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  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730361#Comment_3730361

    Just because something is intended to be x does not mean it is x... I don't suddenly become Dirk Nowitzki just because I intend to be good at basketball. The outcome is what matters.

    What people intend to become and what a piece of fiction is intended as is not the same thing, what genre you intend for a piece of fiction to fall under is the genre it's part of, there can be elements of other genres mixed into the fiction alongside it's main one, but ultimately, you need to pick a main genre that the piece of fiction is aimed towards, that's how you differentiate between the genres.

    The outcome is important but without the intend to begin with, you can't classify the genre that the fiction falls into.

    Horror is a prime example as it has so many subgenres that you can spin it in so many different ways without it stopping being horror.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730226#Comment_3730226

    Unless you use a mori DBD is not really gore heavy is it? You see what I mean? It is kind ofhard to put the finger on what exactly makes this game a horror game, because except for the fact that it uses characters out of horror movies there is not really much to it…

    The game was made with the intent to be a horror game, therefore it falls within the horror genre objectively, same way that any game that was made with the intent of being a game within any genre objectively falls within said genre it was intended for.

    Whether we find DBD scary or not doesn't determine if it is a horror game or not, since scary is subjective and personal, while horror is a universal thing that encompasses all things people find scary.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730227#Comment_3730227

    They cannot "just age her up". This would only work if the license holder is fine with that. If they are, sure, possible. If they are not, 100% impossible to bring her into the game.

    I'm fairly certain most license holders wouldn't care if bhvr ages their character up by 2 years lore-wise, they moreso care about how their characters are potrayed in the game and if it's making them money.

    Seeing as how Skybound have a comic that continues clementine's story after the final season, i don't think they'll mind that bhvr ages her up to fit within the game.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730223#Comment_3730223

    Yeah, if she is 16, then she will not be in the game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730215#Comment_3730215

    This would be an option, but this depends on the license holder.

    Which is why they can just age her up and let her be taken into the game 2 years after the final season, similar to how Yoichi and Cheryl was aged up from their last appearance in their source material.

  • @Aven_Fallen said:

    Isnt she a minor for the entirety of the series? I only really know about Season 1 and part of Season 2 of the Telltale Games.

    She's 16 by the time of the final season, which is where OP's picture is from.

  • @Nazzzak said:

    I think you answered that question for yourself: "Once it got Halloween as a chapter, there was no stopping them". Being the basis from which anything can be brought in and adapted makes it appeal to a wide range of fan bases. Most of the other similar games are kind of restricted and it can get old. Last week I had a day where my games were literally Wesker, Wraith, Wesker, Wraith, etc, and it got old fast. I think games need to be able to keep you mentally engaged. The frequent updates help and DBD is in a position to constantly bring new content with few limitations.

    This and the fact that DBD had a head start by being one of the first ones to do these kinds of asym games also helped alot.

    I'd also argue DBD's simplistic gameplay could be considered one of it's strong points as it allows anyone to be able to quickly jump in and learn the base mechanics of the game.

  • First off: DBD isn't moving away from horror, D&D may not be created purely for horror only, but it still has plenty of heavily horror theme'd elements to it, especially for places like the forgotten realm.

    Secondly: D&D is a game engine designed to be whatever people want it to be, including horror, which is specifically what the chapter leans into and focuses on rather than leaning into D&D's high fantasy aspects.

    Whether you have a problem with DBD branching out or not to things that aren't necessarily purely within the horror genre only, but still heavily horror theme'd, is more of a you issue rather than an issue with the game.

  • @CaptainHustles said:

    I dont believe this is a bug. I believe they made it invisible in first person because it obstructed the camera too much initially.

    You can see what I mean at 1:27 in this video from Monto.

    https://youtu.be/shP-8lUsfhY?si=HcHmUbXsgMp97iYD

    It's only like a small part of the bottom right that's obstructed, which is barely anything.

    Also the sleeve in the video is clearly bugged around the hand, if it had not been that, the sleeve would have obstructed even less.

