TWiXT
TWiXT
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@mentalpopcorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1369496#Comment_1369496
This is something that has been known to affect a large portion of the community, including myself. Don't be so dismissive about it just because you don't get the problems.
I wasn't trying to come across as dismissive so much as I'm curious as to why it's not affecting myself or the streamers I mentioned, but is affecting others. For example: For the longest time, almost a year in fact, I had sound issues with the game as well, but when I turned off the virtual Surround sound enhancements in my windows sound device properties for my headset about 4 months ago, all of my sound issues vanished. I was really outspoken about the issue until I discovered that fix, and it was a solution to the problem that was simple, but normally wouldn't be thought of. Beforehand, having that option ticked in windows wasn't a problem for the game, but after they updated and gave us Plague, the game sounds regarding survivors noises apparently became incompatible with the windows virtual surround sound enhancement.
Naturally you can understand why I blamed the devs for this for so long, only to discover all I had to do was a simple fix on my end to get everything working normally again. So now here we are, again, with an update that has broken the sounds in the game for many players, but for some reason it hasn't broken them for myself or the streamers like Tru3, Monto, and Otz. This raises the question of why this is happening for so many, but not others. For me, I obviously don't have that windows enhancement turned on, and I don't have the headphones option ticked in the games settings menu despite using headphones, so that may at least be a starting point for people to test for themselves.
Of course, this could be something else entirely, like the games spatial sounds no longer being compatible with certain soundcard drivers, or something along those lines. All I know is that, despite it getting through the testing phase, many are complaining about it, but not everyone is experiencing it, and it would be nice if we could suss out why, which would help the devs come up with a hotfix solution on their end as well.
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The strange thing is, for some reason, I'm not getting the sound bugs he showcased. Occasionally I get the downed survivor that doesn't make any noises still, but otherwise with my headphones on, I hear footsteps on all maps, and pained whining from injured survivors. I Haven't really been paying attention to survivors falling from heights so that may exist, but otherwise I'm not experiencing the same problems. It could be that I use windows to set my default sound system to my headphones instead of ticking the "headphones" option in the games settings menu (I leave that un-ticked). Tru3talent doesn't seem to be having the problem either, because if he did he wouldn't shut up about it, and neither does Monto, or Otzdarva, so maybe it's something else affecting Scott.
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The toxicity is part of why I posted this earlier today:
@TWiXT said:
Due to the new Silent Hill Chapter release, we are getting an influx of new players, and so I must say:
First of All Welcome to Dead by Daylight, and I hope you are all having fun so far.
That being said, you are 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 the posting member 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 the game:
1 - Play how you want to play and enjoy the game.
2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, 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. Hate the game, not the player.
4 - When the gates are powered... Anything goes.
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 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, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.
6 - (For PC players anyways) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you either open it again or restart the game. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.
7 - This is a 4v1 Lobby and Match style 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/bullying or griefing you. (Report these ones after leaving the match)
- Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.
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, 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 your choice, but 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 currently being 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 the game 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's not really any reason to do it other than petty ones.
9 - If it's a legal mechanic in the game, don't be afraid to use it. 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.
10 - Take the good with the bad in stride, rise to meet the challenge every new match presents, and 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 it won't change everyone, but I felt 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 use them or not.
To all you new players, again Welcome to DbD, and if you are going to follow any "Made up Rules", I believe this is a good set to start off with.
It's a list of common sense rules that new players should read, but I feel many old player can stand behind as well. We're all playing this game to have fun and challenge ourselves against other players so there's no reason to be toxic over a loss.
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On one hand, PH has an advantage by caging survivors in that he doesn't have to spend time carrying them to a hook or dealing with body blockers while attempting said hook. On the other hand, it sends the survivor as far away from him as possible, giving him little to no chance to defend against the cage rescue. Overall, its a decent trade off, and speeds the game up significantly in comparison to other killers.
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@MandyTalk Is this post worth pinning for a few days? I just want to get this message out to the new players before it gets buried in the forums.
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Difficulty settings are for single player games. This is a Multiplayer game. You are not co-op playing with, or opposing AI controlled bots, you are playing with actual people who have varying levels of skill and strategies. While the devs are working on an MMR system to pair you with more players similar to your skill level based upon how often you succeed, the fact remains that this, in no way, can be compared to difficulty settings in single player games. The best they could do is add Ranked servers and Casual servers, but even then, the difficulty you face in each match is a unique experience because its with players you haven't played with or against yet, ergo it will always vary in level of challenge.
You want a difficulty setting in the options? Play a single player game. You want to play a game where you learn on the fly and get to put your skills and strategies to the test against other players in real time? That's multiplayer. It's "law of the jungle" here, you either get used to it or go back to playing single player games.
Or if you main survivor, Get with some friends, form an SWF group, and talk with them on a VOIP service like Steam, Discord, or whatever the console versions of those are, and then you will have something that can possibly be compared to playing "Easy" mode. I say "possibly" because even then, while having direct communication with your team helps with coordination and gives you a clear advantage over the killer... there are still many hardened killers who know how to deal with SWF. So while you may win more games using SWF, you should never expect to win them all.
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@DBD_Pinhead said:
OR people are using other killers to build BP to get the pages and pages of perks unlocked with him. I played him without all the perks I would like in red ranks and was able to hold my own. I'm not even touching him even though I got him to P2 because now I'm rank 1 and will probably get stomped if I don't throw another 1 million BP to stand a chance.
