Sickerton
Sickerton
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- Sickerton
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Comments
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@SleepyWillo said:
Not sure why... I find this particularly true for Steves (rip Scoops Steves out there).
Before Steve it was Ash and before him it was Laurie...
Dont know why these characters in general seem to give some killers tunnel vision. Guess theres a few mains out there that got an upper hand and left them salty?
Laurie triggers Object and DS flashbacks, while Ash does the same with original MoM. Coming up blank on Steve though, aside from maybe just wanting to hear his super goofy screams.
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@Kimura said:
https://forum.deadbydaylight.com/en/discussion/comment/764145#Comment_764145
You can't tell me that spirits katana or Freddie's glove has the exact same hitbox as legions knife or huntresses axe.
Swing distances and hitboxes aren't variable between killers. At least, they aren't used as one yet and are patched into uniformity when something jostles them out of sync. That's why for example it looks like Freddy lunges a lot more then everyone else; He's an average sized guy essentially slapping you who has to cover the exact same distance as a behemoth swinging a two handed axe visually.
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I thought it was an odd choice at first glance, but quickly realized why they went that way.
Jigsaw, while he puts people into horrible situations, wants them to survive and become stronger. While Amanda still idolized Jigsaw, she eventually decided he was misguided there, and wants them to die. The Entity would have had to break down everything which made Jigsaw promising as a potential killer to actually get him to take on the role, while all it would have to do with Amanda was let her delude herself into thinking this is some kind of game to get back into Jigsaw-senpai's good graces.
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Hex perk: He Will Divide You
Activates one totem at the start of the game, creating a _% penalty to gen repair times and totem cleanse times as long as it is active. If the lit totem for this perk is cleansed, the hex activates a previously dull totem and doubles it's former power. This can repeat until there are no longer any more dull totems on the map to switch to.
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The Entity seems to behave more on the terms of a Lovecraftian entity than a straightforward presence; Essentially all-powerful on it's own turf, but so foreign in nature to our own reality that it serves as a barrier the Entity can only prod and poke at at best. And since that barrier seems to grow stronger or weaker based on emotions present, it's relative power outside its realm is more fluid akin to Freddy Krueger/Pennywise then a single metric. It's closest comparison in the realm of comics would probably be Mister Mxyzptlk; Operating on terms completely different from the norm, and simultaneously both far stronger and far weaker from it.
Like, could Superman punch the Entity into submission if it partially manifested in Metropolis? Almost certainly not. But he'd have a chance at forcing it to retreat back to its own realm by being a beacon of hope and unbreakable resolve. Key word being "Unbreakable" here, if the Entity could get his resolve to falter those emotions would be fuel instead of a defense.
The best response team to send against it would actually be -- I am not kidding here -- the Care Bears. Starve it of violence and hate, kill it with kindness. Laser beam kindness.
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@I_Eat_Worms said:
spirits probably the worst
Teenage/young adult turned into a Ringu/Grudge-type vengeful ghost.
Sounds like the Wicked Witch of the West.
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I think assuming the first was a survivor is a bit erroneous. Survivors are the simplest pieces of the Entity's game; It drops them in essentially as-is, while it takes time to "Customize" each killer to properly hit the sweet spot of a threatening but not impossible challenge. That, alongside the detail that the Entity can only breach into what we consider the real world through moments of strong emotion and/or violence, leads me to conclude that the Entity would both have had a much easier time collecting it's first killer and would have logically prioritized having one ready before pulling in survivors.
So, who was the first Killer? This has actually been answered. Sort of. The Devs have noted before it is very likely that the first killer ever was deemed a failed experiment by the Entity, and promptly thrown into the Void (a subdimension it would then use to store all later survivors and killers once they are drained to nothing more but husks). So if the first person was a killer, he/she was disposed of long before anyone we know could have ever seen him/her.
If you wanted to get really meta you could assume that this mystery killer was The Smasher, or an even older killer concept the devs themselves toyed with during prototypes and ultimately discarded. But my money is that, if The First was ever to resurface in-lore, they would create an entirely new design and theme specifically to make something like that exactly as notable as it sounds.
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@VolantConch1719 said:
I would have to say Ash. The dude literally had to murder his friends after they were possessed by Deadites, saw off his own hand, got sent through time, returned and ran from his past, ended up summoning his past and causing a world-wide apocalypse, left his friends behind, brought to near death by a demon, got sent to the future, not knowing where the few friends he had left were, and then got brought here.
