TWiXT
TWiXT
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Easily breakable Chains and Stupid/useless range add-ons aside, My biggest gripe has always been about the Lament Configuration box's mechanic itself. The chain hunt is the only thing that turns Pinhead into a 1v4 focused killer instead of a 1v1, as it has the potential to distract the entire survivor team. The big Issue I have is that:
- Survivors always see the box's aura as soon as it spawns.
- If a survivor simply picks up the box, that ends the chain hunt for everyone but them, and all they have to do is solve it to get rid of that.
- it take 45 seconds for the box to respawn after being solved by a survivor, and 90 seconds after that for a chain hunt to initiate, IF no one bothers to pick it up. That's 135 seconds or 2mins 15 seconds between chain hunts in matches that, on average, take 10 minutes to finish!
- Whenever a Chain hunt actually does initiate, if ever, it only lasts for like 10 seconds at most before someone picks up the box and ends it.
- Basically, survivors have to ALLOW it to happen, via ignorance of how much time they have, or on purpose.
I've gone many rounds without a chain hunt ever initiating, because the devs haven't learned their lesson with Plague, Trapper, the Twins, and have once again given survivors complete control over an aspect of a killers power... hell they even highlighted and gift wrapped it for them!
If I were a dev for this game, and due to how costly it is to the killer for a survivor to solve the box/how costly it is to teleport to it, I'd simply change it so that:
- Survivors don't see the box's aura at all until AFTER a chain hunt begins
- Picking up the box doesn't stop a chain hunt, pause it, or prevent its progress for anyone until AFTER it has been solved
- Change the iridescent add-on that reduces the boxes aura range to 16 meters to apply only AFTER a chain hunt initiates, when the box's aura is revealed.
With 4 survivors constantly running around, and the box spawning in wide open places while emitting a very noticeable sound, it's not like it's so difficult to find that they need game long aura reading on it in the first place. That, and Solving the box to prevent or stop a chain hunt for your team while risking Pinhead teleporting to you himself, seems like a much more worthwhile and rewarding trade off. While this change won't help with how weak the chains are, it could at least allow pinheads 1v4 mechanic more of a chance to activate instead of being denied from ever happening at all due to too much information on the survivors side.
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On the opposite side, Played my first 3 games of Pinhead after SBMM came out, first game was a 4k wipeout of the team who didn't seem to know what they were doing, 2nd was against a sweaty as hell team who were above avg and all escaped, 3rd was similar to the 2nd, but at least I barely managed to squeeze out 2 kills (like literally, 2nd guy got downed at the gate after their teammates left).
After that I started my 4th game and got 1 good survivor with 3 complete noobs... it just feels so inconsistent.
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when was it fixed? I didn't see any updates or announcements...
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Optimal time to do it is about 5 seconds before the chain hunt comes for you. The reason being that it takes 90 seconds for a chain hunt to initiate, and 45 seconds for the box to respawn after a survivor solves it. That means that if you solve it either right before the chain hunt, or as soon as it begins, you are keeping the pressure off the team for 85 seconds + 45 + 90, or 3 mins 40 seconds, whereas if you solve it right when you pick it up and the chain hunt progress has only had 10 seconds, you're only keeping the pressure of the team for 10 + 45 + 90 seconds, or 2 mins 25 seconds instead... that's a difference of 1 min 15 seconds, so if you collect the box early, wait until the chain hunt it about to begin to maximize how much time you can give your team before the next chain hunt.
Keep in mind though, If pinhead Picks up the box from the ground, the box will respawn in 10 seconds, but if he takes it by downing/grabbing a survivor, then the respawn increases to 30 seconds! Basically, it's actually better just to let him pick it up than take it from you since its the difference between suffering a chain hunt for 10+ seconds or 30+ seconds, so whatever you do, If you have the box, don't let him down you with it, or if he chases you to it's location, don't pick it up! This is actually why I'm not in the "Franklin's Demise is great on Pinhead" camp, because if you knock it out of a survivors hands and pick it up, you're gonna end up with a pathetically short Chain hunt Window... it's much better to down/grab them to take it, so exposing perks are the better option.
Other than maximizing the amount of time you grant your team between potential chain hunts, There's also the question of "When is he least likely to Teleport to me?" and that is pretty simple: If he's chasing an injured teammate, or picking up a downed one. If he's carrying someone to the hook, the chances of him Teleporting to you are greatly minimalized, not impossible, but it's definitely a safer time to do it. If he's chasing an injured survivor while you are healthy and solving the box, chances are he won't ditch his chase to come after you, and you'll get to solve it without issue, on the other hand, if your injured ally is really kiting him around, or you're injured and he's just tired of the chase, then he's likely to take the opportunity to come after you instead.
Another great time to Solve it and risk him coming after you is if you find yourselves in a 3 gen situation. All you need to do is run to the opposite side of the map and start solving it, and if he's stupid enough to teleport to you leaving the gens defenseless, then you've helped your team a lot, if not then you'll solve it in peace, and your team won't have to worry about another chain hunt causing any problems with the 3 gen situation.
Finally, never try to solve it if you're exposed, close to him, or injured. To him that's just free opportunity to either get an easy down or take the box from you, so be mindful.
Pinhead isn't all that menacing of a threat right now, but even if they buff him in some way, this advice about timing when you solve the box is probably going to stay true... unless they completely change the Lament configurations core mechanics, which is unlikely tbh.
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Chains and Stupid range add-ons aside, My biggest gripe is the Lament Configuration box's mechanic itself. The chain hunt is the only thing that turns Pinhead into a 1v4 focused killer instead of a 1v1, as it has the potential to distract the entire survivor team. The big Issue I have is that:
- Survivors always see the box's aura as soon as it spawns.
- If a survivor simply picks up the box, that ends the chain hunt for everyone but them, and all they have to do is solve it to get rid of that.
- it take 45 seconds for the box to respawn after being solved by a survivor, and 90 seconds after that for a chain hunt to initiate, IF no one bothers to pick it up.
- Whenever a Chain hunt actually does initiate, if ever, it only lasts for like 10 seconds at most before someone picks up the box and ends it.
I've gone many rounds today without a chain hunt initiating, because the devs haven't learned their lesson with Plague, Trapper, the Twins, and have once again given survivors complete control over an aspect of a killers power... hell they even highlighted and gift wrapped it for them!
If I were a dev for this game I'd simply change it so that:
- survivors don't see the box's aura at all until after a chain hunt begins,
- Picking up the box doesn't stop a chain hunt, pause it, or prevent its progress for anyone until AFTER it has been solved, and
- change the iridescent add-on that reduces the boxes aura range to 16 meters to apply only AFTER a chain hunt initiates, and the box's aura is revealed.