Pretty much this for me. I want to P3 him, and since getting him up to lvl 50 Three times to do that costs a minimum of 1.6 mil BP per prestige level, PH himself often doesn't get the perks and offerings necessary to keep the point gain high, so I use my other maxed out killers with all the tools for BP gain to get what I need to raise him to P3. During that Time, I only play him each time he reaches Lvl 50 in order to use up all of the Survivor Puddings, Bloody Party streamers, and Green BP offerings he has before I hit the Prestige button and nuke his inventory. So far I'm at P2, so I'll only have to do this one more time, afterwards I'll be able to put much more time into him, but until I get the tools needed for him to max himelf out, I'll still need to use my other killers to build him up. I hate the Prestige system because it delays my playtime with a new killer until they hit P3, and it hardly seems worth it atm, but the devs have said they are looking into improving Prestige rewards, and I want him ready for when that update eventually arrives.
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As a 1800+ hour hardened killer main here's my advice: You should Never apologize. Survivors never hold back on their builds and tactics, so you shouldn't either. Holding back, or even worse, apologizing for using legal means of obtaining victory (as in tools, perks, and strategies in the game that are both allowed and even encouraged) is only a display of weakness that survivors not only thrive on, but will relentlessly mock you over. I'm not saying you should always be a total hard ass mind you, but if the game allows it, all is fair. They may get salty over it, and even send reports, but if all you did was play the game using the mechanics that are legally available in order to win, then you have nothing to be ashamed of, and absolutely no retribution to fear from the survivors you defeat.
This is a multiplayer game after all, and if you didn't kill them this way, someone else would regardless. That doesn't make you a bad person, and you shouldn't feel guilty over it.
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@Mandy said:
I've had no problem in playing against DeathSlinger, and everyone I've played against runs Monitor & Abuse, because it's such a strong perk on him. He's got an 18m range on his power and he's got a TR of 24m as standard which reduces to 16m with M&A, he's also tall and moves at 4.4m/s instead of the standard 4.6m/s of some of the other killers.
It's a matter of learning to play against him and have some map awareness so you have an idea of where you are coming from and not run in a straight line away from him, keep objects between yourself and him so that you can break that chain.
As with Stealth killers, the strongest weapon you have at your disposal is your eyes - and I'd suggest playing as the killer to understand how to play against him better.
This, and the fact that unlike all other killers in the game, he has a whopping 5 separate slowdowns just for using his power:
Blade wipe, successful hit or miss reeling, cooldown, reload, and aiming.
The most any other killer has is 3, like GF for example:
blade wipe, crouch, and stalking.
And the majority of other killers have 2 slowdowns:
Blade wipe, power use/power cooldown
With Deathslinger, an already slower than average movement speed killer with a limited ranged attack, its actually absurd that he has so many slowdowns in comparison to all of the other killers in the game, and because of that, his kit is far too lenient on survivor teams. To be good with him you have to nail every shot you take with his power or the survivors will get away while you are reeling your missed shot back in, on cooldown, and reloading. Every time he uses his power he ends up giving up more time for the survivors to accomplish their objectives regardless of whether or not he succeeds in his attempt. Huntress just slows down for blade wipes and when she winds up a hatchet, and she can actually down survivors from across the map with a good aim, whereas Deathslinger has to be much closer, hit with his spear, and spend up to 5 seconds slowed down while reeling in the survivor just to do some damage to them. Quite honestly, if he didn't have a lower TR, he'd never even get close enough in range of survivors to attempt to use his power in the first place let alone pursue them.
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He has 2 aspects to his power:
Torment
Ranged attack
Both of which are too easy for survivors to avoid. I've seriously gone entire matches where no one gets tormented, or I never hit anyone with Punishment of the Damned due to its janky control sensitivity shift, and heavily lenient telegraphed attack area. The ranged attack already has a limited range (docs old shock therapy range, 8m), and takes 1 second to queue up which survivors can see and hear PH attempting clearly, the extra telegraphed field of effect and delayed detonation I could normally deal with since I'm used to playing doc, but the sudden shift in turning sensitivity makes aiming it ahead of survivors so much more difficult than it ought to be. If they just left the turning sensitivity normal, It would be a lot more useful, but as it stands you often end up turning too much or too little, and because of the telegraphed area of effect/delayed detonation, survivors dodge it insanely easily. The only time's I've been able to pull it off are when I'm behind a wall and see the survivors aura (NC), because using it at any loops never hits, and the 4 second slowdown after a missed attack is extra punishing. As for torment, Avoiding the trails is ridiculously easy, and so most survivors only ever step on it if I chase them into one i set ahead of time, otherwise no one ever gets tormented.
Sigh, I want to rate him higher, but with the torment issue, and the Ranged attack being so difficult to pull off, he's basically reduced to being an M1 killer, and any killer that can't use a damaging power effectively and has to resort to going m1 all game is D tier at best IMO.
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I actually really like the point gain aspect of him. Despite what OP said, I get lots of BP due to cages and Final Judgement, but very low emblem scoring which is great for anyone who wants to make BP but not advance in rank to the more frustrating levels. It used to be that as soon as I reached red ranks I would equip Mori's and Insta-downs (iri Huntress) so that I would get decent BP while earning "Entity Displeased" and de-rank back to the less frustrating/more comfortable purple ranks, but with PH I can just hold myself at whatever rank I'm on because I consistently get "Brutal Killer" while still earning 25k+ BP. For me, this is a very useful and satisfying alternative to going full Rambo in the red ranks and de-pip'ing on purpose.
