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TWiXT

TWiXT

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TWiXT
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  • Favorites: Clown, Oni, and Hag.

    Not only are they decent animations, but they also feature Gore (exposed organs/bones, Dismemberment, decapitations, torn flesh, etc.). This is an M rated game based on the Horror genre, and the fact that almost all other Mori animations don't feature any gore, no matter how brutal they seem, it makes it feel like the survivor is being PG-13'd to death rather than the Hard R rated demise the game Advertises and is rated for. Those 3 killers are the only ones where the M rating is actually deserved (especially Hag), and we really could use more like them in the game. We're not kids, we can take it.

    Worst offender (to me anyways) has got to be Leatherface's Mori. It had all the promise of being a fantastic spectacle in true horror fashion: He Smacks em on the head, Revs up his chainsaw, rams it through their midsection, and moves the saw up their body to split them right down the freaking middle! In any other M rated game featuring that kind of violence (mortal kombat comes to mind), especially in the horror genre, this animation would be one of the most gory and shocking death animations in the game and would really amp up the Horror feeling. In this game however... sigh... well, I guess i should just be thankful that they didn't cover it all up with a massive black "Censored" bar, or a Blurry mosaic. That's what ticks me off about it the most, it has a great animation for a really nasty death, but they chickened out on the details, and we are left to just use our imaginations to fill in what should have been there in the first place.

  • It would be nice if Huntress Lullaby kept its tokens and their effect locked at whatever you earned before it got cleansed.

    Example: Huntress Lullaby gets cleansed at 3 tokens. It loses the extra 6% damage for failed skill checks, but keeps the 3 tokens reducing the time between when they get the skill check warning sound and the actual skill check. With it being cleansed however, it can no longer gain any tokens.

    That would make HL much more worthwhile to have in builds imo.

    I also once came up with a Hex perk idea that i thought would be fun to add to the game:

    Hex: Submission – A Hex rooting its power in servitude. When any Hex totem is cleansed, this one is guaranteed to take its place. After being cleansed, this Hex will reactivate on a dull totem within 120/90/60 seconds if any dull totems still exist in the trial grounds.

    This Hex effect will continue to reactivate as long as a Dull totem is standing.

    What do you guys think?

  • Favorite Killer (atm): Plague

    Why?: Survivors frequently underestimate her, or don't know how to play against her very well. They believe that staying broken and sick all game will save them from the wrath of her ranged damage, but this is very flawed logic. All refusing to cleanse at fountains does is allow her to Hear/track you easier, and down you in a chase that takes half as long as it would've with most other killers. Equip her with the right build and you can pretty much put them "between a rock and a hard place" consistently. Speaking of which...

    Favorite Build:

    Dying Light - The obsession survivor never gets to take advantage of the 33% healing buff it grants due to how plagues power works. The 3% debuff to everyone else on the teams Repair speed per hooked survivor means that they get a 12% debuff by the time everyone's been hooked once. Since survivors often refuse to cleanse at the fountains against her, letting her 1 shot them all, you usually get those 4 stacks of DL around the time the second gen has popped, but of course this wouldn't be nearly as effective without the synergy it has with...

    Thanatophobia - 4 broken survivors who refuse to heal mean this gets its maximum 16% debuff to repair speeds on gens, and keeps it all game long. Add this debuff to 4 stacks of DL and you get a decrease in gen repair speeds for 3 of the survivors at a whopping 28%! By the time 2 gens are completed, and you have everyone under this effect as well as 4 stacks of DL, their gen progress slows to a crawl, giving you more time to hunt them down and continue the punishment. Regarding said punishment...

    Surge - I know what you're thinking "Surge is crap man, #########?" and on almost any other killer i would side with you. Mainly because it has a limited range, a 40 second cooldown, and the heavily limiting "Down with a Basic attack" requirement, but hear me out. That last requirement for the perk makes it uniquely useful for Plague, who more often than not 1 shots survivors all game with "basic attacks" and because she's 1 shotting them, they hardly ever run far enough away from gens to prevent it from activating, meaning it activates pretty much as soon as its ready every single time with her!

    "But it does ######### damage!" not in this build it doesn't. Remember that 28% loss in progress speed on gens I mentioned earlier in the build? Yeah, now you're starting to understand aren't ya? Just in-case you're still confused however:

    The base amount of time it takes for a single survivor working on a gen to repair the 8% damage Surge does is 3 seconds for the explosion delay + 6.5 seconds for the repair, totaling to 9.5 seconds. With full Thana and only 4 stacks of DL 3 members of the team suffer a progression speed reduction rate of 28%, or .76 charges per second. 8%/0.76 = 10.5 seconds + 3 seconds of delay = 13.5 seconds. At that point in DL's stacks you have increased the time to repair the 8% damage from 9 seconds, to 13.5 gaining an additional 4.5 seconds. At 6 stacks of DL+ full Thana and a 34% progress speed reduction, that rises to 17.13. seconds, and so on. In other words, if a gen was at 99%, and gets hit with Surge, you just bought yourself 14-17.13 seconds to hook the guy and then punish the gen with PGTW if someone was working on it. Also "######### damage" is better than "No damage" when it comes to kicking gens and starting their regression cycle + you don't even have to take the time to kick the gen yourself as much anymore. Speaking of Damage...

    Pop Goes the Weasel - If you think Surge was punishing survivors repair time with its frequent but meager 8% damage in this build, wait until you smack a gen with a whopping 25%! Making this perk the icing on the pain cake you are cooking up with each stack of DL.

    Overall the synergy of this build does what its supposed to, and does it well: Slows the gen progress down more effectively than Ruin ever could, and allows you to maintain pressure on survivors and gens without always having to go around kicking the gens yourself. Just get everyone sick, start hooking, and enjoy their suffering! On the off-chance the survivors actually DO try to counter this build by cleansing at fountains: "Congratulations! Rock, meet Hard Place. Survivors, hmm lets see... Ah! Here's a spot for you right in the middle there. Get comfortable."

  • @Avarice said:

    1) Equating The Plague facing 4 broken survivors to EW3 Myers is not accurate

    When discussing The Plague, people say she's good because she is like an infinite evil within 3 Myers. Two explicit reasons for why this comparison is incorrect are that Myers in tier 3 has a longer lunge as well as faster window vaulting. In addition to this, Myers has a 16 meter TR until entering EW3 whereas The Plague has 32 at all times. Furthermore survivors can be instant downed until Myers leaves EW3, but they can choose to cleans at any time to recover a lost health state. Finally, The Plague is both taller than Michael Myers and wearing brighter clothing making her easier to spot and loop.

    2) She is not a machine gun huntress

    Anyone who has played both the Plague and the Huntress for any period of time could tell you that there is a large disparity in their projectile speeds. The Huntress' hatchets move far faster than the plague's vomit, which gives survivors more time to react to it. Additionally, her range is significantly smaller, so she can't hit from as afar away.

    3) Her Vomit is currently not functioning correctly.

    With the release of dedicated server, The Plague has ceased to function correctly. Hitting survivors with VP or CP has a chance of not performing what is should even when the survivor model responds as if they were hit. For example, if a survivor is hit with VP and they may make noises as if they were hit, they may not become infected. The same goes with Corrupt Purge where it may go straight through them and do nothing.

    4) Her point scoring indicates what the devs intended her play style to be, and that is that survivors are expected to cleanse

    The Plague's deviousness scoring categories are as follows. 1 per second of survivor infection (maxing at 150 points per purge), 25 points for infecting objects, 200 points for downing a sick survivor, 100 for drinking a corrupt pool, and 300 for injuring a survivor with corruption. The balancing of her scoring seems to indicate a clear bias towards her gaining corrupt purge and injuring players with it. For this reason, it makes sense to argue that surivors are meant to cleanse because she should be getting the bulk of her points from corrupt purge. If she was meant to be an M1 Killer, then she would get very little brutality points and only about 3,000 deviousness points (If all 4 survivors were downed while broken 3 times).


    1) You are only partially correct in that Plague putting everyone into the Broken state isn't the equivalent to Shape having Game long EW3... Its actually better. Sure she doesn't get an extended lunge range, and has to deal with a 32m TR all game regardless, but instead she gains a team of survivors that are 1 shot away from being downed all game who are also: Easier to hear, Easier to track, and Easier to see. What's even more funny about this is that the survivors actually choose to stay like this all game long because they fear giving her ranged damage MORE than they do remaining in this weakened and easier to locate state. Just imagine if when Shape went into EW3, all the survivors kept glowing like they do when being stalked, and they suddenly came down with a very audible case of IBS. If those things happened for Shape, then you could say that Plague's ability is the same. Of course then you'd also have to give Shape an UR add-on that can reveal their auras every 5 seconds or so to make it a perfectly even comparison.

    2) Machine-gun Huntress is actually an accurate description when it comes to her using Corrupt Purge. Think of it like a 13m long rapid fire stream of hatchets that can take 0.5-2 seconds to end. Sure you can only hit the target survivors with just 1 hatchet per stream, but you can hurl them over obstacles, and hit multiple survivors at a time. What's more is that her cooldown for doing this plus her charge up time for a second volley comes to a maximum of 3.5 seconds, and a minimum of around 1.75 seconds. Sure the Stream of Corrupt Puke is shorter distanced, slower and easier to evade, but she has this ability active for an entire minute and can still opt to smack you if you get too close to her (which will most likely happen if you're dodging left and right too much). So yeah, you can kinda understand why survivors opt to stay injured all game as opposed to giving her a minute of rapid fire ranged damage, but it still seems silly to me when dodging it is often times easier than trying to dodge her regular smacks, especially with all of the LoS blockers in the maps.

    3) No opposition, debates or corrections here, they really need to work on the tik rate for projectiles in this game when it comes to the dedicated servers.