With 4 survivors constantly running around, and the box spawning in wide open places while emitting a very noticeable sound, it's not like it's so difficult to find that they need game long aura reading on it in the first place. That, and Solving the box to prevent or stop a chain hunt for your team while risking Pinhead teleporting to you himself, seems like a much more worthwhile and rewarding trade off. While this change won't help with how weak the chains are, it could at least allow pinheads 1v4 mechanic more of a chance to activate instead of being denied from ever happening.
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Chains and Stupid range add-ons aside, My biggest gripe is the Lament Configuration box's mechanic itself. The chain hunt is the only thing that turns Pinhead into a 1v4 focused killer instead of a 1v1, as it has the potential to distract the entire survivor team. The big Issue I have is that:
- Survivors always see the box's aura as soon as it spawns.
- If a survivor simply picks up the box, that ends the chain hunt for everyone but them, and all they have to do is solve it to get rid of that.
- it take 45 seconds for the box to respawn after being solved by a survivor, and 90 seconds after that for a chain hunt to initiate, IF no one bothers to pick it up.
- Whenever a Chain hunt actually does initiate, if ever, it only lasts for like 10 seconds at most before someone picks up the box and ends it.
I've gone many rounds today without a chain hunt initiating, because the devs haven't learned their lesson with Plague, Trapper, the Twins, and have once again given survivors complete control over an aspect of a killers power... hell they even highlighted and gift wrapped it for them!
If I were a dev for this game I'd simply change it so that survivors don't see the box's aura at all until after a chain hunt begins, Picking up the box doesn't stop a chain hunt, pause it, or prevent its progress for anyone until after it has been solved, and change the iridescent add-on that reduces the boxes aura range to 16 meter to apply only after a chain hunt initiates. With 4 survivors constantly running around, and the box spawning in wide open places while emitting a very noticeable sound, it's not like it's so difficult to find that they need game long aura reading on it in the first place. That, and Solving the box to prevent or stop a chain hunt for your team while risking Pinhead teleporting to you himself, seems like a much more worthwhile and rewarding trade off. While this change won't help with how weak the chains are, it will at least allow pinheads 1v4 mechanic more of a chance to activate instead of being denied from ever happening.
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The range increase add-ons are useless to me honestly, I mean, Why would I want to add range to how far away from me I can summon the chain portal, or give the chains further reach if I can't catch up to the survivors to get a strike in, unless I nail them with the chains within 12 meters of me of me in the first place?
It would be different if you were rewarded with chains that take double the amount of time to break on the condition that you hit survivors with them from much further away, but as it stands, his power and the range add-ons are practically useless. Unless you get them with the chains in close range, It barely even slows them down enough to catch up much less land a strike, but even then, there's no guarantee you'll get a strike in before the survivor breaks free using the environment.
Chains and Stupid range add-ons aside, My biggest gripe is the Lament Configuration box's mechanic itself. The chain hunt is the only thing that turns Pinhead into a 1v4 focused killer instead of a 1v1, as it has the potential to distract the entire survivor team. The big Issue I have is that:
- Survivors always see the box's aura as soon as it spawns.
- If a survivor simply picks up the box, that ends the chain hunt for everyone but them, and all they have to do is solve it to get rid of that.
- it take 45 seconds for the box to respawn after being solved by a survivor, and 90 seconds after that for a chain hunt to initiate, IF no one bothers to pick it up.
- Whenever a Chain hunt actually does initiate, if ever, it only lasts for like 10 seconds at most before someone picks up the box and ends it.
I've gone many rounds today without a chain hunt initiating, because the devs haven't learned their lesson with Plague, Trapper, the Twins, and have once again given survivors complete control over an aspect of a killers power... hell they even highlighted and gift wrapped it for them!
If I were a dev for this game I'd simply change it so that survivors don't see the box's aura at all until after a chain hunt begins, Picking up the box doesn't stop a chain hunt, pause it, or prevent its progress for anyone until after it has been solved, and change the iridescent add-on that reduces the boxes aura range to 16 meter to apply only after a chain hunt initiates. With 4 survivors constantly running around, and the box spawning in wide open places while emitting a very noticeable sound, it's not like it's so difficult to find that they need game long aura reading on it in the first place. That, and Solving the box to prevent or stop a chain hunt for your team while risking Pinhead teleporting to you himself, seems like a much more worthwhile and rewarding trade off. While this change won't help with how weak the chains are, it will at least allow pinheads 1v4 mechanic more of a chance to activate instead of being denied from ever happening.
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These forums will FLOOD with angry comments about how OP The Cenobite (Pinhead) is! You can quote me on this when it happens later today.
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Well, sorry to say it but he OBVIOSLY didn't apply the stretched res parameters to the horizontal so it would fit a wide screen! Doing so blatantly shows the most OBVIOS reason why playing Stretched res isn't an "Advantage or Cheating"... Everyone ends up looking "Fat as ######### Boi!!!"
No one wants to play a character that looks like they could be hit by a blind man, with no sense of balance, in a echo chamber because your so fat that you literally FILL said chamber!
OBVIOUSLY, you/he just don't understand the visual plight of what a full Stretched res player has to deal with!
This whole argument is flawed, juvenile, discredited, and unsound! GOOD DAY SIR!
/s
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Depleted Ink Ribbon is a pretty decent add-on overall. The 2nd part of it that is being debated here is simple enough to understand:
Any zombie that gets destroyed AFTER the gates are powered will respawn behind a gate.
Since there's only 2 zombies, in order to take full advantage of this, you as Nemesis need to kill the zombies as soon as the last gen finishes in order to have each zombie spawn behind a gate. When nemesis Kills a zombie they take 12 seconds to respawn, when a survivor does it however, they take 45 seconds to respawn, so your worst case scenario for getting this to work is if none of the survivors are contaminated and injured, and they kill the zombies with pallets instead of you with a punch or tentacle whip. Admittedly its mechanic for working, and wording is a little convoluted, but overall it can snag you a surprise down at the gates if the survivors don't react in time.
TBH the best way to use this add-on isn't really about the circumstantial 2nd part, and more about the .5m/s movement speed bonus the zombies get. If you combine the Depleted Ink Ribbon and Mikhail's Eye or even the Shattered Stars Badge, you're zombies will be cruising around the map at 2-2.5m/s all game, which allows them to catch up to survivors faster, apply pressure to gens sooner, and come across survivors more often than when they move at their standard (laughable) 1 m/s. It's because of this that the Movement Speed add-ons for the zombies Trump the Detection range add-ons entirely... I mean, Come on, what is the point of giving a zombie a 24m detection radius, when it will take them 24 seconds to reach a survivor as soon as they enter it? Sure the Detection add-ons give you more information on which direction a survivor is running from a zombie, but they do nothing to aid them in being tools that will put pressure on the map for you.
