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StibbityStabbity

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  • Lori. She basically has a "kill me" sign taped to her back due to her perks. Obviously, people run those perks on other characters, but they are associated with her. Also, let's be real, she has an ugly character model. The only reason to play her at ALL is to level her up in order to unlock those perks. That generally also means that she will always be running the perks associated with her.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1733196#Comment_1733196

    If you had read more I made it quite clear that a gen hadn’t popped, not even recently. This spirit was dominating and knowing exactly where everyone was after every single hook.

    Ya, and the Freddy you just mentioned only had Gen tracking/blocking perks. Nemesis is there to get obsession hooks on demand. Gearhead highlights a gen being worked on, Dead Man's locks it after Freddy fakes a teleport to it and the Survivors hop off. Nowhere in there does it give tracking on Survivors not working on a gen.

  • @whammigobambam said:

    Op, Rancor is a tracking perk. It shows everyone's location when a gen pops. So there's that..

    He pointed out that the Killer was seeing people on hook, not gen pop. Last two, no gen popped, went straight for him after hiding in a locker during hook. Rancor can't do that.

  • I only act like a jerk at the exit gate if they teabag or something. Had one that was so busy teabagging next to the exit that they somehow didn't notice my Billy charge them, down them, and pick them up. Literally one step from victory, but too busy teabagging to actually win. So they got what they deserved: A hook and a loss. That match was magical. 0k, 5 gens popped, two gates opened, 4k anyways. No NoED. I dream of matches like that.

  • I have seen this sort of thing a few times, though I mostly (or MOISTLY perhaps) see it on Freddy. Had a Freddy with NO tracking perks that absolutely devastated my team, whom made a point to split up and lead them mid-map during a chase to ensure he wouldn't run into others. Despite that, he always b-lined from the hook to the next Survivor. ZERO breathing room against him. I'm more of a Killer main, so at the end, I was completely caught off guard when I saw nothing to assist tracking.

    For everyone else, ClownIsKing is a VERY reputable person. He's the kind of guy that will exhaust every reasonable explanation before considering shenanigans. As such, I wouldn't take his issue here lightly.

  • Mostly that.

    • Teabagging is considered rude. If you do it mid-match, don't be surprised if the Killer goes out of their way to say "Hi there".
    • Rapidly clicking your flashlight is seen as a way to get the Killers attention. Depending on that Killer, that attention might be with a smile or blood-shot eyes. It's not as rude, but it's clear to the Killer you want their attention and are up to something.
    • As a Killer, you generally don't want to "Camp" a hook. That is the act of staying near a hook to ensure that the victim doesn't get off said hook. It IS a viable way to play, but it is rather frowned upon and truthfully quite boring.
    • Similar to camping, "Tunneling" is when you focus on one person to down, hook, and remove from the game as fast as possible. Again, this IS a viable way to play, but it is considered no-fun and kinda rude. THAT SAID, this one gets a bit more of a pass because sometimes, it's simply not intentional. Many (though not all) Survivors understand that.

    Outside of those, you should mostly be fine. There are a few things that are considered "No Fun Allowed" mechanics, but those can't really be helped on account of the games missions and what have you, so they aren't that important.

    Also, it's worth pointing out that you can do ALL of these things and be fine. Being rude by using gameplay mechanics won't get you in trouble, and a few bruised egos won't get you kicked from the game. Play to have fun, don't take the game too seriously, and look out for Nea. She's a double agent.

  • I think the idea is that the person intentionally puts themselves into second hook stage just to spite their team mate for trying to get them off the hook. In a way, it's toxic, because that team mate just braved getting to the person on the hook, dropping a gen or whatever else to try and help them get some extra play time out of the match, just for the hooked person to say "Nah dude, screw your attempt, I'm going to set myself for dead-on-hook".

    Imagine going out of your way to get a kid strawberry ice cream at a party because they REALLY wanted some, and you run all over looking for it. You find, bring it back, and the kid throws it on the ground. You'd be a bit upset. That's what other players are feeling right now.

