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TWiXT

TWiXT

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TWiXT
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  • @My_Farewell said:

    I guess most people will say P3 Claudette, but go for Feng if you really want to. She is the tiniest survivor and my main.

    I've got a thing for Asian girls I guess :P)

    Lol who doesn't? :)

    1 vote for Feng, and 1 for Claudette so far. Can't go P3 right from the beginning obviously, but will work towards it and max perks for whoever is suggested. I may not have all perks yet, so at a point I will get all survivors who have teach-able's to the proper levels to get them. Thank you very much for your input, and yeah... Who doesn't indeed (Female perspective)?

  • @thesuicidefox said:

    At this point the only licensed killer I want is Chucky. I know people say "but how would he hook people DURP" but there are ways to make it work where it makes sense. I've said that when he picks up a survivor or breaks a pallet/gen that a shadowy ghost of the real Charles Lee Ray appears around the doll and mimics his movements to do this actions. That would immediately solve those problems while letting you play as the doll.

    Also I haven't seen the new movie I heard it was okay, but to me the only Chucky is the serial killer that used voodoo to put his soul into a doll. A rogue AI robot Chucky isn't scary to me. Terminator isn't scary to me. Get a large enough magnet and it's completely neutralized. Robots aren't scary. Voodoo using serial killers are scary.

    @meepee said:

    https://forum.deadbydaylight.com/en/discussion/comment/628275#Comment_628275

    Plus with the movie releasing not long ago the franchise has some life in it

    If not Chucky, I came up with an alternative OC Doll killer concept that creatively Fixes the issues a small sized killer would have in the game. If you're interested in checking it out here's the link:

    @TWiXT said:

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

    The Dolls

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

    Back-story:

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

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

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

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

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

    Weapon:

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

    Power: Possession

    Passive:

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

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

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

    OR,

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

    Active:

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

    Mori:

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

    Map: The “Doll Lady’s” House.

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

    Unique Perks:

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

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

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

    Survivor: Wei Ying

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

    Unique Perks:

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

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

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

    TL;DR Version:

    The Dolls

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

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

    Power: Possession

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

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

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

    Or,

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

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

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

    Map: The “Doll Lady’s” House

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

    Unique Perks:

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

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

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

    Survivor: Wei Ying

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

    Unique Perks:

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

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

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

    ​

    All creative criticism is welcome.

    It's a long read, but I always include a TL;DR version for convenience.

  • @Penny said:

    https://forum.deadbydaylight.com/en/discussion/comment/628437#Comment_628437

    too op, i think it should not give you dying state, i feel like just injury its okay, because if not, too op

    The way I see it, its like if Huntress had a meg sized hatchet and could only throw it while 360'ing (multiple 360's for maximum speed and range). If you manage to land a Meg sized hatchet on another survivor within 32 meters while your camera is constantly spinning... you deserve the insta down.

  • Miss Trunchbull:

    Power: Hammer Throw

    Grab the nearest Meg by the pigtails, spin to build up momentum and throw her up to 32m. All survivors hit by the flying Meg are put into the dying state.

    "What are those hanging down by your ears? Are you a Pig? Do I allow Pigs in my school?" -Agatha Trunchbull

  • Personally I'd love it if totems that spawn in easy to find spots, like in the open or next to a generator, had a higher chance of being a Haunted Grounds totem if you have it equipped. Giving the totems a "If its too good to be true, it probably is" feeling that would condition people to be wary of hex totems they find too easy. I'd also like to see another hex perk like Haunted grounds in the game to throw survivors off. Here's one I suggested in a killer concept I came up with a long time ago:

    Hex – Multiplicity: A Hex drawing its power from illusion and concealment. After the first 30 seconds in the start of the trial 2/4/6 more false Hexed totems appear in the trial grounds. Survivors who cleanse any of these false totems receive considerably reduced point rewards and have their aura revealed to you for 6 seconds. If this Hex is cleansed all false totems disappear simultaneously.

    “This needle needs a haystack.” – anonymous.

  • Not to throw a turd in the hype punch bowl here, but why do I get the feeling that when a killer uses a perk or ability to go into stealth (Night shroud, Cloak, Insidious, Dark Devotion, etc), all affected survivors will get the Oblivious icon on their screen?

    I Guess its because the devs originally thought that GF should have a 16m windy noise effect when he activated night shroud, basically having him shout out "I'm in Stealth over here, don't look at me!" and they thought that was a GOOD thing. If this is true, and those abilities and perks trigger the Oblivious icon on all affected survivors, it will be the same as a killer announcing they are in stealth, and I don't think that's a good thing at all. Hopefully the devs have learned enough from the Fiasco of "noisy GF" that they aren't attempting this kind of thing again, and Oblivious will only apply to certain new perks, add-on's, and abilities.

    Either way, Hitting a survivor with Oblivious basically tells them via status effect icon that they can't hear the killers TR and should keep their eyes out for them. Which kinda defeats the purpose of making it so a survivor can't hear the TR in the first place.

    I swear, the devs coddle us too much with hud notifications to the point where its getting condescending to our intelligence and gamer instincts.

  • @Ghost077 said:

    https://forum.deadbydaylight.com/en/discussion/comment/622749#Comment_622749

    What about a more "humanity" version of the DBD, where the survivors are hung on a hook not by piercing, but by tied? Instead of heal, foreplay? Instead of hatchets and chainsaws, whips? Hook stages indicate a survivor’s readiness for ... finish? And Mori ummm, well, you understand, don't you? Can do it on April 1st 😁

    You've just put images in my head of Dominatrix outfits for all the female killers (yes... shudders... ALL OF THEM) and Gimp Suit Male killers (again, Shudders, All of them, some actually look more intimidating in my head). My poor brain...😋

  • First a little history:

    Before the Hag came out Killers couldn't damage generators, and survivors had 1 minute of hook time with each hook phase triggering every 30 seconds. After the Nurse and Shape came out with the Hag on the horizon, it became clear to everyone that 60 seconds was not enough time for the remaining 3 survivors to punish a killer for camping. Camping literally became the "go to" winning strategy for the majority of killers (if you think its bad now, you should've seen how much worse it was back then). In order to discourage killers from camping, the devs increased the time survivors have on hooks by 100% or another 60 seconds, bringing the total to 120 seconds of hook time with each phase triggering every 60 seconds instead. This has been the norm for a long time because it did exactly what it was supposed to do, it discouraged killers from using "camping" as a winning strategy by giving survivors more than enough time to complete gens while sacrificing one of their teammates.