    4) Again you nailed it on the head with this one as the devs definitely meant for the disadvantages for staying sick/injured against her, and the advantages of cleansing (instant health state restored in 6 seconds + no longer broken or easy to track) to encourage survivors to cleanse. However, once survivors realized that they had direct control over part of her power (the "Machine-gun Huntress" part), they instead decided to just deny her that (and her points) in favor of focusing on objectives while relying on their looping/routing skills to win the game. This means that a huge part of her devious scoring is always going to suffer, and unless the devs make the Sickened/Broken state against her a little more oppressive, survivors will continue to take advantage of the "power" they have over her. To be honest however, I love it when survivors choose to stay broken all game, as that means chases last only half as long as they normally would, I can find the survivors easier, and I don't have to worry about my aim or the dedicated servers tik rate as much.

  • DC right back and queue up for the next round. They have expressed that they don't want to play or let you get the challenge done, so you might as well end it quick for everyone else and move on. If they're salty in the chat, remember to inform them that their teammates choice to DC directly correlates with yours, and they should be thanking them for it. No one can play the game without a killer, and you're just trying to complete a challenge, so if they're gonna be petty about it, and deny you the opportunity to do the challenge, you can be petty right back. I mean come on, the devs still haven't implemented their new DC ban system yet, so might as well take advantage, am I right?

    This way no one wastes time; they obviously don't want to be a team player, and have opted to throw the game? well then, so be it! I mean, it's not like the other survivors wanted to play a full round of DbD anyways right? They may have started out wanting to, but the moment their teammate DC'd for a petty reason, the rest knew the game was thrown by that entitled turd, and they'd likely prefer to just have it end as fast as possible so they can move on to a match where (hopefully) no one DC's. In all honesty you're doing them all a favor at that point, and you won't waste nearly as much time finding a game where you might actually be able to pull it off.

    /S

  • I figure the Legion was active in their high school Hi-jinks in the 90's (Mostly due to "Mix Tapes" being a thing in their add-ons, and CD's were fairly new tech that you couldn't burn or copy until the late 90's), So with that in mind, I figured this 1995 gem would most certainly be on Franks Mix Tape:

    https://www.youtube.com/watch?v=xI0M5GeYPrA


  • @Troman said:

    What do you think is the next? Ruin? Moris?

    Yes, I hope moris are next, along with keys.

    It makes no sense if you can make the game so much easier for you and harder for the opposing team without any trade-offs.

    Mori's have the trade off of ensuring the killer scores way less points for using them. Because of this, they became my "go to" way of de-ranking when I get frustrated with the higher ranks, but without being so petty to DC or throw the game. Keys on the other hand have no such downsides. I can see them adjusting Mori's to being only useful after the killer hooks a survivor twice and the next will be their death hook, but I have no idea how they'd adjust the keys for more balance. At least making it so that they don't leave the hatch open for 30 seconds would be a nice start to balancing them IMO, otherwise Idk.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/114480/devs-are-eliminating-everything-that-annoy-survivors-according-to-recent-changes

    I’m actually quite excited for the Doc changes.

    I speculate that like Legion the new Static Blast is going to discourage team work. Think about it. Any survivors already in madness T2 are going to be constantly scrambling to get out of Doc’s TR to try and avoid Static Blast and an immediate increase to T3.

    I have a distinct feeling that when the new Doc starts charging his static blast, the sound will be a loud global warning giving survivors ample time to either get out of the TR or jump in lockers before it strikes. This type of Overcompensation is exactly something I'd expect from the devs, and we already know from the Q&A that charging the blast will significantly slow down the Docs movement speed, so the real question burning in my mind is: Just how much leniency will the Static Blast give survivors to avoid it?

    Sigh, if its as bad as I'm predicting, then it won't be very useful. Fingers x'd that the devs haven't "overcompensated" again like they did when they initially tested GF on his PTB by making him the loudest stealth killer ever.

  • A change to Keys is probably next because despite how good the killer does or how poorly the survivor team plays, it rewards 1 or more survivors with a guaranteed escape. That's pretty much the quintessential description of a "crutch" in this game.

    Survivors complained that Mori's were a "crutch" when killers could use them at any time, so they updated mori's to only be usable after the first hook, but survivors still complain so they'll also likely get changed to becoming only usable after you have hooked a survivor twice in a match. The silly thing about calling Mori's a crutch in comparison to keys, is that if a killer Uses a Mori, their BP and Rank scores actually suffer from using it, whereas keys are the opposite and reward the survivors in BP and Rank scores.

    Even worse, aside from purposely equipping Franklin's Demise every time you see a survivor in the lobby with a key, or just tunneling them so they don't get to use it, Key's don't have any built in counter-play. Survivors also often complain that NOED is a "crutch", but all survivors have to do to counter it is take a few seconds to break the dull totems in the map. By comparison you don't see killers with the option to do something to the hatch in order to counter-play keys, hell even closing the hatch against a key bearer is something they simply laugh off as they know there's nothing the killer can do about it.

    Keys flat out reward survivors with an escape for completing 2-3 generators, and the key bearer themselves don't even have to do that. They or their team could be playing completely miserably, but as long as a minimum of 2 gens are complete, the last 2 survivors can still escape if they have a key. There's no other perks or item's on the Killers side that rewards them for playing poorly anywhere near the level the keys do... This makes them the single most annoying, and frustrating item in the game to play against, and that needs to change.

  • My current favorite Plague build: Dying Light, Pop Goes the Weasel, Thanatophobia, Surge.

    For obvious reasons Thana and DL have great synergy on the Plague, especially when survivors refuse to cleanse at fountains. The overall slowdown on gen progress only becomes noticeable at around 4 stacks of DL and when everyone is fully sick which gives you the full debuff effect from Thana. What really makes this build effective however is the 2 generator damaging perks PGTW and Surge. Surge is uniquely useful for the Plague because she primarily downs everyone with basic attacks which sets off Surge pretty much every time its available. Normally repairing the 8% damage Surge does to a generator would take only 6 seconds, but with 4 stacks of DL and Thana working against survivors, the time to repair that 8% jumps up to 13 seconds, which buys you more time to hook a downed survivor, and then get to a gen they are working on to hit it with PGTW. Typically the game starts out pretty normally with this build, but as soon as you hit the 4 stacks of DL and get everyone fully sick, gen progress slows to a crawl (usually when there's around 3 gens left) and that's when this build really puts survivors between a rock and a hard place. If they gen rush you hard, then this build won't do much to save you, and the largest maps make surge less useful, but to be fair, what build can you think of actually stands a chance against a hard gen rush or the largest maps for a primarily M1 killer like Plague? Overall this build is very potent and oppressing against the avg survivor teams, and I highly recommend it.

  • Pros:

    New Doc doesn't slow down to go into treatment mode, and can just shock people on the fly during a chase at normal movement speed of 4.6 m/s (115%), which means better anti-loop potential.

    New Doc can shock everyone in his TR once every 60 seconds, and everyone shocked this way gains a guaranteed tier of madness.

    Iridescent Queen sounds like a fun add-on for spreading the madness around to survivors attempting to work on gens together.


    Cons:

    No more static field means no more passive madness gain rate, which also raises concerns for how they are going to change his Order add-on's base effect.

    No more static field means his anti-stealth proximity mechanic is now limited to only being usable once every 60 seconds, so on average he'll only get to use it roughly 5 times per match, 10 times if he does it every time its available whether there are survivors nearby or not.

    Survivors can still hide in lockers to avoid getting shocked


    Questions:

    How will his add-ons shared afflictions change?

    Will these changes make him more aggressive or will they reduce the pressure he puts on survivors currently?

    Will I lose my favorite doc builds? (Ninja Doc, Sniper Doc, World Wide Doc, Bully Doc, etc...)

    Since he no longer switches between punishment and treatment mode, how will his add-ons like Calm and Order change?

    Have they at least increased the default range of his regular shock attack by 25%? if so does that mean that his Electrode add-ons have been adjusted from 25/50/75% range to 50/75/100%?


    Speculation:

    I fear that In order to make these changes more "fair" the devs will overdo their attempt at balancing him by slowing him down even more when performing a shock attack, and that his static blast power will make him pause in place for 3-4 seconds to give survivors ample time to try and escape his TR. If not, then I worry they'll try to balance it by making his TR a smaller 24 meter one, which would make his Calm add-ons and Distressing essential to his builds if he wants any chance of effectively using his new Static Blast power.

    Doc was my main for a long time when I mained killer, and while I'm hoping for the best with these changes, I'm expecting the devs to give him too many disadvantages for them to be actually useful. Like when they tested GF on the ptb, and made him the noisiest "stealth killer" ever, or when they released Demogorgon, and gave him the ability to shred pallets with his power, but unless you had it already charged up by the time the survivor drops the pallet, its no different in breaking time in comparison to a regular breaking action (seriously, what's the point?).

  • I for one, am very happy about the DC penalty system. I no longer have matches where an over entitled turd immediately DC's for petty reasons like getting found by the killer first, what killer it is, what map we're on, etc, and have been able to enjoy more full matches without a DC in the past day and a half, than I have since the DC epidemic began last winter. It feels good to actually be playing DbD again, instead of having my matches ruined by toxic players bratty behavior.

    True, yesterday I encountered an enormous amount of players killing themselves on their first hook, but today that seems to be dying down. I expect that it'll become the norm to replace DC'ing, and wonder if anything can be done to counteract this unsportsmanlike behavior? Perhaps a time limit, like if they die from one hook in less than 30 seconds (the time it takes to make unhook attempts + dying from not struggling in second phase) within the first 5 minutes of a match means that they purposely killed themselves on hook, and get the DC punishment treatment? I dunno if this would work and survivors would likely just wait for 30 seconds before killing themselves on the hook, but at least then they have to give their team 30 seconds to attempt rescue. Still something needs to be done to get the message across that if you queued up for a match, no matter how unfavorable you perceive it, you should keep playing until the end.

    As for getting penalized due to bugs, internet outages and crashes... that hurts but since it happens far less often than the petty DC epidemic reasons, I have no problem with this at all. Some people may crash, experience bugs or internet connection issues more often than others, but I'm betting that those people are in the minority of the community by comparison, and if/when this new system goes live, it won't be nearly as much of an issue as they're currently complaining about.

    Overall, I find myself remembering how fun DbD was around the time of the Spirits release, when I was playing matches and could go 2 full weeks without experiencing one disconnect from teammates or killers, and this test has brought that feeling back so shockingly well, that I realize I had forgotten how good it felt, and now I don't want the test to end.