    If it really is intentionally removed, then that's honestly just dumb.

  • @bloodyknife said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724865#Comment_3724865

    Not true. You live too much in the past my man. The past is dead long live the future.

    Jason is part of both the mount rushmore of horror and the trifecta of horror, he is the gold standard of slashers and has had 44 years on the silver screen to segment himself as a big influence in pop culture.

    Jason by himself still holds a bigger influential stance in general pop culture than some creepypasta character that hasn't been relevant since 2017 and a character that most people outside it's fanbase don't know about because the franchise name and it's mascot is the only things most know.

    Compared to Jason's iconic hockey mask and machete, which is something the majority of people both inside and outside the horror genre recognizes due to Friday's overall influence, the same way that Sadako crawling out of the TV or Leatherface using a chainsaw are both things that alot of people both inside and outside the horror genre recognizes even if they don't know where they're from.

    It is also why you see so many people asking for Jason to be added without having a large number of people arguing against it's inclusion, compared to fnaf and how you got one part of the community arguing for it and the other half arguing against it.

  • I'm still feeling the RE fatigue from last time, no thanks.

  • @Gmoore23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724868#Comment_3724868

    I did some thinking and I really feel like Jason could come in for Year 9, which I'm more than ok to wait. It's either that or March, but March is only a Killer, and we at least need Camp Crystal Lake too.

    In terms of Art, I thought of an idea of him being a snowball killer, eventually being able to get a gun, but I feel like it's really dumb. Still would be fun though lol

    Jason has been BHVR's Moby Dick for the last 8 years or so, anything less than a full chapter wouldn't do an IP that is as anticipated and requested like Friday The 13th justice, especially since next anniversary is on June 13th, which is Jason's birthday.

  • Final2.png

    Phantasm has been my most wanted chapter for a long time now.

    Between Phantasm, Pumpkinhead, Re-Animator (Stuart Gordon Adaptation) & Wishmaster, there are quite a handful of top tier cult classics to choose from.

  • Watching old dbd clips reminds me everytime just how much worse it was back then.

  • My guy, Jason and Friday the 13th itself has held so much more importance and significance both in horror and in pop culture altogether for alot longer than what both the fnaf and slenderman IPs have achieved in their entire lifespans combined.

  • @Horrorcomicnerd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723987#Comment_3723987

    It's possible, Victor Miller and Horror Inc are working together now for the Jason Universe and the upcoming show. We need Camp Crystal Lake and getting Pamela Voorhees as well would be cool. She probably will be a Legendary skin for someone like Legion. Roy Burns could be a Legendary skin for Jason and Tommy Jarvis will likely be the survivor and other characters like Alice Hardy, Ginny Field, Chris Higgins, Trish Jarvis and all the other final girls could be Legendaries. I hope Jason at least gets his Part 2 skin, I always preferred him as a human rather than a zombie like in Part 6.

    Do we know for certain that Victor Miller is involved in this?

  • @Khastrx said:

    I think we need to remember that Spirit although she has rage, she also has lots of other emotions because of what happened to her in the lore, she isn't just some angry little girl, there is also sadness. So although the new portrait isn't perfect, the original also isn't a great reflection either.

    Rage is literally the most consistent emotion used on Spirit, all from the chapter trailer, old portrait, mori, lore & in many of the cosmetic descriptions.

    She may shift from rage to sadness in a few seconds, but most of her facial expressions falls back to rage as that's her defining trait both as an onryo, but also from the lore fact that her bloodline is cursed with the same rage Oni has as they're related to one another.

    If literally everything else is consistent with the theme of rage, then her portrait should reflect that too, which unlike her old portrait, her current one does not.

  • All i have to say about ranked based matchmaking is good ######### riddance.

  • No, i absolutely hated the old yellow piss filter Coldwind had and hope to never see it again.

    I much prefer the tcm daytime aesthetics of current Coldwind over having it be night time again.

