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TMCalypso

TMCalypso

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TMCalypso
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  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/2121457#Comment_2121457

    Dragging survivors with a tentacle could be cool too, and since we already have the deathslinger they can make that easily. And the rocket launcher could be added as an ultimate. Another feature for Nemy would be to break walls instantly by just passing through 😜

    I could see the rocket launcher working as a 1 time use weapon. You get 1 shot with it the whole game, it acts like a iri head hatchet and will insta down any survivor directly struck by it. Anyone in the immediate blast zone will take a single state of damage, possibly inflicted with deep wounds. The balance is that you only get the one shot. Miss...and oh well. Perhaps the Launcher isn't equipped at the start of the game and you have to go find it first, aura not shown to you.


    I dunno, just a random idea.

  • So far I don't have a favorite build on trickster. My luck with getting perks on him has been abysmal. I will most likely look for a proper build for him once he is P3....but for now, with the perks I was able to get, I am currently running Undying, Surveillance, Huntress Lullaby, and Oppression. It has been...interesting...as I don't think anyone I have faced expected it. At the very least I have fun with it for the moment.

  • My dream chapter was Silent Hill, followed by Resident Evil in a close 2nd. My 3rd will probably never happen, but I do think the character would fit in quite well despite not being from a horror movie/show/game/etc. The character I want most at the moment is The Fiend from WWE. I just really like the character and how he is portrayed and the 'supernatural powers' he has in kayfabe make me think he could work quite well.


    Again...I know it will never happen....but I can dream....

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2113990#Comment_2113990

    There was a blogpost a few months ago that said "stars were coming". It might be referring to them. It could also be referring to Nemesis, since that's what he says throughout RE3 in his first form. Maybe the chapter will be a mix of the first three games (Chris and Jill from RE1 as Survivors, RPD as a map from RE2, and Nemesis from RE3 as the Killer)? Didn't the Silent Hill chapter do something like that?

    This way would be the best way to do it. Chris from RE1, the city or police building from RE2(and 3,) and Nemesis as the killer from RE3. Plus, with these, Leon and MR X could be added as legendary skins. So in a way, we could have them as well.

  • I am far too used to "signatures being like this at the bottom of a message" and I just ignored it without another thought. Should paid more attention.


    Previous reply disappeared. Went to fix a spelling mistake and the whole message deleted instead.

  • I have a habit of ignoring this kind of text at the bottom of a message. An affect of being far too use to "signatures" on other websites. Shoulda paid more attention, lol.

  • The daylight on the map is not real light. It is not the same as a flashlight's light.

  • My eyes are bad enough as is, on these maps I simply can't see the survivors in the corn. Rotten Field is essentially a free escape if I am playing killer. I hate these maps more than the green tinted ones, and I am basically blind on those.

  • @Tsulan said:

    This behavior explains his ridiculously high kill rate.

    Sadly, this might be part of the reason. While I was working on getting my Freddy to Prestige 3 nearly half my games wound up with at least 1 person DC'ing or suiciding on hook. One game had all 4 survivors go down to the basement and start walking in a conga line around the hook waiting for me to show up and kill them. Pretty sure they were just trolling or something in that one...but still. Weak survivors don't even try against Freddy and allow themselves to die on hook. This will inflate the death numbers.


    Honest question...do the devs only look at the kills or do they look at how many hooks and the length of the game too?

  • I don't understand why some people think DS is weak because of this nerf. DS is still very strong, it just isn't abusable anymore. Its combo with Unbreakable still gives you a minute of immunity, meaning for 1 minute the killer cannot pick you up or you can get free with a stun. If they leave you there you just get up with unbreakable and get away anyway. If they wait, then that is 1 full minute other survivors use to make progress on gens (which could cost the killer the game.) Not to mention...it doesn't even have to be on any of the 4 survivors to affect the way most killers approach you. If there is an obsession, DS or not, the killer MUST respect it or risk eating the stun. It doesn't have to be in the match and it can still affect the killer's thinking.


    I'm not sure I worded all that correctly, lol. I get what you mean though. Adrenalin can be very useful, but imo I wouldn't call it the strongest perk. I'd say DS still tops it. Adrenalin is only effective if the match gets to endgame and most simply don't get there. While others, you probably would have escaped without it anyway. I know that isn't always the case, but that is just my opinion.