The big reason for why we can't have more than 2 zombies is that the coding for their bot/AI has to synchronize with the servers, and isn't fully client controlled. Basically you have 5 computer/consoles, all synchronizing with each other and the server as to where the zombies are at all times, which directions they are headed, and which player they interact with. When the entities are all player controlled the server receives updates from each client separately and synchronizes that information with what we see in game, but when its an AI controlled entity, all 5 systems have to basically "agree" as to where the zombies are and where they're headed before it reaches the server, and then the server has to update to show this in game. This takes a lot of processing power for the servers, but also for the players systems as well since they all have to sync up with the AI for the zombies. The bot coding for the zombies is still in its infancy, and the devs have said that they've been working on creating bots to take over for players that DC from a match, but until that happens and proves to be stable, don't expect the devs to attempt to add any more AI controlled zombies.
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Franklin's Demise on Executioner (Pyramid Head). Even after the Changes to FD, this is still a Solid Perk on him because, as with Hag, he can use his power (the Torment Trails) to cover up a dropped item, and force survivors who want to get their item back into becoming tormented. In general, Survivors will do just about anything to avoid becoming tormented, hell, I've even witnessed survivors start crouching over a Trail in the middle of a chase! But when the Trail is holding their favorite items hostage, they begrudgingly let themselves get tormented over and over again. Because of this, I haven't really had the heart to change up this perk in any of my builds for him. It just helps his power too much to ignore.
A close 2nd Is I'm all Ears, because while this helps you aim your Punishment shots through obstacles more accurately for easier downs, Unlike FD, It doesn't help him torment survivors and gain all the other advantages that status provides. Still It does compliment the ranged power, so using both of these perks in a build on him is typically worth it.
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Spies From the Shadows:
Overhaul the perk to - The Crows no longer respond to your presence, the yellow auras of any crows within 24/30/36 meters of you are revealed upon being disturbed. 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, or more evenly spread them throughout the maps, that would be nice for helping this perk gain a better level of consistency and usefulness.
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Franklin's Demise, in particular I run it on Pyramid Head to force survivors into getting tormented if they want their items back with any charges (knock item out of hand + cover it with a torment trail). This is an incredibly fun way to play him as it allows me to torment/cage survivors more often, and practically neutralizes the threat of those nasty keys. No one expects it either, which just doubles the enjoyment of running it IMO.
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In general Survivor players are more Toxic than killer.
The Main reason being that they aren't just toxic towards the killer but to fellow survivor players as well, they do this to both sides via chat systems, and gameplay mechanics. It's difficult to get into playing Killer because of all the abuse and harassments you receive from survivor players, but even if you're decent at playing survivor, you will still incur similar mean spirited and toxic rage plays/messages from your teammates, just because they blame you for their failure to win. While this situation may actually be your failure as a teammate, more often than not they are just as much to blame for their own failures, but either way, their excessive toxicity towards whichever side you're playing is juvenile, entitled, toxic to the communities reputation, and uncalled for.
T-bagging is simple and silly if annoying, but purposely sandbagging/body blocking a fellow teammate so they get killed, habitually DC'ing/suiciding on the hook without giving a damn about everyone else's game experience, Harassing the killer with game mechanics that allow you to do things like excessively stun/blind them (especially in a coordinated SWF assault on the killer), and Flaming fellow players with vicious text messages are all things I'm sure many of us have experienced that makes this game a hard pill to swallow after a match.
Overall however, I believe we can agree that this toxic behavior mostly comes from the survivor players. If a Killer is being toxic, they can only do so towards 1 or 2 survivors per game, if a survivor is being toxic however, they can, and often do, use it to the detriment of both the killer and their teammates DbD experiences.
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I'm not gonna lie... Old FD Was better (and by old I mean the patch before the RE Chapter), but not because it not only threatened to destroy an item in 90 seconds, instead it's the fact that a survivor had 90 seconds to retrieve their items in order to preserve them and their usefulness that made putting it on Killers such as Trapper, Hag, and The Executioner, an incredibly fun ride!
Those killers could cover the dropped item with a trap, or Trail of Torment, and force survivors to choose whether they actually wanted their item back enough that they'd risk the killers Wrath. While admittedly Trappers traps could be disarmed, and Hags traps could be crouched past to retrieve their lost items, The Executioners Trails of Torment effect was completely unavoidable for those wanting to reclaim their items, which made FD my go-to perk for almost all of his builds!
Now however, If the item lost is a brown one, or has spent more than 10 seconds on the ground, most survivors just give up on retrieving it (even it it's a key), and that puts these killers at a considerable loss. Traps/Trails with effective Bait was what made this perk work best with them, but now... Hardly anyone falls for the "bait" aspect because they know that the items is likely useless to them and instead they go searching through chests for something fresher.
In all honesty, these killers made the best use of this perk! But now... sigh... It's been reduced to a simple annoyance perk instead of the often feared tactical advantage it once represented.
I really wish they'd bring back old FD, it was a lot more fun and more tactically advantageous for multiple killers. What we have now... is just something simply meant to annoy people with, and while many will claim it's "stronger in general," I feel that it simply isn't as fun or tactical anymore.
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@TheClownIsKing You're a player I highly respect as you play both killer and survivor, so, as I consider you to be a comrade in these forums, I ask you if you have any issues with what I'm trying to convey here?
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Yes I, and likely MANY others, can/will confirm that the killer role is stressful, but that's how the game is designed. Survivors have 4 players attempting to complete gens in a timely manner with the Killer as their only Obstacle, but when you flip the perspective to said killer, you get a single player doing their damnedest to race against time, and apply enough pressure to stop the survivors from completing their objective efficiently.
Frustrating as this is, it's how the game was designed, and believe me when I say that I'm grateful you didn't try killer before the mid 2019 updates that gave them more power to balance out against all the crap the survivors, up to that point, had been putting them through. Regardless, DH (regardless of it's current distance) doesn't need a nerf, as any observant killer can counter it, so While you are making a suggestion to nerf it, it's honestly not so big of a problem that it deserves said nerf.
I empathize with you, and encourage you to play harder, better, and above all refrain from holding back on any builds, or tactics you employ while playing Killer. After all, if survivors never hold back on their build, tactics, items etc... why should you?
If you need any more simple guidance please refer to my recent 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:
- Reflect upon your own side and what tactics and builds you/your team are using to achieve your goal.
