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TWiXT

TWiXT

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TWiXT
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  • Breaking pallet normally: 2 seconds

    Breaking pallet with Brutal Strength: 1.6 seconds.

    Breaking Pallet with Demogorgon's Shred starting at charge up: 2.75 seconds.

    Breaking pallet with Demogorgon's Shred already charged up: 2.25 seconds.

    Breaking pallet With Demogorgon's Shred + Mew's Guts add-on: 2 seconds.

    Breaking Pallet with Demogorgon's Shred + Mews Guts & Black Heart Add-on's: 1.75 seconds.

    Watching Survivors crap their pants as you Shred through a pallet: Priceless.

  • Is there a chance you'll be removing the "Down with a Basic attack" requirement for surge? It didn't work out well for Infectious Fright, and it's not working well for surge either.

  • Surge doesn't activate Pop unfortunately. Nor does it work with Overcharge, But it works just fine with Surveillance at least.

  • They didn't decrease its range as far as I can tell, but they did kinda screw over his mindgames with it a bit since he can no longer attack while canceling of the abyss until its fully canceled. In the PTB that was a great mindgame you Could play with it, simply letting go of the Power button allowed you to get an instant smack on an up close survivor, but now they have a little time to run away before you can strike them. You can still trick them into dodging left and right while you gain ground on them while holding it, and get in a smack if you get close enough, but its not as instantly punishing as it once was.

    Also, in the upcoming Hotfix notes, They said they were going to make Shred break pallets as part of the base kit, but what does that mean for the Red Moss Ultra Rare add-on? I hope it gets something worthy of the Ultra Rare cost.

  • Because can you imagine Surge 8% + Pop 25% in a tight 3 gen situation? That's multiple gens suddenly dropping 33%!!! Yeah it would be cool, and the 40 seconds between Surge activations could give survivors enough leniency to make up for the damage in that time, but still... It would be crazy powerful in small maps and 3 gen situations.

    Although I did discover today that unlike in the PTB, Surge doesn't activate on an already regressing gen anymore. It didn't feel broken in the PTB due to the cooldown, but whatever, at least Surge is more useful now and actually pairs great with Surveillance.


  • @PrincessPoop said:

    Chucky. I really don’t see the appeal of him, plus he just wouldn’t fit in with the game. How would a tiny doll be able to carry people to hooks and break pallets? It just seems really dumb and I hope it never happens.

    Here's an alternative killer concept I came up with that solves the Doll sized killer problems Chucky would face:

    @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.


    As for the worst licensed killer for this game... The Molester Tree from The Evil Dead. Reasons should be obvious.

  • Don't take away my Ebony Mori's! I've come to rely on them as the fastest and funnest way to de-rank back down to the less frustrating ranks! Mori's and Instant down add-on's/perks/abilities are a guaranteed way to earn decent enough BP while totally screwing over your rank progress on purpose.

    The reason for this is because the Chaser emblem is Scored by chases won, and it counts each strike on a survivor as a won chase, so by using instant downs, you end chases too quickly and only get half of the points towards ranking up. Same goes for Mori's when it comes to the Malicious and Devout scoring events that require you to not only kill survivors but also hook each one 3 times for maximum scoring potential before you kill them. With Mori's and instant downs though, you can play a shorter match, earn around 20k in BP, but achieve "Entity Displeased" and lose a pip.

    They're a great tool for those times when you've reached high ranks but just about every match you endure feels less like fun, and more like a testament to your masochism. At those times you may find yourself less inclined to play because its just become too frustrating, and of course you're tempted to de-rank, but you may also want to save face doing it. You're not gonna be a toxic turd who waits for 1 min into the match and DC's, and you don't want to be a pathetic killer that just sits in a corner invisible all match until its over either. That's not fun for anyone, so Mori's and instant downs become the best answer. They allow you to have fun and De-rank at the same time! You take that away from us, and what choices will us more casual players really have?

  • I have a suspicion that the Shred attack breaking pallets is actually about the same as just breaking a pallet normally. The reason why is because it takes 2 seconds to break a pallet normally, and Shred has an attack cooldown of 2.25 second for missed attacks, and 3 seconds for successful ones. So, My question Is "Does shredding a pallet actually take less time than the standard break animation?" Visually it looks faster, but so does LF's & Billy's chainsawing a pallet, which only becomes faster if you charged the chainsaw before they drop the pallet, if not, then its actually slower than just breaking a pallet normally.

    It'd be nice if we had a side by side comparison video to show if it actually saves time or not, and how much of a difference there is with perks like BS, FU, and other Demogorgon add-on's Like the ones that reduce the time it takes to charge "From The Abyss" so he can use Shred quicker. The timer would start at the moment the break animation begins, and the moment the Demo charges his Shred attack, and end when the killer finishes the animation and can continue pursuing the survivor. Anyone out there know how to video edit and can do this for us? I just want to know if this add-on is just tricking us into thinking its a faster way to break pallets or not.

  • I called this back when the forums were flooded with "Nurse OP PLZ nerf" posts back in July:

    @TWiXT said:

    If Nurse gets knocked down to the point where she's no longer high rank viable, the complaint frequency will change from "Nurse OP, PLZ Nerf" to "Spirit/Billy OP, PLZ Nerf".

    Admittedly Nurses add-on's need a balance rework, but if the changes the devs make to Nurse result in her losing high rank viability, all they will accomplish is showing the complainers that if they whine hard enough, they can take down a top tier killer. A trend that could be devastating for the game, and these forums, as a whole.

    As already stated, If Nurse is nerfed too much, complaints about her will drop, but increase for the other 2 killers considered to be top tier, and if the devs cave in and apply nerfs to those killers; The only people who will want to play at rank 5+ will be Survivors who know there aren't any killers whose kits can provide an adequate challenge for them, and remain there to bully any that try. Rank 5+ will become less of an acknowledgment to the killer players skill, and more of a testament to their masochism. More than that, there will also be a heavier rise in complaints about certain ultra rare add-on's, perk builds, and an increase in Mori usage, because in order for killers who aren't high rank viable to be able to compete against the best of the survivors, they will have to adapt to using more merciless (what are often considered toxic) builds and tactics.