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"This is a Brilliant idea! Really a one of a kind way to show how much we hate the devs! Lets all band together to punish people for throwing money at them! I mean, how Dare those idiots support this games growth and development by throwing an extra $15 bucks at the devs on top of the $7 they already spent for the DLC! I believe it was made just so that those rich, entitled brats could rub it in our faces, and they deserve to be targeted for it! I mean come on, who in their right mind would want to encourage people to spend money on this PoS game, am I right? They need to be made examples of, so that no one will make the same mistake in the future!" - S. Arcastic
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The way I see it, due to how pricey the skin is, it's less of a testament to how "Tryhard or Toxic" a player is, and more of a visual way to show how much people support the game and the devs with their purchase. As its a cosmetic, it's not any kind of "Pay to win" feature, so really all you do by showing it off in game is brag that you threw money at the devs for it, and are in turn supporting the games developmental funding more than most others would. That's not necessarily a bad thing in my book, as I love this game and want to see it grow even more, but yeah, that cosmetic is actually more expensive than the DLC package itself ($7 for dlc vs. $15 for the skin), so while I'm not gonna spend money on it, I do hope those with more cash on hand will.
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It's been difficult to get used to, really easy to dodge, and honestly the only times I've been able to hit anyone with it is when LoS blockers keep the survivors from knowing where I'm aiming. Otherwise at non-mindgame-able loops and vault locations, I have had little to no success unless the survivor is in the beginning of their vault/pallet drop animation when I use the attack. Getting the timing on it is hard enough, but the controls do make it a bit more difficult due to the jarring shift in sensitivity and locked out strafing. Eventually I'll "Git Gud" at it when the muscle memory develops, but currently its much more risk for me than it is reward, and I wonder if I should bother to "Git Gud", or wait for the devs to do something to tweak it a bit? IDK, for now, the power seems underwhelming because of its difficulty to aim/time, and crushing penalty for a missed attack. On top of that, getting survivors Tormented is more challenging than I initially thought it was going to be, since the trails you leave are even easier to spot and avoid.
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Give it a few days, Survivors will get used to it, adapt, and start countering him. No sense in asking for nerfs right off the bat.
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As soon as I saw the bunny outfits, One thought popped in my head: "These kids better avoid Shape"
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No change to them unfortunately, hopefully they'll be updated/changed later though. On the plus side, The one thing I was expecting to see changed isn't even mentioned in the notes: PH's "1 shot" attack. The reason that is in " " 's is because its not actually a 1 shot down, its a rapid fire 2 hit attack that saw lots of complaints in the PTB forums despite being significantly difficult to pull off. I'm hoping that this means they haven't changed it, and that it's become a feature for him because, as previously mentioned, it's insanely hard to pull it off and really only useful if you've cornered a survivor. We'll just have to see if its been patched out without mention of it or not (fingers x'd that they didn't change it).
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2 things make it a bad perk:
- As OP stated, a large number of maps have a low amount of crows or only limit them to the outskirts of the map (seriously, Rotten Fields has 0 crows anywhere in the corn despite the lack of any scarecrows, wtaf is up with that?). So a lot of maps need an update to add more crows to make the perk more viable.
- The loud explosion sound alerting you every time crows are disturbed by survivors gets confusing/annoying. Its the same soundbite used whenever a survivor fails a skillcheck on a gen, healing, when they vault/enter a locker loudly, or drop a pallet. As a killer, that information becomes crucial to how you locate survivors who mess up and capitalize on it, but with Spies, that sound is going off practically non-stop in some maps, and in the torrent of explosions it's easy to mistake a genuine screw up from survivors as just another crow notification, which can be a costly mistake.
This reminds me of why I think they should rework Spies from the Shadows to this:
Spies from the Shadows: The Crows no longer respond to your presence, you see the auras of all crows within 36 meters of you, and the crows cawing sound when disturbed is 100% louder to you within that range.
This gets rid of the confusing explosion sound notifications that get so annoying, you get no false signals since they 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 a better tracking tool as it would be easier on the eyes and ears as well as far less annoying/confusing. If they also went through and added a few more crows to the maps that need them, that would also help it become a valuable tool, but not totally OP since Calm Spirit and Urban Evasion still defeat it.
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On one hand it removes the survivors ability to hear the killers TR which can lead to some surprises for the survivor if they aren't paying attention. On the other hand, it doesn't remove the killers red stain effect, and the afflicted survivor(s) have a status effect icon that tells them they should be more alert and look around more. When they first announced these status effects I was worried that both Oblivious and Undetectable would show up on the survivors hud, but fortunately only Oblivious does. Can you imagine if Undetectable showed up for survivors every time the killer used it? That would pretty much defeat the purpose.
