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TWiXT

TWiXT

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TWiXT
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  • @poli said:

    um because no one carea and there are perks for that stuff

    1 perk for the killers for "that stuff" which currently isn't working as well as it ought to, and 1 perk for the survivors that is overperforming because of the sound issues. The only ones who don't care are the survivors receiving all the benefits from their perk, but truth be told, they still whine all the time about how stealth killers, or even Demogorgon (after he exits a portal) are sneaking up on them because their footstep sounds weren't heard from an adequate distance.


  • @snozer said:

    They haven't fixed it because it isn't a bug.

    To quote Hela from Thor: Ragnarok... "Did you not listen to a word I said?"

    Audio issues have plagued DbD at every iteration of the game whenever it gets an engine update. The previous incarnation of which was resolved more swiftly than the current or any others before it. It is definitively a "bug" that recurs every time they update the engine, and my complaint this time around is that they haven't even acknowledged it much less provided any plans to fix it, when they totally did so soon after the Demogorgon update without any feedback. The lack of response is horrendous in comparison, and the fact that the upcoming mid chapter update shows no intention of fixing the audio/sound issues is insulting.

    It's almost as if they realized that when they provided the Demogorgon as a chapter and got a whole slew of new players from the "Stranger Things" fanbase, they knew that the game had to be at optimal performance and have perfect audio for its immersion factor. After that however... with the Oni update, those new players are experiencing now what the game is really like, and their lack of quality control is showing through, but hey, they got their money right?

    This cannot stand! It is a Bug, and it needs to be squashed ASAP. End of story!


  • Irish actually. The "Jesus Christo" (pronounced hey-soos krees-toe) I got from an american cartoon called "Drawn Together" of which I'm certain most modern PC Americans would be heavily offended by, but that's actually what I love about it.... It didn't give AF and made fun of everyone equally. You guys used to be cool and fun... ######### happened?


  • @Sylorknag said:

    I'm guessing lots of killers have just given up trying to get game breaking bugs fixed for killers, that's why there aren't many people talking about.

    Don't worry though, they sound might come back in a form of a perk.

    Hush: it allows the killer to concentrate and enhancea it's hearing

    The killer is now able to hear survivors again.

    "Jesus Christo" I hope you are wrong about this! Core mechanics of the game should never become perks... That's like saying survivors can't repair gens without an "Engineering" perk!

    Engineering: Your introduction to the realm of the entity has enlightened you to your objectives. You can now repair 1/2/3 generators per trial.

    actually... you might be on to something there... if killers can't stop survivors from repairing gens early by sacrificing a perk slot, maybe survivors should be restricted to only 3 perks in order to win... (this coming from a previous 1k hours killer main who is trying to main survivor for the 1k hours currently)

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1003161#Comment_1003161

    Doctor is a buff. Most Doc mains will tell you this. Well, competent ones anyway.

    While I agree with you that the doctor Changes are mostly a buff where the static blast is concerned, the primary problem is:

    Shock therapy is pointless now:

    1. If you catch a survivor in the open, you're better off hitting them than shocking.
    2. If you have them at a loop/pallet... because of the 3 second "cooldown" and 1 second charge up time, Shock Therapy isn't going to prevent them from vaulting or dropping the pallet before you can hit them anyway.
    3. "Its to drive up their madness" you say? Sure, why not put them in T3 madness that only prevents them from healing or doing gens, but they can snap out of ridiculously easy and go back to T1 madness where they no longer experience the doctors hallucinations/afflictions? /s
    4. Shock Therapy still has a delay after you shock before it hits the survivors. This was already punishing enough to get right timing on in order to stop survivors from using pallets and vaults, but the 3 second delay preventing you from attacking afterwards is just brutally punishing to players trying to use it. Survivors still get 2.5 seconds of not being able to do those things, but that's no help to the Killer in any way, so it might as well not exist. At least Clown can still strike survivors immediately after hitting them with a bottle (seriously #########?).

    So unless they change this aspect of the Doctor before the live release, the best way to play the PTB/possible live doc is to only use the static blast in order to drive up survivors madness, but try not to let them gain tier 3 of said madness. In general, yes, he has gained a buff to his movement speed, and gen/map pressure, but has lost a significant advantage in his power's effectiveness and anti-loop capability. As he currently is, he can anti loop by hitting a survivor with his shock, taking 1 second to change to punishment mode (the mode he can strike survivors in) and hit them within a maximum of 1.5 seconds before they can vault a window or drop a pallet. With the current PTB version... He can't even strike them after shocking them for 3 seconds, whereas survivors have 2.5 seconds of inability to interact with vaults or pallets... this means that all a survivor has to do after getting shocked is wait by a vault or pallet knowing he can't do anything for another .5 seconds...

    Does that sound like a buff to you?

    Regardless... how does this relate in any way to the sound issues I am encouraging the debate of in the primary post?

  • @bgbomb said:

    We already ask it 3 patchs long.

    And we got ruin nerf.

    Not necessarily, as of the mid chapter patch after the Demogorgon update, the sounds were almost perfect again. Sadly the Oni Patch royally screwed them up once again, and its been over a month for their recovery, but no mention of their intent to fix the sound issues... that's where I'm angry at them! They've already proved that they can fix these issues in 2 weeks, but here we are a month later without any mention or plans to fix the new sound issues caused by the most recent update.

  • @Aceonfire said:

    https://forum.deadbydaylight.com/en/discussion/120987/sound-issues-why-isnt-anyone-else-asking-talking-about-this

    Flogging a dead horse (alternatively beating a dead horse; or beating a dead dog in some parts of the Anglophone world) is an idiom that means a particular effort is a waste of time as there will be no outcome, such as in the example of flogging a dead horse, which will not cause it to feel pain or anything else.

    The fired the sound team and hired more map and cosmetic people, haven't you heard.

    Umm.. Trying to translate what you're saying is a bit difficult, but I'll give it a go:

    You're saying that my complaint against the sound issues is like "beating a dead horse" as the many idioms go... And that all I'm doing by bringing this up amounts to nothing more than that?

    If that's the case, then why should I even bother mentioning it? ,,, Hmm... Gimme a moment... BECAUSE IT'S RELEVANT!