    Now to point out what went wrong in your match:

    You cleansed Ruin, got chased and downed, and I assume one gen was either completed or nearly completed within that time because you say there was 1 gen left by the time you died. That means that while you were being hooked and hanging on it for 120 seconds, all but 1 gen was completed by 3 survivors. Each gen takes 80 seconds for a single survivor to do, so by the time you were about 40 seconds from death, 3 gens could have popped leaving 1 left. It takes 3 survivors working together on a gen 33.33 seconds to complete it, even if we factor in 10 seconds of travel time for your fellow teammates to reach the final gen, they would have completed it right around the time you were sacrificed, and the Doctor wouldn't have been able to move fast enough to stop them. So why didn't they just complete the last gen? Obviously 1 or more of them either weren't doing the objective trying to figure out if they could save you, or all 3 of them split up to do each of the remaining 3 gens solo. No matter the circumstances, the only way your team was going to lose that match is if they were potatoes.

    Observation of you post taking these facts into account:

    You bought your team 2 minutes, removed the obstacle of Ruin for them, and in that time they reduced the gens down to 1 because 2 minutes is more than enough time for 3 survivors to take out 4 gens. If they didn't do that, its because they were potatoes, not because the games (already ridiculously lenient) amount of "lifetime" on the hook is too short.

    Conclusion:

    Your team's at fault, not the game's "Lifetime" mechanic, and whining about it while asking for the hook time to be raised is not only putting the blame in the wrong place, but also laughably juvenile of you.

    Accept that despite the crappy situation, you did the right thing buying your team time while distracting the killer, the killer was a spiteful moron for camping, and your team just didn't take advantage of it. Don't come here like a salty, over-entitled brat and start mewling for disgustingly obvious "Survivors should always win" changes to the game.


  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/623213#Comment_623213

    Why would you use a red mori anyway?

    For winning the game? You dont win when you use a red mori, at least you dont get max Pip or BPs.

    To piss off the survivor?

    Never understood the reason why someone would use it anyway. It makes no sense. (maybe if you just have like 5-10 minutes time and you need to end the game super quick... only reason i can think off why using ebony mori')

    Mori's have lost their luster and most will say that they have become useless since the ranking system was reworked. Killers are no longer rewarded for quickly killing survivors, and instead are encouraged to make them suffer by hooking them multiple times if they want the good points and to achieve higher ranks. Mori's don't count as hooking actions, and so if you use one on survivors who have only been hooked once, you're pretty much guaranteeing a de-pip.

    However, that is where they actually become useful again. Red ranks difficulty getting you down? Don't be a toxic turd by DC'ing or standing in a corner all game to de-rank... Use a Mori! What's more, using a Mori after a survivor has been hooked once guarantees 1500 BP per kill in the sacrifice category for a total of 6k if you Mori the whole team! So not only do you drop in rank, you earn decent BP for doing it. They have become the best way for players to return to the ranks they are most comfortable in, all while maintaining the fun and horror aspects of the game.

    Ebony Mori's: The fast and fun way to drop back to the less frustrating ranks!

    (This message Sponsored by the Mori's Optimize Fun Organization)

  • I would hope not, but with 2 perks ending in Phobia, I just wanted to be sure they weren't using the one that's useless to her.

    @Jago said:

    Why monitor and abuse ? She s way to tall to not be spotted.

    You'd be surprised how effective it is despite her towering figure. Almost all survivors pan their cameras around while working on gens, but there are plenty of LoS blockers that even she can take advantage of, and the majority of survivors will fix their camera in the direction the killer is most likely to approach them until they hear that Terror Radius. With M&A however, the TR only starts sounding off as if they are on the very edge of it when you get within 24m of them. Some survivors hear that they are on the edge and keep working on the gen for a little longer, while others will try to sneak away from the gen and find a nearby hiding spot until the coast is clear. If I had given those survivors the standard 32m of warning beforehand they'd most likely find a good hiding spot by the time I got there, but with the 24m TR... It's amazing how many times I've caught the sneaking ones focusing their attention on the gen and trying to hide while I'm coming up right next to or behind them.

  • Coulrophobia is wasted on Plague since survivors either refuse to cleanse, or they do cleanse to get instantly healed, and no one heals against her in the traditional way. Same goes for Nurses Calling, and Sloppy Butcher.

    A much Better alternative is Monitor and Abuse because it allows you to get closer to unaware survivors which in turn lets you hit them easier with vile purge.

    Brutal Strength is decent with her for pursuit purposes, but I find that Thanatophobia is practically a "must have" for her. It encourages survivors to cleanse at the fountains or they'll have to deal with 13 seconds added onto gen repair time (once everyone is broken), couple that with Ruin and/or Pop, and you slow the game down nicely.

    As for add-on's which you didn't mention... My personal favorites for casual play are Incensed Ointment + Potent Tincture because they reduce the slowdown during your purges cooldown significantly, and one increases your movement speed while charging. this allows you to keep up with a survivor while puking on them so that you'll be close enough to give em a smack once they're broken. Apples and Black Incense are great for dealing with teams that refuse to cleanse (save these for the purple and red ranks, Trust me), and surprisingly, Iridescent Seal is highly underrated. The reason it's so is because of the massive drawbacks, but they can either be countered by pairing it with Devotee's Amulet, or Worship Tablet, or its effects can be enhanced by using Rubbing Oil which ensures a longer lasting stream for less time charging. If you use Iridescent Seal, remember its massive slowdown to your movement speed only takes effect after you charge to full and HOLD it, if you don't then that downside can be subverted on the fly. Of course the Severed Toe and the Emetic's are great for getting them infected faster which makes it easier for you to down them sooner, but if its a team of non-cleansers, those add-on's are wasted as soon as everyone gets fully sick. Still, with Plague, the faster you infect the team, the better the match goes for you because each chase lasts half as long as it would if they were all uninjured.