    Nurse is a well designed killer that rewards the high skill it takes to learn to play her with a high success rate and viability at the top ranks. Admittedly this skill can be achieved to decent reward level after 30 hours of playing her, but no other killer has that high of a skill ceiling. Eventually some of her current add-on's become favored as they make doing what she does best much easier to accomplish, and even overpowered regardless of rank, which obviously isn't healthy for the game. For this reason the upcoming add-on changes are necessary as long as they don't go too far, but even a minor change to her base kit (slower blink speed, higher fatigue time, shorter blink range, loss of ability to blink through objects, etc.), no matter how well intentioned for balance, can completely drop her top tier viability.

    For example: Back in patch 1.9.0 (Pigs chapter release) there was a bug for Nurse that made it so that every time she successfully performed a Lethal Blink (blink+successful strike) she would perform her 3 second blade wipe first and then suffer her 3 second fatigue. This became known as the infamous "Nurse Double Stun" and it was patched out very soon afterwards, because giving survivors 6 seconds of escape time, wherein Nurse players couldn't see where they ran, proved to make Nurse practically useless even at mid ranks. I'm actually surprised that Posters on these forums who complain about Nurse aren't begging for the devs to bring that bug back as a "feature". This minor Bug however destroyed Nurse while it was live, and I feel that if they change her base kit in any other minor way, she'll lose her place in the top tier.

    Its funny how often there are complaints on these forums concerning the fact that the high ranks have no killer diversity due to the fact that there are only 3, maybe 4 current killers that are high rank viable. We get discussions here asking the devs to buff the other killers to the point where they are decent at mid ranks without need of perks and add-on's, and can only become viable at high ranks with the aid of said perks and add-on's. Yet, here we are discussing what happens to killers who are high rank viable: "(Killer) OP, PLZ Nerf"

    I'm greatly concerned about the upcoming changes to the Nurse, and whether or not they will kill her position. I'm equally concerned about what this could mean for the community and the game as a whole, and although I want to be optimistic; the most recent time a killer was nerfed was Legion, whose power was rendered toothless, and most of their add-on's worthless. Should Nurse get the same treatment...

    "Welcome to rank 5+, your quintessential Billy and Spirit experience!" (soon to be Spirit only).

    Now that we have confirmation that the devs are making changes to Nurse and everyone is assuming its gonna be nerfs, the forums are doing exactly as I predicted. As i explained in that post: "Admittedly Nurses add-on's need a balance rework, but if the changes the devs make to Nurse result in her losing high rank viability, all they will accomplish is showing the complainers that if they whine hard enough, they can take down a top tier killer. A trend that could be devastating for the game, and these forums, as a whole"

    I hate it when I'm right sometimes... sigh, Brace yourselves for my next prediction guys:

    "Welcome to rank 5+, your quintessential Hillbilly experience! All Hillbilly, All the time! Soon to be Killer Bully simulator! (Hillbilly nerfs pending)"

  • @GeneralSpudmuffin said:

    https://forum.deadbydaylight.com/en/discussion/comment/689154#Comment_689154

    That second bit sounds pretty interesting, actually. Hook a survivor, turn this on, and then chase down another one while it's active.

    It would also discourage camping. Better to find and chase down a survivor while they have no chance of using Exhaustion perks to get away from you for the next 60 seconds, than camp a survivor and waste its potential. To me, that would be far more useful to killers than just punishing survivors who are hanging around you when you hook their teammate.

  • So wait, not sure I get how it works. Does it make other survivors within your TR at the time of a hooking exhausted for 60 seconds? Or does it put a timer on your TR and any survivor affected by your TR over next 60 seconds gets exhausted until they either leave your TR or it runs out?

  • Got 1 mil BP + 3 x 60k BP rituals unclaimed + 8800-ish Shards saved for the next shrine, so potentially 1.9 mil BP in all once I cash in the shards, All of which is gonna go into Demogorgon to give him a good start hopefully. I'm most excited for the bloodweb changes though, and hopefully a 2x BP weekend in the near future, at which point I'm gonna focus on the survivors; It's gonna be so nice having the grind reduced!

  • Mad Grit: While carrying a Survivor, you suffer no cool-down on missed attacks and successfully hitting another Survivor will pause the carried Survivor's wiggle timer for 2/3/4 seconds.

    I made the parts where this perk works as you've stated Bold in the description. Basically this perk is designed to defeat survivors body blocking the killer while they carry a survivor to the hook. It is currently working as intended.

  • Before the EGC and Basement Stairs change:

    With Pig, put 3 RBT's on 3 survivors in the first 2 minutes of the game and hooked them all in the basement. Waited in stealth (crouching) outside the basement for their 4th team-mate to finish his gen (activating the traps) and come running in for the rescue. After he rescued them, I just blocked the stairs and waited the RBT timers out securing 3 RBT kills, then I chased, downed, RBT'd and hooked the last guy.

    It was an extremely dirty tactic that was very hard to pull off, but when I did, well, I let you imagine the salt I got afterwards in the endgame chat... it was legendary.

    *RBT = Reverse Bear Trap

  • What I got from Int3r4cts Video:

    Stalking reduces MS by 50% (2.3 m/s) + an additional 20% (0.98) when stalking a survivor for a total movement speed reduction of 70% dropping his MS to 1.32 m/s.

    Headline Cut Outs increases Stalking MS +10% so he goes from 2.3 m/s to 2.53 m/s at base stalking speed, and from 1.32 m/s to 1.45 m/s when stalking a survivor.

    Olsen's Journal increases Stalking Movement Speed by +20% bringing him from 2.3 m/s to 2.76 m/s at base stalking speed, and from 1.32 m/s to 1.58 m/s when stalking a survivor.

    Olsen's Wallet increases Stalking movement Speed by +30% bringing him from 2.3 m/s to 2.99 m/s at base stalking speed, and from 1.32 m/s to 1.71 m/s when stalking a survivor.

    Stacking:

    HCO + OJ = +30% which is the same as OW putting base stalk speed at 2.99 m/s and 1.71 m/s when stalking a survivor.

    HCO + OW = +40% Putting base stalk speed at 3.22 m/s and 1.84 m/s when stalking a survivor.

    OJ + OW = +50% putting base stalk speed at 3.45 m/s and 1.98 m/s when stalking a survivor.


