legend, etc.
The Oni is a perfect example of this, being ripped basically straight out of storybooks that tell of Oni: which is a kind of yōkai, demon, ogre, or troll in Japanese folklore, typically portrayed as hulking figures of blue white or red skin with one or more horns growing out of their heads.
The Spirit is also based off Japanese traditional beliefs and literature, the onryō (literally "vengeful spirit", sometimes rendered "wrathful spirit") refers to a ghost believed to be capable of causing harm in the world of the living, injuring or killing enemies, or even causing natural disasters to exact vengeance to "re-address" the wrongs it received while alive.
The Hag has been said by some to be potentially based on the Wendigo, an Algonquian myth that says those who commit cannibalism will become possessed by spirits, deformed and eventually turn insane. However, it's more likely she's more closely related to Voodoo, Witches, and Witch Doctors due to the nature of her power more than anything else. Although nobody has ever said it can't be a little bit of both.
The Plague is very directly connected to Babylonian Priestesses, Culture and Religion. Not much else to say about that, it's directly written in the lore where she's from.
The Nurse is related more to the standard creepy Nurse (who goes insane) archetype than any specific story, though I don't doubt if I did enough digging that I might find an example of a similar story out from the UK (the nurse is Anglo American)
A very minor portion of the original cast can be seen as based off of real life figures and killers.
The Doctor is well known to be allegedly based on Yang Yongxin, a real life controversial Chinese doctor (Psychiatrist according to google, he's still alive today by the way) who used electroconvulsive therapy on internet addicts to "cure" them of their addiction. I remember the character received a lot of praise on release, especially from those in the Chinese community, for bringing this issue to light and spreading greater awareness about these horrible medical practices. Of course the Doctor could just also be based on your standard archetype of a murderous Medical Doctor (though in Dead By Daylight he's got nothing to do with medicine).
Though I'm not sure if it's confirmed The Clown can also be very easily tied to real life American Serial Killer John Wayne Gacy who performed as a Clown at local parties, charitable events, children hospitals, etc. The Clown from Dead By Daylight can also be somewhat related to Pennywise the Clown from IT, or just your standard archetype of a creepy murderous Clown.
The only original killers I haven't mentioned are the Huntress, and two most recent: The Twins, and the Trickster. But again, with research I have no doubt I could find some origin or source material for the ideas that sparked these characters.
Long Story short, as far as "uniqueness" goes the only difference is that the licensed characters of Dead By Daylight are already so easily recognizable and iconic. They have already proven their worth as characters, and important parts of fictional horror that's why they're popular. People have heard about them and are familiar with their concepts, tones, and themes, and many have proven to be interesting and compelling characters in their own right which have captured the attentions of audiences for literal decades of time. There's a reason why people like them, and there's nothing particularly wrong with liking them. Their source material, or how they appear within Dead By Daylight.
In truth, the question that's left is can any "original" idea- truly be original?
Be prepared, there'll be a quiz next Monday reviewing these concepts.
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@RepostRiposte said:
Ideally none because then they would only be obtainable with $$$
Also because I think the team is generally more creative when they have free reign over the killer as opposed to trying to appease a licenser and a new audience
Wouldn't happen, Dead By Daylight's too deep in it now and the game has become inseparably synonymous with the infamous characters they allow you to fill the shoes of. It's the super smash brothers ultimate of horror.
That's not a bad thing either imo.
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Yes. And know that I say this as someone who uses Spine Chill as a mainstay perk in nearly all of my loadouts more than 1k hours clocked into the game. It absolutely is a crutch and I can't help but run it, so whenever I advocate for it to be changed it's always with a heavy heart. I don't really want it to change but for the sake of the overall health of the game I think it should be.
The fact is Spine Chill does too many things at once and it does it too well, especially in the hands of veteran players who know how to maximize the use of it. The real problem with the perk is that it is a direct flat out hard counter to stealth killers- killers where 90% or 75% or however much of their power is allocated in the stealth aspect of their ability. If Spine Chill didn't trump all stealth abilities, it would not be in the unhealthy position that it currently is, although an argument could be made it still would be because of the other effects it provides.
It's at this point that I will copy and paste something that I wrote just a few days ago, just because I'm too lazy to re-type it out again.
"Spine chill is surprisingly absolutely dumb-busted, much more than people actually think, and I've gone into great detail why in previous posts. The short of it is that a stealth killer needs stealth- the advantage of surprise, in order to operate on any level, otherwise they are just an m1 killer- potentially with a side ability like RBTs or speedboost coming out of cloak.
Not a single stealth killer has ever crossed into the realm of being broken or overpowered anyway, there's absolutely 0 reason for there to be such a direct hard counter for them.
The perk also directly affects the fun / fear factor of those matches against stealth killers, while in a practical gameplay sense it's a massive advantage and I suppose you get the pleasure of likely "winning and escaping" I would personally argue it would be more fun to actually be surprised and scared by a killer's sudden appearance or disappearance. Without having a such an overwhelming tool at your disposal to be able to tell whether they're hunting you or not.
