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TWiXT

TWiXT

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  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758868#Comment_2758868

    I doubt the devs want to confirm that. They haven't flat-out denied it, which alone says something. They also made a comment in one of their streams that they can't "fix" queue times because they have no control over the fact that fewer people play killer during peak hours. Finally, in at least one of their surveys they asked if players would like it if the game offered rewards for switching to the side that needs more players in order to balance the queue. Those clues are probably the best we'll get.

    Think about it: in such a divided community, would you want to give people that kind of ammunition that one side has far fewer players than the other?

    https://forum.deadbydaylight.com/en/discussion/comment/2758903#Comment_2758903

    While some people do say "killer is weak and powerless," a lot of people don't. Many people just say it isn't fun. Which is true, killer often isn't fun. It has nothing to do with strength. For one thing, a lot of the killer powers feel clunky. Even if they're neat in theory, they're just not fun to actually use. For another thing, if I tunnel and slug and do all that other stuff that makes me feel like an ass, then I can win against survivors who, if I play nice and juggle hooks I would absolutely lose against. But I don't like playing that way, I don't find that fun, so I just let every group get a 4e, because I have more fun playing nice and losing than I do playing to win. In terms of game design, that's awful.

    I want to play killer because I like the idea of it and I like some of the killer powers, but DbD doesn't live up to what it could be.

    Currently survivors already do outnumber killers, but that's typical for an asymmetrical game, the questions are "By how much", and "what is being done to fix it, if the disparity is to high currently." I feel a little transparency from the devs would be much appreciated by everyone, as it would point out where they are focusing their attention in order to keep the game alive. Honestly, your evidence there does have me concerned that what the forum posters and redditors are saying about the killer drop rate is actually true, but I don't really believe it. I'm betting that if they do give us the statistics I'm requesting, we'll see little or no difference between the killer and survivor drop rates, but again, we won't know if they aren't willing to confirm what's going on.

    Also please don't feed @Sluzzy , I've already called them out for trying to derail this conversation to one debating who the power role is, and unfortunately you're falling for it. @Sluzzy loves Playing the "victim" card from the survivor side (just read any of their posts), and while their zealotry's often regarded as comical by the community, it has no place in this discussion, which has nothing to do with which role is the "weak" or "unfun" one to play, and everything to do with whether killers are actually dropping the game more than survivors, and why.

    If it turns out that killers ARE dropping BECAUSE they feel too weak against survivors, then this conversation can change, but unless the goal of this post is reached and acknowledged by the devs showing us the requested statistics, we'll never really know.

  • @dezzmont said:

    For another anecdote, I quit over hackers making it legitimately unsafe to play the game as killer, though I had been playing less and less over time.

    Makes sense, Again I can sympathize with that sentiment, and the last 6 months of 2021 were rough. A bugged out RE chapter Release, DDOS attacks, Hackers gaining in number, NFT drama, SBMM going online, the introduction of Boons, buffs and nerfs all around etc, honestly the game has lost a lot of it's fun over the course of last year, and Not even the release of Pinhead could save it from hemorrhaging players. All I want to know is

    1. Are killers really dropping out/swtiching sides more than the survivors.
    2. Is it SBMM, a recent update, introduction of new mechanics, hackers, or something else to blame for the drop off.
    3. What are the devs planning or doing about it.

    I would think at this point we could all use some reassurances paired with some transparency from the devs.

  • There isn't a new one that I know of, do you know of one released in the last dev updates that I missed? Either way, whether we have one or not, I'd still like to see it.

    @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758841#Comment_2758841

    "so please stop trying to derail this conversation with your biased diatribe, and either actually get on board or get out."

    Not getting on board with the "killer is weak and powerless". It could be getting old hearing how weak killers are when in fact they are overpowered in regular matches. I will say this again in a respectable manner: "Killers are not supposed to win every single game"

    If killer mains played well, they would win an overwhelming majority of the time. It's been proven countless times.

    This hasn't been about how strong or weak either side claims to be, and has always been about whether or not the claims on these forums and reddit, regarding the killers drop rate, are true. All I'm interested in is getting those statistics from the devs, so that we all will have a better understanding of why people have been dropping the game these past few months and if there is any disparity between the roles.

    Don't try to make this about whether "Killers are not supposed to win every game" or not. The whole reason I brought up the kill rate statistics, was to prove that 50% of the survivors are ranking up in SBMM faster than the killers, which is likely causing SBMM to have a harder time finding killers of similar level in the higher SBMM tiers, resulting in longer queue times for half of the survivor player base.

    Again, get on board with the conversation, stop trying to derail it from the topic to express your own hatred towards the killer role, and play your infamous "victim" card, or get out. Respectfully, it's not funny anymore, so please knock it off.

  • @El_Gingero said:

    I’m sure some of the posts are out of frustration but people do quit games all the time and it’s clear that many killers are unhappy.

    I'm not saying that the killers aren't unhappy with what's been going on with the game these past few months, but I would like to see statistics that support or defeat the claim that killers are dropping out in droves, so that we all know where the devs are focusing their attention to fix the issue. Wouldn't you?

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758848#Comment_2758848

    Region, time of day, and matchmaking rank all affect queue times. Most people don't bother to mention any of that stuff when talking about it, though.

    well, I've been trying to, but really I think it would be better just to get some actual statistics from the devs on the matter, especially concerning whether or not killers are actually dropping off or changing sides more than survivors. I think that would ease people's minds over it if we all knew where the game stands as far as the drop rate is going, and whether or not SBMM is to blame, or any of the other changes made through the updates these past few months.

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/305854/are-killer-mains-actually-dropping-out

    Idk losing 10k players on steam alone seems evidence enough on how queue times are being affected.

    No, but it is a sizeable chunk of the PC player base, and I would love to see the overall drop rate for the entire player base regardless of platform as well. It might also be nice to see how many players are participating in cross play as well to get a better idea of how many players at a time are available to play with on each platform.

    @Sluzzy said:

    That is only a scare tactic. Survivors are dropping way more than killers. Game is simply not fun for the survivor side because of lack of options. The truth is, if you are not on a team that are like gods, the killer will win. That doesn't fun to me.

    The statistics I dropped for @Tsulan doesn't support that claim, but then again we all know you @Sluzzy , while we mostly find it funny how much of a zealot you are for the survivor side and how much you love to play the "Victim" card, it getting old, so please stop trying to derail this conversation with your biased diatribe, and either actually get on board or get out.

    Also the most recent kill statistics don't support your claim that killer wins more than survivors that aren't "Gods". If that were true, than 50% of the survivors would be in your "God" range. Of course that was only as of last September, so things may have changed, but I doubt its changed much. I think it would be nice to get the latest kill statistics as of the mid chapter patch as well, just to see if you're vindicated in this claim or not.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758743#Comment_2758743

    But you realize, that sbmmr goes up and down depending on survivors escaping or dying. So survivors ranking up more than killers means, that survivors escape far more often than killers get kills.

    And as of the last Killer performance statistics, it averaged out that in all of the games the killers were killing 50% of survivors overall (nurse and trickster's below avg performance really dropped that average down). Killers gain 20 points towards their rating per kill, but lose 20 points per escape, while survivors lose 20 points when sacrificed, but gain 20 when they escape. With the overall average resulting in what is essentially 2 players escaping per match, the killers are stuck at no gain or drop in rank while half of the survivors are ranking up. Add in that survivors outnumber killers overall, and you get the majority earning higher SBMM than the minority. So yeah...

