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TWiXT

TWiXT

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TWiXT
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  • We'll likely get a PTB for the next few weeks, and the official anniversary event will start on the week of June 14th. Still, It's gonna be nice to see whats coming up for the event, and who the new killer's gonna be.

  • Had a match once where a salty player somehow traced my location down to the city and made some serious threats. Obviously I reported the hell out of this player, but ever since then I use a VPN to keep that kinda crap from happening. Seriously, some people are either mentally unstable or just have no chill when they lose, and its not worth risking my families safety over a damn video game. Making baseless threats and berating me with verbal abuse in chat is something I can easily handle, but going to the effort of tracing my location and making it part of the threat? That's seriously messed up. Just think about those people who got hurt because of SWATTING a few years ago... I'm not putting my family through that just because I wanted to have fun online.

    I don't know about why others are doing it, but for me, that had me spooked and rightfully pissed off. I don't even have any social media accounts, and I keep my user profiles clear of any information that could help them trace me, so I have only a few theories as to how that individual pulled it off. I have kids, and that ######### wasn't funny.

  • As Killer:

    Salty survivor hypocrisy. Apparently they think it's fine when they bring in fully stacked meta perk builds, and items with very rare-ultra rare add-ons (while playing SWF with comms), but god forbid I should build in a way that doesn't hold back either in order to stand a chance against them. IMO, if the game allows it and its not an exploit, its fair game. That's No reason to harangue me with vicious text in the post game chat just because I decided to bring in Iridescent hatchets after spotting 2 keys, a flashlight, and a toolbox while all 4 survivors names thematically matched in the lobby.

    As Survivor:

    Troll teammates. I waited for 5+ mins to get in a match and have fun with others, but these ass hats have it out for everyone and usually make it apparent by talking ######### in the lobby. I see that, I'm dodging, nuff said.

    Whining killers. You lost the match fair and square, learn from it and get better, no need to be hostile in the post game chat about it.

    As both:

    DC'ers! This is a MULTIPLAYER GAME, that doesn't entitle you to win. If you can't handle that, go play a single player game that does. Stop ruining it for everyone else.

  • If playing doc and the survivor has a key you can camp the hatch until you suspect they are near, slam it shut, then shock them silly. Every time you shock them they can't use the key to open the hatch for 2.5 seconds, if using Discipline 2 and Carters notes (discipline 3), you can keep shocking them every 1.5 seconds otherwise you can only shock them every 2 seconds, during this time they usually realize that you won't let them have the hatch and so employ a run around tactic to get a big enough break between shocks so they can open the hatch, once they do that you give them a smack to injure or down them and keep up the shocking. If you are good at it there is no way that key gets used, so Basically it's checkmate if you play doc and bring the right add-ons for the job against a key bearer, and from my experience... they loath this tactic. No other killers have this level of control over the hatch during the endgame against a key IMO. also shock therapy is great for when the survivors are surrounding a downed teammate near or around the gate in order to prevent you from picking them up, 1 shock on all team mates, and you can pick em up before they can continue heal-blocking you.

  • Currently, Ebony Mori's are my favorite way to de-rank as killer. Using them robs the killer of Chaser, Devout, and Malicious scoring points, so If you use a mori on every survivor after their first hook, you are bound to get the "Entity Displeased" screen and lose a Pip (especially if you also used 1-shot killers like Billy, Oni, GF, Shape, or Iri head Huntress). The only reason I do this is because, while others aren't having this problem, whenever I reach the red ranks, I rarely encounter survivor teams that aren't also Red rank, and I play this game for casual fun instead of pure frustration. Mind you, not all red rank teams feel like they belong there, but more often than not they are ridiculously sweaty and not very fun to face. True it's not very nice to do to the survivors as they will likely de-pip as well, but the chances of you going up against the same team multiple times are slim, so it'll mostly be a mild annoyance for them if they were hoping to pip.

    If you take that away, then killers wouldn't be able to de-rank with them and would instead resort to lame tactics like hiding in a corner all game without playing, or playing terrible on purpose while goofing around. At least with the Mori's the game can be over quickly, and more intense.

    On the swing side you have keys for survivors, but unlike mori's, keys reward survivors for using them in both BP and ranking, so unfortunately survivors have no fun options for purposely de-ranking.

  • @Mothy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299252#Comment_1299252

    I haven't read it but I will definitely check it out. I overlooked some things in the concept so maybe you have a better solution to the height issue.

    There are a couple of issues with the height of doll sized killers from both the survivors and the killers perspectives:

    From killer -

    1. All grass and vegetation basically becomes corn sized making it very easy to lose survivors.
    2. They are too small to realistically vault windows, carry survivors, or hook survivors

    I answered problem 1 by suggesting that they either become the only killer with a 3rd person perspective, or that vegitation renders 90% transparent for them within a 20 meter radius. As for problem 2, I the killer behind the dolls is the ghost of their maker, and she does all the work to pick them up for a vault, breaks pallets, picks up and carry's the survivors to hooks. She can't be body blocked when carrying a survivor, but she also can't attack either until she returns to a doll.

    From survivor -

    1. Too small to see coming.

    This I answered by putting in a Red light, Green light mechanic so that once the survivors hear their TR and start to look around, they can stop the killer in its tracks via looking directly at it if they are quick enough to spot it, so they can get away. Of course this in no way means they are perfectly safe as the little jerks are fast, and you never quite know if the killer is currently possessing the doll you just stopped, or has moved to another one that's coming up behind you. That's half the fun of the concept, and should make for some fun ambushes and jump scares without feeling to OP or broken.

  • @Mothy said:

    Wow, a very good and in depth killer concept. I like the porcelain doll idea because they are creepy and have soul less eyes. I am having a hard time understanding the passive ability. So the 10-16 dolls will be constantly moving around the map unless a survivor looks at them? The dolls that are not possessed can attack the survivors?

    No, only the doll the killer possesses can move and attack, but can be transfixed/stopped in their tracks by a survivor looking at them within 24 meters. The others don't move at all otherwise, and just sit in place waiting to become possessed. However, whenever you transfer to a different doll, the doll you left behind retains a TR and red stain for 6 seconds, and if it was transfixed by a survivor when you left it, the transifxing survivors aura is revealed to you until they break line of sight with it, or get far enough away (more than 24 meters). On top of this, they move wicked fast at 6m/s, but the reason I gave them this advantage is to compensate for the fact that they can't move when someone looks at them, and can't hit unless they are basically touching the survivor, so it balances out. Another way to think about the possession mechanic is to view all of the dolls on the map as static camera's you can jump to at any time (kinda like five nights at freddy's) and once you see a survivor, you move in for the kill and start planning your ambushes.