    Apparently this came from some kind of meme or something, I dunno, but I can understand the frustration of it. I wouldn't personally dwell too much on it, but I can certainly understand the cause for upset.

  • @Shenanigan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1732827#Comment_1732827

    I just the assumed that the game would just pick a player out of random like a roulette thing to get a little bit more bp

    It can randomly pick targets, though some perks used by Survivors will increase their chances of becoming the obsession.

  • I'm noticing how click-baity this thread title is.

  • git gud

    do bones

    stop losing

    do gens

    loop better

    Or, you know, turn off Crossplay. I'm sure you will NEVER come across a camping killer or someone that DCs ever again on console :DDD

  • By the sounds of the Killer, the blood splatter at the end, and the way they flail their arm, I'm fairly certain I know what the next Killer is.

    It's me, using the toilet.

  • @malatruse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1732795#Comment_1732795

    The downside to DS is that I personally am very bad at hitting it and miss about half the time.

    lel

    But seriously, it's one of the only obsession perks in the game that doesn't come with a downside or need to play around a mechanic that empowers the opponent. It kinda defeats the point of it being an obsession perk. The more I think about that, the more I kinda wonder "for why?"

  • An obsession means a couple of things.

    First off, nearly (though not all) obsession perks come with a benefit and a hindrance. This makes you seriously consider whether or not you can work to the strength of the obsession perk and overcome its weakness. A few don't have this weakness, and are considered powerful perks as a result.

    Secondly, there are only a handful of obsession perks in the game. If you see that a Survivor is an obsession, this tells you that an obsession perk is in play. Depending on which role you are currently playing, it makes you consider what you are up against.

    Third, most obsession perks (though not all) have a sort of build up. They get stronger as the conditions of the perk are met. Survivors need to be mindful of this and avoid feeding the Killer tokens to that perk. Killers need to be mindful to avoid breaking the perks conditionals in order to keep the buffs that perk gives.

    For the most part, obsession perks demand a modification of playstyle, but reward the player for adhering to those modifications. It's a neat idea, though not always ideal depending on the Killer and player.

    Or it's Decisive Strike, where this is no downside and you can do whatever you want for 60 seconds after getting unhooked. No downside there, but plenty of power.

  • I just feel like DS could be better worked into a proper "anti-tunnel" perk instead of being a "Do anything you want for 60 seconds or you get to stun the Killer" perk.

    That said, I don't think the devs will ever touch it. They like the power spike it gives the Survivors, as well as the panic and PARTY GAME it causes to the Killer. Furthermore, it is just another reason to purchase a DLC, so DS literally gives them money. Even if you don't frun OoO and play solo, most Survivors that want to do well in higher ranks will run DS and will buy the DLC for it. Killers are basically programmed now to act like everyone has it if they see even one obsession and aren't running an obsession perk. I would be pleasantly surprised if they made DS less punishing to Killers that aren't tunneling, but I don't expect that to happen.

  • @Maperson said:

    He can't spam because he has to reload. But if you nerf that part make sure to buff him in other, because he has zero map pressure.

    I think he means aim/ADS spamming, which causes Survivors to take evasive maneuvers at the cost of distance while barely costing Slinger any speed.

  • Instead of chase music, Chucky would approach with a litany of cussing and insults.

  • Inner Strength is better. Selfcare wastes too much time.

    Also, getting stuck with teammates that would RATHER Selfcare than let me heal them drives me insane.

    Actually insane. I'm posting from a locked closet right now because I saw a friend put a band-aid on himself and lost my mind at him. He fought me in here, chained it up, and swallowed the key. I need someone to check any toilet he uses for the next day or so.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1722143#Comment_1722143

    I'm not trying to be an a-hole here.

    But when you know you have a terrible Internet connection but decide to play anyway eventhough you know there are dc penalties in play, than imo you can't complain when you get punished.

    It's a decision you knew fully well there would be consequences for it.

    The system can't and will never be able to tell if it was a connection issue or a real rage dc.

    If it would be able to detect a connection issue than people would abuse the F out of it by pulling out the cable or just unchecked the connect with Internet box.