That's how I feel about Oblivious, It would be a strong effect if the survivors didn't know they were affected by it, but since they do, It only makes them more cautious to the killers whereabouts. Also given that it doesn't remove the killers telltale Red Stain, Survivors can more easily spot the killer while under its effect unless they are on an indoor map with lots of LoS blockers, or destructible walls they killer can smash through and surprise them. Basically Oblivious is a weaker version of Undetectable that makes anyone but noob survivors more cautious and vigilant when they are affected by it. While that doesn't make it totally useless, especially in indoor maps where its much harder to spot the killer, but it also doesn't make it anywhere near as useful as Undetectable.
The devs did this by design so that the survivors would know they are being de-buffed and need to be more alert. In a way, solo players having that icon appear on their screen have a tendency to be less bold until it goes away, but in the instances where the survivor is in an SWF team on voice chat with their friends, it becomes a useless status effect.
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This reminds me of why I think they should rework Spies from the Shadows to this:
Spies from the Shadows: The Crows no longer respond to your presence, you see the auras of all crows within 36 meters of you, and the crows cawing sound when disturbed is 100% louder to you within that range.
This gets rid of the confusing explosion sound notifications that get so annoying, you get no false signals since they 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 a better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you."
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It reactivates as long as you meet the requirement to charge it up, which is 60 seconds of gen repair time, so it can be used multiple times, you just have to keep doing gens. Realistically though, the most uses you'll get out of it in a standard match is 2.
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NOED isn't a crutch perk that "rewards lazy killers", instead it "rewards killers for survivors laziness". It takes 12 seconds to cleanse a dull totem, and 4 survivors can cleanse a totem at any given time during the match they are not being chased. If only 1 survivor cleanses all 5 totems, that takes only 1 minute of time away from doing gens, but since any survivor can cleanse a totem and if they all cleansed totems every time they saw one, the most totems a survivor on the team would have to cleanse is 2. Considering how frequent NOED is played, there's literally no reason to risk the endgame by ignoring the totems, "Do bones" and NOED can't affect your team. Ignoring a dull totem in favor of doing a gen is just being lazy while speeding up how soon NOED will activate and wipe us all out. Do Bones, ya lazy turds!
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@DelsKibara said:
Miiiight rile up some people, but I usually calm down by using as much broken perks and add-ons as I possibly can.
https://us.v-cdn.net/6030815/uploads/S7NAJ8OOQYRM/381210-20200605221610-1.png
Yeah I know, I know, these survivors didn't deserve it. But moris are a weird kind of therapy. It's kinda like letting your emotions out in a huge vent, except in video game form.
Definitely helps, even if the next team doesn't deserve it (they can thank the previous team), nothing is more stress relieving than taking in your best build and add-ons without holding back. Survivors never hold back on their builds and tactics, so why should you? Don't be afraid to go into a round with Malicious and Merciless intent if you are feeling overly frustrated... That and the Mori Therapy.
Otherwise, since they were being abusive in chat with Racist, Anti-Semitic, Homophobic, Sexist slurs, or telling you to #########... if you can, then Report them. Since you were streaming you very likely still have the footage of the Post game chat, and BHVR not only has that in their own chat logs (yes they record it for reporting them with the in-game report feature) but they also have a very low tolerance policy for that level of toxicity.
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Nurse. She's always had a steep learning curve, but since the slight nerf to her base kit that gave her a recharge mechanic for her blinks, her curve bent so steep it almost became a circle. Its amazing how that 1 little change made such a huge difference in how much more difficult she became to master. Topping that off, PC players already had to spend a considerable amount of time earning their muscle memory and getting her timing right while learning tricks with her to become effective, but on console? Holly hell is she difficult! There's a reason practically no on plays her on the console. She's difficult enough with a keyboard and mouse, was made more difficult with her new mechanics, and for poor console players, you also have to deal with the lackluster and restrictive nature of controller turn sensitivity, and frame rate drops...
Any killer that is hard to learn for the PC player base, but much more so for the console side, is definitively the HARDEST KILLER TO LEARN/MASTER in my book.
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I worked hard on this one, even updated it a year after the original version, and I firmly believe this concept would add a lot of fun new mechanics to the game, as well as up the creep factor a bit:
@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, and self righteous 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. Locked in the basement 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 although 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 the 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 out to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave to rot with her. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.
It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s efforts and all the blood made her slippery and hard to hold down, but after enough bleeding and slipping 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, lacquered and polished them to a pristine shine, and with that Lucy finally had the eyes she wanted.
As Agnes grew better at doll making and more astute at the finer details, the Doll Shop became much more successful, and 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 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 and converted 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 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 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’s 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 the murder of 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 the eyes he always wanted. Agnes held a memorial for Lucy, burying her 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 from the doll shop, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and 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 the bodies in the woods. However, after a long storm caused mudslides, a few of her victims bodies had been 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 bodies in her basement and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes attacked the constable, taking a shot in the lower abdomen from his weapon, 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, all of her friends cried and begged to go with her, but she could only pack up a few with promises to return for the rest later. Tears 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 hours. 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: The Entity is swift to punish those who become distracted from their goals. Survivors who take their inner 30 degree cone of vision off of a generator while repairing experience a 5/10/15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 5/10/15%
Hide n’ Seek: Control over your heart rate conceals your exact whereabouts from survivors. When within 16/24/32 meters of a survivor your Terror radius’s heartbeat rate no longer increases 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, Down, 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 circuits 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 while repairing it experience a 15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 15%.
Hide n’ Seek – At Max, When within 32 meters of a survivor your Terror radius’s heartbeat rate no longer increases 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.
