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TWiXT

TWiXT

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TWiXT
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  • I like to think:

    Tech = Legal Synergy/Strategy allowed by the games mechanics that can be seen as more favorable for one side or the other, but aren't without their counters.

    Whereas an Exploit = Someone is using Tech against me that I don't understand! Ban this Player!

    fixed my comment

  • The DbD Community changed the Definitions of a few words and phrases used on these forums a long time ago:

    Fun = Easy, or casual experience

    Like = See "fun"

    Boring = Challenging

    Broken = Annoying

    Meta = Predictable/Overused

    Non-Meta = Meme

    Lame = Tricky

    Awful/Terrible/Horrible = Frustrating/different, but not unfair to go up against.

    Unplayable: "I can't admit that I didn't have enough experience against it/playing as it."

    Over Powered/OP = "I don't get how to play around it, won't bother trying, so I'm gonna complain."

    Hate = Have trouble adapting

    NOED = 1. A Vulgar word uttered to elicit attention from others, but its overuse only draws anger from them, and its usage is often seen as showing a lack of intelligence in the poster/commenter. 2. Often used in the title as an initiator of "Baiting" posts.

    Toxic = A normal player

    Tech = 1. Something to brag about doing against opponents who don't know how to counter it yet. 2. Legal Synergy/Strategy allowed by the games mechanics that can be seen as more favorable for one side or the other, but aren't without their counters. Despite how frustrating it can be to go against.

    Exploit = Someone is using Tech against me that I don't understand! Ban this Player! (seriously though, Genuine Exploits or Bugs should be recorded and reported asap)

    Hacks = Mostly baseless complaining about something I don't understand! (Double edged honestly. On one hand you have experienced players that know and can identify when actual hacking is being used in the game, on the other you have a slew of newer players that just don't understand all the perks/abilities/tech etc enough, and will claim it as hacks e.g. Mad Grit. The difference is getting harder and harder to tell these days without video evidence of said "hacks" and so most "hacks" posts are often seen as the new definition provided)

    Example post/comment:

    "I just wanted a fun game with my friends, but ended up against a broken ass Pig player who was so boring to go up against, yet we somehow still won. I mean WTAF, how have the devs left this OP PoS killer remain unchanged in the game for so long? It doesn't help how Toxic they were either."

    Translation:

    "I just wanted an easy game with my friends, but ended up against an annoying ass Pig player who was so challenging to go up against, yet we somehow still won. I mean WTAF, how have the devs left this character I don't want to learn to play around, and won't bother trying, so now I'm gonna rant about, PoS Killer remain unchanged in the game for so long? It doesn't help how Normal they were either."


    You see OP, it doesn't matter what popular terms you use to complain about something, when we all know what you are really saying:

    Dredge is so Challenging to play against:

    How come you never make a new Killer that isn’t totally Tricky to play against? The Nightfall is just Frustrating/Different, but not unfair to go up against, and the Killer is just not it (new definition to Killer is just Not It = Beating me, so the devs must nerf imo). What do you guys think about it? You Find it easy playing against Dredge every single game, or you also have trouble adapting going against him?

  • I gave mine Stripper Names: Candy and Rod

    Why? Because they do a slow dance, enjoy Stripping (flesh), aren't phobic about their audience's preferences/orientations, often times approach for a more intimate dance until you make it rain (BP), leave you feeling broke afterwards, you can look but not touch, are easily dazzled by shiny things (flashlights) and if you get too aggressive around them... big daddy Bouncer (Nemesis) intervenes, usually with violence.

    I probably put a little too much thought into why that makes sense to me.

  • It's Heavily Map Dependent as far as usefulness:

    Small/Indoor maps with lots of lockers (Coal Tower, The Game) = decently useful

    Mid sized maps with a locker at almost every loop/tile (Rancid Abattoir, Grim Pantry) = meh... prolly work at least 30% of the time,

    Wide open maps with fewer lockers scattered all around (Mothers Dwelling, Eyrie of Crows, Rotten Fields, Haddonfield) = Practically useless.


    I feel this is also how things are gonna play out for the Dredge in regards to his Teleporting Power, Granted most gens spawn near lockers, that isn't always the case, and so I feel his surprise and chase potential will be very much determined by the map size and locker tile spawn point RNG. This will make him a very decent killer on the small-mid sized maps, but he'll probably get wrecked on larger ones, unless the devs make choosing to play him increase the amount of tiles that spawn with lockers... which means more jungle gyms for the most part, so... yeah, maybe we'll all just have to get used to the idea that he's mostly screwed by large maps.

  • Personally, From what I got from the stream, P3'ing characters now? I mean yeah, it'll be rewarding when the update hits, but then at the same time... you're gonna pour a lot more time, energy, and BP into by doing it NOW, than you will AFTER the update goes live.

    Honestly before I only P3'd certain characters, such as my survivor Feng Min (Because, she's my main, that's my reason, nothing more), and specific killers: Demogorgon, Nurse, Hag, Pyramid Head, and Doctor... Why only those killers you ask? Doc was my first one, but that was because, back then (up to 2 years after he was released), he had 1 UR, 4 VR, 3 R, 7 UC, and 5 C add-ons... In order to get the add-ons you needed to compete, you basically HAD to P3 him for the meager % in improved chances of getting better add-ons, or getting the ones you wanted more frequently, but after his updates, that no longer mattered. Doc Aside however, the others all have 1 thing in common: Their base skins, and even most of their Purchase able ones are just bright clothing, easy to see from across the map.

    Granted, with these killers making tons of noise and all of them having that "Lighthouse" of a red stain emanating from their foreheads, revealing you to survivors at all times, wanting "Darker" skins may seem like a moot point, but then you start using perks and Add-ons that give you "undetectable", and suddenly realize: Which Nurse/Demo/PH are the survivors more likely to see coming when in stealth? The ones Drenched in dark red blood stains, or the ones in bleached white as part of their base kit cosmetic?

    Yeah, it's a small, but simple tactical advantage, just like how P3 Claudette is still the players choice "blendette" outfit, if you want to be a sneaky little player instead of a bold one.

  • If it was moved, I'd still be able to pull it up just by viewing my comment history. They no longer exist, the post no longer exists, and any other comments related to it don't either. If you were one of those commenters and can link me to it, and at least my own comments are still there, as well as anyone else's, then please do so, because as of right now, I'm very afraid of criticizing Onryo on these forums. As should you be, because if I'm correct and everything got deleted, especially if you aren't one of the commenters or participants of that post, and thus don't know how scary it is that we were all very unexpectedly silenced for no reason, you/OP are playing with fire here.

    That just... shivers makes my skin crawl.

  • *cute Female Anime Character voice*

    No!

  • Apparently, regarding this, I commented on another post Made today, Regarding Onryo, that was Completely deleted. That's Very sad to me, because, regardless of why, like If it was some criticism I posted, or if it was something someone else had commented, the post would still exist and the offending comments would have been deleted, and not the entire post. That being said... Watch out OP! IDK why that entire post was removed, just that while I had my own input, I don't think the devs want us talking about Onryo... much less giving insight to balancing her. Hell even the FEEDBACK Messages I got from commenting on that post today, have all been deleted/wiped from existence, and honestly it was a good conversation along the same lines as this, one that simply asked the community what they thought about Onryo/Sadako.

    How do I know it's gone is simple, Every observation I have on her, I laid out in full in that post, and felt I could just copy/paste them here to answer you, and hopefully give ideas of where she needs to be improved, but alas... It's now nowhere to be found for me, and that scares me, as it should you! I already spent over an hour typing/thinking out/editing a 5 paragraph impression of Onryo/Sadako, and I can't even remember what I said enough to re-type it out verbatim here.

    Just warning you, that while a full post deletion is rare, it may be because the poster asked for it themselves, but considering the context of it, yeah, I don't think that's the case.

    What would bhvr have to gain by censoring/deleting posts criticizing Onryo? Simple, they have a financial partner that they promised a certain amount of money to for using their character, but if the community speaks out against it in any way, especially if their feelings surrounding it are because it's crap/non-viable, and they are advising others not to buy it, then that means BHVR may not be able to meet the revenue they promised to their franchise partner. Which means they'll lose the license. Basically If Onryo doesn't sell enough, then BHVR becomes indebted to the company that allowed them to use her, and have to pay up at a net loss to themselves. But as long as people are still buying her, they might make ends meet, and even get a net gain, so Obviously, they don't want anyone talking poorly about that character, do they?


    All I'm saying, is that, BHVR has motivation to silence you, just for requesting changes to how the licensed character plays, so, be careful.