    I can understand your frustration about the ban, but this is an issue on your end.

    As you tried to play a pvp game knowing full well there would be a very big chance that you would got a dc.

    It might actually only be partially in his end. Depending on what kind of servers the game uses per region, it could be the server providers causing an issue. As an example, Amazons US west coast servers are notoriously problematic, and have connection and latency issues all the time. Their infrastructure there is pretty lousy. Cali is obviously pretty big, so some areas of Cali are fine. Others, well, no. In any event, this means that the connection may periodically fine, while at other times, spotty at best. Those servers have caused many issues in online games for Cali players that get randomly dropped all the time. A buddy of mine has that exact issue, and normally we fix it by making me host our group in a game to force him to connect to east coast servers. As in, he gets a better connection to east coast servers from California than he gets from the west coast server.

    Just pointing out that the local provider might not be the issue, but rather a third party that neither the Devs nor the player have any actual quality control over. Been playing many online games for years and still see that being an issue all the time.

    Not arguing with you or anything, simply pointing out another possibility as to what the issue could be and how it technically MIGHT be out of nearly everyones hands.

  • @Kaitlin814 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1722222#Comment_1722222

    Best part is - no one even got to use their DS. I guess he only knew because someone was an obsession. lol

    That's generally how it works. If you don't see an OoO and there is an obsession, there is a 30 out of 10 chance someone is running DS. Normally, as a Killer, you just assume that and adjust tactics accordingly.

  • Well, JUST THINKING.

    If someone leaves the game via the menu, they could likely flag that. That would tell the client and server you left of your own accord. If you are cut off and that flag is absent, it would show your connection was cut off. TECHNICALLY SPEAKING, that would allow the game to know if you quit to menu or if your game/internet cut out.

    That said, it would also mean that people that want to DC would be able to just cut off their internet for a moment (reset their modem) and avoid being flagged for quitting. It would also let people use Task Manager to cut the program and essentially fake a crash.

    I dunno. I don't like the idea of telling people they can't play video games because life dealt them some crappy cards so their local internet is butt. That said, there's not really a way to make a system that would differentiate between quitters and legitimate issues without it being abusable.

  • @ByNWR said:

    https://forum.deadbydaylight.com/en/discussion/comment/1722137#Comment_1722137

    Zarina Kassir.

    https://forum.deadbydaylight.com/en/discussion/comment/1722141#Comment_1722141

    I don't care about Marvel. I don't know the first thing about Marvel.

    https://forum.deadbydaylight.com/en/discussion/comment/1722138#Comment_1722138

    I don't know what to be on tilt means. English ain't my native language.

    https://forum.deadbydaylight.com/en/discussion/comment/1722144#Comment_1722144

    I'm going to eat your girlfriend's kebab?

    https://forum.deadbydaylight.com/en/discussion/comment/1722148#Comment_1722148

    I'm not ruining what's already ruined. I give myself a chance against mean bullying #########.

    "Marvel"

    "Thomas Wayne"

    Someone help me, I'm legitimately triggered.

  • @Sonzaishinai said:

    You’re rummaging around your great grandmother’s attic when you find five short chains each made of four gold links. It occurs to you that if you combined them all into one big loop of 20 links, you’d have an incredible necklace. So you bring it into a jeweler, who tells you the cost of making the necklace will be $10 for each gold link that she has to break and then reseal.

    How much will it cost?

    You break all the links of a chain, which is four links, and use those to connect the remaining four chains.

  • From both a realistic and gameplay perspective, nah. I use industrial machines that sooner break that pull a glass cable through an S shaped tube. Some dude holding a gun to pull someone using a pallet to anchor themselves? Not a chance.