    *cooling down*

    They didn't "fire" the sound team and "hire more cosmetic people"... The sound team just hasn't kept up with their job when it comes to engine updates as well because they rely entirely on user feedback. Of which you aren't providing any constructive criticisms that help this post, and instead only diminish it with your "idiom" feedback.

    However, People like me, and hopefully others are making the message clear to them:

    FIX THE SOUNDS!

    Your comment does nothing but piss me off, and diminish the objective of this post which is to provide constructive criticisms and acknowledgements of the current sound issues from the people of the community.

    How can this post become an Idiom if enough people make their voices heard? Here you are not even giving it a chance and judging us for saying it needs to be addressed while stating that its pointless. For this I (surprisingly) Actually thank you... Your callous reply will likely be the kindling this post needs to ignite into a Bonfire they can't ignore... but I'll still hate you for it.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1002937#Comment_1002937

    The nurse changes were extremely inappropriate and an extreme betray of what little trust we had. They claimed over and over again, straight up lying through their teeth, that she would only receive an add-ons rework. This was a complete and utter lie and has turned her off for so many players that I literally have not seen a single nurse since the patch. Granted, I'm on PS4 and didn't expect to see them anyway, but I still saw some. Now? Nothing. Period.

    The developers have broken their trust with 50% of their community and have employed disgusting practices that have ruined my outlook on them whether or not they have "good intentions". I'd take EA over these biased idiots.


    Nurse was never popular on ps4, or X-bone, because of the limits to the controllers reaction speeds, but that aside, even before the "Nerf to Nurse" I'd speculate that Nurse players were fairly rare on those platforms, much less good ones. As for PC players... She was without a doubt a "Tour de force", and dominated the Red ranks. What they did to her in order to try and balance her may have impacted console players far more negatively, but for the PC players... not so much. Playing as survivor I still feel an egregious amount of trepidation against a Nurse killer because of her mechanics, and a good Nurse is still unbeatable in my opinion. She has a massive learning curve, and a Massive reward for learning to play her, so IMO, she's about where she was, but just harder to get used to. This means that for console players she's literally become the hardest killer to learn, but I have to wonder if she has and equal reward for learning her as she does for the PC players?

    Yeah, this latest upcoming update has me cringing too over how survivor sided it is, how they seem to be nerfing things based on their popularity vs. reason, and how they have over nerfed a killer who was D tier at best while claiming to be "buffing" them. However, I feel that they are listening to us, and will make corrections by the live update.

    Although I don't think they'll back down from the Ruin change, for reasons I've already stated; I feel that they'll at least make good on the doctor buffs... otherwise they are in for a MASSIVE backlash from the community, not just in posts here, but in players still playing their game.

    None of this touches on the Audio/sound issues however, and that's what I've made this post about. Please Disregard all other issues and focus on the topic of the post before commenting again.

  • I would like to say I've had a similar experience as killer, but because I've been maining survivor since August, I hate to say that I've taken advantage of this issue over the past month. The weird thing is that as a survivor in the dying state, I still hear my own groans of pain, but have seen killers walk literally right over me without knowing i was there... I know why this is happening due to the sound issues (mostly shown in streamer and youtube videos), but it makes me feel bad taking advantage of it. More toxic and less competitive survivors might find this hilarious, but for me its an unintentional exploit.

  • Again, I don't think that's really the case when it comes to killer feedback or balance. My primary reason for the Ruin nerf is best described by @Peanits :

    "We are not. We have mentioned multiple times that if something needs to change about gen times, we're happy to take a look into it. Unfortunately we cannot do that when 80% of red ranked killers are using a perk that covers it up- it makes it impossible to tell what actually needs to be done. We'll keep an eye on it."

    This supports my theory that the reason that the Devs have been ignoring killers feedback in the Latest patch has been because they don't have the hard data to support their claims regarding Gen speeds. As for the recent Killer nerfs, Nurse was OP with broken add-ons, and i feel no one can debate that. The addition of a cooldown on her blinks may have been a bit rash, but in all honesty, i have yet to see a post from a Nurse main who say that it completely breaks her. As for Spirit's nerfs... TBH, I haven't seen ANYTHING calling them unfair or destroying her tier level, so, either no one is playing her anymore, or the "nerfs" haven't changed much for her.

    Still, the Devs ignoring complaints about Sound issues really irks me since this happens "Every Time" they update the engine. The Demogorgon update had its sound issues corrected very fast, which made me believe that the devs knew it had to be done, and had learned from past mistakes, but with this mid chapter update coming out next week... without even a mention of corrections to the sound issues... That breaks my heart, and ruins my confidence in the idea that they have learned from their past mistakes!

    It's not just killers that are getting screwed by it, survivors do to, but when killers get "Loading Screens" saying stuff like "If you lose sight of a survivor, Listen! Survivors make many sounds that can help you locate them" but the game doesn't actually provide any of these alleged "sounds" within an audible range... there's something wrong with the sound design.

    Y'know, alot of New Players try to play killer too, and if the sound design is this bad for them, why would they even bother trying?

  • @newavitar said:

    Because the developers do not care about killers. Plain and simple. They've shown extreme bias in the past and didn't even try to hide it in this most recent patch. They take years to get to killer issues and fix survivor issues in weeks. They balance towards survivor fun, completely ignoring how killers feel in favour of treating them like nothing more than NPCs, and care more about coddling and caring for new survivors, with 0 regard for high tier gameplay, especially for killers.

    No, I don't think that's really the case. Hear me out before jumping to a reply:

    First of all, and probably the most obvious,

    This game can't exist if no one wants to play the Killer role! Naturally there has been a major amount of adjustments made in trying to balance this regarding survivors: DS change, BT nerf, BL nerf, Major Healing nerf, SC nerf, BNP nerf, Insta Heals nerf, etc... So they know the killers are actual players and have been working to balance the game to acknowledge that fact and "try" to make the game more fair. This means that the devs are actually working towards Balance so that both Killers and Survivors can enjoy the game.

