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Seiko300

Seiko300

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  • @RepostRiposte said:

    Forum speculation isn't a promise for LGBT

    People say that literally every chapter

    "It HAS to be FNAF"

    "OMG LGBT confirmed!!!"

    "I'm uninstalling..."

    This is hilariously accurate

  • This is the most consistent and secure way I've found to actually escape from the endgame collapse when you're by yourself. You head to the nearest exit gate and then crouch around the corner of it and you wait. Once you hear the terror radius get loud (signal he's close) and then recede again (that he's done with his check and going back to the other gate) that's your cue to go straight to open the exit gate. Without hesitation, you need all the time you can get so moving quickly at the first opportunity is the key. Most killers won't check either gate especially thoroughly, and they're really looking for whichever gate begins to glow first, once they find whichever gate is glowing they will stay and look because they know you are or at least were nearby, likely you won't have time to run all the way to the other exit gate so they won't bother to even try going back to the other when you've already got progress on this particular gate.

    AKA - opening the gate for a few seconds and then hiding again is a HORRIBLE Idea. It's the worst thing you can do because you're giving away your position, and which gate you're at.

    As soon as the killer leaves, you're essentially banking on the distance to walk from the gate you're at, to the other, and back, or more specifically the distance to walk from one gate to the other until the other is visible and back again. If your RNG is good, the killer won't be back in time to catch you off the gate, your chances are even better if you're at full health and you can take a hit buying you a few extra precious seconds of time while the killer wipes off their weapon.


    If you had bad rng and the gates are close to each other, or so close that they can even both be seen from a single spot, you're kinda screwed either way.

  • 37 votes and not a single one of them thought spirit was more difficult. Lol

  • If you're already asking people to go easy on you in the comments to begin with before even uploading the thread you should already have an idea of what your idea sounds like to begin with.

  • I've said it before and I'll say it again, Keys should operate nearly identically to opening gates. It should be an interaction that takes time for the survivor to complete, it should make a lot of noise as the large metal locking mechanism slowly gives way. The interaction should be able to be interrupted.

    It should work exactly like BNP, the key is consumed upon use. Meaning if the action is interrupted and the killer catches you mid-animation, the key "breaks" and cannot be used a second time. Forcing survivors to be much more meticulous and careful about how they go about going for a hatch escape.

  • None of the above. Please and thank you.

  • I took a break recently (starting around November, after the most recent halloween event and before the Christmas event [so pre-chapter-18-release]) but it was more due to how busy my life got at the time, I couldn't play as much as I used to, rather than anything that happened in DBD. Although I will say I was feeling pretty burned out from playing DBD because of the grind through the tomes. Playing DBD started to feel like a chore rather than a pastime hobby or something to enjoy in my free time. I started looking forward to the "breaks" between tomes like Vacation time from a job, as an opportunity to play games (on my own and with friends, none of my friends play DBD) I felt I was forced to neglect because I always wanted to grind through the tome. It's a really negative perspective to have toward a game you once had and still have a lot of love for.

    Around this time I stopped actively participating on these here Dead By Daylight forums which I used to frequent quite frequently, often with long detailed and elaborate posts and threads. Since I wasn't actively playing the game, I didn't feel motivated to talk about it like I used to. Although this has changed maybe in the past week or two, and I'm posting a bit here and there now and again every few days.

    The whole time I still paid attention to DBD news, watch DBD videos in my spare time even though I am not actively playing the game however. Keeping tabs on the community mindset and such. So it's not like I was ever out of the loop with whatever's going on and with all the footage and commentary I watch, I may as well have the same or near similar understanding as someone who is actively playing right now.

    And then now I realize that my break basically came right on time, because DBD is suffering a serious low point ever since the last chapter release. The Mid-Chapter patch didn't seem to make anything better, if anything at best it maintained the low standard from the last chapter release, and at worse it worsened the state of the game even further.


    In a way, taking a step back from DBD has had a few benefits, it's a give and take kind of thing. I think DBD took a hard hit this particular "chapter cycle" but I'm reasonably hopeful that they'll fix the things they've ######### up sooner or later. And I'm looking forward to the day when I have the free time to play DBD again, and hopefully by then it'll be in a better spot than it is right now.


    If there was 1 thing I would ask the devs to do:

    Please take another look at the Clown ya flippin morons the Great Value TF2 Jarate does absolutely nothing and I swear to God I'm gonna lose my mind if he's benched for changes again for another three years. "PrIoRiTiEs" my ass Clown has had the short end of the stick ever since his release in 2018 and I swear that every chapter that came after Chapter 8 has had more time and thought put into them. Clown is criminally underloved in DBD by these developers I swear-

    The game could be buggy and unplayable as all hell for all I care, if the Clown was actually in a good state I'd still give 3/3 Michelin Stars

  • 2 Garbage updates (the last chapter release and the most recent mid-chapter patch update) and ya'll really going so far into left field to say "game is dying"

    Lol no. I've been through 4 years of DBD since 2016 and I've seen the ups and downs. We're in a low point right now (by comparison to a LOT of good that the devs were doing in recent history that they somehow manage to completely ######### up basically starting with the last chapter release), but that is absolutely not reason enough to actually go so far as to claim "the game is dying".

  • @KHVRN said:

    Nobody?

    Trust me, there are more than plenty of people that want to see Pinhead in the game, me included, but your thread didn't provide anything new in terms of ideas for a power or something just another person advocating their support for the character's potential inclusion. So there's not much to discuss or comment about. Pinhead is not only a fairly common request, but also an old request, about as old as requests for Ghostface, Freddy Krueger, Michael Myers, and Leatherface. And those characters (who did make it in) were requested basically since the beginning.

    @Gibberish said:

    I would love a Cenobite killer. I would imagine them to be a Nurse-like killer: Really slow, but with an absurdly good power that makes up for it. I cant imagine them moving quickly.