    It also serves to balance Slinger and offer counterplay.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1722067#Comment_1722067

    People are not happy if they can't dc but also if dc'ing even happens. you can't cater to both parties you have to chose one and the obvious one to cater to is the ones who don't like dc'ing because it improves the games health. this game isn't a competitive game but its balanced like one so if even one player dc's it screws the other 3, if that is the case why not punish that player for ruining the match for the other 3?

    a casual mode is not the answer and will be even more unbalanced and unfun then the currant ranked system. what the game needs is things to discourage dc'ing and imo even hook suicides if they can detect them.

    for fun and balanced games in a game like dbd where the only skills you can get are from the game itself the only way to have fun and balanced games is with a rank system or the MMR if the devs get it to work properly. we don't need a causal mode that would just increase lobby times and provide unbalanced frustrating matches. you do know that people HATE getting matched with other players of different ranks? i don't understand how a casual mode can do anything for this games health and before you respond with dc'ers will go to it they wont and if they do it will just result in a horrible gamemode that will die in a month of its release since players don't like being screwed over from dc's.

    Personally, I would uuuuuuuh debate that the game is balanced competitively. It's balance tends to swing all over the place.

    So ya, if you want to outright push casual players that are more inclined to leave when things don't go there way, that's fine. As long as a definitive stance is taken. That said, I'd kinda hope that the games balance would reflect this as well, which it currently does not. Moris, NoED, Keys, Second Chance perks, all of these heavily discourage competitive gameplay and feed more into the "party game" mentality. "it's fun when you join a random match and die off first hook". Most people don't seem to find that fun. It also penalizes your rank, which means the competitive function of the game (ranks) is negatively affected by the party game aspects.

    I think a lot of this almost boils down to a sort of "identity crisis" the Devs have with the game. Like I said previously, they just need to put their foot down and properly adhere to one mindset or the other. Competitive or party game.

  • @Stop_DCing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1722067#Comment_1722067

    You should not try to make DCers happy.

    DCing RUINS THE GAME EXPERIENCE for the players left behind. You don't give people the ability to ruin your game.

    That's like saying 'Some people want to hack and have infinite unhooks and never be downed. How do we make these people happy?'

    You. Don't.

    No, that's not the same. That's called a false equivalence.

    The game doesn't let you pick how casually or competitively you wish to treat it. It only has one mode, and it has ranks while also coining itself as a party game. If it's a party game, staying or leaving really shouldn't matter. If it's competitive, it should matter, but it would need to tighten its belt.

    Also, hate to break this to you, but it's not another players job to make sure YOU have a good time. If you think it is, you're entitled. Their primary goal in playing a game is to entertain their self. Not you. They can want to play the game with the current rules, but find that the Killer is simply too much to handle or their team is sandbagging them, and want to leave. If it's a competitive game, then maybe it's not the game for them. That said, this game often gets called a party game, so the competitive mindset is kinda tossed out the window (to a degree).

    I personally don't like DCing. I have never DCed. I don't even suicide on hook unless it's to give someone hatch. That said, I also understand that the game doesn't differentiate between a casual and competitive audience, which has been wreaking havoc on the balance of the game and how it handles player expectations vs player experience.

    MOST games use a ranked and casual mode to alleviate this. If you don't want that, fine. The result, however, is that the game will need to put its foot down and properly adhere to a casual or competitive mindset, which is going to affect the overall playerbase.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721985#Comment_1721985

    that splits the player base over the same game. it would also be worse for survivors and sometimes the killer because of the varying amount of experience. also how would that discourage dc'ing? if anything it will make it worse because of the amount of bs you have to deal with.

    that doesn't solve anything it just introduces a game mode for dc'ing and super unbalanced games that would encourage MORE dc'ing so players would prefer the normal ranked matches for fairer games. literally no good reason for a casual mode unless you with a good swf or your an amazing killer because then you would just destroy the opposition.

    edit: also the ranked mode IS a casual mode, it's just there to put you with other players of similar experience because otherwise the killer has a massive advantage most of the time. this isn't a game like rainbow 6 siege where your skills carry over from other games there isn't a game out there like dbd if you don't count the ripoffs. a casual mode would just be awful to play in as anything other than the best of whatever side your playing as.

    Okay, the standard method of discouraging DCing (a ranked mode that penalizes for it) is out.

    So now what? As it currently stands, people already complain that the ranking system in this game is a bit problematic. Casual players complain about sweaty try-hards. Everyone complains if they can or can't DC. What solution do you think would even work in this scenario?