  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709921#Comment_3709921

    unknown could also fit for that

    His movement itself is almost an exact replica of the nurses from silent hill 2

    Not entirely sure on that, however seeing as the legendary skins are scaled to the same size and height as their base killer counterparts that they're for, Spirit's size would fit SH2's Nurse more than Unknown would because Spirit is near the same height as Survivors themselves.

    Also if the Hunk & Naughty Bear skins has taught us anything, it's that bhvr can change the general animations for skins.

  • @Mooks said:

    (I would take these as their own characters but I guess it’s more likely -if at all- as legendarys)

    Amanda Ripley for Ellen.

    Robin Buckley for Nancy.

    The survivors from DbDs official release trailer - alpha versions of our main cast. Dont even need an licensing just like Naughty Bear. Would be cool for an anniversary with the original trailer being remade.

    Those nurse monsters from Silent Hill either as PH or Nurse legendary.

    L4D characters for original survivors where we already have outfits based on them.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709602#Comment_3709602

    • and definitely these as well!!

    I'd argue that SH Nurse would work better as a legendary skin for Spirit than for DBD's own Nurse, as Spirit's twitching and general way of moving fits the closest to how SH Nurse moves in it's own game than compared to DBD's own floating Nurse.

  • At least it's only a bug, hopefully it'll get fixed in the upcoming bugfix patch.

  • Anyone who bases their opinions only around what content creators says and thinks should not be listened to nor taken serious in any regards.

    Comp DBD is one of the worst aspects about this game's overall community.

    Everything unchanged from the eras of 2016 - 2021 DBD that's still in the game needs to be updated or reworked, the sooner that happens, the better.

    The cut Survivor transition animation that was part of the 4.5.0 ptb should be brought back.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706701#Comment_3706701

    Fair play, although, like everyones stated oni definitely beats in strength. I don't think oni matches in speed at all as the game itself proves it with their differences of max speed. (Billy can cap out at 16 m/s immedately while oni moves up to 9 m/s but he has to prepare his charge) and it's not like Billy doesn't do impressive stuff when you talk about the entity gifts. He can run through a pallet of wood in .5 of a second and keep his full speed.

    "While no single piece of wood seems particularly strong, the standard pooled wood pallet has a 2800 pound dynamic capacity. That's almost one and a half tons." And billy can saw through all of that in less than a second? And keep moving full speed afterword (which is around 35 mph). That means one hit of billys saw would do unrepairable damage to oni even with his armor through the force alone. And billy can keep going and do this multiple times. Oni has to wind up his slambs to just break a pallet itself after 1.5 seconds. All of onis moves are made to be overall slower. Allowing Billy multiple chances to get hits on oni especially in overdrive that are gonna hurt. While also giving billy multiple chances to gain distance against him through stuff like lesser charge time, or cooldown. The wooden pallet arguement also proves that in a collision billys saw would probably not only be overall strong enough to break onis weapon. But even if it couldn't it'd knock it back and possibly out of onis hand. Even billys perks show his unusual abilities like being able to tank more pain (enduring) or being very good at enhancing his saw or other objects (tinkerer). Showing he's not overall as dumb or as weak as people make him out to be.

    You're mixing gameplay in with things, i'm specifically talking lore accuracy only.

    Without their abilities tied to how they function gameplay mechanic wise, Oni's attacks with his Kanabo would be much faster than how he has to charge it up first in-game.

    Also even if Billy's chainsaw could do more damage on hit, he has to hit Oni first, which wouldn't be easy as Oni has the advantage of utilizing battle strategies and would be able to dodge Billy's dash. One swift dodge followed by one precise cut from Oni's Katana would cut clean through Billy faster than Billy can saw through Oni, after all, Billy is not a warrior like Oni, who has won countless battles to master his skills.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706019#Comment_3706019

    I assume their both entity-powered since I doubt a normal chainsaw would do what billys did lol.

    While true, it would not change the outcome of Oni coming out on top because he actually has training in wielding his weapon, he knows battle strategies and has faced and taken down plenty of other skilled warriors in battle, including his own father. It took numerous waves of peasants before they could bring his ass down after he killed their beloved lord.