    I remember hearing that they are in legal hell like Jason though, not sure if that's true or not, but if it is then they unlikely to happen any time soon, unfortunately.

    I haven't heard anything about the licensing rights being mucked up at all, let alone anywhere near Jason levels, but perhaps I'm not as much aware of the license as I thought I was. Maybe I'm wrong, if you have any research or a video to back up the claim please link, but as far as I'm aware this isn't true.

  • Ace Visconti baby, what can I say? I'm just a very lucky guy... I'm sure some of it will rub off on you. 😉😏

    image.png


  • I mean, it's canon? I don't really see the point of the question here, they're a group of friends and within that group of friends Frank is Julie's boyfriend and vice versa Julie is Frank's girlfriend. Beyond that it doesn't really matter..

  • @boostedsurvivormain said:

    I think the animations over all feel more smooth, although there are a few weird ones. The chad standing animation looks really out of place, same with the injured running one.

    Other than that, they feel pretty good.

    Basically this ^

    I do really appreciate that they took the time to rework the animations, I'm afraid that all the criticism about the new animations that they're getting might put the idea in their head that we don't want to see new animations at all which is certainly not the case. I think updated animations that make survivor and killer interactions more fluid, realistic, and believable are some of the most exciting updates in the game, more important I think than the visual updates to maps. Especially when done correctly.

    And that's what I want to focus on, is that the new animations do look "better" in the sense that they overall are more fluid and being able to stand like a normal person certainly adds to that aforementioned "realism" I was talking about earlier. However, I think we can almost all agree there's a bit of give and take here with the new animations because it's no secret that a few look really awkward.

    Mainly I think, the normal idle animation and the walking animation. The problem with these animations is that they appear so casual, and while the previous animations didn't seem very natural either with the hunch, you could at least tell that the survivors seemed wary of anything around them, constantly looking around, etc. The new animations make it seem like they're just strolling through the park, and I wished that the survivors trembled a little bit, or fidgeted around, or just generally look more scared. Even if the player isn't scared, the characters themselves should most definitely act the part.

  • @IsaacWolf4 said:

    They should change it back. Even if they give us the option were going to have a massive advantage over survivors that are new to the game and don't change it. They have ruined DBD for veteran players

    RIP

    They are looking to change it again, I don't know if either of you have heard or not but this is the verbatim announcement Not_Queen (the community manager) posted on the Discord Server yesterday shortly after the mid-chapter patch released, copied and pasted below:

    "We've heard you loud and clear. Our team is working to find some solutions to the feedback on the latest update, We're focusing on fixing bugs, issues with hitboxes and we are reviewing some elements of the changes in the HUD (UI) and the survivor movement."

  • I'm absolutely pissed off that the proposed change was actually the ONLY thing they did for Clown.

    (Improved reload speed is just a number tweak, though it helps, I don't consider that a "real change" as it doesn't change anything significant about his kit, it just alleviates an issue that he had that reloading took too much time)

    Because let's get real for a moment here, the yellow bottles have absolutely no real significant use or impact in a match. With the speed boost you only gain some 2.3 meters of distance overall, which is basically nothing, on top of having now sacrificed one of your bottles since both the yellow and purple share a pool. Sure, it's not like the Clown got any worse with this change since you don't have to use the yellow bottles, but Clown was and arguably still is in an awful place, he needed a sizable buff to address problems of a lack of map mobility, map control, and a general lack of map pressure. This change was not that sizable buff, sure the yellow gas has a purpose but the purpose is so minor that it may as well not even exist most of the time. It was a disappointing, pitiful change and that's it.


    What really gets me riled up is that the devs are likely looking at the fancy new visuals Clown has for his bottles, the "Brand new mechanic" they introduced which is "sure to make him better!" and they're going to pat themselves on the back for a "job well done", and then they're going to ignore Clown for yet another year or two before finally they decide to take a whack at trying to make him a better killer again.

    Clown is one of if not the most underdeveloped, under-appreciated original killer out of the entire roster. He's had so few changes of real significance made to him, it blows my mind that this killer has been so consistently poorly rated by the community for the longest of time, and the devs are STILL so unwilling to actually provide a sizable Doctor level rework. I cannot believe it, and it's beyond frustrating as hell for a genuinely cool and creepy killer.

    Clown was one of the first 10 chapters ever released into the game, years later we're almost double that at 20 chapters and some of the later killers that came after clown have had more serious thought and effort put into reworking them than clown ever got in his entire lifetime. It's absolutely ridiculous.

  • The way I explained it to somebody, the Mid-Chapter update at least introduces SOME good things. The changes made to Wraith and Trapper are really positive ones that I'm looking forward to, updated visuals are always something I personally look forward to even if it gets overshadowed by other things like gameplay, and although a few of the new animations look really awkward (mainly the idle and walking animations) I do like how much more fluid the animations are.

    I'm just really hoping that they pick up the slack for the next update. And maybe that they update the updates that they made in this mid-chapter patch to fix a few things in the future (Put more "fear" into the animations of survivors, they look way too stiff and casual right now, localize the HUD into one part or parts of the screen rather than all over like it is now, and please for the love of God do something else for Clown beyond the TF2 Jarate they decided to give him, it's basically worthless...)

  • I'm not a big fan of shelter woods as a map in general, but I do appreciate what it "symbolizes" if that makes any sense, different locations within each realm should force you to play differently, and I don't really like the idea of making every single map reuse the same assets for essentially the same purposes. The more things that there are that differentiate maps and make them unique the better imo, this way it forces you to rethink your strategy and adapt to the map that you find yourself in.

    Unpopular opinion I suppose, but the logic behind it makes sense nonetheless.


    If the devs wanted to maybe rework the middle tree such that you could climb it high enough that it would proc balanced landing, that might be a cool little "tips and tricks" thing that new players would have to discover for themselves, (I think this used to be a thing at some point but I'm not sure if it still works) that I wouldn't mind but I don't think the hill is a good idea.