    Remember, Plagues ability to infect and break survivors is akin to a game long NOED if they refuse to cleanse, only better! Not only are they all 1 shot away from being downed, they also are more visible and easier to hear, so really its actually worse than NOED for them if you can spot the "fart clouds" surrounding them and are wearing headphones to hear their coughing and puking noises. I actually love it when they don't cleanse... makes my job so much easier!

  • OP is right, I'm too tired of seeing posts requesting shirtless killers in a Mature rated game... They gotta lose all clothes! At least the pants! Pretty sure it would be far more terrifying if Myers was coming at you with a 28cm "Myer's Jr." flopping around. A nekkid, blood and dirt covered Huntress would be intimidating as you wonder "where is she pulling those hatchets from?"

    This is a Mature rated game based on the Horror Movie Genre, and horror movies never skimp on the nudity, so why should this game be any different? Hag already gets to run around in the buff with her Medusa skin, so why not any other character? Free the nips? I say its time we free the clams, wangs and booty so they can run, flop, and jiggle freely in this horror fest!

    Come on community, we're all playing a Mature rated game which means we're all old enough to handle it, so lets all beg the devs to make it deserving of that rating! /s

    (Fun Fact: M rated games can keep that rating with blatant nudity and even feature sexual acts as long as its tasteful, consensual, and softcore, without getting bumped up to an AO rating.)

  • TBH, I've become so sick of survivors DC'ing over petty reasons like what killer I chose, what add-on's/perks I use, my tactics/mind-games/outplay moments, offerings, and whether or not i down them first that I've become numb to survivors salt and whining. Originally, I used to farm every time a DC or 2 occurred because I was just after BP, but when the DC epidemic went into full swing, I was so disgusted over their BS and unsportsmanlike conduct that my gears shifted to being a merciless punisher. If an Asshat DC's on your team, that's your problem not mine, and you should directly, and rightfully, blame them for your teams loss, not us! I just want to play the damn game, try to have fun, and move on to the next match. I stopped giving a damn about survivors "made up rules", and stopped respecting them the moment they proved how asinine and over entitled they are by DC'ing over petty reasons while mewling their defense: "it's not fun" cringe. If it's "not fun", stop playing and ruining the game for everyone else you pathetic little brats!

    It's my belief that taking a firm stance against this crap, so that enough people from both sides will complain about the DC'ers, is the only way to get the devs to do something about it. Yeah, call me whatever you want, call me try-hard, sweaty, toxic, etc, but it's not my fault your teammates are putrid little turds to the community that throw the match in a heartbeat because... gasp... "They might lose!". Grow the [BAD WORD] up! This is a Multiplayer game, which doesn't, in any way, entitle anyone to win every match! We're all people pitting our earned skills, strategies, and builds against each-other, and most of the fun of a Multiplayer experience is adapting to the challenge of each individual match and learning from them to become better players. As it currently is however...It's been said before but I'll restate it: The Dedicated Servers and Disciplinary Committee can't come soon enough!

    @Steve0333 You say we deserve to be "Bullied by SWF"? I say you don't understand how tired we all are of playing this game with the intention to have a fun and challenging experience, but end up having to put up with this BS so frequently that it's become impossible to give a damn anymore. I suggest you try Maining killer for a month, and dedicate yourself to making it to rank 1. Use whatever build you want (survivors never hold back so why should you?), and try as best you can to play the way you think Killers should be playing in favor of the survivors, and by all means, try to farm away when 1 or 2 DC's. Experience what it's like to be playing what's supposed to be the "power role" against a full SWF team on comms with meta builds and the best items/add-on's. Then come back and update us with your findings. I can wait.


  • @Mikeadatrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/619348#Comment_619348

    It's not slasher horror. It's cosmic horror. Saying it's not horror period just makes you look silly. I'd love a Stranger Things chapter but they would have to bend the rules of the game to make it work.

    The reason everyone is speculating that it's a Stranger Things chapter is because of the call out to Bhvr from Netflix on Twitter. However, you are correct that Stranger things is not very horror themed, and while it has scary moments, its more of a sci-fi drama. Personally i speculate that if BHVR is going to do something related to Netflix created shows, the jokes on all of us... we're getting a Hemlock Grove chapter!

  • When a whole SWF team of survivors choose not to cleanse at fountains against me not knowing I brought in Ashen Apple and Black Incense Add-on's. The gong sound of me getting corrupt purge becomes a herald of their doom, and I bask in the post game chat salt... tears sweet as honey.

  • Whatever the characters may be I'm pretty sure that deep down we all know the real killer will be the Disciplinary Committee when the Dedicated servers go live in tandem with the next chapter. Also possibly the Dedicated servers themselves; I'm Expecting them to be buggy as hell for a few weeks/months. I can almost precognitively hear the cries of all of those habitual DC'ers getting slayed left and right... shudders... Music to my ears.

  • @Meme said:

    https://forum.deadbydaylight.com/en/discussion/comment/618454#Comment_618454

    ^^ This is exactly why I have given up hope for Freddy cosmetics. Also, Ghost face is another killer that has gotten balance changes and multiple cosmetics.

    True, but the reason for that is because BHVR didn't license the character from the owners of the scream franchise, they licensed the "mask" from funworld, which basically let them create an original character that they can change however they want, and they only have to ask funworld for permission if they make any cosmetic changes.

  • The license holders definitely get a cut of the profits, but in all honesty, I think its cool that said license holders are actually allowing BHVR to make modifications and add cosmetics in the first place. The primary problem with the Freddy rework was that they had to keep going back and forth with Freddy's license holders and get approval on every little change before they could put bring it to us, and I'm certain the time consuming hassle of doing that is the real reason it took so long for them to get the rework done. The Pig however has had multiple minor balance changes, and even received cosmetics, which is something no other licensed character has gotten so far, not even Freddy/Quentin. This sets her pretty far apart from the others as the owners of her seem to be more lenient on any changes made, and more cooperative, so here's hoping that they'll eventually talk the owner of the Saw theme song into pitching in so our girl will get her own theme music for chases and RBT timers. :)

  • Early to mid September. Really though, the only thing I'm looking forward to regarding the next chapter release is the Dedicated Servers going live. It's likely to be a bit buggy at first, but in a month or so afterwards they'll likely correct the majority of connection issues and discrepancies. I'm not expecting everything to be perfect from day 1 of them going live, but the connection improvements, elimination of lag switchers, MLG abusers, and introduction of the disciplinary committee for habitual DC'ers should help the game overall.