    2nd,

    The problem with the recent Ruin nerf is that they either didn't acknowledge why it was so popular, or because they needed to remove it as a factor in figuring out how powerful survivors truly are in the game. Based on their responses, I'd have to go with the latter, and honestly feel that after a month of seeing the data (maybe less) that the Ruin nerf presents them, they'll be able to come up with a more grounded solution to the core game-play mechanics without 1 perk obscuring the numbers. True, the recent update definitely was worded to be primarily survivor sided, but the last 4 updates presented nerf after nerf to the survivors, and very light nerfs to the killers (The Nurse's nerf is still waiting on a final judgement TBH).

    The only reason any company would flat out side with 1 side of the players of their game over the other is if they purposely wanted the game to fail so they could move onto another project. With Death Garden out of the picture because they will no longer be developing for it or updating it (as of last December), that leaves them with only Dead by Daylight... Their "Golden Goose" if you will. It would be absolutely moronic for a game company to kill their "Golden Goose" without a backup plan by destroying the one thing that makes the game work: The Killers.

    While I agree with you that the sudden and unexpected Ruin change is bad, because "it feels like" the devs are ignoring the reason why the majority of killers felt that they "Had To" use it in order to compete... I honestly have come to believe that the change was made so they could understand it themselves based on new data that they couldn't collect as long as old Ruin was obscuring the match results. So yeah, its gonna be a rough 6 weeks after the mid chapter patch (hopefully less), but overall I feel that in the end this will work towards balancing the games core mechanics once the devs have gained enough hard evidence that its heavily imbalanced towards the survivors when it comes to objective completion speed.


  • @Waffleyumboy said:

    Why should stridor counter Iron Will?

    Stridor didn't fully counter Iron Will. Stridor normally increases pained grunting noises by 150% in volume, while Iron will reduces this volume by 100%, so in essence, Stridor only increases the volume for survivors using iron will by 50% instead of 150%. This makes it pretty much the only "counter" to Iron Will even though it only increases volume of pain grunts to the level killers get when a survivor is using No Mither.

    To give you an idea of how this is supposed to work: Pained grunting/moaning before the last update could be heard loud and clear within 16 meters by default, If the survivor didn't have Iron will, and the killer brings in stridor, then the killer can hear them within 24 meters. Survivors using Iron Will on the other hand couldn't be heard at all within that distance unless the killer brought in Stridor, but even then they could only hear the pain sounds within 8 meters, which is still a far cry better than regular pain sounds, but not completely mute.

    In other words, Stridor was the only way killers could counter its effects, even if it was only by a small margin distance wise comparatively.

  • What changes are you going to make to the Doctor's game-play mechanics for the live release, and how will they be different from the PTB version?

  • 1 small change to the core game play mechanics that I think will help:

    Whenever a killer kicks a gen, or a perk causes a gen to begin regressing, it automatically loses 10% of its progress to kick off the regression by default.

    For obvious reasons this means that some perks like PGTW will have to be adjusted down from 25% to 15% which gets added onto the default 10% in order to remain balanced. What does this do for the game though? Glad you asked:

    1. Lower mobility killers can now hold off a gens completion better, and thus have more stalling power and pressure.
    2. No more Tap and Run tactics from survivors attempting to stop a gens regression because that only gives the killers a free pass to knock off another 10%.
    3. Encourages survivors to employ more distraction tactics to draw the killer away, instead of looping around a regressing gen.
    4. Puts kicking gens on par with failing a skill check.
    5. Makes perks like Surge, Dying Light, and Thanatophobia more valuable as tools for stalling gen completion for all killers, as well as become more competitive against the survivors tools and perks that increase gen repair speeds.
    6. New Ruin actually earns its Hex Status as an OP but destroyable perk by hitting gens with that 10% drop to kick off the increased 200% regression speed every time a survivor leaves a gen.

    A killer attempting to defend a single generator can see it completed in front of them by a team of 2 survivors because no matter how many times they kick it, or how effective they are at pushing survivors off of it, unless survivors don't touch it for 32 seconds, it's not going to lose even 10% of its progress. That's how much time it represents to a killer, 10% = 32 seconds at normal regression speed, whereas a lone survivor without tools to increase their repair rate can fix that 10% loss in only 10 seconds. New Ruin brings killers closer to that by dropping 10% every 16 seconds instead of 32, but its a Hex and won't last to the late game its been redesigned for.

    Therein lies the primary flaw in the logic behind Ruin's rework: Its designed to be better in the late game! No killer players ever take a Hex Perk into a trial expecting it to last more than 2 minutes at best. The moment survivors are notified of any Hex perk working against them, they find and destroy it before it can do any major damage. The new Ruin will be treated no differently because not only are they notified of its existence, its also a glowing 1500 BP totem that have a poor history of being hidden well enough to last. I've had games where I've brought in Thrill of the Hunt alone just to see how fast it dies, and like all Hex perks, it hardly ever lasts more than 2 minutes. Survivors are never going to see a Hex totem and then Choose to let it stay active until they feel they need to cleanse it... if its lit, it dies.

    In Ruins new state, the 200% regression speed is still nowhere near to being on par with how fast survivors can repair generators, much less when they have Cooperative actions, Toolboxes, Add-ons and Perks that increase their repair rates dramatically. Keeping pressure on generators is always a losing battle for the killer because unless they are downing/hooking every survivor they encounter and getting back to the generators to keep them regressing, every 20-25 seconds, there's no way the average killer can compete against the survivors repair speed, even with all the right tools.

    By having generators begin regression with an immediate 10% loss, all killers get a better chance at applying adequate pressure in early, mid, and late game. Sure it only buys them 10 seconds or less on a generator that's near completion, but the killers experience is always a struggle against time, and that 10 seconds may be all the leniency a killer needs to turn a game around.

  • Longer Queue times for everyone at the red ranks, but not because it'll be hard to get there... It'll be due to the fact that only the most competitive killers will actually try to stay there. Everyone else will purposely de-pip to the less frustrating ranks. Killers actually have the tools to do this without DC'ing or refusing to play and just letting survivors escape: Insta-downs and Mori's. With those tools, killers get the bare minimum in points towards ranking for all of their emblems because the chases last half as long, and the survivors get killed after their first hook, and the matches are shorter.

