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TWiXT

TWiXT

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TWiXT
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  • ugh, they gave us back the god awful scrapped tape with its original effect, and they increased its rarity... On the plus side, counter clockwise skillchecks are base kit now, but still... ######### scrapped tape!

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102032#Comment_1102032

    Keys break when used to open the Hatch. Keys never used charges for that, and the update only affects what happens at 0 charges.

    I'm actually with @AChaoticKiller on this, not the keys part, but the immense surplus of items we'll end up with. Currently we can gain items via either bloodweb or chests, and with this update bringing in killer style add-on spending, this means that losing items will now only happen when we either get hit with Franklin's and die/escape without it, or just die (Side note: does this mean that Franklin's Demise no longer has the ability to destroy items?). With item retention increased so much and add-ons getting spent every round regardless of whether or not we escape, I can see this becoming a problem in the long run where we'll have tons of items, but a low amount of add-ons to use with them. In order to balance this out and make items more important to our inventories, are you considering the possibility of a future update wherein survivors will only be able to acquire Items from chests, while the bloodwebs only provide us add-ons for them?

    Also, why is Ace in the Hole now a perk based White Ward? That significantly devalues White Wards in general imo, and the killers don't have anything like that in comparison. Up until this update, the White and Black Wards were very useful tools for keeping our inventories from running out of items and add-ons we favor, but they were always a limited resource. Perks on the other hand never run out, and so, you basically gave us all a white ward in perk form that has only the stipulation of having to survive the round in order for it to keep us from losing our add-ons. Admittedly, before we only used it to keep our items and add-ons in case we died, so they still have value there, but you're now introducing the killers style add-on spending and then giving us an easy way to opt out this change with the use of a perk slot. I just think this is an odd choice, especially when its paired with our new item retention buff.

  • @gamerscrybecauseofme said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098254#Comment_1098254

    The best idea by far for changing NOED, is not changing NOED

    Don't get me wrong, I don't believe NOED needs to get changed either, I like having the threat of a limited time OP hex perk that rewards the killer for survivors laziness, but lets be honest here, the devs are eventually going to cave in to all of these complaints and nerf it (they did so for nurse, spirit, original Mori's, STBFL, DS, BT, SC, and recently Ruin). If it's going to get nerfed no matter how much its discussed, I'd rather we at least advise some creative suggestions that will make it so that it isn't completely nerfed into the ground and becomes utterly useless. Take the Idea I wrote down for example:

    It rewards the killer with 5% movement and attack speed recovery for every uncleansed dull totem when it activates, which means that if the survivors don't cleanse any totems the killer gets a whopping 25% boost, if they cleanse 2 totems the killer gets 15%, and so on. Either way, by endgame if any totems aren't cleansed then the killer will get a bonus at varying amounts depending upon how lazy the survivors are, and since it won't have the exposed effect anymore, this gives the survivors a better chance at rescuing teammates during the endgame, while also makes the killer more threatening. In all likelihood the average game will end with the killer having only 2-3 totems left due to how lax survivors are at cleansing totems currently, and dealing with a 10-15% speed boosted killer is still no walk in the park, but feels more fair than insta-downs.

    Bottom line: With an increased influx of complaints like this, Current NOED's days are numbered, and as much as I'd love to argue tooth and nail about how balanced it is, I've just come to accept that it's going to get changed, and when that Happens I'd rather have been someone that helped steer the change in the right direction than one who either did nothing or just argued without adding anything to what would be otherwise constructive feedback.

  • So far the ONLY good idea for changing NOED I've seen while keeping it a threat but more balanced is:

    No One Escapes Death:

    A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping.

    Once the Exit Gates are powered, if there are any Dull Totems remaining on the Map, this Hex is applied to them.

    While Hex: No One Escapes Death is active your Movement as well as your missed and successful attack recovery speeds are increased by 3/4/5 % per active totem.

    The Hex effects persist as long as a related Hex Totem is standing.


    This way the killers don't instant down every survivor which gives healthy survivors their 3 second 150% movement speed burst after getting hit, while boosting the killers aggressiveness and giving them a better chance of downing a survivor before they reach the exit gate. Currently without something like NOED, hitting a healthy survivor half a map away from an open exit gate pretty much ensures that the killer won't be able to catch them before they leave unless they make a routing mistake, and this change reduces that safe distance to being only a quarter of the map away. It's still countered the same way current NOED is (12 seconds per dull totem x 5 dull totems = max of 1 minute of game time and a max possible minimum of around 24 seconds), and unlike current NOED it allows healthy survivors a chance at getting a hook rescue in the endgame.

    In order for a killer to get the most usage out of it they'd have to pair it with fully stacked STBFL, PWYF, and Unrelenting, which would make for a pretty terrible build meant only for the endgame and still under the condition that the exit gates get powered first. If NOED was changed this way, I can see it being more balanced and making the end game more intense without feeling like its an instant win or "crutch" trump card.

  • Quote from a previous statement regarding the perceived "Fair Play"/Balance of this game:

    Here's a common Double Standard of what survivors call "Fair Play":

    Survivors can go in with full meta perks and OP Items/add-on's, but the moment a killer does the same in order to try and counter this, they are called a "Tryhard, Sweaty, OP, Trash killer!" Regardless of whether or not the killer actually wins or loses. Which honestly comes across as hypocritical and entitled gibberish in the context of a 4v1 game.

    The way I see it, Killers are human beings too, and deserve to have as much fun playing the game as the survivors do. While playing killer the odds are stacked against you more often than not which really puts a crimp on the feeling of the "Power Role" that killers are supposed to fall into. We're all People pitting our skills, Strategies, and Earned builds against each other in this game, so with that in mind, I'll just state this as my overall answer to your "Fair play" question:

    Play the game how you want to play it and have fun. The killers role is to kill, the survivors is to survive, both by any means necessary. Anyone who has a problem with that should direct their hate at the game mechanics that allow either side to do their job more effectively, not the player who takes advantage of it.

    Ergo, If Survivors never hold back on their builds or tactics, as a killer... why should you?


    So, OP... By all means please encourage every survivor to use their keys all you want and call it "fair play"... The Killers, in return, will have no problems bringing out all the toys you guys hate in order to counter them... I predict It'll be a legendary chapter in this games history!

  • Um... probably shouldn't be prying, but anyone else concerned that the OP received a forum ban after making this post? Seriously, I kinda want to know what they did to earn it, but at the same time am afraid to investigate.

    As for what the OP originally stated, and just like the 2nd post clarified, MANY Multiplayer games like Overwatch, CS, CoD, Battlefield, Dota, HotS, Smite, TF2, And even freaking Fortnite incorporate DC penalty systems because the devs know that players who habitually DC over petty reasons or entitlement are not good for their games. Granted, those games are far more competitive by nature, and really need a DC penalty system, but in all honesty, this is a 4v1 Asymmetrical multiplayer game wherein the cooperation of every player in a match, no matter how good or bad its going for them, is the core of the overall gameplay. Anyone who ditches out and screws everyone else over by doing so only ruins the overall game, and leaves new players with a sour experience. Allowing that kind of petty toxicity to continue unpunished would only make new players hate the game even more, and I'm seriously baffled that they didn't incorporate this system sooner (especially around the Stranger Things Chapter release).