  • I typically will use the perks Iron Will, Small Game, Deja Vu, and Self Care. With this, I focus on preventing NOED and a 3 Gen situation. Iron Will and Self care are there cause I don't fully trust randoms to heal me when I need it. I will occasionally switch out Self Care with Resilience or Borrowed Time...depending on who I am playing with.

  • This is my comment I made in another topic revolving around the same subject. This is what I wrote, word for word.


    "FNAF isn't really meant for kids, they just play it anyway. Same with COD or GTA, it isn't meant for them...but there they are. FNAF is a game about possessed animatronics with the corpses of dead kids in them. Pretty sure a game about a serial killer that kills kids is NOT meant to be played by kids. Still....some of these kids who do play it ARE obnoxious and do harass others. The more mature fans (mostly) do not. I can see why people would not want FNAF in DBD as those specific toxic fans do not deserve it. But what about those that are not toxic? Should they be punished for the actions of a few? IMO, whether you are for or against FNAF being in DBD should not be decided on the hate for certain types of fans. Rather, it should be decided on the story, lore, and gameplay (how it would play in DBD, not the FNAF games gameplay.)


    For the story and lore, the animatronics are possessed by vengeful spirits out to get revenge on the one who killed them. Whether or not this type of killer, in story, would work doesn't matter. The vengeful spirits are kids. The devs made it clear no kid characters would ever be in DBD, period. So that eliminates 98% of the possible choices for a killer. The only killer from the franchise that can actually work and would be acceptable, (isn't a kid, kid ghost, or otherwise) is Springtrap. Springtap...is NOT an animatronic. It is a person inside of spring lock suit, specifically...a serial killer. IMO, FNAF, specifically Springtap, Can fit story wise. The gameplay.....I don't see it. I cannot think of a power that would work for a FNAF killer AND make sense to both games. This is where it falls off for me. The story and lore fitting each other is fine...but what matters most is the gameplay. I just can't think of something that works for both sides. (Maybe something that uses the Madness status effect to induce the phantom jump scares from the 3rd game? Maybe not.) Perhaps the devs could come up with something that does...but until it is ever mentioned...gameplay wise...it is a no from me. Though, I am open to being proven wrong on any and all accounts. Regardless...I too think it would be best to wait quite some time before ever adding it to DBD assuming it ever would be. At minimum a year from now. Possibly 2 and it would be acceptable. All the toxic FNAF fans should have left by then...I think....maybe....


    Again, I'd say no just cause I can't see how it works specifically in terms of gameplay.


    Just my opinion that I put about a minute's worth of time into, lol."


    That was my opinion back in November. Now....I still think the same way...except I am now for a FNAF chapter. One reason, It would bring in more people playing the killer role. Which, I am sorry to say...this game desperately needs. The wait times for survivor are long and it is not because of a problem with matchmaking. Not many want to play killer because it isn't fun, not balanced, too stressful...or whatever reason they might have. Simply not enough people are playing that role. A FNAF killer, Springtrap, would help this as FNAF fans tend to stick to wherever FNAF goes. Meaning, We will have a good portion of those fans playing the killer role consistently.


    I realize there are quite a few who would be against FNAF fans sticking around...cause they are toxic or whatever reason...but I argue that the DBD community is far more toxic and obnoxious than the FNAF community. Take a look at the devs doing ANYTHING. DBD fans will cry about it, endlessly...even after it is fixed/changed. The DBD community is no better...if not worse in some ways. So that particular argument about the community being bad is just a dumb and pointless one, imo.


    Another reason I am for a FNAF chapter, is the lore. I HATE the gameplay of FNAF...but I love the lore. Especially MatPat's Game Theory episodes when he does them. I think the lore fits in with DBD's quite well and would be interested in seeing where the devs would take it. Plus....I'd love to see MatPat try and fit DBD into one of his theories. That'd be entertaining (for me.)


    But...I still have yet to see how a FNAF killer would work in terms of gameplay. I have seen many videos on people suggesting this very thing...but I do not agree with them. some don't make sense for either FNAF, DBD or both. While others just don't look fun to play as or against. So far I still think using the Madness affliction is still the way to go...but I am still not convinced it will work gameplay wise. I am still willing to be proven wrong on any and all accounts, but these are just some of my opinions I didn't put too much thought into.


    In short, I don't care one way or another. I play all killers and survivors. I don't main anyone and jump around from character to character. Including the ones I hate (Blight, Twins, etc.) If a FNAF killer & Survivor is added, good or bad, I will play them too.