  • @KeiOrtem said:

    I have been playing since nurse had first come out and good lord the cheaters/bots running rampent is insane. Not to mention that they are actively ADVERTISING their bots in the end game chat is just completely dumb but funny at the same time. So uh happy 6 years BHVR, looking forward to the next chapter that will die out in a month only for the cheaters to find a way to abuse it. I love this came and I want to continue playing it but if it keeps up like this its going to be more games like this instead of proper matches.

    https://twitter.com/KeiOrtem/status/1525532597224460288?s=20&t=lB5fXokPJOrqstEolrFe2A

    https://us.v-cdn.net/6030815/uploads/0S9QJOPWJMY1/bot-ad.jpg

    Also I didnt hide the name of the bot account as its well... a bot account and hopefully after submitting a ticket with steam and bhvr as well as showing this that its enough proof to ban him(even though he will probably be back in a metter of hours)

    edit: hid the bots name as some people suggested I do it.

    @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2951298#Comment_2951298

    Robot's don't have feelings, and thus can't be "shamed"!

    Also... if you have any inclination that the people using "Bots" for their own gain in this game have any feelings of remorse or even think to consider your "fun" factor, you have my sympathy as your naivety just makes you charming, but still stupid. That's not to bash on you guys, no, just that you have to understand that these "people" aren't really players as much as they are impatient trolls wanting to let a machine earn the points/wins for them, and at worst, they do it because they actually WANT to ruin whatever enjoyment you get from this game.

    Make no Mistake... they have many traits that fall in line with 2 of the worst types of people: CEO's of major corporations, who view their employees as numbers, and don't give a damn about their livelihood's, pay rate, and situations as long as they can keep producing them money... and Serial Killers, who take what they need from someone, Don't feel a shred of empathy for their victims, are often as Charismatic and manipulative as the aforementioned CEO's, and even brag about it before/after they've been caught.

    The fact being that they use unfeeling "Bots" for their own gain in the game, either means that they just want the fastest rout to success without doing all the legwork themselves (CEO), or that they want everyone their bots face to have a miserable experience while they get satisfaction from that suffering via the rewards (Serial Killer/Mega Trolls).

    So, yeah, while I may be a sadist myself IRL... people like that... they scare ME, and if they are harming people, or their enjoyment, should be brought down fast and hard as possible, with whatever evidence you gain from them at any chance you get.

    Even if they aren't one of those 2 types and are just "trolling", well, that just makes them an especially rancid, and enlarged anus. Which (if that didn't get censored) means they are a Huge, and awful smelling #########, whom have the capacity to outright destroy this games and communities already shaky reputation, and the community could do with a hell of a lot less of them TBH... I hope you all agree with that sentiment.

  • Damn right it is! if you have problems against it, blame my upbringing which feature many robot themed human apocalypses in movies, and music by "Rage against the Machine" (before they got super political and honestly ruined their appeal)!

    We should all be very afraid at this point (yes even of the "pleasure models"), however, not because we don't understand THEM, but because THEY can't understand us.

    "It's like suddenly giving an amoeba the power of a man. All that strength, emotion, intelligence and advantages among its peers, but all it knows (has ever known) to do, is to consume everything around it. That is why Man was never meant to Play God (be a God)." - Katsuhiro Otomo, Akira

  • Robot's don't have feelings, and thus can't be "shamed"!

  • I'm not gonna be like the others here... entirely anyway, but...

    "Meh" is my overall reaction.

    She's got great map pressure potential.

    Which is unfortunately instantly defeated by the fact that when she uses it, it takes down one of her TV's/Teleport locations for 100 seconds, whereas survivors can take them down for 60 seconds at a time by either taking a tape, or shutting them off. TBH, shouldn't this be inversed? Like if she uses it, the TV should stay down for 40-60 seconds, but if a survivor shuts it down, it should be for 80-100 seconds. That way, survivors are more encouraged to risk gaining more stacks of condemnation by denying her the thing that gives her map pressure, otherwise, she'll be able to apply that pressure more frequently, while having a higher chance of giving them more condemnation stacks. IDK, that just feels like it's the better way to help her function as a pressure heavy killer.

    She's also got the worst stealth ability in the game.

    Let me be clear: Ranged killers with a Lullaby radius makes sense (they have the range to make up for the early warning with their ranged attack), Stealth Killers on the other hand... yeah no. Why spoil the surprise that stealth killers represent with an "early Warning system" if you're not gonna also give them a Ranged ability? Stealth killers thrive off of getting close enough for a basic attack without anyone but the most observant realizing they're there, and ruining that "Surprise Attack" potential for any Stealth focused M1 killer, just makes them pathetic. On top of that, She's also intermittently visible within 24 meters while in "stealth" mode for 1.5 seconds, and invisible for only 1 second, which tbh, feels more survivor favored, I'd rather it be more balanced in a 1/1 or 1.5/1.5 increments between visibility and invisibility just to be more fair to both players.

    Speaking about her "early warning system", She's too noisy for her own good.

    Aside from the aforementioned complaint about her unnecessary Lullaby radius, She's actually almost as loud as DEMOGORGON (aka the loudest killer in the game). Don't get me wrong, I get needing to have sounds from the killer when they break things, attack, open lockers, and get stunned, but come on! Everything she does has a directional (if not global) sound applied to it including: Manifest/De-manifest, Teleport to a TV (both global and directional if nearby the TV she's Teleporting to), Vault a window, snuff a totem, Phasing in and out while de-manifested, Blinded, and picking up/dropping survivors, honestly, the only thing she doesn't have compared to Demogorgon is his 16 meter loud stomping sounds! All of this would be fine except for 1 key difference between her and Demo... let me re-iterate: SHE'S (supposed to be) A STEALTH KILLER!

    Dev's please, tell me: What's the point of having a stealth option and low terror radius, if practically everything you do not only warns survivors of your presence ahead of time, but also constantly gives away your position and what you're doing?

    With enough practice, she's at least decent.

    Make no mistake, a good killer player will find her fun and enjoyable, but only IF they first put up with a crapload of losses learning her. Unfortunately though, she's only as good as the game allows her to be, and no matter the skill of the player, or what add-ons/perk builds they use, she'll never be more than decent, and "decent" simply doesn't cut it in the high SBMM range (there's a reason why the killer pool is so limited at the high end). Yeah, after some initial struggles, she's fun to be around, but not someone you'd want to get intimate with, much less commit to in the long run. "Sorry Onryo, I think of you more like a friend or a sister... don't feel bad. You wanna hug?"

    Her "passive" is GARBAGE (condemnation/videotapes mechanic)!

    'Nuff said there, honestly, if I already didn't spell out how useless and non-threatening to survivors it is, almost everyone who criticizes her mechanics already has (and then some). It needs a buff at the very least, if not a rework of it's own.

    So yeah, she's "meh" and not really worth the price of admission TBH, which is a real shame for a Licensed Character who can't be bought with iri Shards. If you're feeling "Buyers Remorse" over it, sad to say, but BHVR's current stance is:

    "Thanks for the cash, we promise you'll get your monies worth, maybe 2 years from now, maybe more, but eventually for sure!"

    Sigh...

  • @JonahsTablet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2948510#Comment_2948510

    You do you man, I don't know why you talk like a GTA character, but if that makes you write better then whatever.

    While I may be ineloquent, I hardly see the similarity between me and a "GTA Character", but that may only be subsequently due to my only experience with the brand, which is GTA 5, and thus the rest of them are unknown territory or inexperience of my experiences. Is there a GTA character that talks like I do, and with such verbose gusto? If so, I'd like to become acquainted.

  • @JonahsTablet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2948465#Comment_2948465

    I regret reading that Blight post, Jesus man, you're really gonna waste your talent to create disturbing paragraphs like that?

    I'll dictate to you good sir what's disturbing: A game that can't have a little fun with itself.

    wow that got too real, but never regret anything that makes you laugh, or cheers you up! If my Blight post didn't do that than I wonder, did I fail you, or did you just fail to get it?

    Lighten up my dude, have some fun, not everything is super serious all the time.

    As for my "talent" being wasted, if you really want to know what I consider my greatest contributions to the community are... well while they won't be as playful as this and the blight post, they are long and thoroughly thought out reads. Respond if you want them, but like I said, while they won't have the same whimsical fervor, they are good reads imo. Honestly I rarely get in this kind of mood, and I don't want to waste it.

    Onryo is, after all, Blights successor (as far as the PoV Goes), and you know what that means? She's got some fine asses to brand! Expect that post hopefully today!

  • 5 build loadout slots for killers.

    Why not survivors you ask, simple, Survivors can simply switch characters in the lobby, but killers are locked in with the killer and build they chose. Giving them 5 savable loadout slots seems like a small compromise in comparison, but it at least lets them adapt on the fly for whatever the survivors are bringing into the match + it lets them screw around a little, and experiment with builds,... even the more meme ones.

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/2948428#Comment_2948428

    What substance did you take that let you write something so Shakespearean and cursed at the same time?

    The same I did when I defended Blights lower than avg pov back in the day before they "fixed" him:

    @TWiXT said:

    To be fair...