    I know you're getting a lot of complaints about this test Devs, but for the first time in over a year (Because of this DC penalty test), I'm having consistent fun with the game again. If there are any major bugs with the system, by all means fix them, but don't (Not even for a second) consider backing down on this change due to those complaints. This is a solid step in making the game enjoyable for everyone, and should have been part of the game from the beginning. The DC'ers undoubtedly want to sabotage this test through complaining on the forums so that they can keep enjoying the toxic playstyle to which they've become accustomed. They almost completely ruined this game last May when the DC epidemic hit its peak, and I was ready to quit altogether, but this test proves to me you actually listened to our outcries against DC'ers, and are doing something about it.

    Stand Firm against the complainers, fix or adjust what needs to be adjusted, but don't cave in to them. You're doing the right thing for the health of this game, and don't let anyone tell you otherwise.

  • Predicting patch notes for Clowns "Buff" update🙄:

    Updates to Clowns power:

    Clown now no longer slows down when reloading his bottles

    Gas Effects now include oblivious, and Hindered by default for the duration

    Gas clouds now cover a larger area by default which can be expanded by add-ons

    Balance:

    Survivors now only experience the gas effects while in the gas cloud

    Clowns bottle count reduced from 4 to 2

    Increased the cooldown between bottle throws from .5 to 1.5 seconds to prevent Clown from performing breaking or vaulting actions sooner than intended, and give survivors a better chance of escaping the gas cloud before he can throw another bottle.

    Clowns movement speed reduced from 115% to 110% by default.


    Does this sound about right?

  • @NuclearBurrito said:

    Ok one major issue:

    The camera starts behind the Survivor, this means if you position the camera correctly, the inner cone of the camera will completely surround them. Additionally, if that doesn't work for some reason (such as the possible fix of only counting the cone where the camera passes through the Survivor) it is still possible for multiple Survivors on a gen to cover all possible directions at once, again making them completely safe.

    Some generators such as the upstairs generator in hawkins can be covered with just a single Survivor due to them only having a single entrance.

    This means that a SWF group can stick together in order to ensure that they can complete every generator with 0 chance of ever being downed even if they straight up never even try to run from the Killer.

    I thought about these possibilities while coming up with this concept, which is why the dolls move at a whopping 6m/s and have 6 seconds of TR, Stain, and Aura reveal on survivors once the killer transfers to a new one. Imagine a 4 man SWF group trying to cover all angles while repairing a gen as the dolls start to crowd around them, and then trying to figure out which one the killer is currently possessing while all of them have a TR and red stain. The closer they get, the more narrow that cone of vision becomes for the survivors and eventually they'll get overwhelmed and downed by the killer, which should make for some INTENSE game play scenarios in 4 man SWF situations. Sure it's not perfect, especially in single generator situations like Hawkins, but for the majority of maps, these little sneaks will have ample opportunity, ambush capability and LoS blockers to make them pretty threatening.

    Taking your eyes off of a Doll for a second could be the right choice, or could mean you take a hit. Add in their gameplay mechanics such as fact that this killer can't be body blocked while carrying survivors (can't attack them while carrying either), and I believe this killer would be loads of fun to play as and oppose IMO.

    My biggest worry is that, Like for Ghost Face, the devs will create a 2 dimensional area of the screen that counts for the cone of vision, which would be terrible since the survivors own character model actually blocks that, and is one of the biggest causes of frustration for survivors trying to reveal GF. Otherwise, if done right, the cone of vision stopping the dolls will be great and better balanced considering their advantages and disadvantages.

  • Hence why I included the TL;DR version below all of that. 😝


  • I'd Happily sell my soul if the devs also agreed to use my favorite, and most well balanced (imo) killer concept in game as well:

    @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.


  • Also, aside from playing Feng Min, I just LOVED her as a victim when playing killer. Her squeaks and squeals were so cute whenever I smacked her around that I felt compelled to target her just for the enjoyment of hearing them.

    She's just too cute to ignore as killer, and too good to pass up as survivor (especially when starting out as survivor, those starting kit perks are fantastic for newbies), and that's why I feel like you're right about her being the "Best Survivor" IMO.


  • You're welcome! Now if only we could get some people to make a SFM music video parody of Sia's song for Feng Min using this lyric sheet...

  • Feng Min's Song Lyrics:

    Squeaky girls, don't get hurt

    Can't feel anything, when will I learn

    I hate the Clown, Hate the Clown

    I'm the one "for a good game call"

    Gen's blowin' up, Killers Alertin' my perk now,

    I feel the loath, feel the love

    One, two, three, one, two, three, Squeak

    One, two, three, one, two, three, Squeak

    One, two, three, one, two, three, Squeak

    Lithe em Vaults, till I lose count

    I'm, gonna repair, the Generator, the Generator x2

    I'm gonna live like tomorrow doesn't exist

    Like it doesn't exist,

    I'm gonna Lithe like a bird through the night,

    feel my tears as they dry

    I'm gonna repair the Generator, the Generator!

    And I'm holding on for tonight, won't look back won't open my eyes

    Keep my glass full until next campfire, 'cause I'm just holding on for tonight

    Help me I'm just holding on for tonight,

    Keep my glass full 'cause I'm holding on for tonight, on for tonight,

    Moon is up, I'm a mess,

    Gotta get up now, gotta run from Nurse,

    Here comes the comes the check, comes the skill check,

    One, two, three, one, two, three, Squeak

    One, two, three, one, two, three, Squeak

    One, two, three, one, two, three, Squeak

    Lithe em Vaults, till I lose count

    I'm, gonna repair, the Generator, the Generator x2

    I'm gonna live like tomorrow doesn't exist

    Like it doesn't exist,

    I'm gonna Lithe like a bird through the night,

    feel my tears as they dry

    But I'm Holding on to dear life,

    Won't Look back, won't open my eyes,

    Keep my glass full next campfire,

    'Cause i'm just holding on for tonight,

    Help me, I'm Holding on for dear life,

    Won't Look back, won't open my eyes,

    Keep my glass full until the next campfire

    'Cause I'm Just holding on for tonight

    On for tonight,

    On for Dear life

    'Cause I'm Just holding on for tonight,

    Oh, I'm just holding on for dear life

    On for Tonight, On for dear life, x2

    On for dear life! x2


    Lyrics altered towards Feng Min from Sia's "Chandelier", Reference:

    https://www.youtube.com/watch?v=2vjPBrBU-TM

  • Survivor:

    Technician: "I love that HALF of my failed skill checks (rare as they may be) don't alert the killer, and that they can't hear me working on a gen until they're 8m away from it."

    Botany Knowledge: "33% Heal rate advantage? What's not to like?"

    Spine Chill: "Hard counter perk to all Stealth killers and a decent perk against all others? Sign me up!"

    Detective's Hunch: "SHOW ME DEM TOTEMS!"

    Stake Out: "Technician 2.0, but with a bigger advantage."

    Diversion: "Someone's over there Mr. Killer"

    Deja Vu: "We're 3 genning ourselves? I gonna stop that crap right now!"

    Calm Spirit: "F@$k you Doc, and Spies from the Shadows!"


    Killer:

    Bloodhound: "You think you can Urban around that corner and lose me? Lol!"

    Surge: "You mean I DON'T have to kick every gen around me myself AND I do actual damage to them before they start regressing? Me Likey!" (Big hint to Plague players out there)

    Cruel Limits: "MWAHAHAHAHAHAHAAA!!!!" - Oni

    I'm All Ears: "oh, so you went the OTHER way on that loop, well played... but guess what?"

    Hex: Devour Hope: "I've hit 3 tokens... EVERYBODY DROP WHAT YOU'RE DOING AND TRY TO FIND MY TOTEM BEFORE I CAN INSTANTLY END THIS GAME!" (a Special Thank you to the Springwood Reworks)

    Spies from the Shadows: BIRDS! "Yeah yeah I know I jus-" BIRDS! "Hang on a second I'll get em, just let m-" BIRDS! "FOR ######### SAKE! You sneaky little bastard, I'm gonna get you as soon as I fin-" BIRDS! "HA!, I have you now you little piece o-" BIRDS! "GAWD you're annoying! But, surprisingly helpf-" BIRDS!... sigh.

    Mad Grit: "REAP THE WHIRLWIND!"

    Bamboozle: "... a GOD LOOP you say?"

    Bitter Murmur: (Terminator voice) "Your Clauds, Give them to me."

  • IMO, it's always been about adaptation with all killers.

    Billy running around the map with insta saw add-on's? Hug them jungle gyms and loop corners to force them to M1.

    Trapper Trapping your favorite loops/god loops/pallets? Disarm them after he places them down, or pay attention to the disarm prompts, avoid grass areas and the heaviest traffic areas/loops he's likely trapped.

    Plague destroying you and your team whenever someone cleanses at a fountain? Stop cleansing at fountains and focus on objectives whether you are broken by the sickness or not.

    Hag is a killer that has some definite advantages, but again isn't so bad that she can't be adapted to. The rework to Urban Evasion back in the day for example, practically killed the old gal because of how popular the perk became, and now while it's not nearly as meta as it was back then, it's still a solid 1 perk counter to her and a decent perk advantage against most killers. I'm not saying everyone should equip it, just that because of the change to it, its sudden rise in popularity in the aftermath of the change led to a dramatic drop in Hag players. That's not so much the case anymore, but since she's hard to learn to use correctly, Hag is one killer that has become harder to adapt to only because she's also one of the least played killers.

    Her recent stats proved that she has a high success rate, but also one of the lowest pick rates... Why is this true? Why would a killer with such a High success rate be one of the least played killers? Simple... She's difficult to play correctly, and has many counters, so most killer players give up after their first few tries, and inversely due to the low play rate, not enough survivors have learned how to adapt to her playstyle and fall easily to the killers who actually have learned to use her. This Makes playing solo against her feel oppressive and unfair, because while she is most powerful against the inexperienced, she's easily thwarted and abused by the experienced and prepared. If more Killer players used Hag, and took the time to get good with her, it really wouldn't take very long for the survivor community to pick up how to counter her and start winning regularly.

