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  • Serious answer: A giant spider.

    Joke answer: The killer rabbit from Monty Python and the Holy Grail.

    image.png
  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830652#Comment_3830652

    In fact, Slice & Dice is far more powerful than manual scamper ever was and if your 90 degree suggestion ever happens, it'll be even more stronger than manual scamper ever was.

    no because m1 cannot miss or their probability to miss when player is good is next to 0. Slice & dice can miss and the overall dash has restrictive turning so survivors can go far left or far right or play specific movement mindgames.

    I would rather that they just reverted the manual scamper change altogether and just number balanced it, rather than outright removing it and making every scamper related add-on entirely useless in the process.

    They can't balance in any shape or form because you either have enough time to hit survivor around loop or you don't. making scamper take longer for one hampers his Slice & Dice and it occurs wesker bound problem where when wesker vaults a pallet, the survivor always makes to vault when looping in a circle. it is true and false type equation.

    The only times manual scamper left Survivors with no counterplay is if they were camping an unsafe pallet. If Survivors didn't do that, then Chucky wouldn't be able to catch them, manual scamper couldn't even help Chucky get to Survivors at safe loops anyway.

    wrong, the manual scamper was less effective in short loops because time to loop around in a circle is shorter. the thing, unsafe loops where killer lunge is big enough don't really need pallet vault to get a hit. only requires a mindgame to be won by the killer. safe loops on other hand is where manual scamper was problematic because safe loops have longer walls which allows even chucky who is 4.4 m/s to catch up over a long period of time.

    It is in no way anywhere close to how legion was. Even if there was any actual issues, then it could easily have fixed by doing number changes to it.

    if end result is that you can vault a pallet → m1 the survivor and the survivor's skill in said instance is unavoidable damage than it is old legion problem. that is why they removed it.

    I am not saying that BVHR cannot balance around pallet vault →m1 but to this day, BVHR hasn't bothered to balance around that. how you would approach balancing vault pallet →m1 is by making M1 worse. the goal in this instance would be to make killer able to swing and miss. sometimes survivor do pull this off by doing something called 360'd or a wiggle but this often said to be bad killer player if he gets 360'd or wiggled. however if BVHR makes it so that you have faster base movement speed as survivor than you can make wiggle or 360'd very fast such that killer has trouble tracking survivor with m1. this creates interesting gameplay that revolves around movement and baiting m1 in good instances to make killer miss. unfortunately for BVHR, BVHR hasn't really experiment with this very much and if there was a killer to do this on, it would be Legion who in his current is not very strong killer because of his complete lack of 1vs1 within his ability.

    If Wesker should be allowed to use power after vaulting then so should Chucky.

    Chucky already is able to use his power after performing a pallet vault. the issue is that he can't hit any survivor after the vault because his turning-rate is too bad to turn enough to do a swing. he just goes straight forward when survivor is taking 120 degree turns like → or ← around loops. he is never get a chance to swing and survivor don't really need to do any fancy movement to avoid the hit as they simply cannot get hit.

    no because m1 cannot miss or their probability to miss when player is good is next to 0. Slice & dice can miss and the overall dash has restrictive turning so survivors can go far left or far right or play specific movement mindgames.

    Which is hindered by the fact that Chucky still needs to catch up to the Survivors before he can land a hit and there is a timer on Hidey-Ho mode for how long Chucky can use Scamper to do that. If Survivors are anywhere other than at an unsafe loop that they're camping, they more often than not can outrun Hidey-Ho mode's duration.

    Also let's not pretend Slice & Dice isn't stronger than Manual Scamper or that it doesn't get Chucky more hits, because it does. Anyone with a basic understanding of how to use Slice & Dice can easily use it to just charge forward and hit a Survivor for free like any other movement speed killer can.

    They can't balance in any shape or form because you either have enough time to hit survivor around loop or you don't. making scamper take longer for one hampers his Slice & Dice and it occurs wesker bound problem where when wesker vaults a pallet, the survivor always makes to vault when looping in a circle. it is true and false type equation.

    First off: Hitting a Survivor around a loop while in Hidey-ho mode isn't a problem, it's part of his mindgame aspect.

    Secondly: That is completely untrue, they absolutely can balance manual scamper without impacting his Slice & Dice scamper.