    Most of the other killers chasing survivors are too tall to really appreciate the detail the devs put into them. With Blight's PoV though, I have discovered a new appreciation for Survivors:

    I literally feel like Jane's booty is close to engulfing my whole head right before I give it a hardy slap, Feng's cute little derriere defiantly bouncing in my face is just begging for a good spanking, David's rock hard buttocks Only challenge me to see if I can bounce more than a quarter off them, and Kate's Ravishing rump repeatedly taunts me to the point that I can't wait to pick her up for a night of raucous ravaging!

    The only times other killers get a glimpse of the devs fine work on survivor posteriors is when they are vaulting through windows, which is too brief to really soak it all in, much less admire it, but Blight gets it all the time as part of his hunched over perspective that lets us REALLY see all the little, fine, and sumptuous details. If anything's gonna put me in the head of a drooling maniac, so worked up he's literally bouncing off the walls, mindlessly charging at a tempting gaggle of college age cuties... its a face full of those sweet, sculpted mounds of jiggly flesh, playfully bounding away from me.... shudders.

    Let's Face it. Blight's an ass man! So Instead of complaining, Lets just embrace and enjoy it! There's a lot to be learned, and appreciated from the perspective of a man whose sole motivations, and PoV, are Literally bent on pursuing his dreams. 🤪

    sigh... good times!

  • No boob physics for all female characters, currently only 3 feature them: Kate, Jane and Spirit. Where is my Megs bouncy sweater puppies, Feng Min's jiggly bits, Claudett's bounding boobage or even Yui's... um... P-Plague's viral vibrations?

    Also, how come the guys all seem to be Castrato's and feature no Flailing phalluses, or at the least have some kind of bountiful bulges betwixt their britches?

    Sooo irritating!

  • just keeping the ball rolling until this post gets pushed into the oblivion which is Feedback and Suggestions, since I know there's bound to be many others out there in the General Community that have ideas, and I want to give them a chance in the lime light before it fizzles. I mean 1.2k views but only 15 comments? such a shame... Come one community, I believe in you!

  • ooh I know, we should offer the survivors a table with punch and cookies in the basement! No one can refuse punch and cookies!

    /s

  • @Star99er said:

    They need to drastically reduce the range that survivors can hear her demanifesting. When you try to sneak up on survivors they get so much time to gain distance before you’re able to demanifest & hit them. Reducing her teleport cooldown would also be good, there’s no reason why it should be that long when compared to Freddy or Demo.

    at the very least they could remove her lullaby radius... what's the point of having a Stealth killer if everyone gets an early warning that you're coming, and it's not like she's got a ranged damage ability, so why all the noise for a killer that is supposed to thrive on jump scaring survivors?

    And here I thought they learned their lesson from the "Noisy Ghost Face" debacle of his PTB. I Guess I was wrong.

    These devs man, gah, sometimes I just, y'know... these freaking devs.

  • @Souplet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2948039#Comment_2948039

    Yeah, clown is in a pretty bad shape (exept for pinky finger which is broken af)

    But sadako has 0 chase power, clown at least, have that. The only thing that helps sadako is that she is like 1m20

    Nope, Sadako makes up for her lack of chase potential with something clown has never had: Superior Map Pressure.

    Clown can have some (after sacrificing part of his power), but at the cost of possibly granting it to survivors, whereas Onryo does so far better, without giving survivors any advantages against it, gives them a negative effect that can ultimately let her kill them, and the only warning they have is the noises it makes. Basically Onryo can jump all around the map, and Clown has to pound dirt to get places. This is the difference between a good 1v1 killer vs, a 1v4. Clown is excellent in the right hand for taking down a survivor he finds swiftly, but Onryo can apply pressure all over the map, and take survivors down strategically. In the War of Attrition that is Killers pressure vs. Survivors Gen Pressure, Onryo comes out the champ, because at least she can do something about it, and do it much faster than Clown could ever hope to. She may be a basic m1 killer, but she can approach undetected, and pop up anywhere on the map.

    And no, Pinky finger is not "Broken AF" considering it takes a well aimed direct shot to work, and only lingers for 1.5 seconds afterwards. If you think that's broken AF, then you've never faced GF who can expose you for 60 seconds after stalking for only 2.5 as part of his base kit, Plague, who can make the whole team 1 shot down indefinitely, until someone starts cleansing, or obviously the most broken killer of all: Billy who can 1 shot down survivors on any chase, without giving them a chance to react, and I can give MANY more examples... Don't try to make one of Clowns "Best" add-ons seem overpowered, when he's the worst killer in the game, if anything, he could use something "OP" to compensate for his many disadvantages, but that still won't make him "fun" to play or play against. Clown needs a Serious buff, because honestly his last one felt like the devs were just "clowning around" with him tbh.

  • Visible erect nipples on the survivors, and killers, even through their clothing.

    Judge me all you want, but when adrenaline kicks in from fear, or simply because most maps take place in the cold of night, nipples are gonna do their "thing" and get stiff! It's biology folks, deal with it!

    😘

  • That's chapter 27 (pending) so stop spoiling it too early! Feel free to quote me if I'm right!


    (btw, Chapter 26 or 28 is gonna be Alien)

  • Predator should increase the sound of footsteps 100% and increase that audible range by 8 meters at max on top of what it already does. That way, Even if they bring in perks like Lucky Break, Boon: Shadow Step, or even Poised or Dance with Me to hide their Scratch marks, Anyone who isn't deaf will get a decent tracking advantage.

    EDIT: It would also be nice if the scratch marks had an aura effect 6-24 meters away from you when obstructed by grass or other obstructions to help you better follow or predict the survivors pathing (Thinking about that "deaf player" jab I made earlier had me feeling bad... sigh, I might be a sadist IRL, and so while I may be a bad person, I'm not a total "Rectum orifice").

  • Someone once suggested that Nurse only be allowed to Blink to what she can see, meaning she still has (most) of her anti loop ability, but can't change floors or jump through walls... naturally, even SURVIVOR mains thought that was a stupid idea, mainly because that would change all nurse players from being predictive or reactive, to simply reactive, and most survivors would rather face a bad predictive Nurse any day over a good reactive one.


    OP's Idea sounds similar, but in an opposite way. Restricting her map pressure unless there's an object she can blink through? You might as well also add that she can only use it during chase, and still moves at 3.68 m/s regardless! Now one of the least played and lowest scoring killers on the chart will FINALLY be so frustrating to use, that no one will want to put in the effort to learn how to use her! Bravo!

  • @Souplet said:

    I bought it yesterday

    Oh boy, how bad is she

    Its like playing a killer without any power

    Manifesting barely does anything, condemn is useless af

    She is really weak, maybe the weakest of the killer cast imho

    Nope... that'd be Clown now (since The Legion and The Ghost Face got buffed to being actually useful), seriously, how does someone buff a killer AND through their own power do the same for survivor at the same time? They gave him a temporary speed boost to help him with his "map pressure" problem, but also allowed survivors to take advantage of it, and then they went above and beyond to nerf his best add-ons in favor of "balance".

    Sigh... these devs man...

  • BHVR: We have heard you and agree, Onryo will receive the following buffs:

    .5 seconds reduced from the manifest timing, (was 1.5 seconds)

    Survivors see Onryo within 24 meters in increments of 1/1 seconds (was visible for 1.5 seconds/invisible for 1)

    Reduced the Onryo's lullaby Radius to 20 meters (was 24)

    We've also made a Considerable buff to the Remote Control add-on: Remote Control now shows you the aura of a survivor for 2 seconds when they start copying a tape to remove their condemnation stacks.


    To compensate for this, Onryo no longer gives survivors Condemnation stacks when teleporting to a nearby TV, and survivors remove all stacks of condemnation upon successfully copying a tape.

    We've also reduced the effective range of the Pig's Ambush attack to 10 meters (was 16), and Victor can now be crushed by survivors at any time whether he's in control of the killer or not (so make those sneaky leaps count!)

    We feel this is best for the community, because reasons, and hope you enjoy the new and improved buffs to Onryo!


    Majority Community: "YAY DEVS! Thankyouthankyouthankyou..."

    Minority killer represented side of the community: Sigh "Same #########, different day."

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947697#Comment_2947697

    A quick suggestion - have Monstrous Shrine make the basement hooks count as additional Scourge Hooks on top of the 4 that are present on the main map. (So basically the basement is a 5th Scourge Hook site.). That makes that feature an actual benefit versus just a sidestep.

    15 seconds less per hook stage is probably ok. It might be verging on being slightly too fast, especially considering the basement itself is already intentionally designed to be a dangerous spot to be hooked because of its lone narrow entrance, but I agree that the current version of Monstrous Shrine is way too weak.