    Her long setup time, her slow movement speed, her crazy bad loop-ability, and her weakness to flashlights, crouching, and certain perks make her a killer with many counters, but because she isn't played as much, people are often caught off guard by her and make posts like this one because they or their team didn't adapt.

    This becomes especially true When you come up against a killer Player who has taken the time and effort to get good with using her, and all the more relevant because of survivors inexperience against her or refusal to adapt when in reality, she's really isn't as OP as (@DudeDelicious 's discussion) previously stated. Honestly, Hag only feels overpowered right now simply because she's one of the least played killers. Due to this, not enough of the survivor community has adapted to her like they have against Killers like Billy, Spirit, Ghost Face, Trapper, or Freddy, and so I'm predicting this now:

    When the Tome that focuses on Hag and Ace comes out, we'll see a huge influx of posts demanding Hag nerfs at first... swiftly followed by an equally as large amount asking for buffs to her because of how quickly everyone adapts.

    In the meantime, if you come across a Hag: Learn from it, Adapt as best you can, Lead by example, and soon enough you'll discover that she really isn't as big of a threat as the more viable killers out there. Playing solo, this will be difficult to accomplish due to her rarity and the majority of survivors inexperience with her; in SWF this will be easy as pie to accomplish because of better communication and coordination.

    Overall, its ironically her Rarity that makes her strong, but that doesn't mean she's "over-performing" and needs to be nerfed, it just means that survivors haven't had enough experience to adapt to her.

  • Another perk combo I was berated/yelled at for:

    Franklin's Demise, Lightborn, Overwhelming Presence.

    I was playing Pig, when the the Survivor team (4 man SWF btw) queued up with 2 flashlights, and when the others switched at last second to 2 more with flashlights... I knew I had made the right decision. This was before the current versions of Flashlights when your entire screen went pure white, survivors could blind you in 0.2 seconds, and blindness lasted for about 5 seconds with the best add-on's. Naturally my build countered the Hell out of their "favorite toys/tactic", and the match was quick because they all ended up DC'ing one after the other within 20 seconds of each-other about half way through the match after they realized I had built to counter them. Lots of salt and anger in the post-game chat, and yet they had the audacity to try and convince me that I was "wasting 3 perk slots" along with slanderous assumptions of my ethnicity, sexuality, gender, and religion (of which I took ample screenshots for my reports). Normally, I would've agreed with them about wasting perk slots, but in these circumstances... seriously?

  • Yelled at for using all of Feng Min's perks: Technician, Lithe, Alert. (bemoaned me for not using perks like DS, Dead Hard, BT, BL, etc... Said I was wasting perk slots).

    Praised for using Spine Chill... (because it's useful since the "Undetectable" updates and against Spirit.)

    Sigh... Whatever, I wasn't good at skillchecks at first, so Technician helped me at least 50% of the time, Lithe is a decent escape perk, and Alert makes sure I know where the killer is for at least 70% of the time... Spine Chill was just icing on the cake in case I did come across stealth killers. Seriously, the toxic entitlement of the other so called "survivor mains" reminds me about why I stopped playing MMORPG's like WoW, or SWTOR... If you joined a guild under any role, they immediately told you how to build it and how to play it, and if you didn't they ostracized you for trying to be unique, or discover things they might've overlooked. To hell with that BS, I stick to my guns in this game and Play builds that I want to play, and how I want to play them. Anyone who disagrees with that has lost sight of part of what makes this game fun, and they can blow it out their asses for all I care. I play to have fun and try new things, and if the builds work for me but not for others, and they don't at least try to understand "why" while berating me for my perk choices, then their vulgar opinions amount to little more than the "kids I drop off at the pool" once a day.

  • I'm sorry everyone, but I have been blasted on this post relentlessly because i apprently committed the crime of changing my profile pic, mained killer prior to posting this, and... I get it! How can any of you trust me no matter how much i tell you about my plan for maining one role for 1k hours and the other for the next 1k? Especially when my previously mained role is in direct opposition of my current?

    What i wanted to convey is not just a bit of advice based upon my 143 hours of playing survivor, but also my previous experience fighting them. If you want to hurt the Oni for using this add-on, use its downside and Deny him his blood orbs. Sure that increases your risk of being chased/downed, but if you are a good survivor who knows how to loop and rout, or plays the runner/distraction role frequently, then this tactic should be right up your alley.

    @MandyTalk , I didn't want to have to ask you, but could you please intervene here and help us keep all Further comments On topic?


  • @Nazeef13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/915430#Comment_915430

    This is written in an odd writing style that's that is either sarcastically thanking devs or pretending to be a survivor main praising easy killer bullying. If you can't see that I'm not sure what to tell you.

    I read this as soon as it was posted and the op had a doctor icon. Seconds later it was on the top of the forums and the doctor icon coincidentally changed to survivor. Normally wouldn't mean anything but with the way it was written, it looks like he was trying to pretend writing through the perspective of a survivor.

    There's your blooming logic since you asked Stalin.

    Here I am trying to give good advice to survivors about how to turn the Oni's UR add-on against him, and you are still hung up on the idea that because I was a killer main for 1000 hours, who changed his profile pic after making this post to reflect that i have changed to the survivor side, I must be being "sarcastic" and "trying to trick survivors", but in all honesty how does anything I've suggested become an advantage for the Oni players out there?

    Sure, the survivors who take this advice will have their aura's revealed for the majority of the game, but on the other hand, the Oni using this add-on will have far less blood orbs to use for recharging his power. Any survivors confident in their looping and routing skills should know that what I've suggested is a good counter to an Oni using this add-on. Yet you dismiss it because I changed my profile picture after posting this.

    Here's when i changed over to survivor:

    https://forum.deadbydaylight.com/en/discussion/comment/632767 , and Here's YOUR "BLOOMING LOGIC":

    "PLAYER WITH OVER 1K HOURS ADVICE IS BS BECAUSE HE HASN'T PLAYED MY SIDE FOR THE ENTIRE TIME!"

    I want to say many things in response to your biased opinion, but I fear the entire response would be censored or get me banned from these forums, so I'll just leave you with this:

    I'm a survivor main now for the next 1000 hours, of which I have only completed 143. I'm giving survivors like you sound advice on how to turn a killers add-on against them at the cost of being revealed to the killer all game, and its up to you to decide which is better... A killer who can activate their power frequently and devastate your team with it, or a killer who is reduced to being an M1 killer because of your risky actions?

    Now can we PLEASE forget that I was a killer main "Trying to sarcastically trick survivors" and instead take my advice at face value and debate whether or not its good or bad? I'm really getting tired of all this off topic, biased BS!


  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/915496#Comment_915496

    He said for the first 1000 hours that he played the game, he did it as a killer main, and he has been playing another 1000 hours as a survivor. You would assume he has at least 2000 hours, or else it would be as absurd as a person with 100 hours saying that they will be playing their next 1000 hours as x side so they have some merit. He could have just said "I have 140 hours on survivors" but he didn't , because he wanted to make it seem like he had more experience in game than he actually does

    OK, let me put an end to this once and for all, because obviously its become too much of a distraction. My plan when I started this game was to pick the side that had the most difficulty, that side being killer at the time. I mained killer for 1000 hours, and at that point decided to switch my main to survivor for the next 1000. Currently I have only been maining survivor for 143 hours... but because I knew survivor tactics and tricks from playing against them for so long, I picked up on the survivor role rapidly. I may have phrased things incorrectly, but the fact still stands: I was a killer main for 1000 hours, and have changed to survivor main for the next 1000, of which i have currently completed 143.

    That being said, can we please just stay on topic as to whether or not my advice against the Oni and the recent change to his add-on is valid? Personally I understand why so many of you are so eager to dismiss my advice as this is one of the first posts I've made giving tutelage to the survivor side, but that doesn't make my experience with this game, or my opinion, any less valid.

    for further information on my change over, look here:

    https://forum.deadbydaylight.com/en/discussion/comment/632767

    EDIT: That was back in August when I decided to change over. If you're now wondering why I've only accrued 143 hours in survivor since then... I have a job, and only get to play this game a few hours per week.

  • @FabV said:

    https://forum.deadbydaylight.com/en/discussion/comment/914342#Comment_914342

    With all due respect, you should review the PPC tense.

    The elapsed time in the sentence must be from the past until now, not in the future.

    " I've been playing dbd for 10 years" means that I began 10 years ago and still playing.

    "I played DBD for 10 years" means that I played for 10 years but not playing anymore.

    Anyway, looking at the OP's profile, they only posted killer sided comments before today, so I wonder : if this thread is a trick, what is the aim of it ? It looks like a sincerely good advice for survivors...

    It's not a trick. Although I have mained killer, had a lot of fun doing so, and sometimes still have killer game here or there (mostly to rack up BP for my Survivor), I am maining Survivor currently. The Advice I gave in my post is based off of an actual game I played, and won because I was able to actively deny the killer the ability to gain many blood orbs at the cost of being revealed to him all game long. I've become pretty confident at my looping, routing and Juking skills in the 143 hours I have maining survivor, and welcomed the chase. Sure I went down 2 times that game because i couldn't really lose him and had to rely more on my looping/routing ability (plus pallets were running out), but the fact remains that I was in control of how often he was able to use his power at the small cost of being constantly visible to him.

    Like I said, If you go up against this add-on, are healthy, and confident in your looping/routing skills, eat up those orbs for your team and distract the hell out of the Oni. What really won us that game was 2 things:

    1. He didn't have as many blood orbs available to him and couldn't recharge his power as often.
    2. He wasted a large amount of time coming after me instead of trying to stop my teammates from finishing gens.

    The reason Oni is so loopable, IMO, is because he's so loud that (with headphones) you can literally hear what direction he's moving behind walls at jungle gyms, and mind-gameable loops. Hiding his red Stain doesn't do much for him when it comes to mind-gaming if you just pay attention to his stomping. Also since his power stops passively charging at 98% and he has to get a blood orb or a hit on a healthy survivor to finish charging it, I basically denied him one of those options for the majority of the match. Admittedly this is one of my first posts giving advice to survivors, but you shouldn't bemoan this advice just because I mained killer for so long, and decided to change my profile picture when I posted this.