There's also the problem that Spine Chill is one of the few perks that increases action speeds for interactions like Generator Repair speeds or Vault which are really powerful on their own, on top of the wide array of other actions like healing, unhooking, cleansing, sabotaging, etc.
On top of all this there's the undeniable universal truth in Dead By Daylight that has been tried and true - Passive Is Not Fun. Much like how OP cited how devs have been making a change to perks in the past which directly countered a single killer or groups of killers, like slippery meat, saboteur, etc.
Equally the devs have been changing powers and perks that had a passive effect. I refer you to some of the biggest reworks the game has ever seen: the Freddy Rework and the Doctor rework, killers whose previous incarnations relied heavily on passive abilities that didn't display much skill. This isn't just true for killers however, with the recent changes made to survivor perk Object of Obsession- another ability that passively revealed the killers aura based on distance and direction- has since also been reworked to be much less universally passive. Now that it only activates whenever a killers own aura reading abilities activate.
I circle back to spine chill. A perk that is still universally passive to this day, operating at all points during the match and being ludicrously accurate the entire time. Since it only ever lights up when the killer is staring at you which is a very specific condition unlike something like Premonition. Where you might be susceptible to swinging your camera around and all of a sudden it the audio cue procs and you're left wondering where exactly the killer was that triggered the perk.
Long story short (I'm not kidding, I COULD continue typing about this dumb perk) Spine Chill is quite simply too much. It covers too many bases for such a passive ability, and it disproportionately affects Stealth killers over any and all others. A kind of killer mind you, which isn't all that super-powerful to begin with, especially against SWF and teams that communicate. Spine chill's very existence in its current incarnation is summed up in one word: Unnecessary.
There's a fabulous simple change that can be made to solve this entire issue, and that's to make it so that it no longer trumps stealth abilities. That's it. It will continue to be a great perk for survivor map awareness against killers who are ranged and might be aiming at them from a distance, or killers with high map mobility that can appear at a moment's notice extremely quickly, but it would no longer affect Stealth killers whose ONLY ability is the element of surprise.
This change also works twofold- not only does it bring in line the power level of a perk that does too much at once, but it would also boost its sister perk in popularity. Premonition would suddenly become more viable than it is, by any and all metrics it's an entirely inferior perk and so long as Spine Chill exists as it does right now, there is zero reason to run Premonition. However if Spine Chill could no longer detect killers who are undetectable then that would be a huge boon to the perk, since premonition would still be able to pick up killers who are undetectable.
The difference between Premonition and SC are two major ones which keep Premonition in line as a balanced perk (but weaker in the presence of Spine Chill) while SC runs ramapant:
1. It actually has a cooldown. Unlike SC whose knowledge is omnipresent lighting up ANY time a killer looks in your direction Premonition has a whole ass 30 second cooldown at Tier III. Meaning information given by Premonition without combining context clues and a bit of smarts on the part of the player can often be outdated or even misinforming. Survivors actually have to think about what Premonition's audio cue means rather than lazily staring at whether or not SC is lit up.
2. Premonition provides only an audio cue- a single cue that hints at where the killer is, whereas SC lights up when the killer is facing YOU which is a very great distinction to make. So not only is SC omnipresent during a match, it's also omniscient in that it provides you with much greater information than premonition will at any time. While Premonitions audio cue will tell you where a killer might be, SC tells you what they might be doing, specifically, whether they are coming for you or not. Premonition can activate but the killer could just be walking past, whereas when SC lights up and it stays lit you know for a fact the killer is either heading your way or is already there to begin with.
So again, a second long story short- nerfing Spine Chill would likely boost Premonitions pick popularity, and thus increase perk diversity across all your matches. It also creates a more healthy relationship between Spine Chill: one of give and take where both perks have something to offer, rather than the current unhealthy relationship where Spine Chill has everything to offer and Premonition just lacks in nearly every category.
There's also a second change that I think might be slightly better or worse depending on your perspective but is a bit more complex and goes against the devs design philosophy of streamlining all status effects a couple years ago. Which is to create a separate status effect for killers who have the undetectable status effect within their ability powers- create something new called "Natural Hunter" or something. Which is a slightly more powerful version of Undetectable, Natural Hunter does everything Undetectable does, but also a little bit more on top of that. Natural Hunter cannot be trumped by perks like Spine Chill or Premonition.
To explain: Killers who have Stealth as a main part of their kit won't be affected by the shenanigans of perk balance. They can't be picked up by aura reading abilities, they can't be picked up by indicator type abilities like SC or Premonition, nothing. However killers that use Artificial Means of stealth- AKA perks that provide the undetectable status effect, like Trail of Torment, Tinkerer, Insidious (lol) which are frequently used by for example killers with ingrained one hit downs in their kits like Hillbilly, Leatherface, or Myers, who were never really meant to have the undetectable status effect, can still be detected by these perks.
This would allow a new wave of perks, mechanics, and balance changes, which all have to relate with the Undetectable Status while killers who use the Natural Hunter status effect (Ghostface, Wraith, Pig, Demogorgon, Myers Tier 1, etc.) will remain unscathed by any of those going ons. You could even separate stealth killers who use Natural Hunter and those who use Undetectable so you can create strong killers with stealth abilities but aren't overpowered because their stealth isn't as good as the others, and would therefore rely on their own unique mechanics and styles of gameplay.