    Honestly I'd just as soon see the whole "self-escape" feature be replaced by something else entirely. Pulling yourself off a hook is already a terrible idea most of the time so discouraging it just makes the survivor play smarter. I'd rather see something else like a condition inflicted on survivors who are pulled off the basement hooks or combine Territorial Imperiative's aura reading into Monstrous Shrine as a single basement build perk.

    to be fair, 25% (15 seconds per hook phase) was my limit for what I Thought the devs might consider as a viable and non-broken option, especially when it only applies to the basement hooks. With the introduction of Scourge hooks however, I can totally see it applying its effect at maximum to the basement hooks, but also applying the old 9% minimum to the other scourge hooks that spawn on the map. That way, and as a compromise, its never OP, but also not totally useless to any killer who isn't doing a full basement build. To me that feels right, but I still insist that if it's gonna apply the sacrifice rate reduction time to survivors on certain hooks in the environment, it damn well should be better than 9% for them to even take notice. Maybe 15% would suffice, sigh, regardless currently the survivors flat out defeat the killers when it comes to hooks vs. gen completion speed, and the devs know that.

    I'm not advocating for "fixing what isn't broken", only advising that they consider "what's beautiful lies in the eye of the beholder", that, at least should explain where I stand.

  • "If you are trying to help someone, you tell them the truth. If you're trying to help yourself you tell them what they want to hear." - Thomas Sowell

    You may be thinking I'm bleak, but I'm being honest.

    The fact remains that 9% of 120 seconds = 10.8 seconds total, or 5.4 seconds per hook phase.

    9% added on to the current "failed" hook escape penalty (which at base is 33%) = 75% penalty after 2 escape attempts AND still lets them pull off a 3rd attempt.

    +1 scourge hooks (i know it's technically 4, but I've already explained why I feel its only 1) is a bonus no doubt, but a very underpowered one, as your change only applies to the said 5th scourge hook in the basement, and doesn't really present any further threat to the survivors.

    Add in the survivors counters to hooks and especially basement hooks, such as: Slippery Meat, Deliverance, DS, BT, Desperate Measures, Babysitting (now called Guardian), etc. as well as the entire Body-blocking mechanic to prevent killers from making basement hooks blah blah blah... I hope you understand where I'm coming from.

    I'm not being "bleak" on purpose, I'm being honest, as I want to help you! Why do I want to help you? Simple: While I don't think my change is broken at all, and would actually improve things for the perk, you have a fresher mind than I do, and learning from my mistakes will probably inspire you to suggest better.

    "Never bite the hand that feeds" turns out to only be half true, what's missing is "and never turn down one offered to help you".

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947725#Comment_2947725

    I do not in any way intend for this perk to be a meta perk. I intend to give a net buff to a currently really sad perk and provide a QoL option for Scourge Hook builds,while also throwing in a fun wildcard into the games.

    I also now realize that maybe we could get away with buffing the hook progression speeds as long as the killer is not nearby the hook - turn them off or slow them down if they're near.

    My suggestion didn't intend it to be "meta" either. Honestly there's only 3 killers (4 if you include Demogorgon) I can think of that are even capable of putting it to use in order to create pressure on the survivors: Trapper, Hag, and sigh... Bubba. Regardless, the idea remains that it needs to be potent enough for at least a consideration if not for simple "meme" builds, really anything that brings it from the Trash Bin, to something, Some Killers might pick to gain an advantage is better than being as useless as it is right now. Otherwise, it's just a waste of BP.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947697#Comment_2947697

    This design still allows to spawn 4 hooks across the map ALONGSIDE the Basement hooks being Scourge. The idea is to make a wildcard that will sometimes advance survivors to the next stage faster than anticipated.

    I acknowledge that, but also make a fair point with my change, that you're idea, while more likely to be adopted by the devs, is still far too lenient on the survivors to be seen as useful by killers (like Fire Up). 9% of 2 minutes is nothing, 9% of penalty to escape attempts doesn't stack up enough to keep them from attempting 3 tries for it, much less 6 if they bring in Slippery Meat.

    Understand, I thought long and hard about the change I suggested, and went through many different versions before I setteled on one that I thought would make it potent, but not broken. You on the otherhand seem to be playing it safe. Yes It gives you the potential of 8 Scourge hooks, which is awesome, but only applies it's effect to the basement hooks, and tbh, because the basement hooks are all in one place, they might as well count as only 1 hook location, so Overall killers gain a + 1 scourge hook advantage, but no further or meaningful impact to the survivors.

    I don't mean to tear you down, as I like where you're going with this, but you need to take into account that survivors already have multiple counters for this perk, if not basement hooking in general, which has only further cemented it's place in the "trash bin", and if you want to see it renewed, you have to give it something survivors will have to deal with or risk losing, while at the same time not making it "OP". It's a tough bit of thin ice to skate, I know, but that's just how this game works.

    If your suggestion doesn't add enough meaningful changes to give it an impact on the current game environment/meta, then the perk will be tossed back into the trash bin by the players. Even My suggestion is probably not enough to put it on the radar for most killer mains, because while it decreases the time survivors spend on the hook, it only does so by 15 seconds per hook phase, which survivors have counters for already, so if anything, all my revision will do is put those counters back on the map for survivor mains, and make it useless anyways.

    It's the sad truth of this community, no matter how clever you are, on any suggestion, they will always find a counter for it, and if they don't it's "OP" and will never happen.

  • Here's my original redesign for the perk and a decent enough explanation:

    Monstrous Shrine:

    Buff the perk to - Survivors have 3 less escape attempts, and sacrifice progresses 25% faster when hooked in the basement.

    Explanation - 25% of 2 mins is 30 seconds, or subtracting 15 seconds from each hook phase so 45 seconds per hook phase total, adding in the fact that unless the survivors bring in Slippery Meat, they'll have to be rescued by their teammates... This makes being hooked in the basement a much more dire situation than current Monstrous Shrine.

    Sometime after Hag came out the devs doubled the hook time from 1 min to 2 meaning survivors used to only have 30 seconds per hook phase, And current monstrous Shrine was designed with these the old timings in mind but was still underwhelming even back then. This suggestion is a sort of middle ground between how hooking used to be in the early days of the game, and how it is now, while only applying to the basement hooks, and finally giving Monstrous Shrine the buff it needs to be a threat that creates urgency for the survivor team.


    Making it a Scourge hook, even with my change would be good, however... only 4 scourge hooks can spawn in a map, meaning that if you ever took this, along with any other Scourge hook perks, you'd have to make the rest of your build entirely centered around "Basement Builds" in order to gain the maximum potential of your other scourge hook perks, and to me, that just makes it far worse.

    However, if it had a caveat that the Basement hooks only counted for 1 scourge hook, then you'd basically get a net gain of 3 scourge hooks possible on the map, bringing your total to 7 (4 in the basement + 3 decided by RNG across the map) with only the basement ones taking advantage of the new Monstrous Shrine's effect.

    That, honestly, would make it pretty worth it tbh.


    Also, for an idea of other killer perks I made fix suggestions on, Look here:

    @TWiXT said:

    Suggested changes:

    Monstrous Shrine:

    Buff the perk to - Survivors have 3 less escape attempts, and sacrifice progresses 25% faster when hooked in the basement.

    Explanation - 25% of 2 mins is 30 seconds, or subtracting 15 seconds from each hook phase so 45 seconds per hook phase total, adding in the fact that unless the survivors bring in Slippery Meat, they'll have to be rescued by their teammates... This makes being hooked in the basement a much more dire situation than current Monstrous Shrine.

    Sometime after Hag came out the devs doubled the hook time from 1 min to 2 meaning survivors used to only have 30 seconds per hook phase, And current monstrous Shrine was designed with these the old timings in mind but was still underwhelming even back then. This suggestion is a sort of middle ground between how hooking used to be in the early days of the game, and how it is now, while only applying to the basement hooks, and finally giving Monstrous Shrine the buff it needs to be a threat that creates urgency for the survivor team.

    Spies From the Shadows:

    Overhaul the perk to - The Crows no longer respond to your presence, you see the auras of all disrurbed crows within 36 meters of you, and disturbed crows are 100% louder to you within that range.

    Explanation - This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, you get no false signals since crows no longer respond to you, and they basically become little signal flares to tell you where survivors are. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness (Seriously, Rotten fields features no Scarecrows, but the crows completely avoid the corn field?).

    Surge:

    Remove the cooldown and the Basic Attack requirement.

    Explanation - Honestly this has been hotly debated in the forums since Surge came out because the fact remains that in order to activate it at all, you have to successfully down a survivor while within range of a gen. Chasing and downing a survivor with Basic attacks takes enough time as it is, especially if they were healthy when the chase started, and the minor 8% damage Surge does if it activates is hardly consequential since it would take 12 survivor downs in order to achieve a stacked 96% damage to 1 or more gens. PGTW does 300% damage to gens in the same amount of hooks, and Ruin Does more damage per second without needing to down or hook a survivor. On average it takes a decent m1 killer 20 seconds to down a survivor, and that's not counting the time to find the survivor to chase and down in the first place, but say you snowballed survivors 1 after the other within 20 seconds per chase, that's a maximum of 4 downs in 80 seconds, and a total of 32% damage between multiple gens since survivors won't stay around a downed survivor, much less a gen if getting chased, so overall... you spread the damage out over a possible 4 gens at most over 80 seconds, and that's the best case scenario if this change was implemented. While this won't improve the overall damage Surge can do, removing the basic attack requirement will at least allow killers with damaging powers to get some use out of it making it more universal to the killer roster, and removing the cooldown will allow it to become a slightly more consistent annoyance to survivors. It won't make it any more powerful than any other existing gen defense perks, but at least it would be more useful.