    Reusable Cinch Straps increase MS while crouching by +3.2% increasing it from 3.6 m/s to 3.69 m/s.

    Leather Knife Sheath Increases Movement Speed While Crouching by +6.5% raising it from 3.6 m/s to 3.86 m/s

    Drop-Leg Knife Sheath Increases Movement Speed while Crouching by +9.7% raising it from 3.6 m/s to 3.98 m/s

    Stacking:

    RCS + LKS = The same as DLKS at +9.7% increasing MS while Crouching from 3.6 m/s to 3.98 m/s.

    RCS + DLKS = +12.9% putting MS at 4.08 m/s while crouching.

    LKS + DLKS = +16.2% putting MS at 4.24 m/s while crouching.


    Correct me if my math is wrong guys.

  • @Alice_pbg said:

    Look for int3r4cts video of him on youtube.

    I think he lists all that.

    I'll check it out then, thanks! Still it would be nice if a dev, or someone could put it in writing here for myself and everyone else to see.

  • First, that would make them less unique from each other, and like the survivors, killers would just become skins. Second, there was a bug that allowed this back in the day, and trust me, Myers with a chainsaw was both hilarious, and broken as hell. The main reason being that he still maintained his tiny TR, and if he could use every killers powers, why would anyone choose any of the other killers?

    https://youtu.be/KeEE6NRCEzY?t=75



  • @derperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/677429#Comment_677429

    I don't know, that sounds like you're just generalizing regular killer gameplay in the negative. I mean, following your logic, the same can be said about interrupting survivors as they're vaulting, repairing, cleansing, or hiding in a locker, considering those actions count as instant downs. I doubt anyone that engages in these activities is a toxic player, or admitting to their idiocy. They're just playing a game, my dude.

    Interrupting survivors or grabbing them is actually rewarded with greater point gains which make those game play mechanics worthwhile in comparison to using instant downs. I was not generalizing it, I am simply informing the fact that Instant Down add-on's and perks aren't beneficial to rank and BP progress and instead end up hurting it. I may have been a bit rough by stating that using them is "an admittance of your idiocy." so I'll apologize for that remark.

    These Add-on's and Perks have their place in the game just fine, and using them in no way ensures victory, but whether you win or lose using them, you suffer point loss. The point system itself seems to either be broken when scoring your performance while using them, or it intentionally rewards less by design to discourage killer players from using them. Because of this however, the mentality towards players who use them and the mindset of those players themselves have changed since the days of the "Killer victory cube". Since they hinder point/rank gain, they don't seem worth it in a practical sense. Knowing this however creates only a few reasons for a player to use them currently:

    The player is just tired of putting up with survivors shenanigans and wants to try and get back at them/blow off some steam with some overkill,

    The player is Toxic by nature,

    The survivors at their current rank are too difficult to deal with if they don't have that edge; points be damned,

    Or they are using them to drop back down to the less frustrating ranks and enjoy themselves while doing it.

    With almost 1000 hours spent maining killer, I understand the latter 2 reasons perfectly, and have even used Iridescent Head hatchets and Ebony Mori's to purposely drop down from the red ranks, so I can have more fun and less frustration in this game. Does that make me Toxic? In my mind... No... but good luck convincing the survivors of that.

    The player in the OP's post on the other hand was undoubtedly one who used the Redhead's Pinky Finger add-on for one of the first 2 reasons (Considering how they raged at the OP in the endgame chat). To me, what really shows skill is not in the perks, add-on's, or even the killers you use, its in the rank you achieve. Say what you will about the current emblem system and how it decides our ranking, the fact remains that high rank players are more skillful than low ranked ones. So a killer player losing their cool after a defeat while packing an instant down tool is not only less skillful but also a poor sport. Just because someone has these tools at their disposal doesn't instantly make them better players, and instead it only results in lowering their rank and BP gain, which is why when most players use them, they are more generally perceived as being Toxic. But considering that they use them anyway knowing it won't help them gain rank and progress, Can we really say they aren't?

    It makes me wonder how much this game would change if killers were rewarded double the Chase and Hunting points for instant downs to compensate for what they currently lose using them. Would that create a more Toxic environment? Or would it balance the scales a bit since using those tools would be beneficial to their ranking? I honestly don't know, but at the moment I'm inclined to hope for the latter.

  • Instant downs really hurt the Chaser and Hunting categories anyway, and will in no way help killers rank up... which is weird because the chaser emblem specifically states:  "The shorter the chase, the higher the points."

    If you don't hit them twice though, you only get half of the points you would for finishing a chase. The reason for this is simple: Each successful hit counts as a won chase, and awards points towards the emblem. So equipping instant down add-on's is like saying you want half the points in both Chaser and Hunting categories, which not only slows down your ability to rank up, but also screws over your BP gain. This is the biggest problem right now with killers like Plague who can cut down survivors real quick, but aren't rewarded nearly enough for it. Honestly this could be fixed if the devs just made it so that when you down a survivor under the effect of Exposed or Broken, you get double the points for the chase. I Really wish they'd do that because right now, the only reasons anyone would use these are to either be toxic to survivors, or purposely de-rank. Same goes for Mori's which sacrifice survivors quickly, but actually hurt your ranking/BP progress.

    I agree, they do not make you "good" killers since, according to the point system, you won't rank up or gain good BP, so bringing one in is less of a testament to skill and more of and admittance of your idiocy. Add in the fact that bringing any of these in will undoubtedly result in survivors DC'ing, and your point gain takes an even greater plunge. Of course, not everyone is after BP or ranking, so using these is tantamount to acknowledging you're a Toxic player.

    Unfortunately this goes for playing killers with instant down abilities as well, and unless the devs apply the point fix I mentioned, they will always be the lowest progression earning killers in the game. Which is really sad since they're genuinely fun killers to play and oppose, and just because you use one doesn't automatically make you toxic... survivors will just say you are.

  • They should Replace "Pungent Phial" with a Crosshair granting add-on. For the longest time I always felt that this particular add-on was made during Huntresses development as a way for players to see hatchet auras in lockers, because they initially didn't intend to make that part of her base kit when she runs out of hatchets. When her final version came out with it integrated as part of her base kit though, instead of reworking it to do something else, they just lazily left it in despite it being utterly pointless on her... especially for a rare add-on. No Huntress player I know even uses this worthless thing, and they cringe every time they have to spend BP on it in order to get the stuff they actually want.

