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TWiXT

TWiXT

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TWiXT
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  • I hope not, Spiders kill Popular Asymmetrical games. Just look at the track record:

    Evolve:

    Introduced the Gorgon (giant spider creature) as a monster. 3 months later... Game Dies

    The Last Year:

    Introduces the Fiend (Big ass spider). Less than a month and a half later... Game Dies, gets a brief influx of players again a year later, swiftly dies out in a month.


    Ok so, those were really the only 2 I know of that had Spiders as the "Power Role", but the fact remains that BOTH of them saw a massive player base drop, and eventual death of the game, almost immediately after the Spider characters were introduced.

    Will DbD be the Third one to follow this pattern?

  • *Looks at patch notes*

    "Ah yesh, letsh shee Hyere:

    They buffed Batteries Included to back the way it was in the ptb, so that good. They buffed his scamper so now if survivors are trying to pick up pallets with Any Means Necessary he can still go under the pallet, nice nice, and they... GASP! limited his ability to turn beyond 90 degrees while in Slice & Dice via players bypassing it by looking straight down first, turning 180, then looking back up again!

    THAT'S IT! DEMAND REFUNDS, THIS KILLER IS NOW UNPLAYABLE TRASH! TIME TO GRAB OUR TORCHES AND PITCHFORKS AND MARCH RIGHT TO CANADA TO TAKE BHVR DOWN FOR THIS ABHORRANT OUTRAGE THAT HURT ME PERSONALLY!!!

    CANCEL THEM, CANCEL IT ALL, THEY'VE BETRAYED US FOR THE LAST TIME.

    TIME TO UNINSTALL, BURN THE HARD DRIVE IT WAS PUT ON, GO AFTER ALL THE EMPLOYEES FIRST BORN, AND SICK THE SJW MOB ON THIER SIGNIFICANT OTHERS.

    CHUCKY IS FINALLY ACTUALLY DEAD, AND BHVR KILLED HIM! THE ABSOLUTE GALL OF THESE DEVS!!!!!!!"

    /S

    (/s signifies sarcasm... for those who don't know)

  • Sleepy Hollow! Either just following the Legend or Tim Burtons movie; I Absolutely want to see a headless killer who's main power is to summon and mount Maurice and then run survivors down on Horseback for a potential insta-down if he manages to swing at just the right moment while riding past them. That and a killer that can dual wield an Axe and Sword, one for quick attacks the other for lunge attacks, with a decapitation mori... It just oozes style, and possibilities.

    image.png

    Who can say that this guy doesn't belong in DbD?

  • here's confirmation from the PTB notes:

    New Killer - The Good Guy

    Killer Power

    The Good Guy has two separate modes he can switch between; Normal Mode and Hidey-Ho Mode. Due to his short height, The Good Guy also has a fixed third-person camera positioned above and behind him, giving the player a better view of his surroundings. He is also much shorter than other Killers making him very stealthy, however he leaves fading footprints behind as he walks.

    Special Ability: Hidey-Ho Mode

    Press the Active Ability button to enter Hidey-Ho Mode for 20 seconds. While in this mode, the Killer has no Terror Radius, and "distraction" footprints and audio are spawned all across the map.

    Special Attack: Slice & Dice

    While in Hidey-Ho Mode, press and hold the Special Attack button to charge up a Slice & Dice Attack. When charged, sprint forward at high speed, triggering an attack at the end (or whenever the Special Attack button is released).

    Special Ability: Scamper

    While in Hidey-Ho Mode, when you are near a vault or pallet, press the Interaction button to scamper through it quickly without breaking it.

    Perks

    • Hex: Two Can Play
    • Anytime you are stunned or blinded by a Survivor 4/3/2 times, if there is no Hex Totem associated with this Perk, a Dull Totem becomes a Hex Totem. While the Hex Totem stands, Survivors who stun or blind you get blinded for 1.5 seconds.
    • Friends 'Til the End
    • When you hook a Survivor that is not the Obsession, the Obsession becomes exposed for 20 seconds and reveals their aura for 6/8/10 seconds. When you hook the Obsession, another random Survivor screams and reveals their position and becomes the Obsession.
    • Batteries Included
    • When within 12 meters of a completed Generator, you have 5% Haste. The movement speed bonus lingers for 1/3/5 seconds when you are no longer in range.


  • I think the point of having it active During Chase is that it gives other survivors less warning if the chased survivor runs into/nearby them.

    Examples:

    Chasing a healthy survivor who leads you to another that is currently healing themselves. You break chase and down the injured survivor quickly because they had no TR warning.

    Chasing a survivor near a gen that's almost complete and has 1 or 2 survivors on it. Break chase and possibly grab one of them off the gen/chase them off and down any that were repairing the gen while injured.


    So in essence, it's really all about catching Other survivors off guard while chasing one, and taking advantage of the sudden panic.

    Of course, none of this matters if you're playing a very large or loud killer, or on maps that are wide open, wherein survivors can see you coming from a mile away, and it definitely doesn't work at all if the other survivors have Empathy, Bond, Aftercare, etc, equipped because they'll see their teammate being chased their way TR or not, and its absolutely defeated by SWF survivors on comms.

    Then there's Dark Devotion: you smack the obsession, lose your TR, break chase, and catch survivors elsewhere off guard much easier, simpler, and they don't have to be in the running path of the one you were chasing... in other words, DD does what Furtive Chase is intended to do, only much better.

    Sigh, Furtive Chase's one of those perks where the intentions of it "sounded good on paper", but in practice, it's just... worthless.

  • Hex: Time's up

    A Hex rooting its power in Time, commands the endgame conditions of the trial.

    90/60/30 seconds After a Gate has been opened, Hex: Time's Up Activates on a Dull Totem (if any are available).

    When Hex: Time's Up Activates, any open Gates will slam shut and won't open/cannot be opened until this Hex is Blessed/Cleansed.

    Hex: Time's Up's Aura is revealed to any survivors within 16 meters of its totem, but gains an additional 16 meters of reveal range for every 45 seconds EGC has progressed since it's activation.

    Any survivors behind the Gate that have not escaped When Hex: Time's Up activates are automatically sacrificed by the Entity once the Gate Closes.

    If YOU are behind a Gate when Hex: Time's Up Activates, All survivors in the trial grounds automatically escape once the Gate closes, Whether the survivors in the trial grounds are hooked or not.


    I proposed this back in 2019, still think it would be a good perk to mess with the survivors OP is talking about.

  • I want them to fix or replace the Aliens Acid Blood (UR) Add-on First. Reason:

    1. Acid Blood requires getting stunned by a Pallet within 20 seconds of coming out of a tunnel.
    2. Alien's Power (Runner Mode) gives him a ranged attack (Tail) that can hit survivors over pallets.
    3. Survivors in the PTB quickly learned to Pre Drop Pallets in order to avoid the risk of getting hit by the range attack.

    What does this mean?:

    Acid Blood is USELESS for an Ultra Rare Add-on, even more-so than his other UR add-on that, Gasp, reveals survivors auras for 15 seconds every time they complete a generator!

    What is it with the devs putting UR add-on's on Killers that, by their built in game mechanics, makes them useless on the killer?

    This would be like putting a UR add-on on Pyramid Head that lets him go undetectable while walking on his own trails, but doesn't make him undetectable while he's making said trails. Oh, Wait...

  • Honestly the biggest issue with obtaining and using the EMP is that it has no downsides:

    Wesker and Nemesis's Sprays and Vaccines reveal survivors locations when used.

    Pigs RBT's take survivors time away from the generators to get rid of.

    Removing Plagues infection risks giving her a stronger ranged attack

    Onryo gives you 2 stacks of condemnation and breaks your tape if you get hit while carrying one.

    Skull Merchant gets a movement speed boost every time someone disables a drone.

    What does the EMP device do? It slows you down for 1 second while you charge it...

    "One of these things is not like the others"

    EMP's don't necessarily need a nerf so much as they need a downside, especially considering that using them disables 2 things in the Singularity's kit: His Slipstream infection, and his Bio-pods. Worse still, If the Slipstreamed survivors group up within 10m of each other, they only need 1 EMP to go off to get rid of all the slipstream infections and takedown any nearby bio-pod for 45 seconds.