    In the red ranks playing like this will earn the killers the Entity Displeased score every time, so while OP is right about the red rank killers becoming more vicious, it won't be because they want to stand a chance, it'll be that they want to drop rank. With so many survivors earning their place in the red ranks, and so many killers purposely dropping out of them due to the frustrating nature of those ranks (which is about to get even more frustrating with the mid-chapter update), Queue times for survivors will skyrocket, which will in turn have the survivors dropping rank on purpose as well. Red ranks lobbies will become a 30 min queue time ghost town, the difficulty of survivors in purple ranks will go up, and killers will again work to drop ranks until the frustration gets better balanced out.

    If the devs want to save this game from horrendous queue times, removing ranks altogether may be their only option.

  • My biggest flaw is becoming biased against anyone in the opposing role. When I mained killer for 1k hours I was adamantly against the survivor role and swore they were the real "power role" of this game. Now that I've been maining survivor for the past 500 hours... that point of view has been a bit skewed... Unfortunately this hasn't changed my stance that the Survivors are the Power Role, but it has enlightened me to the unfair feeling aspects of certain killers. Overall, I accept that this is an asymmetrical game, and thus is almost impossible to balance, and I take that with pride since i like a good challenge, but I can also see why many people may be less forgiving.

    I hate that I am Still favoring the killer side of things while maining survivor... but wonder if my few complaints against the killers are well founded.

  • For Killer:

    (I don't think this is meta.. yet) Plague + Dying Light, Pop Goes the Weasel, Surge, Thanatophobia.

    This build Literally puts survivors between a rock and a hard place against Plague. If the Cleanse, then they suffer her ranged damage wrath, but make it easier to do gens. If they don't cleanse, then they are in for a world of hurt with chases lasting half as long as they normally should, while suffering from the full potential of the gen progress slowdown it grants. No other killer can pull this build off as well as Plague can, so that makes it unique to her.


    For Survivor:

    We'll Make It, Botany Knowledge, Spine Chill, Lithe.

    Healing an unhooked survivor in 10 seconds is great, but doing so in less than 5 seconds is godlike, otherwise healing anyone else with botany knowledge's 33% gain is fantastic so why not use it? Spine Chill counters all killers (stealth or not) and gives you a solid heads up even in a chase as to whether or not they are looking in your direction. As for Lithe... I find it to be the more reliable exhaustion/escape perk since the nerfs to BL and SB, and because you have to vault to use it, you have more control and can put a wall between yourself and the killer before sprinting away... that's a win/win perk in my book.

  • I've always said the simplest change to the core gameplay of DbD is all that would be necessary to help killers of all types gain/maintain gen pressure:

    Kicking/starting gen regression automatically takes 10% off of a gens progress before regular regression begins.

    This would apply to all killers by default, and for obvious reasons it would call for a few small adjustments to existing perks, like Pop goes the Weasel only applying a 15% reduction to gen progress that gets added onto the new default 10% loss, but overall what does this change do?

    1. Lower mobility killers can now hold off a gens completion better, and thus have more stalling power and pressure.
    2. No more Tap and Run tactics from survivors attempting to stop a gens regression because that only gives the killers a free pass to knock off another 10%.
    3. Encourages survivors to employ more distraction tactics to draw the killer away, instead of looping around a regressing gen.
    4. Puts kicking gens on par with failing a skill check.
    5. Makes perks like Surge, Dying Light, and Thanatophobia more valuable as tools for stalling gen completion for all killers.
    6. New Ruin actually earns its Hex Status as an OP but destroyable perk by hitting it with that 10% to kick off the 200% regression speed every time a survivor leaves a gen.

    A killer attempting to defend a single generator can see it completed in front of them by a team of 2 survivors because no matter how many times they kick it, or how effective they are at pushing survivors off of it, unless survivors don't touch it for 32 seconds, it's not going to lose even 10% of its progress. That's how much time it represents to a killer, 10% = 32 seconds at normal regression speed, whereas a lone survivor without tools to increase their repair rate can fix that 10% loss in only 10 seconds. Ruin brings killers closer to that by dropping 10% every 16 seconds instead of 32, but its a Hex and won't last to the late game its been redesigned for.

    Therein lies the primary flaw in the logic behind Ruin's rework: Its designed to be better in the late game! No killer players ever take a Hex Perk into a trial expecting it to last more than 2 minutes at best. The moment survivors are notified of any Hex perk working against them, they find and destroy it before it can do any major damage. The new Ruin will be treated no differently because not only are they notified of its existence, its also a glowing 1500 BP totem that have a poor history of being hidden well enough to last. I've had games where I've brought in Thrill of the Hunt alone just to see how fast it dies, and like all Hex perks, it hardly ever lasts more than 2 minutes. Survivors are never going to see a Hex totem and then Choose to let it stay active until they feel they need to cleanse it... if its lit, it dies.

    In Ruins new state, the 200% regression speed is still nowhere near to being on par with how fast survivors can repair generators, much less when they have Cooperative actions, Toolboxes, Add-ons and Perks that increase their repair rates dramatically. Keeping pressure on generators is always a losing battle for the killer because unless they are downing/hooking every survivor they encounter and getting back to the generators to keep them regressing, every 20-25 seconds, there's no way the average killer can compete against the survivors repair speed, even with all the right tools.

    By having generators begin regression with an immediate 10% loss, all killers get a better chance at applying adequate pressure in early, mid, and late game. Sure it only buys them 10 seconds or less on a generator that's near completion, but the killers experience is always a struggle against time, and that 10 seconds may be all the leniency a killer needs to turn a game around.

    If this proposed change were implemented, I feel that everyone would've been just fine with the upcoming change to Ruin.


  • @epyon said:

    https://forum.deadbydaylight.com/en/discussion/comment/981172#Comment_981172

    Low rank survivors are stomped by perkless clown, does that mean we should nerf clown?

    no, 80% of red rank killers don't play clown... they play billy.

  • @Raccoon said:

    After the next patch, NOED will become meta.

    Reasons:

    -Punishes Gen Rush

    -Requires survivors to prolong the game to deactivate

    -Can turn a game where the killer is Gen Rushed around

    I'm almost 100% certain that it will see a huge increase in pick rate.