    Now however, new players get to experience DbD the way it was meant to be played... To the end of the match regardless of the outcome. They no longer have to fear teammates DC'ing on their first down, because of the map they're on/killer they're facing, or Killers ending the match early with a DC because the survivors Finished 1 gen quickly or destroyed a totem in the first 20 seconds. To me, that's progress and completely in the right direction for this games health. Like the other games mentioned in this comment, Behavior had a problem with DC's and took the proper action to quell it, and I honestly haven't had this much fun in DbD for about a year.

    I'm so grateful to the devs for this... yeah the game isn't perfect, and some bugs can cause DC's/punishments without warning, but in all honesty, those cases are far more rare than the epidemic of players DC'ing for petty reasons we've experienced since January of 2019. I fully appreciate the devs stance against such nonsense considering that it was, without a doubt, quintessentially... the most prevalent problem (above all others) that ruined the game. I'm certain many others can agree with me on that note.

  • @mike4156 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1091604#Comment_1091604

    he can quit whenever he wants, i don't laugh at people who smoke for 20 years and quit. what kind of statement is that lol. "you decide to quit now" lol

    I totally agree, he can quit whenever he wants to, and I already said "good riddance" because we don't need any more poor sports like this whining about how "bad" the game has become when it has been far worse in the past 3 years since its release.

    Seriously though, don't go comparing quitting DbD to quitting "Smoking for 20 years". Playing DbD isn't literally going to lead to your irl death, nor is it nearly as addictive. ######### is up with that comparison? Quitting smoking is only going to benefit you and extend your life, quitting DbD is going to do neither because it doesn't directly affect your actual health. People can be proud of someone who quits smoking, but people like the OP, who quit DbD over such inane reasoning when the community has dealt with far worse in the past, and despite their complaints the game has actually been Improving as of this last year and a half... how can anyone be "proud of", much less, respect that?

    "lol" indeed.

    in title Comment by TWiXT
  • Sorry, I've dealt with this games bugs and imbalance issues from 2016-present, and I can honestly say we're actually having it "Good" now. If you're gonna whine, and threaten to quit over how "bad" you feel the game is now, then I can't help but laugh at your ignorance considering this games horrifically imbalanced history.

    Background: I've always played and enjoyed DbD casually, but for the first 1000 hours I chose to take the more difficult role... Killer. Its funny how it took me so long from November 2016 to July 2019 to accrue that many hours in the Killer role (I had a job, and it was my priority until recently), at which point I decided to switch roles to survivor for the next 1000 hours.

    Within the time I've played as Killer, I've experienced:

    Literal Infinite loops, Pallet Vacuums, Inability to damage generators, DS available at any time once per match with no hook requirements, BT protecting both the unhooked and the Rescuer, Instant flashlights, Flashlights that could ensure a survivors escape no matter when they blind you during pickup, Instant heals, Guaranteed Hatch Stand-offs, SC Healing in less than 12 seconds, A veritable Plethora of exploits that allowed survivors to infinitely break the game against me, Pitch black outfits that made Claudette Literally invisible to the naked eye, Fog so thick that you couldn't even see survivors more than 16 meters away, countless sound design issues, and hex totem spawns so terrible that they could never be depended on.

    2018-2019 has seen some major changes regarding balance, and mostly in the Killers favor. They nerfed DS, BT, BL, SC, Healing mechanics in general, etc... Basically what I'm trying to say is that, up until recently, these past few years were a MUCH darker time to play killer, but despite that, I persevered through all of it!

    Is this a statement of my overall bad-ass-ness, or more of a testament to my masochism?

    It's neither...

    I, like most, love this game! I have put up with endless Bullshit and bad design decisions to make it to where I am today as a Killer who has taken this unforgettable statement to heart:

    "If survivors never hold back on their advantages and builds... Why should you?"

    So, While I can Sympathize with the OP, I can't agree with them at all considering all the CRAP Killer Players have had to put up with in the past, and how much this game has evolved to make things more balanced in favor of killer players in the past year an a half. I honestly don't believe in their idea that the game is broken and that "We're forced to play with killers who only know how to tunnel because 'I can only get kills that way'". The DC penalty system has just been another patch, and its been more beneficial and no where near as bad as we've had it in the past.

    This game was already loaded with poor sports who DC'd on a whim, and this community could do with less of them! Obviously the Devs agreed and the DC penalty system Is a much needed breath of fresh air that reminds players that they are playing a "Multiplayer game" and thus aren't entitled to win every round for the money they paid. On top of all of this the "RANK RESET" bug, has been acknowledged by the devs and is easily fixed by simply restarting the game. If you are going to quit now because of this, after all the BS the DbD community has had to put up with over the past 4 years? Then all I can say is "Good riddance".,, this community would only benefit more with less players like you.

    in title Comment by TWiXT
  • OP, Dude, Your city sucks. I guess I live in a bigger US city (Salt Lake City), where 1 Gbps Is offered for $80 per month, and the lowest rate of 25 Mbps is offered at just $19. I'm running on 250 Mbps at $50 per month with Comcast, and still feel like that's overcharging for the rate I'm getting, but at least it's affordable. If you're actually getting Charged that much in your city... you either need to take it up with your congressman or move out. I'd expect those kind of rates from an east cost city/new york pricing because the living wage there is much higher and so is the cost of living and thus it gets adjusted to be affordable in that environment even for the lower income residents, but seriously? $250 per month for only 100 Mbps? You either have the shittiest ISP, the Worst city to get internet in, are living off of a wifi technology from 2007, or (most likely) you're lying your ass off and exaggerating your actual conditions in a poor attempt to plead that the devs remove the DC penalty to accommodate the "poor".

    I have a computer that's currently 6 years old, Ran dbd Just fine on a Nvidia 960 GTX, still runs it fine after I upgraded the card last year to an Nvidia 1060 GTX that cost 229 bucks, and 250 Mbps that costs me an additional $50 dollars per month on top of my cable bill. My pay per month is $1400, which is apparently considered in the "Poverty zone" so, I have no idea what you mean when you claim you are "poor" if you are able to afford paying $250 per month for a meager 100 MBPS!

    Consider this calling your bluff. You just don't like the DC penalty system, and you aren't even being honest enough with the community about your grievances with it because you know, just as much as we do, that you are a petty/entitled player who is no longer getting their way and is making up excuses to make your complaint seem justified.

  • @Ohlookahook2 said:

    So the trapper is going to be overpowered now? ######### man the trapper was in a good spot now all were going to see are trappers. Survivors aren't going to be able to move. Trapper just gonna run around set traps and at mid or endgame everyone will be in a trap because there won't be any way for them to get away from trapper. Its bad enough already.