Spine Chill won't be as weak as the first solution since it can still pick up killers who are undetectable for whatever reason, but it won't be useful against killers who have been safeguarded by the new Natural Hunter status effect.
I typed too much.
TL;DR Spine Chill needs a nerf for multiple reasons (problems 1st and 2nd chunk stated, comparison to premonition 3rd chunk, solutions in 3rd and 4th chunk of text). Either that or introduce a brand new status effect which is a slightly stronger version of Undetectable that overrides all perks of all kinds including Spine Chill and Premonition (described in 4th chunk)."
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I don't think this idea has poor execution specifically, but there was no other middle ground option to pick so. It's an interesting idea, would need further testing, it likely has the possibility to sway in either direction of it being a good idea or not.
Truly I'm just all for any kind of pre-game collapse Scott Jund's original idea is something that I think still stands in terms of quality and there are a lot of comments under that original video that add even more specific details that flesh out the concept and make it even more thorough.
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The scale of SWF>Killer>Solo Survivor still stands.
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If I wanted just a tracking perk- I would swap bbq for something Surveillance or something. The only reason I would use bbq OVER Surveillance is because of the BP.
The grind for Dead By Daylight is absolutely horrendous I can't even imagine what it must be like for new players who don't want to spend money. It's almost sinful to even think about taking BP bonuses away from perks.
If anything, more perks should have BP bonuses!
Better yet, FIX THE ######### GRIND!!
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The Huntress is dominant, mature, full bodied, and athletic. What can I say, kinda into it
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The Xenomorph. O-
Spoilers!!!! 😬
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I believe the Urban Evasion example isn't something I would use as an example of counters that are unfair, both Hag and Pyramid Head can still play around the perk. Thus why I say not all counters are unfair (though this is definitely a soft counter).
However I will absolutely agree that spine chill is absolutely dumb-busted, and I've gone into great detail why in previous posts. The short of it is that a stealth killer needs stealth- the advantage of surprise, in order to operate on any level, otherwise they are just an m1 killer- potentially with a side ability like RBTs or speedboost coming out of cloak.
Not a single stealth killer has ever crossed into the realm of being broken or overpowered anyway, there's absolutely 0 reason for there to be such a direct hard counter for them.
The perk also directly affects the fun / fear factor of those matches against stealth killers, while in a practical gameplay sense it's a massive advantage and I suppose you get the pleasure of likely "winning and escaping" I would personally argue it would be more fun to actually be surprised and scared by a killer's sudden appearance or disappearance. Without having a such an overwhelming tool at your disposal to be able to tell whether they're hunting you or not.
There's also the problem that Spine Chill is one of the few perks that increases action speeds for interactions like Generator Repair speeds or Vault which are really powerful on their own, on top of the wide array of other actions like healing, unhooking, cleansing, sabotaging, etc.
On top of all this there's the undeniable universal truth in Dead By Daylight that has been tried and true - Passive Is Not Fun. Much like how OP cited how devs have been making a change to perks in the past which directly countered a single killer or groups of killers, like slippery meat, saboteur, etc.
Equally the devs have been changing powers and perks that had a passive effect. I refer you to some of the biggest reworks the game has ever seen: the Freddy Rework and the Doctor rework, killers whose previous incarnations relied heavily on passive abilities that didn't display much skill. This isn't just true for killers however, with the recent changes made to survivor perk Object of Obsession- another ability that passively revealed the killers aura based on distance and direction- has since also been reworked to be much less universally passive. Now that it only activates whenever a killers own aura reading abilities activate.
I circle back to spine chill. A perk that is still universally passive to this day, operating at all points during the match and being ludicrously accurate the entire time. Since it only ever lights up when the killer is staring at you which is a very specific condition unlike something like Premonition. Where you might be susceptible to swinging your camera around and all of a sudden it the audio cue procs and you're left wondering where exactly the killer was that triggered the perk.
Long story short (I'm not kidding, I COULD continue typing about this dumb perk) Spine Chill is quite simply too much. It covers too many bases for such a passive ability, and it disproportionately affects Stealth killers over any and all others. A kind of killer mind you, which isn't all that super-powerful to begin with, especially against SWF and teams that communicate. Spine chill's very existence in its current incarnation is summed up in one word: Unnecessary.
There's a fabulous simple change that can be made to solve this entire issue, and that's to make it so that it no longer trumps stealth abilities. That's it. It will continue to be a great perk for survivor map awareness against killers who are ranged and might be aiming at them from a distance, or killers with high map mobility that can appear at a moment's notice extremely quickly, but it would no longer affect Stealth killers whose ONLY ability is the element of surprise.
This change also works twofold- not only does it bring in line the power level of a perk that does too much at once, but it would also boost its sister perk in popularity. Premonition would suddenly become more viable than it is, by any and all metrics it's an entirely inferior perk and so long as Spine Chill exists as it does right now, there is zero reason to run Premonition. However if Spine Chill could no longer detect killers who are undetectable then that would be a huge boon to the perk, since premonition would still be able to pick up killers who are undetectable.