    Now combine that with the strength that comes from his unbriddled rage and the Kanabo he carries, you got a unit of a man that'll hit harder, faster and more precise than someone like Billy just through sheer raw strength alone that only increases through his rage, his Kanabo will most likely break Billy's chainsaw on impact should both weapons hit each other directly and Oni actually has armor for protection while Billy does not.

    Hillbilly may have an unusual amount endurance and has more strength than the average man, as well as having unnatural stamina from running during his chainsaw sprinting, however when matched against someone like Oni, he's absolutely gonna get steamrolled.

  • That depends, if we're talking lore accurate Oni then Billy is gonna get clapped easily.

  • No licenses have permanent stay in anything and dbd is no exception.

    Both the Slipknot masks and the Iron Maiden collection could realistically leave the game as soon as the contract expires should the license holders refuse to renew the contract with bhvr, however until bhvr communicate with us about a date on which their availability to be purchased is ending, they'll remain like any other licenses in the game that are still available to be bought.

  • @opxtreme said:

    They are the same person, just from two different universes

    I mean, yes? That's literally what i wrote the entire thread about to begin with.

    Never said they weren't the same person, just not the same version of Otto since they're from two seperate terras/universes.

  • @Quizzy said:

    Probably not when it comes to tome lore. There are some questions i definitely would like to know in the world gabe lived in. But that would need a wnd tome which i doubt will ever happen. All that can be added onto their lore at this point are from their cosmetics which is pretty limited

    Considering the pace that tomes for original characters have been coming out since most licensed characters gets skipped, they're at this rate going to have all original characters covered sooner or later, which means that outside the occassional licensed characters that actually gets a tome, they'll be forced to make additional tome lores for original characters such as Gabe and Singularity.

  • I'm not nearly spending as much time engaging on the forum like i used to since i've kinda moved away from it

    As for the game, nothing has changed for me, it's still my primary game to play along with other games as well for variety sake whenever i'm bored with playing DBD for the time being.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702608#Comment_3702608

    you're just refusing to accept the fact that there are a large population of players who enjoy playing competitive and will stay in competitive ad infinitum.

    Why? Because it fits your narrative.

    Every single competitive player that queues into a competitive game mode is one less competitive player that casual players encounter. It's not rocket science.

    If anyone is refusing to accept any facts, it's you who's refusing to accept that the people who are playing this game will use and abuse any advantage they can get over others if it increases their chances of winning more easily, people have done it time and time again throughout the game's lifespan and will continue to do so whenever possible, which they are going to do with comp and casual mode as well if given the oppotunity.

    It doesn't matter how many comp players that's queuing into comp mode, as long as there is nothing that's stopping them from switching over to casual mode at will and play the exact same way with the exact same advantage from comp mode against less experienced players in casual mode, then there is no reason to assume people won't do exactly just that when given the ability to do so, you thinking people won't do it just because you yourself won't do it is not only assumptious, but it's downright laughably naive.

    Also even if your assumptious make believe idea that the majority of comp players are just gonna stick to comp mode and only comp mode had a realistic chance of happening, you're still gonna have the type of casual players who are playing sweaty and tryhard like who will play the exact same way in casual mode as well.

    You won't change my mind on thinking that casual and competitive mode are a bad idea and i'm not gonna waste anymore of my time debating with you about it, so i'm ending this conversation now.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702567#Comment_3702567

    and making a competitive game mode won’t stop sweaty comp players from going into the casual game mode for a chill easy win

    And yet, when you split the two groups of players, casual players have a significantly smaller population of competitive players to worry about playing against.

    The current system does not benefit casual players at all.

    https://us.v-cdn.net/6030815/uploads/SA8ZWW9U4ZJO/diagram.jpeg

    Key:

    A = Casual Players who like playing Casual

    B = Competitive Players who like playing Comp

    BA = Comp Players who like easy wins

    AB = Casual Players who like to be challenged

    C = Gets drunk every Friday/Saturday night and doesn't care what happens because they are just having a good time with their friends

    Your graph is based on the assumption that most people will play within their intended modes and stick to that, while only a smaller portion will deviate from it.