    Some people want to play casually and DC whenever they want. Some people want to treat the game like it's competitive and punish DCing because it affects their rank and gameplay. Which is it? You can't make both crowds happy without separate modes, so you will have to pick one side and leave the other one out. Regardless of the outcome, one camp is going to have torches and pitchforks.

    This is one of the core issues I have seen with this game. It's a party game until it's competitive, but it's competitive until it's a party game. Nobody can seem to decide. If it's a party game, balance and rank shouldn't be an issue. DCing shouldn't be an issue. If it's competitive, balance and DCing matters, but it gives less room for casuals to just putz around.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721993#Comment_1721993

    On the other hand if every object is slippery unless there is a pallet/survivor(/sometimes a window) you will be hit no matter what.

    The cone of an attack extends a good way out of the Killers model, which lets them hit through windows. Not sure why it would be hitting over top of pallets, unless you mean the pallet isn't dropped, in which case it likely does an LoS check upon attack. If the hitscan can hit the target without sensing the obstruction, it gives a successful hit.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721967#Comment_1721967

    I can only primarily speak from killer's perpective, because it eliminates most of latency issues:

    Survivors's hitboxes disappear at random intervalls occassionally. I have had survivors SLOW VAULT right infront of my face, and hit the window frame. I have had survivors unhook infront of my face, aimed for the unhoomer (perfect 180° BEHIND the unhooker) and hit the hooked survivor. I have had healing survivor with no hitbox. I have had 360ing survivor with no hitbox (aim-dressing even locked on their model, but no hit rewarded).

    Even if the survivor had a hitbox, it is rarely reflected correctly by the animation. I have hit survivors at pallets where I was like "No way this should have hit", and I also have missed survivors at pallets where my weapon litterally went through their model even in 1st person view. I am devotion level 10 ingame, I think I should know my lunge distances. Yet I am surprised on a daily base how inconsistent it is. At this point I just blindly lunge at every pallet now, because its basically a gamble at this point.

    Hmm. So let me preface anything else I say with "I am an amateur indie game dev". My primary job is normally animations, but I also work on level design and gameplay design. Number crunching and mechanics. Been doing it a while but by no means a pro.

    An issue I have come across in the past is hitboxes having stuttered movement in front of the character model. While the character model is moving, the hitbox moves a bit past it at times, and might jerk back and forth. This is normally a result of the core scripting of the game, and latency. In particular, the core scripting isn't well designed to make the animated character model follow the hitbox. The animated model is "anchored" to the hitbox, and basically follows it. In modern games, this isn't as much of an issue, but it DOES show up in slower paced games where small adjustments in position and movement mean more. Furthermore, I don't know the method that DbD uses to transition a hitbox from one side of a vault to another. It might sit on one side until halfway through the animation and then appear on the other. It might follow the animated model. It might wait until the beginning or end of an animation. I simply don't know.

    My point is, while I don't know how DbD handles their hitbox position in relation to the animated model, I would hazard to guess they are having issues with the character model correctly following the hitbox. On top of that, aim dressing might, for some reason, be aimed at the animated model and not the hitbox itself, while simultaneously sending hit requests/confirmations to the hitbox. This can result in the camera shifting out of position to the model while the hitbox is no longer in the sensor, resulting in a missed attack.

    I simply don't know for sure, but those are some ideas based on my limited experience. Regardless, the issue needs to be addressed.

  • @Stop_DCing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721985#Comment_1721985

    So then, when people like me don't want to deal with the tryhards of ranked, we get matched with red ranks while at rank 18, and we have people disconnecting every match?

    Pass.

    If you care so much about rank, why DC? Do you want competitive, or casual? If you want competitive, it's competitive. Sports teams don't bail on a game because they don't like the team they're against. If you don't DC and don't want people to DC, play ranked. If you want to DC whenever you want, play casual. It's not hard.

  • Obstructions become slippery so that the Slinger can pull you in. If you got stuck on everything, Slinger would be pretty gimped.