    Hardly, Trappers take 2.5 seconds to set a Trap, which in survivors running distance means they run 9 meters away while he sets them. Add in the fact that survivors only take 3.5 seconds to disarm the trap by default, and that other survivors can step on a trap without being caught in it as long as someone else is disarming it + Dead Hard, Small Game, and Maps that reveal the traps, then that means that trapper will still have a time/counter disadvantage against the survivors in whole. If they leave the grounded trap setting at the same amount of time it takes to set a trap normally, this will hardly be much of an advantage for the trapper at all. You're over exaggerating this change by calling it "Overpowered" since trapper only has 6 traps to start with (one in hand and 5 in map he has to collect and set) and that can only be increased to a maximum of 8 traps with a bag add-on. Add in the fact that unless they are using the Tar Bottle add-on, Traps are already very easy to see, and trapper is still a pretty weak killer. All this change does is make it so that Trapper can reset disarmed traps on the ground without having to take the .5 seconds to pick them up first. So, its a slower version of his Ultra Rare Iridescent Stone add-on, that requires him to do all the legwork for resetting the traps.

    That isn't the definition of "Overpowered" when it comes to his power, which is still the only power in the game that survivors can outright deny him by sabotaging traps. Overpowered would be if they made him start with all 6-8 traps on hand from the beginning and all he had to do to set them was to spend .3 seconds throwing them into place, they always had the Honing Stone add-on effect by default (puts survivors in the dying state when they escape the traps themselves), a Dye add-on that makes set traps invisible to survivors, and the traps have an expanded 4 meter radius where they jump and trap survivors that steps within their area... I think that'd just about do it for what constitutes as "overpowered".

  • @Inji said:

    Good news all together. QoL for our trapper boy.

    Only If they balance it so that Trapper takes Half the time resetting ground traps than he does planting them. There are 2 factors for resetting a ground trap:

    1. it was disarmed by survivors and remains where it was set.
    2. It trapped a survivor, and is no longer in the same place in which it was set.

    In the first case, resetting a trap you already set but was disarmed shouldn't take the same amount of time as setting the trap as if you had picked it up and set it down. in the second case, Most trappers will realize that the trap is now off center from the originally set position, and will pick it up and reset it in its proper place, which will take the normal amount of time + picking it back up. I will only truly appreciate this change if disarmed traps are reset in half of the time it took to set them in the first place, otherwise, while still an improvement, it will do nothing for helping the trappers overall time management.

  • My suggestion for buffing Spies from last April:

    Spies from the Shadows: Reveals the auras of all crows (in yellow or white) within a 24/28/36 meter radius. Crows no longer respond to your presence, and all disturbed crows have 100% louder volume within this radius.

    This gets rid of the godawful loud BANG noise the current version has, and instead lets killers see crows as little signal flares leaping into the sky when disturbed as well as being more audible for the killer so they know which direction to look, Plus the killer doesn't disturb them any more so there's no "false signals". It's still completely countered by Calm Spirit and Urban Evasion, and a large number of maps don't have too many crows in key locations (Rotten field for example doesn't have any crows in the corn field despite the lack of a scarecrow) so its not an overpowered tracking tool, just a far more useful one.

  • I encountered a Claudette last night that was intentionally failing every gen/healing skillchecks, dropped every pallet on the map without being chased, and lead the killer to any injured or healing teammates. It was obvious the player was trying to get us to DC, and fortunately the killer caught on and wasn't having any of it, he was pretty chill. After she died on the hook with no one making the attempt to save her, the killer let the rest of us finish the gens and leave. We all reported the player, but I have to admit I wasn't expecting this level of toxicity to hit so quickly after the penalty system was implemented. I've had a few survivors kill themselves on first hook, or immediately run to the killer to get downed and hooked so they could kill themselves, but trying to make the game frustratingly difficult for your own team so as to encourage DC'ing... that's just low.

    Aside from that game though, I totally agree with OP! I haven't had this much fun in DbD since before the Legions release in December of 2018. 2019 was a year plagued by a DC epidemic that never went down, and was rough for all of us, especially the more casual players. Ever since the Penalty system was released yesterday, I've been having a blast, and it feels like a nostalgic reminder of why I started playing this game in the first place. Thank you Devs, I no longer have to worry about petty teammates ruining it for us before we've even finished the first gen. Nor do I have to worry about the Killer DC'ing because we completed a gen early, or broke a hex totem in the first 20 seconds.

  • @Elvenmonk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1052882#Comment_1052882

    Legit I miss stacking 4 purple fog potions and then it is a trapper or hag

    I DON'T. Don't get me wrong, for Hag and Trapper that thicker fog was an amazing advantage, but for all other killers, it was a nightmare! I also don't miss survivors stacking 4 "New Moon Bouquet's" and picking the darkest cosmetics for Claudette. Tru3Talent illustrates that point vividly here:

    https://www.youtube.com/watch?v=YrnCDTcn_c4&

    Killer Players have had to put up with this kind of BS for so long, that the recent updates have been a breath of fresh air in comparison (yes, even the nerfs to Nurse and spirit)... mainly because of what the devs have done to balance things in the killers favor without going too far in the past year and a half. There have been a plethora of truly awful times in the past for this game, for both sides (mostly the killers though) wherein if a player complained by saying that they were gonna quit because of how unfair their role was, I literally couldn't blame them, nor would I try to dissuade them from their decision. Now however, this game is so much more balanced for both sides, and that makes the game much more enjoyable than it has ever been in the past. A bright future is ahead for this game... here's hoping that the devs stick to it and don't forsake us in a decision to move on to a new project.

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1052882#Comment_1052882

    Your response is a literal wake up call and a smack of reality to people. Props to you.

    You're welcome for that, and I hope I didn't come across as too harsh for many out there. Its just frustrating to see posts like this one repeated "En Mass" over small or petty reasoning.

  • This post was made in April of last year, well before the dedicated servers became the norm. Don't judge that comment too harshly because it is a product of its time. Despite that, there still are people who connect and have a bad connection to some dedicated servers, at which point it's on them if they don't leave the lobby and try for another better connection to the servers. True "Lag switching" has become a thing of the past now that we no longer have to suffer, but if your connection is terrible, you still have an option before the game begins to disconnect and "try again".

    Incidentally with these "rules"... I try, but don't expect anyone will actually take them to heart. I do, and feel everyone else should in order to make the game experience better, but Human nature is fickle, and full of conflicting ego's, so I can't really expect anyone to abide by them, but if at least a few do, then this game will be all the better for it.

  • @GhostofYharnam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1054716#Comment_1054716

    I think it would honsetly be a great addition to the game. But the problem would be balance. I think the game in its current state right now is not balanced enough for them. That being said i definetly agree they could add a new sense of terror to this game. Imagine these on lerrys.

    Oh yes, I have imagined them on indoor maps like Lery's... They're so small that windows become a bane to survivors since jumping through one means that they lose their advantage line of sight with them, which gives them much more freedom to move around. In more open maps like the rotten fields and Crotus Prenn asylums disturbed ward, they are still a decent threat, but on indoor maps is where they'll shine as a significant terror the most. Their mechanics are heavily built around making them ambushers, and that would undoubtedly show the most on indoor maps. I can imagine many DC's from survivors if they go up against this killer when the map is Lery's, Hawkins, or the Game, but still, that's just a natural advantage they'll have in their design. Honestly, 3 maps where they have all the advantages out of 29 total, is not that bad imo.