  • I think there's an answer here that isn't changing what a key does entirely. A key is in fact- still a key, and it shouldn't have "magical superpowers" to open a gate on a whim.

    Also, while the hatch may feel unfair at times, I guarantee you that instant-opening a gate would be MUCH worse than instant opening a hatch, since the hatch is randomly placed somewhere on the map and it's something you need to find (if it has even appeared yet) whereas the gates are giant fkn doors that on many maps are clearly visible all the way across on the other end.

    Not to mention, that would make keys a DIRECT counter to perks like Remember Me, which increase the time it takes to open exit gates significantly, as well as other perks that slow down certain survivor interactions (in this case opening doors).


    I'm not going to answer whether or not it's "fair" or "not fair" because that's really not the right question to be asking. The real poll answers should have been whether this was a good idea or not and really it isn't.

  • @DarkMagik said:

    https://forum.deadbydaylight.com/en/discussion/comment/1924840#Comment_1924840

    If they added a water related map,i would want it to be like a Flooded Cave/Mine could be cool

    Add it to the list lol. It'd fit right in as another location in the same realm

  • @IWasLeft2Die said:

    I think slightly OP but not so much that it necessarily needs a nerf. Im just not a fan of perks that almost always should be equipped. Id rather other perks get buffed up so it gets a little less use. So I'm somewhere between op and balanced

    Keep in mind that one of the most commonly cited reason as for why people constantly keep it on, is not only because of the decent effect the perk provides, but the bloodpoint bonus that it offers. The reason people want the bloodpoint bonus so bad is because the grind itself is so bad. The sheer amount of teachables and survivors / killers there are in Dead By Daylight which is always going to be increasing with every chapter release. The grind is only getting worse for new players who are going to find a wall of content to grind and unlock through, as well as veterans who need to go back to every single Survivor & Killer that they've ever P3'd and unlock the teachables for those characters, before really even sinking their teeth into the new ones that were just released.


    I guarantee you that if the grind wasn't as bad as it was, you'd see a lot less people running perks like BBQ & Chili.

  • It's the exact change that I had been advocating for for a long long LONG time. I'm glad the community's efforts actually came to fruition and this finally happened. I faintly recall the devs saying they don't like implementing changes / reworks / new content straight from the minds of the community and put them down into the game verbatim, but I am EXTREMELY glad that they decided to this time around.

    I spent too many long hours (total) going back and forth in many a "DS needs a change" thread back when I was much more active on these forums. It almost feels validating to finally see the exact proposed change in a position to make it into the game, even though I'm not really on these forums too much these days (I pop in every now and then for like a day). It feels like we just won a long-running court case lmao.



    The changes to OoO were just icing on the cake, I wasn't even expecting those but it just makes the victory even better. These two outstanding (as in "clearly noticeable" not "Exceptionally good") perks had these changes coming to them for a long time now, and I'm just infinitely glad they're finally almost here.

  • I do like the change but personally, I still think the idea I had in my head makes a bit more sense.

    Instead of all this nonsense of trying to figure out all these different creative ways to rework the perk, a much easier way would have been to change it from a PASSIVE perk, to an ACTIVE one.

    This could have been really easily done by making it so that you MUST stand still in order to activate Object of Obsession. After standing still for X seconds a button prompt will come up, press and hold Y button (not literally the "Y" key Y stands in for a variable. It could be anything, doesn't matter) for a maximum of Z seconds (Likely something short, in my head I was thinking 5 seconds but again, it could be anything). (If you are looking in the killer's direction, your link will reveal your auras to each other. This effect only applies if you are outside of the killer's terror radius, etc.) After using Object of Obsession the perk will go on cooldown for 50 / 40 / 30 seconds.


    I'm not sure which I prefer, the devs suggestion, or my own proposed suggestion above. Either way, compared to the current version of the perk this is a heavy handed blow to those who really like to abuse and milk the perk for everything it was worth. Although I think my version still gives more control of the perk to the survivor (certainly less than the control they have now) and in that way perhaps the devs version of the rework is better than mine despite mine being a bit closer to the original intention of the perk.

    It's getting changed, and that's all I care about. Thank God.

  • 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 twins unfortunately have a problem that is quite simply innate. A foundational issue with their power, the very concept alone is just poor for Dead By Daylight. It's hard to put into words exactly what it is, but their power is something that's fun to think about, but it sounds like one of those half-baked ideas that community members love to think up as possible additions to the game but it really just doesn't work.

    Not to mention their chapter release / update was the buggiest in DBD in years, as well as simple playtesting issues that never crossed the devs mind apparently before the PTB like what to do if a survivor gets into a locker when you're playing as Victor? Like seriously, how is that not something they thought about and they needed the Community to shout at them from the FIRST day. That's something you figure out in like your first or second match.

    Their lore is somewhat interesting, I absolutely love their theme (which mainly featured an Accordion if I'm not mistaken), Oppression is cool, Coup De Grace is niche I guess, (hoarder is just dumb) but other these things, there's almost nothing likable about them.

    So many things went wrong with the Twins, it's just easier to forget about them entirely.


    I hope they really pick up the slack with whatever chapter they're going to release next.

  • Huntress.

    There are a few arguable killers who also fall into weaker perk territory, I was also considering Oni, Demogorgon, Freddy Krueger, Deathslinger, Wraith, but nearly ALL of these killers have perks that fulfill some kind of situational or niche build or purpose. Nearly all three of Huntresses perks are worthless, even in their niche / situational purpose.

    Although to be fair, if it weren't for Surge, I probably would have said demogorgon. Since I believe that both Cruel Limits and Mindbreaker in their current states are worse alternatives than Huntresses "best" perks Beast of Prey and Huntress Lullaby. Surge is Demo's wildly redeeming factor though.

  • An Original creepy Ghostface theme would be amazing.