- Compare it to what your opponent(s) used to achieve theirs.
- If possible, strive to experience the other side FIRST before you post any complaints on the forums about your experience against your opposition.
- 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 hope it helps.
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@NoelleMina said:
https://forum.deadbydaylight.com/en/discussion/comment/2397083#Comment_2397083
I understand where you’re coming from, I don’t expect anyone to follow them either. Everyone can have their own playstyle, as long as they’re not breaking DBD’s official rules. You didn’t come across as demanding at all, at least to me.
I revere this post, because it’s close to the mindset I have now about about DBD. I apply most of these statements to myself only. For me, it’s good to show kindness and respect, but I don’t expect the same treatment regardless of what I do. I know I can’t control everything.
Once that got out of the way, I started having fun in DBD. Even if I failed or succeeded. I simply believe that if some people had this mindset, then they can have fun too. Obviously it’s not for everyone, but I think it’s worth a shot.
On the other hand... This forum IS largely represented by the Community, and for that we have Community moderators. These individuals both support the community and relay messages from the devs, so they don't outright represent the devs stances unless the Devs say otherwise, and are free to Support community driven messages, initiatives, or Advice.
With that being said... @MandyTalk, @Gay Myers (Luzi), @Peanits, do any of you feel that this post deserves a pinning for a few days? I can add a disclaimer to it that states it only represents my own or the communities opinions regarding these "rules" and does not represent the views or beliefs of Behavior or its developers if needed.
Personally, I just want this message to reach as many new players as possible, but if there's anything wrong with what I'm stating here, please inform me so that I can work to make it a better and more universal message for all players.
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@WretchedElk said:
Maybe you could add a section on basic gameplay that killers and survivors should do/avoid.
The example I can think of is: A downed survivor should fully recover before crawling for help.
I leave that kind of thing up to the community guides for playing the game effectively. BHVR even had a players guide competition wherein many people submitted tips and tricks for new players to help them learn the game. What I'm doing here is not a players guide so much as it's a list of simple "rules" to play by in order to get the most out of the game and hopefully not stress over the small stuff. The difference being while this post is just a set of suggested "rules" to follow when playing, the other is veteran advice for new players on how to play it right.
I don't mean to shut down your suggestion outright, but I also don't feel that this list of "rules" equates to a "guide for playing" in the same way. If you haven't seen the guides for playing the game, I highly suggest you look them up, as there are a lot of talented people who have made them and want to help any "rookie" become a "decent," if not "pro," player through their ample guidance.
All I'm trying to do here, isn't intended to tell people HOW to play the game, instead, I'm just making suggestions, they're not obligated to follow, towards the (hopefully) preferred and unbiased mindset of "rules" I believe they "should" take in with them when they play.
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@NoelleMina said:
Can we have this pinned? Some people who aren’t new to this game still don’t get most of the things stated here. (Myself included).
A reminder is always nice.
@Razorbeam said:
I opened this thread with low expectations but was very surprised, should pin this thread tbh
I'm glad you and others have requested this, as it means this "suggestion" is doing at least something right, and can only be improved upon by community feedback. I thank you and others like you, who appreciate my efforts to make this list as unbiased as possible, but as some in the community have also pointed out, No one has the right to go around telling people how to play the game and not expect some backlash.
I never intended for it to come across that way (as some kind of "imagined authority" trying to force others to play in any certain way), and only want to help new players get into the groove of things by informing them that a lot of what they do is completely fine... up to a point, and while there are a lot of freedoms to this game, there are also some limits. Rule 9 for example is new due to suggestions from the community, and I hope I worded it right. While it doesn't outright tell new players that they don't have the rights/freedom to be a toxic player, it does inform them that there's only "so much" toxic behavior that the community will put up with.
I'm not trying to be a fascist with these "made up rules" or try to control peoples behavior in the game, I'm just making a few open minded suggestions that I can only hope people will keep in mind when they play, as I believe having these in mind makes the game a better experience for everyone.
Overall, I created this list just wanting everyone to have fun, keep in mind that the other players fun matters too, and while everyone is free to play this game in any way they see fit, a little fellow courtesy and good sportsmanship is heavily appreciated.
That being said, Unfortunately I don't think this will get pinned, because the devs don't want to commend/acknowledge this either formally or informally, and I can't really blame them for that. While this list may receive community support from people like you, the devs will always see it for what it is: a list of "made up rules" that no one is obligated to follow. Showing their support for it/pinning it might be misconstrued as making it the "official" ruleset, and I/nobody wants that.
Thank you again for your kind words and encouragement! I will keep striving to make improvements on this list, and hope that others will both agree with it, as well as keep it in mind when they play.
If there is anything that feels wrong or biased about it, Please inform me, so I can continue making improvements.
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@Morpheus_7_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2388353#Comment_2388353
thanks to you .. and for what it's worth, i totally agree with you!
P.S. the killer was not camping, they could have safely saved me!
Please check out my new Rule - 9!
I wanted to be fair on it, as while Toxic behavior isn't always punishable... it should be discouraged, especially since the community and the devs have actively fought against it, and won, in the past.
I don't want to outright demand that anyone play in any specific way, but I don't want them to feel free to be total douchebags either. People like Ochido, have proven in the past that the devs and the community won't tolerate that, and to me that's plenty encouraging.
If you have any problems with how I've written it, or delivered this message in the original post... TELL ME PLEASE! Honestly I've spent the last 3+ days trying to figure out the best way to word it because of your initial response, and It's honestly a tough one to tackle...
On one hand, I can't outright tell players "Don't be a dick" when I've already said so much about "playing how you want to play, and enjoy the game", but on the other hand, I can't tell them that they have to respect anyone else or get punished either...
Sigh... The best I can do is simply remind them that, playing like a dick earns no respect, and if you do it enough, that will only make the community/devs rise against you.
I hope that's enough to discourage this kind of behavior.
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@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/2388456#Comment_2388456
TLDR. Don't be an #########, and don't be a pushover either. People on the opposite side will try to bully you into certain playstyles that only advantage them to your detriment, but you shouldn't concede to their poor sportsmanship, and neither should you be a poor sport if you can help it. Tactics people hate are valid and that goes both ways, try to have fun because at the end of the day this is just a game.
For better or worse, as a killer you could give less of a ######### about how much fun survivors are having. However as a survivor you need to take the needs of your team into consideration or accept damnation.
That sum it up?
All that said, I appreciate you making a guide in your own words to try and help introduce new players to the game. It covers ground already established by tons of other people, but the message still rings true. People will roll their eyes because we're old timers in this game, we see these guides all the time and have an instictive fight or flight response to 'survivor handbooks' but you tried to avoid it by giving consideration to both sides with the goal of encouraging a healthy long term gameplay experience.