  • @GhostofYharnam said:

    Ok No lie this would be amazing. But also terrifying. Dolls scare me lol

    This game could use a few more Scares imo, and I'm glad that you like it despite your Pediophobia (fear of dolls). Does the Red Light, Green light, or "Weeping Angels" aspect conceptually satisfy you as an in game mechanic? Tbh, many have said they like this idea, but I don't know if in reality it would be a good mechanic to add to the game. The entire reason I made them move 6 meters per second instead of the standard 4.6 is because they can be stopped in place by a survivor looking at them. Like the "Weeping Angels" they move fast to close distance as soon as you take your eyes off of them, but you can still stop them in place, and that was the goal I was trying to achieve in order to give them a heavy enough advantage in most situations to make up for the disadvantages of their mechanic.

  • Your quick response is heartwarming, but I'm not going to spell it all out here. Give the link a read, and if you don't have the time to read the full version, I also included a TL;DR version in it to give you and others the basic idea of how the killer works. I hope you enjoy it as much as I enjoyed making it, and will leave constructive comments about it in the post I linked for you.

  • Unrelated to the post but it's Funny you should mention Doctor Who when I made a killer concept based on the "Weeping Angels" as an in game mechanic:

    @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.

    Don't let the introductory text or the fact that its a "Doll killer" dissuade you. I think you'll enjoy the read, and hopefully leave a constructive criticism of it in the comments for it. It's kinda my baby, and although this is a shameless plug for it, I beleive that people like you would enjoy having it as a killer the most in this game. Especially since the devs seem to have run out of ideas recently, and are making killers that are just "hybrids" of other mechanics they already have in game (GF being a combination of Pig+Shape, and Oni being another combination of Hillbilly+Shape).

  • @orums said:

    https://forum.deadbydaylight.com/en/discussion/comment/1052882#Comment_1052882

    Honestly this made a lot of sense. I've never read those "rules" but adopted them anyway bc I felt it's how the game should be played. But as stated more times than the sun rises, survivors are a very toxic crowd. They all expect to win/escape and will pull any dirty trick in the book to make it happen. That's when they get camped or tunneled. Then they complain incessantly bc how dare they receive the same energy like I have been writing whole paragraph responses as to why I went toxic on them with no responses bc THEY KNOW how unbalanced the game and community are. And that's the worst part, there's no "safe space" for killer mains to voice our grievances with survivor actions and toxicity without being ostracized or banned for it.

    But I digress. This response has honestly restored some energy within me because it's the first time anyone has read/listened to what I had to say and responded with something constructive in years.

    The chief problem in this game is entitlement, which has sadly become the norm for most games in the last 10 years. The problem with that line of thinking is that it doesn't fly, much less apply, when it comes to multiplayer games. I'm an "old gamer" who's been playing games since the 1990's and ever since 2007-ish I've noticed the gaming communities have been spoiled and catered to by developers, and because of that, they've become less sportsmanlike and more entitled with every new game or patch released aimed at appeasing the masses. There are very few games that escape this for the most part, but all of them are seen as hardcore competitive games like CS, Dota, Overwatch, etc. Even then however, the forums for those games are flooded with entitled brats that demand nerfs and changes that will favor their side vs others, and its inescapable for developers no matter how casual or competitive the games actually are. It's really the devs faults overall, they groomed this kind of behavior, accepted it, and will do anything to maintain a player base that has fun, but in reality this logic is flawed because gamers like us aren't simpletons, and treating us as if we are because of some whining on the forums is honestly so condescending that its become insulting.

    For instance: this game has all the mechanics in place to inform the survivors of what is going on in their matches without the need of on screen prompts. Ruin affecting your gen progress? the gen starts regressing and visually sparking as soon as you leave it. Coulrophobia affecting your healing rate? You can already tell when you see it slow down with a red progress bar as soon as you hear the TR heartbeat. etc, etc, etc... Do the gamers of this community really need all of the visual prompts spelling out what's going on? No. We have instincts, and brains capable of figuring things out on our own, but the devs treat us like children, and hold our hands throughout the game with an overabundance of information that before 2007-ish would've been reserved only for new players in a sort of "tutorial" phase. The fact that the devs aren't respecting our instincts is directly linked to the feedback complaints from players, and honestly, its sad.

    This is a 4v1 game, and because of that the majority of players are the survivors; For every 1 person playing killer, there are 4 playing survivor, so naturally, the devs have to cater to the majority no matter how biased or toxic their opinions/demands/complaints are. However, despite this factor, I'm actually elated to the fact that the devs have done so much recently to listen to the minority for once and have been making great strides to balance the game in the killers favor, whereas before that simply wasn't the case. For so long, each new killer + survivor update came out with new changes and perks that made playing survivor easier, and killer more frustrating, but for the last year and a half that hasn't (entirely) been the case, and this recent patch just feels like a throwback to the old times where killers were screwed and survivors were given all the advantages, but that's all it is... a reminder of how bad it used to be.

    You're not entirely right in saying that "there's no 'safe space' for killer mains to voice our grievances" since doing so in these forums has had great results in the past year, no matter how many survivor mains complain about it. Together we nurtured, tolerated and groomed the current community and its expectations of the game, but all the devs have done is abide. We are as much at fault as the devs when it comes to the current state of the game, and while that is frustrating for the killer mains, its also heartening to know that the devs are still listening to us, and have been showing it.

    I may have come across as a bit harsh with my "good riddance" comment, putting your complaint on the same level as entitled players who DC over petty and unsportsmanlike reason, and for that I apologize. I understand your frustration over this game, but for the life of me, It hasn't gotten so bad that I'm willing to give up on it. I see the recent change as both a new challenge, and as just another example of the devs catering to the community. Sometimes its in the survivors favor, but unlike the mistakes Evolve made, these devs are actually listening to the monster/killer players as well (seriously, they massacred that game because they were to biased towards one side and it became a 5 v 1 bully simulator), and that makes me happy to be a part of this game and community.


    @MrGummeBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/1052882#Comment_1052882

    I'm on the exact same boat as you Twixt. The only thing that really changed was the toxicity of the people who play survivor. I use to get a gg after games now I just get negatives comments from survivors. I can deal with the flaws in the game.

    People's attitudes can ruin your gaming experience. I don't let words bother me but after a while of being bullied the game starts to become dreadful to play. I'm a Red rank killer so I experienced all types of survivors.

    Funny enough, I'm actually a Sadist by nature, and fortunately for me this game has been a great outlet to "get off" on those tendencies, so when a player I've defeated mercilessly comes back at me by vomiting vile and toxic text in the post game chat, that's just really doing it for me. Nothing makes me happier than knowing that I've hurt the other players emotionally in the real world by bruising their egos, and when I can imagine them screaming at their computers, throwing controllers, possibly crying... * shudders * man that just makes my day. It's even better when they use racial, homophobic, antisemitic, or outright vulgar words and threats, because that means I can also report them, which might end up in them getting a ban that will hurt them even more 😍. (is it any wonder why I chose to main killer for the first 1k hours?)