    Here's a link to those statistics:

    1,411 votes and 260 comments so far on Reddit


  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758693#Comment_2758693

    People have the tendency to play the power role.

    Anyway, with the amount of survivors that have a long queues, all having the same mmr rating sounds... weird.

    I don't think it's "weird" to believe that the majority of players (survivors) are ranking up in SBMM faster than the minority (Killers), and are finding themselves at a level where there are plenty of players like them, but only a fraction of their oppositions population can compete. This is also why we get the random discrepancies in player skill levels, wherein a relatively new killer, or one that's low-mid range in skill, will get paired with an SWF high SBMM Bully squad decked out with all meta builds and items. SBMM is searching for killers of that teams level, and if none are available, it looks for players in the next ranking down, and repeats until it finds someone. Though these instances are more rare than they were before SBMM came out, they still happen due to the new match making algorithms.

    It's Frustrating I know, but also makes sense. Add in the time of day, and you get a clearer perspective as well, since there are overall less players on both sides in the evening hours vs. mid day, and their skill levels vary greatly since SBMM is basically pairing them with "Whoever's Available". A Streamer (Tru3) recently did an experiment to see if there was a difference in skill between those he's matched up with in the mid day vs. evening, and the results were pretty concrete to say the least.

  • @Mister_xD said:

    i cant speak for others, but i can assure you that i, as a Killermain, quit in August when they released MMR.

    it was supposed to just be a bit of a break at first until i got the motivation to play this game back and ended with me uninstalling the game in December after literally not touching it, nor wanting to, ever since i started that break.

    and yes, the primary reason for that was the introduction of the MMR system (though more things kept comming that drove me away further afterwards (NFT controversy, DDOS attacks, the cheater issue, boon perks and the Deathslinger gutting)).

    of course that covers just me, but if a game loses 18% of its playerbase in a single month (and has failed to recover from that loss ever since), then that suggests that something has happened in this month that a LOT of people were not happy with.

    regardless of whether that may have been more killer or more survivor players, this should be a huge red flag to BHVR and it astounds me how they have kept doubling down on that decision ever since - especially since, from what i experienced, a vast majority of the people that didnt quit over it also dont like it.

    I can understand that sentiment, and you have my sympathy... the 2nd half of last year has been pretty rough for the game overall, starting with the colossal screw up with the RE chapter release. It's not been very kind on us, but I am happy that they buffed the hell out of my Go-To girl (plague) right before they released the boons, making her a 1 killer hard counter for them, and so it hasn't been as bad for my play experience as others.

    Still, the game is losing players, and I hope the devs do something about it asap. I'm also not as "astounded" as you about the devs doubling down on SBMM, mainly because it took them a year and a half of development, and a whole lot of time and money. They really want to see it work to improve the overall game experience, and are hoping they didn't waste their efforts on it, which is understandable. The only problem with that mentality, is that they also aren't doing much about it fast enough to appease their player base. This is something I believe they've realized and are working hard on fixing.

  • @Purple_Orc said:

    I think killers are dropping out.

    This is my own experience so take it for what it is. I have been playing since 2018 when Playstation gave the game out for free.

    In the evenings Killer is instant and survivor would take about 10 to 15 minutes. When I had a chance to play during the day survivor queue during the day was about one minute and I couldn't play killer because I would get board waiting. The queue times would switch around the 6 or 7 at night.

    Since boons came out I can get a killer match in seconds any time of the day.

    Now lately I've hear more and more survivors complain about how long they have to wait for a match, but none of them seem willing to switch to killer to help out these longer queue times. Now why is that?

    I already replied this to @Tsulan above, but Like I said there, SBMM tries hard to match players of similar skill level, and if there's a shortage of them at your current skill level, then it's gonna increase your queue times while it searches for the next best alternative that is closest to your level and available to play. Killers do have shorter queue times than survivors but that's because the amount of players on the survivor side typically outnumber the killers by around 28% as of the last statistic I saw on that, I want to say... before Trickster(?) came out... maybe earlier, I'm not sure. Either way, fewer players in one role means more waiting time for the other, and naturally with survivors outnumbering killers, those kinds of wait times can be expected, especially in the evening hours.

    Add in how SBMM matches players, and you get a pretty good idea of why queue times seem to be increasing, hell even streamers have noted that the higher they get in SBMM ranking, the longer their wait times, so I feel that's more likely the case, rather than killers actually dropping out.

    Edit: note that I said "SBMM Tries" not indicating that it actually succeeds most of the time, just that it makes an attempt to judge where we are "skill-wise" and match us up accordingly.

  • @Tsulan said:

    Usually the side with the longer queues is being played to much. So killers having instant lobbies while survivors have to wait somewhere between 2 and 10 minutes suggests a shortage of killers.

    It could also show a shortage of killers in your server that are around the same SBMM ranking as you. Streamers themselves have noticed that the higher the SBMM rating they reach, the longer their queue times are getting because of the fewer the players are available at their level.

  • @ThanksForDaily said:

    The "I'm quitting" killer main posts are just threats directly towards the devs. "Look devs, Im quitting. The game is unfair, survivor bad"

    And 9/10 still playing.

    Honestly I see more "Queue times are a nightmare" and "Where are all the killers?" posts than I see the "I quit, try to change my mind" ones. Either way, while this game does have a problem with its playerbase dropping, I don't believe any side of the rolls is dropping out more than the other.

  • @tesla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757688#Comment_2757688

    Your idea for spies deserve its own thread. Really good.

    I actually took it from my own thread:

    @TWiXT said:

    Suggested changes:

    Monstrous Shrine:

    Buff the perk to - Survivors have 3 less escape attempts, and sacrifice progresses 25% faster when hooked in the basement.

    Explanation - 25% of 2 mins is 30 seconds, or subtracting 15 seconds from each hook phase so 45 seconds per hook phase total, adding in the fact that unless the survivors bring in Slippery Meat, they'll have to be rescued by their teammates... This makes being hooked in the basement a much more dire situation than current Monstrous Shrine.

    Sometime after Hag came out the devs doubled the hook time from 1 min to 2 meaning survivors used to only have 30 seconds per hook phase, And current monstrous Shrine was designed with these the old timings in mind but was still underwhelming even back then. This suggestion is a sort of middle ground between how hooking used to be in the early days of the game, and how it is now, while only applying to the basement hooks, and finally giving Monstrous Shrine the buff it needs to be a threat that creates urgency for the survivor team.

    Spies From the Shadows:

    Overhaul the perk to - The Crows no longer respond to your presence, you see the auras of all disrurbed crows within 36 meters of you, and disturbed crows are 100% louder to you within that range.

    Explanation - This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, you get no false signals since crows no longer respond to you, and they basically become little signal flares to tell you where survivors are. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness (Seriously, Rotten fields features no Scarecrows, but the crows completely avoid the corn field?).

    Surge:

    Remove the cooldown and the Basic Attack requirement.

    Explanation - Honestly this has been hotly debated in the forums since Surge came out because the fact remains that in order to activate it at all, you have to successfully down a survivor while within range of a gen. Chasing and downing a survivor with Basic attacks takes enough time as it is, especially if they were healthy when the chase started, and the minor 8% damage Surge does if it activates is hardly consequential since it would take 12 survivor downs in order to achieve a stacked 96% damage to 1 or more gens. PGTW does 300% damage to gens in the same amount of hooks, and Ruin Does more damage per second without needing to down or hook a survivor. On average it takes a decent m1 killer 20 seconds to down a survivor, and that's not counting the time to find the survivor to chase and down in the first place, but say you snowballed survivors 1 after the other within 20 seconds per chase, that's a maximum of 4 downs in 80 seconds, and a total of 32% damage between multiple gens since survivors won't stay around a downed survivor, much less a gen if getting chased, so overall... you spread the damage out over a possible 4 gens at most over 80 seconds, and that's the best case scenario if this change was implemented. While this won't improve the overall damage Surge can do, removing the basic attack requirement will at least allow killers with damaging powers to get some use out of it making it more universal to the killer roster, and removing the cooldown will allow it to become a slightly more consistent annoyance to survivors. It won't make it any more powerful than any other existing gen defense perks, but at least it would be more useful.