Thank you for your honesty. While a bit hostile in the initial part, it's not like it's totally undeserved. When I do a TL;DR, it will be more encouraging to both new and old players alike. How I will manage this will basically be a miracle of writing, but not one I'm adverse to trying to achieve, and I have you to thank for that.
I'm genuinely Glad that your candid response also included some praise for what I'm trying to accomplish here, and there's no way I will ever forget it.
You've inspired me, as I hope this post will inspire others... after all, that is the ultimate goal of it.
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@Shirokinukatsukami said:
People still write these "behavior guides" to force other people to play the way they think they should? Even if some of the things you post are sensible, it's pretty lame really.
I'm not going to deny that there is a "cringe factor" when I listed these "rules", but for my part... unlike most other posts that do what they can to state "rules", I am not, nor have ever been a patron of 1 side or the other, as I firmly believe that this game can't survive with only one side being favored (ultimately, IMO, that's what killed Evolve).
By all means, if you only played by Rule 1, no matter how anarchistic your stance on the game is, that alone should be enough.
I worked hard to try and ensure that this list contained a guide for how to be a "good player", without taking sides. I Know this list is a long one, and an exhaustive read, And I understand your furstration for seeing "another" post like this, so maybe I should a a TL;DR at the bottom for everyone's convenience, but ask yourself... if there were any rules you could get behind, are the ones I've posted here among the best or the worst you've encountered?
I really value your and other people's input on this, as it only helps me develop a stronger list that I hope everyone can get behind, but are never obligated to.
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@Morpheus_7_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2388282#Comment_2388282
I agree with you! let's go back to the topic of the toxic player! every tactic is wrong when you are toxic! I ask you if it is possible to add a rule: by chance I just finished a game as a survivor. my three mates were a swf. I kept the killer for 3 generators, then he hung me up. I was left to rot on the hook to death because no one came to save me. in my opinion, an unwritten rule is to help your teammates, because dbd, on the survivors' side, is a game of sharing and mutual help.
While that contrasts a bit with Rule 3, I will definitely consider this.
In your example, your teammates were just doing what they could to survive the match with you as the sacrifice they made. However, the point of the survivors is to survive with as many teammates as possible, so unless the killer was face-camping you, I don't see why they wouldn't at least try to save you, and if they left you to die without even trying while the killer was actively leaving you alone, then that's just a dick move!
I firmly believe that survivors are actually capable of more toxicity than killers. When a killer is toxic, it's only to the survivors, but when a survivor is toxic it can be to either the killer or their fellow survivors, and that just rubs me and I'm sure you, and everyone else, the wrong way. So, I should probably add an Anti-toxic behavior rule for both sides as behaving that way also tends to ruin everyone's experiences with the game... but for new players it DEVESTATES their experience and makes them lose motivation to keep on playing.
You've given me a lot to think about... I will strive to add a rule reflecting this. Thank you very much for your comment!
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How so? Would you care to elaborate so that I can learn and adjust these rules to better fit an unbiased ideal?
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@th3 said:
Rules for thee not for me. Cool post regardless but it’s all rules people want other people to follow and there is no real way to force acceptance of them.
No one is obligated to follow them, as I stated in the post, but to be fair... To humor me, If you did follow these rules, and your opponents did as well, do you believe the game would be better or worse for it?
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@thrawn3054 said:
I disagree with number 8. Or at least how you characterize hook suicide as rage quitting. More often than not it's not rage. It's they know the game is over and just want to move onto the next game.
@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/2388175#Comment_2388175
Like what this person said. Sometimes suicide is the right answer. If you're on the hook, and the killer slugged someone else who was near or on the hatch with you on struggle. Then letting yourself die is the right answer.
@Morpheus_7_ said:
I'm not new, but thank you for the exhaustive post! the only thing I disagree on is the alleged suicide! it's a game dynamics, I can try to free myself, I'm allowed! if the 4% chance doesn't agree with me, I die on the hook! If camping, tunneling, slugging, or gen-rush are game mechanics, even trying to free myself from the hook alone is! for everything else I agree! having fun is the only thing that matters!
What I'm Saying in Rule 8 is that overall, while it can have its tactical advantages that no one can blame you for, and while struggling on purpose in order to try and free yourself from the hook is a thing, I, and I'm sure many of you have experienced the moments wherein a survivor is hooked in the first minute or so of the game, considers it a complete loss over petty reasoning, and suicide/rage quits leaving the rest of the team with a very difficult game that will, more often than not, result in their defeat.
It's a ######### thing to do to the others in your team, and very selfish. In the circumstances wherein the game is lost whether you get rescued or not, no one can begrudge you tapping out early, but when it's your first hook, and there are still 4-5 gens left... your rescue may be the thing that wins your team the game! Of course if you suicide because you're petty and don't like that you were one of the first players hooked... that just ruins the experience for everyone else doesn't it?
I'm not saying that you should never do it, I'm just saying that if your suicide on the hook isn't advantageous for the rest of the team, you're only screwing them over by doing it, and that's as much a show of poor sportsmanship as if you had DC'd.
Can we at least agree on that? Should I have worded Rule 8 differently?
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Is this a good list of Unbiased "rules"? Should it get pinned for at least a few days? Please feel free to tell me if there's anything wrong with my wording or the Ideas expressed in this post.
Any takers?
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Franklins Demise on PH... Before its change, I used it to force survivors into a sadistic choice:
Retrieve your item and get Tormented (since I covered the items with torment trails that lasted 90 seconds), or Lose it!
After the Change to FD... this really hasn't changed much, and infact only makes the survivors more eager to accept the Tormented condition sooner to try and save their charges.
FD Is just SOOOO GOOD on PH that I have a really hard time thinking of perks to replace it with. I mean yeah, I do get games where no one brings in an item, but for all the games where at least 1 does, that's almost a guaranteed tormented survivor every time!
Sigh... It's just so hard to replace it honestly, and It's gonna get buffed today to affect keys, so, you can imagine my frustration/resistance when it comes to the idea of changing it out for something else.
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@PlaysByShady said:
Nice!
Thank you very much for your supportive response!