    Of course, I realize that not everyone is like me, and can't experience the same satisfaction I get from toxic chat comments. That out of the way however, I understand that the recent up-rise in toxic behavior in this game (while more gratifying for me) is unappreciated and damaging to the communities reputation. I hate to say it, but this community (which is for an M rated game and should be full of mature players old enough to be good sports about their wins and losses), has devolved into an abattoir of whining, over entitled brats. It's undoubtedly the most irritating facet of the game, and while I don't have any problems with this, I know it's unhealthy for the games future. People need to "Grow Up" and accept that they can't always get their way. Respect each other as fellow gamers, and if you have nothing good or constructive to say in the post game chat, just leave a "gg", calm down/lick your wounds, and decide if you want to play another match. No one deserves to be abused just because they won a match against you. While I'll probably end up hating it if that ever happens, I imagine the community as a whole will be more grateful.

    Shrug off the toxicity, close the chat if you must, but overall try to have fun and enjoy the game. I think that's the best advice I can give.

  • Background: I've always played and enjoyed DbD casually, but for the first 1000 hours I chose to take the more difficult role... Killer. Its funny how it took me so long from Novemeber 2016 to July 2019 to accrue that many hours in the Killer role (I had a job, and it was my priority until recently), at which point I decided to switch roles to survivor for the next 1000 hours.

    Within the time I've played as Killer, I've experienced:

    Literal Infinite loops, Pallet Vacuums, Inability to damage generators, DS available at any time once per match with no hook requirements, BT protecting both the unhooked and the Rescuer, Instant flashlights, Flashlights that could ensure a survivors escape no matter when they blind you during pickup, Instant heals, Guaranteed Hatch Stand-offs, SC Healing in less than 12 seconds, A veritable Plethora of exploits that allowed survivors to infinitely break the game against me, Pitch black outfits that made Claudette Literally invisible to the naked eye, Fog so thick that you couldn't even see survivors more than 16 meters away, countless sound design issues, and hex totem spawns so terrible that they could never be depended on.

    2018-2019 has seen some major changes regarding balance, and mostly in the Killers favor. They nerfed DS, BT, BL, SC, Healing mechanics in general, etc... Basically what I'm trying to say is that, up until recently, these past few years were a MUCH darker time to play killer, but despite that, I persevered through all of it!

    Is this a statement of my overall bad-ass-ness, or more of a testament to my masochism?

    It's neither...

    I, Like most , Love this game! I Have put up with endless Bullshit and bad design decisions to make it to where I am today as a Killer who has taken this unforgettable statement to heart:

    "If survivors never hold back on their advantages and builds... Why should you?"

    I follow a specific creed when I play this game (one you can find listed here: https://forum.deadbydaylight.com/en/discussion/58509/my-updated-unwritten-rules-list-for-playing-dbd#latest ), and it hasn't failed me.

    As for What The OP is saying/Complaining about, I feel you, but I can't respect your decision to just "give up" based on how the last patch has treated killers. One thing that most people seem to forget is that Killers are Players and not NPC's. We have a mind of our own, Strategies, or Tactics to ensure a win against you, and the only thing holding us back is the bizarre concept that you are players too and want to have fun as well. Once they nerfed Ruin, the last bastion of control Killers had to allow them to give survivors a "fun" time, the gloves came off. To Be honest, it's always been the fault of the survivors... They always played "gloves off" against killers, and the killers mostly entertained their efforts by being more sportsmanlike than they were. As of the last update however... It's been a NO MERCY BLOODBATH (Of which I predicted here: https://forum.deadbydaylight.com/en/discussion/comment/979907#Comment_979907 )!

    So, While I can Sympathize with the OP, I can't agree with them at all considering all the CRAP Killer Players have had to put up with in the past, and how much this game has evolved to make things more balanced in favor of killer players in the past year an a half. I honestly don't believe in their idea that "the devs being entirely survivor biased" is justified. This is just another Rough patch for killers, and its no where near as bad as we've had it in the past. If the OP wants to make a statement by crying out that they are quitting over it, then... good riddance.

    This game is already loaded with poor sports who DC on a whim, and this community could do with less of them, as well as less of people like the OP in my opinion.

  • 100 games, 61 DC's... sigh, the DC penalty system can't come out soon enough.

  • Spine Chill

    At first it didn't seem that good, but after playing with it and getting used to its mechanics, its practically a cheat code perk that tells you whenever the killer is in your area, and heading your way. Even better it works against Stealth killers, so there is literally no reason why it should be absent from any build imo.

  • OP... you want hypocritical thinking... Then why is it "Unfair" and "Toxic" when a Killer runs every perk or add-on build at their disposal that gives them an advantage, but survivors running every perk and add-on they have for their advantage is seen as "Fair Play"?

    Why is a SWF team running full DS, BT, DH, Adrenaline Builds per player with 4 toolboxes equipped with BNP's just fine, but a Huntress daring to run Iridescent Hatchets is a "Toxic Player"?

    Killers have to put up with this BS every day for multiple trials, and yet, for the most part and for the sake of everyone's fun, they actually give you guys the benefit of the doubt and play with "less offensive" builds and perks in the hope that you'll, at the least, do the same. Sadly... Survivors never hold back on their builds, whether they be SWF or Solo... so I ask you, Why the Actual ######### should killers hold back on their builds?

    Give Killers credit where its due... They Could be going all out at all times with every add-on and perk survivors hate... but for some reason they aren't. Personally I'm not in that camp... I have literally no reason to go easy on survivors if they aren't gonna go easy on me, and yet there's still a large amount of killers out there that play "fair" in their perspective. Your viewpoint on them isn't helping anything and only encourages them to take my approach to the killer mentality: "Show them no mercy, for you shall receive none! Let them ######### all they want about it afterwards."

  • @Peanits @Almo @not_Queen , Have any comments on my current performance woes?

  • On the plus side... Iron Will being used in 76% of games? DS in 80%? Dead Hard in 67%? BT in 90%?... Gotta nerf those bad boys too!

    At least if they are nerfing based on hard usage statistics instead of bias towards any 1 side, then that's what we can expect in the future... otherwise, the dev's would be shooting themselves in the foot by alienating one side over the other, and in a game that doesn't work unless players actually want to play either side against each-other, that would be a death sentence.

    So unless they want this game to die on purpose... they'll have to play the neutral party when it comes to nerfs and buffs. This time around, it was more 1 sided than it has been in the past 4 updates, but I guess I have faith that the only reason they nerfed Ruin was because they needed to remove it as a factor in determining how strong survivors actually are, without its influence, in order to get accurate data. If not, and they only did it based upon its popularity, then... #########! ! That's so "incomprehensibly stupid" of a reason to make the change that it wouldn't be wrong for anyone to feel they did it on purpose just so that this game can die, allowing them to move onto their next project. For God's Sake, they just promoted the game HARD with the Stranger Things DLC release, which netted them a ton of new players, so there's LITERALLY no reason for them to do that! Any other reason would be a "Terminate-able" offense... In that whoever decided to go through with it/suggested it should be "Fired" on the spot!