  • @Just_Playing said:

    https://forum.deadbydaylight.com/en/discussion/comment/616775#Comment_616775

    Not bad idea because Then gen kicking wouldn't be that weak anymore and they would stop with gen tapping i mean the gen regesses most of the time 2 or 6% nothing more and it needs so much time until the gen is from 90 or more process too 0%.

    Yeah, Honestly all I'm saying is that it should at least get the opportunity to be tested in a PTB as a potential QoL change to the game-play. The gen-rush meta has been going strong for a bit too long, because gen tapping to stop regression is too easy. The only killers that can apply any kind of real pressure are the high mobility killers like Nurse, Billy, and Spirit, but if a 10% instant regression perk kick were implemented for all killers, in theory, it'd help the others to apply better pressure too and put a halt to the annoying gen tap and run tactics. We just won't know if this change would be balanced or too OP unless it gets tested.

    Any chance of that happening @Peanits ?

  • The 24% buff Thanatophobia got in the pre-plague PTB. That buff was great and not overpowered because it was countered by survivors perks, and items that allowed healing as soon as they saw the de-buff icon. For a brief time it was a decent perk, but the devs chickened out and reverted it back to its original bad form due to old Legion. So much has changed since then including Legion getting nerfed into the ground, so bringing that buff back would be fine now.

    Also the Nurse double stun on a successful blink hit (3 second blade wipe followed by 3 second fatigue). It was a bug in the pigs patch (1.9.0) that got fixed quickly afterwards, but it allowed survivors 6 seconds of escape time after a nurse performed a blink attack that, while frustrating for killer mains, actually balanced out her power to be more fair. Pretty sure if it was kept in as a "Feature" we'd have far less forum posts complaining about how OP nurse is and far more complaining about how OP spirit/billy are. Nurse doesn't need a full rework, she just needs that bug back.

  • By default, I believe that the act of kicking gens should regress them the same percent as a failed skillcheck does: 10%. The reason for this is simple, currently gens regress at a rate of .25 charges per second, which means that a gen regresses 10% every 32 seconds. It takes a total of 5 minutes for a gen at 99% to regress completely, so survivors can easily abuse tap and run tactics when in a chase forcing the killer to kick the gen again and again with minimal loss of gen progress. If the gens regressed 10% every time a killer kicked it however, then this tactic would be extremely detrimental and destroy their progress faster than if they just let the killer kick it once and lead them away from the gen. Survivors can repair a gen 10% in 10 seconds, less if they are using items and perks that give them progress speed buffs or have more than one survivor working the gen together. The act of regressing a gen and trying to keep it repaired should feel like more of a struggle between survivors and killers, but currently its only that way if the killer is using perks like Pop goes the Weasel, Ruin, or Overcharge and Huntress lullaby if they fail the skillchecks. There should be no incentive for a survivor to stick around a nearly complete generator when the killer is pursuing them, but currently there are no drawbacks to it since it only takes them a .2 second tap to stop regression, but 2 seconds for the killer to start it back up. Playing this way is always a losing battle for the killer, and a single survivor can take full advantage of it every time.

    If this buff were introduced, it would definitely put a crimp on the gen rush meta, allow the killers to apply better pressure, and encourage more coordinated teamwork efforts from the survivors where one distracts while others repair the damage. Obviously Pop goes the Weasel would have to be changed to 15% which gets directly added to the default 10% regression to compensate in order to keep its power from being too high, but I think that would be a fair trade if it meant that killers without that perk could still bring better pressure. This would also make more of the killers viable in the competitive ranks without having to go in and rework each killers abilities, perks, and play styles individually, as well as make failing a skillcheck feel more dire to survivors.

    Another alternative buff people have suggested is the continued 5 seconds of regression while repairing. If a gen was kicked it would take 5 seconds of repairing the gen against its .25 regression rate before regression stops which would also eliminate the tap and run tactics, as well as increase overall gen repair time by 1.2 seconds. While this suggestion seemed fine, I just don't see it being as much of a deterrent as the first one.

    What do you guys think?

  • A couple alternative small buffs that I believe would help plague gain more map pressure and viability in the mid-high ranks:

    1. Give survivors the Hindered status whenever they vomit for the duration of the vomiting. This is a small and periodic de-buff to survivors that makes the Plague more of a threat in a chase but not so much that she becomes OP or too oppressive, and it would encourage survivors to cleanse at fountains more.
    2. Also while a survivor vomits give them a 6m AoE that infects everything within its radius. This allows the sickness to spread throughout the maps less predictably and reduces the workload on the Plague herself. Currently survivors spread the sickness to each other by rescuing an infected survivor, working on a gen with a fully infected survivor or healing a downed infected survivor, all of which required direct interactions, otherwise the Plague has to infect them and objects herself all of the time. Adding this will make the sickness spread feel more like a Plague, apply more pressure to the map for her, make the add-on's that increase infection time on objects more noticeable, increase the chances of the sickness spreading to other survivors, and help her gain the contagious (25bp) scoring events more often.


  • Happened to me on my first match last night right as the match finished loading. Checked my inventory and had lost my offering and add-on's (was playing killer). Was so mad when it happened that I closed the game and haven't played it since then, wary of playing it today too.

  • Personally, I was hoping that when they reworked the Badham maps and added 5 different variations, they'd at least add a variation which had the clowns caravan setup in it since his lore has him setting up camp in everyone else's realms. Would've been creepy too, having his caravan setup near a pre-school. Sigh, another missed opportunity.