    Oppression:

    Remove or significantly lower the cooldown.

    Explanation - This perk doesn't even add extra damage to the gens it affects (unless survivors fail the "Difficult" skill check), only applies the base regression rate, and can randomly target gens that have 0 progress on them, but for some awful reason the devs decided that it was so powerful that it deserved DOUBLE the cooldown time (80 seconds) of Surge? At least Surge won't activate on gens that have 0 progress... Why does Oppression deserve such an excessive cooldown time? If it's because of the skill check, that's a laughable annoyance more than anything that could be considered a threat to any decent-good survivors, and only becomes a problem against noobs, who honestly rank up and gain skill fast enough that it's pretty much a moot point to keep it so laughably underpowered.

    Fire Up:

    Buff the perk- Increase it from 4% to 5%.

    Explanation - This is a ridiculously underpowered perk because in order to gain any benefit from it, the killer has to sacrifice the objectives they are supposed to protect, in other words "lose the game". It's designed to give killers a slight edge in chases in order to try and protect the last gens from completing. The overall problem however is that 4% amounts to 12% when 3 gens are completed, and 20% when all 5 are done, meaning that they gain Brutal Strengths chase advantage on pallet breaking only after the survivors have completed all of the gens when there's not many unused pallets left in the map, and Bamboozles vault speed advantage when there is only 1 gen remaining. This doesn't help the killers in their desperate attempts to stop the final gens from completion at all, and by the time it's reached its maximum potential, the survivors are already rushing out the gate.

    However, if you bump it up just 1%... now we have a perk that gains Bamboozles advantage at 2 gens remaining, and Brutal Strengths at 1 gen remaining, with an added bonus to both if 0 gens remain. This would actually help the killers defend the final gens, and give them enough of a chase advantage if all gens are completed to try and stop the survivors from escaping. Suddenly this goes from an "underpowered" perk to a "Decent" one, and all it takes is a simple 1% boost in strength.

    Insidious:

    Overhaul the perk to - Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor regains your TR and Red stain at a rate of 20% per second, once this has returned Insidious has a 40 second cooldown.

    Explanation - This perk has been a bane on the game since it came out since it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.

    As for the survivors going up against this updated version, Premonition or Spine Chill still proc on stealth killers, so relying solely on the TR reduction is still no guarantee against those kinds of perks, and gives the survivors an advantage. Up until then, unless the killer has spent 20 seconds avoiding survivors, Aura reading perks like OoO, Alert, and Kindred still have an advantage for tracking the killer.

    That's my list so far. Anyone else want to contribute your own ideas, or criticize the concepts I've listed? Feel free to speak up!

    The thread didn't really go anywhere unfortunately, still, I believe the Ideas Presented and shared in it were good ones, and wish the devs would pay attention to them. Maybe I should create an updated list and include some of the newer ones as well.

  • @EntitySpawn said:

    It would be so great to have perks which have synergies like this, atm so many perks you have to kick instead of having them trigger via another perk.

    Let me surge into oppression!

    It wouldn't even be OP, just fun and a more interesting way to use the perks.

    And it will always be surge, I dont jolt.

    Technically Jolt was the OG high caffeinated beverage that came out YEARS before Surge hit the market, so if the devs want to show appreciation for the classic over the imitator, that's fine with me. 😁

  • Throwing another log on this fire.

    Insidious:

    Overhaul the perk to - Insidious Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor deactivates Insidious and your TR and Red Stain return to normal over 5 seconds. Insidious has a 40 second cooldown.

    Explanation - This perk has been a bane on the game since it came out because it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.

  • This discussion is the exact reason why the devs blacklisted MLGA for PC players before the dedicated servers were established:

    "MLGA is a mod that shows you the pings of people in your game lobby. The idea is that if the ping is too high you have the chance to dodge that lobby in order to not get stuck in a laggy/ unfair game. It also has a feature that allows you to add players to a list and tag them as either "blocked" or "loved", so you can avoid certain people who play in a way you don't like."

    MLGA was being heavily abused by players blocking others and essentially rigging the game so that they would only play against players of lower skill than themselves. BHVR recognized how abusive the ability to block players was being, and rightfully Blacklisted MLGA in Easy Anti Cheat so that no one would be getting blocked anymore. This was back when DbD was still peer to peer connection, and MLGA only worked for that kind of game. However, despite its Blacklisted status in EAC, some players still figured out work arounds and were able to continue abusing it, and BHVR were forced to start banning players caught using MLGA, all the way up until the Dedicated servers were set up, which made finally MLGA useless.

    The worst part about it was the effect it was starting to have on the Fog Whisperers/Main Streamers for the game, as they found themselves frequently trolled by being added to many players Blocked lists, forcing them to wait longer and longer just to get into a match with anyone, and costing them what essentially was/is their lively hood. It is because of this and the many other ways MLGA's block feature, including only favoriting or "loving" inferior players so they could relentlessly bully them, that BHVR heard the outcry from the player base at the time and made the right call regarding MLGA.

    The bottom line: MLGA was a tool that allowed DbD players to do exactly what this post is talking about, and it was such a problem for the PC community that BHVR took measures to Blacklist it, and even outright banned players for using it.

    OP, what you're asking for is essentially the same thing as MLGA, but integrated into the core of the game, by the developers who already Blacklisted that program because of the damage it was causing to the DbD community, and you actually want them to consider this suggestion? ... Good Luck.

  • @FreshCoal said:

    Surge - Remove cooldown and make it activate with special attacks.

    Autodidact - Remove the negative affect.

    I think the temporary negative effect of Autodidact is fine, what isn't fine is how RNG dependent it is. The LEAST they could do to make it decent or even OP, is simply to have it increase your chances of triggering skillchecks while healing by 10%, that way it pairs even better with Spine Chill, and the Medikit add-ons (Needle and Thread or Surgical Suture) and if you had all 3 equipped you'd have a base maximum chance of triggering skillchecks up to 25% when healing away from the killer, and 35% when the killer looks in your direction, easily making Autodidact Much more useful as a quick healing option.

  • All I know is that, when I started out playing this game and was wayyyy less coolheaded, I messaged someone with the acronym for a phrase that rhymes with "Pie in a Choir", and I got temp banned over it. I learned my lesson, and don't resort to that kind of juvenile behavior/abuse anymore.

    This was back in 2016 btw, back when this game was much worse balance wise, and playing killer was far more frustrating.

  • @cutiekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757688#Comment_2757688

    eruption needs no cooldown, the buff you mentionned tho looks great, but no cooldown, 6% is nothing, no need to have a cooldown

    I kinda like the overhaul of spies, good idea

    You have a point, even as it is right now, It's not like a killer is gonna spend 30 seconds kicking every gen they come across after downing/hooking a survivor to set it up for the next wave of minimal damage, so why does it even have a cooldown to begin with? Also, Oppression doesn't even add anymore damage to the kick or any of the gens it starts regression on, so why does it deserve a freaking 80 second cooldown? The devs decisions just don't make sense. I'll remove that part of the suggestion. Thanx 😋

  • Eruption:

    After kicking a Generator, all damaged or currently regressing Generators Aura's are highlighted in Yellow.