    The whole Red Light, Green Light mechanic in this is to make survivors paranoid as at any moment a doll could suddenly start moving to attack while the survivor looks away (ala "Weeping Angels from Doctor Who), on top of that, the possession mechanic helps you setup for some really nasty ambushes (e.g. You are chasing a survivor but they transfix you by looking behind them, so While they are focused on that doll, you possess a doll immediately ahead of them and spring out for an attack).

    I hope this clarified things for you, but if you have any further questions, don't hesitate to ask! 😁

  • This is kinda surreal for me, From the OP's described mechanics I get this weirdly nostalgic feeling Like they read my OC Chucky alternative killer concept, and are rehashing it here. I put a lot of effort into it, and it addresses many of the problems a doll sized killer would have while giving them a plausible way to work in game:

    @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.

    I came up with this concept 2 years ago, but updated it Last June 2019 (as seen above), By all means, give it a read (it's long, but the TL;DR version sums things up nicely) and I'd love to read any comments/criticisms/ideas you might have about it.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1297187#Comment_1297187

    You're honestly confused by this? Allow me to try to explain. No Mither is a perk that leaves you broken, a status that has you in the injured state and unable to go to healthy meaning it will only every take 1 hit to down you. The plague's infection is a power that will get you into the broken state. In case you've already forgotten, the broken status is a status that has you in the injured state and unable to go to healthy meaning it will only take 1 hit to down you. So the major negative effect of getting hit by the Plague's infection is the exact same as the one somebody using No Mither starts the match with and can't possibly get away with at any point. The Plague's infection gives them the exact same status as the one the perk does.

    In case you're unaware what cleansing does, when somebody with the Plague's infection uses a clean fountain, that player heals from any effects of the Plague's infection but in exchange the fountain becomes corrupted. If the Plague interacts with a corrupt fountain, she gains the power to down survivors from a distance with minimal effect to her movement speed unlike other ranged killers. This makes her SIGNIFICANTLY more dangerous.

    That's not at all the part that confused me. What confused me is that survivors still use the "Don't Cleanse" strategy against her after she was updated to automatically start with 1 corrupt fountain, especially since when I play her they practically never use this strategy, and and instead opt to start cleansing right away. I had honestly thought the "Don't Cleanse" strategy had gone extinct because of either the update for her, or because she's so rare to go up against that people have forgotten how to deal with her.

    As for the No Mither player choosing to cleanse, I can understand why they did it (While fully infected survivors become easier to hear and see), but since they were going to remain broken anyway, it definitely wasn't a great tactic on their part and only fed the Plague more ammo for her ranged attack of nigh un-dodge-able death, which, for a player who is going to remain 1 shot for the whole match regardless, is a really stupid move (again theorizing that the player simply didn't know how to handle Plague because of lack of experience against her).

    @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1297187#Comment_1297187

    Not cleansing is the right move for the first half of the game. She only has one pool and it can spawn in a disadvantageous place, meaning she has to lose time to go and get it. Survivors feeding her easy extra pools at 4 or 5 gens left is often a death sentence. Once a few gens are done though you can cleanse in those dead zones and it makes getting her power a bit more risky for her.

    A lot of survivors don’t understand that they should be tactical with when and where they cleanse though, they either think “cleansing is good because I don’t want to be injured!” or “cleansing is ALWAYS BAD” and it really isn’t that black and white of a choice. And in solo queue there’s no way to communicate any of this so if you have someone panicky on your team you’re kinda screwed.

    Well that gives me hope that my old pre-update build that relied on the survivors using the "Don't Cleanse" strategy, may actually be usable again. ever since the update however, most survivors I go up against start cleansing as soon as they can, so I've had to adopt to a build that's more Corrupt Purge oriented than infection, and to be honest, my old build worked much better than any corrupt purge builds I've come up with.

    So survivors, spread the word please: Don't cleanse against Plague!

  • Wait I'm confused... you mean survivors are still choosing to "Not Cleanse" against a Plague after the update that gave her 1 corrupt fountain in the beginning? I must be playing Plague in the wrong ranks then because that tactic is crazy rare for me now (purple ranks).

  • Alternative suggestions to a couple of the killer perks:

    Spies from the Shadows: 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.

    (gets rid of the confusing explosion 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.)

    Monstrous Shrine: Survivors have their attempts to escape reduced by 3, Sacrifice progression speed is increased by 25%, rescuing a survivor in the basement takes 100% longer

    (so unless they are using slippery meat they get no escape attempts and trying automatically puts them in second phase, rescuing a survivor takes 2 seconds instead of 1, and they now have only 1 min 30 seconds of time on the hook instead of 2 mins with each phase only lasting 45 seconds.)

  • Spine Chill: Or as the Marvel universe calls it: Spider sense! Who wouldn't want a sensation that tells you when a situation is about to go sideways?

    Territorial Imperative: Practically Useless in DbD, but imagine if you automatically knew and could see whenever someone entered your property? You'd know if someone is trespassing to rob your stuff without need of an expensive alarm system, or more likely, if your spouse/SO is cheating on you. I imagine it would apply to anything that you consider your personal territory, such as your house or car.

    Hex: Haunted Ground: "That's right you little shits, lets see you try and wreck my Halloween decorations this year!"

  • Just in-case they can't get the license for Chucky, I came up with an alternative OC Doll killer with a unique power and gameplay mechanic that I think would be fun if added to the game:

    @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 summary for convenience, and I'd love to read any comments/criticisms you have on it.

  • The Babyface Killer from Happy Death Day:

    babyface.jpg

    The Killers Power is the ability to use random objects found all over the map to kill you with, but once you are killed you and your team start the match over again until you win.


    Or ChromeSkull From Laid to Rest:


    ChromeSkulllaidtorest.jpg


    The killers power is 2 big knives (1 for each mouse button) for quick downing before blade wiping... downside is that he moves at only 4.1 ms and has the standard TR. (the devs didn't want him to be too broken) His camera's recording light also extends his red stain.

  • @Joshumms said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282473#Comment_1282473

    I think it should be able to hit more gens rather than have higher regression.

    The amount of gens it hits would go up if it weren't for that stupid "put survivor in dying state with BASIC ATTACK" requirement. That stupid clause for activating the perk didn't work well for Infectious Fright, and it sure as hell isn't working out for Surge.