    Lastly: Chucky most certainly couldn't catch up to Survivors who knew how to loop properly, only way Chucky could mindgame at a loop is if it's too short to do so in the first place, i.e. unsafe loops.

    wrong, the manual scamper was less effective in short loops because time to loop around in a circle is shorter. the thing, unsafe loops where killer lunge is big enough don't really need pallet vault to get a hit. only requires a mindgame to be won by the killer. safe loops on other hand is where manual scamper was problematic because safe loops have longer walls which allows even chucky who is 4.4 m/s to catch up over a long period of time.

    Only way Chucky could ever catch up to Survivors at safe loops is if he was mindgaming with the Running Shoes add-on, which could easily just be fixed by changing the addon.

    Also any stealth killer only requires a mindgame to win at a loop and any killer is also able to catch up to Survivors over a long period of time, let's not pretend otherwise.

    Any Survivor who knows how to loop could easily outrun Chucky's Hidey-Ho mode duration at safe loops.

    if end result is that you can vault a pallet → m1 the survivor and the survivor's skill in said instance is unavoidable damage than it is old legion problem. that is why they removed it.

    I am not saying that BVHR cannot balance around pallet vault →m1 but to this day, BVHR hasn't bothered to balance around that. how you would approach balancing vault pallet →m1 is by making M1 worse. the goal in this instance would be to make killer able to swing and miss. sometimes survivor do pull this off by doing something called 360'd or a wiggle but this often said to be bad killer player if he gets 360'd or wiggled. however if BVHR makes it so that you have faster base movement speed as survivor than you can make wiggle or 360'd very fast such that killer has trouble tracking survivor with m1. this creates interesting gameplay that revolves around movement and baiting m1 in good instances to make killer miss. unfortunately for BVHR, BVHR hasn't really experiment with this very much and if there was a killer to do this on, it would be Legion who in his current is not very strong killer because of his complete lack of 1vs1 within his ability.

    Except Survivors who again, knows how to loop can easily outrun the duration of Chucky's Hidey-Ho mode, many of the Survivors i played against did so back when Chucky could still use manual scamper.

    I still believe only number changes to Scamper and Hidey-Ho mode is all it takes to fix manual scamper.

    Chucky already is able to use his power after performing a pallet vault. the issue is that he can't hit any survivor after the vault because his turning-rate is too bad to turn enough to do a swing. he just goes straight forward when survivor is taking 120 degree turns like → or ← around loops. he is never get a chance to swing and survivor don't really need to do any fancy movement to avoid the hit as they simply cannot get hit.

    And if Chucky gets his 180 degree turning, then he would absolutely be able to get unavoidable hits on anyone close enough to the pallet or window, something in hindsight that i'm perfectly fine with him not having.

    Current Chucky is stronger but more boring to use, while Chucky before was weaker but more interesting and was accurate to his character in the movies. I absolutely prioritize the latter over the former because it is more important to me that characters (Unless it's Freddy) are as accurate as possible to their source material.

  • @Devil_hit11 said:

    i think he only needs that 90 degree turn change on scamper. the patch note state they fixed it but it is still in the game. S&D into scamper is as good as manual scamper if the killer can mildly angle the scamper at the survivor. the scamper change was poor because it missed a characteristic of his ability.

    i hope upcoming chucky changes add that change into his scamper. it is almost like they bug-fix chucky by accident with newer patch than intended.

    Manual scamper wasn't good design and encouraged m1 post-scamper leaving survivor no counter-play options similar to how old legion used function. while his m/s is 4.4 m/s compare to 130% m/s of legion, the premise of the problem is that killer with extended experience are unlikely to miss m1 very often if not at all.

    I do think they should explore legion's vault →m1 gameplay to down people by giving survivors dramaturgy to attempt avoid m1 or dead hard but chucky variation wasn't it.

    Wesker should allow be able to vault pallet →use power to get hits and he is on the change list as well, so hopefully these changes a little bit more positive for killer instead of negativity changes like Skull merchant.

    Completely and utterly disagree.

    i think he only needs that 90 degree turn change on scamper. the patch note state they fixed it but it is still in the game. S&D into scamper is as good as manual scamper if the killer can mildly angle the scamper at the survivor. the scamper change was poor because it missed a characteristic of his ability.

    Manual Scamper is more in character with Chucky than Slice & Dice Scamper is, however both should be an option because they are both too important for Chucky to not have both options.