It's a long read, but I included a TL;DR version for convenience. If you read it and have criticisms, question, or Idea's that could make it better, feel free to comment in the original post. Otherwise you can debate me about it and whether or not it should come to DbD here.
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The problem with the video is that it raises the question of unintended interactions between the add-ons. Discipline 3 (the add-on Monto is using) only decreases the delay in the shock therapy's detonation by 0.2 seconds. The normal time to charge a shock therapy attack is 1 second, followed up immediately after with a 1 second delay before the whole AOE detonates to hit any survivor(s) still in it, lowering that delay by 0.2 seconds puts it at 0.8 seconds which isn't even a noticeable difference from 1 second.
So when it comes to the video, people seeing the difference are either
- Tricking themselves into believing they notice the difference due to the add-on's description, or
- Actually noticing a difference because the add-ons interactions with each-other are lowering the detonation delay further than intended.
The only time I've seen a difference is when I stack the top 2 discipline add-ons, because combined they reduce the detonation delay to 0.5 seconds, which unlike 0.8 seconds is actually noticeable. So how would 0.8 seconds become noticeable at all just because you added a range extending add-on, when the entire AoE field is locked on a 0.8 seconds timer before it detonates?
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OP, To me, the Best underrated survivor perk in the game is:
Hope
2 minutes moving at 4.7 ms (which is .1 faster than the average killers movement speed) means that as long as you don't screw up in the endgame after the gens are finished, you are guaranteed an escape. Hell, you can save whoever you want, and still have be guaranteed escape as long as you aren't downed. Literally the only thing that beats this in the endgame is NOED, but if you and your team did bones every time you saw them... that's not a threat. Nothing in the survivor roster of perks has made me feel more OP than when Hope activates... It's basically a win every time for me at that point, and I didn't even have to level up another character to unlock it.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1316269#Comment_1316269
I agree with you on dying light, on certain killers it dominates. Alert is a nice little indicator of where the killer is, so I agree on that as well. remember old dying light? I remember I used to run black box on Freddy along with dying light and remember me. That was my favourite thing to do with Freddy.
To be honest, all of Feng Min's perks are fantastic for anyone starting out as survivor. Alert gives you the info you need on the killer, Technician gives you a stealth advantage while working on gens while also providing you skill-check protection, and Lithe is a great exhaustion perk that allows you better control over its activation while fleeing from the killer. If she weren't so cute and such a loud Squeaker, I'd recommend her as everyone's starting character every time. (honestly, I love Feng Min as killer, Hitting her just for the cute noises she makes only encourages me to hunt her down... yeah, I'm a sadist IRL... don't judge/kink shame me!)
@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1316284#Comment_1316284
Spine chill is one of the best survivor perks in the game, not just to let you know if the killer is coming towards you, but in a chase you can tell if he is mindgaming. Small game is VERY situational so I disagree.
I totally agree with you on Spine chill as well. Underrated, but literally one of the only perks that defeats stealth killers hands down. It has a learning curve, but once you get used to it, It becomes addictive to the point that you never want to leave it out of your builds.
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Dying Light.
This perk is weak as hell on most killers, but for killers like Plague, and Legion, It is a godsend. Especially when paired with Thanatophobia; the time it buys the killer by slowing down gen progression for 75% of the survivor team almost always guarantees a win. It goes mostly underestimated because the majority of killers can't make much use of it, but for the few who can, or are willing to experiment with it, It becomes a vital part of their builds.
Alert.
Anyone who has played survivor knows how crucial it is to know the killers whereabouts at all times. This perk doesn't give you that, but does inform you every time of their whereabouts whenever they kick a gen or break a pallet, and that information gives you a staggering advantage even against stealth killers. Most people think this perk is gimmicky for some reason, but I protest by saying that it's Meta quality due to the information it provides.
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@RizeAki said:
https://us.v-cdn.net/6030815/uploads/NXDDV63PD5VI/57de6790-74ff-4654-89c4-04b2045e52e0.png
@TWiXT Also ignore the fact I was too lazy to crop it all and maybe there was an easier way to do this but I’m new to the forums side of things
For a game who's makers don't consider the movies as Canon, they sure do emulate them quite a bit. Freddy's mori comes directly from the Remake movie, Shape/Myers Mori and design also come directly from the movies, Hell even Pigs head trap kills, and throat slash mori also come from the movies. So, while the devs don't consider the movies canon... they certainly draw inspiration from them and copy them in this game. So, while this brutal mori suggestion may not be canon, it's also not something the devs would ignore either.
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@ThisGuuy83 said:
I was honestly surprised by how violent death slingers was. Didn't see that coming, but yeah, they definitely need to turn it up a notch man.
Damn right!
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1314128#Comment_1314128
Yeah, I'm right with you there. The PG-13 stuff is getting boring.
Thank you!
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1314096#Comment_1314096
You're right, somewhat though.
Many of the moris are 80's Horror related, like Trapper's, Wraith's, Michael's, Freddy's. But, I agree with the horror should be taken up a notch.
If Legion can have a brutal Mori, why can't Pyramid Head.
Hell, out of all the mori's in the game, only 2 actually feature any Gore: Clown and Hag (I define gore as showing any dismemberment or visible organs). Take LF for example... his Mori shows him ramming his chainsaw into the survivor and then dragging it upwards to split them down the middle. In a horror movie, none of this would be censored, In this horror themed game however... it's a totally PG-13 move. This IS an M-17 title right devs? All I'm asking for is that they have the decency treat it that way and earn the rating.