The difference between Premonition and SC are two major ones which keep Premonition in line as a balanced perk (but weaker in the presence of Spine Chill) while SC runs ramapant:
1. It actually has a cooldown. Unlike SC whose knowledge is omnipresent lighting up ANY time a killer looks in your direction Premonition has a whole ass 30 second cooldown at Tier III. Meaning information given by Premonition without combining context clues and a bit of smarts on the part of the player can often be outdated or even misinforming. Survivors actually have to think about what Premonition's audio cue means rather than lazily staring at whether or not SC is lit up.
2. Premonition provides only an audio cue- a single cue that hints at where the killer is, whereas SC lights up when the killer is facing YOU which is a very great distinction to make. So not only is SC omnipresent during a match, it's also omniscient in that it provides you with much greater information than premonition will at any time. While Premonitions audio cue will tell you where a killer might be, SC tells you what they might be doing, specifically, whether they are coming for you or not. Premonition can activate but the killer could just be walking past, whereas when SC lights up and it stays lit you know for a fact the killer is either heading your way or is already there to begin with.
So again, a second long story short- nerfing Spine Chill would likely boost Premonitions pick popularity, and thus increase perk diversity across all your matches. It also creates a more healthy relationship between Spine Chill: one of give and take where both perks have something to offer, rather than the current unhealthy relationship where Spine Chill has everything to offer and Premonition just lacks in nearly every category.
There's also a second change that I think might be slightly better or worse depending on your perspective but is a bit more complex and goes against the devs design philosophy of streamlining all status effects a couple years ago. Which is to create a separate status effect for killers who have the undetectable status effect within their ability powers- create something new called "Natural Hunter" or something. Which is a slightly more powerful version of Undetectable, Natural Hunter does everything Undetectable does, but also a little bit more on top of that. Natural Hunter cannot be trumped by perks like Spine Chill or Premonition.
To explain: Killers who have Stealth as a main part of their kit won't be affected by the shenanigans of perk balance. They can't be picked up by aura reading abilities, they can't be picked up by indicator type abilities like SC or Premonition, nothing. However killers that use Artificial Means of stealth- AKA perks that provide the undetectable status effect, like Trail of Torment, Tinkerer, Insidious (lol) which are frequently used by for example killers with ingrained one hit downs in their kits like Hillbilly, Leatherface, or Myers, who were never really meant to have the undetectable status effect, can still be detected by these perks.
This would allow a new wave of perks, mechanics, and balance changes, which all have to relate with the Undetectable Status while killers who use the Natural Hunter status effect (Ghostface, Wraith, Pig, Demogorgon, Myers Tier 1, etc.) will remain unscathed by any of those going ons. You could even separate stealth killers who use Natural Hunter and those who use Undetectable so you can create strong killers with stealth abilities but aren't overpowered because their stealth isn't as good as the others, and would therefore rely on their own unique mechanics and styles of gameplay.
Spine Chill won't be as weak as the first solution since it can still pick up killers who are undetectable for whatever reason, but it won't be useful against killers who have been safeguarded by the new Natural Hunter status effect.
I typed too much.
TL;DR Spine Chill needs a nerf for multiple reasons (problems 1st and 2nd chunk stated, comparison to premonition 3rd chunk, solutions in 3rd and 4th chunk of text). Either that or introduce a brand new status effect which is a slightly stronger version of Undetectable that overrides all perks of all kinds including Spine Chill and Premonition (described in 4th chunk).
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@CornHub said:
If they get him along with his rocket launcher I'd die happy.
If nemesis does come to DBD, he more than probably wouldn't come with any of the firearms he uses.
Dead by Daylight is very meticulous about the type of ranged characters they put in- Huntress hatchets, A Harpoon Gun, throwing knives, etc. I don't think a straight up Rocket Launcher ranks among the kinds of weapons that would be balanced in Dead By Daylight without being completely nerfed (in which case why would you want it?) or was used for a different purpose (IE Rocket Jumping? Lol).
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@RoboMojo said:
I'd argue the maps are actually darker then they were before. The maps have a darker, more eerie look to them now. It's not at all scary though. Too much exposure to something and it stops being scary. The only time I actually get scared by DBD these days is if I get jump scared by a Ghostface or something but jumps cares are more startling then scary. I'm not actually afraid of Ghostface but him suddenly appearing still would make me jump lol. So basically, the maps may look spookier but I'm completely desensitised to this game now so it doesn't frighten me.
Which isn't truly and really related to whether the game itself is actually scary now is it?
OP was referring to the updated graphics, change in art style, and overall visual presentation of the game, and whether or not that affected the horror experience / how inherently frightening the game was or wasn't.
Saying "Oh yeah, I've played over 1000 hours of the game, I've seen every single killer, every realm, every map variant with said realm, and have memorized nearly every single perk such that nothing truly surprises me anymore in this asymmetrical experience and I act properly and accordingly given whichever circumstance" really doesn't answer that question now does it?