    In fact, Slice & Dice is far more powerful than manual scamper ever was and if your 90 degree suggestion ever happens, it'll be even more stronger than manual scamper ever was.

    i hope upcoming chucky changes add that change into his scamper. it is almost like they bug-fix chucky by accident with newer patch than intended.

    I would rather that they just reverted the manual scamper change altogether and just number balanced it, rather than outright removing it and making every scamper related add-on entirely useless in the process.

    Manual scamper wasn't good design and encouraged m1 post-scamper leaving survivor no counter-play options similar to how old legion used function. while his m/s is 4.4 m/s compare to 130% m/s of legion, the premise of the problem is that killer with extended experience are unlikely to miss m1 very often if not at all.

    The only times manual scamper left Survivors with no counterplay is if they were camping an unsafe pallet. If Survivors didn't do that, then Chucky wouldn't be able to catch them, manual scamper couldn't even help Chucky get to Survivors at safe loops anyway.

    It is in no way anywhere close to how legion was. Even if there was any actual issues, then it could easily have fixed by doing number changes to it.

    I do think they should explore legion's vault →m1 gameplay to down people by giving survivors dramaturgy to attempt avoid m1 or dead hard but chucky variation wasn't it.

    Again, completely disagree. It could easily have been adjusted to be more balanced.

    Wesker should allow be able to vault pallet →use power to get hits and he is on the change list as well, so hopefully these changes a little bit more positive for killer instead of negativity changes like Skull merchant.

    If Wesker should be allowed to use power after vaulting then so should Chucky.

    I firmly believe manual scamper was too important to Chucky's character to be removed and i will keep trying to get it back because Chucky feels incomplete without it.

    Also i am so genuinely sick and ######### tired of killers that mainly just ''press & hold power button to charge forward'' and i refuse to see Chucky be butchered/reduced into becoming yet another one of that type of killer variant just like Wesker/Blight/Billy/Oni/etc is.

    I absolutely believe that turning Chucky entirely into another one of those types of killers will kill his identity as a character as he is more than just that.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825092#Comment_3825092

    To set expectations, I can confirm that this is not old Freddy returning.

    Thank god for that.

  • I firmly believe that the faithfulness of a character is the most important priority, the gameplay of the character themselves can be balanced out.

    Adjust them to balance them out, but under no circumstances should any of the most important elements and features of a character ever be outright removed.

    The removal of manual scamper was entirely needless and should never have happened.

  • @redglyph said:

    current abilities are stronger, but using them is boring.
    Even if it was weak, the old one was better.

    It looks like you are using matchbox nurse.

    They could easily have buffed the old power to be better while still adjusting manual scamper to be fairer if required.

    In fact, here is all Chucky really needed.

    • QOL buffs to majority of his least used or weakest add-ons
    • Manual scamper remaining and adjusted if required
    • Hidey-Ho mode duration being buffed to how it currently is
    • Free camera adjusting period during slice & dice scamper animation

    That's literally it.

  • I just want actual horror characters from actual horror IPs, i've grown tired of the recent trend of horror-adjacent and non-horror characters at this point.

  • Realistically, it's not gonna happen unless bhvr wants DBD to get banned in several countries.

    With that said, i only want it in DBD if it's Postal 1.

  • There never was anything that stopped bhvr from making multiple legendary skins of the same character, peanits even said so some months ago.

  • To me, SM already had no redeeming qualities to begin with, so it can only get better for her at this point regardless.

  • @versacefeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812075#Comment_3812075

     Even if Lara works PERFECTLY as a CHARACTER, she is still incredibly out of place and just shouldn't have been added. 

    This is an argument that I see so many people use and it never holds up because it crumbles into itself as soon as we look at the survivor roster. Most of the original survivors in the game have nothing horror related to their lore or character yet they still manage to find their place in the game because there is more themes to this game than horror.

    Except all original characters regardless of theme are objectively horror characters by default because they were made for Dead by Daylight itself, which is created with the focus to not only be a horror game, but is also classified and advertised as being one.

    Lara Croft however is not a horror character because Tomb Raider is not a horror game, it has never been classified nor advertised as being one and while it has some scary elements here and there, they are not the main focus of the franchise. Tomb Raider itself is closer to that of Indiana Jones and Uncharted than it is to anything horror related.