    If you want I can reverse the role here and make a response tuned towards what the killer I went up against must've been thinking:

    (Killer sided post)

    "Renjiros Bloody Glove is Trash now. Just had a game where a survivor spent almost the entire match sucking up all my blood orbs and t-bagging me. He couldn't hide from me all game, and If I focused on him I could catch him, but I wasted so much time going after that turd that the gens just flew, and I hardly ever got to use Oni's power. Thanks Devs, you just killed Oni's best add-on, no ones going to use this piece of crap now!"

    Does the killer main perspective make my advice sound any better?

  • @Nazeef13 said:

    LMAO changing your profile icon to survivor from killer so we think a survivor wrote this lol. Ok doc

    To be honest, I did main killer for the first 1000 hours, but have been maining survivor for the next 1000. I just hadn't changed my picture in the forums till I thought about it today. Currently at 1143 hours in the game, so I haven't been playing survivor for more than a couple of months, but this counter worked for me today, and I'm pretty sure It'll work for you too the next time you go up against an Oni with this add-on. Just spreading the news, it's up to you whether its good or not.

  • 4x Stbfl = Machine gun build v 2.0!

  • @SnakeSound222 said:

    Unnerving Presence:

    Your presence alone instills great fear.

    Survivors within your Terror Radius have a 10% greater chance of triggering Skill Checks when repairing, healing or sabotaging. 

    Triggered Skill Checks' success zones are reduced by 40/50/60%. Great Skill Checks success zones are reduced by 100%.

    Skill Checks have a 70/60/50% chance to turn counter clockwise.

    Reasoning: Unnerving Presence currently does not affect great skill checks, meaning that the perk loses some of its strength if the Survivors can hit greats.

    The counterclockwise skill checks are there to catch the Survivors off guard and it makes sense thematically. You’re supposed to be terrified while in the Killer’s terror radius with this perk active. The decreasing percentage is to make it harder for Survivors to predict which direction the skill check will go. What I was thinking is that at tier 1, there’s only a 30% chance of getting a normal skill check, meaning that Survivors could expect a counterclockwise one. At tier 3, you have a 50/50 chance of getting a counterclockwise skill check, meaning that the Survivor can’t expect the pointer to go on a certain direction and will have to look at it closely to make sure they don’t miss the skill check.

    Considering that UP is limited to the killers TR, this is a good upgrade to it. At first glance I figured that your change was OP, but because of the nature of UP, and running the numbers in my head, this was a surprisingly fresh breath of air for an otherwise mediocre perk. Bravo my friend! you kept balance in mind and made a change that would work well to making this perk unique and far more useful than it is without being broken.


  • @Liruliniel said:

    Hex: Huntress Lullaby

    Great Skill checks no longer provide progress. Hex: Huntress Lullaby does not show up for survivors until 5 tokens have be gained Hex: Huntress Lullaby wont have a visual prompt that it's active. Can still be found normally lit up.

    Each Skill check failure results in 4%/5%/6% Generator regression.

    1-4: Time between the Skill Check warning sound and the Skill Check becomes shorter with each token. Adds 1 second to restarting gens with each missed skill check. When Hex: Huntress Lullaby is destroyed it reveals the Aura of all Survivors who were not touching the Hex Totem when destroyed for X seconds where X is your token count.

    5: No Skill Check warning and each failure delays process restart by an additional second. When Hex: Huntress Lullaby with 5 tokens is destroyed exposed is applied all survivors for 40/50/60 seconds.

    Hex: Huntress Lullaby wont be active with other Hexs.

    To be honest, I for one feel that all Hex perks shouldn't reveal themselves via icons or notifications on the left hand side that tells survivors what hex they are cursed with. Consider Ruin for example: Do survivors really need anything more telling them that Ruin is affecting their gen progression other than the Red Skill checks, the "cursed" icon, or the zappy generator pause when hitting a good skill check? Do they really need a detailed notification on the left hand side telling them that Ruin is active and what level its at? Seriously, a lot of the information that the devs present us unnecessary hand holding, and offensively condescending to our earned gamer instincts. Huntress Lullaby is a sly perk that becomes more and more apparent as the game progresses, but having it revealed when survivors hit their first skillcheck just ruins the surprise, defeats its sly nature/purpose, and belittles our intelligence.

    I have campaigned against this over-saturated transparency before, and will continue to do so until the devs finally accept us as the smart and capable gamers we are. We're not idiots devs! If something doesn't feel right we adapt quickly and figure it out on our own... You don't need to keep the "Training Wheels" Permenently on when you could do just fine with it for our first 50 hours of gameplay.

  • Here's another one that's more simple to fix:

    Surge

    Current: Your eerie presence charges the air and interferes with technology.

    Putting a Survivor into the Dying State with a Basic Attack causes all Generators within a radius of 32 metres to instantly explode and regress. Surge applies a regression penalty of 8 %.

    Surge can only be triggered once every 60/50/40 seconds

    Improved: Your eerie presence charges the air and interferes with technology.

    Putting a Survivor into the Dying State causes all Generators within a radius within a radius of 32 metres to instantly explode and regress. Surge applies a regression penalty of 12 %.

    Surge can only be triggered once every 60/50/40 seconds

    Explanation: "Putting a survivor into the Dying State with a Basic Attack" Didn't work for Infectious Fright, and "Surprise!" its not working for Surge either. By enforcing this requirement, the devs are limiting the killers who can actually make use of it to only a minority of them. Removing this requirement makes it more useful, universal to all killers, and helps those who have a problem providing map Pressure (e.g. clown). Also the current 8% damage that it does to gens can be laughed off and repaired in 6 seconds by a lone survivor, Increasing that damage to 12% only adds 3 seconds to that time, but that 3 seconds is also not something easily laughed off when the killer is nearby, and can mean the difference between a survivor completing a gen, or being stalled long enough that they have to flee before its completed. With these simple changes, I feel that Surge could be a decent perk considering it still has a 40 second cooldown and a range limit.

  • Keep em coming everyone!

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/880497#Comment_880497

    1. Settled xD

    2. This explains so much tbh why when I tried for his adept a few hrs ago portals dodnt work.

    3. I just mean for him not for the survivors. Survivors need counterplay to anything, but his footsteps in my ear as I played him is really bad.

    3) True, hearing his foot stomps while playing him is so loud that it often covers up survivors own footstep, breathing, and crying sounds which makes is difficult to hear when a survivor is moving nearby. Currently though, if there is any chase music going on, you can't hear survivors footstep sounds at all, and that wasn't the case before the latest patch. This always seems to happen whenever the devs update the engine, like when the Pig came out, but at that disaster of an engine update survivor sounds were completely silent, and it took the devs 5 months to fix the sound design. You'd think they'd have learned by now to anticipate sound issues like these whenever they update the engine and fix them asap. As for quieting his foot stomps for the person playing him, I wholeheartedly agree, because they are currently too loud and obscuring the sounds survivors make, which in turn makes it more difficult to track them via sound design.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/108632/petition-to-add-qol-adjustments-to-demogorgon

    1. I wouldn't care of its base or not simply because it's way too obvious.

    2. I thought they did?

    3. Make it so the killer wont have to hear those Godzilla like foot steps. I tried him once and was like "nah I'm out"

    I like him really cool killer just to obvious he is warping around. If people dont listen for his footsteps then they deserved to be gen grabbed or free hit.

    1) I agree that its too obvious, which kinda defeats the purpose of having add-ons that increase the time of his undetectable status effect after emerging from a portal. At first he was able to gen grab survivors, but very soon afterwards they adapted by walking away from gens for a few seconds whenever they hear his teleporting sounds, just to make sure he didn't come to a portal near them. This basically means his primary advantage of having an increased undetectable time via add-on's makes them pretty useless. Kinda like how PTB ghost face had that 16m howling wind sound whenever he went into night shroud mode, which was like the killer shouting out "I'm in stealth over here, don't look at me!"... it completely defeated the purpose of it.

    2) Inactive portals currently don't detect survivors near them, which is why I proposed that change.

    3) To be honest, it would be nice if Undetectable also silenced foot stomp sounds entirely. Especially on a killer like Demogorgon whose stomps are audible to survivors within 16 meters, while most other killers foot stomps can't be heard until they are within 6-8 meters at most. I wish his stomps weren't so audible all the time, because they also make it so that survivors can directionally hear him behind walls and know where he's going, which pretty much defeats his ability to mind-game them. The upcoming Oni also has this problem.

    @MegHasCuteFeet said:

    I want demogorgon hitting something not be a global sound.

    It would be nice if it had a limited audible range for other survivors, like Wraiths cloaking/uncloaking Whoosh sound and bell. This would make going up against the Demogorgon a little less atmospheric, but also help him by letting him remain loud and proud but only to those who are nearby when he's attacking. Currently when survivors hear him attacking on the map, they all know they are safe to do gens, which basically means he gets gen rushed a lot.

  • @thesuicidefox said:

    The thing is you don't know where a portal is, so he could detect you without you knowing it. Maybe if by doing so it activates the portal when Killer Instinct goes off, but the reason they don't do that is because you can't see the portals until they are active.

    As for the first one I got it confused with his other add-on. Still I would rather it be on a different add-on, perhaps Lifeguard Whistle because I don't see much of a point to inflict exhaustion for 5 seconds. If the survivor sees you coming out of the portal they just walk away, by the time you catch up they have recovered from exhaustion already.

    Yes in my proposed change the survivors can't see the portals when they detect them with Killer instinct, but you also have to consider the other factors of this QoL change: The portals are only 2 meters in size with a meager detection range of 4 meters (7 meters at most if you use both of the higher end detection range add-ons), and they appear and start glowing the moment he starts teleporting to them. On top of this when a portal becomes active survivors can hear it from 8 meters away, its even louder if he's using it, and throughout the match he's not always in "of the abyss" mode which is what allows him to detect the survivors near the portals in the first place, so detection isn't automatic. All this QoL change will do is give him more info on survivors whereabouts, and allow him to get a bit of a jump on them, without being OP due to the factors of using the portals in the first place. Currently the only portals that can detect survivors are the active ones, which imo, makes the detection aspect the most useless part of them because survivors being detected are either A) Cleansing the Portal, or B) running past it. All other times the portals aren't detecting the survivors are because the survivors aren't there, or they are purposely avoiding going near the portals.