    Very true. During my 1000 hour campaign as killer I never felt I had to use NOED in order to stand a chance in the high ranks. I'm currently on a 1000 hour survivor main campaign, and with this Ruin nerf, now I'm feeling like I'll have to equip perks like Detective's Hunch, or Small Game in order to ensure that we won't get devastated in the endgame.

    The funniest thing about NOED is that survivor mains have always complained that its a "crutch perk that rewards bad killers for being lazy" when in actuality it "Rewards Any killers for the survivors laziness". If survivors don't take the combined 1 measly minute of time to break the 5 totems (less than that if more than 1 of them is actively breaking totems), the killer reaps all the benefits at the endgame. Brace yourselves everyone, NOED's going meta

  • Regardless of how they butchered her best selling point, Hag still remains a Damn good killer. Albeit very difficult to learn, once you get good with her she devastates survivor teams regularly and is high rank viable with her base kit. Sure Ruin was one of the more beneficial reasons to get her, but it should never have been the primary reason in the first place. Seriously, play her for about 20 hours, and you'll understand that your decision to purchase her Only for the sake of having Ruin was sorely misguided.

  • You're welcome, but don't get too comfortable... NOED's about to go meta.

  • @Dehitay said:

    I'm amazed at how few people seem to realize that destroying the primary tool killers had to increase game time and stand a chance against gen rushing is only going to lead to the obvious perk to use when gen rushing is unavoidable. But celebrate the fact that Ruin is gone while you can before the NOED meta comes into hard force. See which one you prefer more.

    Very true. During my 1000 hour campaign as killer I never felt I had to use NOED in order to stand a chance in the high ranks. I'm currently on a 1000 hour survivor main campaign, and now I'm feeling like I'll have to equip perks like Detective's Hunch, or Small Game in order to ensure that we won't get devastated in the endgame. The funniest thing about NOED is that survivors have always complained that its a "crutch perk that rewards bad killers for being lazy" when in actuality rewards "Any killers for survivors laziness" in that if survivors don't take the combined 1 minute of time to break the 5 totems, the killer reaps all the benefits. Brace yourselves everyone, NOED's going meta.

  • The problem killer players have is that if feels like the devs didn't consider enough as to why they rely on Ruin so much in the high ranks, and just blindsided all of us with this upcoming change. Here's the real reason why:

    At high/red ranks, even a team of solo survivors are better at coordinating their attack on objectives, have all of the tools, skills and knowledge of maps to be more optimal at looping/routing while completing said objectives, and can easily get 2-3 generators done in the first 100 seconds of a match before the first survivor even gets hooked.

    Old Ruin slowed that down, gave survivors an alternative objective/distraction in order to get the gen speed back to normal, and provided killers enough time to build up some momentum without losing too many gens. It was always a "High Risk, High Reward" perk; the risk being that it can be destroyed by survivors, the reward being that it bought the killers precious time in the beginning of the match to get things rolling. It isn't so much that killers actually "WANTED" to use Ruin at those ranks, It's that they felt they "HAD TO" in order to compete.

    The only killers that didn't have this problem are the High mobility killers, because they can apply enough pressure on survivors in that first 100 seconds of the game.

    Paradoxically In one decision, the devs just alienated "more than 80%" of the red rank killers, and 45% of the rest. Sure they did so for the sake of new/low ranked players, which I can understand and forgive, but when the average lifespan of a Ruin totem is only 2 minutes (at best) regardless of rank, and it was the most valuable tool for "more than 80%" of killers to be able to compete in the red ranks... Is it any wonder as to why there has been such a huge backlash over this change from the community?

    Their argument was never about "We can no longer get 4k with 5 gens left" because no killer goes in with a Hex perk expecting it to last more than 2 minutes, much less provide them with an overwhelming victory, its that the devs ignored this reason entirely, and instead of trying to do something about the core game play to remedy it, they took away one of the few tools the majority of killers had to combat it based on its popularity. The fact that they felt they "Had to" use it proves there is something profoundly flawed at the foundation of generator progress speeds. All Killers are supposed to be the "Power Role" with the ability to apply enough gen/map pressure to keep survivors from completing their objectives too fast, but sadly only the high mobility minority of killers can actually do this consistently without the need of a tool like Ruin.

    I'm predicting that when this change goes live, rank 5+ will become so much more frustrating for the majority of killers that they'll try to compensate by either de-ranking on purpose, switching over to survivor once they hit those ranks, or resorting to the most vicious and unsympathetic tactics that survivors already hate but have proven to be effective (hard tunneling, camping, slugging, Insta-downs, Mori's, etc). Combine that with their choices of killer characters becoming restricted to only the high mobility ones in order to compete, and killer diversity at the high ranks will now be even lower than it was before. Does any of that sound like "fun" for either killer or survivor players?

  • Please tell me this isn't real. Its hard enough to get the timing right on a shock to stop a survivor from vaulting anything or dropping a pallet... It takes skill to get it right as it is, and now you're saying that the Doctor won't even be able to attack them during the time that they can't interact with vaults and pallets? *deep breath* sigh... ######### kinda drugs are these devs on?

  • @Arbmos1998 said:

    https://forum.deadbydaylight.com/en/discussion/comment/973397#Comment_973397

    Swap it out for what though? unfortunately if you swap it out for Nurses you can't really catch people out positioned healing.

    Sorry, you replied while i was editing my comment. Refresh the page and reread, and you'll understand.

  • Put Surveillance in there instead of Surge. With all the gens regressing automatically while ruin is active, Theoretically this should mean that Killer players will also automatically know which gens survivors are on early in the match. Surge won't proc on gens that are already regressing.

  • You need to edit those pics and cover up the swears or this post will get deleted and you'll get jailed. Technically those pictures are bypassing the profanity filter. Just fyi...

  • Well, one thing I can look forward to is using it with Surveillance, and immediately knowing which gens survivors are on in the beginning of the match, but if it doesn't work that way, then it won't be nearly as useful as old ruin was.

  • The problem I have is that if feels like the devs didn't consider enough as to why killers rely on Ruin so much in the high ranks, and just blindsided all of us with this upcoming change. Here's the real reason why:

    At high/red ranks, even a team of solo survivors are better at coordinating their attack on objectives, have all of the tools, skills and knowledge of maps to be more optimal at looping/routing while completing said objectives, and can easily get 2-3 generators done in the first 100 seconds of a match before the first survivor even gets hooked.