    Oppression:

    Remove or significantly lower the cooldown.

    Explanation - This perk doesn't even add extra damage to the gens it affects (unless survivors fail the "Difficult" skill check), only applies the base regression rate, and can randomly target gens that have 0 progress on them, but for some awful reason the devs decided that it was so powerful that it deserved DOUBLE the cooldown time (80 seconds) of Surge? At least Surge won't activate on gens that have 0 progress... Why does Oppression deserve such an excessive cooldown time? If it's because of the skill check, that's a laughable annoyance more than anything that could be considered a threat to any decent-good survivors, and only becomes a problem against noobs, who honestly rank up and gain skill fast enough that it's pretty much a moot point to keep it so laughably underpowered.

    Fire Up:

    Buff the perk- Increase it from 4% to 5%.

    Explanation - This is a ridiculously underpowered perk because in order to gain any benefit from it, the killer has to sacrifice the objectives they are supposed to protect, in other words "lose the game". It's designed to give killers a slight edge in chases in order to try and protect the last gens from completing. The overall problem however is that 4% amounts to 12% when 3 gens are completed, and 20% when all 5 are done, meaning that they gain Brutal Strengths chase advantage on pallet breaking only after the survivors have completed all of the gens when there's not many unused pallets left in the map, and Bamboozles vault speed advantage when there is only 1 gen remaining. This doesn't help the killers in their desperate attempts to stop the final gens from completion at all, and by the time it's reached its maximum potential, the survivors are already rushing out the gate.

    However, if you bump it up just 1%... now we have a perk that gains Bamboozles advantage at 2 gens remaining, and Brutal Strengths at 1 gen remaining, with an added bonus to both if 0 gens remain. This would actually help the killers defend the final gens, and give them enough of a chase advantage if all gens are completed to try and stop the survivors from escaping. Suddenly this goes from an "underpowered" perk to a "Decent" one, and all it takes is a simple 1% boost in strength.

    Insidious:

    Overhaul the perk to - Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor regains your TR and Red stain at a rate of 20% per second, once this has returned Insidious has a 40 second cooldown.

    Explanation - This perk has been a bane on the game since it came out since it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.

    As for the survivors going up against this updated version, Premonition or Spine Chill still proc on stealth killers, so relying solely on the TR reduction is still no guarantee against those kinds of perks, and gives the survivors an advantage. Up until then, unless the killer has spent 20 seconds avoiding survivors, Aura reading perks like OoO, Alert, and Kindred still have an advantage for tracking the killer.

    That's my list so far. Anyone else want to contribute your own ideas, or criticize the concepts I've listed? Feel free to speak up!


  • I once suggested a small change wherein Survivors who click and hold the flashlight on for .3+ seconds, use up the charges at a normal pace, but anyone who clicks and lets go in under .3 seconds, loses 1 full flashlight charge. Basically this means that people spamming or macro'ing flashlights will drain them dead in only 8 rapid clicks at the lowest or 22 rapid clicks with the best flashlight and the best charge increasing (battery) add-ons.

    I thought this was an elegant way for solving the "Clicky-Clicky" or "Macro" issues with the current flashlights, but of course, people shot it down because "Rapid clicking a flashlight is both a mind game against the killer, and a way to acknowledge other survivors", as if T-bagging wasn't enough. Yeesh...🙄

  • @Mooks said:

    I have several killer concepts but I still do like my darkness based killer a lot. I used Charlie from don’t starve but I guess an original with such a power would do too ;)

    https://forum.deadbydaylight.com/en/discussion/127347/killer-concept-the-darkness

    This is a fun concept! You should really flesh it out a bit more, and do what you can to make it a bit more balanced (e.g. Fully Powered Generator lights basically zone her off) Basically, with her darkness power she has the ability to approach survivors fast in her "Shadow-Charlie" form which also makes visibility for survivors lower, and gives her all the advantages, so to compensate for her increased movement speed, ranged attack ability, and seeing in the dark while survivors can't, a fully powered gen should cut her off from damaging survivors within 16 meters of it at the minimum while she's in Shadow Charlie mode, meaning that the more gens the survivors do, the less power she has to use against them. Just an opinion on how to give her power and ability to really mess up survivors, a counter they can accomplish. Still, with how fast survivors do Gens these days, she'd probably be the only killer that is great in the early-mid game, but gets weakest by the late mid-endgame. Not actually a bad dynamic when you think about it though, just one that puts a bit more pressure on the killer player to get as many downs and hooks as possible before gen 3 pops if they want to stand a chance at winning.

  • @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 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. Often locked in the cellar 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 while 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 her 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 to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave with her to rot. 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 effort. All the blood made her slippery and hard to hold down, but after enough bleeding and eventual slip 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, polished and lacquered them to a pristine shine, and with that Lucy finally had the eyes she always wanted.

    As Agnes grew better at doll making and more astute with the finer details, the Doll Shop became much more successful, as 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 in her mind, 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 to convert 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 she could spare 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 initially 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 dodged it, but her 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 murdering 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 Clay the eyes he always wanted. Agnes held a memorial for Lucy, burying her remains 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, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and by Clays persuasion, 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 their bodies in the woods. However, after a week long storm had caused mudslides, a few of her victims bodies were 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 desiccated bodies in her cellar and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes drew her shears and attacked the constable, taking a shot in the lower abdomen from his revolver, 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, she could hear all of her friends cry out begging to go with her, but she could only pack up a few with promises to return for the rest later.

    Tears freely 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 hour. 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: Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 30 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, 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 devices 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 they are repairing experience a 15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek – At Max, When within 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 – 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.

    Probably could use another update to it, or a "Final Version" including artwork and add-on possibilities, but I still feel the idea is viable and fun, as well as pretty balanced overall. Yeah I submitted it in 2018, and then updated/resubmitted it again in 2019, but honestly, most of the comments on it are positive. It's a Long post I put a lot of effort into so I hope you Give it a read if you have the time, if not I included a TL;DR at the bottom which skips the backstory and sums everything up nicely.

  • @Bartlaus said:

    https://forum.deadbydaylight.com/en/discussion/322307/i-just-had-the-best-trial

    Glad to hear you had a good match. I don't think your build is that mean. If you play on "The Game" with double Calm, I would recommend Distressing, Corrupt, DMS + (4th perk of your choice). You could also replace distressing with M&A for the Ninja Doc :3

    Fun fact, Ninja Doc is one of my favorite builds, as it's the exact opposite of what survivors expect against a Doc player. TBH, Doc has a lot more build potential and versatility than most realize due to his add-on + perk synergies. For that reason, I love the Doc over all of the current killer roster, and am willing to defend that "prognosis" if you will. He can be Loud n' Proud or stealthy, he can acquire hits on you when you least expect them, he can make pallets almost useless, can know everywhere you are even before you know where he's coming from, and that's only 6 of the potential builds I can come up with based upon his current add-on's and how they synergize with perks.

    With a killer this versatile, Is it any question as to why I favor him over the others? Hell even back in the day when he was initially released, (when the devs publicly claimed that he "might break the game") I realized this potential, but imo he had even better synergies at the time (debatable atm, honestly, his most recent buffs and new perk synergies are making him either better or worse... depending).

    TBH, Doc isn't a top tier killer for the average crowd, but for those "in the know", of which there are admittedly very few, he has the potential to REALLY throw survivors off their game, and gain all the advantages. I'm honestly surprised more people don't play him.

  • @Basement_Bubba420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2940390#Comment_2940390

    thank you for the rules. i have book marked them and will read them every morning after i wake up.

    oh i forgot to mention that i was tea bagged by bill after he dropped a pallet on my head. so not only was i trying to win i was roleplaying as well.

    can't tell if you're mocking me or not... and also don't care either way. I've been playing this game since it came out, and "have seen things you people wouldn't believe". So when I came up with that list of rules,... I meant it and abide by it. As for a t-bagging bill after a stun, frustrating as they are, it's nothing to get worked up over, and allowing yourself to get angry over it is what they want anyways (its a form of disrespect/mindgame the survivors play with you) overcoming this is easy, as honestly they just wasted time t-bagging you instead of gaining distance, which for you is a mistake you should take advantage of every time it happens. Ultimately survivors like that are incredibly cocky, and also so entitled that they'll scream profanities at you in the endgame after you kill them, so instead of taking it personally, do what I do, and laugh at them!