    My buddies and I were brainstorming perk changes the other day, and one of them came up with the idea that not only should the basic attack requirement be removed, but it should also punish a gen 10% more if a survivor is working on said gen when Surge activates. Basically any gens in the area that don't have a survivor working on them get the normal 8% damage, but if a survivor is working on one at the time, it takes the normal 10% damage a survivor applies for failing a skillcheck + the 8% from Surge. The point of this change would be to discourage survivors from brazenly working a gen so close to one of their buddies getting chased by the killer... my friends felt that when that happens, its better to go and try to help your ally from getting downed by either taking a hit or distracting the killer, instead of working the gen, unless of course you are only 10% away from finishing it.

  • If this were implemented, I can see a bright future (/s) where many big name DBD streamers are isolated from the community, by the community, and can no longer find any matches. Don't kid yourself, they get stream sniped by trolls constantly, so it wouldn't take much time before everyone started abusing this system to ostracize them, and kill DbD play on their channels just for the hell of it. Some of them may deserve it (god knows everyone would've rightfully blocked the hell out of OchiDO before he peaked in infamy), but more often than not it would be the streamers people enjoy watching, because trolls are #########, and as such seem to believe it's their duty to constantly remind us of "why we can't have nice things".

  • I'm pretty sure the real way they are gonna nerf Iridescent Head Hatchets will be similar to what they introduced with Deathslinger's ultra rare: range = exposed. Deathslinger's UR Add-on Iridescent Coin only exposes/insta downs survivors if he hits them past 15 meters, and since his rifle only has an 18 meter range, that gives him a small 3 meter window to try and nail the shot. while heavily restrictive for him, In this way the shot is rewarded more based on the skill of the player rather than the use of the add-on.

    I believe that when they actually do Nerf IH (not really a question of IF as much as WHEN at this point), they'll do it by making it only insta-down survivors hit with a hatchet beyond 24 meters, thereby changing the add-on to reward skill instead of rewarding the player for simply equipping it. It just seems to me that this is the direction they are going, and will likely be the most realistic approach they take.

  • The ones I fear the most are the players that come in with the default cosmetics. There's no way to judge whether or not they are playing their favorite character, much less their skill level upon first impression.

    For example:

    You see a Huntress with the complete default set cosmetics, and you think: "Must be new to playing Huntress" or "Baby killer, this'll be easy!" whereas when you see one with a full set of cosmetics your opinion changes to: "This killer must play a lot of Huntress, best be cautious".

    That's what makes the default cosmetics so scary... they make you drop your guard on sight, and you are either proven right to assume it, or you get destroyed by them for being foolish enough to assume they'll be easy to deal with. Default cosmetics are basically incognito mode in this game (or "sheep's clothing" if you will), and that's why I'm extra cautious whenever I see them.

  • I've said it many times:

    "If Survivors never hold back on their builds and tactics, why should killer?"

    They'll be salty and try to discourage you with their made up rules about what's fair vs. whats considered "toxic", but they do so with absolutely no intention of playing in kind (it's rather hypocritical of them), so by all means OP: Play how you want to play, and enjoy the game!

  • @zkelvln said:

    I stopped using OoO when I realized you cant see stealth killers but they can see you

    Sure you can't see their auras, but the OoO perk icon still lights up when you are looking in their direction, so its kinda like spine chill, except if the killer is looking in your direction when it lights up, they see your aura. Against stealth killers this is still a big deal as it tells you the direction of the killer, and if you have spine chill with it, you'll know that the killer is Definitely looking in your direction/saw your aura and within 36 meters of you, and lets face it... anything that gives you information on the whereabouts of a stealth killer is a good advantage to have.

  • Trapper "Baited traps" Build

    Franklin's Demise, Dark Devotion, Nemesis, Nurses Calling / Franklin's Demise, Thanatophobia, Sloppy Butcher, Nurses Calling

    Bloody Coil, Rusted Jaws

    Step 1, Strike survivor with item forcing item to drop and make mental note of where item dropped

    Step 2, down the survivor and hook them first, or abandon them, either way set a trap under the dropped item.

    Step 3, rinse and repeat steps 1 and 2, have fun with Dark Devotion + Nemesis + Nurses calling / Thana + Sloppy + NC combo.

    I find the first combo to be best because survivors are always going to take damage trying to get their items back due to Bloody Coil (injures) and Rusted Jaws (mangles). Also you'd be surprised how often survivors just run right into the traps trying to collect their items, and if they are currently oblivious to your TR, or if DD is active and they likewise don't hear you coming while they are trying to heal, you get a lot of easy downs. A similar build can also be used for Hag to bait her traps with survivors items, and its always fun against teams who enter your lobby fully loaded with them.


    "Where'd they go?" build for survivor

    Head On, Dance with me, Decisive Strike, Inner Strength

    A bit gimmicky but hilarious none the less, Jump in lockers to heal with Inner Strength if needed or to bait the usage of DS, Jump out of locker to stun the killer with Head on while leaving no scratch marks for 3 seconds because of Dance With Me. Stunning killers and leaving no tracks for 3 seconds is just so confusing for them, having the bonus healing factor and DS 2nd chance is just icing on the cake.

  • Here's his movement speeds:

    Walking (Reeling w/ Collision) x0.351.54 m/s 38.5 %

    Walking (Reeling + Firing) x0.52.2 m/s 55 %

    Reload x0.62.64 m/s 66 %

    Walking Backwards (Reeling w/ Collision) x0.73.08 m/s 77 %

    Aiming Down Sights x0.753.3 m/s 82.5 %

    Walking Backwards (Reeling) x0.83.52 m/s 88 %

    Carrying x0.83653.68 m/s 92 %

    Walking 14.4 m/s 110 %

    Lunge x1.5686.9 m/s 172.5 %


    Walking backwards while reeling in a survivor is the fastest he moves while reeling, but at max distance the reeling still takes 6+ seconds to bring a survivor into striking range. That means that he and the survivor are stuck in the reeling animation and moving slower than normal for 2-6+ seconds (depending on the range he speared the survivor), which gives other survivors more than enough time to complete gens, run interference, or start sabo'ing nearby hooks if they suspect their teammate will be downed. One of the chief flaws in deathslinger is that unlike all other killers, who experience a max of 3 slowdowns using their powers... he gets 5, and a stun: striking, aiming, reeling, cooldown, reloading, and the chain break stun.

    It may make you feel helpless as you are locked in a tug of war with him, but remember that while you both are like that, you are buying your teammates valuable time that no other killer would grant them by using their power. In other words, while you are both locked in that already very slow reeling animation, he can't do anything else. It's my primary complaint about Deathslinger, he's far to lenient on survivors and gives them too much time by using his power.

    And OP wants his reeling speed to be even slower?

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260050#Comment_1260050

    I assumed they meant the EGC and just worded it awkwardly, but maybe not.