    I respect your criticism that the proposed change to Red Moss should be given to another add-on so Demogorgon can pair it with others, but I still don't see why it shouldn't be added to the Red moss because its both ultra rare, and it emphasizes his stealth game play. If I proposed that it should also make his foot stomps silent for 10 seconds, then it would be a real game play changer for him emphasizing stealth over being his normal "Loud and Proud" self. Much like how Scratched Mirror for Shape, or Waterlogged shoe + Scarred hand for Hag completely changes their play-styles, but all I'm asking for is that it makes his teleportation silent, nothing else. Although I do agree, the Lifeguard Whistle add-on is pretty useless and could use this kind of change to it.

  • @thesuicidefox said:

    1) I would agree to this, but not for Red Moss. I feel that's strong enough already. Maybe another add-on.

    2) If this was an add-on effect sure. Green would be fine.

    1. Red Moss is already an Ultra Rare add-on that increases the demogorgon's cooldown time from 14 seconds to 24 seconds. The addition of "survivors no longer hearing him Teleport" validates that immense downside to the add-on, especially since he can still be heard stomping around within 16 meters of the survivors, meaning that regardless of his lack of TR or Red Stain, survivors still have ample warning he's nearby. All this does really is allow him to get slightly closer to them since they didn't hear his ROAR when he teleports.
    2. I don't see a reason for this to strictly be an add-on effect... My reason why is that unless he is using my proposed updated Red Moss add-on, he still takes time to travel between portals, and when emerging from an active/inactive portal he can still be heard doing so within 8 meters, and of course seen doing so by anyone who has eyes if he didn't attempt to hide it. All this would do is make it so setting a portal near a gen gives him a heads up if survivors are working on it, and allow him to Teleport to it, but at the same time, reveal that he's coming 1-3 seconds before he even arrives. So kinda like how Freddy makes generators bleed before he arrives giving survivors ample warning, except his portals will still be destory-able and become active/visible afterwards. At least with this change, he'd also be able to use the inactive ones to tell him where survivors are before he activates them, and will be able to do his job of getting the jump on them more often, albeit a really weak attempt in comparison to Hag, GF, Freddy, or even Wraith in comparison.



  • @GrootDude said:

    I’m not complaining about Freddy though

    I agree, Survivors in general have all the tools they need via items, add-ons, and perks to full on counter forever Freddy. Even if he's not the one they face, those same perks, items and add-on's make doing gens even faster and mostly assure a quick victory over 80% of the killers. TBH, I'm not sure why most survivors aren't running them if their only thought is to "win every game", Honestly, no matter what build the killer brings in, most of them can literally do little to nothing against a full on gen rush build.

    The only thing i get annoyed about is when I get a team with all Gen rush perks, items and add-on's and they have the audacity to either DC, or bemoan me for playing a killer like Huntress with Iridescent hatchets. In my mind... if the survivors never hold back on their items and builds, then why should the killer? Is this a double standard, or fair play? Either way, I don't give a damn, and just want to play the game how I want to play it, including coming up with counter builds/strategies on the fly. If you guys bring in toolboxes or keys... I'm not holding back, because you obviously aren't either, so stop [BAD WORD]ing about it, grow up, and fight me on even grounds. Anyone who can't do that, especially those who DC because of it, should go back to playing offline "single player" games wherein they are entitled to win for the money they paid for the game... obviously they can't handle a Multiplayer environment.

  • @supersonic853

    A minimum of 20% to a maximum of 50% of the games Freddy/Spirit was picked from my experience. I'm betting that when the DC punishment system is implemented in the next patch, either the "kill rate" will raise because of survivors Suiciding on hooks, or it will lower because survivor players will lower their entitlement a bit and actually try to be team players. In all honesty though, I'm expecting the former rather than the latter, sadly because a fair amount of players are toxic, over-entitled brats, and because of them this community, and everyone's enjoyment of the game is being soured. I've had a fair share of games where everyone stays and fights to their best, and win or lose I still enjoy the match, but these turds don't even bother with trying because to them: if it isn't easy/obviously winnable, it isn't worth their time. I'm hoping that the DC punishment system will actually help in the long run, but not expecting it to, and unless we can report players for purposely suiciding on the hook, that makes me sad for this games future.

  • I honestly believe the statistics were skewed because of survivor DC'ing. @Peanits confirmed that the kill rate didn't include DC's, but whenever I play a strong killer like Freddy, Spirit, Billy or Ghost Face, I get an average of 1 DC per game roughly 5 out of every 10 games. Whenever a Survivor DC's they screw over their Teams chances of surviving and make the game considerably easier for the killer, especially if they do it early with 4-5 gens left. With that in mind, it makes me wonder how many of those kills were the result of a DC'er screwing over their team because they didn't like the killer they were up against, or the map they were playing on. If they made those statistics based on flat out kills, but fully excluded games that had a DC'er, then that's still not showing an accurate representation of his overall kill rate because it would only be showing roughly 50% of the games he participated in throughout October. Whereas if they included every games results but just didn't count the DC's and only counted the kills he got from the remaining teammates getting screwed by an entitled brat, then that's not an accurate representation of his kill rate either, as even a Clown main can pull off a 75% (3k) kill rate in a 3v1 game if the 4th DC'd early.

    What we needed was a stat that shows which killers experience games that have at least one survivor DC and how often. I'm betting that the results would not only confirm my suspicion that high tier Killers like Freddy experience a higher survivor DC rate than low tier killers like Wraith or Clown, but also that the Kill rate shown in the most recent statistic can't be trusted, because of the higher rate survivors DC'd against him and screwed over their team.

  • I actually wonder if the killer statistics that were recently released were actually skewed by survivor DC rates.

    The reason I believe this is true is because when I was was going for the "kill all 4 survivors in a trial by any means necessary" challenge, I took that as a free pass to go crazy and brought in an ebony mori and Iri hatchets. The first survivor I downed in one hit immediately DC'd, Followed by the next to get Iri hatchet struck, and the other 2 just followed suit, but what surprised me is that I got the challenge completed! That tells me that the Tome was counting DC's as Kills, and if that's the case it made me wonder about the killers with the "highest kill rates" in the recent stats and how many of their "kills" were actually just entitled brats DC'ing because of a killer they hate playing against, or a map they hate playing on. This would also explain why Doctor, whom survivors keep saying is the most annoying killer to face and often gets DC'd against for this reason, was siting at a 68% kill rate despite also being chided as "low tier" right next to Wraith as far as effectiveness. Honestly, I stopped playing Spirit and Freddy because of how frequently survivors DC'd against me, and am now suspecting that their 75% kill rates are an exaggeration, and their real rate is actually lower than that.

    If this is true then It's Highly possible that we can't trust those statistics at all since they were inflated by counting players DC's as Kills, and we won't get more accurate statistics until the DC punishment system goes live for a month.

  • @UlvenDagoth said:

    Hey! I decided to make this a area for smaller changes to the Legion that I agree with! Though I see these as more of a buff than a rework, they still keep to what I'd like to see in a Legion update. Would be good for "Bite Size" updates to try and help Legion!

    now and idea from @TWiXT

    Honestly Legion was, without any doubt, pretty broken at release, but what the devs have done to them has been less of a balance for them, and more of an overkill reaction to the communities complaints. Don't get me wrong, many of the complaints against Legion were well founded, and I wouldn't go so far as to give them back their previous abilities, but a nice middle ground that makes their power a threat again would be welcomed in my book.

    I have read your suggestions, and while I like them, I feel it's probably better to start smaller on things to try and make the Legion more viable. For this I'll offer my own 2 suggestions:

    1. Give Legion back their previous movement and vaulting speeds. In the current build the Legion only benefits from afflicting DW to survivors if they can effectively chain the affliction to multiple survivors on the team. This is impossible in most circumstances currently, due to their slower movement and vaulting speeds, which give survivors far too much wiggle room to evade the Legion until their power runs out. The original version of the Legion still had this problem, but a good player could manage to get all 4 on a mid sized map before their power ran out. This emphasized skill and incentive to try for the 4 hits because it was a possibility with the right add-on's. Current Legion however only does this when the map is very small, or if every survivor is focusing on the same gen, but even then, they typically only hit 2 at the most due to survivors scattering like cockroaches as soon as the first one is struck. Current Legion moves at 5 m/s while in frenzy, whereas old Legion moved at 5.25m/s. Old Legion also Vaulted at the same rate survivors did, but current Legion Vaults at .5 seconds slower than they do, or at the same rate Bamboozle grants to a killer. Comparatively, Old Legions main advantage was the ability to catch up and keep up with survivors, but they also had a 2 second cooldown to slow them down, with that currently increased to 4 seconds, I see no reason why they need to be any slower in Frenzy.
    2. Reduce the Deep Wounds timer from 30 seconds, to 10. When Legion was changed the Devs already did enough to reduce the Deep Wounds Status effect from a threat to being completely non-threatening, simply by making the timer pause whenever in the killers TR, and making it pause again while the survivor mends. The fact that it retained its 30 second timer is a grossly unjustified at this point. The TR pause alone already killed the possibility of a Legion player "Moonwalking" to allow the timer to bleed them out, but the pause on the mend timer... seriously? As if a survivor outside of the Legions TR and thus out of immediate danger isn't going to immediately start mending? If the timer were 10 seconds instead of 30, survivors would have to pay much more attention to the DW status, and be much more vigilant to mend as soon as they are out of the TR. The Franklin's Mix tape also could benefit in this effect if it reduced the timer by 5 second, which would make a 2 hit + 4 second stun much more worth while if the survivor left the killers TR, and thus make the add-on significant;y more useful than it currently is (by my calculations, to down a survivor with the current FMT add-on, Legion would need to relentlessly pursue and keep striking a survivor for 80+ seconds). IMO, This would make the DW status effect a threat again, and TBH, that is what the Legion really needs right now... to have a power that is either more beneficial to their map control, or a dire and looming threat to survivors affected by it at all times.