  • Might help to keep track of how many kills you got by writing it down or something. Claudette survivors are the most common to run into so it shouldn't be too long. That being said, when I was trying to get these masks I got Meg's first, then Claudette's. Jake's last, not because they were more rare to run into....(they were, btw)...but because they actually played better.

  • Ya know, I like the idea of a cosplaying survivor. Could be used to get the appearance of characters that normally wouldn't fit in with DbD.

  • Best thing is to just ignore them. Most of the time the ones sending these messages are quite bad at the game themselves, often requiring their better, more experienced, friends to carry them. You will find them at all ranks and will be toxic no matter what you do or how you play. So....just ignore their attempts at attention.


    I don't know if you can do it on PS4, but on Xbox's messaging system I just send a Thumbs Up Emoji as a response and leave it at that. Alternatively, If they start with the toxic messaging I will sometimes mess with them and have an entirely different/off the wall conversation instead. Throws them for a loop and often have no idea how to respond. Most give up immediately after the first line or two and never message you again.

  • you can find them as killer as well.

  • I don't see a 2 vs 8 mode working as is. Mainly because of the doors. Both killers just take one door and the survivors will never get out without key/hatch.


    I do however think a 6 vs 1 vs 1 could work. BUT some things MUST be different. IMO, no generators. It works for 4 vs 1...not this. Instead it should be something else. I would suggest that the Pustula Pods (or whatever they are called) take their place. Survivors would be gathering nectar from the pods and deliver what is collected to one of 3 spots around the map. After a pod is used up, it will shrivel up, vanish, then respawn somewhere else. The more Nectar a survivor collects before delivering it, the bigger the blood point bonus they get upon delivery. However, if a killer hooks/kills the survivor, they lose everything they did not deliver. Don't worry...cause death is not an end. A dead survivor will respawn somewhere else. This is required for the killer's objective. The killer's objective is simple, get more survivors hooked than the other killer. (Perhaps hooks will respawn in this game mode after 2 minutes?) How does the game end? well, after 3 - 5 minutes end game collapse will auto start, but at a much slower pace. Both doors will also open on their own at this point. Survivors then have to decide whether to get out now or risk it for more reward.


    I didn't put much thought into this and it is just an idea for a concept. Definitely needs work. But I do think something similar to this would work in some way. But...would the devs put time and energy into making it happen? ...probably not. If it were to happen, a game mode like this or 8 v 2 should only occur for special events. Possibly between tomes? Also.....we need more people playing killer. Any additional game mode won't ever happen unless more killer players can be drawn to the game.

  • @sotd_coauthor said:

    https://us.v-cdn.net/6030815/uploads/E13TEUXBXFLX/20210130-111907.jpg

    I think The Witch could be a pretty neat addition. I've got no evidence for this, it's just what I'd love to see. Maybe even some legendary cosmetics to change Bill into different survivors too


    I'd love for a Left 4 Dead killer to be in the game. Personally, I kind of want both The Witch and The Tank as killers. Possibly a chapter with two killers, no new survivors (Having the L4D survivors as legendary cosmetics for Bill or other survivors would be fine.) Reason I say this is....since we already have Bill as a survivor....this could be done to give us the same number of Killers as we do Survivors. I know it is probably just me but it REALLY bothers me that the Survivor Character outnumber the Killer Characters. Currently we have 24 survivors and 22 killers. A L4D chapter with just The Witch and The Tank as killers would bring it to 24 to 24.

  • DBD for the SNES when? lol


    honestly...I'd play it. XD

  • The changes to DS don't really affect the combo all that much. You still get that minute of invincibility on the ground, meaning either the killer can't touch you that entire time or just eats the DS.


    Question though, if you pick yourself up with Unbreakable or Soul Guard does it count as healing and deactivate DS?

  • @EvanSnowWolf said:

    Survivors will not be happy until there is a game mode where the Killer is an automated bot that will eat all of their pallet stuns, chase them mindlessly, and only sporadically do a basic attack so they can heal and farm points with it.

    This, and make it so that killers can't use perks, period. I swear that is where it seems it is going.

  • I know people who are like this. As soon as they are chased and killer is on them for more than 5 seconds "I'm getting tunneled."

  • There is absolutely no reason to run Hoarder, ever. The little bit you gain from it is nothing compared to what survivors get. This is literally a Survivor Perk on a killer.

  • @DarKaron said:

    So, I've seen a few people on board mentioning that they are unsure what Sptingtrap's Power would be...