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

    I called this "future of DbD" scenario back in other "Nurse OP, Plz nerf" threads. Currently there are 3 killers that everyone pretty much agrees are High rank viable, and this is often complained about due to the lack of killer diversity in the high ranks. Although Nurses add-on's definitely need some balance adjustments, If she's nerfed too much and loses her high rank viability, all that will do in game is make rank 5+ the Billy and Spirit exclusive ranks, and change the frequency of "Nurse OP, PLZ nerf" posts in these forums to "Spirit/Billy OP, Plz Nerf". Its a slippery slope. This game needs killers who are high rank viable, and actually needs more of them, not less. Otherwise the mid-high ranks become exclusive to only a minority of killers, and if people learn that if they complain enough on these forums they can take down a high tier killer, eventually rank 5+ becomes a boring place where the only people playing are teams of survivors who just want to bully killers who reach those ranks, and try to get any higher. Rank 5+ becomes less of an acknowledgement to the Killer players skill, and more of a testament of their masochism. Killer players want to have fun too after all, and even though these killers have an easier time at the high ranks, they are a far cry from making them the "Survivor bully simulator" ranks.

    The reason these 3 killers are high rank viable is simple: Map pressure. All 3 have abilities that allow them to keep pressure on survivors regardless of map size, and even surprise survivors focusing on their objectives. At low ranks this is frustrating to survivors, at mid ranks its a challenge, and at high ranks its the only thing that keeps good survivors on their game. Any killer that can't apply good map pressure is seen as mid viable at best, since good survivors know how to optimally loop and evade them. I'm not saying that most killers can't win at high ranks, just that it takes a hell of a lot of frustration and time to play them at those ranks and win. Killers who can apply good map pressure in their base kits on the other hand are slightly less frustrating to play at those ranks because they are the only ones who can effectively slow down the gen rush meta. If they get nerfed to the point where their tools and kits for map pressure aren't effective against said meta, then what motivation do killer players have for reaching the high ranks? What motivation do survivors have for reaching those ranks if the game loses its challenge, other than to bully killer players?

    The majority of the fun in this game is the challenge the killers present. Some killers have an easier time of presenting a greater challenge by design while others only present a more casual challenge, but without the ones who can compete effectively in the high ranks the game becomes boring or a killer bully simulator. You may be salty, and frustrated over a few killers that are high rank viable, but understand that in the long run, constantly complaining about them with the goal of getting them nerfed doesn't help this game, it hurts it.

  • Stressful Presence:

    Your Presence has a way of making overly confident survivors struggle to flee. Survivors within your terror radius suffer leg cramps and become Hindered for 2/4/6 seconds if they crouch more than 2 times within a 5 second period.

    "Rookie mistake... Shouldn't have skipped leg day." - Beefcake


    Survival Rule Book:

    Your survival knowledge gives you a decided advantage against overprotective killers. The killers aura is revealed to you once another survivor is hooked, and remains revealed for x * 1/2/3 seconds after they leave the hooked survivors 16m radius, where x is the amount of time they spent within the hooked survivors radius.

    (e.g. if the killer camps a hooked survivor for 10 seconds and then leaves, their aura remains revealed to you at max perk rank for 10 * 3 = 30 seconds)

    "Predators are creatures of habit, and therefore predictable." - Gear Brylls

  • No need to camp when Killers can just use Ebony Momento Mori's... It's the fastest and funnest way to de-pip to the less frustrating ranks. Ranks are based on how many hooks you get per survivor, chases you win, and gens remain after 9 minutes. If you kill every survivor after hooking them only once and end the game in less than 9 minutes, you either black pip or de-pip depending upon what rank you're at. On top of that you get 1000 BP per mori kill, so with 1 hook and a mori you get 1500 BP in the sacrifice category, or 6000 BP for killing everyone this way, which makes this a decent way to de-pip and still gain a fair amount of BP. Most killers have large stacks of Mori's in their inventory because of the new "punished for killing survivors too quickly" ranking mechanic, so they typically have more than enough to spare for a few games. Anything less than 8 hooks at green and purple ranks is a de-pip, so there's literally no reason to de-pip by playing poorly on purpose or DC'ing intentionally when we have the mori option. It's quite the change from before when the killer "victory cube" over a year ago demanded they get kills and mori's were a guaranteed way to rank up, and while some say mori's became useless, I beg to differ.

  • Hex: Griefs Due

    A Hex rooting its power in the grief of survivors. At the start of the match up to 2/3/4 active Hex totems appear. For each survivor sacrificed or killed all remaining survivors lose the use of 1 perk until all 2/3/4 active Hex totems are cleansed. This Hex stacks with other active Hex totems.

    "It is not well, therefore, to mourn long for the departed; else Grief, whose sole pleasure is in such mourning, will be quick to send fresh cause for tears." -Asop's Fables


  • @Ember_Hunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/605783#Comment_605783

    Huh, but it is actually easy to detect them sometimes, like using Bloodhound. I wish they stop nerfing stealth play too XD

    Admittedly "Corn Blindness" still occurs for many killers (especially short ones... save for Freddy) and survivors can still pull off running all around the rotten fields leaving scratch marks, and then just walking a few lanes over and urban away. All this does is make it so that survivors crouching still between stalks are more noticeable, which honestly was a needed change since certain survivors and cosmetics made it too easy for them to pull this stunt off and completely lose killers. You can still stealth around in corn and maintain a broken line of sight with killers by giving them a wide berth, so the stealth advantage of Corn is not completely gone, its just no longer a guarantee to lose a killer by wearing dark cosmetics.

  • 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).

  • I thought you were gonna say "1% buff to Fire Up" making it 5% per token gained to make it actually useful for mid to endgame instead of just endgame where there's hardly any pallets left, and a gate will open in 20 seconds... It's pretty useless at that point.

  • In my opinion, these are the only "unwritten rules" any player should follow:

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

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

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

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

    5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win 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 challenge variation of each individual match.

    Don't be a petty DC'er.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/593768#Comment_593768

    This is why we need the downvote button. I can not express how bad of an idea this is.