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I do best on Haddonfield with LF, but only when I have the Tinkerer + Cruel Limits combo. Nothings funnier for me when Playing LF than arriving at a house, gen pops, and all the windows get blocked. Well, that "used" to be fun... nowadays though, when the survivors realize they're trapped in a tight space with LF and no escape routs, they just DC on me... sigh
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Due to the lack of a DC penalty, I've given up on playing altogether. I got what I wanted from the event as much as I could (roughly 700 cakes spread out among my main killers and survivor), but after that I refuse to play until it returns. The game just isn't fun for either side without the DC penalty. If you're Playing survivor, usually 1 or more teammates DC at the drop of a hat for asinine reasons like getting spotted/hit first, what killer we're up against, what map we got, etc... and while killers do the same, that happens much more rarely for me tbh. If you're playing killer on the other hand, sure having a survivor DC on you Makes the game an easy win, but I don't like easy wins, I want a challenge damnit!
If survivors aren't gonna provide me a challenge, or play the game through to the end despite how the game is progressing because they're a bunch of over-entitled brats who have the worst sense of sportsmanship I've ever seen, then there's literally no reason to play with any of them.
FFS, the fact that this game HAS TO HAVE a DC penalty in order to make it playable and force people to at least show SOME "sense" of good sportsmanship is just a testament to how pathetic most of the players are... and that disgusts me.
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This one:
@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 as 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.
I made this concept with the idea of switching between bodies over 2 years before the devs released the Twins, and unlike the Twins it solves a lot of the complaints about them and has a better flow/feel (on paper anyways, in practice... we'd just have to see). Overall it gives a good excuse and mechanics for how a Doll sized killer would function in DbD, has an exciting 1v4 ambush centered playstyle that this game has been sorely missing, and isn't OP because of the killers mechanics. Sure They're fast, small, and sneaky little devils, but like the Weeping Angels from doctor Who, they can be stopped in place just by looking at them. The only questions are whether or not you can stop them fast enough to keep from getting attacked, and whether or not the one you're looking at is the one that will attack you once you look away?
I feel that this killer would be a shoo-in candidate for an exciting and fun killer to breath more life into the game, and on top of that, it's an OC so no licensing issues! If you have the time to read it, please do, If not, there's a TL;DR at the bottom that skips the backstory/technical jargon/fluff, and If you'd like to comment on it with any creative criticism, please do so in the original post linked above.
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Tried to hide in a corner of rocks covered by bamboo on the Yamaoka family residence map against a Plague. The moment she pinned me, and started charging up her vomit I knew... I ######### up. Against most other killers they'd either pass by, or gimme a hit with a second chance of escape, but Plague, Billy, Bubba, Shape or a fully charged Oni don't play that way. If you find yourself pinned in a corner against them, there's nothing you can do, but I feel like Plague is especially cruel in this because, even when her Vile purge injures you, it doesn't give you a speed boost, so you're just left sitting there getting barfed on, with no chance for escape. Don't get me wrong, when this same situation happens against a Bubba or Billy, you know the insta-down is coming quickly, and accept it, but with Plague... it feels like she's taunting you, y'know?
Needless to say, I'm never attempting to stealth play into a corner ever again when opposing her.
Otherwise, what really tells me I might be screwed and sets me on full survival mode is when the first 20 seconds of a match has 1 down. It Doesn't matter the killer, because that indicates we're either going up against a really good one, or I have at least 1 crap teammate. There's the chance that the killer just got lucky, but that's very unlikely, and so, if this ever happens in a match, I go into full on caution mode: hiding in a locker before any survivor is hooked, sneaking around a lot, not playing the hero, only do gens as far from the others as possible, and walk/sneak away from a gen I'm working on and hide as soon as I hear the TR or when the gen hits 70% just to be safe (tinkerer is a ######### after all). I feel so screwed when a teammate goes down that quickly... it just sets a defeatist mood in me, and I wanna fight it tooth and nail, but switch to relying on my smarts rather than my boldness.
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As Leather Face, I've had great usage of Cruel Limits, Especially on Haddonfield. Literally nothing makes me more... "aroused" then when someone finishes a gen and finds all exits blocked while I( rev up my chainsaw. Naturally I also have to apply Tinkerer, but that ultimately ends up being a means to an end.
It's not useless, you just have to know how to use it in order for it to be effective.
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@ThiccBudhha said:
I doubt they will get buffed because they are annoying to go up against or something. There are so many things they could do that listing them would be a waste of time. It almost doesn't matter as anything would help. And they don't necessarily need huge changes either.
In your opinion... are they Boring, or are they Fun?
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Technically, Trapper actually WAS buffed as of Update 3.6.0 wherein they made many changes to his mechanic and a full add-on pass to make his add-on's more viable. Truth be told, the changes made to trapper were heavily needed, and have massively helped him become an "ok" killer but sadly not a "decent" one. While trapper could do with a couple of improvements, overall, the fact that the devs did this after 3+ years is an astounding example of Progress. Does he need more? Hell yes! Is that their priority atm? sadly, no!
Currently trapper is in a good position as he often meets the devs dream of 2 kills 2 escapes, and they aren't really inclined, much less motivated, to change that dynamic.
Pig on the other hand is a whole new ball game. Overall what makes Pig terrible to play is her godawful add-on's! Her gameplay is fixed in that, unlike others, she stalls the gen progress by applying "friend hats", but the problem is they do little to nothing against the majority of survivors and are completely hindered by her add-on's rather than improved, and her "supposed greatest" add-on's amount to little more than a ######### joke!
I have often proposed this as an alternative:
Make Ultra Rare add-on Rules Set No.2 (hides Jigsaw box auras for survivors until their RBT is activated) part of her base kit, and replace it with:
Heart Monitor Trigger (UR):
Reverse Bear Traps now activate without a timer when a survivor with one is unhooked. If a survivor with an Active Reverse Bear Trap is Sacrificed, all other active Reverse Bear Traps are Triggered.
Tremendously increases Jigsaw Box Search time. (+8 seconds)
Tremendously Increases Jigsaw Box Skill check Difficulty. (-20% skill check success zone)
Removes all Great Skill Check Success zones from Jigsaw boxes.
"You are not a good listener. I think you missed the part that if he dies, you die." - Amanda Young
Basically, the RBT's aren't activated until a survivor with one is unhooked, instead of relying on gen completion, and they have no timer, but if one survivor with an active RBT dies, all others with active RBT's Die as well. Jigsaw box RNG remains the same, but they're harder to search and take longer to compensate for the fact that the RBT's are no longer on a timer. This has the potential to create a chain reaction of RBT deaths, but in practice, it'll likely only get 1 other survivor at most by the time someone dies with an active RBT. Still, it puts a lot of pressure on survivors to try and get their active RBT off before unhooking someone whose RBT hasn't been activated yet, as well as help each other stay alive until all RBT's are disarmed. I feel this is a far better alternative for the Ultra Rare add-on slot.