  • I mean, skimpy/revealing outfits is a pretty typical thing for characters in horror to have, especially in slasher horror movies like Friday the 13th.

    So to me they fit being in the game.

  • The real collaboration was the considerations we made along the way.

  • Elvira herself has also stated that she would consider collaborating with dbd.

    Source?

  • No, i wouldn't want such a limited time game mode.

  • @Laluzi said:

    The Netflix Castlevania outfits could be in the cards, but I doubt we'd ever get skins of classic Dracula movies on him, as they're part of a different IP and they're not the same character. Castlevania's Dracula is a pretty specific incarnation of Dracula, and Konami's going to want to keep his depiction in DBD distinct to their brand. I don't think we've ever had a licensed character get a skin outside their own license? DBD is free to do that with their in-house killers, and we have had killer skins like William Birkin Blight and Titan Oni, but negotiating anything between two licenseholders sounds like a mess.

    So to get an OG Dracula skin, I'm pretty sure we'd need either an OG Dracula license, or a DBD homebrew vampire killer that can then get a licensed or public domain inspired skin.

    Though, I'd love some old film inspired outfits in general. Sounds like a great idea for a collection.

    Even Netflix Dracula is off the table because that's it's own seperate license from that of the game version of Castlevania.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804057#Comment_3804057

    I liked Gabriel's and that was it… No hate to the artists but most of them were meh to me.

    Gabriel's outfit was pretty mediocre to me, however it didn't really feel like it fitted him.

    Renato & Jake's outfits on the other hand are probably my two least favorite ones.

    Also yeah no hate to the artists themselves.

  • If Half-chapters are not included, why are Hellraiser & Chucky included in the poll then?

  • Not really digging any of the Survivor finalists and that's honestly just disappointing as there was some really good ones.

  • Actual horror IPs that aren't just horror-adjacent at best or not even horror at all.

  • It wants to consume everything in existence throughout the omniverse and it's many different timelines, to continue feeding on the emotions of anyone and everyone it can get it's hands on by putting them through the trials, both Survivors and Killers.

  • I hope they do so along with every other exploit tech still in the game, the sooner the better.

  • @Emeal said:

    Frankly, I would enjoy such a Chapter, I hope they would Cast the same voice actors for their roles.

    It would set this Chapter solidly in Stone.

    The Tossing of Frank Rock.

  • Romulus_-_Trading_Card_29.png rains-face-doesnt-really-look-like-her-actress-v0-yul2ql7f2smd1.png

    She seems accurate enough to me.

  • @Nazzzak said:

    My Plunderers Instinct doesn't work. I've tried changing to different buttons but nothing. It tells me to use it in game but it doesn't work. Anyone else?

    It only activates when nearby a chest, if it doesn't work despite being that then it's most likely a bug.

  • Deathslinger's rifle is closer to that of an harpoon gun than it is to an actual gun, as it was build specifically to work around the existing gameplay loop DBD has.

    How you came to the conclusion that it's existence alone somehow justifies adding something like a rocket launcher (a weapon that's on an entirely different scale mind you) is beyond me, because it quite honestly does not. Same way it does not justify adding actual ballistic weaponry that uses bullets to the game.

    Also a rocket launcher would be a balancing nightmare just in general.

  • We need more Alan Wake skins in general, still waiting for a Barry Wheeler legendary skin.

  • No, they need to bring back the fog.

  • Which again, is assuming that

    • The Entity claws are actually part of The Entity's main physical body or that (again) there even is a main physical body to begin with and that the claw aren't just like everything else, nothing more than an extension or manifestation created by The Entity itself that aren't directly connected to the main physical body.
    • That the claws have an internal blood stream that connects back to the supposed main body of The Entity
    • That there is a needle sharp and strong enough to pierce into the claw
    • That injecting it into a claw doesn't affect only just the claw and that it can simply just manifest a replacement.

    Honestly, i'm pretty sure that if killing The Entity was so easy and straight forward to do, someone in the fog would have already done it by now, so it's safe to assume that it's not.

    Not to mention, if you kill The Entity, there will be severe consequences from doing so and it will indiscriminately affect everything and everyone in the fog.

  • None, Nicolas Cage's inclusion was already more than enough.