    Runner up would be Freddy Krueger though, if they managed to work out with the license holder some of the iconic elements of the Nightmare on Elm Street soundtrack into a theme for the character in DBD that would be great. Sadly anything even related to the Nightmare on Elm Street License is up in the air, even something as simple as a Quentin Face Rework...

  • I don't know why I read Iron Will and thought Spine Chill. Unfortunately Spine Chill isn't even on this list. I'm still saying Spine Chill though.

    It's low key one of the most powerful perks in the game, and more importantly disproportionately impacts stealth killers, which as a general statement, simply do not need such a direct counter. as most all of them are already able to be dealt with fairly easily in SWF, let alone with an effect as powerful as Spine Chill.

    Simple (yet very noticeable) proposed change: it should no longer trump stealth abilities and the Undetectable Killer status effect should surpass Spine Chill to make them more effective killers, that may actually be able to surprise survivors with their sudden presence for once.

    If people want to make it so that Spine Chill will trump stealth abilities within a super small range like 5 meters so that they get a tiny heads up so they won't get grabbed off a generator / totem or something, that's fine. But it most definitely should not give a 36 meter heads up on killers who's PRIMARY ability is to be sneaky.

  • I thought you meant a re-match system. Where the match ended and people could vote to replay same players, same killer, same map.

    Dead by Daylight is very clearly defined as an Asymmetrical game, one where no match should ever be the same as your last, that's a defining core characteristic of the game and one of the primary reasons that gives it replay value and keeps things interesting. I don't see how such a system would have a place in Dead By Daylight.

  • I read this wrong. Change my vote, the ability to review and watch previous matches in your match history would be pretty cool.

  • The community would not have to keep bringing up and mentioning certain issues time and time again if the developers would actually take the time to fix the problems in the first place and fix them properly. If anything, I'd actually be worried about the day when players stop complaining about certain issues because then it might give the developers the false impression that people like what they're doing or are content with the content that they've produced in the past.

    Decisive Strike needs to be reworked. This is just a blatant fact, coming from someone who has discussed the topic multiple times over the course of multiple years.


    However,

    The people who complain that "X" is Boring are definitely annoying. Most Prominently you see this moniker attached to killers like Freddy Krueger, Deathslinger, Spirit, etc. And though the arguments used to prove the point may genuinely be valid and well thought out, more often than not the word "boring" itself is often used as an argument itself rather than a claim- a sort of excuse to not actually have multiple points laid out for others to work over, debate, and potentially criticize.

    The annoying bit is that you can just say "X" is boring without actually having to prove anything. "Boring" unlike an argument is a statement, and not only is it a statement it is a statement of opinion, "I think X is boring", which is really troublesome in a discussion because it's not something you can really refute. It's difficult for me to prove that you don't actually think that, since the conversation has strayed more into subjective territory rather than objective, more concrete ideas. Despite the fact that you holding such an opinion typically hardly holds very little if any weight or substance in the original discussion. All I'd have to say is "well I don't think X is boring" and bam we're back to square one.

    The trouble is many of these people who say "X is boring" is that they always say it with such an air and tone of confidence and superiority, as if it actually means anything (but maybe I just imagine that bit in my head). Whether or not it's actually true that "X is actually boring" almost doesn't really matter because whoever is saying it already holds it as a fact to begin with. But then that leads to an entire conversation of whether or not you can actually prove whether or not something can be "objectively" boring in the first place, and the idea that perhaps everything we talk about on the forums is all opinion anyway, and that's just it's own whale of a topic. Point being the threads calling something "boring" are never good ones, and the conversation is always uneasy because they're typically not very grounded.

    Disclaimer: Obviously this isn't every thread where it comes up, and obviously not every person is like this, but I felt it still needed mentioning anyway.

  • @Katie_met said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851659#Comment_1851659

    I'm not though... minus her age there's no need for her lack of clothing or jiggle physics

    But you are, if you're weren't thinking of the character that way you would not have a problem with Jiggle physics being re-applied to character models and cosmetics where they make sense.

    Also, are you really lecturing the developers about how they should create their characters and horror stories? Dead by Daylight is a mature game, intended for a mature audience. (Regardless of rampant immaturity which may or may not be occurring)

  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849680#Comment_1849680

    It´s not a far stretch from what we have already. Survivors with the goofiest of cosmetics getting chased in circles around a car by Santa or Bunny Costume kids with knives is basically Scoopy Doo already. The thematical direction the game has taken leads to Scooby Doo being the next logical choice for a license.

    Absolutely not.

    The thematical direction of the game has always been serious, and this has made clear by the devs from the start. Regardless if the community likes to add the Benny Hill theme behind a survivor looping a killer for 4 generators, doesn't change the fact that the fantasy of Dead By Daylight has always been of a serious horror fiction. Proof of this can be found in nearly every chapter release / teaser / spotlight trailer that Dead By Daylight has released ever.

    The community can take all the creative liberties they want to make fun and poke jokes at things that are seemingly random or out of place, but give anything in Dead by Daylight proper context, a creepy soundtrack / musical score, and a good story, and I guarantee you every single cosmetic or character could be a serious and legitimate addition to any horror film.


    People like to laugh and chuckle at the idea of Dwelf running around in his tights and little jingle bells ringing as he loops a killer who cannot catch him. But add a few details and think of a movie scene and he can easily fit as a character in a horror movie:

    Enter Dwight Fairfield, depressed and lonely, suffering from debt during the holidays, is desperate, and forced to humiliate himself by working as an Elf part time at the mall. The ears were irritatingly ridiculous, the sweater itched, and his tights were a weathered second hand pair that he was forced to borrow after his original pair ripped. He was tired from working overtime during the nights but he needed all the money he could get, he had no choice, on the way to his car he felt a chill run down his spine. Like he was being watched, pranked by his co-workers once again? Looking for another chance to make fun of him again no doubt, but no... that wasn't it.. then he saw what was making him nervous. A big man across the parking lot staring at him, probably homeless, a shattered red Christmas ornament over his nose, and wearomg a Santa coat that was somehow too small to close properly. There was something unsettling about this man... Dwight narrowed his gaze but didn't realize the threat before him and by the time he did it was too late.