    I had an... Idea.

    SHOWTIME:

    "Drawing power from being the center of attention, the Attraction grows stronger the more attention his actions garner."

    Function- The Attraction has three tiers of his power: Inert, Active, and Overcharged, each with a distinctive effect.

    While the Attraction is in his Inert state, his movement speed is greatly reduced, on par with Evil Within 1. However, he has the Undetectable status during this state, unless Overcharged.

    By being seen on any Survivor's screen, Showtime builds up power, bringing the Attraction from his Inert state to his Active state over the span of a second or so.

    While in his Active state, the Attraction moves at regular speed, loses the Ubdetectable status, and builds up a secondary gauge for use in his Overcharged state.

    By pressing [Right Click], the Attraction may expend his secondary resource to become Overcharged, granting him a massive speed boost and the ability to instantly put Survivors into the Dying state. Survivors downed this way immediately drains the Overcharge state of all energy, and drops the Attraction to the Inert state.

    While not being actively observed, the Attraction goes from his Active state to his Inactive state over the span of a few seconds.

    Just, something to consider for those who care.

    Seems interesting for a power, but wouldn't survivors be able to deny him his power by simply looking away immediately, then running? Also, it seems to work a lot like Myer's power. I like the undetectable status effect for him though.

  • Chucky and Tiffany? No.


    I do, however, think The Twins are an experiment for a potential Child's Play DLC some time down the line. I don't see it as a Chucky & Tiffany combo though. I'd see it more along the lines of Charles Lee Ray swapping his soul between his body and the Chucky Doll. I could also see them doing a similar yet different killer power to that of The Twins, similar to how Hillbilly and Leatherface have similar yet different powers.

  • It is weird for me, cause as survivor I can see just fine on the map. As killer the survivors might as well be invisible. The only way I can see them is if they wear the really bright clothes, which most don't.

  • @evil_one_74 said:

    Keys are fine. Leave them alone. You actually have to do some work for them to be used and even then there's no guarantee that you'll stay alive to use it.

    You can use the key by doing no work at all. You can sit around and do nothing while your team does the work or dies. It is a terrible way to play but it happens way more than it should.

  • I had the same thought about chucky. Except I imagined it more as Charles Lee Ray carrying around the Chucky Doll (like 1 soul controlling 2 bodies) and switching between it as a similar but somewhat differently working power from The Twins, kinda like how Hillbilly and Leatherface work the same yet different.


    On a side note...I wouldn't be surprised if The Twins was just a test to see how this type of gameplay would go and/or how it could be improved upon.

  • I have mentioned this elsewhere but, I'd change the Keys into Key Rings. Useless on their own and require add-ons to be functional. would have a single ultra rare add-on, the iridescent key, which is the only way to open the hatch (without being the last survivor and it opening automatically.)


    I'd also pair that change up with an alteration to unlocking the hatch. Using the Key ring and key add-on would require you to actually unlock it by using charges on the key ring. If you let go or get interrupted before you open the hatch, the progress gets reset back to zero. What add-on you use with the key add-on would also need to be considered. Don't know what would be the most fair amount of time required to open it though.


    Another thought might be to add in some other things that can only be unlocked with a key to force you to decide what you want to use it on more. Like, maybe a unique chest that can only be used with the key but always gives a rare or higher item. Or, open a safe that has a bag within it that, when you escape with it would give extra bloodpoints or shards or a unique cosmetic or...I dunno. Just a totally random thought.

  • this 7 - 8 perk idea would be fun for a KYF exclusive mode or once a year on april fools

  • I had this game for quite some time but I only played one match in a KYF and one friend in particular killed the game for me. I started playing seriously a little after The Clown's release. My goal at that time was to just have a better experience than I did on Friday the 13th. After about a month my goal was to simply get Self Care and Urban Evasion on all characters (oh how little I knew back then.) After 2 months I decided to actually learn killer so I could simply learn what the killer sees and goes through so I can adapt accordingly as survivor. (Wound up learning more than I thought I would.)