    I mean yeah, the EGC timer does prevent survivors from taking the game hostage, but only after a gate has been opened or the hatch has been closed by the killer, so that may be what they meant.

    Honestly though, I think it would be interesting if the gates slowly opened themselves at like .16 charges per second (roughly 6 seconds per charge), and all that pulling the switch does is speed up the process. This would get rid of 99'ing gates and delaying the EGC until everyone's ready to leave, and make the endgame where the gates are powered more intense for all players. On top of that it'd also resolve one of the chief complaints of the endgame scenario wherein the last survivor remaining couldn't find the hatch before the killer closed it, and is now stuck trying to open the gates while the killer patrols them (usually seen as a hopeless scenario for the survivor). Having the gates automatically open roughly 120 seconds after they've been powered would mean that the killer only has 2 minutes to locate and down the survivor after closing the hatch, or they will get a chance at escape. Not many killers would appreciate the latter, but I know there's got to be some that would appreciate it if endgames and the EGC activation happened sooner, rather than being put on hold.

    I mean yeah, killers can open the gates themselves, but the way I see it, as soon as the gates are powered survivors should be under pressure to escape, and not 99'ing a gate until they've comfortably rescued all of their teammates.

  • "Another way that survivors have been denied of taking the game hostage is by having a timer on when gates open."

    Gate Timer? I'm confused by what OP means.

    Are they talking about how survivors can 99% a gate and delay the EGC until they are ready to escape? or how long it takes to open a gate?

    Do gate's automatically open now after a certain period of time has passed after they've been powered, and this is something I've overlooked in the patch notes (honestly not a bad idea for speeding up the end game)?

    Can anyone enlighten me on this?

  • Plague hands down... Before you respond hear me out:

    1. She has the strongest and fastest ranged damage potential in the game.
    2. If survivors choose not to cleanse at fountains against her she gains 1 shot down ability + easy tracking since survivors become both easier to hear and see while fully sick.
    3. With Thanatophobia and Dying Light, survivors who choose to not cleanse at fountains against her are seriously in a hard spot since almost every hook slows down gen speed for 3 of the team members.
    4. Dying Lights upside of increasing healing rates for survivors is meaningless to her.
    5. All healing perks and medkits are nullified against her.
    6. Without perks, anyone who doesn't cleanse against her experiences chases that last half as long as they would with any other killer due to the broken status.
    7. Cleansing at fountains against her = suicide due to how powerful she becomes after gaining corrupt purge (ranged damage).
    8. Unlike other ranged killers she moves at the average killer speed of 115% or 4.6m/s.
    9. Because she is one of the least played killers, many newer survivors have no idea of how to deal with her and make huge mistakes constantly, which more often than not, results in the survivor teams loss.

    Basically she's crazy powerful for those who learn to use her, flat out defeats healing perks/items just by existing, is under-played and has very few players who know how to counter her, can track survivors better than most killers, has the best ranged attack in the game, and consistently puts survivors between a rock and a hard place... Need I say more?

  • She's always been one of the hardest killers (if not THE hardest) to learn, and the changes they made to her last Fall only made her harder, but not any less lethal. You'll see dozens of complaints about her being useless now, but in all honesty, she's still the most rewarding killer to learn because of her ability to completely wreck loops, cut chases short, and her high mobility. Taking the time to deal with the frustration of her high skill ceiling, learning her mind games, building up your muscle memory, and getting used to her timing are all worth it in the end. In the hands of a novice she's weak, in the hands of a decent player she's decent, but in the hands of someone who has mastered her... she's nigh unstoppable.

    That said, she's definitely a killer with a love/hate relationship in the community. Killer players either love her because they've gotten used to how she works and can dominate survivors, or they hate her because it takes a minimum of about 20 hours of play just to get decent with her, which is time most impatient players aren't willing to spend when there are other options. As for the survivors, the same Love/hate sentiment can also be said; they either love her because they only face novice nurses who are easy to beat, or they absolutely hate her, because the moment they face a decent-master nurse, they get mercilessly steamrolled.

    As difficult as she is to learn on PC, she's even worse to learn on console due to controller sensitivity, however this is only temporary, and in the upcoming patch console players will soon be able to adjust that sensitivity which will allow them to be quicker with their aim and reaction speeds.

    Overall she's a high risk, high reward killer with an equally high learning curve, but if you are up for the challenge... she's totally worth it and is still considered by many to be the only S tier killer in the game.

  • Booty comes in all shapes and sizes, and there's no reason to body-shame Yui over hers. It's not a fully marbled, juicy rump roast like Jane's, or a 75% lean pot roast like Megs, and sure It's only good for 1 or 2 servings, but wonderful in its own right. I see it as being more like a veal cutlet (not in the context of the age of the cows you sickos), it's small, smooth, naturally tender but bursting with flavor. Plus having a booty that fits in your hand nicely, and doesn't jiggle like an unruly bowl of gelatin every time its moved, is a nice and dependable comfort which makes it far more pleasant to come home to after a hard days work.

    • Leatherface
  • The biggest difference between Mori's vs. Keys is that while Mori's can wipe out a whole team of survivors after they have all been hooked at least once, the killer gets punished for it in both BP and Emblem scoring, whereas key's completely reward the survivor for using it with the juicy hatch escape BP (2000 for opening hatch with key, 2000 for hatch escape, 5000 for surviving the trial), and can allow multiple survivors a "free escape" regardless of how good or poorly they/their team played throughout the trial.

    On top of this aspect, keys are items, not offerings, and thus have add-ons to ensure they remain in your inventory if you use them, the White Ward if you would've normally lost them, and even Ace in the Hole to prevent the add-ons for the key from being used up as well. Mori's have none of these things to help them remain available in the killers inventories, and are always spent and lost upon usage whether the match ends favorably for the killer or not.

    So to reiterate, Mori's are arguably more powerful, but not nearly as rewarding overall, and often result in the killer de-piping/de-ranking just for using them, and are always lost upon usage because they are offerings. Keys have no such downsides, rewards the survivor/their team for using them regardless of how good or bad they all played, and because they are items they have the Milky Glass add-on, White ward Offering, and Ace in the Hole perk to prevent the loss of the key or its add-ons after the match regardless of whether or not it was used or the survivor was sacrificed.

    With Mori's having nothing but downsides for using them, and keys having all the rewards and longevity, is it any wonder why killers are so irritated by survivors with keys or why they refer to them as "crutch" items?

  • With the significant increase in NOED usage since the Ruin nerf, asking anyone to give up on totem cleansing because OP needs them to make their perk useful, is an asinine request.