    Eh I spent some 5 minutes writing that, not the best but you get the point.

  • Focusing only on her power (no add-ons):

    She has an unreliable chase tool / ambush ability, audio cue gives alert survivors more than plenty of time to react and reach the safety of a nearby window or pallet.

    Her stealth sacrifices both FOV as well as movement speed, forcing her to crouch low to the ground where you can hardly see above tall grass, as well as slowing her down to 90% mov. speed, which is slower than a survivor.

    Her slowdown tool is 100% RNG based. This works both ways but in general experience it's not an ability that swings a game on it's own, it can help snowball pressure but if you don't have that pressure to begin with it doesn't do squat. It's entirely unreliable because of it's RNG, it can take either all 4 attempts to take it off, or a Survivor gets it off on the first try. With no rhyme or reason for why, if you're a particularly unlucky pig, every survivor can get their RBT off on the first or second attempt. Making it effectively useless in those instances (which are not infrequent).


    And as for the idea that "For those who understand how to use her ability PROPERLY they understand that she is a mid tier killer" like @ChurchofPig said, that's an appeal good players and player skill rather than the actual killer herself. The fact is that anyone can play a killer well enough to make them appear viable, or "higher tier" than they really are. If you look in the right places, you can find godly Trapper or Clown mains who are great at their killers, hell you can find good trapper or clown players with decently consistent results in their own matches, but when put into the grand scheme of the entirety playerbase top to bottom these killers simply are not consistent enough (or consistent in comparison to the alternatives) for the vast majority of players, hence why they are considered lower tier killers.


    Pig is arguably the weakest of the 4 stealth killers. She's also (in my personal opinion) got the most stale gameplay loop of them all with very little to make interesting to play as or against her. What makes Dead By Daylight fun is the interaction between Killer and Survivor, but a major part of her ability is literally about leaving survivors alone to find a key in a Jigsaw Puzzle Box determined by holding M1 and RNG. Not interesting.

    The only good thing about her, is that she gives stealth and / or high mobility killer mains one of their favorite perks of all time (surveillance). That's about it.

  • @Katie_met said:

    https://forum.deadbydaylight.com/en/discussion/comment/1851522#Comment_1851522

    But still, she outfits that make her appear like a school girl and I really dislike that.

    Okay, well... I don't know what to tell you then. That's an opinion statement, not really much I can do about that.

    It fits her character, she was a normal Japanese girl who went to school before she fell victim to the tragedy of her family and their Yamaoka bloodline, and eventually the supernatural whims of the entity itself. That's why those outfits are there, to remind of the character's unfortunate and tragic backstory, of a previous life now long lost.


    You're the one perverting her character here, not the game.

  • @Katie_met said:

    Just as long as they aren't on spirit...given her schoolgirl outfits she's definitely young, her base outfit is bad enough as it is, but when I found out that spirit had jiggle physics I was disgusted.

    All characters depicted in BHVR's Dead By Daylight are adults and / or young adults (at the very least age 18)

    It's also mentioned in the very first paragraph of her lore that "She studied Education at Takamatsu, a private university" so Rin Yamoaka is implied to be potentially slightly older than that, being at College age. So cool your jets @Katie_met nothing sus going on here.

  • @TheButcher6641 said:

    https://forum.deadbydaylight.com/en/discussion/203770/should-yellow-mori-be-basekit

    It would make yellow moris completely null and remove them from the game. I just find that there is something particularly satisfying about killing the last survivor after bringing a yellow mori. I do think however, that a new mori should be added to create more variety. This mori would be purple rarity and would be called Amethyst memento mori. This mori would grant the ability to kill two survivors who have been hooked by your hand during the next Trial, as well as the last survivor. It's not anything particularly special but again, it would add some distinction between mori offerings.

    That's kind of the point, by making something basekit you either remove it entirely or change it's effect completely so that it's no longer reminiscent of what it was. Which isn't exactly a bad thing and this has happened before, we've seen offerings retired from the bloodweb before for various reasons, the first that comes to mind are the Moonlight offerings which are really old but still exist in some bloodwebs, they just can't be used.

    And it's not like the community really loses anything when yellow moris disappear, for one they'd become basekit, but for two: it's not like they're really used all that frequently to begin with. There really is absolutely no reason to pull the yellow mori if you have access to a green, or an ebony mori, after all there's no distinction between the three when they're burned, they'll all be seen as secret offerings hidden from the survivor view.

    Also I think your idea of an "amethyst memento mori" is just not necessary. You may as well be using an ebony mori instead and there's not really much difference anyway, by the time you do kill two survivors the game is essentially over anyway. If you had changed it to be the first and last survivor maybe that I could see but even then probably not. Mori's are controversial as they are and there's no need or reason to add more of them to the game.


    As for OP's question itself, I voted yes because this is really a "eh, why not?" kind of moment. It's not like there's much a survivor loses, the yellow mori kills the last person caught, by that point the game is over so it really doesn't matter. If you wanted to let them go you could still do that so it's not like basekit yellow mori stops you from being merciful to the last survivor. All it does is put the cool mori animations more front and center in Dead By Daylight, and put to more frequent use.

  • Never has been fun to face him. And right now it's worse than ever because of the decreased cooldown that the devs slapped on POD, which was supposed to "incentivize" PH players to go for riskier shots, but it's important to note: "incentivize" doesn't mean #########.

    PH players still go for the easiest and simplest shots, the ones where survivors can't dodge because they're locked in animation because they're vaulting a window, pallet, or in the process of dropping a pallet. The only means of defense for a survivor, and the problem is still has beens solved or meaningfully changed in any way of "Vault under threat of M1" so either you get downed normally if you choose not to vault or you get downed because you chose to vault. It's dumb either way, and I don't see how you could have any fun when this is something you're actively aware of.