    There's my 2 cents on the initial and minor buffs I believe the devs should test in an upcoming PTB in order to try and bring Legion more viability than they currently have. It's not much, but the way I see it, Legions game mechanics have always been on a knifes edge since day one. Sway only a little from 1 side to the other and you go from being pathetic to OP or vice versa. Finding a balance with that is really tricky, and doing it right means taking small steps... to that end I feel that either of these minor changes are a good place to start.

    Now an idea from @Deadeye

    If we stay with the new version of Legion, I would also suggest a Power rework. If not, at least the following changes might help:

    • put bleed out survivors into the same state like Madness 3, so they need to mend before they can do anything else. Almost everyone knows that the first Frenzy hit will make Legion run away from you, so many survivors just run to the closest gen, knowing Legion chases someone else and being save as long as inside the TR. Which is kinda stoopid
    • When hitting bleeding survivors in Frenzy, there should be any effect applied by default. It is simply unfair that Legion is the only killer that gets punished for using his power. I have seen bleeding survivors body block healthy survivors to cancel the power, without taking any negative effect for that. That should not be the case.
    • There are a lot of easy loops that can be abused by running it 3 times to run out of Frenzy. Even the killer shack offers this possibility. If Frenzy does not even help to get easier first hits and just is about the "information", it is really the most useless power of all. increase the vaulting speed again.
    • I loved the slashing of old Legion but also understand the change to break the power after a miss. But I would suggest to just reduce the power gauge for each hit. Like 10% after a click and 25% after a lunge. Or something like that. Of course adjustable but don't forget that on average the "running" still will take like 60-80% of the power.
    • Fun Fact: talking about "running", a trapper with 3 stacks of Play With Your Food walks faster than Legion is running in Feral Frenzy.

    That last one makes me sad, btw.

    Another interesting Idea from @Dreamnomad ! Numbers might need some work though.

    I want to see for Legion is for their to be some effect when hitting a survivor with deep wounds while in frenzy. It makes absolutely no logical sense for there to be zero effect when a survivor is stabbed. What I propose is for there to be a new effect introduced in the game. For now let's call it "nerve damage". A survivor with nerve damage has 30% reduced speed for all actions (including mending) until fully healed or placed on a hook. This would give Legion a choice and a reason to ignore a survivor.

    Also, maybe adding a reduction to repair speed (etc.) while a survivor needs to Mend. I'm sure this has been mentioned somewhere but I wanna put it here and can't find it.

    and idea from @PGJSF !

    BTW yes, as I already said on the other topic, Mending should apply the Oblivious status effect should be considered a healing action. I am convinced that these two changes alone would move Legion from “bottom” to “mid” tier. (I like the ideas! But I think they should also come with an increase to base FF MS and Vaulting speeds! Or something!!- {Ulven})

    now a good idea from the wonderfully named @KnifeaToMeetYaXD

    I've been following this thread for a while, and I'm glad to see a big Legion thread has been created. Hopefully the devs pay these ideas a thought.

    My ideas:

    Frenzy: Increase vaulting speed back to original speed. Increase speed to 135% but lower length by 2 seconds. Reduce cooldown to 3 seconds. Every successful hit on a non-deep wounded survivors reduces cooldown by .5 seconds. Missed attacks reduce 50% of the meter. Landing a successful hit no longer reduces the power gauge. The power gauge now refills in 15 seconds instead of 20. Terror Radius is reduced to 24 meters during Frenzy. The red-outline on survivors marked by Killer Instinct will be displayed once again.

    Deep Wounds: While inflicted, the survivor can not preform actions such as repairing, healing others, or breaking totems. Mending now has skill checks. Failing a Mending skill check will interrupt the action and reduce 30% of the meter, or down the survivor if there is less than 30% remaining. Deep Wounds Time reduced to 10 seconds. Feral Frenzy attacks reduce Deep Wounds by 2.5 seconds, however the meter cannot be reduced under 2.5 seconds this way. Deep Wounds reduces while mending, however, the survivor will not be downed if they are mending when the time reaches 0, but while be downed if they cancel mending. Mending time is also increased by 5 seconds.

    and now an idea from @Auron471 !

    Feral Frenzy CD meter will not get drained when M1ing a survivor.

    You will not lose FF if you hit a survivor with deep wound. (The deep wound timer is still NOT affected by multiple FF hits). Hitting a different survivor each time will refresh the timer AND increase the max FF timer by 3s. Hitting the same survivor two times in a row will not grant t he 3s bonus. (You lose these bonuses when FF ends)

    Activate FF and hit your first survivor: the max time for FF goes from 10 to 13. Then you switch targets and hit a 2nd survivor. Now you have 16s to find another survivor. And so on. This bonus has a max time of 20s.

    FF has a built in bloodhound. (But significantly weaker)

    FF has a CD of 15s instead of 20s.

    Killer instinct lingers for 5s after FF has ended

    FF will apply hemorrhage for 30s if the hit survivor was healthy. 60s if injured. (Hit survivors twice to apply 60s of hemorrhage.)

    The Pin addons: Apply 30s of the status effect if the survivor was healthy. Apply 60s if they are injured. No need to double tap injured survivors.

    Iridescent Button: In addition, it also hides the red stain for 60s after hitting a survivor with FF. regain the red stain after hitting another survivor.

    You can track blood in FF. You cannot track scratch marks

    Franks Mixtape: Considerably reduces the time required to mend. Tremendously increases running speed, and vaulting speed.

    Add-ons!

    These are by @PGJSF !

    I also think, like everyone else, that most of his addons are in need of a rework. I don’t have many ideas, but here we go.

    1. Some addons should enhance Legion’s movement speed while in Feral Frenzy in some way.
    2. Apply the Broken status effect on a time limit could stay, but should be easier to accomplish. Hitting twice the same survivor just to process Broken is pointless since he’s going to be injured and in front of you anyway.
    3. Those addons that improve the duration of FF should simply be buffed.
    4. Frank’s Mixtape should make Legion Undetected while in FF.
    5. I feel we could use a purple addon to see scratchmarks.
    6. We could also use a green which applies Exhaustion on DW.

    Also I fully agree on having a shorter cooldown for FF and removing the M1 penalty.

    now for some by @KnifeaToMeetYaXD

    In continuation to my previous post, I will also be listing off ways to changes Legion's addons. However do note that these addons are based of MY CHANGES. So an addon that might not make sense currently, WOULD make sense with my changes. Please give any feedback or questions as I will gladly answer them :D

    Common Addons:

    Smiley Face Pin: Gives Blindness for 120 seconds and is done on Intial FF hit.

    Scratched Ruler: No change

    Mischief List: Increases Duration by 1 second

    Friendship Bracelet: Increase Killer Instinct by 4m, and increase FF movement speed by 3%

    Uncommon Addons:

    Never-Sleep Pills: Increase Killer Instinct by 8m, and Increase FF movement speed by 4%

    Mural Sketch: Increase FF duration by 1.75 seconds

    Julie's Mixtape: Increase vaulting speeds during FF by 10%

    Etched Ruler: FF refills 4 seconds faster

    Defaced Smiley Pin: Gives Mangled for 120 seconds and is done on intial FF hit

    Rare Addons:

    The Legion Pin: Gives Broken status effect for 120 seconds and is done on intial FF hit

    Susie's Mixtape: Increases Killer Instinct by 16m and increases FF movement speed by 5%

    Stolen Sketchbook: Increases FF Duration by 2.5 seconds

    Nasty Blade: Considerably reduce Mending Skill Check Zones sizes, and increase failure penalty to 50% of Deep Wounds timer

    Joey's Mixtape: Increases vaulting speed during FF by 20%

    Very Rare Addons:

    Stab Wounds Study: Hitting a Deep Wounded survivor with FF reduces the time to 2.5 seconds instantly

    Frank's Mixtape: Pallets dropped on the Legion during FF are instantly broken. Stun time from FF and pallets dropped on the Legion during FF increased to 3.5 seconds

    Filthy Blade: Tremendously reduce Mending Skill Check zones sizes, and failing a skill check will down the survivor regardless of how much is left on their timer

    Cold Dirt: The cooldown time is reduced by .75 seconds instead of .5 seconds for the first 2 survivors inflicted with Deep Wounds

    Ultra Rare Addons:

    Iridescent Button: The terror radius and Killer Instinct cover the entire map, pallets vaulted are broken, and FF movement speed is increased by 10%. FF duration is reduced by 2 seconds

    Fuming Mixtape: Windows vaulted during FF are blocked for its duration and 10 seconds after it. Scratch Mark's and blood are now visible, however Killer Instinct cannot be triggered. Hitting a survivor will injure them or down them if they are already injured. Missing an attack will end the power. Hitting a survivor will end the power. FF duration increased by 2 seconds, charge time is increased by 15 seconds.

    Tell me what yall think!

    Welp, As of the latest PTB, it seems the devs agreed with my assessment regarding their FF movement speed as they've given them their old movement and vaulting speed back. Testing this in the PTB gave me good feelings and helped their overall "Feel" when using FF, and although it didn't do much to increase their "threat", it did make chaining FF strikes a little easier to accomplish like I said it would. This was a good change for Legion, but unfortunately it was marred and completely ignored by another aspect the devs introduced in the PTB... The change to Beast of Prey, and addition of the new Oni perk Nemesis.

    Honestly I tested BoP on Legion in the PTB to see if i could get the Undetectable status to activate so I could down survivors with DW. The problem with trying to down survivors this way was that I had to have an unbroken chase with the DW'd survivor for 15-20 seconds to after being stunned for 4 seconds coming out of FF to activate it, and maintain that chase for another 22.5 seconds (used Franks mix tape) without breaking pallets, losing the chase, or using FF, because doing any of those things immediately brought my TR back and paused the timer. I can see a really good Legion player accomplishing this, but that's still a 40+ second chase, where the killers target range for ending a chase should be under or around 20 seconds. Personally I didn't see it as a viable strategy at all, and if I FF'd again to knock the DW bar down more with FMT, that just added another 20+ seconds to the chase, and while it did ensure a down, it also was a colossal waste of time, and frustrating to make it work.