    I also believe all add-on's that give players an idea of where their killers powers will land should be Common (Brown) add-on's to help new players learn the killer. The biggest issue with Huntresses aim is that the point of the crosshair is actually lower on the y axis than where it would intersect with x in the center of the screen. Players have to tilt their head up a little in order to aim properly, and many new players have a hard time wrapping their head around this. Having a common crosshair add-on to illustrate this would be great for new players, and players who haven't played her in a while and need a quick warm up to refresh their memory.

    Seriously, of all her add-on's, "Pungent Phial" is just the worst and either needs to be changed to something worthy of being a Rare add-on, or replaced entirely.

  • Biggest problem with surge:

    24m radius + 40 second cooldown + Basic attack requirement = overkill on downsides.

    If any one of those things were changed or removed, the perk would become universally useful for all killers. In its current state however, I can see only 3 killers getting any benefit from it: Shape, Ghost Face, and Plague. Main reason why only those 3 is because each one can down a survivor with a single basic attack before they run too far from a gen for it to trigger. All other killers being forced to m1 a survivor in order to activate the perk, all while praying they don't get too far away from the gens, makes the perk very weak. They dropped its radius from 32m to 24m because of small maps and 3 gen situations, but it already had a 40 second cooldown to compensate for the higher range allowing survivors in 3gen situations to still make progress, and now its practically useless. If they removed the cooldown, 24m would be fine, same if they removed the basic attack requirement, and if they increased its range to 32m the 40 second cooldown would be fine, but the combination of all 3 makes it laughably bad in practice.

    The devs have a nasty history of overcompensating on downsides for perks and add-ons as if we couldn't handle it otherwise. I'd rather have a perk released as Over Powered like DS, and then adjusted for balance, then come out Under Powered and useless.

    I've also made this case in the PTB feedback forums if you want to show your support: https://forum.deadbydaylight.com/en/discussion/85967/surge-change-suggestions

  • Having currently unlocked all Teachable perks, and since I have the cosmetics I want, I regularly save up at least 8k in shards for when a new chapter comes out. That way I can spend 1 mill BP on the new character + 600k in BP for getting everything in the shrine with shards. I also save up 3 dailies so I have an extra 90K - 180k depending on which rituals I have waiting. All total As soon as the chapter comes out I have 1.7-8 mil BP to spend on the new character(s) of my choosing and give them a good start.

  • @Dr_Loomis said:

    After the PTB event ends.

    So, would that be before or after the live release of the next chapter?

  • Top floor needs a hook, currently its the safest place to go down as all other hooks are difficult to get to from up there.

  • Hellraiser - Pinhead

    Wolfman

    and this:

    @TWiXT said:

    This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.

    The Dolls

    Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius

    Back-story:

    Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious, and self righteous stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Locked in the basement for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making and although a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught. After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as the doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother Lucy spoke out to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave to rot with her. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.

    It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s efforts and all the blood made her slippery and hard to hold down, but after enough bleeding and slipping into shock, her stepmother stopped moving and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, lacquered and polished them to a pristine shine, and with that Lucy finally had the eyes she wanted.

    As Agnes grew better at doll making and more astute at the finer details, the Doll Shop became much more successful, and everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard and converted the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes resisted.

    In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes’s mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for the murder of Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend the eyes he always wanted. Agnes held a memorial for Lucy, burying her in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned from the doll shop, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.

    Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding the bodies in the woods. However, after a long storm caused mudslides, a few of her victims bodies had been discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered. Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the bodies in her basement and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes attacked the constable, taking a shot in the lower abdomen from his weapon, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, all of her friends cried and begged to go with her, but she could only pack up a few with promises to return for the rest later. Tears running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hours. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.

    Weapon:

    Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive:

    Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    OR,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active:

    Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori:

    Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House.

    In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: The Entity is swift to punish those who who become distracted from their goals. Survivors who take their inner 30 degree cone of vision off of a generator while repairing experience a 5/10/15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 5/10/15%

    Hide n’ Seek: Control over your heart rate conceals your exact whereabouts from survivors. When within 16/24/32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.

    Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion notifications are exempt from this effect.

    Survivor: Wei Ying

    A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.

    Unique Perks:

    Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First: Your knowledge of working around electrical circuits outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    TL;DR Version:

    The Dolls

    Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.

    Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    Or,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House

    A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator while repairing it experience a 15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 15%.

    Hide n’ Seek – At Max, When within 32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.

    Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.

    Survivor: Wei Ying

    A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.

    Unique Perks:

    Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    ​

    All creative criticism is welcome.


  • Played 10 games with him, and while the first 3-5 of them took getting used to, Demo has some pretty good pressure and chase ending potential. I currently place him in B-A tier because he closes distance fast with his Shred (pounce) attack, can jump around the map with the portals, and his Undetectable status after emerging from a portal has already given at least 2 survivors heart attacks in my games. It's definitely a difficult killer to learn, but I'm betting that more experienced players are going to pick him up quickly and prove my tier estimate to be correct. Is it high rank viable? Not sure at the moment (I played at rank 10), but I feel it has the potential to be. The only things I think need to be changed are the time it takes to destroy his portals, which seems to be about 8 seconds or so, and his perks which feel under-powered as I got only a little practical use out of Surge, and no use out of Cruel Limits, or Mindbreaker.

  • @ProfoundEnding said:

    It's kinda bogus as Friday the 13th had a crapton of decapitation and dismemberment and I don't remember that being banned or censored in other countries, at least definitely not Australia. I could be wrong though.

    Also the not having the resources to actually pull it off is also bogus as Friday the 13th did it and they had a much smaller and less experienced team. What do I know though?


    Sadly it doesn't decapitate them, or even tear up/off their faces. its intimidating but it really loses the horror factor. I've always said this game could use a bit more blood and gore for the mori's because it's M rated, but the devs apparently aren't having any of that. The hag and the clown technically have the goriest mori's in the game with dismemberment and visible organs, sigh, I was really hoping the Demogorgon would be the same. Here's the mori in action:

    https://youtu.be/SLThrUX_XPQ?t=574


  • I feel that the PTB, while good and lets us beta test new features, has 1 major flaw: No motivation to keep playing on it, much less play normal.