    It was a sarcastic comment (hence the /s at the end). Honestly though, people are begging so much for a nerf to nurse that they probably wouldn't be satisfied with any other compromise unless she was nerfed back to the bugged state she was in during patch 1.9.0, because it made her damn near useless to play. That 6 second double stun was chided by the community as putting her on (old) Freddy's level, and due to the current huge rise in comments demanding a nerf to her, I wouldn't be surprised at all if BHVR added that bug back in as a mechanic. I swear, Survivors just won't be satisfied until they succeed at making the top tier killer the worst, but all that will accomplish is dropping 1 of the 3 viable killers from being able to play at high ranks, and changing the frequency of comments from "Nurse OP, Plz Nerf" to "Spirit/Billy OP, Plz Nerf" on these forums.

    Yes, Nurse does need some changes, but her core mechanics are not a candidate as much as her outdated add-on's are. The majority of these forum posts are not asking for her to be balanced so much as they are complaining and demanding that she gets outright nerfed to the point where she's no longer viable at any rank. It's gotten disgustingly annoying to see on these forums, and while I agree she needs some balance changes... outright nuking her viability is not the answer.

  • @blue4zion said:

    This effect could play when hitting a survivor who isn't asleep. Getting hit now forces the survivor to sleep, so it's the same as the pulling them into the dream world.

    Originally they had the Rippling Shimmer effect tied to the chase: No chase = Effect, In Chase= No effect. Since awake survivors never triggered the chase the effect would apply if you attacked too early, or if you just attacked the air. Now Freddy triggers the chase every time with both sleeping and awake survivors, so in order for them to bring it back for the circumstance of attacking awake survivors they'd have to tie it to something else. If possible, maybe they could tie it to the TR: Survivor hears TR = Effect, Survivor hears Lullaby = No Effect? I'm unsure if that would be possible, but it would be great if they could bring it back... as well as the screaming faces in his left hand when he sets snares or pallets of course.

  • +1 This, and I think its a shame that when he attacks a non sleeping survivor we no longer get the "reality splitting" rippling shimmer effect. It might be a pain to include it for only when he attacks survivors outside of the dream world, so maybe just have it apply to all of his attacks in general or if possible only on missed attacks? It just really cemented the idea that he was breaking through to the real world while trying to attack awake survivors. True it used to only happen because his attack wouldn't hit them before, but it was a pretty nifty effect.

  • Or... just return her double stun after a successful blink attack like she had after the 1.9.0 update last year (blink hit = wipe animation + fatigue stun). It'd make her a real pain to play, but it'd give survivors 6 seconds to run away before her next blink, which would validate the need for her current add-on's effects, and then maybe survivor mains would quit whining about her on the forums since only hardcore nurse mains would tolerate it enough to keep playing her.

    https://youtu.be/e-29u8FaaUM?t=24


    I'm sure everyone would be fine with that returning since she's so OP! I mean, Killers and survivors alike just LOVED that mechanic back then because it was the ONLY time in the history of DbD where she was "balanced". /s

  • @Johnny_XMan said:

    I mean if you think it’s a bug why not post it in the bugs section?

    I think OP is wondering if anyone else has experienced this yet to make sure it not just them before posting it in the bugs forum. This could be a one off bug that never repeats itself or just happened for them for some reason, so validation is necessary. I haven't come across this yet, but if I do, It'll vindicate the OP's claim, and I'll leave a comment on it.

  • Nope, not just you, they totally raised the volume on the music in the game (lullabies included). I used to use my ears more than my eyes to hear which direction the killer was moving behind a wall, now I can't do that, and locating the hatch during a chase or in the presence of a lullaby is only possible if you are within like 2 meters of it. Being injured is even worse because its music volume follows you everywhere and likewise makes hearing the killer and hatch crazy difficult. On the plus side, at least it's so loud that killers can't hear survivors footsteps, breathing, or groaning anymore, so survivors are loop ninja's again like they were before patch 3.0!

  • I thought you were going to suggest giving him the ability to attack survivors while cloaked at the cost of double the hit recovery time, and no lunge attack. Freddy used to be unable to attack at all until survivors were in the dream state, but now he can attack at all times and knock them into it, and that change alone has made him so much more viable. Think of Wraith with this buff and compensation: He doesn't get the speed boost and pursuit potential for a first strike unless he rings his bell to uncloak first, but he gets the ability to smack down an unobservant injured survivor. It would at least validate the flashlight burn mechanic he has since a survivor with a flashlight would have better survivability against him.

  • If it was at 5% per gen done, that'd mean if all gens were done the killer would get a 25% boost pickup, drop, breaking and vaulting actions. Which at that point would be nice for vaulting in the endgame chases, but practically pointless for pallet breaks since there'd be fewer pallets left, and the gates would be opening in a few seconds anyways.

    Mid game is where it would shine best as after 3 gens are done, it'd make the vaulting comparable to Bamboozle, but have pallet breaking comparable to rank 2 Brutal Strength.

    Considering that the cost of gaining its bonus is that survivors complete their primary objectives, it would be a great boon for helping the avg killer apply better map and chase pressure at mid to late game, which seems like a fair trade IMO. Currently, that 1% difference makes it too weak in the mid game, and pointless in the endgame for the same aforementioned reasons. I was really hoping that in the PTB for the Freddy rework they'd at least let us test a 5% version of Fire Up since its almost good, and just 1% away from being there. The question is whether or not that 1% difference would prove to be OP? My bet is that it wouldn't, due to the flow of the game and cost of getting the buffs (My reasoning for this is that Wraith already has an add-on that flat out beats BS, Bamboozle, and Fire Up in the pallet breaking and vaulting from the very start of the game with no cost to building it up first, but not many people use it at the moment).

    Sadly however, this suggestion reminds me of how they once buffed Thanatophobia in a PTB to be significantly more useful (max 24% de-buff), and because survivors scrambled to heal the moment they saw the de-buff, it rarely (if ever), was allowed to get to its full de-buff strength. Because of that, while nobody on the PTB forums had any complaints about the buff, and very few killers could even take advantage of it; the devs, likely fearing how powerful it might make old Legion, chickened out on the buff, and despite all the praise it got... they reverted it. Now, Legion is different (weaker), and all survivors have to do against Plague to counter it is cleanse at a fountain, so I don't think anyone would mind if they re-buffed it again at present. It also has a cost that's easily countered by healing plus all the survivor perks and items that allow them to heal quickly (Autodidact for example was a perfect counter to the buffed Thanatophobia), but its unlikely to ever get that buff again for stupid reasons.