    Old Ruin slowed that down, gave survivors an alternative objective/distraction in order to get the gen speed back to normal, and provided killers enough time to build up some momentum without losing too many gens. It was always a High Risk High reward perk; the risk being that it can be destroyed by survivors, the reward being that it bought the killers precious time in the beginning of the match to get things rolling. It isn't so much that killers actually "WANTED" to use Ruin at those ranks, It's that they felt they "HAD TO" in order to compete.

    The only killers that didn't have this problem are the High mobility killers, because they can apply enough pressure on survivors in that first 100 seconds of the game.

    Paradoxically In one decision, the devs just alienated "more than 80%" of the red rank killers, and 45% of the rest. Sure they did so for the sake of new/low ranked players, which I can understand and forgive, but when the average lifespan of of a Ruin totem is only 2 minutes (at best) regardless of rank, and it was the most valuable tool for "more than 80%" of killers to be able to compete in the red ranks... Is it any wonder as to why there has been such a huge backlash over this change from the community?

    We're not behaving like children, we're just skeptical about how "fun" red ranks are going to be for 80% of red ranked killer players after this change goes through.

  • The problem I have is that if feels like the devs didn't consider enough as to why killers rely on Ruin so much in the high ranks, and just blindsided all of us with this upcoming change. Here's the real reason why:

    At high/red ranks, even a team of solo survivors are better at coordinating their attack on objectives, have all of the tools, skills and knowledge of maps to be more optimal at looping/routing while completing said objectives, and can easily get 2-3 generators done in the first 100 seconds of a match before the first survivor even gets hooked.

    Old Ruin slowed that down, gave survivors an alternative objective/distraction in order to get the gen speed back to normal, and provided killers enough time to build up some momentum without losing too many gens. It was always a High Risk High reward perk; the risk being that it can be destroyed by survivors, the reward being that it bought the killers precious time in the beginning of the match to get things rolling. It isn't so much that killers actually "WANTED" to use Ruin at those ranks, It's that they felt they "HAD TO" in order to compete.

    The only killers that didn't have this problem are the High mobility killers, because they can apply enough pressure on survivors in that first 100 seconds of the game.

    Paradoxically In one decision, the devs just alienated "more than 80%" of the red rank killers, and 45% of the rest. Sure they did so for the sake of new/low ranked players, which I can understand and forgive, but when the average lifespan of of a Ruin totem is only 2 minutes (at best) regardless of rank, and it was the most valuable tool for "more than 80%" of killers to be able to compete in the red ranks... Is it any wonder as to why there has been such a huge backlash over this change from the community?

  • Welp, Ebony Mori's are the fastest and funnest way to de-pip to the less frustrating ranks, so I'm game. The Devs want to alienate 80% of their red ranked killer players, might as well make red ranks hell for survivors out of spite. Not that it'll do much good though, they'll just DC as soon as they see a hidden offering anyway.

  • B8

  • I don't think its "Slowly Dying", I think the devs are actively attempting to kill it. According to their stats and reason for changing ruin, they just alienated 80% of the red rank killer players, and 45% of the rest. Its no wonder there's been such an outcry over it because you can't have this game work without people willing to play as killers, and if you take away one of the few tools they had that gave them a chance at fun in all ranks of the game, you're basically making a move to decrease your player base by almost half. Only an absolute idiot would make that call if they wanted the game to keep thriving! Being that behavior have made some bad calls in the past but were quick to correct them, this just feels like they're doing it on purpose because they WANT this game to die. I could normally forgive this, but they completely ignored the real reason killers used ruin in the first place:

    At Red ranks, even a team of solo survivors are better at coordinating their attack on objectives, have all of the tools, skills and knowledge of maps to be more optimal at looping/routing while completing said objectives, and can easily get 3 generators done in the first 100 seconds of a match before the first survivor gets hooked. Ruin slowed down that speed, gave survivors an alternative objective in order to get the gen speed back to normal, and provided killers enough time to build up some momentum. It isn't so much that killers actually "WANTED" to use Ruin at those ranks, It's that they felt they "HAD TO" in order to compete.

  • With ruin nerfed into a perk that is undeserving of the Hex status anymore (OP but vulnerable to being destroyed), the main change I predict we'll see is that playing at the high ranks will become unfun for 80% of the killers since they no longer have it to help them build momentum in the first 2 minutes of each match. This will result in:

    1. Killers de-pipping en mass on purpose to have more casual games at the lower ranks
    2. Killers switching over to the survivor role when they reach the red ranks, because they don't want to put up with the frustration.
    3. Killers only playing the high mobility/map pressure characters at red ranks and thus reducing diversity for survivors to oppose when they get there.
    4. The Devs finally realizing that Red Ranked killers weren't using Ruin because of the emblem system, but because At those ranks, even a team of solo survivors are better at coordinating their attack on objectives, have all of the tools, skills and knowledge of maps to be more optimal at looping/routing while completing said objectives, and can easily get 3 generators done in the beginning 100 seconds of a match before the first survivor gets hooked. Old Ruin slowed down that speed, gave survivors an alternative objective/distraction in order to get the gen speed back to normal, and provided killers enough time to build up some momentum. It isn't so much that killers actually "WANTED" to use Ruin at those ranks, It's that they felt they "HAD TO" in order to compete.

    It's going to be rough for 80% of the red ranked killer players out there for the next few months as they learn to either use new tactics, change over to higher mobility killers, de-pip on purpose, switch roles, or get comfortable using vicious and unsympathetic strategies that the survivor community already hates (tunneling, camping, slugging, etc). In the end, it's going to make playing at red ranks much harder for killers, and less fun, and will have some serious backlash on the amount of killers willing to play at those ranks. In turn this may actually be a good thing for all of us, because perhaps then the devs will finally do something about the gen speeds, survivor tools/perks, or provide another objective to survivors.

    The only things I'd change about new Ruin, is to either have it earn its hex status by increasing the Regression rate to 4x the standard rate (making it drop 1 charge per second, and thus be on par with how fast survivors repair gens), or remove the Hex part of it so its not vulnerable to being destroyed.