    TBH I'm a sadist IRL, and its behavior and messages like that which really "get me off" as it shows how utterly pathetic they are and how badly I bruised their ego(s). Still though I appreciate when a good opponent is courteous and proves themselves against me. Like in my post.

  • @Basement_Bubba420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939429#Comment_2939429

    i play to win the game. not gonna risk a hatch when slippery meat, soul guard, unbreakable + ds, etc... exist. three slugs is easier to deny hatch to.

    While I won't condemn your playstyle, I can't condone it either, here's a link to the rules I play by, and Surprise, your playstyle fits with it:

    @TWiXT said:

    Due to the new Resident Evil Chapter release, we have received an influx of new players, and so I must start this post by saying:

    Welcome to Dead by Daylight, and I hope you are all having fun so far (despite how rough this chapters release has been)!

    That being said, you're likely to see a whole lot of forum posts, and/or chat messages citing "Made up Rules" Killers and Survivors should follow. Most, if not all of these are based on individual experiences, and are heavily biased for what ever side (Killer or Survivor) the posting member primarily plays, so before you comment or "side" with anyone, here is a list of unbiased "rules" that I believe everyone can get behind as a foundation to enjoying your experience in DbD:

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

    2 - 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. This is the Hearts-blood Core reality of how this game is played! No matter how a killer or survivor(s) win the match, it's all part of the games design, and no one should waste any time or energy complaining about it as long as they've gained their victory using the legal mechanics, or tactics the game provides/allows them to achieve it!

    In other words ALL IS FAIR when it comes to playing the role you've chosen (unless cheating/hacking, but we'll get into that further down the list in rule 7). If there's anything you feel is unfair about either side:

    1. Reflect upon your own side and what tactics and builds you/your team are using to achieve your goal.
    2. Compare it to what your opponent(s) used to achieve theirs.
    3. If possible, strive to experience the other side FIRST before you post any complaints on the forums about your experience against your opposition.
    4. Ask yourself if there is something inherently broken in the games mechanics that needs to be addressed before you resort to posting your complaint (e.g. Encountering perks, items, add-ons, mechanics, or abilities that absolutely provide too much of an advantage to your opposition, and are un-counterable by anything you do. If there is a counter to these things, either discovered by yourself or researched, save your complaint and learn/employ said counter the next time you face it, if not... then by all means let the devs know by posting your complaint).

    Always remember, if your opponent won a match/trial while using the legal mechanics the game provides, it's not really their fault for taking advantage of it, is it? In other words, if you have a complaint you're just itching to express on the forums, you should first ensure that you're Legitimately Hating the game, not the player. As anything else will be seen as nothing more than a post filled with "banal whining" by the majority of the community.

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

    Don't kid yourself by thinking otherwise! Neither side is gonna roll over and just "let you win" when this happens, and not only do both sides know this... Realistically at that point the only job the killer role has is to secure kills since there aren't any gens left for them to protect, and the only job the survivors have is to escape with as many alive as possible.

    So, No matter what tactics or skills you employ at this period in the match/trial... The gloves are off! Recall rule 3, and feel free to do whatever it takes to achieve your goal. No one can blame you for whatever you do in the endgame, and if they do, for the most part they're just being sore sports.

    Enjoy your victory, or embrace your defeat. Either way, "When the gates are powered" is, more often than not, the most intense part of the trial, and you should take whatever advantages you can against your opposition as they (mostly) won't show any mercy towards you.

    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 eventually 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, builds and knowledge against each-other. If you lose and have nothing good to say in the post game chat or over the console chat system: Either Leave a "gg," or no message at all, and then calm down/lick your wounds, and move onto the next match. This is just a game after all.

    6 - For PC players: Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you open it again. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Feel Free to Report the most egregious offenders, or otherwise Just close it, and continue enjoying the game in peace.

    For Console Players: I understand that many other players can/will attempt to contact you via the consoles messaging service, and that this can't always be ignored or shut off. None the less, you do not deserve abuse, and if anyone is violating that via text or voice messages, then they are violating the policies the consoles communication service stands for! Feel free to let your consoles administrators know that your rights to enjoy this game are being infringed upon by other players, or otherwise, if possible, try to simply ignore the messages they send you, and continue playing at your leisure.

    7 - This is a 4v1 Lobby and Match style, or Asymmetrical 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:

    A Game breaking bug rendering you incapable of playing a normal match.

    A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics, or bullying/griefing you. (Record if possible, and Report them after leaving the match.

    Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstance(s).

    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. Disconnecting is currently being punished for a good reason: Too many DC's from too many players results 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 if you need to, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.

    Don't be a petty DC'er.

    8 - For survivors: Rage Quitting via suicide on the hook is a unique option available to the survivor side of this game and is your choice, but If your suicide on the hook isn't advantageous to your team, as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not likely to ever be punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts their game experience the most.

    Bad matches happen, we understand, but that's no reason "throw a game", especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there aren't really any reasons to do this other than petty/selfish ones.

    9 - Regarding "Toxic" behavior: Killers have a limited but impactful set of behaviors that are, by and large, considered "Toxic" by the community, but survivors have far more of these "Toxic" behaviors available to them. The reason for this is because... while killers can only be "Toxic" towards survivors, Survivors can be "Toxic" to either the killers or their fellow survivors.

    I'm certain many of you have either experienced these behaviors, or have seen them reported/complained about on the forums, and While a decent amount of them don't fit the "spirit" of the game... a surprising amount of them do!

    Please refer to this article:

    https://forum.deadbydaylight.com/en/kb/articles/139-game-rules

    This outlines the basics of what is considered Reportable amounts of player Toxicity, but also defines what many consider to be "Toxic" behavior, as simply part of the game.

    That being said, there's still a lot of behaviors that, while not ban-able offenses, are ultimately considered "Toxic" by the community: Leaving a survivor to die on their first hook even though the killer isn't "Face-camping" them, Purposely "Sandbagging" another survivor so that they will get hit or downed by the killer, Face-camping in general, Slugging the Entire Survivor team until they bleed out, etc... While none of these behaviors are considered ban-able offenses, none of them are any fun for the victims, and They will let Behavior/the Devs know about it!

    I Urge all players to Recall Rule 2 when making these choices, and Have some common decency when you play! We're all players, and we all want to enjoy the game together, but when any Player(s) repetitively engage in these kinds of "Toxic Behavior" to the point that the community picks up on it, they have been known to outright Mercilessly attack/target these players, and with enough community pressure/collected evidence, some "toxic" players have been banned by the Devs due to enough community backlash over their antics (look up Ochido if you aren't convinced).

    There's only so much "Toxicity" this Community and the Devs CAN or WILL tolerate, as should be expected of any gaming community, so while it's "Okay" to have a little "Toxic" fun at others expenses from time to time, PLEASE, for your own sake... DON'T MAKE A HABIT OF IT!

    Consider yourselves Fairly Warned.

    10 - If it's a legal mechanic in the game, don't be afraid to use it...No matter what side you play. Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.

    11 - Take the good with the bad in stride, rise to meet the challenge every new match presents, but overall... 

    have fun!

    Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten" or "Made up rules" is that they're more of guidelines that nobody is obligated to follow. I know that this list won't change everyone's minds, much less their playstyles, but I felt that if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they choose to use them or not.

    To all you new players, again Welcome to DbD, I hope this was helpful for you, and if you are going to follow any "Made up Rules", I believe this is a good set to start off with.

    Any Praise, condemnation, Creative Criticisms or suggested additions to this list of rules are welcome! Please comment if you have anything to add or say.

    I updated it when the RE chapter released, and continue to do so, but... while it is basically a summary of "all is fair as long as it's a legal mechanic in the game", I only disagree with your bitter stance of ruining other players fun, especially when you gain nothing from it. If you want to be a Dick, go ahead, but as with rule 9, just know that doing so constantly will only earn you ire from the community, and may eventually earn you a ban from the game. I get wanting to be toxic against those who are being toxic against you, but 2 wrongs don't make a right, no matter the reason. In my games example, everything was fair, and challenging me to my wits end, but in yours, you just come across as someone who wasn't enjoying the game, and just went out of your way to make sure the survivors didn't either, and that felt very petty to me.

    If you have the time, read my rules, maybe follow them or at least comment on them, and above all, try to be a better player others can respect, even if they don't show it.

  • If It is a spider that lays eggs... Then it reminds me of my own killer concept I expressed back in 2017 on the steam forums:

    header.jpg?t=1647543411

    NEW KILLER CONCEPT: THE SPIDER +MAP, SURVIVOR, PERKS, TL;DR VERSION :: DEAD BY DAYLIGHT SUGGESTIONS & FEEDBACK

    https://steamcommunity.com/app/381210/discussions/5/1471966894863646440/%22

    Based on Japanese demon lore, and Femme Fatale killers everywhere. I wanted something that would discourage the way SWF groups currently play and encourage more stealth. I'm hoping this does that... The Spider Appearance/Mannerism: A beautiful Japanese woman in a long flowing white Kimono (a bit undone in the breast area), with beautiful black hair and a wonderful hourglass figure.