    It may look good on paper, however like all things that looks good on paper, it is neither a guarantee nor a direct reflection of what will actually happen, especially not when there is nothing stopping the comp player population from playing in casual mode the exact same way they're playing in comp mode just to have some easy games at the expense of casual players.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702556#Comment_3702556

    People are complaining about current MMR being too sweaty, because people who don’t play competitively have been forced to play against competitive opponents.

    A competitive game mode significantly reduces the amount of competitive players the casual player will encounter

    And making a competitive game mode won't stop sweaty comp players from going into the casual game mode for a chill and easy win, at the cost of the experience of all the casual players who were complaining about facing comp players to begin with.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702276#Comment_3702276

    more than enough people will take the easiest route to win because (big shock) people like to win, especially if it's easy.

    It sounds like you’re drawing the wrong conclusion.

    Yes, players like to win. Yes, players like to give themselves the best opportunity for success.

    But players do not like easy wins.

    Easy wins are boring.


    Players run meta builds for all sorts of reasons—easy wins least among them. Players who really want easy wins will derank and/or smurf.


    Here are a few common examples of reasons players run meta builds:

    • Players want to play at the highest MMR, so they need to constantly set themselves up for success
    • Meta perks provide fun gameplay, just as any other builds might
    • Players plan for the worst, and want to be prepared for when their opponent is trying to take the shortest path to victory or is facilitating a miserable gaming experience
    • Players just came out of some really rough games, and need more assistance to compete with their opponents

    You're being naive if you think the average player won't take the easiest path over the hardest path when it comes to winning over other people.

    Also fun and boring are both subjective terms, while you may not find easy wins fun, i guarantee you that alot of other people will find it fun to do so, especially when it's such a common behavior for people in games to take the shortest and most efficient path to victory, especially when it comes to pvp games.

    People pick meta perks because it increases their chances of winning, something that non-meta builds don't do nearly as much, which is why alot of people run builds that consist of the same handful of meta perks more often than not, with Solo Q being more likely to pick meta perks to plan for the worst since they're at a disadvantage, but swf are more likely to pick meta builds because it just makes their games easier.

    I simply do not buy the notion that most people would rather play against other people of equal skill level over players who's skill level are below their own, otherwise people wouldn't be continuously complaining about the current mmr system being too sweaty and want the rank based matchmaking to return to this day, since you know, it's the matchmaking system that people claim made games much more chill for them simply because it came at the cost of less experienced players.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701718#Comment_3701718

    Except for the fact that there are tens of thousands of people like myself who would exclusively queue into competitive mode.


    I don’t play casual in any game that offers a competitive queue, so I couldn’t tell you how many people look for low hanging fruit.

    But I can say that players who want to get really good stay in the competitive queue. Playing with casuals, when you want to show everyone how good you are, gets really boring really fast. Outplaying opponents who are actively trying to be better than you is infinitely more fulfilling than pub stomping someone who is hopping on the game for the first time in 2 months.

    No more than the fact that like in any online pvp game, more than enough people will take the easiest route to win because (big shock) people like to win, especially if it's easy.

    It's even reflected in meta builds, people run the same perks exactly because they're the currently strongest and most effective perks to use in order to win.

    A competitive and casual queue will not work because most people will flock to only one of them.

    Also last i heard, there are more casuals playing this game than there are people playing it competitively.

  • Meh, looks pretty mediocre.

    Although at least it's not some flashy eye candy the same way it is on mobile.

  • @AquaticCitizen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701463#Comment_3701463

    yeah like I said, I would be fine with just another permanent mode that's just like a "casual" mode or whatever.

    Except that isn't the solution either as most people would stick to whatever mode gives them the easiest win.

  • Bringing rank based matchmaking back is a piss poor solution as it only brings back all the issues it had that people complained back in the days about it, an alternative matchmaking is what is required.