    Sigh...

    I liked the idea someone came up with that if a survivor uses an EMP within range of a Generator, it causes the Gen to explode and lose 10%, just like if they failed a Skill Check. This would mean that in order to take out a Nearby Bio-pod and Remove their Slipstream, they'd have to sacrifice 10% of progress. If the Gen hasn't even been started yet, this means nothing, but if it's done to a gen that 10 seconds away from being finished, they have to add 8-10 more seconds to the repair time.

    I mean, it also just makes sense that an Electro Magnetic Pulse would have a negative effect on any nearby operational machinery. But then, Of course, as I thought harder about it, there's still a work around that the survivors can use:

    Simply charge the EMP, walk to a location that covers the Bio-pod but puts the Gen just out of range, and Detonate.

    Once survivors catch onto that, it won't really be a problem for them, and the only times a gen will get affected is if Hux is chasing someone who passes by a gen, or over/under one on a multi level map, and they detonate it to remove their own slipstream, inadvertently screwing over a teammate on the gen. This scenario is unlikely however, especially if it's an SWF on VOIP, so maybe this idea is just bad overall.

    I dunno, maybe there's a way to make it work better, but regardless, something needs to be done to give the EMP some kind of downside that makes survivors take a moment to think about when and where they set it off, Otherwise Hux will remain the easiest killer to counter, while also having the negative nuance of being one of the hardest killers to play.

  • But then I wouldn't be able to have fun with the "Ninja Doc" build that has a max TR of 54m and a minimum TR of 10. Pairing his Calm Add-On's with Monitor and abuse is the build, and its fun as hell since the survivors never expect it, and can't trust the TR to tell them how Close or far you are anymore. He's the only character who can drastically flip his TR around like this, and OP want's it gone? SMH.

  • I used to do this, but then MMR came out, and I stopped.

    The reason why is simple:

    If the survivor wasn't good enough to best me, and if I'm simply decent at killer, not good or the best, then giving them a win will mean that I've just artificially raised their MMR rating, which will put them up against killers who actually ARE good or the Best, and they'll end up having to suffer playing against that for a few games.

    DbD is a multiplayer school of Hard Knocks. By showing any clearly outclassed survivors "Mercy" or "Pity" and handing them a win, you're ensuring that they'll go up against much more difficult opponents, and thus your "Act of Kindness" will inevitably result in more suffering for them down the line. I don't want Survivors quitting the game because they they get frustrated from being constantly outclassed, so for my part, I draw the line at me. If they beat me, then they're ready to take on some bigger fish in this pond, if not then I did them a favor by keeping them at my/their level where they're challenged but not getting entirely steamrolled every match.

    This is all still assuming that the MMR actually does anything, but tbh... Better safe than sorry, right?

  • IF I ever get to the end of the battle pass while playing Free, I'll buy the Premium for 10 bucks, because getting that ensures I'll have 10 Bucks worth of Auric Cells to do it again for the next pass, but only if I complete it. Otherwise it's free pass all the way! Otherwise, I'm holding on to 10 bucks worth of Auric cells, and if I have enough time to complete the free pass, I'll get the Premium knowing that the Cells will be immediately refunded.

  • The 2 killers with the capacity for the largest TR's, Doctor and Wesker, get the most use out of Overwhelming Presence. With Distressing Wesker gets a 50m TR, and Doctor can achieve a 54m TR with his 2 highest Calm add-on's thrown to the mix.

    While you get no visual or audio feedback that OP is working, That fact that you can have a Roaming 50+ meter heavy Power drain for all items Means that the survivors either have to stop using their items within your TR, or only get half of their expected results from them. This means No full heals from medkits, Flashlights don't get as many save chances, Toolboxes save only 5 seconds of repair time instead of 10 etc, and if the Survivors notice OP, they just stop using their items until they can get out of your TR. In other words, no attempts to self heal with a medkit nearby to a downed/hooked survivor, not as many rushing in to flashlight save, and slower gen progress.

    Obviously the killers with the largest TR's can make this a menace on small - medium sized maps, but Wesker in particular makes this nasty even on large maps due to his high mobility. All it takes is for a survivor to attempt healing with a base medkit for 1 second in the TR to ensure they won't get a full heal from it, and the fact that OP starts acting against survivors the moment they enter the edge of your TR means they have to stop using their items immediately or suffer a massive loss to the items useage.

    I actually have OP in one of my saved Wesker and Doc builds specifically because of how it screws with survivors items. In general, survivors bring items in with a plan in mind, and this perk has a tendency to throw a wrench into it. While there is also Franklin's Demise to mess with survivors items, FD requires you to strike the survivor, and can be countered by survivors simply putting their items down before they are chased/struck. Not the case for OP, which only requires they be within your TR, and the only counter is to Stop using the item, which is what the killer wants them to do!

    I've also personally had end game chat hate for this perk because survivors couldn't use their items, Imagine that: Survivors complaining about Overwhelming Presence?

    Overall It's not the best perk, and frankly, it only becomes feasible to use with the 2 aforementioned killers + Distressing as anyone else trying to use it will have a 40m TR at most with Distressing, and not be able to apply as much anti-item pressure, but for those that can, it's gonna be the last thing the survivors expect, and it will make their items almost useless.

  • still here since 2016... While it's a FAR CRY better than it was back in those days, I do find myself playing less and less these days. TBH, I popped in for 1 week when Skull Merchant came out, and then didn't come back until the anniversary event, and now find myself playing a little during this BBQ event while planning to play for another week or so when the Alien comes out. Overall, That's only about a month and a half of playtime, in the last 6 months so...

    IDK, Perhaps I'm just burned out on DbD, or maybe there's been some changes that just deter me from playing... Either Way, I'm a Killer main at heart, and something about DbD just doesn't feel as "Fun" as it did before.

  • I've said it before, I'll say it again: Survivors just won't be happy with the Nurse until BHVR applies her old Torn Bookmark add-on effect:

    "The Nurse is unable to Blink to a Target location she does not have direct line-of-sight to."

    But as her Base kit.

    If she could no longer blink through walls, and only to places she can see, then that stops her from heading survivors off at most high walled loops, and keeps her from blinking between floors of multi level maps. If instead they changed it so that she could only blink through walls and floors/ceilings with an ultra rare add-on, then Survivors would complain less... but still complain despite how MASSIVE of a nerf this would be.

    TBH... I don't think that even changing her like this would ever make the survivors "happy". The only way they'll ever be happy with her is if she can only blink on open ground, only 6 meters at a time, has a 10-15 second cooldown, and still moves at her 3.86m/s. These changes would make her completely nugatory to the killer base, but even then, I'm sure they'll still complain.

  • I tried SO hard to get 300 Terrormisu/Cakes on every killer, in the end only got that much on about 18 of them, still, unlike the cakes which can be used year round, the BBQ event will end in 12 days, and the offering will be useless until next year. I guess What I'm saying is, Yeah, I used a few cakes to get the ball rolling, but after that, I'm using only the BBQ invitations. It saves me from spending cakes, and while the bonus isn't as good as when everyone uses cakes or a 2x BP event, it's still damn good BP gain, and I don't want these invites taking up offering inventory space.

    Besides, the BBQ offerings can REALLY add up, and this event is just fun, and we won't have another until around Halloween, so take advantage while you can, save your cakes for in-between events.

  • @dollidahlia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504499#Comment_3504499

    So then what happened? This is the first time this has ever happened to me in dbd


    While it may have seemed coincidental since you were winning, to me, it sounds like either you briefly had your connection interrupted, or the server you were connected to had an issue. The latter of which I have also experienced a few times TBH.

    Either way, it was out of your control, and above all: NOT intentional. This may be the first time this happened to you, but sometimes it just happens, and there's honestly no reason to believe that someone did this to you on purpose given the story you provided.

    I get it, you were having fun at the survivors expense (as all killer do), and just when things were really going your way... BAM! kicked out of the match. I won't argue that doesn't "feel" like someone did this to you deliberately, but just because it seems so coincidental that it happens just when you are doing better than your opponents, doesn't mean that you were purposefully targeted. When everyone started running in place, you only got sent to the lobby, and didn't lose internet... these are all classic signs of a simple server or connection interruption issue, so no one did it to you intentionally to ruin your game experience. As I've already stated, this isn't a new thing in DbD, and has happened to me before a few times, but fortunately, it's a rare set of circumstances that cause it, so you're unlikely to experience it more than 1-3 times a year, if at all.