    Leave totems alone so a teammate can get use out of Inner Strength? Or... Cleanse every totem we see because NOED exists?

    It's like OP is asking us to believe that they alone will cleanse all 5 totems before the end of the trial, or before they die during it. Meanwhile, from my own experience with IS, the most I have ever used it in 1 match is 3 times simply because that's how many times I got hit and escaped, or unhooked and wasn't healed by a teammate. That's only 3 totems cleansed on average out of the 5 possible NOED's on a map, and there were many times that none of my other teammates would spare 12 seconds of their time to "Do Bones", so we got "Boned" by NOED. Since NOED's increase in frequency however, survivors are sparing the time to cleanse totems more often, which is good as while it make IS less useful, it spares us from the embarrassment of getting owned in the endgame, and wastes one of the killers perk slots. If I go into a game and at least 2 survivors state that they are bringing in IS, then I feel that I can mostly rely on them to wipe out the totem population, but that also depends on how fast they go down in chases/how good a player they are, so if there are 2 gens left in this scenario and I see an uncleansed totem... I'ma take it out.

    As for OP's question, Totem spawns in maps, for the most part, become fairly predictable and knowing where they will likely pop up eventually becomes second nature if you actively keep an eye out for them. The only maps I have a problem finding totems in are Badham and Hawkins, but only because the devs got trickier at hiding them, and I'm still not used to the tiles that hide them best in those maps. Otherwise using a perk or a map is not necessarily a bad thing, Perks like detectives hunch and small game are very effective in helping you get usage out of IS, and in Detectives Hunch's case, can also give you plenty of info on how many totems are left on the map. Since Map Items are no longer lost when used up, they are a great item to bring in for revealing the totems to you as well, and are IMO, totally worth using when the end results in IS getting plenty of use, and a NOED free game. Aside from doing that however, "Practice makes perfect", just keep an eye out for the totems, make mental notes on where you've seen them spawn, and before you know it you'll become an expert totem hunter without the need of perks or maps due to how predictable the possible spawn locations become.

  • @inferjus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176339#Comment_1176339

    Tenacity lets you recover when moving. That's the whole point of this perk.

    Ah sorry, my bad, I think I was thinking that it was No Mither that allowed you to recover while moving for some reason... I don't normally use tenacity, so I confused myself.

  • @Alphaphalt said:

    Wouldn't say it's in bad taste but I'd rather have regular BP than encouraging playing Plague.

    She's not THAT bad, once you get to know her. Idk, I think it could be fun for both parties... is my optimism showing? Sorry i'll put that away if it offends.

  • @brokedownpalace said:

    Yes, that would be in bad taste.

    Also I just realized that Plague's breath must be awful. Somebody get her a breath mint.

    I figured as much... Sadly though a breath mint will probably not help. Only her god(s) know what she ate before the Entity brought her in and gave her an unending supply of her stomach contents. shudders

  • UE and Fixated are kinda already on my build because it gives you a crazy advantage against the killer when playing stealthy. Adrenaline is a nice addition, but I'm not digging Tenacity because you can't Recover while moving with it. Hope would also be a fun pairing with Adrenaline, and I have used it before, but it relies too much on the idea that your team is competent enough to finish all of the gens, and that the killer doesn't have NOED. It's a Risky Build, and I like that... So I'll test it and give you my feedback after about 20 matches! 😁


  • @Mandy said:

    With people in quarantine and probably bored and playing more games than before - it's definitely important NOT to ruin the game for the 4 other players in the match. DC bans are not going anywhere!

    This said it best... Seriously, since December 2018 This game was literally dying due to a DC EPIDEMIC and I am not exaggerating that! The game was a [BAD WORD]ing joke wherein every player who wanted to DC for whatever petty reason, were allowed to do so without repercussions. If this were a battle royal, 1 v 1 Deathmatch, or Free for All Multiplayer game, then that kind of behavior could have been forgivable, but in a 4 v 1 Asymmetrical game? Wherein everyone relies on everyone else to participate in the game, "NO MATTER HOW GOOD OR BAD IT'S GOING FOR YOU/THEM" (I can't state this enough as it relies on the sense of good sportsmanship in general), In order to enjoy the experience? Then the DC'er is just flat a flat out prick!

    It got so bad that in the summer of 2019 everyone just accepted that if they played survivor, and weren't in an SWF group, they would lose, and we started to lose MANY players because of it. Why? Easy: Anyone on their team could DC at any moment because they were a bunch of over-entitled, whiny brats! Killers were not exempt from this either, but being that Survivor players make up the majority of the game... It tended to happen amongst them more often.

    Here's a list of reasons these ass-hats were DC'ing:

    1. Don't like the Map
    2. Don't Like the killer
    3. Will lose my items
    4. Ruin was cleansed in 20 seconds/Survivors spawned on Ruin
    5. Got sighted first by the killer
    6. Downed by the killer first
    7. Couldn't down a survivor before the first gen popped
    8. Survivor team is SWF
    9. Team is all Solo players
    10. This build is ######### against this killer
    11. Missed the DS Skill-check
    12. First survivor chased is too good at juking
    13. I'm not gonna waste my time on an obviously lost/losing game (Stated by both killer and survivor in the first minute of the match if a survivor is hooked, or not hooked).
    14. Too OP (said by either side)
    15. I don't know how to counter this (Survivor against a killer they haven't encountered, Killer against survivors with builds they haven't encountered.)
    16. I got Hit!
    17. I couldn't hit them
    18. Someone used a Fog offering
    19. Killer/Survivor used a Secret offering
    20. (enter own petty reason here)

    This era of the game made the "Dark Times" (wherein all survivors were superheroes with insane perks and items, and some killers were way overpowered) seem insignificant due to all of the terrible sportsmanship expressed by the bad apples of the community which infectiously spread so much that Taking advantage of it was a regular "thing" BECAUSE it went unpunished for so long, and was quintessentially the primary problem with the game for both veteran and new players alike. For (what should be) obvious reasons, this was horrible for the games overall health/future, and it is with great pride that I stand by the Dev's and their stance against it. It's at times like this I remember the golden rule someone posted regarding DC's:

    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:

    1. A Game breaking bug rendering you incapable of playing a normal match.
    2. A Player(s) taking the game hostage/hacking/exploiting bugs or game mechanics/bullying or griefing you. (Report these ones after leaving the match)
    3. 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. Too many DC's from too many players can also result 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.

    I understand your frustration of not being allowed to DC on a whim during a Pandemic situation, but unless you are DC'ing for any of the aforementioned acceptable reasons... You're just a petty DC'er, Who are no different from those that contributed to the near death of this game since December 2018, and you wholeheartedly Deserve your temp ban! I'm actually shocked BHVR took an entire year to implement this DC ban system..."Disgusting" doesn't even begin to describe it.