    I want to give the devs the benefit of the doubt here, and believe that they aren't in any way, THAT STUPID. They've given up on updating or supporting Death Garden: Blood Harvest, and Dead By Daylight is the only other current project we know about... Their "Golden Goose" if you will. It would take a special kind of charismatic moron to convince them to KILL their "Golden Goose" without a solid backup plan. Being that their other project fell through... That's highly unlikely.

    Yeah, its gonna be a rough few weeks/months while they collect their data on gen speeds, and the reason so many killers defaulted to using old Ruin as a counter, but in the end... I'm hoping that it will prove to them that the killer mains were right, and make decisions to help balance the game for the better.

  • @perpill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030369#Comment_1030369

    Killer main. I didn't think of it like this. Nice perspective.

    Anyone else finding it sad that @FleshTorpedo 's comment is the 2nd most upvoted on this post (first being the ghostface burger one)?

  • This whole post brings me back to the only "Unwritten Rules" I think everyone should follow:

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

    2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.

    3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.

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

    5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win (eventually) for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.

    6 - (For PC players anyways) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you either open it again or restart the game. No one deserves abuse, so if you find yourself frustrated/angered/depressed over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.

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

    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.

  • @FleshTorpedo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030322#Comment_1030322

    Because if im not having fun, im not going to play. I dont owe anyone in game my time.

    Then stop playing and ruining it for the rest of us... If you don't find the game to be "fun" then why do you even bother Playing? Seriously... I'm Pretty sure you just made my point.

  • Doc still has a major learning curve: Shock Therapy. It takes 1 second to charge up by default, but takes 1 second more to actually hit a survivor, meaning that the Doc player has to predict 2 seconds ahead of the survivor in order to hit them with it. Even before his rework this was the same... Doc took 1 second while in treatment mode to charge up, 1 second more to shock the survivor, and another second to switch modes so they could hit them with his weapon. Currently he takes 2 seconds to shock them, and 1.5 seconds more to actually strike them, so in essence he actually takes .5 seconds longer to hit them with his weapon than he did before the update, and still has to predict a survivors movement 2 seconds ahead of them.

    This aspect of his base kit (pre-update) made him one of the hardest killers to get right, and even still takes a lot of skill to master. Concerning shock therapy, The only things that the update to him did was remove the button press to switch modes, and add default .5 seconds to the time before he can strike with his weapon. Play Doctor yourself, and see how long it takes you to master the timing... I guarantee that, while it's not as hard as Nurse, its still about as easy as Spirit to get used too.

    On a Related note, Shock Blast, while fun... is also a nerf. Sure it practically guarantees survivors screaming in your Terror Radius once every minute, but Treatment mode guaranteed survivors screaming every 40 seconds or less depending upon what add-ons you used, so while its a fun addition that puts this aspect in better control for the player, it's not nearly as oppressive or useful as the old docs "Static Field" mechanic.

    What's more (unlike before) New Doc actually doesn't want survivors to hit T3 Madness anymore! This is due to how much easier it is to "snap out of it" and how doing so puts them at the non-affliction level of Madness T1. This makes the add-on's that increase survivors Madness gain rate are surprisingly less useful to the Killer Player than they were before. What's the point of increasing their madness to experience the afflictions if you give them so fast that they are at max and can completely null the afflictions by snapping out of it in 12 seconds... where they no longer experience them? If you are a Doctor and you go with the madness rate gaining addons, you are basically committing yourself to constantly shocking survivors to the point that they are either trying to break out of if, or on the base madness level which features none of your afflictions, and getting them to the T2 madness level, where they experience afflictions regularly, is ridiculously more difficult. Somehow this update made Madness T2, more powerful than T3... and that just doesn't feel right to me.

  • On a more serious note, I honestly don't see why any killers would DC. Just existing/playing as a killer in a match these days seems to encourage survivors DC'ing so frequently, that you can hardly call this a multiplayer game at this point. I mean come on, they all have items in your lobby, you at least still have the option to lobby dodge, so if you're not gonna take on the challenge, why waste time and BP in a match at all? It's a silly privileged only killers have, but that belies the problem I personally have with DC'ing in general:

    There's something I've never understood about DC mentality... if you spend a good 5+ minutes getting BP and playing the game, why even DC at that point when all it does is get you closer to a ban, and lose your progress? Seriously how petty or entitled do you have to be to DC on your first pallet stun, First gen done without a down, First down, or Failed DS attempt?

    If you're not gonna be a good sport about it and play the game through until the end, no matter how it turns out, then why even bother playing a "MULTIPLAYER" game at all?

    Sigh... Here's hoping the DC ban system gets updated soon. I've dealt with a year of this crap, and I probably should've just stopped playing after 3 months of it, but like an idiot I held on to hope that the devs would actually do something about it. Unfortunately that "Hope" I had for them died last August, was briefly rekindled before the Oni update, and we haven't had a solid statement about it since. I just want to play the game the way I used to play it: without expecting some asshat DC'ing on my team, or on their first hit/down as killer; and thus ruining the experience for everyone else.

    These days, about half of my games has someone DC, but I never do it, regardless of what role I play... I'm not that petty, nor do I want to contribute to the only thing that is both ruining this game, and forcing me to "not recommend it to friends".

  • @Hoodied said:

    https://us.v-cdn.net/6030815/uploads/212/G5EUBJL137WD.jpg

    Maybe the GhostFace wanted B U R G E R

    Unrelated but, For some god awful reason... that picture reminded me of this weird ass commercial from 2006:

    https://youtu.be/B1GWtil1RMc

    God i feel old now, and I don't even know how I recalled that commercial, but it's still funny.

  • OP's Description for Cruel limits:

    "...Cruel Limits (Demogorgon's teachable) can block all vaults and windows in your radius of 24 metres for 20/25/30 seconds (also depending on your tier) when a generator is complete. This is efficient at preventing survivors from looping in the area you're at."

    God, I wish it worked that way... That would be so much more useful than how it actually works:

    Your ties to the otherworldly manifest when your prey attempts to get away.

    Each time a Generator is repaired, all Windows and vault locations within a radius of 24 metres from the completed Generator are blocked for all Survivors for the next 20/25/30 seconds.

    This is why Bamboozle is superior in every way. If the survivors pop a generator, there's no guarantee that you are going to be in the area of the gen in order to take advantage of Cruel Limits effect. Whereas Bamboozle is always with you and activates on whatever window you vault. If Cruel Limits activated within your TR when a gen completed, it would be WAY more useful to the killer. Just imagine the scenario where you chase a survivor into the upper floor of a house on Haddonfield, and a gen completes across the map, but instead of all windows around the gen's location getting blocked, its all windows around you and the survivor you're after. That would be so much better.

  • I don't know about OP's situation, and its likely just bad luck of the RNG, but I do suspect some shenanigans concerning the RNG when you have a perk or add-on in your loadout. Is it just me, or does it feel like the game purposely stops giving you the add-on's you want after you've been using them for 2-3 games in a row? Same going for a lower tier Perk that you want to rank up?