    In the first few hours of it, queue times are fine, but since no one loses items, offerings, points, etc, everyone goes all out with their builds. The PTB is also consequence free, so you can be as toxic as you want, and if a match is going badly for anyone, they DC a lot more than in the live game which pretty much wrecks/skews the experience. Worst of all is that after the first few hours, people have had their fun, checked out the new content, and then decide to go back to the live version which makes the PTB queue times nightmarishly long and not worth the wait. This combined with the "going all out" and "Toxic/DC behavior" Mentalities makes the testing become a pointless exercise in frustration, and soon enough everyone ducks out earlier than they should which results in un-experienced/untested/unreported bugs slipping through to the live version of the patch.

    There needs to be Motivation to play the PTB and report back our findings in the PTB feedback forums, like some kind of reward that makes playing on it for x amount of hours or matches worthwhile for our live accounts. Maybe rewarding the live accounts all the BP we earn in the PTB (even if it goes over the cap) would be enough? or Additional shards earned per hour? Hell, it would be fantastic if they gave us 5 Auric cells per match played through without DC'ing as a major incentive to keep playing and reporting back to the devs. All I'm saying is that if the devs want the community to take the PTB testing grounds more seriously and actually keep testing on it for as long as its available, they'll need to incentivize the community a bit more than just "early (beta) access to new content".

  • Play as all Feng Min, and you're "Squeal Team Six!" +Bonus if up against the Pig!

    CUTEST MATCH EVAR!

  • Yes survivors, Please don't cleanse against Plague, I've come to rely on the idea that queuing up as Plague means I get a match long OP version of NOED. Why is it OP? True NOED gives a movement speed boost and insta-downs, but it only lasts for 2 minutes at most during the endgame, even shorter than that if it gets found and cleansed, or is countered by survivors doing bones all game till no totems are left.

    Plague's sickness on the other hand lasts all game long if survivors don't cleanse, makes them all 1 shot down-able, and instead of getting a movement speed boost she gains insane tracking ability since survivors become easier to hear (despite packing IW), and easier to see with the bright green fart cloud emanating from them at all times. On top of all this, they can't counter it by cleansing totems, and if they cleanse at fountains its not long before they're sick again. The best part about all of this however is that Survivors WILLINGLY choose to be in this state all game! 🤣

    I love it when survivors choose not to cleanse, and take full advantage of it every time! Survivors have this belief that staying 1 shot down-able all game is preferable to giving her ranged damage that can be evaded with walls and objects, which is ridiculously amusing IMO. Keep Staying sick survivors, you make my job as Plague so much easier that way! 😜

  • @Bravo0413 said:

    I just want the sweet patchnotes.


    *Pre-cognitively Reads patch notes*

    Known Issues:

    Inadvertently added to the game "The Survivors Rulebook for Killers" Rule Entry No.1:

    "The Killer Can't."

  • I'm actually of the opposite opinion but not for the reason you may be thinking at the moment. Allow me to explain:

    If Voice comms were built into the game, every match would basically be SWF but with solo survivors choosing whether or not to talk and coordinate their strategies. With everyone having access to full (4 person) communicative coordination every match, the game becomes insanely challenging for the killer players, which would in turn make choosing to play killer the un-fun option. In that event the devs would have 2 choices, either let the game die (because no one wants to play killer anymore), or Buff the hell out of killers so that they can casually compete against coordinated teams every match.

    Many have already pointed out that a 4 man SWF team on comms is basically equivalent to red rank survivors, or purple at minimum, regardless of their actual rank (take Marths experiment where he and his friends did 4 man swf for 100 games without perks or items, and won the majority of them for example). By giving all survivors this ability, All killers will need to be buffed to red rank viability in order to provide an actual challenge, and game mechanics like gen speed as well as objectives will have to have some adjustments made in order to give the Killers (read "power role") any chance to have fun playing.

    IMO, that would help the game immensely for anyone who craves a challenge and want to take this game seriously as a competitive MLG like Overwatch, Fortnite or CS:GO. That alone would draw in those kinds of players and make this game much bigger than it is, which would eventually help BHVR grow into a AAA developer. So by all means BHVR, add voice communication in game, buff the killers, and make this game a powerhouse on the competitive gaming scene!

    TL;DR: If all players had access to voice comms, killers would need to be buffed in order to provide an adequate challenge to survivors. This is would end up being a GOOD thing for the game, not a bad one. The game itself would become viable for the competitive gaming scene which would attract gamers who thrive on games like Fortnite, CS:GO, Overwatch etc, and the Revenue would help BHVR grow into a more successful business. In other words this one little change would domino upwards to make this game more recognized and played... so why hold back?

  • In the Past the PTB's have taken a snapshot of players progress and BP as of 1 week prior to the PTB, but when it wasn't released this past week i figured i had time to spend and rebuild my BP, and while i spent it on Wednesday, I haven't finished rebuilding it yet. So, do we have Any idea of what date the PTB will snapshot our accounts? Just want to know if it's going to be last Tuesday when I had a million BP ready, sometime Wednesday - now in which case I'll be mostly SoL, or if its gonna be sometime Later this weekend so I have enough time to rebuild what I've spent for the new chapter testing.

  • I'm a bit of a sadist, so having my actions in game (not even toxic ones btw) proven by endgame chat to be emotionally hurting people irl is an immense turn on for me. I imagine them crying, slamming keyboards, punching their screens, screaming at the game etc, and I can't help but feel a huge rush when they let it all out in chat. If they escalate it to death threats, racist/homophobic/antisemitic slurs, then the rush gets even better as I hit the report button knowing that the in-game chat logs are saved and can be viewed by the devs, meaning an inevitable ban is likely in their future (which will hurt the pathetic loser(s) even more). If however I'm just not in the mood that day (like when i'm just focusing on getting points during 2x point events) I just close the chat and play on in peace. Obviously however, not everyone can be a sadist like me, and so I have some advice for that:

    No one deserves abuse for playing a game, especially playing it well, and while some like myself thrive on it, it admittedly can go too far. In those moments either keeping the chat closed, or reporting the turds and shrugging it off is typically the best medicine. The biggest thing to remember when playing is that if you win and did nothing toxic like abuse the games mechanics/bugs to do so, then it's not you they are really mad at, its their own performance during the match and the games legal mechanics (the mori system in your case), and they're just taking out their frustrations on you to make themselves feel better. It's very pathetic, and often times hilarious how they can get so worked up on a game that they take the time after the match to vomit up a slurry of mindless anger on their keyboards to express their obvious insecurities.