    I continue to maintain that Pyramid Head and Plague are currently the most fundamentally flawed and poorly designed killers of the game on a very basic level. note the key choice of words "poorly designed" not "poorly balanced" these mean two very different things, and the former can and often does affect the latter, but not so much the other way around. Other killers might have balance issues, but these are the only two I feel who's issues lie mainly if not purely in them being unenjoyable to see in a match.

  • I disagree. Simply put, if it wasn't as effective as it is it wouldn't be anywhere nearly as widely used as it is, nobody denies it's a meta perk and some survivors even go so far as to assert that DS is absolutely "necessary" to run.

    If it didn't do it's job well, or at least well enough then none of this would be true, but it is true and I hardly think that's really even something can argue about. It's true that DS is meta, and it's true that it's a mainstay survivor perk that never leaves some players loadouts because it is deemed "necessary".


    The argument that "it only works once, therefore it's not as good as anyone says it is" is something the community has already covered like a well oiled machine. It simply does not hold up, neither on its own, and it especially doesn't hold up when you factor SWF into the mix which presents a whole new set of factors into the mix that make it even worse.

    "The lesser known problem with DS" is really just a roundabout way of claiming DS isn't a good perk, and therefore it shouldn't be nerfed or changed. Which again, I'll restate, the changes (unbiased) people are asking for is a true rework, one that cements DS's role as an anti-tunnel perk and improves upon it in such a way that it more accurately fulfills that role but in exchange ONLY that role and absolutely nothing more and nothing less. In more clear terms: DS should get something, it should be made better, in exchange for the restrictions that are often discussed in many circles of the community in regards to DS. I myself alongside many others have suggested that the skillcheck difficulty could be reduced, the timer could be extended to be longer, or even that the timer stops while you are being chased.

    DS has a purpose, regardless of the "ambiguity" that certain individuals claim it goes about accomplishing that purpose, it's an anti-tunnel perk, let it be an anti-tunnel perk, but nothing more. The changes most reasonable people seek in regards to DS are entirely warranted and for a long time now at that.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1717993#Comment_1717993

    Yeah those "counters" aren't good enough. I don't care if people like it or not, but considering there's no way to actually counter it without taking a loss somehow, and all those losses are pretty big, they're not good enough. DS has no actual counter that nullifies it beside PH cages.

    You can buff killers across the board for DS, but that seems a horrible change since you're just going to make the experience very unbalance if people don't bring DS if not in general, introducing massive power creep. Just change the problem, don't try to change around it.

    If its so strong we need to buff all the killers to level the field, its probably too strong and needs to be reduced.

    ^^^^ This.

    DS is a problem, it creates numerous problems by itself or in conjunction with other perks like Unbreakable, Adrenaline, etc. these are clearly obvious to even some of our newest players, and you're only lying to yourself and others if you think otherwise.

    I thought it was hilarious when PH came out, and some people had the AUDACITY to say that PH Cages were the problem, not the perk that has been controversial in every state it's ever existed in for four years since it released in 2016, no it couldn't be that at all... /s

  • @GrimReaperJr1232 said:

    I gotta say, he looks like he was pretty fun. Weak but fun.

    From the looks of it, you had to play him completely differently from other killers and that's awesome! I mean, let's face it, almost all the current killers play the same and have to play tiles mostly the same way with maybe their power giving them an edge on certain tiles.

    The only killers that I would call "unique" anymore are Nurse and Hag. Nurse can... oh, come on, we all know why Nurse is absolutely terrifying in the right hands, let's not go there. Hag approaches chases differently since she's all about getting survivors into her web of traps and being 10 places at once and it's terrifying.

    Old Freddy was unique and now he's a boring, standard killer. Old Legion was unique and... okay, yeah, he was a mistake, never mind—good call changing that one.

    Still, I kinda wish there was another killer like Old Freddy. Weak or not, he looked like he was a blast to play! Current Freddy, my personal hatred aside, it just another basic killer with really good tools at his disposal.

    Idk what my actual point here was—just my personal ramblings.

    I'm sorry, but if all you have to back up this outrageous claim is "I looked it up" with no actual experience for what it was actually like, I can't say yours is a very reliable opinion.

    You're an outsider looking in. I'll tell you right now he sucked. He wasn't fun to play as or against, it was boring, it was tedious, and FAR from unique. I don't understand how the hell you can confuse "being unique" with straight up "Being an M1 killer" that's ALL he was unless you scaled really far up the chain to the most skilled of the old version Freddy's who used the brief glimpses of visibility during dream transition to mindgame, but even this wasn't reliable at every tile, (not to mention these people themselves were probably more rare than finding a good Nurse nowadays). Spirit does the exact same goddamn thing or at least something very similar, but consistently, yet I don't see you praising her for being "unique".

    These "Old Freddy Sympathizers" need to die out already. I'm tired of hearing this being brought up, especially since it was us the community as a majority that pushed so long (2 FULL YEARS) for these changes. And now people on a whim decide to google it and think "actually, it looked like blast!"

    You've got to be kidding me. Hell ######### no it was not.

    @White_Owl said:

    On paper he looked like fun, in reality it was possibily the most frustrating experience you could have as a killer.

    ^^^^^^^^^^^^^^^^^

  • @XyoulamX said:

    I know that he got reworked and stuff, but his overheat mechanic doesn‘t really affect me when I play him and he‘s still a pretty strong and fun killer to play. I remember him always being one of the best killers to play as and to play against him but nowadays I barely see anyone other than me playing him.

    *Reads the title*

    Me: Because people overreacted strongly out of proportion to the changes that were actually made. Hillbilly is honestly no less viable than he was before, and his playstyle has hardly changed at all. I swear to God if somebody says "Because he got gutted"...

    *Reads the very first comment*

    @Speshul_Kitten said:

    He was gutted.