Can't get much worse.
Thing about Ash, though is that he kinda gets used to it. And he's also pretty much guaranteed to find a way to dimension hop out of the Entity's realm eventually.
Seriously, his extended canon via comic books is crazy. He's the only person in all of fiction who has met both normal and remake Freddy Krueger. Also Doctor Doom. Yes, Marvel Comics Doctor Doom. Almost got vaporized on the spot for refusing to stop calling him Mr Roboto.
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In-lore, it discards humans which are no longer useful to it into a subdimension called the Void. Theoretically killers which underperform over an extended period of time could risk being discarded in such a fashion as well, or possibly demoted to Survivor and then eventually voided after they're wrung dry that way.
In any case, it'd largely be a behind-the-scenes event. Doing so where the Survivors could know about it would be showing fallibility of both the Killers and the Entity, neither of which the Entity wants to do.
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I would like you to imagine Meg looking up from a gen, and seeing Slenderman.
Meg then sprint bursts off from a gen, jumping through a nearby window. Slenderman follows behind, slowly stepping through the windowsill one leg after the other with a grunt. Meg makes it to a car or something with a pallet leaning up against it, leading to Meg and Slenderman staring at each other as they circle the car at opposite ends three or four times. At this point Slenderman is right behind Meg, so he lunges to slap her back with one of his hands... and has the pallet dropped on him, making him shake and go "BLEEERG!"
Slenderman then stops to break the pallet, kicking it twice with his foot, but is blinded by Meg's flashlight aimed at his face as he does so and spends the next few seconds running face first into a rock as Meg crouchwalks behind the car again.
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@Peanits said:
18% faster generator repair speed would be massive.
For what it's worth, though, there are people out there who are actually using it right now. I wouldn't say it's the most popular perk around, but there's a niche group of people who love it.
Although I agree that the proposed buff would be too much, I also feel that a good chunk of that statistic could be attributed to Resilience being a generic bloodweb perk. It's currently on my main survivor right now not because I love it, but because I would have to grind up a different specific survivor to level 40-ish then encounter the perk I was aiming for three times on my normal survivor for it to be worth switching out the level 3 Resilience I got almost by default.
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@Objectively_speaking said:
Ah I see, if only you were more focused or had made the right choice. But you indecisiveness caused you to be stricken down by the killer. (Run Decisve Strike or don't get hooked)
"Don't get hooked" is about as useful a statement as saying "Don't get punched" to a boxer.
Yes, that is technically the optimal scenario. But the whole game is about trying to make that happen.
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@Kilmeran said:
@FiftyCalReaper It's not that I disagree with the last three. But I'd rather, at this point now, see something original for a DLC or two than an IT license for the next one.
Also, from a lore standpoint, IT is the last thing I'd want. King wrote it so that it is an entity basically on the power level of DbD's Entity. It really doesn't make much sense that something that exists in the macroverse the way IT does, and is as powerful as it is, would suddenly be imprisoned and at the whim of this Entity.
Not unless Behavior was suddenly going to explore a mythology of Entity versus Entity, which I feel is really beyond the scope of this game. Because something like IT isn't going to simply go out and hook survivors. It's going to be pissed and fight like hell to dismantle the Entity's realm.
Plus, despite the movie and what some people assume, King owns IT. And King is not a cheap license. Not by any stretch of the imagination.
I personally could see a bit of a partnership between the two: Entity feeds off of emotions but not (technically) meat of it's prey, while IT eats the meat of it's prey but likes how emotions flavor them. So using the Pennywise avatar to voluntarily assist the Entity would let IT poach the used up husks Entity throws into the Void after she's done with them, which would be the epitome of a slow roast delicacy for it.
Just make Pennywise's red stain a blue-white one to signify both the Deadlights and that he's not directly under the Entity's thrall, and you have the start of a beautiful working relationship between eldrich horrors.
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/662833#Comment_662833
Even if something is cool, doesn't mean it's fine.
Wouldn't it be cool if the survivor could mori the killer with an offering? The animation would look totally cool and thus also fair.
Although you are completely right in your point, I would totally back a hidden trait for Ash that if all other survivors have escaped and he's the only one left he gets his weapons back and the killer has to find the hatch to escape him.