Yet every time people ask the question "is DBD scary?" or something similar like "is DBD an actual horror game" that exact response or something in the same family of responses comes up as the most common answer. "Yeah, I've played 200,000 hours of the game. This is baby #########, and if you think the game is scary you're just a new player or a complete baby *spits*".
I don't mean to rip on you specifically, I know you did comment a little bit on the changes made to maps, it's just so tiresome to see Dead By Daylight as a horror experience constantly get a bad rap because of players who have been desensitized to it. As if how much you play and how that affects your psychological expectations and fear response is somehow within the game's power to change or do anything about. Or that it's somehow the fault of the game, or the devs who are making, that you or anyone else are no longer personally and individually scared by it.
For example I'm Terrified of the Outlast franchise. I think I've played through the first game maybe two or three times, the whistleblower DLC once, and the 2nd game I recently finished maybe a month ago. But I've no doubt if I played through each game 10+ times back to back to back I'd end up memorizing every single scene, jump-scare, I'd know pretty well how the AI acts and reacts, and some of the quickest and most efficient ways to get through different parts of the game. Somewhere along the line, it wouldn't be scary anymore.
Dead by Daylight is absolutely no different.
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It's not really even that it's "overpowered" as if maps were clearly, intentionally, and purposefully meant to be survivor or killer favored (they're not). It's just that the map is so utterly and absolutely thoughtlessly and horribly designed.
They've changed it a little bit since it's original incarnation which was far worse, the houses aren't as strong as they used to be, but the map still needs a lot of new changes and updates.
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It's actually not even a question.
If you look up the numbers and the actually specifics between how the stalk works between Ghostface and Myers you'll see that Ghostface is undoubtedly an upgrade on his predecessor in nearly every way.
Save for the fact that he has a higher skill floor to use properly (but he also has the higher skill ceiling, so it's a fine trade) -
You're lying if you put anybody else
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It's Horror.
If you're not taking the time to actually think about that, I really don't know what to say.
Think about what the purpose and intention of Horror actually is, not only to hopefully scare but also to make your audience uncomfortable, and present them with unsettling ideas, scenarios or circumstances.
For example in Alien there are a lot of references and parallels to Sex, Sexual imagery, and #########. The Facehugger which latches onto a victim's face and forces itself down the throat of the victim, strongly suggestive of oral #########. Does this deliberate creative choice make light of ######### victims and the fact that people have been raped in the past? No. But it does use this disturbing reality to amp up its horror elements, and make everyone in the audience, both women but also men extremely uncomfortable filled with ideas reminiscent of violent ######### and unwanted "pregnancies" (of Alien babies). Things that many men often (though I am not downplaying the experiences of men who have been raped) don't typically think about.
In the 2002 TV documentary The Alien Saga, Alien screenwriter Dan O’Bannon explained, “I’m going to attack the audience. I’m going to attack them sexually. And I'm not going to go after the women in the audience, I'm going to attack the men. I am going to put in every image I can think of to make the men in the audience cross their legs. Homosexual oral #########, birth. The thing lays its eggs down your throat, the whole number."
I don't see how this analogy is any different from the situation with Leatherface wearing Claudette's face. Although it's certainly possible the nearly-all-if-not-all Canadian developer team at behavior didn't think about this, if they did I have no doubt it would have been the same thought process. Taking something that's painful, taboo, that can potentially be socially awkward to talk about, controversial even, and using it to fuel the Horror in your story is, at least I believe, one of the most important aspects and powers of horror. It forces an audience to confront their fear about a thing, and potentially even to overcome it.
It's cliché to end on a quote, but I really like these two from Director Wes Craven
"I like to address the fears of my culture. I believe it's good to face the enemy, for the enemy is fear."
"Horror films don't create fear. They release it."
P.S. I maintain Dead By Daylight is a horror themed game, if not an actual horror game. Fight me.
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Stop. Ignoring. Clown.
Please.
This is a cry for help.
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YES. I'VE BEEN ASKING FOR THIS FOR YEARS.
By far my most wanted original chapter concept.
I wrote this comment on a different thread about new potential maps, which basically sums up my thoughts:
"I'd really love a water-themed chapter with some kind of water themed map. Something like a creepy Dockyard map called "The Docks", or maybe one called The Lighthouse, or just straight up a creepy island, either way, the maps boundaries would be the water surrounding the map instead of fences. (Maybe fences on one side, and the sea on the other).
Personally I think a depressing water-themed chapter is a really underrated chapter concept idea. The map would be super cool and I could definitely see all the options I just laid out as different locations within the same realm. The Docks, The Lighthouse, The Island, etc.
(And on a related note though it's not really part of the discussion about maps, The Killer would be a creepy old Scuba Diver in a vintage Scuba Suit looking out a Porthole [you wouldn't be able to see the face of this killer, but imagine something akin to Big Daddy from the Bioshock franchise] or you could have the classic Creepy Old Fisherman. Hell, the ghost of a pirate, or naval officer who drowned or something. Either of the first two options [The Diver or The Fisherman] would probably have a harpoon or fishing spear of some kind, maybe some long fishing tool with a hook, there's a myriad of Whaling Tools to choose from that all look like menacing weapons. A trident even. The latter options [The Pirate or The Officer] would likely have a Cutlass or Officer's Sabre or something.)"