  • @09SHARKBOSS said:

    @TheSingularity @Smoe lemme have gunz please i gotta have it at least a rifle or shotgun

    Just steal Deathslinger's gun and get a license from The Entity to carry firearms.

  • @Xyvielia said:

    omg NO!!!!!!!!!!!!!!!!!! Dev’s plzzzzz!

    Rebecca is one of the best models they got closest to perfectly accurate.

    Phenom work on Rebecca Chambers❣️

    literally NO ONE is asking for a Rebecca model rework

    …I suppose maybe just that one, single, solitary person above, who started this topic🤷🏼‍♀️

    and NO ONE ELSE

    She’s absolute Awesomeness! Leave her be just that🫶🏽

    Nah, they should definitely rework her model, along with every other RE model.

  • Thank god the game has evolved passed it's old iteration from 2016 - 2021

  • No, the old ranked matchmaking needs to stay buried and dead forever, i can't begin to count just how many times it gave me such weird or uneven matches back then.

    If we want a better matchmaking, then another alternative matchmaking system is needed.

    1. We don't know for certain
    2. We only know what he looks like from his driver's license add-on, which shows him with white skin and black hair
    3. Yes
    4. Probably both
  • Her lullaby is a cool aesthetic thing about her and i would hate to lose it.

    1. They do surveys sometimes which includes which characters people are interested in, however it does not mean that they can or will be added since licenses are never a guarantee.
    2. Unless you're looking for a specific adaptation of the character from a movie or some other media, Kuchisake-onna or Slit-Mouthed Woman as she's called, is not a licensed character as she originates from japanese folklore, making her public domain.
  • An addon for Xeno that unlocks Wall Crawling as an ability at the cost of being able to use Crawler Mode while on the ground.

    An addon for Pyramid Head that summons the mist from the town of Silent Hill and causes fog to limit the distance that Survivors can see across the map for all Survivors, with Pyramid Head losing his terror radius for any Survivor whenever he is outside their respective fog range.

    An addon for Trickster that decreases the amount of blades he can carry, but doubles the laceration rate gained from long distance shots and the length from which laceration disappears from long distance shots.

  • @ExcelSword said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699180#Comment_3699180

    Of the original 3 games, Nemesis was absolutely the perfect character to pick for a killer in DBD. He is literally known as a pursuer, and drives the plot of his game. The Tyrant in RE1 and Mr X are treated more as situational bosses and hazards, they are still great but they are not the main focus of either game.

    From what I have heard, they cannot add more than two zombies due to issues with CPU load and performance. I find this would probably be less valid in 2024 however, since we have actual survivor bots and the game will be ported to Unreal Engine 5 soon. I do think the fact that zombies are technically part of his power means the devs will always need to make sure Nemesis is not overbearing on his own, because the zombies can provide good map pressure at times, it is just unfortunate that their impact is random, or can be taken advantage of/bugged out.

    They said the overload of GPU thing back in 2021 when the chapter came out, i'd like to imagine that the game has evolved and improved enough at this point that it can handle a third zombie now.

  • @GeneralSkien said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697732#Comment_3697732

    honestly really well said, and despite my fondness for Nemesis you are 100% right in tone

    However (Small tangent) WHY PICK A KILLER THAT IS KNOWN FOR ITS WEAPONS AND STALKING ABILITY AND GIVE IT NEITHER. I honestly think it would have been better to give us Mr. X in order to maintain style and tone.

    Maybe an effect that the longer you are infected, the stronger zombies are?

    The problem with Mr. X is that he just doesn't have anything that would make for an interesting power.

    His attacks both in RE2 & RE:Resistance can be boiled down to either going faster or grabbing someone who is close enough to him, both having already been done by other killers already such as Wesker.

    His Super Tyrant form being not that much different, he either run fast while dragging his claw in the ground towards you or he leap attack you. You can maybe do something with the leaping as an attack power, however i feel it would be better to give such an ability to an original killer that can allow it to be utilized more creatively like leaping from wall to wall and then attack or something like that.