    It's like, if you have them equipped or recently used them in a few games, the RNG of the bloodwebs suddenly decides to give you everything else that you aren't using. Either that, or it's just a perspective thing wherein the more you want something, the more you notice when it doesn't appear for you.

    Probably the latter, but that's not going to keep me from suspecting the former. Case and point in my attempt to prove the former when I first Leveled up Plague:

    I really liked 1 rare add-on (Incensed Ointment) over the others, and amassed 37 of them by the time she hit lvl 50, but as soon as I started using that add-on, I found myself running out of them since every bloodweb afterwards stopped giving them to me as frequently and I couldn't gain enough to recoup my losses. Played for 30 games with that add-on, ended up with 12 left because the bloodwebs only gave me 5 more while I was trying to max her out. In the meantime I nearly doubled all the other rare add-ons, so it's either crap RNG luck for me, or the game tracks what you use and tries to encourage you to use other things by decreasing the spawning frequency of the things you want. Anyone else feel like this is the case?

  • When you spawn right next to a burning totem, and its Haunted Grounds... Gets me every time.

    When your first teammate goes down, and instantly DC's. Sigh

  • The only thing I don't like about his add-on's is Restraint's affliction.

    Reason being that the affliction extends the duration of the Doctor hallucinations each survivor experiences and actually reduces their frequency, so by the time you turn around and see one, you're not sure if it just appeared or if its been there for 3 seconds and the survivor is already long gone. This makes it tricky for tracking purposes, whereas if they had increased the Frequency of the hallucinations popping up, that would have been much more useful. The aura revealing side of the add-on is now much better than it used to be however, since survivors go down 2 levels of madness when they snap out of it instead of just 1, and like OP said, it's easier to bring survivors madness up now, so for that part its pretty good for tracking and defeats Calm Spirit wielding survivors.

    Other than that, I agree with this post, especially when it comes to the chase music, which is not only a nice addition, it's also quieter than the standard chase music and allows me to actually hear survivors movements and pained sounds better. Anyone else notice that?

  • The pronunciation correction OP posted makes sense because its the fear of Thanatos a greek god of death. So you combine Thanatos (death) with Phobia (Fear) and you get Thatatophobia. What's funny about this is that Thanatos is the god of "Non-violent Deaths" (https://greekgodsandgoddesses.net/gods/thanatos/)😄, so being afraid of Thanatos is like saying you're afraid of dying from natural causes or disease.

    In other words, when a survivor gets ruthlessly murdered in game having Thanatophobia is less like them saying "Oh crap, the killer just butchered Dwight... hope I'm not next!" and more like them saying "Dwight just got killed, I hope I'm lucky enough to go out that way instead of dying of old age!"

    Despite this funny little origin of the word tidbit, the name still means "fear of death" and I guess we can let the "non-violent" part slide, especially since most depictions of Thanatos have him holding a weapon... so he can't be that much against violent deaths.

  • I still think the best suggestion for a killer perk buff has to be this one for Spies from the Shadows:

    Spies from the Shadows: Reveals the auras of all crows (in yellow or white) within a 24/28/36 meter radius. Crows no longer respond to your presence, and all disturbed crows have 100% louder volume within the radius.

    This gets rid of the godawful loud BANG noise the current version has, the silly 5 second cooldown, and instead lets killers see crows as little signal flares leaping into the sky when disturbed as well as being more audible for the killer so they know which direction to look, Plus the killer doesn't disturb them any more so there's no "false signals". It's still completely countered by Calm Spirit and Urban Evasion, and a large number of maps don't have too many crows in key locations (Rotten fields for example doesn't have any crows in the corn field despite the lack of a scarecrow) so its not an overpowered tracking tool, just a far more useful one.

  • I miss the DC punishment system... Happiest 3 days of playing DbD I've had in a long time.

  • @Seltas0208 said:

    Furthermore. Lobby times for killer have been made shorter thanks to the ruin change. Rejoice fellow gamer, together we'll get gen rushed to oblivion

    Regarding Lobby Times, I noticed that, It's like not enough people are playing killer anymore. As for the "gen rushed into oblivion" Not If I'm playing Plague! She's making a comeback with my build, and survivors seem to have forgotten how to play against her, so win/win!

  • A couple of the discussed sound issue's are featured in this video from Tru3talent:

    https://www.youtube.com/watch?v=VqhBALWJc50

    If anyone else finds more evidence of the sound issues in video's, then please, by all means post them here.

  • yeah, sure... * nervously looks around * I'm joking... pretty funny joke huh? * winks*

  • Shhhh....* whispering *Stop trying to get more people to play Plague... we Plague mains know she's way better than most players believe, and we don't want her in the "nerf this killer" spotlight.

  • This:

    @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 My OC Killer that does something much different from what we've been getting recently. Many have commented that GF is a combination of Shape and Pig, and others have said that Oni is a combo of Billy and Shape, and honestly they're not wrong. It seems that the devs are running out of New game-play mechanic ideas, and have resorted to taking existing ones and coming up with "Hybrid" killers that, while can be fun, don't really feel original. I submitted this concept back in 2018, and the one I'm linking here is an updated version from the summer of 2019, but even back in its original concept... I feel it was still a far more interesting idea than some of the killers we've been getting recently.

    Sure this is me shamelessly promoting my own idea, but honestly, I believe that its a good one and it would add a fun new game-play mechanic and killer to DbD. It's a bit of a long read, but I included a TL;DR version to give everyone the basic idea, but to put it more simply for those of you who don't want to read the full concept:

    10-16 Creepy, Victorian style porcelain Dolls the size of totems spawn on a map based upon map size. The Dolls have to be practically touching survivors to strike them, and they play a mean game of Red light, Green light with the survivors. They move faster than the average killer because they can be transfixed in place by the inner 30 degree cone of a survivors vision as long as it's unobstructed, which as you might imagine would usually render a killer useless... except this killers power is to quickly switch to any other Doll on the map by targeting them, or by just hitting the power button to transfer to the closest one. Once the killer transfers to a new Doll, the previous Doll has a red stain + Terror Radius and reveals the aura of a survivor transfixing it for the next 6 seconds. This killer is designed for high map pressure, ambush tactics, and a whole "Weeping Angels" mind game style game-play (for all you doctor who fans out there), and the perks are built to both compliment this play style as well as be useful to all killers.

    Don't worry though survivors, I didn't leave any of you high and dry here. Although the included survivors motivations and backstory are a little underwhelming, I focused hard on their perks to give survivors a crazy edge when it comes to Items and Gen repair.

    If you read and like this concept, by all means show your support by up-voting/commenting on the concept post in the link above. If you have creative criticisms, then don't be shy to leave any comments expressing your ideas or concerns.

    Overall, I really believe this is the type of concept that this game is in need of: It's original, introduces new game-play mechanics, and seems like it would be a lot of fun to both play as and oppose.

  • @[Deleted User] said:

    Documenting my experiences with sound issues by memory:

    1 Jane I downed, couldn't hear her at all. Crotus Prenn Asylum (not sure which one, this was awhile ago), near some random outside brick wall tile. Billy.