    I know you want to blame someone (God knows I have), but the only ones to blame will either be your router or ISP for suffering a minor connection drop, that you otherwise wouldn't have noticed if you weren't playing an online game at the time, or the BHVR server you were playing on, which can get bogged down themselves, or go through minor updates that drops players every now and then. Regardless, neither did this to you for the sake of ruining your match.

    Another thing to consider: Typically when someone DDoS's a player in this game, they Primarily Target Streamers, AND, they go the extra mile to ensure that they also get a 72 DC hour penalty. Basically, if you aren't a decently known DbD Streamer, you Didn't receive a massive DC penalty, and you didn't lose all internet functionality... you weren't DDoS'd, nor are you likely to be.

  • If you had been DDoS'd, you would have lost all internet connection, and had to call your ISP to get your internet reset. When someone DDoS's you, they send a torrential tempest of data packets to your IP address to bog down and interrupt your service, and they don't stop sending those packets to that IP address even after you've lost all connection. The only way to get rid of it is to have your ISP change your IP address to a new one that isn't currently under a data packet siege.

    In other words, you wouldn't even have internet access to ask this question, let alone be in the games lobby.

  • Just picturing a Nostromo (the ship from the first movie) Map full of current tech generators?

    ...

    Actually that kinda fits, the ship was breaking al the time anyways, and the company was REAL CHEAP with their cost cutting. Military Grade Advanced AI Mainframe but 80's style computer interfaces.

    So yeah, Really old Gens for once makes sense! At least more sense when compared to Soma's team and tech anyway.

    Regardless, Here's hoping the new, and obviously indoor map, won't be as torturous as the Hawkins Lab was!

    Fingerz x'd

  • Went up against a GF just a few mins ago, our other Feng DC'd on her first down. I Unhooked the bot, Healed it, and ran to do a gen with it, only to see it start running away about 10 seconds later, Realized that it probably knew GF was approaching in stealth since bots all have wall hacks, Decided to follow it, looked back and sure enough saw GF kicking our gen. From then on, whenever the bot wasn't being chased or hooked, I stuck with it on every gen and ran whenever it did. We lost 2 teammates by the endgame, the bot, and regular guy, but I didn't get chased or hooked even once that match because of my early warning bot partner, and escaped with a flawless victory. Seriously, they're better than Alert, Spine Chill, and Premonition combined.

    For some reason this feels kinda... dirty to me. Am I the only one?

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489907#Comment_3489907

    Plague can’t because it would give her too much information and she is already strong enough without it. If she were able to see whether infection is actually progressing, it would tell her that the survivor is either running or interacting with an objective (and whether it was an infected or non-infected object). Seeing that a survivor’s infection isn’t progressing would tell her that they are not doing anything, because her infection doesn’t progress while survivors are walking, crouching, or standing still.

    I think Freddy should be able to see sleep progress though.

    I disagree. There are add-ons that show which gen is the most progressed, and even perks that either attack those gens, or block them from survivors once a condition is met, most of which the killer can see in action. Just because Plague could see a survivors infection rate rising faster, doesn't mean she knows exactly where they are or what they're doing. Again, it's only a status that informs the Plague how close a survivor is to being 1-shot down, just like Stalk is to Myers and Ghost Face. The only difference being that with Shape and GF, the survivors have no visual or audio queue when they are Obtaining this effect until they reach the Exposed status, And it can be accomplished from up to 32 meters away!

    For the most part, Plague has to be within 13 meters of a survivor, aim a slow moving projectile to land on them, and if failing that, land it on objects that remain infected for a base of 40 seconds, and hope someone touches it. Also unlike Stalk, the survivors can take 6 seconds to cure themselves of the 1-shot down status at the possibility of making her slightly stronger... if they can't dodge the aforementioned slow projectile.

    Compare that to GF now: You look at a survivor from up to 32 meters away, while undetectable, you hold down a button for 2.5-5 seconds, you expose them for 45 seconds, you give chase and try to down. Simple, easy, and hey even if you didn't fully stalk one of them, you can SAVE that progress for later, and finish the stalk as soon as you start chasing them.

    I mean, COME ON! To me... letting Plague see the survivors infection progress is a no-brainer, especially when compared to how much more she has to do in order to apply and maintain it compared to GF and Shape in the first place.

  • @KblokoBR said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489907#Comment_3489907

    I agree to the most of it, unless the wesker. The spray is too easy to use and too little time, giving that info to killer would be a little more "pressure" to make them away from gens early and get rid of infection.

    @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489913#Comment_3489913

    That’s why there’s a limited amount of them. Survivors have to be strategic in how often they remove the infection because after a while there won’t be any cures left.

    You also have to take into account that Wesker is a High Mobility Killer, meaning that if he were able to see who is 70-90% infected, It wouldn't take him long to search the map, find the survivor, and keep them from using the spray until they are fully infected and thus an easy target. In all honesty, there are currently whole builds made around delaying the gen-rush and just continuously infecting survivors until all the sprays are used up so that all of them end up permanently hindered for the rest of the match with no counter. Think about that for a second... how much easier would it be if the Wesker player didn't even have to run a build like that, and just kept harassing the survivors closest to full infection until they tunnel them out of the game?

    TBH, Wesker May in fact, NOT, need his powers info withheld due to the same reasons Shape, GF and Plague don't. BUT... None of them have his mobility. The only way we'd know for sure is if the devs actually test it in a patch, but considering that they haven't changed a thing about any other killer who doesn't need this lack of info though... that's highly unlikely.


  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489907#Comment_3489907

    Uhhh... Killers can see the deep wound timer still. I literally just saw it a couple days ago when messing around with Deathslinger.

    They see the timer or status of DW, but not how far along it is. Killers aren't given any details on how close a survivor is to bleeding out, all the info they receive is that a survivor has the effect and has to mend.

    Before, when Legion came out, the killer could see how much time a survivor had left, and with Legion not only being the only one that applied the status effect and could also shorten it with each frenzy strike, but also could force a survivor to bleed out by chasing them while looking away as to not trigger the chase status (the only means of pausing the timer at the time), it became a huge problem.

    Nowadays the timer pauses for both when the survivor is running (no chase required) and mending. Also the killer only sees that the survivor has a Deep wound timer, but has no idea of how far along/how much time the survivor has left on it.

    Would you prefer that the killers get that info now? TBH, With how nerfed the effect is these days, I don't see it being nearly as much of an issue as its original iteration presented.

  • Originally the devs did this because of Legion. Legion introduced the Deep Wound Status, and through their initial base kit, could also take chunks of time off of the DW timer without any penalties. This made games against the Original iteration of Legion mindlessly exhausting as survivor, since all a legion had to do was go into frenzy, and tunnel down the survivor closest to bleeding out by the DW condition. The devs realized their mistake, and made MANY nerfs and adjustments to correct this, including removing the DW timer information from the killers perspective, so that this kind of Hard Tunnel/Harassment style gameplay wouldn't become the defining method of play for the Legion. This debacle however forever changed how the devs worked powers going forward.

    For the most part, If a killer is being restricted from knowing how their power is affecting survivors, it's to keep that killer from tunneling a particular survivor down. Onryo for example: In her current iteration (which won't be around much longer), If the player knew which survivor was closest to being fully condemned, they'd zero in and focus only on that player, forcefully building stacks of condemnation, until the inevitable down and insta kill, and you can't tell me that they wouldn't. Same goes for Wesker, as knowing who is closest to becoming fully infected/hindered would make him a real menace to 1 survivor at a time, and overall make the game a lot less fun for his victims. Pig in particular would be VERY nasty if the player knew how close the survivors RBT timer was to popping their heads... I can totally see why that information is withheld from the player.