    • When you put a Survivor into the Dying State, every affected Generator explodes and starts regressing, removing the highlighted Aura.
    • Applies an immediate 6 % Progression penalty.
    • Any Survivor repairing a Generator when it explodes will scream and suffer from the Incapacitated Status Effect for 12/14/16 seconds.

    Eruption has a cool-down of 30 seconds. <-Removed


    The Text in Bold is where I made the change. Basically instead of having to go around and kick every generator 1 by 1 before downing someone and triggering Eruption, this applies Eruption's effect to any generator that is already regressing, or damaged by other perks like Oppression or Jolt, when you make the kick. Since it still requires a kick action to activate it on the gens, it won't pair well with Ruin. This would easily elevate Eruption from a low tier and situational perk so something that can synergize better with others for slowing gens. For that reason, I also removed the cooldown time of Eruption, it only seems fair since while this buff can prime multiple gens (up to 4 with Oppression) for a massive burst of... 6% damage... to all of the affected gens on your next down... sigh, why did this have a cooldown in the first place again?


    Spies From the Shadows:

    Overhaul the perk to - The Crows no longer respond to your presence, you see the auras of all disturbed crows within 36 meters of you, and disturbed crows are 100% louder to you within that range.

    This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, you get no false signals since crows no longer respond to you, and they basically become little signal flares to tell you where survivors are. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness.

    This isn't a perk I necessarily USE in all my Builds or on Every killer, but come on... Poor Spies has been needing this level of a QoL Rework for a VERY long time.

  • Thanx much, I'm glad you understand.

    Also OP @unpossible_ I never meant for my first comment to viciously tear into you in any way. Admittedly now that I read it a day later, I can see why you may think that. TBH while i did get serious in my comment, I didn't mean to come across as outright attacking you or your ideas as much as I meant to simply educate on FD's History, current usage among killers, and where I feel the majority of them stand in regards to its usefulness vs. other perks.

    Believe me I know how stressful and unfair it can seem to come up against a mechanic/perk in this game without expecting it, and to be fair, that may be what makes FD kind of useful... being that no one ever expects it. However, that's absolutely no reason to rage against it to the point that you suggest such things as negating killers add-ons or nerfing an already inferior perk to being a complete waste of a perk slot. Half the fun in this game is discovering new strategies and synergies with the mechanics the game provides in order to get an unexpected edge over your competition. If equipping a Trash Tier perk allows you to do so, then I'm all for it... as should you be.

    Let's at the least call a truce, and debate each other equally as players of the game we both love. I won't BS you or take any side as I feel doing so is pointless, regardless, I apologize for my MASSIVE comment that likely came across as a harsh rant against you personally, which I actually intended to be a rebuttal with some comedic elements in play, and had no ill intent or attacking nature behind it.

    The Suggestions bit, did rub me the wrong way a bit tbh, but I feel that I was saying what anyone else would have without going overboard like some less level headed commenters would. Yeah it may seem mean, but honestly, you realize how ridiculous your suggestions sounded right?

    No hostility, just asking that you consider the overall consequences of said suggestions, and make sure they are palatable to the average player of this game, before you decide to post them (Lord knows, I made that mistake myself too many times when I first started out, and I don't want you to suffer the same embarrassment in the long run).

    I plead you read my original comment again but not as someone attacking you, but someone trying to help you understand both sides regarding the standing of FD rationally. While I did get a bit testy with your suggestions, I feel that you will have the common sense to take it in consideration before replying, and I look forward to hearing from you and seeing how you develop in these forums.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751733#Comment_2751733

    I am with you on every thing you said except one thing. The introduction 300hrs playtime in one game is much for some of us I have 260 over the last 4 years and most of it was before my child was born and that isn't meant to attack you but I don't need 2k hours to understand if something is to strong or to weak that's just gatekeeping.

    It was meant to be a comical gab at the OP. I thought the "Wait a while, you're young yet" made that clear, but I probably shoulda added a /s as well. Often times commenters mock complainer posts like this for the "newb" aspects, including the hours they have in the game and how new to the forums they are. I wasn't trying to do the same here as much as I was making my own mockery of that mentality, while giving the op a little light hearted and sarcastic jab in the ribs, before I would start actually getting down the the brass tacks of the matter. No gatekeeping meant, just a poke of fun to lighten the mood. Sorry if it came off differently.


    edit: I just changed it to further reflect that.

  • Looks at title.

    Reads Post.

    "Sigh... SSDD.." (Same #########, Different Day)

    My Primary response to this... Banal, and often repeated whining about Franklin's Demise is first of all... 300 hours? Wait a while, you're young yet 😋/s. Second, There are far better targets of contention among the killer perks that have some actual merit in their debates, due to how imbalanced they are/seem. Finally 3rd... If you're gonna pick on one of the few perks the killers have that are meager counters to survivors items, FIRST get your Facts straight:

    1. Franklin's Demise USED to destroy items after 90 seconds instead of removing charges, giving you no opportunity to reclaim them, much less leave the game with them after the fact. This was changed with the Nemesis DLC update to only removing items charges in order to keep it from destroying Vaccine syringes, for obvious reasons.
    2. FD Was the ONLY counter to keys for the longest time, and while that doesn't matter as much anymore due to the changes to the hatch mechanic and survivors using less of them, it still is.
    3. FD is the most EASILY countered killer perk ever! Once you realize the killer has it, Simply DROP the item yourself before you enter a chase, and retrieve it afterwards, or when you need it. FD cannot harm the items charges, or affect it in any way unless the killer knocks them out of your hand with it. You can still do this, but if you leave the match without re-acquiring your item, that's on you, not the killer, even if they knock it out of your hands at the gate (it takes less time to pick your item back up and escape at the gate than it does for the killer to finish their strike recovery animation). When keys were THE go-to OP mechanic of the game, this counter made equipping FD extra useless, as survivors would simply hide their keys in a corner of the map until the hatch spawned, retrieve it and escape anyways.
    4. Survivors acquire Items from both the Blood Webs AND Chests in the trial grounds. Add in all of the survivor perks that center around ITEMS such as Plunderers Instinct, or Appraisal (which can give you 6 random items to pick and choose from, as well as having the bonus benefit of searching the chests a 2nd time 80% faster), or the recently updated Built to Last (which basically gives you 3x the charges on an item), it's not like LOSING an item is such a TRADGEDY that you have to come on the forums to whine about it!
    5. "Oh my GOD... I LOST AN EVENT ITEM TO FD! THIS PERK IS BROKEN AND NEEDS TO BE REMOVED!" Please... As if you don't already have a plethora of them in stock, and it's not like they were a "1 time unique item" that you'll never see again! Regardless EVERY survivor item is easily replaced via spending bloodpoints in the bloodweb, or collecting them from chests in the trials, and with the aforementioned survivor perks that focus on looting and even tripling your chances of getting good items to pick from out of those chests... you don't have a leg to stand on with this complaint. FD killed your item, so what? You can get more just like it easily enough that you really shouldn't be so sentimental, for crying out loud, my survivor has so many items in stock it's impossible to believe I'll ever run out. Honestly it's the add-ons I'm lacking, but that only seems fair since the killers lose add-on's every match as well, and only a black ward can save them, survivors on the other hand have both the White Ward AND Ace in the Hole to keep theirs, so there's no point in getting all butt hurt over losing your add-ons/items to a perk that counters the survivors options to keep them. Overall, Items are a dime a dozen, accept the loss as you would even if you hadn't brought in a white ward, and move on. TBH, with how easy it is to collect/replace items in this game these days, I'm surprised White Ward sees any use at all.