The first image you provide of this kind of chapter is PoTC's Davy Jones, (I'd take anything at this point) but honestly I always thought of something more along the lines of the Big Daddy from Bioshock. This is what I think of primarily when I think of a water-themed chapter.
I think a killer full clad in a vintage diving suit would be really, really, really ######### cool.
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@DoritoHead said:
Rats are a lot harder to notice, if anything I would prefer bats.
There just need to be more horror related animals scattered throughout the realms. Bats are a very good choice I think.
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Plague 🤢 🤮
Disgusting character both figuratively and literally on multiple levels. Not broken- (pun?) just completely unfun both to play as and against.
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Not in a million fkn years no.
If you want that, go play F13, look where that game ended up, it's goddamn dead.
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There's a way to make his original power better, that isn't full on changing the character itself. Keep the core concepts of The Clown drugging survivors with toxic gas, but change what it does or add on some new effects that it didn't have previously.
I still prefer my idea which I've posted about multiple times a year or more ago:
"I have been thinking about this for a long time and I've landed on two suggestions that I think would turn Clown from being in a poorly weak position balance wise, to a truly viable addition to the list of killers that can be effective in higher ranks. A secondary ability, and the addition of a new effect / mechanic to his Afterpiece Tonic which gives it a greater impact in his matches.
THE CHANGES:
Introducing Secondary Ability: Fun Time Gas Traps
It's a circular device that the Clown would wind up, twisting it in an animation before setting it. He can place it on the ground, or attach it to a generator, once it is on the ground it will trigger when a survivor walks within a set radius (say 4m) after which point it will activate violently and loudly erupting, ejecting a large cloud of gas that covers a big area much more significant than the normal bottles.
New effect / mechanic for the Afterpiece Tonic:
While under the effects of the afterpiece tonic, disables Survivors' ability to perform any Repairing, Healing, Sabotaging, Searching, or Cleansing interactions.
EXPLANATION & ELABORATION:
NEW MECHANIC -
One of the biggest ideas that I always bring up whenever talking about the clown is making the Afterpiece tonic more threatening, as it stands there's nothing that stops a survivor from lingering in the toxic gas clouds and basically ignoring them since they don't do damage themselves, and tanking the gas at face value. In this way it hardly has any impact in a match, even with the job it is meant to do which is stop loops, which leads to the implementation of this new mechanic:
While under the effects of the afterpiece tonic, disables Survivors' ability to perform any Repairing, Healing, Sabotaging, Searching, or Cleansing interactions.
The idea here is that as a survivor you really shouldn't be able to continue repairing a complex piece of machinery like a generator, or really any other act that requires focus like while inhaling toxic fumes and being disoriented. This way, the Clown gains map pressure in a unique way that makes sense for him and that other killers do not have. By being able to throw bottles long distances and stopping generator progress for a few precious seconds for you power-walk over there.
This rewards skillful clowns who can accurately aim and throw bottles right on top of generators from across the map. This also will help clown in other aspects too such as protecting Hex: Totems, or catching a group of survivors from pulling off a heal.
For those wondering, this effect already currently exists in the game. It is the exact same effect that Survivors in madness tier 3 are stuck in until they successfully perform the snap out of it action. The only difference is instead of "permanently" the effect only lasts for the duration that a survivor is intoxicated. The impaired vision lasts for 4 seconds after leaving a gas cloud, however the gas cloud itself lingers for about 8-9 seconds (keep in mind the spheres [how the gas physics work and it's modeled] of the gas are absorbed by survivors who "breathe it in" so the area gets reduced eventually) so it would be about this time frame.
NOTE: This does not prevent Survivors from performing crucial and important tasks such as rescuing survivors off hooks, or opening the exit gates. It only affects the actions listed.
SECONDARY ABILITY –
The purpose of this is twofold, it mainly serves as a way to give the Clown more map pressure, in this way because of the loud activation noise and survivors screaming revealing their location, and giving a bead on where to go next. If this was introduced in conjunction with the aforementioned change that I mentioned beforehand this would also prevent survivors from repairing a generator for a short duration of time until the gas cleared giving the Clown more time to cross the map, finish a chase, hook someone, or something before applying pressure to that part of the map.
It also serves as a pretty significant anti-looping tool, because it covers a great area this trap could be used as a very wide area denial tool where you could significantly reduce the looping capability of an entire area. Say the killer shack, or maybe a central building or just a generally strong loop.
How the Clown would receive these Fun Time Gas Traps could be done a number of different ways. It could be set to a simple charge timer, or it could be based off of how many times the Clown has reloaded encouraging Clown players to make active use of their primary ability as much as possible before being able to access the secondary ability.
BONUS CHANGE:
(This isn't something I came up with on my own, but an idea that I've heard circulating around the community a lot that deserves to be put in. Although in light of the recent change to his reload speed, this may no longer be as necessary a change as it once was.)