    However, this really only applies to Killers that have the potential for heavy harassment or Insta-kill abilities, for other killers it's not even necessary. Take Plague: I see no difference in her ability and Ghost Face or Shapes Stalk ability. Both her Infection Power and Stalk build up a meter that leads to a 1-shot down condition on the survivors, but for some reason, the devs let GF and Shape See how far the progress is, but not Plague? None of that makes any sense, as Just like with GF and Shape, Knowing how close the survivors are to being 1-shot down doesn't change the players tactics or force them to focus down anyone they weren't already after, Nor does it allow Plague to end the Game Early with any insta kill mechanic.

    It doesn't make Sense for Freddy either, as he puts survivors into the dream state upon hitting them anyway, so why hide how close the survivors are to slipping into the dream state on their own in the first place?

    Overall, The mechanic exists for a reason, but the Devs have become far too cautious with it. For Onryo, Pig, and to a lesser extent Wesker, It makes sense, but for Plague, Freddy, and yes, even the heavily nerfed Deep Wounds State that started all of this nonsense, it simply doesn't. I feel the Devs should take a deeper look into what constitutes a Power with information that SHOULD be hidden from the killer, and what doesn't, and make corrections where they're due.

  • With doc, Ignore Enduring + Spirit Fury, because survivors know that against a doc = the sooner they drop the pallet the better, however if pallets are a problem for you, Brutal Strength and to a lesser extent Hex: Blood Favor, or Dissolution are okay at helping you get through god pallets or denying them to the survivors. Otherwise Chase perks that give you positions to lock survivors in, help you keep up no matter what they throw at you, force survivors to give up a loop, Tracking, and Stealth to get the drop on them are all good. People have mentioned Zanshin Tactics, but I'd only recommend that for new players, at least until you get the hang of your Shock therapy timing.

    My personal favorite Chase build for Doc is the "Ninja Doc" build: Add-ons = Calm Carters Notes, Calm 2 (+/- 14m to TR)

    Perks = Monitor & Abuse (+/- 8m to TR), Brutal Strength, Bamboozle/Superior Anatomy, No Where to Hide.

    Really what makes this build work is the combo of the calm add-ons + M&A, the rest is all interchangeable chase/tracking perks that you can decide on. The calm add-ons + M&A give you a Maximum Terror Radius of 54m when you're in a chase and Have Static Blast at the ready, but it also gives you a minimum TR of 10m when you are out of chase and your static blast is recharging.

    This constantly fluctuating TR drives survivors nuts! It lets you sneak right up on them, or shock the whole team the majority of the time if you use a fully charged static blast while in a chase. Overall it works best on indoor maps, but I've also had plenty of fun with it on The Forest, and Wreckers yard maps, and even the new Toba Landing. Honestly the only maps it has problems on are the wide open ones where everyone can see you a mile away like Eyrie of Crows, Borgo, Rotten Fields etc, Otherwise if its a map with high walls, and plenty of Line of Sight Blockers, it works fine.

    Still, it has no gen defense, so unless you make really good use out of your surprise attacks, chases, and pressure, the gens are gonna fly, but the same can be said for any chase build TBH.

  • Personally, I really Liked all the clutter in the PTB version of the map. I mean sure, the collision issues, and excess flora made the map a Nightmare for all the Ranged killers, and Billy/Blight, but overall it gave you this tense, claustrophobic, "lost in the Jungle" feeling, which made it fantastic for Stealth Killers/builds, and Paradise for our underappreciated Trap Killers: Hag and Trapper.

    Ever since the Live Release, where they toned down on the clutter, and trimmed the grass to the point it's now Mostly bald, save for a few spots of peach fuzz; the map lost a lot of its atmosphere and charm. If they had left all that clutter, but just fixed the collision issues, then the only killers who'd have trouble would be mostly the ranged ones, and the survivors would have much more hiding/stealth options. Sure everyone would be pulling their hair out at first trying to navigate the map, but eventually we'd all get used to it, and that wouldn't be a problem anymore, so it was something I was looking forward to.

    I just feel like, by removing the clutter, they ended up making the map less interesting/unique. It's a shame really, this game has more than enough predictable maps so we could've really used one that shook things up more than simply introducing new tiles.

  • OP, You should re-title to "Check out this Made For This build"

    Also, I'm surprised Ayrun didn't put HOPE into the build. I've been using Just Hope and Made for This for my last few survivor games, and Just gotta say... Unless its a Huntress, or High mobility killer, they have NO CHANCE of keeping me from escaping out the gates. I imagine teaming up with a buddy, and adding Blood pact, and Teamwork: Power of Two, would make us Literally uncatchable to the majority of killers.

  • @tippy2k2 said:

    You people realize that the visual terror radius is exactly like the normal terror radius except you see it with your eyes instead of hear it with your ears, right?

    Like...if she's demanifested (so no terror radius), the visual terror radius will be dark. Unless something major changed that no one informed me of, it's the same thing as the sound terror radius.

    She's the only M1 "Stealth killer" with a lullaby radius. The visual TR also shows Lullaby Radius's. Ergo, when this particular "Stealth killer" is approaching, survivors now have a visual indicator that shows you she's nearby, y'know, just incase you didn't hear the LR sound.

    in all honesty, its F'ing stupid that the devs gave an M1 "Stealth Killer" a Lullaby radius in the first place, but now that survivors can also see exactly when she's within 24m of them while in her Demanifested/Stealth state, the OP is arguing that the fact she has a stealth mode at all has been rendered completely pointless.

  • 100% agree! I've been saying it for as long as she's been a character in DbD:

    A Lullaby radius on an M1 STEALTH KILLER is just plain stupid! Stealth killers rely on their ability to get the jump on survivors, and if Sadako could strike survivors while in Stealth mode, that would warrant her getting a Lullaby Radius, but since she has to, VERY LOUDLY, announce her presences as she comes out of her stealth mode before she can strike... the lullaby radius (early warning system) completely negates the stealth part of her kit, making it pointless to even have.

    I remember when they made the PTB for Ghost Face, and Similarly gave him a 20 meter Lullaby noise when he was in stealth mode. It was unanimously LABMASTED by the community as a very poor design choice to have a stealth killer basically shouting out to the survivors "I'M IN STEALTH OVER HERE, DON'T LOOK AT ME!" and the devs removed it because they acknowledged how stupid it was. Looking at Sadako now though... It's like the devs purposely ignored what they learned from the Ghostface PTB debacle, and decided to "try again" with this asinine concept.

    Now that we have Visual TR and Visual Lullaby Radius, Sadako's Lullaby radius now doubly makes her stealth pointless (oh, and the Visual LR is actually gonna get worse btw, since the current version is bugged and "doesn't show its intensity", meaning it's currently not showing how close the killer is to you, which IMO it absolutely shouldn't anyway). I'm all for removing that stupid LR from sadako, and always have been against it, I'm just shocked no one else was until now due to the visual TR/LR thing.

    While they're at it, It would Also be really nice if they made Dredge's LR during nightfall Omni-directional like Huntresses or Freddy's.

  • Old DS was just one part of the infamous "killer endgame 'no-win' scenario". Named so because certain perks would net the killer no chance of securing a kill in the endgame. Old DS played heavily into that because, as others have already said, if a survivor was unhooked in the endgame and had DS ready, there was nothing the killer could do aside from using Mori to prevent the survivor from escaping.

    BHVR understood that this was an imbalance granting survivors a golden ticket for free escapes, and that the killers were becoming very frustrated, especially when survivors started crafting entire endgame builds around it. Here's a perfect example:

    https://www.youtube.com/watch?v=mO5m0W0Wv2o


  • @Science_Guy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393510#Comment_3393510

    This is spot-on and I think more people in the community need to read and understand it.

    Certain content creators have given the community a very misleading perception of what DDOSing actually is.

    I Whole Heartedly agree.

    I've seen streamers getting DC'd and saying it's because they've been DDoS'd, and know that if that was actually so, the whole stream would've been taken down.

    I've also seen streamers become genuine victims of DDoS'ing, and felt really bad for them. No one deserves that treatment, whether or not you are a big name streamer, or just an average player, that is just ######### low in my book!

    I don't care for the "Reasoning" they have for doing it. Resorting to it is just #########, juvenile, petty behavior that only imbeciles, bad sports, and the weakest minds resort to, and all of which who DDoS other players Deserve lifelong bans from the game IMO.