    With these facts, I HARDLY see how Franklin's Demise is "Toxic" when there are SO many other things in this game that have so little counterplay... You picked the wrong perk to mess with my dude, FD is fine as it is, and ultimately used for WHAT it is: A MEME PERK... rarely seen, sometimes funny, and as far from meta as they get.

    EDIT:

    As for your suggested changes:

    1. HELL NO! Unlike survivors, Killers are mostly designed to be heavily add-on dependent in order to compete. Giving survivors a perk that NEGATES a killers add-on's is like saying you want to play the game with all the advantages and never give your opponents the ability to challenge you. HOW ENTITLED WOULD A PERSON HAVE TO BE TO SUGGEST THIS? You might as well ask that anyone who opposes you in game and wins must be banned from playing ever again. If you can't take the heat, get out of the kitchen, because If that's the kind of game you want to play, go back to playing your single player games with mods that make you a GOD, otherwise that kind of thinking has no place in any multiplayer game!
    2. Also, NO! Franklin's Demise is a trash tier perk that a survivor may encounter only ONCE out of every 500 games, and only because the killer is either testing it, meme'ing, or thought up a creative build that works with it and the killer they picked (Hag, I'm looking at you, no, Don't walk away from me... get back here damnit!). The bottom line is that it's literally the only perk that threatens Ace in the Hole and White Ward, and only IF you didn't use the easy as hell counter to it I mentioned above, or decided to run out the gate after taking a hit without picking your item back up first. While It CAN have a tactical advantage against survivors hell bent on keeping their items, that's what it was designed for, and is one of the very few reasons it's sometimes used, but overall, most survivors just don't give a damn if they lose an item to it because of how easy they are to replace, and killers don't bother to waste a perk slot on it because they have so many better alternatives. Again, you are stating that you want to jump into a Multiplayer match, with an item, but without any risk to it. The fact that FD is so RARELY USED by killers should tell you more than enough about how useful they actually find it already, but no, since you lost an item to it while you had White Ward or Ace in the Hole equipped, YOU'VE decided that it's too broken/"toxic", and must be nerfed or worse... man I don't say this often, but GROW UP!

    sigh SMH

  • For myself, It's The "Thankless Job" aspect of it. I already get enough of that BS at work, from people who ruthlessly tear into me for something that's not my fault, but they gotta vent their rage on someone, and I understand that but don't appreciate it. Then I come home, sometimes days after putting up with all that abuse to login for a few games of DbD, but match after match, get the same old treatment, if not harsher, simply for playing the role that this game can't exist without. I just want to have fun, relax, take up the challenge or present it to my opposition in the vain of good sportsmanship, but instead I get bullied in game, harassed, abused in messages, and even threatened or told to commit ######### suicide, just because I was trying to make the game equally fun and challenging for the survivors I go up against.

    There's only so much a person can put up with before they decide the effort isn't worth it, and I've been playing this game as killer less, and less every month, because it just doesn't "feel" worth it anymore. Game unbalances aside, I welcomed everything as a new threat or challenge that I would have to deal with in order to win in stride, but overall... "It's a thankless job, but somebodies gotta do it!"... in the end, this has ultimately become the Killer Players/Mains creed, but that doesn't mean survivors should feel free to be bunch of egocentric and entitled [BAD WORD] to the ones who take up challenge of doing the job, frequently bemoaning or assaulting them for doing what the game itself dictates they do in order to win, just as it does for them. FFS Survivor mains, at least try playing killer for a month before you ruthlessly tear into them for doing their job!

    I just think its ridiculous that Survivors Keep treating the Killers of the game like repugnant human garbage, just for playing the role that makes this game work, and then they have the gall to question "why doesn't anyone one want to play killer anymore?"

    Yeah... If this game dies, I know who to put the blame on, and, "Spoiler Alert!" It's not the devs.

  • For myself, It's The "Thankless Job" aspect of it. I already get enough of that BS at work, from people who ruthlessly tear into me for something that's not my fault, but they gotta vent their rage on someone, and I understand that but don't appreciate it. Then I come home, sometimes days after putting up with all that abuse to login for a few games of DbD, but match after match, get the same old treatment, if not harsher, simply for playing the role that this game can't exist without. I just want to have fun, relax, take up the challenge or present it to my opposition in the vain of good sportsmanship, but instead I get bullied in game, harassed, abused in messages, and even threatened or told to commit ######### suicide, just because I was trying to make the game equally fun and challenging for the survivors I go up against.

    There's only so much a person can put up with before they decide the effort isn't worth it, and I've been playing this game as killer less, and less every month, because it just doesn't "feel" worth it anymore. Game unbalances aside, I welcomed everything as a new threat or challenge that I would have to deal with in order to win in stride, but overall... "It's a thankless job, but somebodies gotta do it!"... in the end, this has ultimately become the Killer Players/Mains creed, but that doesn't mean survivors should feel free to be bunch of egocentric and entitled [BAD WORD] to the ones who take up challenge of doing the job, frequently bemoaning or assaulting them for doing what the game itself dictates they do in order to win, just as it does for them. FFS Survivor mains, at least try playing killer for a month before you ruthlessly tear into them for doing their job!

    I just think its ridiculous that Survivors Keep treating the Killers of the game like repugnant human garbage, just for playing the role that makes this game work, and then they have the gall to question "why doesn't anyone one want to play killer anymore?"

    Yeah... If this game dies, I know who to put the blame on, and, "Spoiler Alert!" It's not the devs.

  • @OldHunterLight said:

    See, I like the event, kinda reminds me of an old event we had, I don't remember the name correctly tbh.

    I dislike the people that try to ruin the fun for everyone.

    Maybe people shouldn't take this event seriously.

    I'm glad you like it as much as I do, but yeah, sometimes people are gonna be trash/toxic with it, but there is hope that, with a little refinement, it could be something everyone looks forward to each year. All I'm asking is if it should be allowed to return or not, that's all.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2689365#Comment_2689365

    Alas the cankers won't return because they're used in an archive challenge.

    It would be nice to have a refined version of them applied to a limited archive event that revolves around them then, wouldn't it? Even if you've completed the archive, I'm sure the devs can come up with some motivation to keep interacting with the cankers, be it merely BP gains, or perhaps to help your fellow survivors achieve their goal with a reward for you if you do so. Either way, I'd love to see them become a returning Halloween tradition!

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2689337#Comment_2689337

    Ik how it started - I was there - but then they fixed it

    Survivors could get a lot but could also die while very near complete and lose it all. Killers got less per hook but each hook guaranteed a little bit.

    Also people weren't left with a sour taste, at least not the majority, and a lot of times it's called the 2nd best dbd event (behind Moonrise)

    I wouldn't exactly say they "fixed" it so much as they tried to apply plaster over something that fundamentally needed much more work. While some are fine with the "fix" the overall problem still remains, but with some refinement, could be an excellent event mechanic worthy of returning every year. I already listed my proposals in comments or posts pertaining to the event 3 years ago, but the bottom line is that I feel like the game needs Event Features like this to add more options and fun to the otherwise stale gameplay.

  • @GoodBoyKaru said:

    I dont really care either way- I just want good events (like moonrise please bring it back)- but how were the cankers broken in their original form?