  • Just do what most games do, and also add something this game DESPERATELY need:

    A casual and ranked mode. Ranked can have DC penalties. Casual would not. Casual would also ignore ranks when matchmaking and simply grab anyone that's available. Casual play would not affect ranks or pips.

    BOOM, fixed.

  • It's a meme. Normally used to jokingly say something is superior while implying the exact opposite.

  • The issue is likely a result of latency, though improper coding might be involved.

    Melee attacks in most game use a hitbox or sensor cone. Within the hitbox/cone, a hitscan is cast upon using an attack to determine line of sight and no obstructions. After that, if nothing is in the way, the hit and damage is confirmed. When latency hops into the party, you have scenarios where you see your target in front of you while the target sees themselves out of the way. Both sets of data are sent to the dedicated server, which makes the decision if the attacker was successful.

    In the case of DbD, that sensor cone is ALWAYS there. It always "knows" if you are going to land an attack by pressing the STAB HIM STAB HIM NOW DROP EVERYTHING AND STAB HIM button. I'm not sure, but my guess is it is doing a hitscan check at all times so that when you press the button, the damage confirmation is faster and doesn't need to send out an initial hitscan check. I'm SUPER not sure about this, but that could potentially mean that older, obsolete hit data is being used by the server depending on latency issues and what have you.

    @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721942#Comment_1721942

    Thats a combination of aim-dressing, and broken hitboxes.

    I am not trying to belittle you, and am being very genuine about this question: How are they broken?

    I know the hitboxes are pill shaped, and don't always follow animations correctly when performing an action (ex: vaulting). I also know they recently adjusted the hit boxes to be closer to the size of the models, and make them adjust for crouched action animations so the hitbox doesn't rest higher than the character models. Furthermore, based on some anecdotal intel (read: youtube videos), the hitbox of the characters seems to be attached primarily at the hips, which means that aiming at the waist is normally the best way to ensure the animation of the characters won't interfere with an accurate reading of the hitbox.

  • @MeltingPenguins said:

    What is it lately with more and more and more killers being like that?

    Seriously, since Hexy's tournament it seems to be toxic-o-clock 24/7. It's utterly exhausting, on both sides.

    Because, sorry, but if i get survivors thanking me for playing NORMAL then something is wrong.

    This is the ideal gameplay meta. You may not like it, but this is what peak performance looks like.

  • @Supernaut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721785#Comment_1721785

    Thanks for that dude, although makes for quite sad reading. Who knows what may come of the TV show; we may get other potential new characters from the new mythos...

    No problem, and ya. I hope for the best with the series. Same with the Sandman series.

  • @BeerFarts said:

    Anyone else run into an influx of people killing themselves on first hook?

    ive also ran into several killers who start to lose and just hide in a corner facing wall so you cant get chase points or altruism

    is this the new "DC" meta?

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/202734/hook-death-killers-afking

    Hide in a corner facing a wall 🤣😂

    I love this game so much.

    That's actually the new Blair Witch Killer. Only other Killers are affected right now, it's a bug.

  • @Supernaut said:

    Hi, not sure where the rights currently sit with Pinhead, but just seen today that CLIVE BARKER is onboard with HBO's Hellraiser TV show. Personally very excited, as Barker is a genius, but this has got to be a massive boost for the prospect of The Cenobites making their way to Dead by Daylight sooner rather than later!!! EXCITED MUCHLY!!!

    Hi, I am an unhealthy Hellraiser fan. Being a Hellraiser fan is inherently unhealthy, because we had to put up with the awful (but somehow charming) roster of Hellraiser movies that came after the first two (some argue the third one is okay, but they are shell-shocked).

    Hellraiser was a licensing nightmare because it was owned by Weinstein. As you may remember from recent history, his personal escapades, eeeeh, landed him in hot water. This ended up sending the rights to Spyglass and HBO. As you can see, two companies currently hold the rights to Hellraiser. On top of this, Clive Barker is currently trying to obtain the legal rights to Hellraiser. Spyglass owns the movie rights, while HBO owns the television rights.