  • If you had been DDOS'd you're entire internet connection would have gone down. DDOS'ing sends an overwhelming number of packet requests directly to your IP address, shuts down your connection to the internet entirely, and the only way to get your connection back is to contact your Service Provider and have them change your IP address, and then Release and Renew the IP address settings on your computer.

    You weren't DDoS'd, what happened to you was just an interrupted connection with the server you were playing on.

  • @GannTM said:

    As long as it’s optional I don’t see a problem with this.

    I mean, yeah, that's what I'm hoping it would be too.

    Still no response from devs or even a moderator though, but here's hoping, Fingers X'd!

  • I completely agree with OP, because, Case and point:

    Pig and Sadako can't see how close they are to being condemned or how far along their timer is because once full it results in death for the survivor. Doc can see their madness progress because it doesn't affect their vulnerability or give him an instant death state. Freddy can't see how far along they are, because honestly, it doesn't matter since he can put them in the dream state with 1 basic attack. No killer can see how far along the Deep Wounds timer is, because for some, that could be incredibly advantageous and encourage strategic but nasty playstyles. Shape and Ghost Face on the other hand can both see their progress because it results in the Exposed Status, or a state in which the survivors will be 1 shot down-able.

    With Plague... I see no difference in her infection bringing survivors to the broken state, and Myers or GF seeing how close they are to being able to 1 shot survivors. For the others, it makes sense why their unique effects statuses are hidden from them, but it doesn't for Plague when we have 2 other killers who do basically the same thing, only from further range, and they don't have a visible indicator that has to be perfectly aimed (Like the vomit) telling the survivors they're being stalked... Seriously Devs, Why can't Plague see infection progress?

    Furthermore, having that knowledge will be a better indicator for her add-ons effectiveness, Perk synergy (thinking about Hex: Blood Favor and maybe a few others), and allow her to make more tactical moves when choosing who to chase and when. Just this 1 little change can bring her up from a D-C Tier to a solid B that maybe more people will want to play.

    Really there's no reason for her to have this disadvantage.

  • @Nihlus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367539/awwww

    I can tell you what I believe it is. I ran into a bug with him on patch day. First nightfall he became completely invisible after teleporting to a locker. Was looking right in the direction of the sound, it got so loud he had to be standing on me. I let go of the totem I was booning and whap, hit by a killer I still could not see. I couldn't see him again until he teleported to a new locker. Pretty sure invisible Dredge was not in the character's design intentions.

    @Wexton said:

    He had a bug that made him invisible. Hopefully he'll be fixed soon, but knowing behaviour, probably not.

    So... they finally made Dredge scary, but unintentionally.

    Sigh, kinda sad I missed out on playing Dredge while this bug was fresh. j/k

    Seriously though, yeah, I can totally see why Dredge was kill switched now. Just like how Demogorgon, Hag, or GF was when they had a similar bug (GF was particularly nasty). Having an invisible killer isn't fun for survivors and removes so many mind games that it's practically cheating.

    Still though, It's always been my Opinion that Dredge was done dirty by his 20m directional audio. I wouldn't mind it so much if it remained directional in normal mode, but switched to omnidirectional (like Freddy or Huntress) during Nightfall. To me that's the only thing keeping Dredge from being a truly scary killer... ok, so no, that's not fully right, there's also the RNG locker problem! Still, just giving Dredge omnidirectional sound during Nightfall wouldn't break the game, and just make Dredge a much more scary IMO. They can work on the RNG locker issue later 😋

    Thanx for the explanation guys, and a quick explanation at that. Because of you, I just looked up a vid on YT that showcases it. Admittedly, I probably should've looked there first before making an ass of myself with this post, but y'know, often times when something goes wrong in this game, these forums are the first to know about it.

    Thank you again for responding and helping me understand that the devs aren't just picking on my boy/girl/thing Dredge.

  • I'm hoping its Tex! or at least a Killer with Tex's Ability:

    https://youtu.be/PNqd62R6eKE?t=49


    ...Doesn't seem physically possible indeed.

  • Playing Devils Advocate here:

    Survivors can also Use Boon: Shadow Step, and Off the Record to prevent Aura Reading. Of the Aura Reading Prevention Perks, Distortion is Decent, consistent, but often only Temporary. Whereas Off the Record is stronger, but you lose the effect the moment you heal someone or touch a gen after being rescued, and while Shadow Step is the strongest and most consistent, it relies on Zoning yourselves, and isn't that practical unless at least 2+ survivors bring it in and boon multiple totems around the map.

    There's also Sole Survivor, but yeah... that ones conditions are just too stupid to consider wasting a perk slot over.

    Personally I prefer shadow step, but convincing your teammates to take it up so you can cover the map in Scratch mark-Free, Aura Blocking fields, whose effect lasts for and additional 15 seconds (or 60m if running forward) after you leave the fields range, is a real pain unless you're in a SWF. I honestly think it's really slept on, as my Easiest survivor games happened when the whole team used it to great effect. Seriously, the killer never knew where we were, even after snuffing them a couple of times.

    Distortion though is still a very good Aura Blocker that also gives you info on what perks the killer has, but unless you find yourself consistently in the killers TR to recharge it, it's only gonna last until 1 or 2 gens pop, or less if the killer brought more than 1 aura reading perk/add-on. Distortions greatest weakness is a Stealth killer with Aura Reading perks/add-ons, which I find to be a doubly bad situation for anyone running it. Overall, because of Distortions Temp nature, I don't feel it really needs a nerf.

    Lets also not forget that Survivors have multiple Killer Aura reading perks as well, and an Item + Add-on that basically give them wall hacks. Again its all defeated by stealth killers/stealth perks, but tbh and not sure if it's just me, I run into Stealth Killers more Rarely than I do the others. Like maybe 1 out of every 20+ games or so I'll run into a Wraith, GF, Onryo or a killer running a Stealth Perk like Trail of Torment, so I find that using at least 1 Aura Reading perk is more consistent and beneficial than not.

    IDK, I guess what I'm trying to say is Survivors have more options for defeating those 20 killer perks, and even aura reading perks of their own that are more consistent and useful than most of the killers aura perks, and if If any of them deserve a Nerf, it'd be Shadow Step, but because hardly anyone runs it, the devs do not care.

    As someone who plays Survivor and Killer, I'd say I'm actually very grateful that Shadow step is slept on so much, because that perk would make playing killer a living hell when not only is any aura reading disabled, but so is basic game mechanic tracking (scratch marks). They can pretty much make the whole map a Tracking Free zone, and If I was playing killer against that, It'd drive me nuts.

  • Nowhere to Hide Counters:

    Distortion, Boon: Shadow Step, Off The Record, Lockers

    Call of Brine counters:

    Tap the Generator, Repressed Alliance


    Distortion counters: Heavy Aura Reading Build to wear out all the tokens, and Undetectable status to prevent Tokens from recharging.

    Boon Shadow Step Counters: Snuff the Boon

    Off the Record Counters: Wait out the 80 seconds, or for the survivor to perform a conspicuous action.

    Locker Counter: potentially waste time Searching lockers, Likely get hit with Head on anyway.

    Gen Tapping Counters: After eruption gets nerfed, None that killer can activate that will prevent a survivor from tapping a gen, whilst also allowing a perk like CoB to regress the generator.

    Repressed Alliance Counter: None, Killer just has to wait it out, but they've got no time for that, so all they can do is hope they'll happen by the gen again once RA is down, and have the time to kick it.


    Basically what I'm saying is: Whilst NtH and CoB already have built in game mechanics and survivor perks that counter them, the same can't really be said for those same survivor perks. If a survivor doesn't want their aura read by the killer, they have multiple options, and if they want to stop CoB they have 1 decent perk, and 1 easy as hell built in mechanic. As you can see above, the killer doesn't have any 1 perk that counters them, or any 1 mechanic that cancels those perks effects save for the Boon: Shadow Step. All the Other counters are either Wastes of the killers time, or their perk/add-on loadouts.

    Methinks demanding Nerfs to NtH and CoB when they already have many alternative counters, that killers can't likewise try to prevent or counter themselves without wasting time and perks/add-on slots, is akin to "Demanding the parents let you take candy from their baby". Sure if they agree to your demands, it's easy, and probably really fun for you to do, but asking for it first doesn't make you any less of an #########.