  • @DeathBeam said:

    But will Surge work?

    If a survivor is working on it, It'll explode the generator and drop its progress 8%, but otherwise it won't do that for any gen that's already regressing.

  • Back in August 2019, I hit 1000 hours as killer and decided to switch roles to survivor for the next 1000 hours, of which I have only accomplished 339 hours of play. The thing is, during my entire campaign as killer, I hardly (if ever) used Ruin. Even so, I had to acknowledge that at the high ranks the only killers who had a chance of competing effectively without Ruin were the high pressure/mobility ones, and not the killers I usually liked playing. Still I was able to pull off victories without Ruin for about half of my games using the less mobile killers, but often became so frustrated that I purposely started using instant-downs and Ebony Mori's in order to de-pip to the less frustrating ranks. It was about that time that I decided I've had enough fun with killer, and it was time to switch over.

    This Upcoming change to Ruin has brought up a paradoxical situation for me to consider: Do I continue my 1k hour campaign as survivor, or do I go back to play killer because I have developed the skills to be decently competitive at the high ranks without it?

    The devs have stated that 80% of killers in the red ranks use it, but they don't seem to have really thought about the real reason "Why" they use it: At those ranks, even a team of solo survivors are better at coordinating their attack on objectives, have all of the tools, skills and knowledge of maps to be more optimal at looping/routing while completing said objectives, and can easily get 3 generators done in the first 100 seconds of a match before the first survivor gets hooked. Ruin slowed down that speed, gave survivors an alternative objective in order to get the gen speed back to normal, and provided killers enough time to build up some momentum. It isn't so much that killers actually "WANTED" to use Ruin at those ranks, It's that they felt they "HAD TO" in order to compete.

    I purposely chose not to use Ruin, because I like playing/winning at the hardest difficulty. I used Plague, Doctor, Clown, Pig, and Legion way more than I used Nurse, Spirit, Billy, and I didn't use Ruin because I felt that "If you have to rely on any 1 perk in order to win, then there's something fundamentally wrong with your skill." So I got decent at playing without it. However, if the statistics are to be believed, I can't imagine many other killer mains will be patient enough to develop these skills since most players just want to have some casual fun in the game, and Ruin was a way for killers to do that without getting too frustrated. I fear that with this change, People like me who don't rely on Ruin will be needed now more than ever before, because I don't see many killers in the high ranks purposely staying there for very long, and now I feel Obligated to try and fill in for them as best as I can.

  • @switch said:

    Bans for DCs, bugfixes, and some balance changes.


    +1 this! DC bans were recently tested and honestly can't come out officially soon enough, we've had to deal with this crap for almost a year, and its killing the game! As for bug fixes, the biggest bug right now is the sound bugs, I've had too many Shapes, and even Demogorgons sneak up on me because I can't hear their breathing or stomping around, and it's been driving me nuts since before Oni came out that wasn't the case, and the sound design felt more fair. As for Balance... lets face it... Matchmaking sucks right now, and so do some items, perks, offerings and Killers which make the game feel 1-sided and un-fun. A few minor changes/tweaks here and there to better balance the game is all it would take to make things more fun for everyone (fingers X'd that the Doc rework won't actually make him more annoying than before).

  • @Kongtwenty12 said:

    https://forum.deadbydaylight.com/en/discussion/comment/964118#Comment_964118

    I could see this working pretty well but I'm a little worried about tools of trade and keys. Depending on the chance to upgrade it could be really strong with green keys because you can just search a chest and go from not being able to open hatch to being able to

    it only works with Toolboxes and Flashlights. Of course, knowing the devs, it would probably be bugged and exploitable for all items for the first month if they decided to use the idea and make this perk a reality.

  • @Kongtwenty12 said:

    https://forum.deadbydaylight.com/en/discussion/comment/961451#Comment_961451

    I like the idea but my worry is that if you give the survivors really strong perks to help against the new killer then the other killers are gonna get hit really hard. Do you have any examples of what the survivors perks could be?

    The 3 survivor perks I have in the linked killer concept:

    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.


    I don't see these as being too powerful on paper, but I imagine that if a killer was going against a team of survivors with these perks, it would be difficult to tell if gens are being worked on or not for the killer, which gives survivors a huge stealth advantage. Also survivors could bring in a rare toolbox, and before it runs out of charges they would search a chest and get a matching or upgraded one, which means that killers with low map/gen pressure would have a hard time slowing the survivors down.

  • Another thing I'd like to see added into the game is Favorite Loadout Slots. Just imagine going into the loadout screen, and right between your add-ons and perks there are numbered buttons 1-5, and a "Save Loadout" button under the Offering field. All you have to do is click one of those buttons, fill in your favorite cosmetics and perk build, click "Save Loudout", and now every time you click that button it automatically switches to the loadout you saved to it! Switching loadouts between your favorites is now just a button click away instead of spending 5 mins between matches searching for the right cosmetics and perks.

    Wouldn't that be just peachy to have in 2020?

  • @HawkAyeTheNoo said:

    Beach Dwight in speedos with saggy man breasts, beer belly and a generous bulge.

    Ohh, maybe hitbox and lobby bug fixes also. Haddonfield and Hawkins deleted.

    I bet if they included Beach body cosmetics for multiple survivors in the Archives (speedos, bikini's, etc.), the player base would set a record for how fast the Archives get completed. 🤤


  • @kylerabdcgamer10 said:

    I want the game to finally not look like an early PS3 game, and have actual good optimization, especially good graphics, they definitely can do this it'll just take time and effort, they are running on the same engine as both deathgarden and last year the nightmare, both games look significantly better and run better... Yet dead by daylight looks like an early PS3 game and runs horribly at times let's just all hope that the horror elements of dead by daylight will come with visual upgrades, I'd also like to see older maps textures updated same with survivors, most of the new characters look out of place next to the old characters and in the older maps, this is because an older maps all the textures are a lot more stretched and less detailed same with survivors again, while for the newer maps and survivors the textures look very good so it's all out of place and Mish mash, they also need to improve the lighting engine to match those dead by daylight rendering videos if you know what I mean. That's pretty much everything I want

    I can support this 100%. BHVR are using Unreal Engine 4... do you know what other recently released game uses that engine? STAR WARS Jedi: Fallen Order! Comparing the graphical capabilities of DbD against that is laughable at best, because even on STJFO's lowest graphical settings, it still outshines DbD by a long shot while "surprisingly" performing well on current mid range PC's.