    Even without Nemmy's arsenal, you still have more room to get creative with his power, moreso than what you can with Mr. X

    I am hoping that the devs will add more onto Nemmy's powers or reworking his addons to be more interesting one day when he gets a QOL pass, maybe they can even finally add a 3rd zombie.

    Also speaking of arsenal, for a character who only used an RPG almost half the time in the original, it's kinda funny to me that Nemesis in the remake never uses any of his weapons outside 1 boss battle and 1 short chase sequence that lasts less than 5 minutes, instead he mostly just sprints and uses his tentacle throughout all of his encounters before the flame thrower boss fight.

  • @arcaneGospel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697286#Comment_3697286

    What is it that makes you so opposed to giving him a weapon in particular? Not that I even disagree, I'm just curious. I assume you think it's too far into the action genre, which I'd probably agree with at least for the actual rocket launcher and hi-tech flamethrower. I'd like to maybe see a weapon that's more grounded, myself, some sort of canister that emits the T Virus would be fitting without feeling out of place in DbD, I think

    My reason is that any ballistic projectile weaponry such as guns with real bullets or explosive launchers such as grenade or rocket launchers simply just doesn't belong in DBD both tone-wise and gameplay wise.

    DBD is first and foremost a slasher inspired game, while it has branched out into other parts of the horror genre, it's slasher roots is still what's most prominent in it's gameplay, all from aspects such as chasing a defenseless victim while hearing intense repeating music that increases the tension of the life and death situation, the damp and dark basement on the map that reeks of death, the hanging of the victims on hooks or killing the victim in a bloody manner with a close range weapon. It is all gameplay that's based and inspired of Slasher flicks, things like Rocket Launchers just don't fit that tone-wise.

    While Nemesis did have a flame thrower in the remake, i don't see how they could implement that without it just turning into Deep Wound 2.0 while also being generally map dependant, with narrow pathways being the strongest parts to use it at.

    As for the Rocket Launcher itself gameplay-wise, it would be a nightmare to balance. Things like quantity of rocket ammunition that can be carried, the speed of which the rockets themselves travels when fired, the blast radius itself and how much it damages Survivors, etc. Way i see it, you'll end up with the following.

    • Rockets would be either too fast or too slow with no inbetween and with a blast zone that is either too big or too small with no inbetween either.
    • Blast damage that would either make the weapon itself way too strong if the Survivors cannot see the impact zone from the rocket blast or make the weapon itself be way too situational or useless if they can see the impact zone.
    • If Nemesis had to aim for a while before being able to fire, then it would just feel awful to use.
    • If the weapon is too strong, it will dominate on all maps. it the weapon is too situational, it will only dominate on indoor map's tight pathways.
    • Even if it only had one Rocket that insta-downed, it would still either feel too strong or too situational to play against depending on the speed of the rocket.

    People also like to use things like Deathslinger's gun, Survivor grenades or the flame turrets against Xenomorph as excuses for why something like a rocket launcher would be fine, yet forgetting that none of them are comparable in the slightest, as grenades and turret are both only used as defense tools rather than offense and The Redeemer is specifically designed around the game's ground rules as a harpoon gun rather than a normal gun, so that it can still obey said ground rules rather than ignore them.

    The people who say ''it can just be balanced'' don't realize that it is not just something that can simply be balanced the same way one can balance such a weapon in a RE game, as Survivor gameplay in DBD is not designed to support it since the mechanics required to make it fair are not there to justify it's existence in DBD.

    Even if they were to add some kind of mechanic that allows Survivors to dodge a rocket, it would create another balancing problem as only special weapons gets tied to killer kits, where as any movement mechanics gets tied to perks of Survivor basekits, which again begs the question of how would it affect every other Killer powers and how to make sure it wouldn't just turn into Dead Hard invincibility 2.0.

    They've already done a sickness killer with Plague, so doing something related to the T-Virus could probably work too, not sure what exactly what would be though.

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