    TL;DR

    The DC Epidemic of 12/2018-12/2019 almost killed this game because players were DC'ing unpunished for any and every petty reason. The new DC penalty system is a freaking godsend, and it's a wonder why the devs didn't implement it sooner. OP is saying that taking away a players right to DC for any and every petty reason during a Pandemic situation is "disgusting"... I respectfully rebut this as just as "Disgusting" and doesn't even describe how bad the DC EPIDEMIC of 2018-2019 truly was While providing a firm statement to the contrary.

  • Deathslinger - Remove or greatly reduce at least 2 of the 5 slowdowns he experiences for using his power. (ADS, Cooldown for missed spear, Reeling for successful spear, Striking a speared survivor wipe animation, reloading.) The most slowdowns/stuns any other killer experiences for using their power is 3, and for a killer who is already slower than the average, and has an 18m limited range on his power to boot... 5 slowdowns is excessive and far too lenient on survivors (6 if you include the 4 second stun he gets when survivors break the chain).

    Demogorgon - Limit the range of most of his global sounds to 40 meters at maximum. Currently facing him he gives way to much information on his whereabouts and whether or not he's attacking anyone. It was cool at first, but overall a major disadvantage for him that makes him very easy to deal with (examples: if I hear he's attacking someone, I know to immediately start hitting the gens. If I hear him teleporting, I know to get off my gen for a few seconds, etc...). Also lower his Loud Footstomps range to 8 meters, and Change the Red Moss add-on so that it also silences his teleporting roar (the one that gives him 10 seconds of undetectable status; this should be a no-brainer since Having him announce to the world that he's teleporting pretty much defeats the purpose of an add-on that gives him 10 seconds of stealth afterwards).

    Deep Wounds - Since its no longer killer specific, and the timer stops for both mending and Running around, There's literally no reason it needs to be a 30 second timer. Cut it down to 15 seconds, and maybe it will be a bit more of a threat. Still not much of one mind you, but at least it'll make the add-ons that reduce the timer actually mean something. Borrowed time can keep it at 30 seconds, but in general the DW status needs a much shorter timer.

  • @NursesBootie said:

    Not as many stuns as nurse lol.

    Nurse has only 3 stuns/slowdowns: Blade wipe, post blink Fatigue, and post blink Fatigue after an unsuccessful strike which lasts longer than a successful strike or no strike. If not for her blink ability she is literally the slowest killer in the game moving at 3.68 meters per second, but because she can blink for 20 meters at a time, she has crazy good mobility. Deathslinger on the other hand is no where near this in mobility, requires precision aiming, a limited range, and has 5 slowdowns just for using his power to try and injure/down a survivor... one of which occurs when he successfully hits a survivor with his ability. A Nurse player can down a survivor after 2 successful blink strikes in much less time than Deathslinger can even get his first successful strike on a survivor. Not as many stuns? You must be joking.

  • I actually love using the Passive Phasing increasing add-ons! It's unfortunate that, as the killer, you have no idea when you passive phase, but with those add-ons... mindgame loops and unsafe pallets become much easier to handle. Because of the frequent passive phasing, the Spirits Stain disappears often, and survivors have a harder time knowing which direction you are going, which leads to much shorter loop time before a down.

    Tactically this is great for her, but because the killer player has no idea when it happens, you just have to take a wild ass guess and hope for the best in order to take advantage of it. More often than not however, playing those add-ons makes for some easier downs or hits at loops survivors thought they were safe at, and that makes them worthwhile in my book. Without her passive phasing, she'd be like any other 110% movement speed killer at loops, which is to say, easy to loop and mindgame.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/138842/the-real-problem-with-deathslinger

    Then use somebody else. He’s obviously not your guy 😂 I feel as though there are frustrating killers to go against it goes both ways. Especially dependent on the killer players playstyle. Nobody Pips when you face camp and tunnel. What kind of game is that for survivors? Imo killers need a impactful slowdown for Missed attacks or general mobility if they have abilities that let them do ranged attacks or extensive lunge attacks on survivors. Why don’t they just hand killers an AK47 or a mini gun? There ya go. Problem solved

    Most killers have an "impactful slowdown" or 2 built into their base kit, and they feel balanced around them just fine. Therein lies the problem... Deathslinger has 5, which is excessive for a killer that moves slower than the majority of the others. He takes much longer than any other killer to down any survivor, and because of his excessive slowdowns they gain more distance on him resulting in longer lasting chases than any other killer as well. I'm not asking for him to get a Mini-gun, I'm simply requesting that they reduce his slowdowns so that he can be on the same level as the average killer when it comes to chase/downing time.


    @Alphaphalt said:

    If your aim sucks you won't enjoy him.

    My aim is fine with him, and if it actually downed survivors instead of merely injuring them and applying the DW status, then I'd have no complaints. Unfortunately, it doesn't, and it won't matter worth a damn if you have a good aim on an injured survivor if they put an object between you and them to break the chain. No amount of "Mending time" is going to slow down survivors enough to make up for the time lost for this sorry bastard when it comes to catching up to them before a gen is completed by their teammates. He simply takes twice as long to down a survivor due to the excessive slowdowns he experiences... Here's a video showcasing that:

    https://www.youtube.com/watch?v=bgSCNmficmU

    Judge for yourself.

  • @mistar_z said:

    he's frustrating to play with and against truth be told

    I actually find him easier to play against, after knowing how much leniency he gives survivors. Playing as him however... you are either playing sweaty as hell, or you are gonna lose. There is no middle ground. Don't even ask me how much of a joke he is in the red ranks...

  • As Survivor:

    Pulled off Using Red Herring + Alert Combo, and Mettle of Man + For the People Combo in one match, RH+Alert kept the killer distracted from the actual gens we were working on, MoM+FtP came in ridiculously clutch in the endgame to secure an escape for an ally and myself. The latter combo is very difficult to get to work, but makes killers rage so very hard at you in the post-game chat, and it makes you feel so accomplished when it works. As for Alert and Red Herring, its a no-brainer combo that works pretty well for not only wasting the killers time, but also revealing to you if they took the bait or not, which was proved surprisingly effective in my playtesting with it.

    As Killer:

    Play killer, win with 3-4k (especially against SWF groups), and the hate just flows in the post-game chat... you don't have to do much more than that really. The killer role is just a sponge for abuse that most survivors will go out of their way to bully, so if you play it and do good, you'll piss off hoards of survivors without even trying to on purpose.