    I guess what I'm saying is that even if the devs do test a 1% buff to Fire Up in a PTB, and it gets praised for finally being useful... They'll likely chicken out and revert the change again.

  • Still waiting on a "Black Plague" themed outfit. One that makes her robes pitch black lined with polished Hematite or Obsidian, makes all of her wounds blacker and more necrotic, covers her incense burner in dripping black ichor, makes her skin that sickly translucent pale color with large bruises and bluish lips, and covers most of her face in a partially see through black veil. She's so tall it doesn't matter how dark her outfit is since survivors see her very easily anyways, and it'll really fit the plague theme. How haven't they thought of this already? Maybe they have and they're just saving it for Halloween?

  • I'm loving (what I'm calling) the "where'd he go?" build (Q&Q, Head On, Dance With Me)! Have completely lost so many killers with this build today!

    in Head On Comment by TWiXT
  • All killers (save for knifey bois/gals, and Nurse if she's using a weapon with a big hole in it) have weapons that take up a large portion of their screens. It almost seems intentional, like they want to give killers the illusion of an FOV but cut off the lower right quarter of the screen as a blindspot for survivors to use against them, and as a major blindspot in the middle of the screen during the wipe animations to give survivors a better chance of escape after being hit (at least Plague doesn't have the wipe animation). This is why with all killer I have that use large weapons, I either use the slimmest weapon cosmetic I can find (the cane for doctor, gun for billy, blade for wraith, machete for trapper, etc), or equip shadowborn. TBH though, I'd rather have all of them lower the weapon to only the bottom right corner of the screen and have them do the wipes in the bottom 4th of the mid screen. Visual Tracking can already be difficult enough, but having the killers own weapons hinder their vision like that is really unnecessary and often times frustrating.

  • @Atrushan88 said:

    But that removes potential for the great Charles Lee Ray.


    Sad, but true... I just figured that if they couldn't get a license for Chucky and all his Vulgarities uttered by Charles Lee Ray (or more recently Mark Hamill) then this concept would be a good OC alternative for DbD (personally I'd love for this M rated game to include a killer who openly says what we're all thinking every time we get pallet slammed or flashlight blinded). As an Alternative however, I hope it's a good enough one that people will like it, and show their support. I'm not asking you to or trying to persuade you. I Just want your honest feedback if you read the concept.

  • Spies from the Shadows:

    The Auras of all crows are revealed to you in Yellow within 32/40/48 meters. Crows no longer respond to your presence, and have a 100% increase in volume when disturbed.

    This eliminates the loud bang and crow bubble in favor of crows shooting up like signal flares, and crowing loud enough that a killer in their vicinity (24 meters) can hear them. No cooldown and lack of response to the killers presence also means that this becomes a more useful tool for tracking survivors movement.

  • On one hand, a Darker/foggier atmosphere would help the game feel more horror themed, and well "atmospheric". On the other hand, it would make spotting survivors as killer much harder than it already is, which in turn would mean they'd have to compensate by making survivors louder.

    Personally I don't care, because I have trouble with my eyes that make survivors blend in with the environment no matter what if they are wearing darker cosmetics, and so I compensate for my lack of being able to see survivors in the vanilla engine settings by using Nvidia Freestyle. That way I can make the colors more vivid and less washed out, as well as a bit brighter so that dark clothed survivors don't fully blend in with the environment. Its not a perfect solution and even though I still have my "T-rex" moments where I can't spot a survivor holding still against an object, I am at least more decent with chases and spotting a survivor from a distance than I was before Freestyle was available.

    So, no matter what they do to the engine, be it darkening, or brightening, I will always use Nvidia Freestyle to compensate since its the only thing that allows me to play decently with my disabilities.

    (PS. Freestyle also comes with Colorblind correction options for those out there who have been asking for a colorblind setting in game.)

    As a side note: They do need to darken the Ski Lodge and Freddy's Dream World a little regardless. Its hard enough seeing scratch marks and Auras on that map and with that character without Freestyle, with it, it becomes nearly impossible.

  • Originally Stridor was the only perk that mildly countered Iron Will, but after patch 1.4.1 (right after Hags release) Stridor was broken and didn't counter Iron Will at all. So for the longest time Stridor has been useless against Iron Will, and even though the devs stated it would be fixed shortly after patch 1.4.1, It never was. If it finally has been fixed to mildly counter Iron Will again, and they just neglected to tell us, then that's actually a good thing because it's been needing that fix since forever.

  • @BrayneePotato said:

    @TWiXT

    Uhhh... why was this message not sent but then sent after I wrote another reply? Well however, you don't have to excuse long answers, every advice and suggestion you have for me is valuable, regarding you being the more experienced one of us in terms of making chapters I guess.^^'

    I see, that I still have a lot to think of then...

    Btw, did you consider sending your Concept to the Behaviour Staff/Support as well? I'd really like to see your idea in-game cuz it is very mature and I assume has much thinking process behind it.

    @BrayneePotato

    I figured posting concepts like this here in the Fan Creations section of the forums was how all of us submit our ideas for the devs to review (Am I correct @Peanits ). This concept, while taking a long time to flesh out on paper keeping balance in mind, is still incomplete. I'd imagine that if the devs were to take a concept seriously they'd also require a list of all of the add-on's and their effects, as well as concept art. I'm a writer by nature, and while I can come up with a full set of add-on's for the killer, the artwork for them and concept art for the killer would be outside of my area of expertise. Still, I hope that even if this concept isn't used verbatim by the devs in game, they'll at least get inspiration from it and come up with a version of their own. Admittedly, I would like them to use it, and don't want any money, I just want to see it in game, and maybe get some recognition for coming up with it (like a name drop). Maybe if they did a "Fan Concepts" contest this would have a chance at making it in game, but I can't expect it to, just hope.

    @Kabu said:

    I love this idea for a killer. Especially with how the spirit moves the dolls through windows and such and is what hooks survivors. Such an awesome concept. Porcelain dolls have always been creepy to me so I would definitely be frightened going against it as survivor.