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It's because DbD is an M rated horror game that I feel the devs should go there. Lets face it, most of the Mori animations are sadly PG-13ed, Which doesn't fit the Horror genre at all. In Canada they may value less gruesome details in their horror movies (Cube obviously counters this side of the argument) but even if that's the case, America, Mexico, South America, The UK, and many other places won't mind a bit more violence. Really the only contender that refuses/censors the violence in this game is China... So why not just go for it for all countries that appreciate it, and just censor the Chinese version?
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/156870/was-anyone-else-hoping-phs-mori-would-be
Problem is the movie isn’t canon to pyramid head only the video games so unless it happened there it wouldn’t happen here (that and of course cuz China wouldn’t like this lol)
Funny enough, the entire movies music soundtrack directly comes from the video game. The makers of the game made that stiplulation and even had a big impact in the movies production. Sure it has lackluster performances from the actors, but you can't deny that the nailed the horror and atmosphere of the games flawlessly. Because the game makers had a direct influence in the movies production... I'd have to say this brutal scene was also their call, which would make it cannon. China aside, I'm pretty sure everyone else would love to see a mori like this in the game.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1311879#Comment_1311879
The point is that difficulty is irrelevant. At any given moment he will either do it or he won't, and the question only matters when the answer is "yes he does".
And a Killer that both saves a ton of time on hooking, has a ranged attack, has an attack that travels through walls, has a tracking ability AND has a base kit instant down on top of all of those things is a problem. It exceeds his power budget.
Basically all you really need to do is note the following:
1: If you ignore the instant down bug, the Killer right now is balanced or at least close to balanced
2: Even a single instant down is a meaningful power increase
3: Therefore, the Killer with the bug being used is a balanced Killer plus a meaningful power increase
4: A balanced killer plus a meaningful power increase is an overpowered Killer.
5: Thus the bug when utilized makes him an overpowered Killer
We aren't actually evaluating him like this because people are not utilizing the bug. But regardless of how difficult it is, people are going to utilize it and he will be overpowered when you do.
The reason this isn't a problem with perks such as haunted grounds is because perks have a power budget of their own separate from the Killers power which accounts for where the power spike can afford to come from.
This is also why mori's are so insanely overpowered. They take a slot that has a power budget of nearly 0, but is extremely impactful, thus it massively exceeds it's power budget. Contrast Tombstone Myers which takes a much more valuable addon slot, or Devour Hope which takes the even more valuable perk slot.
You don't mind if I use this or your other comments in my Petition to let him keep this ability do you? I'm writing it at the moment, and I want to get both sides arguments and let the community decide who to side with.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1311804#Comment_1311804
Because of power budgetting.
Each Killer (or perk when appropriate) can only have so much strength in their kit. While a Killer can get more strength with more skill, this progression eventually tops off and if that top is too strong then it becomes a problem.
Basically, when looking at a power like this (the instant down portion) we first evaluate it while only looking at the successful uses. This is because failed uses are identical to if that aspect of the power didn't exist, and thus doesn't really help us except in that it provides a point of comparison.
So the scenario is that we have a Killer who's power is:
- If the Survivor preforms a vault/drop action and the Killer predicts it the Killer deals 1 damage to them
- If the Killer predicts the Survivors movement while LoS is broken he can deal 1 damage to them
- The Killer can create a path that if the Survivor tries to loop through torments them, saving time on a hook later, and reveals them.
- If the Killer is point blank and successfully presses M1 after a 1 second channel without the Survivor predicting it, then the Survivor is dealt 2 damage
- If the Survivor preforms a vault/drop action and the Killer predicts it and is point blank the Survivor is dealt 2 damage.
Note that Several things are ignored here for the sake of a "balancing around the top" mentality. For example ranged attacks with no vault don't matter, because unless you are point blank the Survivor can always dodge the attack on pure reaction, no prediction is needed and thus the option is a guaranteed failure and will never be used unless someone is being suboptimal.
The last 2 bullet points are the ones produced by the bug. Taken in isolation they aren't OP by themselves, however that's really not the issue. The issue is that those last 2 powers are being combined with the first 2.
Being able to get a hit at strong pallet and window loops is a big deal in this game, and is a decently strong power by itself. The cage mechanic rounds it out allowing for out of LoS hits to happen more frequently.
However, the instant down is ALSO nearly strong enough to qualify as a power on it's own. Heck, it's called leatherface. If we gave leatherface the tormented mechanic he would be a pretty good Killer.
If your argument for why it's fine is only that it's hard, then that really is no justification at all. Hard mechanics are used by less people, and for those people it may as well not exist, and for the people that do use it the balance implications are independent of whatever arbitrary amount of effort they happened to put in.
For example skill checks on gens needed to be nerfed because the people that were able to hit them consistently were completing gens too quickly. The exact number of people who were hitting the skill checks isn't relevant, only that when they did it becomes a problem.
It's the same deal here. It doesn't matter how frequently the instant down lands, the issue is that if and when it does land it's problematic due to putting too much power into a single kit.