    True, if you have a potato PC this would be a major problem, but come on people! My system is 7 years old, has a $160 Nvidia GTX 1060 in it (before that I used a gtx 960 which actually cost more in its day and ran this game just as good), and it runs DbD smooth as glass! The console systems are way more advanced and can do so much more than my computer, yet I can currently run DbD in its ultra settings without even a hiccup in performance in game aside from lag caused by the servers, while the superior console users are bafflingly having the hardest time running it at its most basic graphical settings. If you have a PC that's older than that, and haven't even attempted to put a graphics card in it that is even 2 previous generations behind, then its time you consider an upgrade. As for the console users out there... Wouldn't you prefer a game that both exhibits the graphics you're used too in other games AND has the optimized performance to back it up? I feel like the devs behind this game are falling too far behind when it comes to the potential of the engine they are using, and that needs to change if they plan to keep this game going for another year or 2.

    Graphical Improvement, and overall optimization should be a major focus for them in the coming year. (also more blood and gore... this is an M rated HORROR themed game damn-it! We're not children, but despite this audience, I feel that 80% of the violence and Mori's are PG-13'ing the survivors to death! Give us the Hard R rating that a Mature 17+ Horror genre game deserves!)

  • 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 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.

  • I've been over this many times before with players but here ya go:

    Killers actually have tools to de-rank/de-pip with in the more frustrating Red and Purple ranks: Inta downs and Moris. With Insta downs your Chases don't last long enough to give you a decent Malicious or Chaser score, And if you Mori survivors after their first hook you won't get enough points in the Devout category. Don't bring in any Gen slowing perks and there goes your Gatekeeper Score too. Iri Hatchet Huntress, Infinite EW3 Shape, Plague, Insta Saw Billy, etc, all can pull this off and end games quickly, earn decent BP, but get "Entity Displeased" almost every time. This makes them the quintessential funnest way to play the game while dropping rank on purpose, and I'm not even counting how many times survivors just outright DC on you as soon as they see the first teammate go down in 1 hit or get Mori'd.

    "Mori's... the 'Fun' way to de-rank!"

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

  • Killers actually have tools to de-rank/de-pip with in the red and purple ranks: Inta downs and Moris. With Insta downs your Chases don't last long enough to give you a decent Malicious or Chaser score, And if you Mori survivors after their first hook you won't get enough points in the Devout category. Don't bring in any Gen slowing perks and there goes your Gatekeeper Score too. Iri Hatchet Huntress, Infinite EW3 Shape, Plague, Insta Saw Billy, etc, all can pull this off and end games quickly, get decent-ish BP but Entity Displeased almost every time. This makes them the quintessential funnest way to play the game while dropping rank on purpose, and I'm not even counting how many times survivors just outright DC on you as soon as they see the first teammate go down in 1 hit or get Mori'd.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/947496#Comment_947496

    Oh I know, I love PGtW for that reason, late game gens can get insanely regressed. I just don't think I'd give up a perk slot for Surge on top of that when the alternative is double value for each match.

    I can't necessarily argue against you with that because, while Surge is uniquely useful with Plague in that it activates much more often than it would with other killers and saves on gen kicking time, it still has some major faults. The most notable fault of Surge is the largest maps, wherein gens are so spread out that you are lucky to down a survivor within proximity to a gen being worked on. The build overall does wonderfully, but if you come across a team that is fully in tune with each other and end up on a Large map, Surge becomes practically useless.

    In those times you find yourself relying heavily on PGTW paring with Thana and DL and ignoring surge. This doesn't make Surge completely useless by far, but overall makes it feel less useful compared to other possible perks like BBQ, Corrupt intervention, etc. The reason I stick with this build is because it has netted me the most wins with Plague. It's not perfect. but even I have to admit that While surge is a decent addition to it, it's most likely not the best. To me its just a time buying perk, and when it comes to playing killer, Time is the most important thing to manage. If you can replace it with another perk that buys time consistently better on most maps than Surge in the plagues hands, then I'd be happy to give it a go.

  • Trapper and Hag... God Damn-it I hate those two! I either have to keep my eyes on the prompts at every single freaking grass patch for Trapper, or crouch to avoid setting off Hag's traps at most crucial loops, and hooked friends. They are so annoying! Still some will say that's what makes them thrilling, the whole "unknown" factor, and while i think they may be on to something there, that doesn't make the experience any more pleasant. That and the sudden jump scare of stepping in a trap or triggering a hag phantom... sigh... I'm not old enough to require diapers again damn-it... why does behavior insist that I should start investing in them?


  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/943619#Comment_943619

    That's basically my go to, except I bring BBQ over Surge for the points. Don't even need add ons for it to work well.

    Personally I don't like Surge as it can prevent a highly progressed gen from getting PGtW kicked.

    https://forum.deadbydaylight.com/en/discussion/comment/943564#Comment_943564

    Bit late to the party, Prayer Beads already got nerfed, still not the worst for this build.

    To be fair, when it comes to Surge Pairing with PGTW, yeah, I totally understand what you mean as i've encountered those scenarios where a 90-99% gen was hit by Surge when i stuck down a survivor, but I couldn't punish it more with PGTW because it was currently regressing. However, with my Plague build I've also come across multiple groups that that tap n run a heavily progressed gen multiple times opening it up to both Surge and PGTW's damage.

    I seriously had one match on the Thompson house map where the survivors, For inexplicable reasons, kept trying to get a gen in the middle of the corn that was at 80-ish percent against my build. If they had decided to split up and do the other gens, then I would've lost easily, but, Due to Surge and PGTW, after 3 hookings it was reduced to less than 10% progress and I annihilated them. This wouldn't normally matter except this was against a rank 2 swf team... so, my build bought me time, and completely wrecked their endgame strategy. To me, that's a win/win! But it wouldn't have been possible at all without surge providing the extra time between hookings and synergizing with the rest of the build... It's impossible for me to think of any other build or killer pulling that off in the same situation imo.

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