    Here is how the list goes of reworked killers to make them more “skillful and fun”

    Nurse

    Billy

    Pyramid Head

    Next on the “more fun to play” list will be:

    Deathslinger

    Spirit

    Freddy

    Mark my words. 😐

    Click to view the GIF


  • @[Deleted User] said:

    Thanks bro <3 Happy Halloween to all of you fine folks 🎃Totally agree about all the people you shouted out!

    Also wanted to shout out @Seiko300 for making really detailed, well-thought out comments. I always look for @MadLordJack's comments too because we tend to see eye to eye a lot :D

    Well Goddamn, thanks for the shoutout man I really appreciate it. I just said sometime recently that I feel I put too much time into some posts, so I'm really glad to hear that appreciation.


    I don't think anybody mentioned, but since I'm here I wanted to shoutout @SCP_FOR_DBD. Guy's got a wackier, much more relaxed image of DBD than I do, and about the possibilities for the future of the game with a bunch of crazy wild ideas. I know I'm not always on board, but I've always appreciated the perspective a lot.

  • "play to get better" is usually the one I fall back on.


    I also have certain goals that keep me playing, which are either progression or cosmetic related. That would be getting certain killers to P3 with all perks, eventually working toward getting the entire roster of killers to be maxed out (leaving the ones I really don't care for at all dead last). And then P3 a few survivors that I like to play because I like their characters.

    Before I P3 any character I have a written criteria that I MUST use all the high-tier BP offerings for maximum bloodpoint gain: so all the Ghastly / Gruesome Gateaus, Bloody Party Streamers, 100% Bonus BP in X category (green bonus BP offerings), Bound Envelopes, Survivor Puddings / Escape Cakes. I used to have the Hollow Shell / Sealed Envelope (personal offering: 25% bonus in all categories) on this list, but I recently did away with that restriction, just because it added too much unnecessary time for not as much gain as the other offerings.

    And of course whenever a new chapter releases my new priority goal becomes to get the new characters to level 40 to earn their teachables, and then update the killers / survivors I already have at P3 to get those new teachables onto them. Which at intervals of every chapter release interrupts my grind, as I focus my attention on the new content instead.


    And then alongside these BP progression related Milestones I have my iridescent shard related milestones. I buy every chapter (because I can and because I personally find / see the value in it, that's all the reasoning anyone need provide) so I only ever use my iridescent shards for cosmetics, I somewhat recently within the last couple of months or so earned every cosmetic (including all the 21,600 ones) that I could for my survivor main Ace, my killer main is licensed (Ghostface), so I'm currently working toward going through and earning 3 cosmetics (that aren't 21,600) from my most popular original killer picks / cosmetics that I always thought were really cool but never got. I'm on the third one for Deathslinger, then I'm moving on to getting stuff for the Clown, then Oni, then Trapper, Wraith, Hillbilly, Doctor, and finishing off on Legion (more because Legion just has some really nice cosmetics and less because I play Legion). I might work Blight somewhere into that list, he's fun, but honestly I'm not sure if I like any of his current cosmetics.

    Then I'm going to go through the whole list of those characters again, choosing one 21,600 cosmetic to earn from each, and after that I might cycle through them a second time depending. After that, there are a select few cosmetics that I want to get for Jeff Johansson, and Felix, and that's as far that I have planned into the future, and that alone will take a long time, by then new releases will have come out that might be more interesting and so on and so forth.


    And over all of this is the archives, my main source of grind. I try to keep myself on top of them as much as possible, keeping up with how many days have passed with how many levels have earned (70 days to complete 70 tiers, so best to try to keep yourself as organized and consistent as possible). Whether that means just trying to earn 1 level in a day or grinding hard over the weekend and advancing 5+ levels in one day to make up for my not being active over the week. I go like that for as long as I can as consistent as I can during the 70 days that the archives are active. It is my greatest source of grind, and I've completed all of the archives so far, but it is quickly draining me and my motivation to play more than anything else as I feel more that it is a chore to play than ever before. I think it's going to be this that will sooner or later eventually cause my burnout for the game (just because the grind is so long and intense for the archives specifically, especially in conjunction with trying to balance a real schedule), one that some might say is long overdue since I've been playing almost since release 4 years now.


    I won't tell you that these are good reasons at all to play, in fact I can probably tell you with reasonable confidence that the reasons get progressively worse the further down the list you go, so the best being at the very top. However, they are still my reasons that I continue to play and if absolutely nothing else, they function as goals you can create to keep yourself occupied during your time playing DBD, instead of just meaningless repetition.

  • @musefan said:

    Anything other than the options you listed.

    ^^^

    I was going to say the same thing, almost literally anything else.


    Pennywise, Candyman, Pinhead, Xenomorph, Predator, Jason, (maybe Chucky if they can work out the gameplay), are the big lineup of Horror from the Decades.

  • A poll in polls, but no poll options.

    Tale as old as time. Still just as annoying.

  • @DerpyPlayz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664098#Comment_1664098

    I agree with everything but the "In exchange", with what you proposed people will just find new ways to abuse it.

    Potentially.

    But my point wasn't that DS should undoubtedly get all these things and that this is the concrete proposal I am providing for how it should be changed, rather it was more of a guideline which physically shows clear, concrete ideas that show off a give and take in Decisive Strike that makes it a rework rather than a straight up nerf.

    Really it's more to quell the fears of players who wrongfully believe that DS would be nerfed into the ground, which it wouldn't be (even if DS got none of the things I mentioned). But the perk does serve a purpose, and it wouldn't be fair to rework it in such a way that wouldn't allow players to use it for it's purpose, it's purpose being an anti-tunnel perk, (as opposed to "anti momentum" or whatever BS people made up).

  • I have no idea what you're talking about.

  • Both. Or Neither?

    I enjoy both sides equally, and I play both sides relatively equally. There are reasons why I like playing as both roles and there are certainly frustrations I have from playing either role. I have days where I play nothing but survivor and I have other days where I play nothing but killer. Sometimes I switch and start with one role, and end my session after spending time playing as the opposite.