    Albeit HEAVILY outdated by todays game and standards (especially the -20% movement speed for survivors who are Poisoned part, these days I'd make it a - 5% at most or 2% so that the new Boon could counter it), but It's still all there. A Spider-like villain who can crawl over walls/obstacles at a reduced movement speed, Lays eggs that if allowed to hatch and not crushed by survivors creates a large zone of spiderlings that poison survivors, and a new Status effect: Poison, In which survivors suffering this effect normally suffer it for only 9 seconds, but if they say, stay poisoned for 20 seconds (like lingering in a spiderling zone), they lose a health state. On top of that it slows their overall movement speed, so, trying to repair a gen in a spiderling swarm area = downed in 40 seconds. I'm not so sure on the perks, Obviously I'd have to update their descriptions for the current game, but I still feel I had good ideas on them, for both the killer and the survivor (though again, heavily outdated, and would need some serious adjustments).

    As for the map... lets just say this was suggested long before the whole "Logan Paul" Debacle, and I'm sorry for mentioning it in the first place, much less suggesting that a survivor decide to end their own life in that infamous place (as so many others have) but instead end up taken by the entity. I want to formally apologize for that, and honestly have no defense other than, at the time of this concepts posting, it was the dark side of modern Japan that the Japanese knew about, but didn't want to acknowledge, and thus has incurred a substantial amount of feelings of dread and superstition that I thought would fit right in for a horror game, and I wanted to tap into that... I realize I was arrogant when I made the suggestion. Logan Paul was worse than me in his infamous videos, but not by much, and I am abhorred to think that I once thought this way because I was after the tense "Real World" horror, but neglecting in sympathy, for both the actual victims who lie in that forest, and for mocking it with my admittedly pathetic survivor concept.

    As for anyone wondering why I was Banned from the Steam forums... I was Younger, and obviously SIGNIFICANTLY more stupid, and I told an admitted hacker on their own post, to do something that rhymes with "Cry in a Choir". I'm not proud of that, and have obviously learned my lesson.

    Other than these things, I still think the Concept is great if outdated, and wonder if the devs, if they are planning on making a "Spider" killer, took any inspiration from it.

  • @Basement_Bubba420 said:

    i had a similar game where one survivor dced at 5 gens.

    i slugged the other 3 and let them bleed out.

    that.... that's not at all a similar experience. That's just mean, and didn't even earn you any extra BP or give them a chance to play. Sigh Do I have to break out my rulebook again? Because I will if you force me! Look, I believe you are free to play this game how you will and enjoy it, but you also have to consider everyone else's enjoyment too. Ruthlessly punishing 3 other survivors for 1's "asshatedness" (not really a word but feel it should be in this context) is just being an asshat yourself, even worse, you gain nothing from doing it, so the only conclusion is that you did it out of spite... we are NOT on the same page here.

    I had a Genuinely Good Game wherein the remaining survivors kept me on the ropes the whole match, and I respected them for it, Whereas you were just an asshat against all the remaining survivors because 1 survivor DC'd? BIG Difference between my experience and yours.

    If that's how you play, so be it, but More and More, it's comments like this that make me want to break out my unbiased rules for playing this game, which I hoped I'd never have to do again, but buddy... you are pushing it!

  • I'm a killer main, and so...

    For myself, It's The "Thankless Job" aspect of it. I already get enough of that BS at work, from people who ruthlessly tear into me for something that's not my fault, but they gotta vent their rage on someone, and while I understand that, I don't appreciate it. Then I come home, sometimes days after putting up with all that abuse to login for a few games of DbD in an attempt to escape all that soul crushing nonsense, but match after match, I get the same old treatment, if not harsher, simply for playing the role that this game can't exist without.

    Is it so wrong for me to just want to have fun, relax, take up the challenge or present it to my opposition in the vain of good sportsmanship? sigh, instead I get bullied in game, harassed, abused in messages, and even threatened or told to commit suicide, just because I was trying to make the game equally fun and challenging for the survivors I go up against.

    There's only so much a person can put up with before they decide the effort isn't worth it, and I've been playing this game as killer less, and less every month, because it just doesn't "feel" worth it anymore. Hell, even playing survivor still earns me Ire from my teammates because of perceived inadequacies on MY part, resulting in THEIR loss. Even if you put Game imbalances aside while playing killer, I welcomed everything the devs added as a new threat or challenge that I would have to deal with and try to overcome in order to win in stride, but sadly despite my best efforts... "It's a thankless job, but somebodies gotta do it!"... in the end, this has ultimately become the Killer Players/Mains creed, but that doesn't mean survivors should feel free to be bunch of egocentric and entitled brats to the ones who take up challenge of doing the job! Far too frequently they bemoan or assault Killers for doing what the game itself dictates they do in order to win, just as it does for them.... which is to say: WIN by any means necessary!

    FFS Survivor mains, at least try playing killer for a month before you ruthlessly tear into them for doing their job! I just feel it's ridiculous for Survivor mains to continue treating the Killer players of the game like they're repugnant human garbage, just because they chose to play the role that makes this game work, and even worse... have the gall to ask: "Why doesn't anyone one want to play killer anymore?"

    Yeah... If this game dies, I know who to put the blame on, and, "Spoiler Alert!" It's not the devs.


    Treat your fellow players with respect, learn what they can do, strive to experience both sides and then adapt your playstyles accordingly, but above all have try to have FUN together, and in good sportsmanship. This game can't exist if your opposition can't present a challenge to you, and will die if no one wants to play the role they chose... so stop hating them for their win, stop berating them for your own faults/inadequacies, and start thinking about what you/your team could've done better, but overall respect the fact that without them, there wouldn't be a game in the first place.

  • @IlliterateGenocide said:

    In my opinion Even , Autodidact is more consistent

    Something my friend and I tried recently, It turns out you can "Cheese" Autodidact now if the killer is using Sloppy Butcher or anything else that causes Hemorrhaging.

    The biggest problem with Autodidact is that you have to struggle getting all 5 stacks by healing everyone else all game, hoping the RNG gives you skill checks, and avoiding getting killed, but if you have a friend on comms, you can coordinate with them, heal them to almost full, wait a few seconds for Hemorrhage to reduce the progress to 0 again and keep healing them to get all 5 stacks very quickly.

    Obviously this also pairs well with CoH, but overall, both my friend an I achieved getting all 5 stacks of Auto after spending about 30-40 ish seconds healing each other, but for some games it took even less time thanks to favorable RNG.

    I won't say it was "Super Effective" honestly, just more consistent, because coming in with a fully stacked Autodidact and healing someone fresh off the hook in the early-mid game, makes it far more useful than spending until the endgame getting whatever stacks you can, only for it to be practically useless since most of the players will be on their death hook anyways.

  • The zombies have a 95 degree cone of vision that extends to 14 meters within their visual range wherever they're facing, but can be extended to a maximum of 20 meters with an 27% larger cone of vision (120 degrees). They will always try to chase survivors that they see, no matter how silent, and crouched or not, but when it comes to their detection, sound is where they excel.

    Sounds that attract zombies:

    Long Distance (40 meters): Failed Skillchecks (on repairing and healing), Fast/Medium Vaulting, Pallet Dropping, Fast jumping into lockers, Fireworks/Flashbangs, Screaming.

    Short Distance (16 meters or less): Pained Grunting, Healing, Opening Chests, Entering lockers slowly, Flashlight Clicking, Repairing, Running, Totem cleansing/blessing, Sabotage.

    Extremely short distance (2 - 4 meters): Breathing, Walking, Slow vaulting. (zombies will not hear breathing at all if survivor is healthy and crouching, you can literally sneak right up behind them)

    Survivor Perks that suppress/throw off zombies audio detection ability:

    Technician, Iron Will, Calm Spirit, Quick & Quiet, Diversion, Red Herring, Deception, Self-Preservation.

    Killer Perks that enhance Zombies Audio Detection Ability:

    Infectious Fright, Discordance, Iron Maiden, Spies from the Shadows, Hoarder, Tinkerer, Call Of Brine, Stridor, Overcharge & Huntress Lullaby for failing skillchecks, Make Your Choice, Deathbound, Dragons Grip, No Way Out, Jolt, Eruption, Scourge Hook: Pain Resonance... etc.

    (basically anything that causes an alert/explosion/scream/failed or even successful skillcheck notification to the killer, whether survivors hear them or not, affects the zombies detection behavior).


    If you are having trouble with zombies constantly bugging you on gens or following you around seemingly out of nowhere, chances are the Nemesis Brought in 1 or more of the perks that alert zombies to you in order to give them more map pressure/presence. A lot of these perks you can't do much about, but survivors are not hopeless.