    All of this makes licensing the character a NIGHTMARE. Anyone that wishes to use Pinhead would potentially need to go through both companies and split royalties between them. On top of all that, one might think "Oh, just wait for Barker to get the rights and go directly through him". Sounds solid, until you realize that Clive Barker KIIIIIIIIIIIIIIIIINDA doesn't like Pinhead. His intent was for Julie, the bitchy stepmom from the first two movies, to become the actual villain. Pinhead was not intended to be the center-piece villain. As such, he has stated his intent very plainly: To remove Pinhead when the chance comes. NOW, I don't know if he would be against using the character to make LOADS OF MONEY (DOSH), but his writing in both books and comics that are related to Hellraiser almost universally start with him outright killing off Pinhead or dethroning him. In the books, it's an epic civil war in Hell. In the comics, Kirstie Cotton becomes the new leader of The Gash (which is the name of Pinheads WoW Guild).

    So ya, the chances are pretty spotty. One can always hope, though don't get said hopes up too high.

  • @BetaBytes said:

    the developers should put in a penalty system for killers that are toxic! like make the game fair by giving tunnelled or camped players a boost. players shouldn't have to get -1 PIPS when killers are just tunneling and camping them THE ENTIRE GAME.

    What the heck is wrong with these killers lately? They are all just idiot campers/tunellers!

    How would they know who is toxic? If it's by Survivor vote, then no. You could M1 a Survivor, run to the corner of the map, wait 10 seconds, go back and M1 someone else, work your whole way through their team like that, never hook the same person twice in a row, and hand out foot massages as they walk out the exit gates and still have some nerd screaming "CAMPER TUNNELER REPORTED I AM LITERALLY DYING TED CRUZ BRAAAAAAAAP" in the post game lobby.

    Disclaimer: Yes, I know "not all Survivors". It's still common enough, though. Especially the Ted Cruz and emoted fart noise.

  • I agree they need a rework, but I feel like their core mechanics are actually fine. I like Legion and their playstyle, but it definitely needs some kind of alteration.

    I think the issue is that the Devs have a very set idea for Legion, which is that they brutally efficient at WOUNDING the entire Survivor team at break-neck speeds. In theory and on paper, this sounds devastating and powerful. The current implementation of it, however, doesn't work out too well.

    • Fatigue is too long
    • Power consumption outside of Frenzy is brutal
    • Deep Wounds is annoying but not particularly threatening
    • It feels weird to stab people a GORILLION times and they don't go down
    • Legions power makes them VERY predictable due to the need to use the power before the timer is up

    The ability to use Legions power more surgically via reducing the fatigue and maybe NOT MAKING BASIC ATTACKS CAUSE POWER CONSUMPTION would be a massive boon. It would allow Legion to mix up their playstyle instead of feeling like the only optimal use of their power is a stabbing spree that makes them go on a drive-by smooching spree to all the Survivors. Also, when Legion pop Feral Frenzy because their mix-tape got to the badass guitar solo and THAT MEANS IT'S TIME TO STAB TEENAGERS, the Survivors notice. They look at their HUDs and monitor Deep Wounds. If they get stabbed and aren't the last Survivor, they stay in place to mend and continue work on that gen. The ability to do this removes the pressure that a Killer using their power SHOULD cause. The only person feeling any pressure is the one that hears the fatigue sound after a stab, because they know they are the M1 focus target.

  • It's mostly in red ranks, yes. DS/UB is primarily seen in players that want to completely optimize their chances of victory, which you normally encounter on the high end of play. That's also (obviously) where you are more likely to go against killers that won't give you much room to breathe, so the Second Chance meta becomes more prevalent. That's also where you see OoO being run on SWFs. You might run into it a bit in lower ranks, but a lot more in higher.

  • Been trying to pull down my pants before using the toilet.

    Pretty bad time so far, hoping it will get better.

  • @CaptainRaider said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721092#Comment_1721092

    You don’t though, in frenzy they can’t but as soon as you cancel it they vault right through you. Try it, as I did yesterday.

    Testing it RIGHT NOW in KYF, and it is indeed body blocking during fatigue. I don't know what happened to you, but I can't recreate it.