  • @FreddyVoorhees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776947#Comment_3776947

    The Belmonts are warriors with boundless holy power in their bloodline and later on powerful magic users. The whip is just a tool specialized for Dracula since it is the only thing that can harm him. They use other sub weapons too. Trevor is an earlier Belmont, they get more powerful with each new generation. But they are not normal humans at all.
    Trevor and his family were banished from their land because of their unnatural power.

    Regardless, it doesn't change that despite not being normal people, they still don't require the mark to be nerfed.

  • I feel like it's just going to end up being a novelty that will quickly wear off.

  • @Nightram said:

    Why wouldn't it not be possible? Dbd have the license. Tbh it's what they wanna do with it that's up to them.

    I do really love this idea!😊

    No, OP is kinda right.

    It's not completely up to BHVR, everything has to be approved by the license holder and from what i can tell, if it's not something from the first movie, then it's a no go.

    Not to mention, we can't have content from the other installments (including the different versions of the masks that's in them) because they're all copyrighted by different companies.

  • All i want from Xeno is an upgrade to it's current kit rather than a rework, something like an additional ability added alongside it's current powers, like Wall/Ceiling Crawling.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785421#Comment_3785421

    I mean we could've gotten the other two Cenobites from the first film.

    Either way, I doubt Clive Barker is all that willing to work with BHVR, which is a shame but I can't say I really blame him.

    I wouldn't be too sure about that, after all, it's thanks to Clive Barker that we got Doug Bradley to voice Pinhead in DBD in the first place, as according to Doug Bradley's wife, Barker asked him to do it as a favor. Also, if Clive didn't want to work with BHVR, then the Hellraiser dlc would have been pulled by now since both Park Avenue and Clive Barker have to agree to continue to renew the license bhvr have.

    I believe the reason we don't get anymore cosmetics for Pinhead is more complicated than what you might think it is.

  • @ReverseVelocity said:

    Would be cool, but I'm extremely doubtful we'll get anything else Hellraiser related due to what went down surrounding that license behind the scenes.

    Which sucks, I love the franchise and I'd love to see the other 2 OG Cenobites added as well.

    Even if Clive Barker hadn't regained the US part of the rights to the Hellraiser 1, we still wouldn't have seen anything from the other installments as bhvr always only held the license to the first movie.

  • The model has her face and is voiced by the actor herself.

    We know this because of leaked Disney documents that showcases some of the process in the creation of the skin.

    Also i've seen a handful of people using the skin in-game.

  • Maybe not all characters, i'm fine with getting more Killers voicelines overall.

    Survivors however should only be reserved for the licensed ones that can be portrayed by their original actor/actress.

    With that said, they have yet to give any character in the game better voicelines than the ones for Alan.

  • It was either Hopper or Eleven, even though i voted for Jim, Eleven is probably the better choice overall, as she and Henry have history together.

  • @09SHARKBOSS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784059#Comment_3784059

    unless the thing is turned into a toxin and injected into the creatures blood killing it at an unknown speed

    That is if it can be turned into a toxin, even then you still need to find the actual real physical body of The Entity itself to use it on, that is assuming it actually has a physical form to begin with or an internal blood stream that the toxin can effectively be injected into.

  • @09SHARKBOSS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783954#Comment_3783954

    i thought "oh hey blight could get him" but remembered he only got the blight serum from the entity

    Even then, the Compounds Blight makes from the nectar of the Pustula plants wouldn't really harm The Entity exactly because it originates from it directly, it would basically be the equivalent to someone taking a dump and then someone else trying to use said dump to kill the person that took it.

    At best you can make them reek of #########, but you're not gonna be able to harm them with it, let alone kill them.

  • @No2Loser said:

    Pre Realm means they are have the equipment or abilities they had before entering the realm. For example, characters like Leon would have his weapons but characters like Artist will just be a woman without her arms or tounge

    It wouldn't make any difference if the characters are pre-realm or not, you can't hurt something that you can neither hit nor damage in any meaningful way.

    Everything we see of The Entity both outside and inside it's realm are nothing but extensions of itself, rather than it's full self appearing.

    Meaning none of the Survivors and Killers can really do anything towards it with the only exception being possibly Vecna and even then it's uncertain how much he can really do, as we never saw them duke it out fully.

  • I will never not consider the removal of manual Scamper to be a mistake, they could have nerfed it in any way and it would have been a much better decision.

    Now Chucky is just incomplete without manual Scamper.

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