    You did nothing wrong, and the game not only allowed what you did, but it encouraged it. There's no reason you should feel bad about it, and the person who slammed you with their filth doesn't have a case against you. They were just unlucky to be the one you mori'd, and took it in poor sportsmanship like an over entitled brat. If they said anything truly nasty, then by all means report them, shrug it off for what it is, have a laugh about it and close the chat to play on in peace if it bothers you.


    Its posts like this one that make me want to remind people of the only "Unwritten Rules" I believe everyone should have in mind when playing this game (feel free to skip the rest of my comment if you've already heard all of this before):

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

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

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

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

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

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

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

    1. A Game breaking bug rendering you incapable of playing a normal match.
    2. A Player(s) taking the game hostage/hacking/exploiting bugs or game mechanics/bullying or griefing you. (Report these ones after leaving the match)
    3. Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.

    Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players. Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. Too many DC's from too many players can also result in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.

    Don't be a petty DC'er.

  • Glowing cosmetics for survivors makes the statement: "Come at me bro! I'll loop your sorry ass all over this map, I ain't scared!"

    While they would be cool and all, just like legacy skins now, all they'd end up doing is telling the killers which survivors to ignore until they've killed one or 2 of their teammates. It's also like flashlight spammers, they do everything to get the killers attention so they'll get chased instead of their friends, but all it really does in practice is tell the killer that he/she's chasing the right survivor, and they ignore the "Clicky, Clicky" one until mid-end game.

    Still, It would be cool for confident survivors to adorn bright glowing outfits to visually brag about their skill level, and if enough survivors were doing it, killers wouldn't know if they really are that good or if they're faking it. This would lead to more killers falling for the bait and chasing the skilled survivors as much as the weaker ones, which in turn makes distraction tactics more successful. I support this idea, Giving survivors Raver outfits with glow in the dark clothes or dangling glow sticks/rings would totally fit an 1980's/90's aesthetic, and increase the mind game potential for survivors who have sick evasion skills and want to prove it.

  • Proposed Alternative Prayer Beads effect: During Haunting, your Terror Radius affects the entire map.

    This makes it so survivors still can't hear her phasing sound, but also gives all survivors a heads up warning that she's phasing and puts them under the effects of any TR perks. I believe it would be a fair trade. Most players hate Prayer Beads because they allow her to pull off quick grabs from gens, totems, hooks, and switches without giving them any warning. This way, they'll have plenty of warning, but still won't be able to tell if she's coming after them or someone else, and letting spirit get usage out of perks like Coulrophobia, Unnerving Presence, and Overwhelming Presence could make for some fun builds.

    As for the Flashlight burn thing, trying to focus a flashlight on a killer moving at 6+m/s, or just scanning around with one just to see if she's headed your way is a silly waste of the flashlight. Alternatively Focusing it on her husk already tells you if shes faking her phase or not, and if it canceled out her ability and stunned her, it would be a bit too broken. We already have perks like Spine Chill that tell us if she's coming our way while phasing, so there's really no need for her to have a power that can be canceled by survivors at any given time.

    Take Wraith for example: He's translucent, needs to ring a bell to announce he's coming out of it, moves slower during the uncloaking transition, and can be flashlight burned/stunned at any time while cloaked. There's a reason that, after his update, he's still considered a low tier killer and no one ever complains about his Ultra Rare add-on that makes his bell silent.

    If flashlight burning was introduced as a counter to Spirits power, there would be no need to rework Prayer Beads as it might become the only way she ever surprises anyone, and due to this massive weakness I'm betting her high rank viability would drop a tier. I've been happy about Spirit ever since she came out because now instead of just Nurse and Billy, we also get Spirit in the high ranks. However, I am starting to notice more Freddy's there now, so maybe dropping her down to mid-tier would be okay since he can replace her. It's not like anyone ever complains about how the high ranks don't have enough killer diversity right?

  • Pinhead is a a horror icon must.

    Pumpkinhead would be an unstoppable force in game.

    Any of The Buckners (undead redneck torture family) from Cabin in the Woods, just because they were scary and just pure evil to the college kids in the movie.

    The Pale Man from Pans Labyrinth, Damn that guy's creepy!

    And Finally,The Creeper from Jeepers Creepers, but alas, it's not likely to ever be a part of DbD due to the fact that the Director is a convicted pedo, and BHVR wouldn't want to give that guy any deals or Licensing money. Such a shame when a good and creepy horror movie loses all credibility and franchise opportunities because of the bad reputation of its creator.

  • My Best match as Plague was recent:

    A 4 man SWF Team with a twitch streamer joined the lobby, so naturally this called for going into my wine cellar and breaking out a couple of bottles of Black Incense and Ashen Apple for the special occasion. Naturally being SWF they chose not to cleanse at any fountains despite Thanatophobia's hindrance when all of them were fully sick and broken. By the time I had gotten everyone sick and downed one, 3 gens popped, and I could see 2 of the survivors hide in lockers while I picked up their friend (I know this because Black incense showed me their auras), so I hooked the guy, and ran into the closest survivor who just popped up in my aura vision and downed them. Again, the same locker hiding habit occurred with the remaining 2, I didn't even have BBQ&C, so their insistence on jumping in lockers while waiting for me to hook their friend confused me. I caught the third one (the twitch streamer) after a medium chase using the aura reading of Black Incense and hooked them in the basement which had my Ashen Apple corrupt fountain about 30 meters away from it, 2 others tried to hide around the basement area, but I managed to down both and set them up next to their friend. With 3 struggling on the basement hooks I decided it was time to saunter over and grab the fountain, but waited by it until I saw the final survivors aura gunning it to rescue their team. As soon as they reached the stairs, I blessed them all with the "gong" of their impending doom, and got over there just in time to rain red death down on all survivors trying to ascend the stairs to freedom; any that I missed I quickly downed with a second volley, and I ended the trial with a 4 man basement party.