    Pipe down with Iron Will, maybe throw on Diversion, Calm Spirit or Q&Q, and they'll have a harder time locating you over the core noises that get their attention (Screaming, Vaulting, Pained Grunting), Although I find that While Technician won't stop them from becoming attracted due to Discordance/Tinkerer/SH:PR etc, it makes them have to be a lot closer to a gen without seeing you before they realize you're there due to your repair noises.

    Otherwise, If the Killer doesn't have any of these perks equipped, and you're very silent/stealthy, Then yes, the zombies roam the map aimlessly and randomly, but lets face it, If someone's playing Nemesis without at least 1 of those perks, they're not getting the most out of the passive part of their power. That's good news for Survivors!

    I hope this was helpful.

  • Simple:

    Cruel Limits not only blocks all vaults within the 32 meters of it for 30 seconds, but also destroys any pallet within that range regardless of their state (down or up).

    Basically this clears all obstacles for chase against a killer who gets a gen repaired in their face for 32 meters, and makes doing so a much more dire situation for the survivors. 1 gen done = 1/5th of the maps viable vaults and pallets gone!


    That's how I'd buff it, and it only seems fair tbh.

    Otherwise... if not destroying pallets, have it at least block them for 45 seconds or for 30 seconds, same time for the vaults, the reason being that you just finished a gen and called the killer to you... are you honestly expecting no retribution? The idea is that the survivors essentially trade the benefit of completing their objective with the detriment to their escape possibilities. That being said, While I still believe outright destroying the pallets (of which there's usually an abundance of) is the correct and more powerful advantage for the killer, I'm willing to compromise as long as they are blocked in the same range as well, and for more time preferably due to the fact that "God Pallets" exist, but I understand if they are only blocked for the same 30 seconds that vaults are.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2913160#Comment_2913160

    I'm not complaining about anything really, tho i will say. an item or perk is not counterplay

    "Not counter play" huh? Then how do you explain the effectiveness of items against Wraith, Hag, Nurse, (all Light based) and Petty much every killer with a damaging power (medkits) or any killer with high 1v1 pressure but low map pressure (Toolboxes). Items in general are designed to counter an aspect of the way a killer plays, perks are designed to either enhance these aspects, or try to counter them. There's only 1 killer that outright defeats one of these item types just by existing: Plague, and unfortunately, she's one of the LEAST played killers.

    Items Defeat aspects of killers time and time again, and with good reason... If the survivor has that item equipped against x killer they gain an advantage against them, if not then they play normally. Items are and always have been counter play for certain killers, but it's always up to the survivors to either load in with them, or find them in chests to gain the advantage. Hell, for the longest time Toolboxes outright defeated Trapper as anyone with a toolbox could permanently destroy his traps... Sigh, Arguing that the devs never designed items to be counters to some of the killer roster is like arguing that Plague wasn't designed to defeat the Healing meta, or that Nurse Wasn't designed to bypass the Pallet loop playstyle!

    All I'm saying is that EVERYTHING in this game has a counter play. Sometimes it all comes down to equipping a certain item or perk, other times its about changing up your playstyle to counter your opponents, regardless though... It's up to you/your team to decide how to approach each match. If you find yourself going up against harder/stronger, or a more coordinated meta player(s), then by all means break out your best builds and go nuts! NO ONE CAN FAULT YOU FOR THAT! That's kind of the fun of this game really.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2912798#Comment_2912798

    If you light burn a good nurse while she's blinking. she ls letting you

    counter argument: If you Lightburn a "Good Nurse" you just bought yourself/your ally 2 seconds for the stun, and 2 seconds for her fatigue. Admittedly an Expert Nurse can take this and still kill your team though their mobility and tactics, but a decent, or even a good Nurse never sees it coming... hell I haven't met a Nurse of any skill level yet that sees it coming!

    Also just to note: Lightburning a Nurse is much faster than Lightburning a Wraith (it seriously takes like .2 seconds to Lightburn a Nurse!), so I don't see where your complaint lies here unless, you haven't actually lightburned many Nurses.

  • (chuckling to myself knowing that she can be Lightburned while charging her blink), sigh... no.

  • @ukenicky said:

    If you want easy mode on Spirit just use Dried Cherry Blossom. It's arguably even better than old Stridor on her and Iron Will doesn't counter it.

    Old Stridor did not need to exist and honestly its current form is pointless. It needs a rework of some kind but certainly not a revert.

    @Aven_Fallen said:

    If you want ez games as Spirit, you have to use an Add On-Slot for that. But then the game plays for itself, dont worry.

    Reverting Stridor would be really bad. The Perk was only used on one Killer, because it was busted on that one Killer. And no other Killer used it, even when people have a problem with Iron Will, they would never use Stridor.

    It would be better to rework Stridor into something else which is actually useful on more than one Killer. Current Stridor is lacking, but the same can be said about old Stridor as well. Giving it an entirely new effect is the way to go.

    Reverted Stridor won't make Spirit any easier. In fact, It'll make her even easier to track for the survivors because if she's going off of their sound alone, and they can hear her phasing around them, but because stridor amplifies their noises and makes them sound closer than they actually are, while Spirits phasing sound makes her sound as close to survivors as she actually is... Survivor obviously ends up with more accurate information on her whereabouts don't they?

    I don't see how you guys think this change/reversion to Stridor would make Spirit "Easy" mode given her current changes. If anything, while it may be great for tracking in open areas, it won't do much against IW or standard survivors around loops other than give them the advantage.

  • Originally Stridor was the only counter to Iron Will, as while it didn't reduce IW's effect, It still raised the Pained grunting to 50% from IW's -100%(IW = -100 to Pained grunting sounds, Stridor = +150% to Pained Grunting = -100%+150%= 50% to Pained grunting sounds. Otherwise Stridor raises Normal/Healthy Breathing sound by 25%, but Pained grunting and Healthy Breathing are 2 different states). Then came a Bug around the time Pig was released wherein Stridor no longer affected IW at all, and IW was an absolute counter to all killers, Stridor or not... this "Bug" Lasted until late 2019, and Stridor was again at least back to its former glory as a counter to IW, but people also realized how powerful it was on a Certain Killer who can't see survivors while using her power: Spirit. Then around a year ago now, The devs changed how IW and Stridor work against each other, and again reworked them in a way that made Stridor useless against IW users, in an effort to curb Spirits advantage, But then, only a few patches later, they Nerfed the Spirit anyways, In a way to make her audibly easier to predict for survivors, and now we have a perk that has been nerfed for no reason... and remains nerfed despite its previous utility on the 1 killer who could actually use it effectively.

    I once proposed a change wherein, If a surivor is using IW, then they don't lose normal breathing audio, and instead replace their Pained grunting with 25% louder normal breathing sounds, which would make Stridor users hear IW Survivors normal breathing noises 50% louder to compensate, since atm, Pained grunting sound is completely nullified, making survivors breathing/grunting noise of any injured survivors entirely inaudible to killer whether they have Stridor or not.

    If they don't make the change OP is suggesting and just Revert Stridor/IW to compensate for the current game, I believe it would only be fair that they could at the LEAST consider the change I suggested so long ago.

    Alas, this idea was ignored, and Iron Will reigns supreme.

  • @CutiLaura said:

    LOL edited my post and add your comment, thanks!

    Really this is something I forgot to mention, I've been playing for less than a week, but I believe that my performance is very good with the nurse, many friends tell me "our playing with the nurse is horrible" and for me she is basically the strongest killer in the game, because there's no way for you to loop, there's no way for you to run, it's impossible, basically you go through the loops, stairs, wall, just get a basic idea of where the survivor is, and teleport to the places right, always where you last saw him, don't keep trying to "guess" where he went, those teleports you do trying to guess, are the ones that make the survivor manage to escape you, just train a little bit and you'll be strong with her, follow these tips that is success for sure 😁

    Also, everything I mentioned above in my original comment/response to the OP, does well to make you a better Nurse player. While I don't agree that only 1 week of playing will make you fantastic with her (unless you played for around 50 hours, which makes you obviously well into the Decent-Good range and working towards the Master or God tier, which only she can achieve at the highest SBMM level IMO), It only fairs for you in comparison against the level of survivors you are facing, and 1 week may not be enough to make her "the strongest killer in the game" in anyone else's experience.

    While I agree that she IS the strongest, I also believe it takes a lot more effort than a week of playing for a player to get there with her.

    Still, like Plague, she's one of the least picked killers, and thus most survivor players don't know how to face her... which is probably working towards your advantage (I know it does when I play Plague), but when you do reach high SBMM level with her, and start facing survivors who know how to counter her, I hope you won't complain about it, and instead just realize what tactics you have to change, and adapt well to keep the survivors on their toes. You do that, and yes... You will have mastered the best killer in the game.

    Here's hoping the dev's don't decide to nerf her again.

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