    The biggest problem was in the point distribution for milking them vs hooking survivors. The team originally presented the challenge with the idea that the earned cosmetics could only be supplied by playing the side you wanted to earn them for. The big problem with this was that it created a huge disparity in people playing survivor vs people playing killer and increased queue times to unreasonable levels. Eventually the devs changed it so that earning Canker/Pustule points for either side could be applied for both the killer and survivor cosmetics offered, but it was a week too late for that, and everyone was left with a sour taste regarding the whole event. This is sad, because overall, the event was both unique and ultimately very fun, and we could use a bit more of that in this game. Sure it may have been a precursor to the blight, but overall, it was established in the lore as something that would keep returning, and I feel that, with some refinement, it deserves another chance to become a DbD tradition.

  • @SomberNokk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2689188#Comment_2689188

    Name a horror movie that tastefully does the sexy canon fodder trope.

    Easy, Halloween. While the sex scene and nudity in it were brief, they also lead to a deadly situation of sheer vulnerability that The Shape took full advantage of. There was nothing about either nudity/sex the scene that was tasteless, and left you as the viewer feel uncomfortable about getting frisky without locking your doors. Even Alien had Ripley dress down to her underwear when she thought she was safe, and that lead to an incredibly uncomfortable sense of vulnerability when the aforementioned Alien showed up in the final act.

    If you want Tasteless nudity, there's plenty of examples made by the more trashy slasher/horror films, but for the most part the late 70's to mid 80's used it properly to make the characters feel more vulnerable.

    The most modern examples of it used properly I would say were in Midsommar, or even more impactfully in the VVitch, in which the main character strips naked when she finally succumbs to the darkness, and if anyone thought that moment was something they should get off on... they might need some therapy.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2689188#Comment_2689188

    Why does it seems that you are projecting your own fetishes on others?

    WTAF?

    this comment has left me speechless...

    Seriously, I suggest a concept that promotes a feeling and aesthetic that makes survivors more vulnerable, and all you can think of is that I want to masturbate to survivors in speedos and bikinis?

    DID YOU EVEN READ THE ######### POST?

    Seriously... you've got issues if you're accusing me of "projecting fetishes" that weren't even there to begin with.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2689170#Comment_2689170

    You don't? I will pray for you and hope it helps. I believe, TWiXT. It is not too late.

    I don't watch Horror to get off, I watch them for the intensity, the stories, and either to laugh at how miserable they are, or get scared... a little skin in them only matters if it's tasteless, otherwise if it's in a terrifying context I don't get distracted by it. Methinks you only watch crappy/tasteless horror, of which there are plenty, but if you are watching the decent to really good ones and still getting off on the disturbing nature of them... that is a cause for worry.

  • @SomberNokk said:

    This is irony right?

    Irony is the wrong term for it, if at best you could've gone for "satire", and I would've respected you for it. Overall though, no, this is neither. It's not a joke, and is intended to promote discussion over something that is and always has been a staple of the horror genre that has been conspicuously absent from a game which takes ALL of it's inspiration and even some Characters. Overall, I don't see why this shouldn't be a thing in the game. It's a Mature rated game, exposed skin literally = vulnerability in both the movies and in this game, and above all, it's appealing to the audience.

    Choosing a Bikini skin may result in a quicker death, but hey, you'll die looking sexy for the audience right? Where's the Irony in that?

  • @Grandkurama said:

    Go to horny jail

    So, you watch horror movies to get off?


    I'll pray for you, not that it'll do anything to help if this is the case.

  • @Superyoshiegg said:

    Cringe.

    This is something I would've have posted when I was sixteen, and much more immature.

    I don't really believe its cringe as much as its meant to follow horror tradition. Again, yes, while some people may think of it purely for the sexual overtones and such, the bottom line remains that it's a staple of horror culture, and as I stated in the post, a means of creating tension by hitting us in a very real and very intimate sense of our deepest fears... being in a state of undress and vulnerable to predators. To me that is the most disturbing aspect of the horror genre, how it gets under your skin and makes you feel uncomfortable. This could easily be done in the game, and stand as a tribute to the great horrors that inspired it, but no, apparently, you'd think that it'd make the game, a Mature rated game, something that only appeals to horny teenagers. sigh, There's just nothing I can do against that mindset.

  • Ok fine, you won't read it, or if you did you don't care, and are just trolling at this point. GL in life.

  • @dallasmedicbag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2689138#Comment_2689138

    Actually hold up, that could work, but I do NOT want to see Charlotte in a 2 piece dear god

    Technically, it would be a 1 and 1/2 piece

  • you responded literally less than a minute after I posted this, so either you're a speed reader who can read at 2,000 - 10,000 words per minute, or you only read the title, and responded without reading the post.

  • @TWiXT said:

    Due to the new Resident Evil Chapter release, we have received an influx of new players, and so I must start this post by saying:

    Welcome to Dead by Daylight, and I hope you are all having fun so far (despite how rough this chapters release has been)!

    That being said, you're likely to see a whole lot of forum posts, and/or chat messages citing "Made up Rules" Killers and Survivors should follow. Most, if not all of these are based on individual experiences, and are heavily biased for what ever side (Killer or Survivor) the posting member primarily plays, so before you comment or "side" with anyone, here is a list of unbiased "rules" that I believe everyone can get behind as a foundation to enjoying your experience in DbD:

    1 - Play how you want to play and enjoy the game.

    2 - If you show no respect... don't expect any.

    3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. This is the Hearts-blood Core reality of how this game is played! No matter how a killer or survivor(s) win the match, it's all part of the games design, and no one should waste any time or energy complaining about it as long as they've gained their victory using the legal mechanics, or tactics the game provides/allows them to achieve it!

    In other words ALL IS FAIR when it comes to playing the role you've chosen (unless cheating/hacking, but we'll get into that further down the list in rule 7). If there's anything you feel is unfair about either side:

    1. Reflect upon your own side and what tactics and builds you/your team are using to achieve your goal.
    2. Compare it to what your opponent(s) used to achieve theirs.
    3. If possible, strive to experience the other side FIRST before you post any complaints on the forums about your experience against your opposition.
    4. Ask yourself if there is something inherently broken in the games mechanics that needs to be addressed before you resort to posting your complaint (e.g. Encountering perks, items, add-ons, mechanics, or abilities that absolutely provide too much of an advantage to your opposition, and are un-counterable by anything you do. If there is a counter to these things, either discovered by yourself or researched, save your complaint and learn/employ said counter the next time you face it, if not... then by all means let the devs know by posting your complaint).

    Always remember, if your opponent won a match/trial while using the legal mechanics the game provides, it's not really their fault for taking advantage of it, is it? In other words, if you have a complaint you're just itching to express on the forums, you should first ensure that you're Legitimately Hating the game, not the player. As anything else will be seen as nothing more than a post filled with "banal whining" by the majority of the community.

    4 - When the gates are powered... Anything goes!

    Don't kid yourself by thinking otherwise! Neither side is gonna roll over and just "let you win" when this happens, and not only do both sides know this... Realistically at that point the only job the killer role has is to secure kills since there aren't any gens left for them to protect, and the only job the survivors have is to escape with as many alive as possible.

    So, No matter what tactics or skills you employ at this period in the match/trial... The gloves are off! Recall rule 3, and feel free to do whatever it takes to achieve your goal. No one can blame you for whatever you do in the endgame, and if they do, for the most part they're just being sore sports.

    Enjoy your victory, or embrace your defeat. Either way, "When the gates are powered" is, more often than not, the most intense part of the trial, and you should take whatever advantages you can against your opposition as they (mostly) won't show any mercy towards you.