This was just 1 of my MANY add-on Ideas I've submitted for improving her mechanic. While this one was entirely meant for a game changing Ultra Rare, the rest of my suggestions were more focused on simply improving either her ambush or the consequences of being RBT'd.
Overall I wholeheartedly agree that at least Pig deserves a buff, but as for Trapper... the only buff I see for him that makes any sense is to have him start with all the traps available to him on his person, so that he only has to go searching for them after he has already set them.
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@SloppyVoldemort said:
https://forum.deadbydaylight.com/en/discussion/comment/2350094#Comment_2350094
But you provide your kids with good money for their study and stuff, so that's worth much too imo. It sucks you are away from your kids often, but I don't see that as a huge problem, since you can provide them with a good future.
True, and that's exactly why I do it, but to be honest... I really wish I was there for them more than maybe 4 months a year total. My eldest just turned 10 in march, and I can't help but wonder where the time has gone. Sure she's gonna be covered all the way through for college, but still, you wonder how much of this is really worth it when they don't know you as well as your parents (the ones I leave them with when on business).
Sigh... as for why I haven't accrued more than 2k hours in this game despite how much time I have away from my kids, this job takes up the majority of it, and honestly... I normally don't feel the energy to play it after a long day. These past 2 weeks have been more relaxed. I'm currently on a job wherein the issue with the tower was clear as day: some asshat drove a car into the Cell tower! but I have to wait until everything is rebuilt, All the programming is uploaded, and then I have to test the distance, strength, and glitches for every possible device in the entire territory it encompasses. This takes roughly 6 days of work for the new tower to be built, and the crew just to get it operational. After that it takes another week for me to make certain there aren't gonna be any hiccups with the new tower. and that its signal is strong and stable at the correct frequencies. Most of this is done by the local technicians, and the fly in supply chains for materials, but I manage the programming, updating, and testing. So while I have a lot of time on my hands atm, Soon I'll be busy as hell, and may not really get to enjoy the rest of the DbD event.
I work hard for the money I earn and will take home around 12k+ for this job, but damn I miss my kids. In another 5 years, I can probably retire, but I don't know if My eldest will even want me around at that point... and that terrifies me.
Needless to say... I'm gonna keep playing this game, and try to enjoy it with you all as much as I can, whenever I am able, Despite how toxic any of you are to me.
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@TwitchyMike said:
https://forum.deadbydaylight.com/en/discussion/comment/2349700#Comment_2349700
You must have no kids, spouse, or a full time job to have that many cakes lol
Partially correct. no spouse, but kids, and currently working on Contractual work awaiting my next job/payday. I had a fun week without work, and spending time with the kids before the event started, but I rarely go more than a week without my next contract job. I get paid 500 per day for testing and fixing cell towers, sometimes this takes a week or 2, other times it only takes a few days. Either way, I'm flown around the US to deal with them, and make a pretty damn decent income. Plus, I can bring my laptop and game in DbD when not on the job in my hotel room, so I have lots of time away from the kids... which is honestly rather depressing.
Still, the time I do have with them is cherished and not spent playing games. There's a good reason why I've owned this game since 2016 and yet only just broke over 2k hours in it. This summer has been a different story, lots of work, not much time at home. On Avg, since the event Started I've been playing maybe 5-6 hours a night, as I don't have much else to do while waiting for parts or technicians to arrive to help me fix the problems.
Just know that if I ever kick your ass in a trial, you're facing a man fixing your cell phones signal, but sacrificing time he has with his kids, while 100's of miles away from them... Basically, if I kill you, do me a favor and don't ######### about it!
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2349793#Comment_2349793
13 days
They extended it a week :D
damn, I'm gonna make sure I\m covered until the year 7 anniversary then!
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305 on my doc, 113 on legion, 81 on PH, 55 on plague, 74 on Nemesis, 83 on Huntress, And the event still has 6 days left. Basically, I'm pretty much set for cakes for the next year.
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No matter the rank:
Killer players = Cake every game
Survivor Players = maybe 1 -2 cakes every other game or every 3rd game.
I can't really blame them though, as while the killers are making out like bandits during the event gaining 1-4 cakes per bloodweb, survivors have 3 event items competing with the cakes to show up in the bloodweb, and it's all RNG based. Hell, I have 300+ cakes on my Doc alone, but my Feng Min only has 40-ish, and that's not even including the stockpile of cakes I'm building up on my other 4 killer mains. Feng Min has toolboxes, medkits, and Flashlights for days now, but not many cakes, so if my experience is like everyone else's when saving up for their favorite survivors, then I totally understand why they wouldn't be using them if there wasn't a guarantee of at least 1 cake per bloodweb ready to replace the one they use.
Still, every now and then I end up getting that 5 cake game, and damn if that doesn't put a smile on my face! I live for those games because, win or lose, I'm gonna make a buttload of points!
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I'm indifferent to the idea of more zombies honestly, but I do wish they were at least a little bit faster by default. 1 m/s is painfully slow and ridiculously easy for survivors to deal with, especially in the open maps, where a survivor can do almost half a gen by the time a zombie pushes them away from it. The way I see it, the default 1 m/s speed would be fine if the zombies gained a movement speed boost upon detecting a survivor. Preferably it would be a .5 movement speed boost, but even a .25 one would be a QoL change in the right direction for them since movement speed is often what determines if a zombie will actually be able to hit a survivor or not.
I mean, the Detection range add-ons for the zombies are rendered pretty useless when you realize that it doesn't matter if they detect a survivor from behind them at 20 meters away, if it's going to take the zombie 20 seconds to reach them at 1m/s. However, add that default movement speed buff of .25 m/s when detecting a survivor, and another .25 m/s per detection add-on resulting in a total 1.5 m/s, and now you have a zombie that will detect the survivor at 20 meters away and reach them within 13.333333~ seconds for using 1 detection add-on, or 11.4 seconds with both add-ons. Likewise Pairing the detection add-ons with the base movement speed improvement add-ons makes them even faster when detecting a survivor, bringing up the best possible movement speed to 2.5 m/s upon detecting a survivor, and 2m/s when just wandering the map.
Overall, as it is, the Movement speed add-ons completely trump the detection ones currently, because having the zombies cover more distance when wandering increases the odds of running into survivors + having the speed to cause them trouble vs. spotting survivors less often at a greater range, but being only mildly annoying to them. In all honesty, even in the Resident Evil games, the Zombies always move faster upon spotting you, so I don't see why this Idea shouldn't be considered for the zombies in DbD.