    Playing both sides is also rewarding in the sense that you can make fun of either side on a whim (and you see balance more clearly through unfiltered, unbiased eyes, but eh, I think the former reason is more fun. Lol).

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1668621#Comment_1668621

    I think the comments they made about the Stranger things kids only really applied to survivors as they're the only ones who actively get killed and maimed where is The Killers don't.

    You are so can't really take drinking into account as Frank is the one who gets alcohol and drugs for them and Frank is 19 meaning you can't really use that as a metric to figure out the ages.

    It honestly depends on how accurate you want to consider cosmetic descriptions as this is the closest we actually get to age confirmation on any Legion besides Frank.

    We know Frank was held back a year which is why he's older than his Legionnaires.

    Both Frank and Julie's uncommon outfits reference them as seniors.

    https://us.v-cdn.net/6030815/uploads/Z9RXAD8K2QG9/20201026-195211.png

    https://us.v-cdn.net/6030815/uploads/ZFJYZVCRAFTD/20201026-195120.png

    Since we know Frank is 19

    This puts Julie at 17 or 18 ( usual age range for seniors not counting being held back or moving up a year)

    With Susie we have her basically being stated to be a sophomore.

    https://us.v-cdn.net/6030815/uploads/4J31CAPT1RYY/20201026-195154.png

    This realistic puts her around the ages of 15 or 16

    As I said in a previous post on here we have no idea when it comes to Joey so so if the question comes down to are the Legion underage.

    Frank - no

    Julie - maybe

    Susie - yes

    Joey - Unknown

    I want to disagree with your comment on that idea (an opinion shared by @UMCorian ) that the devs comments somehow only apply to the survivors of Dead By Daylight. Until we see a creepy child killer I'll continue to maintain that this statement from the devs operate both ways, simply because there's no real reason to think otherwise. We know that the entity encourages its killers to do its bidding in a variety of ways including torture: mentally, emotionally, and physically. The killers either willingly choose to serve the entity or are forced into it, and we know that the killers who look less human and are more twisted and corrupted are the ones who were tortured most. Though this isn't ever really explicitly visualized, I think the nature of the game and its confirmed lore are enough to make people (and the devs) uneasy about this topic.

    I want to make clear that the realm of the entity isn't a nice place for anybody (unless you're an insane serial killer [For example, we know Ghostface is canonically the killer that is closest to straight up enjoying spending his days in the realm of the entity]), survivors or killers. The killers themselves are put through their own hell, again under threat of force and torture if they do anything against the will of the entity. It's also been implied that the Killers never see anyone outside the trials, where the survivors meet each other at the campfire, the killers are forever alone, tormented by their isolation, which potentially fuels their anger, rage, frustration, which then manifests into bloodlust.

    So no, I don't think it only applies to survivors, I do think it goes both ways, in which case, that automatically shoots down anyone's arguments about the Legion being any younger than at most 17 years of age. But it's within decent likelihood every character in Dead By Daylight is at least 18 years of age.


    As for Frank getting his hands on Drugs and Alcohol but not any of the others, I assume you're referring to Memory 472 from the Legion's Story "Soldiers of Mayhem" in Tome III: Escalation. The quote just states that he should up to the party with gifts, (likely as a show of good faith and courtesy): "Frank shows up with drugs and drinks. Party treats." However, nowhere in the lore does it ever state that it had to be Frank, and that Joey and Susie were incapable of obtaining these products themselves, legally or otherwise. So the implication you make that Frank is the only one who can legally drink and then buys this stuff for the rest of them is purely an assumption.


    Also I don't generally consider the cosmetics as truly reliable sources of information, so I'm not exactly swayed by the evidence you brought up. The most reliable cosmetics lore-wise are the ones that actually ship with the tome and are connected to a major story, that would be Bush Party for Julie - the one with the first mask that the Legion wore as a group and Julie wearing a red flannel and hood. It actually does say in the description of the outfit as a whole "Rugged and confident apparel for throwing back a few..." so we know that Julie does drink (confidently too) at the very least, which again, may point to at least her being the most likely of the group to be the same age as Frank.

    Although you and I would probably find more common ground saying that she's 18, since this mutually covers both of our theories about Julie at the very least, though again according to my own personal headcanon she's the same age.

    Which, again, if everyone is younger than Frank (& Julie) then that would potentially put Susie and Joey at 17, although I do want to mention younger is a subjective term and doesn't actually have to be in years, it could be that everyone is Younger than Frank by a couple of months. Not quite a satisfying answer, but it's still a logical rationale.


    P.S. @Volfawott I want to know where exactly you found that Frank was held back a year? I did a bunch of digging and nowhere in the lore is it expressly stated that Frank was held back, not in the introductory lore that the Legion was first shipped with on chapter release, and not with their subsequent story in the archives either. It's something that I just skimmed by at first, but I now realize that if this isn't true it kind of crumbles your entire theory, because that would mean if he wasn't held back a year and is 19 years old he most definitely wouldn't be a senior. And since he's not a senior but the cosmetic is still under the collection name "Fairview Seniors" that does prove the point that cosmetics are unreliable sources of canon information.

  • @Elcopollo said:

    We get it - FNAF fans want FNAF Chapter. Stop spamming this idea already, it's getting more and more lame each and every time.

    THIS.

    I'm not even kidding, the more that you guys keep throwing this idea in the faces of literally everyone / the rest of the community, the more I hate the idea.

    These threads aren't for suggesting a "cool, new, and unique idea" these are literally threads for other fnaf fans to point each other out and go "Hey, you like Fnaf? I like fnaf too!!" and then calling out to the rest of the community: "See? Other people like fnaf!!!".

    It's the same principle as political rallies. You aren't appealing to anyone except for the people and fanbase that you already know agrees with you in the first place.

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