    5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to eventually win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, builds and knowledge against each-other. If you lose and have nothing good to say in the post game chat or over the console chat system: Either Leave a "gg," or no message at all, and then calm down/lick your wounds, and move onto the next match. This is just a game after all.

    6 - For PC players: Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you open it again. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Feel Free to Report the most egregious offenders, or otherwise Just close it, and continue enjoying the game in peace.

    For Console Players: I understand that many other players can/will attempt to contact you via the consoles messaging service, and that this can't always be ignored or shut off. None the less, you do not deserve abuse, and if anyone is violating that via text or voice messages, then they are violating the policies the consoles communication service stands for! Feel free to let your consoles administrators know that your rights to enjoy this game are being infringed upon by other players, or otherwise, if possible, try to simply ignore the messages they send you, and continue playing at your leisure.

    7 - This is a 4v1 Lobby and Match style, or Asymmetrical Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:

    A Game breaking bug rendering you incapable of playing a normal match.

    A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics, or bullying/griefing you. (Record if possible, and Report them after leaving the match.

    Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstance(s).

    Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break if you need to, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.

    Don't be a petty DC'er.

    8 - For survivors: Rage Quitting via suicide on the hook is a unique option available to the survivor side of this game and is your choice, but If your suicide on the hook isn't advantageous to your team, as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not likely to ever be punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts their game experience the most.

    Bad matches happen, we understand, but that's no reason "throw a game", especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there aren't really any reasons to do this other than petty/selfish ones.

    9 - Regarding "Toxic" behavior: Killers have a limited but impactful set of behaviors that are, by and large, considered "Toxic" by the community, but survivors have far more of these "Toxic" behaviors available to them. The reason for this is because... while killers can only be "Toxic" towards survivors, Survivors can be "Toxic" to either the killers or their fellow survivors.

    I'm certain many of you have either experienced these behaviors, or have seen them reported/complained about on the forums, and While a decent amount of them don't fit the "spirit" of the game... a surprising amount of them do!

    Please refer to this article:

    https://forum.deadbydaylight.com/en/kb/articles/139-game-rules

    This outlines the basics of what is considered Reportable amounts of player Toxicity, but also defines what many consider to be "Toxic" behavior, as simply part of the game.

    That being said, there's still a lot of behaviors that, while not ban-able offenses, are ultimately considered "Toxic" by the community: Leaving a survivor to die on their first hook even though the killer isn't "Face-camping" them, Purposely "Sandbagging" another survivor so that they will get hit or downed by the killer, Face-camping in general, Slugging the Entire Survivor team until they bleed out, etc... While none of these behaviors are considered ban-able offenses, none of them are any fun for the victims, and They will let Behavior/the Devs know about it!

    I Urge all players to Recall Rule 2 when making these choices, and Have some common decency when you play! We're all players, and we all want to enjoy the game together, but when any Player(s) repetitively engage in these kinds of "Toxic Behavior" to the point that the community picks up on it, they have been known to outright Mercilessly attack/target these players, and with enough community pressure/collected evidence, some "toxic" players have been banned by the Devs due to enough community backlash over their antics (look up Ochido if you aren't convinced).

    There's only so much "Toxicity" this Community and the Devs CAN or WILL tolerate, as should be expected of any gaming community, so while it's "Okay" to have a little "Toxic" fun at others expenses from time to time, PLEASE, for your own sake... DON'T MAKE A HABIT OF IT!

    Consider yourselves Fairly Warned.

    10 - If it's a legal mechanic in the game, don't be afraid to use it...No matter what side you play. Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.

    11 - Take the good with the bad in stride, rise to meet the challenge every new match presents, but overall... 

    have fun!

    Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten" or "Made up rules" is that they're more of guidelines that nobody is obligated to follow. I know that this list won't change everyone's minds, much less their playstyles, but I felt that if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they choose to use them or not.

    To all you new players, again Welcome to DbD, I hope this was helpful for you, and if you are going to follow any "Made up Rules", I believe this is a good set to start off with.

    Any Praise, condemnation, Creative Criticisms or suggested additions to this list of rules are welcome! Please comment if you have anything to add or say.

    I released this for the RE chapter, and heavily updated it during that time. Currently I'm waiting for the next big licensed release which will draw more players to the game before I re-release it, hopefully with better, or clearer wording. OP, I feel you could benefit from reading it, and following it's tutelage. I'm not nor will ever claim to be the "end all, be all" voice of how anyone should play this game, but I feel that a Few of the point's I've made in this post will aide you if you want to continue playing. I purposely kept it as unbiased as possible, and will listen and correct things that feel too one sided, but overall, I feel this latest iteration did a damn good job. It's an exhaustive and long read, but if you have the time, I urge you to read it, learn from it, and decide for yourself.


    Overall, I feel that the players you faced were just awful, and you shouldn't feel bad about how that all panned out, you should just do the right thing, and be the better person. Toxic players like this are pretty much the standard of DbD, and learning to shrug them off is something every one has to deal with at some point or another. While I don't feel that your tactics were in the spirit of the game, the point remains, they belittled you, bullied you, and abused you in the chat system, and none of that was called for!

    Read my "rules" post, reflect, and decide how you are gonna play the game from here on. I welcome you to follow my "unbiased Rules" but won't demand it. You deserve to play this game and have fun, no matter how you play it, as long as you aren't hacking/cheating. Anyone who bemoans you for that, needs to take a good look at themselves and remove their heads from their asses to do it.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674166#Comment_2674166

    Drop Blood Echo for Retribution or Devour if you have it. Very powerful for a Penti game.

    idk, I feel that I need at least 1 perk that's not a hex that synchronizes with Plagues power... there are other options for sure, but Blood Echo just seemed the best on a first glance.

    BTW @Snow_Lep , so Far, out of every team I've faced tonight and told about the drinking game, only 3 players have agreed in the post game chat. So at least that is more than I figured. I'll keep playing though until I get too tired (my weekend starts today after all), so Here's hoping i can encourage a few more to imbibe on whatever brew they have on standby.

  • Somewhere between 4 and 10, depends on how much time I have, and whether or not I'm doing well. Honestly, I never DC or Suicide on the hook, and prefer to play a game through until the end regardless of the outcome, no matter what role I play. However, there are times when the games just don't go well for me, no matter the role, and I just say: "Screw this game" and go on to play another. But on Average, I'd say I play about 5 games, and I'll either have my fun to continue for more, or get wrecked and ditch it.

    I'm not entitled, but often get paired with those who are, and unless I'm playing with friends, I can't trust anyone else in this game to play it right, so I often default to playing killer. If I'm having a good time, I can put up with that for a few hours, and even get sweaty or competitive. If not, then I just do what the devs said to do, and just "play something else".

    This game has become a 50/50 for me, Half the time I have fun, the other Half I'm not in the mood to keep playing.

    Overall, recently it's gotten so bad for me to default to the killer role that I ask myself if I'm "even having fun at all?" I like a challenge, but something feels very "off" about the game recently, and it's making my killer runs feel less appreciated, and much less enjoyable. I won't say it has to do with Boon totems, because I am up for the challenge they present, but still... something feels wrong in the balance of the game currently that makes it much less fun to default to the killer role, and to a lesser degree, playing survivor. I can't quite put my finger on it, but whatever it is, I feel it's ruining the game! My enjoyment is just 1 drop of representation amongst an ocean of others, so I know this complaint really won't mean anything, but honestly, I can only hope I'm not alone with this feeling.

  • Responding to the title:

    "He's at home, Washing his tights! Ha ha ha!"