    After gaining some semblance of skill, I decided to get every character to 40 to get their teachables unlocked and decide on a main afterwords. after that it was get everyone to 50 and select my main. At the same time I was working on getting Adept on everyone. By the time I did that, Yui was released and I chose her as my main since there were costume pieced that made her look exactly like the character I make in most games. My goal at that time was to P3 her and get every perk on her. This was made easy with double bloodpoint events and the release of the rift. I decided to P3 Myers and get all perks on him and make him my 'go to' for rift challenges. With that done...Cheryl was released and I HAD to make her my main, still working on getting all the perks on her. Though my current goal is to get all characters to P3 starting with killers (and the occasional survivor when playing SWF.) After that my goal is to get all perks on killers then survivors. Whenever a new character is released, my goal switches to getting Adept on that character first. Currently have 11 Killers and 4 survivors at Prestige 3.

  • FNAF isn't really meant for kids, they just play it anyway. Same with COD or GTA, it isn't meant for them...but there they are. FNAF is a game about possessed animatronics with the corpses of dead kids in them. Pretty sure a game about a serial killer that kills kids is NOT meant to be played by kids. Still....some of these kids who do play it ARE obnoxious and do harass others. The more mature fans (mostly) do not. I can see why people would not want FNAF in DBD as those specific toxic fans do not deserve it. But what about those that are not toxic? Should they be punished for the actions of a few? IMO, whether you are for or against FNAF being in DBD should not be decided on the hate for certain types of fans. Rather, it should be decided on the story, lore, and gameplay (how it would play in DBD, not the FNAF games gameplay.)


    For the story and lore, the animatronics are possessed by vengeful spirits out to get revenge on the one who killed them. Whether or not this type of killer, in story, would work doesn't matter. The vengeful spirits are kids. The devs made it clear no kid characters would ever be in DBD, period. So that eliminates 98% of the possible choices for a killer. The only killer from the franchise that can actually work and would be acceptable, (isn't a kid, kid ghost, or otherwise) is Springtrap. Springtap...is NOT an animatronic. It is a person inside of spring lock suit, specifically...a serial killer. IMO, FNAF, specifically Springtap, Can fit story wise. The gameplay.....I don't see it. I cannot think of a power that would work for a FNAF killer AND make sense to both games. This is where it falls off for me. The story and lore fitting each other is fine...but what matters most is the gameplay. I just can't think of something that works for both sides. (Maybe something that uses the Madness status effect to induce the phantom jump scares from the 3rd game? Maybe not.) Perhaps the devs could come up with something that does...but until it is ever mentioned...gameplay wise...it is a no from me. Though, I am open to being proven wrong on any and all accounts. Regardless...I too think it would be best to wait quite some time before ever adding it to DBD assuming it ever would be. At minimum a year from now. Possibly 2 and it would be acceptable. All the toxic FNAF fans should have left by then...I think....maybe....


    Again, I'd say no just cause I can't see how it works specifically in terms of gameplay.


    Just my opinion that I put about a minute's worth of time into, lol.

  • Something about Ghost Face just turns me into a Baked Potato. Every. Time. I can do well against other killers...but Ghost Face....No matter their skill...a Ghost Face is guaranteed to kill me and 80% of the time they somehow find me first as well.

  • I can say, after playing both sides, that without bloodlust it is SO much easier for survivors to escape with little threat. Only those who don't know how to loop get caught consistently. Those who do control the match, more than they did before. With as fast as generators go off, bloodlust is needed to help end chases faster as without it, killers have a difficult time ending the first chase (against strong survivors) before gens pop off.


    Playing as survivor...I noticed the game was FAR easier to complete whatever you set out to do. The only exception I have had were the camping Leatherfaces and Ghostfaces. (There were so SO many.....) Also had one Hag running Hag's Basement and my teammates were......unique..... Had one Plague who quit after the first minute since she couldn't catch the survivor. faced 2 Pyramid Heads, one was an absolute joke, the other was skilled and got several hooks, just couldn't get a kill as the chases took just a little too long. He had more points than us though. Had a Blight who absolutely wrecked...so much so that it made me reevaluate my stance on him, he was a rank 3, btw. Rest aren't worth mentioning as a never got chased in those.


    Overall, IMO....Bloodlust is needed on most killers. Not all, but most. These killers have no chance of winning without that boost. Some killers are fine without it while others are a free escape. Red ranks have enough skill and good perks/ad-ons to counteract the lack of bloodlust. I have noticed more killers played in unfun ways, camping was almost every game with the exception of a few. I haven't experienced this much back to back camping before.