  • @CaptainRaider said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721092#Comment_1721092

    You don’t though, in frenzy they can’t but as soon as you cancel it they vault right through you. Try it, as I did yesterday.

    If this is real, it's gotta be a new bug. Just a week ago, I used fatigue to body block a door in Silent Hill to stop a streamer from going in to loop me. I'll have to investigate.

    NORMALLY, though, fatigue SHOULD body block, and is commonly used to do so.

  • @BetaBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721056#Comment_1721056

    It is a legit reason. The house sump decided to blow which blew the outlet with the electric surge it produced. LEGIT. And buy the best internet?? Like #########?? I already signed up for 1GB rates and its still crap. There is no better connection in this location.

    So don't talk crap when it is a legit concern. It's not like I'm quitting on purpose WHILE cleansing or doing a generator!

    Did you read my post? The only reason I said was bad was people throwing a tantrum. Not because something bad happened in real life. If your connection died because it was physically damaged, that's a pretty legit reason. If it's because you are being camped/tunneled, just suicide on hook for some points.

  • @CaptainRaider said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721037#Comment_1721037

    My idea is just make it where you retain your physical form when fatigued so survivors can’t run right through you.

    You do, though. I use my fatigue to body block all the time. It's actually a common Legion strat to run ahead to a window/door and fatigue on it so the Survivor is forced to take a more open path and let you confirm a kill after FFing them.

  • Corrupt Intervention and Infectious Fright are great perks. Plague, however, is not a great Killer. She is actually pretty hard to learn, and you will spend a lot of time getting completely dunked on. It will frustrate you. You can't just splatter someone with pea soup, you need to DRENCH THEM with it. You ever see those sports games where they dunk the water cooler on their coach? Ya, that, but with your mouth. If you are getting her for her perks, it's a good deal. If you want to play the Killer, just don't expect an easy (or even moderate) ride. She's VERY HARD to play well, and Survivors are extremely well adjusted to playing against her.

    As for Jane, Head-On is applied directly to the forehead. Head-On, apply it directly to the forehead. Head-On okay I'm done.

    Ya, it's a cool perk. Not AMAZING, but it has its niche uses which make it fun. Jane is mostly used for hiding a key behind all dat boody she carries around. She is also like 99% of the time the Survivor that will sandbag and screw over her team so she can get hatch. Just a trend I've noticed. A thing. A pattern. Most people run her DAT THICC, but you know, if you like her go for it.

  • To be fair, you have to have a very high IQ to understand Rick and Morty...

    @APoipleTurtle said:

    Nitpicking here, but I think you mean "Is there any killer as controversial as Springtrap?" Decisive would imply that he was/is super important for the game (I'd argue that only Micheal Myers and Pyramid Head are true decisive characters for DbD).

    And probably not, because FNaF is a pretty controversial horror series to begin with. It toes the line between trying to appeal to adults (with the uncomfortable atmospheres and dark back-stories) and pandering to children (with tons of toys, merchandise, and the entirety of FNaF World).

    I know Resident Evil and Silent Hill also have figurines in their characters' likenesses, but those seem to have been generally marketed more as collector's items for older fans of either franchise rather than as actual toys (quick tangent though: I gotta say, Plushamid Head is probably the most adorable manifestation of inner guilt I've ever seen).

    https://us.v-cdn.net/6030815/uploads/94DN9DGUNNK2/plushamid-head.jpg

    I wouldn't be surprised if a lot of people simply don't feel that FNaF is a worthy series to stand alongside many of the horror icons that have already entered the Fog. Although, this same argument probably could have been leveled at Stranger Things too (I really don't need to hear more about how people didn't like season 2 or season 3), but Demogorgon, Steve, and Nancy snuck in anyway.

    Is Springtrap or a FNaF Chapter/Paragraph a valid future possibility? - Yes

    Is FNaF a franchise that I really care about seeing added to DbD? - No

    Am I going to throw a fit if they do bring FNaF to DbD? - Of course not! As long as they make it a fun chapter.

    The word they were looking for is "Divisive".

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