Part of me understands what you are saying (the "survivor encountering a new killer" part), but otherwise, I'm not seeing how it's anywhere overpowered in comparison to the killers we already have in the game. If anything, the ability to 1 shot in very specific circumstances, is less likely than the rest of them. You mentioned Leatherface, but unlike LF, The Executioner (Pyramid Head) has to literally be touching the survivors, whereas LF can be 1 meter away at his powers activation and still hit them. Your last 2 points:
- If the Killer is point blank and successfully presses M1 after a 1 second channel without the Survivor predicting it, then the Survivor is dealt 2 damage
- If the Survivor preforms a vault/drop action and the Killer predicts it and is point blank the Survivor is dealt 2 damage.
These are highly rare and situational times in a match. Both of which being that the killer is literally touching the survivor point blank. Other killers like Billy and LF don't have to be that close to pull this off, and as for cornered survivors Trapper, Plague and Huntress don't have to be touching them either to get an instant down. I get that it's a new killer, and that a bug allows them to pull off a move that they weren't intended to, but due to how difficult it is to pull it off, and the fact that other killers do it better without having the "touching distance" precondition, why is this a bad thing?
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1311721#Comment_1311721
You're right, there are others and some of them must get as close to down them cough chainsaws.
IDK, I guess since he has a ranged attack if just feels dumb to turn it into a chainsaw. It feels more rewarding and skillful to hit them twice with Punishment rather than just walk up to them and get it in one hit.
Certainly more effective that way tho.
Chainsaws don't have to get in touching distance to down, only 1.5 meters away at most. Trapper can't unless he corners them, Plague can't unless she corners them but unlike trapper she gets a whole meter of distance to down them due to the basic attacks base range. Shape in EW3 gets an extended lunge allowing him to insta down after 2 meters, Clown has to directly hit them with a bottle first before striking them with his basic attack, and Huntress as per her base kit has to hit them with a hatchet before following up with a basic attack (which in a cornered scenario happens only slightly slower than PH's 2 hit combo).
Ask yourself how often do you feel like this "1 shot down" is going to be used against you? Is it any more than Billy, or LF? Is it any less than Plague or Trapper? Does Clowns add-on need to be nerfed as well?
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@SavouryRain said:
https://forum.deadbydaylight.com/en/discussion/comment/1311824#Comment_1311824
I can usually tell when it's an iri huntress because they get in real close before they use it. Maybe not quite touching, but really close. Lunge range for sure.
When I play with iri Hatchets I find it easier to nail targets at mid range than close, and hate it when they are so close I touch them because more often than not I waste a hatchet. Perhaps that's what you've been going up against; Players like me that want you in mid range. But I swear if you simply hug that huntress up close and keep them turning to try and make the hit, you will more often than not win against their hatchets.
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@SavouryRain said:
https://forum.deadbydaylight.com/en/discussion/comment/1311757#Comment_1311757
...you want to give him iri hatchets baseline in his kit? Like, for real? And yes, it's like iri hatchets because when a huntress has them, she tries to get as close as possible to the survivor so she doesn't miss.
This comment makes me feel like you've never actually played Huntress... Up-close hatchet hits are actually much harder than ranged, especially if you are touching the survivor. If an Iridescent head Huntress only used them against you at close/touching range, and nailed the hit every time, I actually commend them on pulling it off.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1311757#Comment_1311757
I'm looking at it from a programming perspective, not talking about balance at all. The harm is in having a piece of code that isn't doing what you want for an unknown reason, and is therefore unpredictable. It's like having a robot that's supposed to get you a glass of water when you ask it, but instead it starts killing Nazis. Sure, there's no harm being done, but maybe when you ask it for a glass of juice it'll beat up your grandma instead.
Because your grandma was a Nazi? I don't follow...
All reaming/joking aside, again I bring up the Shapes unintentional bug: Originally when shape stalked you over a certain percent, as a survivor you would hear a Sting sound notification. From 1.5 seconds - 7 seconds you can hear this audio effect in the following video:
https://www.youtube.com/watch?v=6Hsjq2aGNqYAn update happened a few months after this release which removed that sound bite. Afterwards, the bug was praised for making him actually better because it made survivors look around more, and made the atmosphere against him much more intense. Given that he is a Tall killer with a bright white mask, its wasn't seen as a problem and the Devs let that bug remain as a feature for him.
The Executioner "1 shot down" (really a rapid 2 shot) is a similar bug in my opinion, in that it only makes him slightly more intense to go up against, but unlike Shape, requires more skill and a degree of luck in order to actually pull off. I've already mentioned other killers in the roster that can do the same given the circumstances, but one thing I neglected to mention is that none of those other killers have to actually be touching the survivors with their character model to pull off their 1 shot downs. If anything, this makes him still weaker than the others in the roster.
So why not implement this bug as a feature for him instead of simply squashing it?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1311731#Comment_1311731
Yes, fixing bugs is a good thing. If it's not intentional, it can't be changed intentionally. It might break something (or be broken when something changes).
I'm with you on fixing unintentional bugs in general since they usually make things worse, but in this instance... where is the harm?
- if a survivor gets cornered by the Executioner (Pyramid Head) it's a guaranteed instant down
- If the survivor is Vaulting an object while The Executioner is literally touching them and his power is active, it's an instant down.
- If the survivor is being chased in the open by The Executioner who has his power active while touching them, and they don't pull a 90 degree turn or a 180/360 turn at the moment he strikes, it's an instant down, However if they do evade, he gets 4 seconds of slowdown giving them 16 meters of distance from him. (4 seconds x 4 meters per second running speed = 16 meters).