    1 more Jane I downed, couldn't hear moans, could hear corn shuffling. Rotten Fields. Billy.

    1 Meg I downed. No moans, and if there was grass shuffling I wasn't hearing it. Coal Tower. Billy. She bled out.

    Iron Will users footsteps are inconsistent. LoS seems to be a factor, and when I can hear them (usually when I'm right on them anyway so it doesn't matter) they're mostly drowned out by the chase music. Grass/corn shuffling is consistent enough to where I've caught a lot of people with it post-patch. Generator sounds are sometimes super muffled when LoS blockers are in play.

    E: Oh right, platform. Standard PS4. I don't think hardware is the issue, as I've seen both ScottJund and ZubatLEL experience these issues (especially the Iron Will nonsense). And they both have some expensive ass headphones and decent PCs.

    While I'm currently maining survivor, we are experiencing issues with sound as well. They aren't as obvious as the killers side of things, but they do make stealth killers like Shape, Ghost Face, Wraith, and Pig even more terrifying. Before the Oni update, we could easily hear the Pigs breathing within 12 meters, and Shapes footsteps and Breathing within the same distance, but post update they can literally be right next to us before we even know they're there. This makes for some amazing jump scares, but is also incredibly frustrating since we have no warning. We used to be able to hear a Demogorgons stomps within 16 meters while they were "undetectable" but now you can't hear that until they are about .5 seconds away from gen grabbing you.

    Funny enough, the sound issues actually help these killers a ton, but because they also screw over the killers ability to hunt survivors by such a large margin, it doesn't feel like a fair trade in any way. I feel you, and support what you're saying about the sound issues... the sound design needs to be fixed asap.

    As for the video's showcasing the issue, I've seen many of Tru3talents's vids on youtube wherein he expresses his chagrin for them, I can't pull one up right now because I'm at work, but I will later today if no one else has.

  • For the love of... why is this post getting more reactions than this one:

    @TWiXT said:

    In the Oni Chapter update, the engine was updated which (as evidenced by every previous engine update) has broken the sound design of the game again. This is primarily noticeable from the killer players who rely heavily on sound for at least 50% of their ability to hunt down survivors. As it currently stands:

    1. Survivors footsteps can no longer be heard while in a chase no matter how close they are.
    2. Survivors Groans and Grunts of pain can only be heard during a chase if they are within 8 meters.
    3. Some survivors who are in the dying state make no pained sounds at all.
    4. Breathing sounds from survivors can't be heard at all unless the killer is right on top of them, and only if they had just finished running.
    5. Stridor no longer increases survivors pained grunts/moans volume if they are running Iron Will, making it pretty much useless when combined with the problem in no.2.
    6. Walls and floor levels completely obscure Generator noises (repairing, running) unless the killer is within 4 meters of them, or sometimes at weird distances where they can be heard clearly, but take 1 step and suddenly they become silent.
    7. Fire barrel and Hex totem crackling are either too loud when in the open, or completely silent if hiding behind a wall.
    8. Killers Footstep and Breathing noises are completely silent until the killer is within 6 meters, and are also nulled by chase music and walls. This makes it extremely difficult to tell when a killer is sneaking up on survivors and even worse when the killer is mind-gaming survivors at a LoS blocking loop since they can't determine which direction the killer is moving. While this makes things a bit more exciting as survivor, it also becomes insanely frustrating when trying to juke or react to a killer.

    Overall, the sound design is again busted. The last time this happened however, it felt like the devs had learned their lesson and they mostly fixed it after 2 weeks when the Demogorgon update came out, but here we are now with over a month since the Oni chapter, and not even a mention of attempting to fix these issues in the mid chapter update? Dev's PLEASE!!!! Don't make this a repeat of the Pig update, wherein you took 3 whole months to fix the sound issues! That was an excruciating time to play as either Killer or Survivor (mostly killer though).

    Anyone else feel the devs need to fix this asap? Did I get any of this wrong? Or are you happy with the sound design as it currently is?

    If we want the sound issues fixed, then please comment and or upvote in my thread while letting this naysayer thread die. It'll send a stronger message than pointing out the sound issues here. Should I have made that post about sounds being "just fine"? should I have posted video evidence? in all sincerity, please, if you want to help and support the fact that the sound issues are a problem that needs dealing with, go to my post and leave a comment telling your own story, providing videos, or debating the claim. I want the devs to make a response in it based on user activity and comments, but that can't happen if posts like like this one overwhelm its importance. Hell, someone even responded in this post with my exact arguments of how the sounds are broken (copied and pasted verbatim)! Support the right thread, and stop giving this one its due just because it angers you.

  • @T2K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004059#Comment_1004059

    Sure but at least the last times they said they are aware of sound issues and try to fix them. Maybe I didnt notice but I think they didnt say anything this time.

    Therein lies the primary problem with the next update. Not only have they not acknowledged this issue, they've also shown no effort to fix it, whereas after the Demogorgon update they jumped on the issue and mostly corrected it within 2 weeks. There's no way they can't know this is an issue, so either they are ignoring it on purpose, or not enough of the community is complaining about it. That's what this post is for: Making our voices and contempt over their ineptitude heard.

  • @Aceonfire said:

    https://forum.deadbydaylight.com/en/discussion/comment/1003129#Comment_1003129

    Well damn man, you just forced me to have something in common with BHVR. Now I"M going to ignore you as well, rofl.

    I know, and I'm sorry. I was harsh in my reply to your comment, but in my defense, your comment reducing this whole post to an "idiom" regarding how pointless you think it is came across just as harshly to me. You were basically saying "you're not gonna change anything, so why bother" and that kind of statement hurts, especially since enough posts and discussions about Nurse, Spirit, and Insta Heals recently got those things changed because the devs saw that they were an issue, and did something about them. For better or worse, this is another discussion about something flawed in the game that needs to be fixed, and whether or not the devs listen all boils down to how many people take it seriously.

    You weren't taking it seriously, and not only weren't you being constructive, but you also were trying to diminish the point being made without a good counter argument. For that kind of response is it really a surprise to you that I didn't react to it kindly? or were you just trolling for the hell of it?

  • @bgbomb said:

    https://forum.deadbydaylight.com/en/discussion/comment/1003162#Comment_1003162

    DOCTOR CHANGE:

    nerf:

    Passive turn to 60 seconds CD

    Unable to attack within 3 seconds (longer than the original switching time)

    Added delay for current attack

    Reduced difficulty to take sense back

    make you mad tier to 1 when you take your sense back(used to be 2)

    Can no longer use current continuously

    Buff

    115 running speed (when the ability is not used)

    10%longer atk range(but mean nothing because of the new delay,it made survivor can run longer before been atk).

    it is really hard to say it is a buff.

    Again, this is a really good comment on how the upcoming Doctor update doesn't seem like the "buff" they claim it to be, but they have also posted responses that they will be making changes to him for the live release in order to correct some of the issues he has in the PTB, so we'll just have to see how that plays out.

    Unfortunately none of this is on topic however, and I would appreciate it of you could give some insight to the current sound issues. Do you agree with the post, disagree, have something to add, or want to debate it? Please make yourself heard.

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