    In the endgame chat there wasn't any salt, and instead there was a hilarious explanation for their performance and locker hiding:

    The 2nd survivor I downed that match had Distortion, and had told the rest on comms that I had BBQ&C when he saw his first token drop at the same time I hooked the first teammate, because it was coincidentally the same moment he reached full sickness and broke. They told me he was an idiot, were pleasant with me, ended the chat with a gg wp... and I couldn't stop laughing.

  • @StupidPallets said:

    I can't believe these guys thought of this lunge attack as a good idea. Can you imagine using this in red ranks?

    I can imagine Red Rank survivors dodging it left and right like they do billy's chainsaw, Huntress Hatchets, or Nurse blinks because the killer has to predict where the survivor will be in order to land the hit. Unlike Nurse however, there's no chain pouncing, so you can't use it reactionary like she can, and unlike Billy, you can't steer it during the attack to try and correct your aim. The only thing that may make it viable as an attack in those ranks is the size of the damage cone. Again, we'll just have to see.

  • The way I view it is that its less like wraiths burst of speed after appearing, and more like an 8m Nurse blink that can't go through objects and ends with an attack + the fatigue-ish stun. This will make timing it essential, and while it won't be very useful as an initiating attack or in most loops, it will excel in open ground and as a downing strike. The larger attack cone will make it harder to dodge, but not impossible, and it due to its stun it'll have a large risk/reward feel. The devs have mentioned that its difficult to use, and I predict that in the PTB people will ask for the slowdown during the charge up to be either reduced or removed to make it more viable in most situations. However, I'm also betting there will be add-on's for the Demogorgon that either reduce the charge/stun time or increase movement speed while charging it and they will be some of the more favored add-on's by killer players. We'll just have to see how it works in the PTB, and what adjustments or changes the devs will have to make for the live release. The Demogorgon has the potential for decent map pressure, which already puts him above the average m1 killer, but that pounce attack will either make or break it when it comes to viability in mid-high ranks.

    Fingers X'd that it'll be high rank viable... I'm getting tired of facing the same 3 killers at rank 5+ all the time, and it would be great for the games competitive ranks to have more killer diversity.

  • Can't wait to try Mindbreaker on Pig.

    Pro:

    Survivors can't immediately SB away from a gen when pig surprises them with a dash attack.

    Con:

    Pig gets successful Dash attack hit, gives survivor the standard strike burst of speed, 3 second timer runs out on Mindbreaker effect and SB activates around the same time as they get hit giving the survivor a double SB effect.

    This is just speculation because SB isn't as common as it used to be, so I'm unsure of how effective Mindbreaker will be on Pig, but securing that first dash attack hit on survivors with SB is still a good thing in my book. Nothing makes Pigs Dash attack feel more useless than charging the dash around the corner from a gen, only to come into view and see every survivor SB away and out of range. Mindbreaker will alleviate that frustration, especially in the beginning of the match, but probably also provide a swifter escape for the target survivor after they take the hit. Kinda double edged, but... we'll see.

    As for Cruel Confinement... I'm ecstatically anticipating using it on Haddonfield, and having survivors lock themselves in on the 2nd floor of the houses. If they do that against a nasty killer like LF, Shape, or Billy, and the killer is at the base of the stairs, the survivors are screwed. It may actually make playing that map as killer more enjoyable.

    I've always said that killers in general should apply a 10% regression to gens when they kick them in order for them the have more pressure on survivors, and prevent the tap and run tactics survivors use around regressing gens. Surge hits all gens within 32m with a kick that does 12% damage and starts regression at the cost of downing a survivor. I can see this becoming a damn near essential perk for killers like Ghost Face who can instant down a survivor with his basic attack after stalking them to full. I'm really looking forward to trying it out.

    As for the survivors, I can't wait to see what mind-games I'll be able to play on killers with Fixated by creating misleading scratch mark trails. Second Wind and Inner Strength are investment perks with a good payoff to them that encourage team healing and totem cleansing, which in my mind is fantastic for the game. NOED is gonna have a hard time activating when every survivor starts viewing dull totems as invested med-kits. I'm also extremely confident in my ability to run a killer around, so Babysitter will be great for me to run distraction from killers while my unhooked teammate makes a clean getaway, so I'll definitely use it if only to taunt the killers.

    I'm really looking forward to the PTB!

  • At first impression, Rank 3 of the perk might need to be adjusted to 75% instead of 50% in order for it to be more useful, but we won't know how good or bad it really is until we try it out. Personally I can't wait to try it out with Pig, because nothing makes her dash feel weaker than roaring near a gen only to see every survivor sprint burst out of range. Mindbreaker will prevent that from happening within the first 3 seconds of the survivor getting off the gen, which in my mind means that Pig will be able to pull off dash attacks with a higher success rate... on the other hand, it also means that survivors may end up with a double sprint burst right after the attack hits... so I'm unsure of how useful it really will be for her in the long run.

  • The reason they say "Vault Locations" is to specify the areas like on top of a combine harvester on the farm maps, or the logs and ledges you can vault over on the swamp maps. Although we all think of them as "windows", technically they aren't, and are more accurately described as "vault locations."

    So yeah, basically it just blocks all windows, and I actually feel sorry for survivors caught areas heavy with windows as the only way out when this perk goes off, especially against some of the nastier killers. For example: Haddonfield... Imagine popping a gen on the top floor with a LF or Shape at the base of the stairs, and all your windows are now blocked off for the next 35 seconds. Yeah... you ain't getting out of that.

  • Well then, that answers things nicely. So, survivors will have a total of 71 perks, and killers will have 63. That bloodweb grind reduction overhaul better be in the chapter release because its getting out of hand.

  • Work to get this killer, survivor and perks added to the game:

    @TWiXT said:

    This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.

    The Dolls

    Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius

    Back-story:

    Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious, and self righteous stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Locked in the basement for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making and although a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught. After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as the doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother Lucy spoke out to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave to rot with her. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.

    It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s efforts and all the blood made her slippery and hard to hold down, but after enough bleeding and slipping into shock, her stepmother stopped moving and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, lacquered and polished them to a pristine shine, and with that Lucy finally had the eyes she wanted.