    As for Nemesis... That one by comparison was much more useful. You DW the survivor, get blinded or stunned, and suddenly your TR is no longer pausing the timer for the next 45 seconds. You could actually pair it with the Enduring + Spirit Fury combo to ensure that if you didn't down them yourself, they were going to bleed out from DW. I've accomplished this scenario in the past similarly by using Dark Devotion, but the big difference between DD and Nemesis is that DD pauses the timer on the Obsession for 30 seconds while Nemesis ensured it would tick down. I haven't tried combo'ing DD+Nemesis, but if it works then it could be pretty nifty. Still, Legion with Nemesis had counter-play to it: Drop the pallet early without trying to stun Legion. Once survivors realized I had Nemesis, they did exactly that to keep DW from becoming a threat, and Nemesis only activated twice at most before they wised up and started using this counter-play strategy on me.

    I wasn't able to test these as extensively as i normally would in the live build because wait times in the PTB were excruciating, and friends weren't always available to assist me in testing it. Now with the PTB closed, all we can do is wait until the live version to get a more thorough testing, but because tof the communities "over reaction" and outcries that the devs are "bringing old legion back", I get the feeling that either Legion or the perks will see a change before hitting the Live build. Its really a shame, because while the change to BoP and addition of Nemesis did make DW a threat again, they also have counter-play to them or were more of a waste of the killers time. I think the devs actually predicted this because they also shortened how long it takes to mend from 16 seconds to 12, and trust me, I had survivors mending every time they vaulted a pallet while i was attempting to get BoP to work since i couldn't break the pallet if i wanted to keep the BoP effect going, and that was a viable counter strategy. If the devs change these things from the PTB versions on a knee jerk reaction to the communities whining, then it'll only reassure my assumption that they don't give players gamer instincts enough credit.

  • Surge. I know everyone agrees that its pretty trash tier, but when you use it with Plague, it activates pretty much every time its available due to how she spends most of her matches downing survivors with basic attacks. Also combo'ing it with Thanatophobia and Dying Light on her means that when you have everyone sick (injured) and 4 stacks of DL, the time it takes for survivors to repair that 8% damage Surge does goes up from 6 seconds to 13. Add in the moments when it hits multiple gens, and the fact that it saves you time on kicking gens yourself, and honestly it's just really decent on her. Throw Pop Goes the Weasel into the build, and you very effectively slow down gen progress enough that it actually beats Ruin in the long run.

    Also Fire Up. Combo-ing it with Brutal Strength and Bamboozle on Pig or Clown ensures fast and efficient chases. Its extra good with Clown: Just throw a bottle as they drop the pallet, or hop through a window, break the pallet/vault the window and see for yourself how little of a distance they gained.

  • Because Blindness is such a useless status effect, especially where SWF is concerned, there has been Another idea that has been going around the forums for buffing blindness: Restricting survivors FoV.

    What it does is not only shut off all aura reading, but also surround the survivors screens with the "Black Fog" effect that stealth killers have while Undetectable. How much of the screen gets obscured by this effect is up to what you used to give the survivors Blindness, and it would fall under the current measurement standards of, Slightly (15-20), Moderately(25-35%), Considerably (40-60%), Tremendously (65-80%). For example, Huntresses Amanita Toxin Common add-on would only apply the effect Slightly, Clowns Kerosene can and Pigs Face mask uncommon add-on's would apply the effect moderately, Third Seal at rank 3 would apply it Considerably, and Knock Out would be updated to apply it Tremendously.

    Think of the black fog as moving in from the edges towards the center and blacking out everything that is not in the center of the screen. By cutting down/restricting the survivors FoV like that they have to be more cautious, and pivot their 3rd person camera more in order to see the killer. During the Player Test Build of the Plague there was a bug that caused the Green infection effect on the edges of the screen to turn opaque black and the amount would've been similar to the proposed blindness effect at the Considerable range as it practically cut their FoV in half. Being that all blindness effects except for Third Seal have miserably low effect times maxing out at 60 seconds, this change would validate the current timers and help make Blindness into a useful and strategic advantage for killers.

  • The current exhaustion effect is fine as it prevents survivors from immediately sprint bursting away from a gen when the killer comes, and stops their current exhaustion meters from ticking down while repairing and adds 3 seconds to them. What makes the perk trash tier is the "Under 50%" requirement. If it simply applied its exhaustion effects on every gen repair no matter how progressed they are, this puts survivors in the position of having to walk away from the gen for 3 seconds before being able to use their exhaustion perks, and/or wait until their current exhaustion meters are ticked down enough to allow a speedy escape via their perks before working on a gen.

    To be honest, the current effect makes pig ambushes against survivors on gens much more successful since they can't use their escape perks to get away. Same goes for when wraith is coming out of cloak near them, or when Billy chainsaw sprints over to their gen, but because of that stupid "under 50%" requirement, the perk is rendered too situational to be useful since it only takes 41 seconds for a lone survivor without a toolbox to get a gen over 50% and kill the perks effectiveness.

  • @xyzdx said:

    https://forum.deadbydaylight.com/en/discussion/comment/866959#Comment_866959

    great idea but there might be some problems as it might be a bit overpowered with its small size also stuff like grabbing people off generators and out of Windows and putting survivors on hooks would also be a problem other than that it's pretty good

    in the full version i linked, I explained that grabbing, hooking, and vaulting are all performed by the spirit that possesses the dolls and not the dolls themselves. Think about how when old freddy grabbed/picked up a survivor. for everyone who wasn't asleep their buddy just limply floated to the hook. as for their overpowered movement speed + small size, this killer basically has to be touching survivors in order to hit them, and they can be stopped in their track just by looking at them. I felt that if they're gonna have a Red Light, Green Light, or Weeping Angels rule set, then they would have to move fast, and be able to hide better.

  • The Dolls,

    Killer Type: Ambusher

    Terror Radius: 24m

    Movement Speed: 6 m/s

    Height: Small (totem height)

    Weapon: Small weapons like scissors, Ice picks, claw hammers, knives etc. Small enough for a Doll to wield. Dolls have the shortest strike range of all killers.

    Gameplay Mechanics: 8-16 Dolls appear in a map, based upon map size. A moving doll can be transfixed in place by a survivor if they look at it within 24 meters with their inner 30 degree cone of vision (think of the game Red Light, Green light). A transfixed Doll can't move again until the survivor breaks line of sight with it, or gets more than 24 meters away.

    Active Power: Possession - The Dolls are able to be possessed by the spirit of their maker who can use her power to possess any of them either by targeting a dolls aura to possess, or by just pressing the power button to transfer to the nearest doll. Transferring takes between .3 to 3 seconds depending upon the distance. After possessing a new doll, the TR and red stain persist for 6 seconds on the previously used doll. If a Previously Possessed doll was transfixed by a survivor, the survivors aura is revealed to you until they break line of sight with it, or get far enough away.

    Possbile balance changes if needed due to the dolls size: They are the only killer with a 3rd person perspective, Or Grass and fog renders 80-90% transparent to them within a 20m radius so that players will be able to see better from first person perspective (suggest that if latter option is taken, it should also apply to Ghost Face and Pig when they crouch).

    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.


    The full and more detailed version of this concept includes a survivor, survivor perks, Map, mori, and back stories. I submitted this last summer, and if you want to know more, and have the time to read it, you can find it here:

    @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.

    All creative criticism is welcome.


  • @Skairipa said:

    https://forum.deadbydaylight.com/en/discussion/comment/859277#Comment_859277

    wdym? are u high? 🤣 did you just open wikipedia to write this papyrus just to say that the girl has her jaw slightly forward?

    No, My current Japanese Girlfriend has the same condition. Like I've said, this is a common genetic trait, and having it represented in a game is a considerable step forwards in my eyes. Games overall have a tendency to make characters that are too pretty or perfect while rejecting what can be considered flaws or defects (for example, Try to name a main character in a game that has excessive acne). The fact that BHVR has decided to express a genetic trait like this that some would call a "defect" and make the character a bad-ass is admirable, and I don't feel that complaints about her in-game model are warranted just because "she looks weird". Obviously many people here need to grow up a bit, and stop bemoaning small things like this that they would call a hindrance to the characters design, and instead embrace the character for who they are. Personally think she's bold, empowering, and attractive, but seeing a post like this one (wherein her in-game model doesn't actually stray too far from the trailers representation as much as they state) that has people detesting her aesthetic design just makes me cringe. I'm pretty certain that my GF would write a plethora of hateful messages to all of you over this... which is why I'm not going to show her any of this and hope that you can learn to be more accepting of people who have this trait.

    Insult me all you want, but please, lay off of insulting the new survivor because you take any offense at her appearance.

  • She seems to have Mandibular Prognathism, wherein the jaw is more forward than it should be resulting in the lower teeth extending beyond the upper and not aligning properly. This genetic trait is fairly common and affects 1 out of every 300 people, and is even more common in Japan. When the mouth and lips are closed this gives the affected persons face a more flat or at times aggressive feeling even when the affected person is just resting their face. in the trailer this trait is visible, but to the untrained eye it isn't immediately obvious, but her in game model allows you to rotate her and makes it very apparent. Because of this condition, her cheekbones will become more muted, and flat due to her facial muscles being pushed forwards more than the average persons. I'm actually glad that a character with this condition is being implemented in the game as all of the other female models feature perfect jawlines, noses, and eyes. This makes her more unique among the current female roster, sets her apart from them, and adds to her appeal.

  • Nope, the current Tome chapters are centered around Claudette, and Trapper. Claudette's main role is to be a Healer and support character. Trappers, is to well... Trap survivors. These challenges are custom made for these 2 characters and focus heavily on the perks and abilities in their base kits. Since each chapter of the tome escalates the usage of these roles, chances are that Claudette's role will require double the healing requirements in the next chapter, and trapper will require double the trapped survivors.

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