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I'm indifferent to the idea of more zombies honestly, but I do wish they were at least a little bit faster by default. 1 m/s is painfully slow and ridiculously easy for survivors to deal with, especially in the open maps, where a survivor can do almost half a gen by the time a zombie pushes them away from it. The way I see it, the default 1 m/s speed would be fine if the zombies gained a movement speed boost upon detecting a survivor. Preferably it would be a .5 movement speed boost, but even a .25 one would be a QoL change in the right direction for them since movement speed is often what determines if a zombie will actually be able to hit a survivor or not.
I mean, the Detection range add-ons for the zombies are rendered pretty useless when you realize that it doesn't matter if they detect a survivor from behind them at 20 meters away, if it's going to take the zombie 20 seconds to reach them at 1m/s. However, add that default movement speed buff of .25 m/s when detecting a survivor, and another .25 m/s per detection add-on resulting in a total 1.5 m/s, and now you have a zombie that will detect the survivor at 20 meters away and reach them within 13.333333~ seconds for using 1 detection add-on, or 11.4 seconds with both add-ons. Likewise Pairing the detection add-ons with the base movement speed improvement add-ons makes them even faster when detecting a survivor, bringing up the best possible movement speed to 2.5 m/s upon detecting a survivor, and 2m/s when just wandering the map.
Overall, as it is, the Movement speed add-ons completely trump the detection ones currently, because having the zombies cover more distance when wandering increases the odds of running into survivors + having the speed to cause them trouble vs. spotting survivors less often at a greater range, but being only mildly annoying to them. In all honesty, even in the Resident Evil games, the Zombies always move faster upon spotting you, so I don't see why this Idea shouldn't be considered for the zombies in DbD.
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Killers are making out like bandits on this event. I literally have 200+ cakes spread out on my 4 main killers, and its only day 4 of this 15 day event. Survivors have it rough in this regard because they have 3 items competing with the cakes in the bloodweb RNG so its more likely that they'll get one of those items instead of a Cake, whereas killers only have the cake showing up so they can get between 1 and 4 cakes per bloodweb.
Naturally, most people have realized this, and more are playing killer than ever before due to the massive amount of BP gain and cakes they can stockpile in their inventories for the year to come. This isn't necessarily a bad thing as survivors have always outnumbered the killer players for the longest time, which has resulted in long survivor queues and short killer queues. Now things feel a bit more inverted as far as wait times go, but hopefully this will also mean that there'll be more killer players available from this point on, and the overall wait time for both sides will even out to under a minute after the event ends.
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@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 as 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 killer. I came up with the concept back in 2019.
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As a killer main:
I generally won't intentionally tunnel, usually if that happens it's because the unhooked person ran into me while their rescuer split off in the other direction, and it becomes a crime of opportunity. However, If I chase a survivor to a hooked person, or likewise any survivor is stupid enough to unhook their ally right in front of me... Imma Punish them for it.
In that (sadly) fairly common scenario, I'll knock them both down if I can manage it, starting with the rescued person. If the rescuer has BT, then that's fine, I'll smack the unhooked and send them on their way to go mend while I case down the rescuer, If not, Then I'll attempt the double down leaving the rescued on the floor while trying to take down the rescuer. That way, another survivor has to leave a gen to come pick up the downed survivor before I get the other, or I'll end up hooking them both.
Likewise I'm generally not one for camping either, It's not an effective strategy in the higher ranks since everyone knows that if they see a camper, they just do all the gens and sacrifice their teammate. However, there are some exceptions:
Like how often I hook a survivor, only to turn around and see all 3 of their teammates circling or sneaking around the hook. As long as they're not doing their objectives and are being too altruistic, Imma punish them for that too. Of course there's also the golden rule: Once the gates are powered... "Anything Goes".
Realistically When the gates power up the only objective left to the killer is securing kills since they no longer have any generators to defend. If guarding a hooked survivor brings their teammates to you, and thus increases your chances of getting more downs/hooks, then do it. I'd prefer not to, but taking advantage of survivors altruism is typically beneficial in the end game. It's also really difficult to feel any sympathy or mercy for survivors when they never hold back on any of their builds or strategies. I mean Why should the killer ever hold back if they won't?
When it comes to this "End game Camping" scenario, the killers only hope is that the survivors will have spent all of their "2nd chances", otherwise it's practically a guaranteed loss, and both sides know it. I never begrudge a survivor for beating the odds in that scenario with a well used DS, Unbreakable, Soulguard etc., or any combo of "2nd chances" after the gates are powered, as that's all part of the game, and likely also part of the survivors strategy. I just don't like it when they get all butt hurt if it miraculously fails, if it ends up costing them 1 or more teammates, or if it all happened during the endgame wherein "Camping" was the only option I had left to try and secure a kill.
Overall Camping and Tunneling only result in an advantage when certain circumstances align, otherwise they aren't good strategies to rely on since focusing on them all game will take away a killers pressure on gens, and typically result in a loss. However, in those circumstances, where an advantage can be gained due to the teams foolishness, or arrogance... Imma take it, and I'm not going to feel bad about it, no matter how much they whine afterwards.
This is an Asymmetrical game with a plethora of options and "2nd chances" for the survivors, so I firmly believe killers should never afford any sympathy for idiots.
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Dull Key: Earns a Token for opening the hatch once you have maximized your BP gain in at least 2 categories during the trial. Any additional tokens gained increases the time the hatch remains open by 5 seconds. (max of 2 tokens)
Skeleton Key: Earn a Token for opening the Hatch once you have Maximized your BP gain in at least 1 category during the trial. Any additional Tokens gained increases the time the hatch remains open by 5 seconds. (max of 4 tokens)
Hatch: No longer stays open after using a key to escape unless there are enough earned tokens to leave it open.
This way survivors have to earn the right to use the key by completing objectives, helping teammates, distracting the killer etc. So no more of that one guy hiding in a corner all game doing nothing while waiting for the hatch to spawn because they have a key. The point of this is to encourage players with keys to do everything they can in order to earn the key escape option. Naturally this means that if you find a key in a chest, it'll check to see if you've maxed out any of your categories and apply the tokens accordingly, that way the guy sitting in the corner all game won't get to use a key to escape if they picked it up from their dead teammate. No guts, No glory!
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They could at least band-aid fix this whole situation by making it so that keys require 50% of their charges in order to open a hatch. That way overuse of the keys aura reading will take away its ability to give them a free escape, so they'll have to be more careful with it, FD will counter it, and Built To Last can be used to power up a drained key for the escape ability. Basically Killers will have a counter, and survivors will still have a counter for the killers counter.
I'm not saying this would be a permanent fix, Just that the devs could slightly appease the rabid masses of killers on these forums, raging about having no counters to keys anymore, with this simple change to how they function... at least until the key rework is finally ready for testing/release.