    What about leaving bloodlust as is...but make it unavailable to those in the higher ranks as they shouldn't need the assist? Or alternatively, make it so that you can only get bloodlust 2 & 3 if you run Beast of Prey? I dunno. That was just a random thought there. I'd personally prefer leaving only the first tier of bloodlust and removing the 2 & 3. By the time you get 2 & 3 you should have given up the chase anyway. Bloodlust may have been a temporary solution...but it has become a part of the experience of playing as killer. Removing it altogether may cause more killers to play in far worse and unfun ways just to get a win. Course, my opinion is just based on what I personally experienced playing both sides this weekend.


  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763803#Comment_1763803

    didn't noed used to activate when the final gen was powered for 2 minutes without being a hex perk, this is just complaining about old noed with extra steps

    You completely missed the point. Not complaining about NOED at all. As it is now...NOED is a weird perk. It is either drastically underpowered or drastically overpowered (almost seemingly at random) game by game. What I mean is, its strength in a game is very inconsistent, more so than any other perk. Some games it never comes into play while others it is the sole reason a killer gets 4k.That part of my post isn't about NOED as it is now, but rather how it could Possibly affect any change in the endgame collapse. IF the endgame were to activate after the 5th gen is done, I believe NOED would need some kind of change as well to prevent a steamroll in the situations where not all the 'bones' were done. The survivors shouldn't get wiped out because they missed one dull totem. In this specific situation, it would be difficult to search for the correct Hex, destroy it, get the gates open, and perform a rescue for any teammates that got caught. made harder against a skilled killer under the time remaining. I doubt a coordinated SWF team would have much issue though.


    Again, to clarify, I am not complaining about NOED as it exists right now. Just speculating about a possible scenario in a change to the endgame collapse.

  • NOED needs to change before this as it really would be OP at that point. Yes, it won't be there if you "do bones" but that isn't the point. With end game starting earlier a killer could easily steamroll the survivors before they can start opening the doors. Maybe switch their activation methods? Endgame starts on 5th gen completion and NOED activates upon opening a door?


    The endgame itself would also need to be extended a bit to compensate and allow for last minute saves....or it could start after a set amount of time after the first gen is completed, 30 - 40 seconds perhaps? Would be cool to see it visually coming, like the walls beginning to 'bleed' the glowing stuff they are technically made out of. (forgot the name.) Maybe not that specifically, but something happening that leads up to the start of the actual endgame would be interesting and give yo some sort of hint as to how much longer it will be before it starts.


    Just a totally random idea. I do like the thought of endgame starting at the 5th gen, regardless. Just need some changes if done.

  • If they do get rid of Bloodlust, what would become of Beast of Prey? Would it simply have to be completely changed? Personally...I'd be ok with bloodlust being an effect of the Beast of Prey perk. Meaning...you only get the effect of you use the perk. But that's just me.

  • @Todgeweiht said:

    Hey, not a bad idea! What if they made PHs terror radius 24 meters, but made it so that his knife could be heard from 32ish meters?

    As someone who loves to play PH, I really like this idea. I can think of quite a few ways to mess with survivors if it were like this.

  • More Silent Hill spoilers I guess.


    ---



    It is important to note that Silent Hill 3 isn't the first time she "birthed a god." It happened in Silent Hill 1 at the end....or at least she almost did. The "God" emerged from her in 2 of the games endings and completely took over. It was killed by Harry Mason, who then received Cheryl (Heather) from Alessa. The Cheryl we have now is still partly Alessa. And Alessa was BORN with her powers. She did not receive them from Silent Hill or the "God" or whatever else. They are hers and hers alone. The aglophotis would have no effect on her powers. Her powers might be weak due to not being completely Alessa...but she'd still have them. I am just unsure if Cheryl ever truly accepted that side of her.


    The god "born" in Silent Hill 3 was a failure since "The Mother of God" did not birth it. Silent Hill will always protect the Mother of God....but it doesn't necessarily need her alive. So....Maybe Silent Hill is aware of what The Entity is doing and is actually using the situation to its advantage. Possibly waiting for Cheryl to want to use the power of Silent Hill to escape The Entity. Not sure on that, it just came to my mind and I need to think it over more.

  • Guess I'll also give some spoilers for the Silent Hill Series as well.