  • I once suggested a perk that allows killers to directionally hear a survivors heart beat within 16m. Originally this was my response for allowing killers to have something that counters the newly buffed Lucky Break at the time, but it turns out LB wasn't as popular as I had figured it would be. I mean, it removes survivors scratch marks, noises, and blood trails, which lead me to believe that killers only had direct sight of the survivors to rely on, and rightfully so, but it's honestly odd that more survivors didn't take up using that perk tbh.

    Here's the Perk Description I made:

    Pulsating Fear:

    Your senses are finely tuned to the hearts of your fearful prey.

    When chasing a survivor, their heartbeat becomes directionally audible to you within 8/12/16 meters. This effect lasts for 6 seconds after the chase is broken.


    Of course... in the original post I made for it, this got lambasted by survivor mains as it was "un-counterable" perk that gives away survivor positions within an area that is far to generous, most saying that it should only affect 4-6 meters at most. I however saw it as being generous by reducing it to 16 meters, since that is the entire size of the shack + 4 meters if you are standing in the center of it, so... idk. I just like the idea of perks countering perks, like how Iron Will used to counter Stridor, or Autodidact/Inner Healing counters Sloppy Butcher, and at the time thought to myself: "If the survivors have a perk that removes all traditional tracking, then it should be ok to introduce another way of tracking them right?"

    While this wouldn't help with hearing impaired killers, It could easily be adjusted to showing the survivors hearts within 16m, or even showing a pulsating directional indicator when in that range, to even providing Vibration feedback on controllers as well. Idk... Just something that the devs would have to do to enhance accessability.

    Anyway everyone, please let me know your thoughts, especially considering the current state of the game.


    And here's a link to the Original post, incase anyone is interested:

    @TWiXT said:

    Hunger of the Entity:

    The Entity must be appeased! Survivors attempting to rescue a hooked survivor in the struggle phase have a 50/75/100% chance to be attacked by the Entity, interrupting their rescue progress and inflicting the Deep Wound Status. This has no effect if you are closer than 24 meters of a rescue. Attacked Survivors are immune from being attacked again by The Entity for the next 10 seconds.

    Chilling Presence:

    Your victims cold sweat just got colder. Survivors within your Terror Radius emit visible white tufts of breath, and make a chilled "chattering teeth" sound when breathing that can be heard within 8/12/16 meters.

    Friendly Fire:

    The unnatural darkness of The Entities realm has made survivors more sensitive to light. Survivors are able to blind each other with flashlights, fireworks and flashbangs at 100/150/200% of the speed and range that they are able to blind you.

    Blinded Survivors also remain blinded for 100/150/200% the amount of time.

    Hex: Torment:

    A Hex rooted in the power of confusing your victims. The Hex: Torment totem is granted your Terror Radius and you are granted the Undetectable Status effect. As long as Hex: Torment remains active, it cycles to another random dull totem in the trial grounds (if any are available) Every 80/60/40 Seconds.

    Hex: Griefs Due:

    A Hex Rooting its power in your desire to to taste survivors Tears as you break their spirits. Every time a survivor is hooked, one of their perks is randomly deactivated, and Hex: Griefs Due gains a Token. For every 4/3/2 Tokens Hex: Griefs Due gains, a Dull Totem Lights up and becomes another Hex: Griefs Due. Survivors must cleanse and/or bless All Hex: Griefs Due totems to remove its effect on them.

    Used and Abused:

    The trial grounds chests now stock previously owned and discarded Items. Items retrieved from chests by survivors have 25/35/45% less stored charges and have a 75% lower chance of being Rare or higher quality.

    Blood Rush:

    When the scent of Fresh blood permeates the air, you can't help but feel an invigorated rush. Your movement speed increases by 2% for every 30/25/20 seconds you directly follow a survivors blood trail (within 2 meters of a blood spot). Blood trails from Survivors suffering from the Hemorrhage status decrease the time it takes to gain this movement speed bonus by 50% (Hemorrhage = 15/12.5/10 seconds instead). Any accrued movement speed bonus you've earned ends 5 seconds after you cease following a blood trail, or when you pick up a downed survivor.

    Head of the House:

    You've prepared your environment ahead of time to better entertain your guests. Up to 2/4/6 Pallets that spawn in the trial grounds are chosen at random in the start of the trial, and their auras are visible to you. Any time a survivor interacts with these pallets, they will immediately break.

    Special Treatment:

    You can't help but take great pleasure in tormenting your favorite toy. You become Obsessed with a survivor. Your Obsession becomes afflicted with 1 negative status effect, picked at random, every time you strike them with your basic attack. Any applied status effects remain with your Obsession for the remainder of the trial unless otherwise removed by the actions of survivors or the hooked state.

    Whenever your Obsession Unhooks a survivor, the Obsession status passes onto the rescued survivor, as does up to 1/2/3 negative status effects picked at random.

    All negative Status effects Unique to any killer, are exempt from the available status effects picked at random.

    You can only be Obsessed with one survivor at a Time.

    Draining Touch:

    Your attacks against survivors inflict additional consequences to them. Successfully Injuring a survivor from the Healthy state with a basic attack inflicts the Hindered and Exhaustion status's for 5/10/15 seconds. Draining touch has a cooldown of 50/40/30 seconds.

    Bloodbath:

    Basking in the Blood of your victims rejuvenates your youthful and vigorous attacks. For every 100/75/50 blood spots left by injured survivors in the trial grounds, Bloodbath gains a token (max of 5). For every token bloodbath accrues, your Missed and Successful Basic attack cooldown is reduced by 4%.

    Hex: Domination

    A Hex rooted in your dominance over both your victims and the trial grounds. Whenever you put a survivor into the dying state, The closest 1/2/3 active Pallets within 24 meters of you are destroyed, regardless of their current state.

    Pulsating Fear:

    Your senses are finely tuned to the hearts of your fearful prey. When chasing a survivor, their heartbeat becomes directionally audible to you within 8/12/16 meters. This effect lasts for 6 seconds after the chase is broken.

    Camp Light:

    Knowledge of your territory grants you an innate ability to detect trespassers. Holding still for 4/3/2 seconds sets a beacon at your current position that only you can see. Any walking or running survivors that come within 16 meters of your beacon are revealed to you via Killer Instinct.

    Only 1 Camp Light beacon may be active at a time.

    Tunnel Network: 

    The Hooks of the trial grounds are now linked by the Entities dimensional pathways. While any survivors are hooked, performing a Basic Attack on another non-basement hook in the trial grounds will activate Tunnel Network and instantly transfer a hooked survivor to it. If there is more than one survivor hooked when this is activated, the transferred survivor selection is random.

    Survivors currently being rescued at the time of activation are immune from this effect. Tunnel network has a cooldown of 100/80/60 seconds.

    Hard Slugger: 

    Your blood boils with strength at the sounds of survivors agony, empowering your attacks. After Striking survivors 4/3/2 times, your next basic attack will throw a survivor 8 meters in the direction you are looking. This doesn't activate if your basic attack is a lunge, and missing this attack will increase your recovery time by 100%.

    Any survivors put into the dying state with this attack cannot crawl or recover without assistance for 30 seconds.

    Painful Neglect: 

    Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 20 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek:

    Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate 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, Dying State, Hooked and Exhaustion notifications are exempt from this effect.

    Intimidating Presence: 

    Intimidation is the best asset to cause chaos in the minds of your victims. Survivors within your Terror Radius are unable to initiate actions to heal, or open gates. Any survivor currently doing so when entering your Terror Radius trigger a difficult skill-check every 3/2/1 seconds they remain performing these actions within your Terror Radius. Great Skill-check Success Zones are Removed for survivors under the Effect of Intimidating Presence.

    Painful Presence: 

    Your presence induces panic in the injured causing them to make more costly mistakes. Any Injured survivors within your Terror Radius Have a 50/75/100% higher chance at triggering difficult skill checks per second while performing healing actions. Injured survivors failing any healing skill checks while in your Terror Radius suffer an additional 15/40/65% loss to healing progress.