So, while it is an unintentional bug, how much more powerful does this make him compared to other killers in the roster? Is it a game breaking bug? Does it give him unequaled or an Over Powered advantage over his opponents? Or does it put him more in line with killers that already exist in the game?
I'm all for squashing bugs, but this feels more like a "Happy little accident" - Bob Ross, comparatively.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1311679#Comment_1311679
You write it is hard to pull off. What I mean is that it is hard to pull off because it is not intended to do so. It was never planned and because of this it is difficult to do.
Yes it's not intentional, but does that originating rationale make it worth removing? Fact is that yes, it is a bug, but BHVR have had bugs before that actually made thing better (i.e. the Shape example). Honestly I don't see the harm in this particular bug, or why it actually should be removed because of the nature of how difficult it is to pull off.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1311634#Comment_1311634
Doesn't it only work when you're right up on them? That doesn't feel very skillful to me personally.
How many killers in this game do you know that have to be right on you to pull off a 1 shot down?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1311659#Comment_1311659
Crazy thought - it is so extremely hard to pull off because it is not intended to pull it off at all.
I detect sarcasm, but there's no /s to prove it. Otherwise, why not let him have it? Intentional or not, it's difficult to pull off and highly situational. Most casual players won't get a chance to use it except once in a blue moon, and even veteran players have trouble with it. Just watch this vid from Tru3:
https://www.youtube.com/watch?v=hUTfv7qVsyAIf it exists, and only gives a small advantage in very rare situations, then what harm is there? If it bugged his ranged attack to 1 shot every time, then I'd say remove it, but because it comes with so many situational preconditions... It seems fine. Hell at one point in the video, Tru3 even admits that knowing it exists makes you want it, and thus play bad. I'm not sure survivors would be against it if that's the case.
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@Peanits said:
Yes. It's a bug, not intended.
I find it sad that it's getting removed, because honestly it's extremely hard to pull off, but so satisfying when you do. The only times most people actually hit with it are either when they've cornered a survivor, or when they are literally touching the survivor with their character model while the survivor vaults. Out in the open is only possible if the survivor doesn't realize what you are doing or why you are riding them so close, and a quick 90 degree turn puts a stop to it every time. Because of the skill and effort needed to actually make use of it, I believe it should stay as a feature for him. Just like the bug that removed Shapes "Sting" sound effect that warned survivors he was stalking them, once that bug happened, everyone agreed it made things better for him overall, and it ended up becoming a feature for him.
Also it's not like he's the only killer who can 1 shot a cornered survivor. LF and Billy are obvious, but Plague and Trapper can do it too with their base kits, hell even Huntress can pull off a very quick 2 hit combo on a cornered survivor if she leads with a hatchet, and Clown can do it with his ultra rare add-on, so its not like Pyramid Head becomes any more OP with it compared to the others.
I say we make a petition to let him keep it, as it's both very situational or extremely difficult to pull of, only puts him closer in line with mid - high tier killers, and makes him scarier while not outright broken.
Edit: BTW... 27 comments, 300 views at this point. If you viewers like what you are seeing in any of these arguments, then please click the up-vote buttons. We're not asking you to comment, just that you support your own side of the argument by supporting the forum users whose side of the argument you agree with.
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There really is no comparison between the 2 killers. Mainly my reasoning for this, besides the range of each killers ranged attack, is the slowdowns they experience while using their powers:
The Executioner (Pyramid Head) - Moves at 4.6 ms. Total of 2 possibly 3 slowdowns: The basic attack slowdown, the Ranged attack slowdown, and the (Possible) Knife drag/power slowdown (haven't confirmed yet if he stays at 4.6 ms while using his power or drops to 4.4 ms).
Deathslinger - Moves at 4.4 ms. Total of 5 slowdowns. The basic attack slowdown, the aiming down sights slowdown, the reeling slowdowns for both successful and unsuccessful hits with the spear, the reload, and the 4 second stun if the chain breaks without his say so.
Deathslinger has too many slowdowns in comparison to every other killer in the game, who at the most have 3. These slowdowns stack up to give ample time to the survivors for gaining distance, or in the Reeling's case, grant the team even more time to do generators with no possible pressure from the killer. Thank god someone on the dev team gave him a smaller than average TR and add-ons that decrease it further, because otherwise he'd never get close enough to hit anyone at his 4.4 ms movement speed. If they simply removed 2 of those slowdowns, say the aiming slowdown, and the reload slowdown, he'd be more in line with all of the other killers and far better for it. Alternatively, letting him keep is small TR but increasing his movement speed to 4.6 ms might just be what he needs to make up for the 2 extra slowdowns in his kit. The Executioner is much more in line with the standard killers than Deathslinger in that the use of his power is no where near as lenient on the survivor teams due to having fewer slowdowns for use of his power.
I'm with you OP, Deathslinger either needs less slowdowns in his base kit for using his power, or a higher movement speed.
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Well... Head On gets applied to him pretty frequently so...
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it is possible to return to normal, but only if he puts you in a Cage, and you get rescued from it. That removes torment until you run or walk on his trails again.
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Not really in the mood to watch Jack Frost again... as Iconic as he is, it's a really lame movie. 😜