  • They are working on it with an MMR style matching system. Dunno if that will be a good or bad thing in the long run, but at least it'll match you with people that have a similar amount of wins/losses. We'll just have to see.

  • Pros and cons of Deathslinger.

    Pros:

    Has a ranged weapon

    Has a 24m TR

    Can Pull survivors out of advantageous spots and loops

    Has add-ons to help him secure a hit via lowering his TR, Reloading faster

    Quick draw and firing of his weapon


    Cons:

    Towering height comparable to Plague

    4.4ms (110%) Movement Speed

    Limited 18m range for weapon

    Weapons projectile travels at the same rate as a fully charged huntress's hatchet, leaving room for survivors to dodge it.

    Weapon cannot down with ranged attack, Survivors must be reeled in first for the strike

    Weapon inflicts Deep Wound Status Effect and Timer upon Chain breaking

    Projectile has a very small hitbox which makes it easier to dodge, harder to aim

    Striking a Speared survivor puts the killer in a slowed down state for the wiping animation

    Reloading the weapon takes more time than the wiping animation while slowing the Deathslinger down by the same amount.

    Chain break stuns Deathslinger for 4 seconds

    Loud Foot Stomps

    Loud Weapon giving global noise notification, and Scares crows within his TR giving survivors visible confirmation of his whereabouts.


    While his TR and music are smaller and more subtle than say Oni's or Demogorgons, his weapon has a lot of drawbacks, his movement speed is slower than average which gives him less map pressure, and his height makes him very easy to spot, especially on open maps like Blood Lodge, Disturbed Ward, Mothers Dwelling, etc, which makes his approach to get close enough to survivors much more difficult to pull off. The reasons for why many compare him to Huntress and say he's a weaker version of her basically amounts to the fact that Huntress can simply down survivors from any unobstructed range with her hatchets, and the only real disadvantages she has vs. Deathslinger is that she has a wind up time, and a 45 meter humming that alerts survivors to her presence before she reaches them. Whereas Deathslinger has to not only hit survivors with a precision shot, but also has to spend time reeling them in, can't simply down them with his ability which has a much more limited range, and he actually takes much longer to chase and down survivors than Huntress does.

    Summing this up:

    Deathslinger takes 0.625 seconds at best to fire off his shot, then takes between 2-8 seconds to reel in a survivor, 2 seconds to recover from striking said survivor, and 2.75 seconds to reload his next shot at default. Adding in his lower than average 4.4 second movement speed as well as the possible 4 second stun if the survivor breaks the chain, and a survivor is almost always guaranteed 30+ meters of distance from him every time he manages to strike them the first time with his power, which is extra painful for him since he power is limited to an 18 meter range.

    His only advantages are the fact that he has a precision shot that can be used effectively on tight loops (but only to those who are skillful with him), he has a fast quick fire attack, a lower than average TR that doesn't have a loud noise notification like Huntresses humming, and he can pull survivors away from otherwise advantageous positions before downing them.

    Otherwise he suffers far more slowdowns for using his power than any other killer, and lacks massively in map pressure or the speed in which he can down survivors comparatively. As long as survivors are able to consistently take advantage of all of the slowdowns/disadvantages of his power, and his low mobility, the only time he ever poses a threat is in tight loops against an already injured survivor. Everything else just wastes his time and slows his mobility.

    With this killer giving survivors this much leeway, counters, and dealing with more slowdowns than any other killer in the game, I'm actually surprised anyone is complaining about him, much less demanding nerfs.

  • In this game there are 3 levels of difficulty for Killer Players:

    1. Solo survivor team
    2. Solo + Partial SWF team
    3. Full 4 man SWF team

    The first level of difficulty (normal) is more often the easiest to deal with since none of the survivors are on VOIP programs like Discord, but that doesn't mean that its always a guaranteed win against them as player skill and non-verbal coordination often makes them fluctuate between being complete potatoes or bulldozers. I always heavily respect a solo team who can best me regardless of rank.

    The second level of difficulty (hard) varies immensely depending on if its 2 solo + 2 SWF, 2 SWF + 2 SWF, or 1 solo + 3 SWF. Coordination is more difficult when 1 or more members of the team aren't able to use VOIP to communicate with 2-3 other members, and so while the difficulty for the killer becomes harder, you can usually suss out the weak links in the communication and take advantage of them. Again however, alot of this is still based on the individual players skills at the game.

    The final level of difficulty is what most FPS games would call Nightmare difficulty. Not only are the survivors all on the same VOIP channel, but before the match even starts they make it clear to each other what perk builds, items, and tactics they'll be using during the match, and because of the VOIP communication, they can constantly update each other in real time their situation, and coordinate on the fly to beat or bully the killer. While this level of difficulty is quintessentially the most frustrating aspect of playing the Killer role, it's Not Unbeatable, and survivors who play this way are usually used to winning, and so don't develop enough actual skill in the game since they have their buddies backing them. This is again subjected to their individual skill at the game, but they often relax in their "sweatiness" because of the overconfidence a 4 man VOIP team gives them.

    Against a 4 man SWF, all gloves are off! Don't hold back, be sure to Punish them heavily for their overconfidence, play as sweaty as you need to, and don't be afraid to use any dirty tactics in your arsenal. They aren't going to hold back, so you shouldn't either. Fortunately for you their behavior in the match will reveal if they are SWF or not, and you can use that against them. If they ######### about it in the after game chat, you can just laugh it off knowing you didn't let them have their way like they're used to.

    Overall DbD is a multiplayer game, and it gets incredibly more competitive the higher the skill your opponent(s) is, and whether or not they can actively communicate with each other. If you take on the Killer role, and can't deal with this level of competitiveness, then you should probably take a break, and decide for yourself whether or not its worth getting to the point in skill where you can effectively deal with your opponents regardless of their advantages.

    Edit: grammar, and corrections in context

  • *Does maths*

    Hmmmm.... ok, so default Doc takes 1 second to charge Shock therapy + 1 second delay to the shock detonation + 1.5 seconds of cooldown.

    Survivor gets hit with shock and can't interact with hooks for 2.5 seconds.

    1+1+1.5 = 3.5 seconds - 2.5 seconds = 1 second gap between shocks to unhook a survivor.

    Unhooking a survivor takes *reads the wiki* 1 second, raising the possibility to unhook a survivor after being shocked to 3.5 seconds ( 2.5 seconds + 1 second to unhook = 3.5 seconds.)

    So yeah, he does give you enough leniency to unhook a survivor, but but just barely. You otherwise can't unless you immediately start the unhooking process as soon as the 2.5 second timer runs out.