    Sadistic Rush: 

    The thought of completing a kill fills you with intense vigor. After putting a survivor into the dying state Sadistic Rush grants you a 10/15/20% speed boost in pickup, drop, hooking and attack recovery speeds for 6/8/10 seconds.

    Hex: Sheep's Clothing

    A Hex Rooting its power in deceiving your victims. All Hex Totems appear as Dull, and all Dull Totems appear as Hexed. Any survivor who cleanses or Blesses a Hex Totem Screams and reveals their location for 3 seconds, and becomes exposed for 20/40/60 seconds.

    Anything effects that changes Dull or Hex totem cleansing or blessing speeds is reversed by Hex: Sheep's clothing. (aka Hex totems that appear dull take as long to break or bless as a hex totem, and vice versa).

    The effects of Hex: Sheep's Clothing are removed if it's cleansed or blessed.

    Tragic Loss:

    Your triumph over your Obsession has both mental and physical repercussions over the rest of your victims. You become obsessed with a survivor. If you Sacrifice or Kill your obsession, 1/2/3 survivors become Broken for the remainder of the trial. Any Broken survivor Rescued from the hook loses the Broken Status, but gains the Hindered and Blindness status's for the remainder of the trial.

    Survivors always see the Obsessions aura unless blocked by the Effects of other perks.

    If a survivor becomes your new obsession, the effects of tragic loss are removed until that obsession is sacrificed or killed.

    Malicious Invigoration:

    Your relentless pursuit of your prey gains you an edge against those who meet the challenge. Whenever a survivor you're chasing activates a perk that increases their movement speed, you gain an equal amount of movement speed for the same duration. Malicious invigoration has a 120/10/80 second cooldown.

    ... ok, so, more than a "few" 😋


  • @Wexton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329017#Comment_3329017

    Always nice to see another horror movie fan, especially someone who likes malignant. I haven't seen many people talk about the movie, which is a shame given how good it is.

    IKR? I mean, it IS a very recent addition, but goddamn, that movie went from horror in the first act, to Mystery Cop thriller in the second act and just... BATSHIAT CRAZY in the third act, and for the life of me, I can't stop loving it!

    The story/killer was creative as hell, and while melodramatic AF, the overall plot and surprise twist at the end... WOW!

    FML... I need a cig... damn...

    Love that movie. Gabriel would be a crazy fine addition to this game IMO, and even Better, Malignant was made by 1 of the 2 writers/directors that made the Saw Franchise! We already have the Pig in game, so what's stopping them from asking for Gabriel as well?

    Incidentally, also an obsession focused killer, despite his unusual strength, agility and acrobatics. So maybe like for Pumpkin Head (admittedly he would make the 3rd killer in dbd with the PH initials... which is weirdly odd in my opinion), He could also have nasty Obsession based perks. As for his power... its obvious. Wall crawling and vaulting master of acrobatic pursuit that quickly allows him to chain hits within 20 meters. It basically nullifies windows and allows him to stealthily approach from on the walls/ceiling, but pallets are different. While he can vault them, he still can get surprised and stunned by them, and I feel, to make it balanced, he'd rather just break them since vaulting may only save him .2 seconds. Again Idk, I just really want great wall crawling, chain damaging, Stealth killer in the game.

    Hell, what's stopping the Director (James Wan) from asking BHVR to Consider Gabriel for their game in the first place?

  • Hell, I'm an English speaker and Still confused over IN GAME description of

    Scourge Hook: Gift of Pain

    • When a survivor is unhooked from a Scourge hook They Survivor suffer from the Hemorrhage and Mangled status effects until fully healed. The First time the survivor is healed, they suffer a 10/13/16 % Speed penalty to Healing and Repairing until they are injured again.


    VS the Wikipedia version:

    Each time a Survivor is unhooked from a Scourge Hook, the following effects apply:

    • The Survivor suffers from the Hemorrhage and Mangled
    •  Status Effects until healed.
    • Upon being healed, the Survivor suffers from a 10/13/16 % Action Speed penalty to Healing and Repairing until they are injured again.

    So which is it BHVR? Do the survivors get the Debuff "EACH TIME" they are hooked on a scourge hook and then healed, or only on the "FIRST TIME?"

  • @Wexton said:

    Gabriel from malignant, I just think the guy is cool honestly. And I really enjoyed watching malignant, it was a fun and unique horror movie.

    https://us.v-cdn.net/6030815/uploads/G05GKJYA5DAD/bb2301b3a9a6ace1-600x338.jpg

    As for his power idk what it would be, maybe something to where he could jump around and attach to walls. Since he's quite agile in the movie, or something to do with the psychic powers in the movie. Idk how it'd be balanced since I'm not a dev, but I know a lot of people have been wanting a killer that would attach to walls. Probably isn't gonna happen though, since Gabriel's body is basically backwards the animations would be weird, and I don't think behaviour would see much of a profit in a malignant crossover so I'd doubt they'd make it. And I haven't even mentioned getting the rights to him.

    I love that movie... you really know the way to my heart! Are you single?


    J/k (concerning the single part, not how much I love the movie)

    Seriously though, Would love to see that killer in DbD!

    That killer and, since we're going obscure...

    Pumpkinhead!

    Sadly not as popluar as Freddy, Jason, Michael Myers, Pinhead, Chucky, the Critters, E.T. (you all know how horrifying that brown turd really is!) Or sadly even Leprechaun, but still Iconic and scary as hell. I would absolutely LOVE this guy in DbD, and Feel that it could totally work:

    image.png


    Reasons why he would work... Like the Shape, he's a vengeance demon/obsession based killer. Which means that either he could apply the obsession effect to more than one survivor and benefit from it, or have some particularly nasty obsession perks that makes survivors not want to be the obsession. No stalking mechanic neccessary, as I feel being stealthy but obsession based, makes him scarier if you make it so that seeing him/being in his TR, as he hurts you and your friends, only makes him stronger!

    On top of that, he's a supernatural, indestructible pursuer who doesn't give a F about what you try to do to escape him, because he will come for you, he will find you, and he WILL KILL YOU... PAINFULLY! 😋


    C'mon, you can't tell me that this doesn't just SCREAM DbD material!

  • This Is exactly why I originally advised that the devs change the 2d Reveal area on the survivors screen (which can be blocked by the survivors model btw) to a 3d invisible Red Stain-esque/Flashlight model that emanates from male survivors heads, and slightly above Female survivors heads.

    Basically, think of a flashlight that has a wide area of effect + 32 meter Length/range, that's attached to your survivors head, and if the core of GF's hitbox is caught in it, then he gets revealed.

    Pros:

    Ensures survivors looking at GF at any time can reveal him in full view, but allows him to hide better behind objects.

    Ensures if GF is leaning around a corner, and his core hitbox is behind it, no reveal is made.

    Ensures survivors actually reveal GF no matter how far or close because where their models point becomes the reveal area for up to 32 meters away.

    Viewing him from behind walls or ducking under objects no longer reveals him, which means he no longer gets and indicator of your direction if you are spying on him from safety.

    A survivors inability to reveal GF from behind objects, ensures that they are out a line of sight of him, and thus he can't stalk them either.

    Reveal Area no longer blocked by Character models.


    Cons:

    Survivor can no longer reveal GF from their 180 degree 3rd person camera, if there is an object directly in their character models face. e.g. Revealing GF while ducking behind a low wall, or around a corner. (TBF, I always thought this felt like cheating for the survivors, if not for the directional reveal indicator and Killer Instinct effect once revealed)

    Survivors have to present themselves as a potential stalk target in order to reveal GF.

    Reveal area starts at the Character model and where it's head is facing, meaning that the remaining 15% of the screen behind the character model is an area in which GF can safely approach without being revealed.


    Basically, If your character can't see him, they can't reveal him. However, that also means he can't stalk you either. So, it's a trade off, if you want to reveal him, you have to expose yourself to the possibility to being seen/stalked. To me, at the time of suggesting this change, that felt like a reasonable trade. TBH, I still feel like this would overall be better, because at least the reveal mechanic would also be far more consistent.

    Regardless Does anyone else think this would be LOADS better than the current 2d reveal area model?