Allow the Clown to reload bottles on an individual basis, much like the way the Nurse's Blink regenerates individually. Every second the Clown spends reloading he gains another bottle, this way he doesn't have to waste as much time in a chase and can cancel the reload mid-way through having only reloaded one, two, or three bottles rather than the full four.
It seems like a small change but the small changes add up, and this would benefit the clown and make his gameplay much more smooth. However it is important to note that this change would NOT be significant enough on its own and would not make Clown a noticeably stronger killer by itself. This would be a change that would need to be made in conjunction with bigger more robust modifications to his current kit, such as the aforementioned secondary ability and added effect to the afterpiece tonic."
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I actually play Jeff / Adam once in awhile, so I won't respond to the poll itself but I will comment on the fact that Cosmetics is #1 leading in the poll right now
This is something I've been saying this for a long time now. It's literally a paradox, people in the community (selfish people who play characters with plenty of cosmetics no doubt) love to cry out "Oh, obviously the devs are giving cosmetics to popular characters, then other characters get their cosmetics later".
When apparently, nobody has ever bothered to think of the fact that cosmetics CONTRIBUTE to popularity. So the more popular a character is, the more cosmetics they get, the more cosmetics they get, the more popular the character becomes. Equally, the less popular a character is, the fewer cosmetics they get, the less cosmetics they have, the less popular the character is.
It's literally a self-perpetuating cycle and I don't know why this is so difficult to understand. May as well not give any cosmetics to lesser played characters at all, in fact, fk it let's just delete those characters let's all play Dwight, Jeff, Meg, Claudette, Nea, and David. Who needs the other characters anyway right?
It's just dumb all around.
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@SOMENINJANAME said:
https://forum.deadbydaylight.com/en/discussion/comment/1993179#Comment_1993179
LOFL, yes, thank you for that kid. This made my day🤣
Same 😂. Your poll made me laugh a lot, was a good joke and so have your responses also been. Thanks for the laughs
Maybe clowns are pretty funny after all 🤣
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@SOMENINJANAME said:
https://forum.deadbydaylight.com/en/discussion/comment/1993113#Comment_1993113
HAHAHA, OMG, why did you just now after we spoke go and overly edit both of your comments? That's pretty cringe dude. Just make a new comment, don't try and change what you said lol. The first comment went from a few sentences to 3 paragraphs.
No lol, you clearly haven't been on these forums for very long. If I edited them NOW (technically then, last message at 1:18) a bright red message saying I had edited them well past their time of posting (I believe this appears if you edit a message more than 10 minutes after a post was made) and then exactly at what time I last edited the post would appear right underneath. Again, in bright ######### red
EDIT: You'll even notice in the top right corner of my comments my edit actually came minutes BEFORE your responses. Ex: See my edit at 1:03 and your response two minutes later at 1:05. The closest your response ever came was within the same minute as one of my edits at 1:08
You're not the sharpest tool in the shed are ya?
I edit things immediately after I post sometimes because there were things that I left out. The people who made the forums also recognize that frequently people make typos or what have you and there's no need to display for the rest of the forums that they edited their original post less than five minutes later to add in a few sentences or fix a typo or two.
The only thing cringe here is you fkn calling that out as "cringe" and expecting that to carry weight as an argument in the place of the lack of a point
I'd call it hilarious, but that'd be like laughing at a five year old and that's just not fair lol
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@SOMENINJANAME said:
https://forum.deadbydaylight.com/en/discussion/comment/1993113#Comment_1993113
Lol, yeah, but it's true.
Lol, no, it's not at all dude, that was a complete oversimplification on your part.
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@SOMENINJANAME said:
https://forum.deadbydaylight.com/en/discussion/comment/1993102#Comment_1993102
Yeah, but dude, half of the community is against SWF, KEYS and MORIS. Where half love those features. They could at least do a temporary test like they did with BLOODLUST.
You made that up on the spot. Your idea is laughable and the meager evidence you provide for your proposal is equally so
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@SOMENINJANAME said:
https://forum.deadbydaylight.com/en/discussion/comment/1984635#Comment_1984635
Well clearly my idea sounded good to more than half of the current voters. Considering the first option is no, and the other 3 are versions of yes. And no is only at 46% atm. So I'm glad I asked, more reasonable people than I expected.
People for some reason don't seem to understand that for a fundamentally drastic change like this, you more or less should have a resounding agreement amongst the community it should be done, somewhere in the near 70 or 80%. If nearly half or more of the community is vehemently opposed that's not a good thing because that is a major chunk of the community, certainly nothing to sneeze at.
Regardless of how you decide to interpret the results of the poll, I have more than full confidence this idea would never pass through even the lowest levels of the development team. Movement speeds are critical to the balancing of Dead By Daylight and it's not something you can or should just change on a whim. Especially for a stupid reason like "it looks silly".
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@Jay_Whyask said:
The reason these characters don't have their own maps is because the DBD team is busy reworking preexisting maps, they will make maps for these killers, just not now.
I've never heard this confirmed by the devs at any point in time, although if there's some information you have from an article, clip, or a dev stream where they did say this I'd be glad to be proven wrong.