    However, that is just on Default Doc. The new Discipline add-on's reduce the Shocks Detonation time by: 0.1, 0.2, and 0.3 seconds (depending upon the level of the add-on), so he can most definitely shave a maximum of .5 seconds off of the Detonation time which would mean that he has 3 seconds between shocks, but shocked survivors still have 3.5 seconds to unhook their teammate.

    Best countermeasures for this trashy behavior:

    1. Don't get shocked before attempting to save your teammate from the hook right after he performs the shock, aka coax out his shock therapy attack and dodge it successfully before attempting the unhook.
    2. Distract him by feigning an unhook attempt and purposely get shocked so that a teammate can immediately make the rescue afterwards.
    3. Go do gens, he's obviously camping and he won't win with that tactic at all if you let the teammate die but take down 3+ gens before he/she is sacrificed (depends on if they suicide on the hook or not).

    I, being a Doc Main for so long, am actually ashamed of the Doc player OP mentioned. Due to his power, Doc has never needed to resort to camping in order to win, and I've never seen a Doc actually win using camping tactics, even camping tactics as ######### as this. I'm sorry you had to play against such a person, who no doubt got a guaranteed kill playing that way, and I hope your team was quick enough to realize what he was doing, and punished him for it by completing the gens and escaping. If not, sigh, sadly any loss you may have taken is on you and your teammates.

  • Plague:

    She either makes the whole team suffer from an arguably worse version of NOED for the entire match (it's worse because they all become easier to see, track, and hear as well as insta-down), or they start cleansing and she gets rapid fire ranged damage (albeit limited range). She consistently puts survivors between a rock and a hard place by forcing them to decide whether they want to spend the rest of the game having chases that last half as long as they normally would've, or if they want to upgrade her power to something more deadly. add in the fact that she makes all medkits and healing perks useless to the survivor team, and it's all a Win/Win in my book.

    Doctor:

    I've loved this guy since his release when the devs claimed he'd "Break the game", and while many didn't see it that way, if you knew how to build for him, then you could prove the devs statement to be true. Since his recent updates however, he feels fresh again, and his strengths are even more rewarding now than they used to be. He may have suffered a bit in that his build diversity has gone down, but he still has plenty of build variety that changes the way he plays enough that survivors never know what to expect going up against him (at least with me they don't "you were expecting impossible skillchecks Doc, when it was I 'Ninja/sniper/bully/worldwide/bleeder Doc' all along!"). His build potential is still the most versatile in the game in my book, and I love it.

  • It wastes 12 seconds of survivors time (8 if they mend each other) which supposedly buys him time to apply more map pressure despite his slower than average 110%/4.4ms Movement Speed (I think the idea was if they are spending more time mending/healing, then they spend less doing objectives). Unfortunately this seems to be the only thing in his kit that wastes survivors time, but because of how heavily nerfed and un-threatening Deep Wounds is, and how slowly he applies it to survivors vs Legion, it doesn't really slow them down enough, much less allow him more map pressure. So aside from adding 12 seconds onto a survivors healing time, it's pretty useless at giving him the time wasting advantages he needs, especially if the survivor was inflicted with DW by snapping his chain which stuns him for 4 seconds. If DW were re-worked again to have only a 15 second timer instead of its current 30, then it could actually be a little more threatening since every time a survivor pauses at a mind-game-able loop, vaults a window, drops a pallet, etc, the timer starts ticking down, which would make having the DW status on your character something more urgent to take care of since you don't want to be caught in a chase that has you pausing for any reason.

    Deathslinger does need a time wasting mechanic for survivors, but DW is not an effective one for him in its current weak ass state.

  • I used to be very competitive as a killer, and relished holding rank 1 each season, as well as dropping back down to rank 10 during the resets, but these days I don't play as much as I used to. Because I play more casually than before, I actually don't like being in red ranks anymore since they are just frustrating for any non-competitive player, and so when I inevitably do achieve red rank, I purposely de-rank to something more comfortable. I don't flat out stop playing for months of course, since that doesn't really do any good, and you can achieve the red ranks again within a casual week of playing, but I also don't just let the survivors win all willy nilly, go afk, or DC, since there is a much simpler and fun way to de-rank while still keeping in the spirit if the game: Ebony Mori's.

    I have a ton of these mean little red/pink skull offerings in all of my killers inventories because, unless I'm using them for the purpose of de-ranking, there's literally no incentive to use them at all. Killing a survivor after their first hook means that you end up losing major Devout, Malicious, and Chaser points, and so for competitive players, this means that you lose out on the points necessary to gain a PiP. This is doubly important for when you reach red ranks, wherein gaining PiPs requires 9 or more points towards your emblems. If you're just killing survivors after their first hook however, you can't even earn 8 points, and this is also enhanced by using a killer with instant down abilities/add-ons/perks etc, since ending a chase too quickly lowers your Chaser point scoring as well.

    Bonus: You still earn decent Bloodpoints as well, so there's not really any downsides to playing this way.

    Double Bonus: If 1 or more survivors DC, or kill themselves on their first hook because they hate your build and the Mori, that also earns you an "Entity Displeased" score.

    So, to sum this all up:

    If you reach the red ranks and don't want to stay there, simply gear up your killer with Instant downs + Ebony Mori's, and watch your rank plummet while you have some very fast, fun, and exciting games.

    "Mori's: The fun way to de-rank!"


    *This message brought to you by the "Mori's Offer Fun Opposition to Survivors" foundation.

  • YES!!!! Considering that the Demogorgon from the show is like a hybrid plant and animal thing, this would not only be thematically feasible, but also awesome to see in game. I 100% support this idea!

  • Pinhead... Definitely Pinhead!

    And Chucky, but if they can't get the license for Chucky, I've got a really good alternative OC Doll killer for them:

    @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 your convenience if you don't have the time to read it all. If you read it and like or dislike the concept, I'd love to hear your creative criticism in the original post.

  • Please post these on this tread:

    @skynightjourney said:

    It bums me out that Leatherface and Freddy don’t get the cosmetics treatment that Ghost face got even though it was probably part of the deal made for them to be added. But if not, I’m sure there could be some awesome knife gloves and a Robert England type of head gear for ol’ Fred head and leatherface could get his multiple persona’s like the pretty woman outfit. And for original killers it would be awesome to see a deathslinger with robotic attachments like since his leg has that metal thing why not make a whole metal leg? Or maybe for Doctor give him a full plague doc outfit or a cool mummy type out fit for plague and for Huntress maybe a human skull instead of just animals since she’s killed tress passers in her domain before. Just spitting balling ideas out here, a lot of cool things could be added.


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