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328945#Comment_3328945

    The map has exterior walls that survivors cannot pass through. They can't hold W forever. They eventually reach a corner or dead zone. The guard follows directly behind, preventing them from doubling back, while the Knight hugs the interior side, following alongside until the survivor reaches the dead end, literally.

    Like I said, Both end up following the same path, Sure they can result in a pincer move, but overall... Either the knight hits them first most of the time which deletes the goons pressure, the goon hits them and the knight gets a second hit in quick enough to down them (very rare in my experience), they outrun the Goons timer and the knight hits em, or the Goon gets a hit but the sprint burst from the hit extends the chase for longer against the knight.

    TBH, no matter what happens, The chase becomes longer than the Knight Player anticipated, and far less rewarding than they realize. Unless they can get a quick pincer combo within less than 20 seconds of releasing the goon, there's no point in using the goon in the first place. In the event that the survivor is injured though, that's all about questioning which goon you release on them, whether or not it can hit them in time, and whether or not you need to keep chasing them too. If the answer is that you need to keep chasing them and not let the goon take care of it, then you are playing Knight wrong.

    Also Who says you only need to Hold W around the boarder of the map? Going across the map works just fine for me!

  • @Xernoton said:

    So... Nerf Pig?

    YES! Pig is Obviously OP... nErF NOw pLs!

    @Nos37 said:

    and nerf Decisive Strike; for good measure...

    Nah... DS is actually in a pretty decent balanced place atm, Pig and No Mither on the other hand... those are purely toxic things that only a-holes and sadists use to make the community miserable! They need to be either nerfed hard, or deleted from the game!


    /s

  • Aha, but you have DH!

    I dunno why I said that. Especially since you were talking about Built in counters to the killers kits. I guess it just seems like it's the current "cure all" for anyone's chasing woes these days.

    TBH, even playing as the "NEWLY BUFFED!" Knight, I still can't manage to defeat the Run forward/Hold W meta. The Goons I summon are too slow to act/chase, and Even If It's me and a Goon in the chase, we both eventually end up chasing the survivor in the same direction, and I usually get the hit before the goon does, making my goon feel kinda pointless for the most part. Instead I've adopted Using the Goons to harass any other nearby survivors who might get in the way of my chases or hookings; in which case survivors can totally get the banner anyway, and often do. Otherwise I use them to hold a 3 gen, y'know, if the survivors are silly enough to give me a 3 gen.

    I mean C'mon! If you give the killer a 3 gen, don't get all salty when they take advantage of it! At which point I agree with you that it's unfair, but only because Knight Excels at 3 gen defense, and honestly, If the survivors give me that situation... that's more on them than me.

  • @Mat_Sella said:

    What would be the visual indicator for TR?

    Worst case scenario is a circle around the killer, which would be horrendous.

    Seeing your heart the moment you enter the TR is another story, and is already done on mobile.

    +1 for the Heart Animation, that would be significantly better than giving the killers the same "Visible Ring" treatment that the Knights Goons have. I mean Come on! if that were applied to killers, everyone would know their exact position at all times. The heart is much better because it doesn't give away the killers position, and just shows you if they are getting closer or further away based on how fast it's beating. Add in vibration feed back on a controller, and even the Deaf would have 2 ways of knowing how deep into a killers TR they are.

  • I just figured that since the new update has made a massive improvement to the Solo Queue experience, for once, more people are playing survivor to test it all out leaving the killer queue lacking in players. This is great for me, as the majority of the time I play killer, and I appreciate the incentive bonus, but I've also noticed a massive change in survivor efficiency and behavior since the update, which is making them much more challenging than they used to be. I like a challenge though, so I see it as a good thing for the most part, but has gotten a bit more frustrating as well. I felt a bit of apprehension playing my go to girl Plague yesterday, but fortunately, no matter how much info the survivors have, nothing will fix survivor pettiness (Dc'ing/Giving up when it's not going their way) or their penchant for making mistakes.

    It's just, now, I feel more pressure than ever to avoid making any mistakes of my own, and that has caused quite an uptick in my anxiety levels when queueing up as killer.

  • Killer:

    Suppressed Presence:

    You've mastered the art of stalking survivors in silence.

    Refraining from Entering a Chase or Injuring a survivor for 25/20/15 seconds activates Suppressed Presence and lowers your Breathing, Lullaby Radius, Footstep, Breaking, Vaulting and Movement sounds by 100% after 4 seconds.

    Suppressed Presence automatically Activates if you are Undetectable.

    Suppressed Presence has a cooldown of 30 seconds whenever Deactivated by Entering a Chase or Injuring a Survivor.

  • Scourge Hook: Serrated and Barbed

    Your Hooks have been modified to inflict lasting pain.

    At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:

    The Auras of Scourge Hooks are revealed to you in white.

    Each time a Survivor is hooked on a Scourge Hook, the following effects apply:

    Survivors Rescued from a Scourge Hook are Afflicted with the Broken Status for 20/30/40 seconds.

    Survivors Rescued from a Scourge Hook Suffer the Mangled and Hemorrhage status until healed.

    Survivors who self escape a Scourge Hook suffer the incapacitated status for 60 seconds.

    Accelerates the Sacrifice process by 5%.

  • Survivor Perks:

    Boon: Sigil of Revelation

    A boon that provides information against those that mean you harm.

    Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a boon Totem

    Soft chimes ring out within a radius of 24 metres.

    Survivors inside the Boon Totem's range benefit from the following effects:

    The killers aura is revealed for 4/8/12 seconds.

    Undetectable Killers entering the radius trigger a sound notification revealing their position of entry to the Boon Totems Range for 3 seconds.

    Boon: Sigil of Revelation benefits from its own effect.

    Boon: Sigil of Revelation does not stack with other instances of itself.

    You can only bless one Totem at a time.

    All equipped Boon Perks are active on the same Boon Totem.


    Boon: Calming incense

    A boon with fragrance that Calms even the most savage beast.

    Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a boon Totem

    Soft chimes ring out within a radius of 24 metres.

    Survivors inside the Boon Totem's range benefit from the following effects:

    Reduces the chance of triggering skill checks by 10%.

    Skill check success zones are increased by 10/15/20%.

    Killers who enter the boons range have their movement speed slowed by 5% over 10 seconds.

    Killers can see the Aura of the Boon when within 8 meters of it.

    Boon: Calming Incense benefits from its own effect.

    Boon: Calming Incense does not stack with other instances of itself.

    You can only bless one Totem at a time.

    All equipped Boon Perks are active on the same Boon Totem.


    Boon: Safe and Silent

    A boon that provides the comforts of quiet.

    Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a boon Totem

    Soft chimes ring out within a radius of 24 metres.

    Survivors inside the Boon Totem's range benefit from the following effects:

    Reduces Sounds made from Pained Grunting, Breathing, Footsteps, Vaulting, Sabotage, Cleansing, Opening, Lockers, and Generator Repair by 50/75/100%.

    Loud Noises no longer provide an alert notification to the killer.

    Boon: Safe and Silent benefits from its own effect.

    Boon: Safe and Silent does not stack with other instances of itself.

    You can only bless one Totem at a time.

    All equipped Boon Perks are active on the same Boon Totem.



    Killer Perks:

    Hex: Repugnant Emanation

    A Hex rooting it's power in the scent of the most repugnant odors.

    Survivors within 12/24/32 meters of you loudly vomit every 15-5 seconds depending upon your proximity to them.

    Vomiting interrupts Repairing, Healing, Rescuing, Pallet Dropping, and Vaulting actions.

    Vomiting takes 1.5 seconds to finish.

    Injured Survivors Vomit 50% louder.


    Head of the House:

    Your previous encounters with survivors have awakened your sense of preparation in the trial grounds.

    Up to 4/5/6 Randomly Chosen Pallets in the trial grounds are revealed to you in White.

    Whenever a survivor drops any of these pallets, they are instantly destroyed.

    You are Stunned for the full duration if one of these pallets is dropped on you.


    Anchor:

    Putting a survivor into the dying state now has some added weight.

    Upon putting a survivor in the dying state, Anchor Activates.

    The most recent survivor put into the dying state cannot crawl or begin recovery for 25/35/45 seconds.

    Other survivors can still help a survivor in the dying state affected by Anchor recover.

    Only 1 survivor can be affected by Anchor at a time.

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