But the way you wrote this comment makes you sound very sure that it's going to happen, and I'm equally if not more sure that it probably won't happen unless the community really pushes for and requests it, and even then it might not happen. Which is why I tentatively said one killer as opposed to multiple.
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@NoOneKnowsNova said:
I'm waiting for that one person to pick Spirit...
Lol same
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I wish you had put more options beyond "Hate", "Apathetic", and "Love!! 8D"
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As much as I think all three probably have decent stories to tell within their own locations, the only one I'm really interested in would be the Trickster because of how different it is from all the others.
A map that takes place on the streets of the neon cityscape of Seoul, South Korea with potentially the Burnt Down Studio as a map (but perhaps that may be too similar to the Nurse's Crotus Prenn Asylum) I think would be fantastically unique. It would be like nothing we've ever seen before, and would be a very welcome addition to diversify the kinds of realms that exist within Dead By Daylight.
As for the Blight and Twins, I'm not too sure, it's possible they could have interesting locations to visit within their lore as well, but I think it might just be better to move on and get maps out of future chapters. I feel like it's a case of picking one or the other, I don't think the devs would be able to release two full maps within the same patch, one for a future chapter and one for the blight / twins. And if it's one or the other, I'm honestly gonna hedge my bets on something more interesting coming along in the future than the Opium Dens of The Blight or some old village in 17th century France.
That's just me though. I think the devs might be able to pull it off for one killer, but not too sure about two let alone all three, which is why I voted Trickster.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1988266#Comment_1988266
Not a horrible idea, in fact a very good idea if you pull it just before the first red light starts to glow. It saves you a few seconds which is enough to open the exit gate when the killer leaves to check the other gate.
I forgot to mention that you can do this as well yeah, but in my experience that's more for your own comfort than for any actual advantage or benefit. Typically if you're caught at the exit gates, it's because you had really bad luck / RNG and the killer could make quick trips back and forth between both gates. Meaning you won't really be anywhere near opening the gate completely to begin with.
Either you're able to open the gate completely with even a few seconds to spare because it takes so long for the killer to make the back and forth trip, or you're caught well before you can open the gate in the first place. Rarely have I been caught down to the wire where those extra 1.2 or 0.6 seconds (or whatever it is you gain opening the exit gate and then letting it go before the red light starts blinking) would have actually mattered. It's usually either one or the other.
Although it certainly can't work against you, so long as you're able to do this safely without being seen and you don't mess it up by accidentally holding the gate lever down too long and the red light starts glowing it's not a bad thing. Then again, if either of these two things happen, it's basically game over which is why I usually don't do it myself, purely because it's not really worth the risk imo.
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From a character design standpoint regardless of whether you like it or hate it, it's certainly unique and a very different approach to the idea of what a killer is. I personally don't mind it, and I'm not gonna crucify the character "BeCaUsE KpOp" that's just a ######### line of reasoning, all around.
From a gameplay standpoint I think there's a lot more to think about than people realize and it's hard to tell whether he's strong or weak. The Trickster is to Huntress as Leatherface is to Hillbilly. They both have a foundationally similar power but they're wildly different in their purpose and how they perform.
Huntress plays more akin to a "sniper" who values precise shots from nearly any distance, having a capability to hit targets from all the way across the map but with only a few "rounds" of ammo, so she needs to make those shots count before requiring to reload.
The Trickster on the other hand seems to play more of an "assault gunner" esque playstyle. The throwing knives seem to be most effective at a closer range and are less accurate- and thus harder to hit than huntress hatchets at farther distances, the trade off being for the sheer ammo supply you get to carry around, 60 knives at base and more with add-ons.
The playstyle for the trickster seems to be upfront and aggressive, throwing as many knives as possible in a "death by a thousand cuts" (which I hear is one of the worst ways to go irl) fashion to mow down his victims. His special ability "main event" which gives him an unlimited supply of knives after reaching 0 seems to back this up as his primary playstyle.
One the one hand, I can see this being a powerful ability because of how much easier it might be to hit these shots just because of how much less punishing missing a single knife (or more) is meant to be. On the other, I think people might realize just how serious body blocking counters this killer (and my putting this up on a forum post for people to realize probably doesn't help his strength). Because it takes multiple knives to change a survivor's health state from healthy to injured and from injured to dying, survivors can REALLY easily counter this by bodyblocking just enough of the knives so that they don't hurt themselves, but also don't allow their friend to die quickly.
There's a lot of depth here to think about that I don't think people realize.
TL;DR, gameplay needs more testing (as usual, first day impressions fail to do the reality any justice)
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"Decisive Strike isn't an anti-tunneling perk, it's an anti-momentum perk"
Man literally made up a brand new term on the spot to justify not changing DS. Fkn Wild. (This was a long time before the devs said they were finally going to change it [again])
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@TicTac said:
A good survey is designed with a specific result in mind. The question can make no sense for the people who answer them or some of them can be filler questions. But in the end a company would like to know everything about their customer, every tiny bit of info could be useful sometime. So they take what you give them.
This ^