    Instant upvote for anyone who gets the movie reference.

  • Just for the sake of content, if anyone cares to read this and abide by the rules, I'll play Plague with Plaything, Pentimento, Blood Favor (Seriously awesome perk on her), and Blood Echo tonight. Maybe only get like, 1 person a drink tonight, and that's a BIG maybe... but at least I'll have done my part.

    TBH, I've been wanting to try Pentimento on her anyways, so here's hoping it's as good as I hope.

  • overall to me, this Chapter is the certified "Hold W" chapter: Has a survivor perk that encourages that kind of game play, a map that's definitely designed for it, and a killer that's semi-weak against it.

  • IMHO, it's not that bad of a map for me. Save for the Awesomely designed, but nasty Main building (unless you break the mandatory BW's), the only real issues I have with it is that, there's very little cover/mid-large loops or LoS Blockers, and the absolute worst totem spawn locations I've seen on a map. Playing as Plague on it yesterday, I found it incredibly easy to locate and infect survivors, or simply spot already infected survivors, and no matter where my Hex:BF/Ruin spawned, it was just as easily spotted and cleansed/blessed by survivors. This map simply has little to no stealth play or hiding spots, which makes it really difficult for survivors to sneak around but also equally as difficult for the killer to sneak up on anyone. It's gotta be the WORST map for Stealth killers like GF, Shape, Wraith, etc, but a decent one for High mobility/loud n' proud or Ranged killers Like Nurse, Billy, Spirit, Plague, Bubba, Huntress etc.

    I'll have to do more testing on it with different killers of course to prove this, but that's the general Feeling I have about it currently: Stealth's Bane, but Ranged and High mobility killers playground, and also, a Hex perk Builds worst map. Either Way, I have conflicted feelings about it thus far. As far as whose side it favors more... I feel that depends on the killer you play/oppose when you go there.

  • @GentlemanFridge said:

    I think a direct hit cannot be dodged by crouching, though maybe the swarming?

    Can confirm for the long ranged/swarming crows, Saw some coming towards our gen and just held duck instead of repairing the gen... Crows went right past me. This happened multiple times, and I even used it once while swarmed to avoid a follow up shot from her. I haven't tried it at any close ranged loops to avoid the Direct hit attacks because looping her is a fools errand IMO, so I dunno if it's possible to avoid damage that way.

  • IMHO, it's not that bad of a map for me. Save for the Awesomely designed, but nasty Main building (unless you break the BW's), the only real issues I have with it is that, there's very little cover/mid-large loops or LoS Blockers, and the absolute worst totem spawn locations I've seen on a map. Playing as Plague on it yesterday, I found it incredibly easy to locate and infect survivors, or simply spot already infected survivors, and no matter where my Hex:BF/Ruin spawned, it was just as easily spotted and cleansed/blessed by survivors. This map simply has little to no stealth play or hiding spots, which makes it really difficult for survivors to sneak around but also equally as difficult for the killer to sneak up on anyone. It's gotta be the WORST map for Stealth killers like GF, Shape, Wraith, etc, but a damn decent one for High mobility/loud n' proud or Ranged killers Like Nurse, Billy, Spirit, Plague, Bubba, Huntress etc.

    I'll have to do more testing on it with different killers of course to prove this, but that's the general Feeling I have about it currently: Stealth's Bane, but Ranged and High mobility killers playground, and also, a Hex perk Builds worst map. Either Way, I have conflicted feelings about it thus far. As far as whose side it favors more... I feel that depends on the killer you play/oppose when you go there.

    As for The Artist herself... She's got a decent skill ceiling, and counter play (did you know you can duck long ranged crows?), but can Shut down loops very quickly. I like to think of her as a sort of "close ranged" Huntress currently, in that while her power has the ability to do damage at mid to long range, close range and small-mid sized loops is where it shines best. the "Just run forward/Hold W" meta/strat is more effective against her than it is against Huntress, or other ranged killers, because of how she has to setup long ranged attacks by priming you for damage first (swarm), but if you attempt to loop her, you're gonna have a bad time.

    I'm not sure how Balanced this is, but overall to me, this Chapter is the certified "Hold W" chapter: Has a survivor perk that encourages that kind of game play, a map that's definitely designed for it, and a killer that's semi-weak against it.

  • IMHO, it's not that bad of a map for me. Save for the Awesomely designed, but nasty Main building (unless you break the BW's), the only real issues I have with it is that, there's very little cover/mid-large loops or LoS Blockers, and the absolute worst totem spawn locations I've seen on a map. Playing as Plague on it yesterday, I found it incredibly easy to locate and infect survivors, or simply spot already infected survivors, and no matter where my Hex:BF/Ruin spawned, it was just as easily spotted and cleansed/blessed by survivors. This map simply has little to no stealth play or hiding spots, which makes it really difficult for survivors to sneak around but also equally as difficult for the killer to sneak up on anyone. It's gotta be the WORST map for Stealth killers like GF, Shape, Wraith, etc, but a damn decent one for High mobility/loud n' proud or Ranged killers Like Nurse, Billy, Spirit, Plague, Bubba, Huntress etc.

    I'll have to do more testing on it with different killers of course to prove this, but that's the general Feeling I have about it currently: Stealth's Bane, but Ranged and High mobility killers playground, and also, a Hex perk Builds worst map. Either Way, I have conflicted feelings about it thus far. As far as whose side it favors more... I feel that depends on the killer you play/oppose when you go there.

  • @TWiXT said:

    This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.

    The Dolls

    Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius

    Back-story:

    Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Often locked in the cellar for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making, and while a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught.

    After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as her doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother, Lucy spoke to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave with her to rot. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.

    It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s effort. All the blood made her slippery and hard to hold down, but after enough bleeding and eventual slip into shock, her stepmother stopped moving, and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, polished and lacquered them to a pristine shine, and with that Lucy finally had the eyes she always wanted.

    As Agnes grew better at doll making and more astute with the finer details, the Doll Shop became much more successful, as everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but in her mind, none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard to convert the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening she could spare at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes initially resisted.

    In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes dodged it, but her mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for murdering Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend Clay the eyes he always wanted. Agnes held a memorial for Lucy, burying her remains in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and by Clays persuasion, from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.

    Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding their bodies in the woods. However, after a week long storm had caused mudslides, a few of her victims bodies were discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered.

    Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the desiccated bodies in her cellar and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes drew her shears and attacked the constable, taking a shot in the lower abdomen from his revolver, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, she could hear all of her friends cry out begging to go with her, but she could only pack up a few with promises to return for the rest later.

    Tears freely running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hour. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.

    Weapon:

    Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive:

    Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    OR,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active:

    Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori:

    Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House.

    In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek: Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.

    Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying, Hooked and Exhaustion notifications are exempt from this effect.

    Survivor: Wei Ying

    A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.

    Unique Perks:

    Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First: Your knowledge of working around electrical devices outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    TL;DR Version:

    The Dolls

    Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.

    Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    Or,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House

    A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek – At Max, When within 24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.

    Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.

    Survivor: Wei Ying

    A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.

    Unique Perks:

    Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    ​

    All creative criticism is welcome.

    This is a concept I made back in 2018, and updated in 2019, and it was partly inspired by the Weeping Angels, and how they play red-light, green-light with their victims. This also features the body swapping/transitioning perspectives mechanic long before the devs created the twins, and unlike them, I also took time to address how hook camping with this killer would be be highly unlikely if not impossible (the RLGL mechanic).

    Give it a read if you have the time, or at least take a gander at the TL;DR section so you get the idea of it.

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