    ---


    There is a common misconception about the monsters of Silent Hill. Yes...they come from a specific person's mind and wouldn't exist without that person....initially. However...once they are created...they are real. Silent Hill just prevents others within its reach from seeing each other's monsters. It doesn't do this perfectly, however. In the first Silent Hill, you play as Harry Mason. The monsters you see in the town aren't his nightmares but Alessa's. In Silent Hill 2, whenever James encounters another character all of his monsters and reality stop spawning and is replaced by that character's. What I mean by reality is how that person is viewing Silent Hill, it is rarely ever the same. It is just that their inner turmoil is far greater than what James is going through so theirs kind of overpower his. This is proven by the fact that no one ever sees his monsters or that "Red Pyramid Thing." However, James DOES see their versions of Silent Hill and their monsters. The biggest proof of this is Angela (My favorite character btw.) There are moments in the hotel that James sees Silent Hill as Angela sees it (The Fire in the stair case, for example.) James also see, and fights, one of Angela's monsters. The "Abstract Daddy." Both that Monster and the room they are in at the time are part of Angela's torment...not James'.


    But to get back to Pyramid Head, Pyramid Head (the red one James sees) is just another monster created by Silent Hill with one task, punish James. It is also important to note that there is more than one Red Pyramid Head and we don't know which one The Entity took, but I am willing to bet it was not one of the two during the last fight with them. (I could very well be wrong here, but I do think that each encounter with Pyramid Head is a different Monster created in that area.) What got me thinking there is more than one Pyramid Head that James sees is not just the fight with 2 of them....but that Silent Hill created multiple copies of Maria...who is also a monster that Silent Hill created with a specific task revolving around James. In one of the endings James actually leaves the town with Maria as well. (What is not shown is that without the binding force of Silent Hill's power...Maria would revert back into the monster she was created from. This happened to Lisa in Silent Hill 1.)


    Another thing to note is that the powers that control Silent Hill are not tied to just the town itself. It is capable of manifesting around those who have a deep/strong connection to it. Like....say.....CHERYL. There is no character in the series that has a stronger connection to Silent Hill than Cheryl. In Silent Hill 3, the game doesn't start in Silent Hill yet its influence is clearly there in full force. In Silent Hill 4, it is the same thing. The game does not take place in the town itself yet, its influence is clearly there. The thing is, Henry is NOT the one Silent Hill is manifesting around. yet is still affected by it. Silent Hill can manifest and maintain monsters outside of Silent Hill as long as there is someone there that it has a connection to. This includes the Monster that is the "Red Pyramid Thing," as James calls it.


    The only thing I can't figure out, lore wise....is why would Silent Hill allow The Entity to take Cheryl considering who she is to the powers that be. Unless...Silent Hill is just using her as a potential doorway into The Entity's realms? I'm just guessing with that one. There is so much Lore around Silent Hill that you cannot find unless you dive deep into it and REALLY search for it. What you see on the surface is not the whole story. There is a lot more hidden that you have to actually find and piece together yourself. One of the reasons I love Silent Hill.

  • Perhaps they could design an alternate version. Perhaps a "Support The Devs" version.

  • I'd personally love to have the Tank or the Witch as a killer. Tank would just be a lot of fun to play as. The Witch would probably fit better though as I believe she is the most intelligent of the Special Infected.

  • If I'm playing survivor I will usually wait at the gate to let the killer get an extra hit before leaving.

  • Whether or not survivors escape or die doesn't matter in the slightest. It is whether or not The Entity gets what it wants...all those emotions of dread, hope, fear, etc. Killers are there to ensure survivors keep producing those emotions. Killers who fail or refuse to do this are, I believe, tortured. There are exceptions though. Like Pyramid Head, for example. The Entity has zero control over it.

  • DS isn't the problem. It is fine as it is and...in many cases is the sole reason a bad teammate doesn't get you killed cause of a bad save. (I swear Borrowed Time is teaching newer people to make horrid saves.) IMO, it is the back to back activation/combo of Second Chance perks that is the problem. There need to be a cool down mechanic or something in place for Second Chance perks just like when Exhaustion was brought in some time back. I.....have no idea what that could be, or how to make that effective though...

  • Personally, even though it isn't a horror game....I think Sweet Tooth from Twisted Metal would fit quite well as a killer. The only issue I have with it is that I see him playing almost identical to The Clown, just throwing Flaming Ice Cream Cones instead. So...maybe just as a legendary skin? lol.

  • So, does Deadly Deceit and Productive Day now only require 1 bloodpoint each for anyone else? I just looked and couldn't help but laugh.

  • Plunders shouldn't be changed, it isn't the cause of the issue. Keys should be changed. Like, the item itself should be a Key Ring. Has no use itself and requires add-ons to be useful. The key itself should be an ultra rare add-on for the Key Ring. That is my take on it.

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