    As Agnes grew better at doll making and more astute at the finer details, the Doll Shop became much more successful, and everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard and converted the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes resisted.

    In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes’s mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for the murder of Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend the eyes he always wanted. Agnes held a memorial for Lucy, burying her in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned from the doll shop, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.

    Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding the bodies in the woods. However, after a long storm caused mudslides, a few of her victims bodies had been discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered. Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the bodies in her basement and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes attacked the constable, taking a shot in the lower abdomen from his weapon, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, all of her friends cried and begged to go with her, but she could only pack up a few with promises to return for the rest later. Tears running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hours. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.

    Weapon:

    Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive:

    Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    OR,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active:

    Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori:

    Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House.

    In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: The Entity is swift to punish those who 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.

    Make Mori's un-cancel-able, add much needed Gore to mori animations for regions that can support/handle it (this is an M rated Horror game after all), and create alternative mori animation packs that can be sold as DLC or for Auric Cells. That way Killer players can pick and choose which mori animation they will be using in game or choose to have the game pick a mori they have for a character at random just to add a little variety.

    Add 5 Perk load-out slots for killers and survivors in the load-out UI to save their favorite builds to so that changing builds is just a button click away.

    Add this Shared Offering to the game:

    Tarnished Trophy (VR)

    Gain a 10% bonus in Blood Points for every rank you've achieved.

    Bonus blood points awarded at the end of the trial.

    Personal.

    "They're the best in their field. Simple as that! That's why they get to live the good life." - Meg Thomas

    (Note: not sure if its clear enough the way I Wrote it, but basically at the end of the trial it calculates how many points you earned in the trial and then applies a 10% bonus x whatever Rank you are. So the maximum it can give you is 10%x 20 ranks = 200% if you have reached rank 1, 150% at rank 5, and 100% bonus at rank 10 etc. So its an offering that makes rank matter by potentially rewarding more BP than any other BP offering does, but only at ranks higher than 10, otherwise its about the same as the others.)

    Finally, Either make it so killers instantly regress generators by 10% each time they kick them to start regression, or have it so that a survivor has to work against the regression on a generator for 5 seconds before it'll stop regressing. This is to discourage the tap and run tactics this game has had ever since the introduction of the generator regressing mechanic. Survivors have all kinds of perks, items and add-on's that make repairing generators faster while rendering regression moot, and even if the killer brings in a perk or add-on specifically to counter these, they will always be fighting a losing battle against "Tap and run" survivors which doesn't feel balanced.


  • @TaylorAmidala said:

    I know there are a lot of dark cosmetics for Claudette. I'm sure that there are some very revealing and easy to spot, but I don't think I've seen them in game. Mostly just Feng and Nea with their neon outfits and hair lol.

    So... are you voting Claudette over Feng and Nea? Honestly, as killer, I Came to Fear and Avoid the survivors with bright outfits because that usually meant they had enough survivor skill to be loud and in my face about it without going down easy. To me, Bright Cosmetics meant a hard kill, or someone who is used to being a "runner" and that could also work in my favor against seasoned killers, but not against new ones. I need a suggested survivor who has an equally effective perk build and cosmetics that are proven against both new and seasoned killers. One I can rely on for a good long while as I learn the role... on the other hand... maybe I should play a survivor with the brightest and most obvious outfit as well as weakest perks to provide the best challenge for me so I get better with the core game play mechanics before I play one who can exploit them. Your insight is appreciated!

  • @Nutty_Professor said:

    The best thing to do as a survivor is to play without fear, as the killer is just another player. Don't worry about dying, just focus on being productive, such as getting the objective, distracting the killer etc. Being productive, reduces the amount of time that the killer has to get a result from the game.

    When it comes to running the killer, always plan what you plan to do next, I have a chase route in mind, such as "which pallet will I run to?" "where is the next jungle gym". Also during your chase you should be monitoring the killers behaviour, is the killer likely to try and mind game, do they swing through pallets or do they respect them, just access their movement to see if they are any good or not.

    Also try and keep an eye on where the killer is when you're being chased, you don't have to always have the camera pointing at the the killer. But keeping an on the killer can improve pallet efficiency, and how long you can last during a chase.

    Finally, try to work on pallet efficiency, camping pallets and just waiting for the killer to approach it is infuriating to see. It's the best way to waste pallets and cause a disadvantage for your team. Despite this I see a lot of survivors doing this even at rank 1, and people that have been playing for two years or more.

    Very helpful advice, and I will use it. However, this is stuff I mostly already know from facing red rank survivors as killer and will do my best to incorporate in my play style as survivor. I'm not berating you on it, quite the contrary, I look forward to adopting it and using your insight and words as a good reference, but you didn't provide me a preference for a survivor to start with when I main them in the next 1000 hours of play. Please give me your honest opinion and vote for one of them. I know its weird to be asking this of everyone, but if you had to choose a survivor to start with, knowing ahead of time what they all offer, which would you have chosen?

  • @TaylorAmidala said:

    I'm a tOxIc Nea main myself, but I like when I see a character that has certain teachable perks that no one uses so it's hard to guess what perks they actually have. Like if you see Meg, she most likely has Sprint or Adrenaline or you see David he most likely has Dead Hard.

    If I had to pick a different one I would pick Claudette. She has so many cosmetics, and she's easy to hide! (They don't call her Blendette for nothing!) The perks I like to run help me in chase with the killer. Balanced Landing, Dance With Me, Quick and Quiet, and then the 4th perk I change around. If I bring my own item (I'm an item hoarder) I use Streetwise. Self Care is a must have for most survivors, but I don't really think you need it.

    Just a side note: I've been using Object of Obsession and trying to figure out how to make it work for me, and it's actually a really great perk if you know how to use it. :)

    3 for Claudette, 1 for Feng, 1 for Ace so far. At this point I have to ask... They recently updated the outfits for everyone (killers included) to be brighter and easier to spot, has this affected "Blendette" in any noticeably detrimental ways?


  • @Boss said:

    If you view them as just skins, then you might as well go for the one who has the stealthiest skin, which is Claudette.

    Though there's a few guys who are VERY silent, like Ace. Running Iron Will on him is almost obsolete.

    Total is 2 for Claudette, 1 Feng, 1 Ace with compelling cases for Ace and Claudette. Does ace really have Iron will built in?

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