    @Kabu

    I'm really glad you appreciate it, and am grateful for your support of this concept. I really want to see them in game too, and think it would be great to play as and verse. Honestly though, the whole reason I made it so that it was a spirit possessing multiple dolls that makes them vault, break and hook was to answer the inherent problem of having a Doll sized killer in game: A Doll killer is too small to do those things itself. My solution is basic and a bit obvious, and while it may only be there as an excuse to allow the dolls to hook survivors and vault things, it makes them creepier, fits their lore, and would allow them to be a part of the game... which to me seemed like a win/win.

  • @BrayneePotato said:

    Wow, ty for all that effort. I really love the Little twists you gave the perks and I also like the names. The Story was a Little rushed out and I will try to improve it (though I wont be as good as you), but I will consider this Religion Thing.

    The Pounce you suggested would be something really cool, but don't you think it is too strong? Like, The Beast is already so fast, an additional boost? (Thats why I want to have his BeastMode passive over active: Too strong if it was on demand plus it feels like a little bit like a loss of Control, when the beast Comes out of him)

    About the map: I had my concerns as well, but it could solely be the sand and the beginning of the jungle, OR a whole new game mechanic (I don't like the idea very much, but Maybe even Swimming?). Like, it would add to a more dynamic map, if the tides could Change the Environment periodically…

    @BrayneePotato

    The way I see it, the Pounce would be a lot like a Nurses blink, except it can't go through walls, it comes at the cost of 20% of the killers active power time, and stuns the killer if he fails to connect the attack eating up more of their active time. Even with Nurse, survivors regularly pull a circling 180 to avoid being right in her target zone once she blinks, and if survivors pull that on this guy, it'd be akin to the Nurse getting fatigued immediately after blinking because she missed followed up by losing her ability to blink again until she downs someone in a regular chase and strikes another survivor. At most the killer could get in 2 missed pounces before his timer would run out if its active for 20 seconds, but if he successfully hits with it, he could get in 3+ pounces in a Blood Rage rampage.

    Unlike Nurse, he has to rely on predicting which way a survivor will turn and can only take advantage of the pounce as either a means of catching up, or when a survivor is out in the open with no objects to obstruct the pounces path. He can't be as reactionary as the nurse who can fail one blink and correct her failed blink with another. Instead he has to be sure that when he pounces, it'll either be a successful hit, or will put him close enough to the survivor that he can catch up after his stun to strike them normally. It's a high risk attack, with high rewards when successful, and high punishment when not. Because of that, I originally considered suggesting it be an instant down attack, but my concept of this killer thrives off of the carnage he creates by keeping the hits coming in order to extend the time on his power. Which would encourage him to attack someone until they are downed, go for another survivor, and repeat until he runs out of juice.

    If done right he'd get 2 down, which when hooked would put his power back up to 80%, and 1 more hit away from activating it again, but if done poorly he'll lose his power from 2 failed pounces, leaving him to get his power back by doing a full normal chase plus 1 more hit. That's not even considering the role of Pallets which can instantly knock him out of his power regardless of how many survivors he's hit, and survivors are ruthless with pallet timing, so the probability of them pulling off a pallet slam on him mid pounce is pretty high. Now that I think about it, it may have too many downsides to be balanced, but then I think about how powerful it could be if he pulls it off, combined with his faster movement speed, and fall back on the idea that players can and will adapt to get good with a power no matter what.

    As for having the power activate passively... that would be frustrating for killer players who will often accidentally activate it when there's no other survivors around. With his loss of tracking ability for uninjured survivors, and the size of most maps being medium to large, this would mean frequent scenarios where he activates it after downing someone but has no other targets to keep it going which wastes his ability. Like when Legion catches a survivor with a deep wound, but his killer instinct doesn't activate because all of the other survivors are across the map. Eventually Killer players would get used to the idea of saving the last hit for when conditions are favorable, but once survivors realize that he's only chasing them and not attempting to strike until there's more survivors around, they'll do everything they can to lead him away from their team. Killer players will always do what they can to take control of timing the activation of this power no matter what. For example, take The Shape: Good players know to 99% his stalk meter and save it for the most favorable situation before tapping it again to activate it.

    Basically having it passively activate upon a final attack would discourage a killer from attacking anyone until they run into a group, which once realized by the survivors puts them at the advantage to keep the killer away from the rest of their team. No one wants a power that puts survivors in control, just think about how much backlash Ghostface and Plague have had due to survivors being able to control the effectiveness of their powers. Likewise with my dolls concept, I put in the red light, green light mechanic, which gives survivors the ability to halt the killer in their tracks, but I compensated for that by giving them 3 advantages: small size, high movement speed, and the ability to transfer to another doll without the survivors immediately knowing. That way, even though survivors can stop the killer from advancing on them, the killer still has more control of their power, and more options than the survivors. You have a good idea of a killer who loses control that sounds great on paper, but I feel wouldn't be very practical in game if the activation is left passive, and the only thing players hate more than a power that survivors can take control of is a killer who can't strike, or is discouraged from attacking survivors, until the right conditions are met (pre-rework Freddy having to wait 7 seconds until he can attack).

    Sorry for my long replies, I just wanted you to understand my thought process when coming up with killer concepts in general, why I made these suggestions for your killer concept, and hopefully give you ideas. The pounce isn't necessarily the best m2 ability for this killer, I just felt it'd fit the theme of a bestial killer thrown into a rage from their insatiable blood lust. I'm glad you liked the suggestions I made for the perks, they were rough draft concepts, but I felt they were going in the right direction.

    I'm not going to say much on the Map, because even though I'd love a beach map in the game, I feel like it may prove to be too much work for the devs to make a reality, and the changes to the gameplay mechanics it would make might be more troublesome than they're worth. An alternative that would allow the beach to still happen though might be to have the beach simply fenced off with "no trespassing" or "no swimming" signs in order to allow us all to see it and revel in the nice atmosphere, but feel tortuously confined from going there. And lets face it, the Entity is enough of a jerk that teasing survivors with a pleasant place that inspires thoughts of freedom, but not allowing them to enjoy it is exactly the kind of thing the Entity would pull.

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