Avatar

TropesDaMan

TropesDaMan

About

Username
TropesDaMan
Joined
Visits
165
Last Active

Comments

  • @Arcturus said:

    • Nerf Sprint Burst to either 35-40% Haste or to 2-2.5s duration
    • Make Vigil not apply to Hindered or Exposed
      • With the current value of 66%, it would even be plenty good just working on exhaustion, but these 2 have to go
    • Make killer perks that activate off of fresh hooks deactivate when a survivor dies
      • These perks are meant to encourage spreading hooks, but killers often can tunnel out one person and still get full value. My only concern would be that Grim Embrace would be harder to get value from, but if need be it can be adjusted, maybe even activating a slightly weaker effect off of 3 fresh hooks
    • Nowhere To Hide should be tied to the generator, not the killer
      • If need be the range can be increased, but this change makes it so this perk doesn't just benefit better killers more
    Screenshot 2026-06-23 005152.png

    most healthy changes ive heard

    im a huge whiner about Vigil affecting Hindered

  • @Grogmeir said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091780#Comment_4091780

    The big question is will you honor the boop of the snoot?!

    I will to the best of my ability to make all other Pig mains proud

  • @XsashagreyX said:

    I wish you a good grind bro, excellent choice. Imo having a p100 icon for a nieche weaker killer is a huge flex, especially if you enjoy playing them. Cakes will surely return, though the event starts 25th if im not mistaken. Good hunting!

    why thank you! i love playing her and feel she needs more love.

  • @Arcturus said:

    Both Xeno and now Jason have proved that it is very possible to spawn in custom objects (tunnels/turret spawns and spike piles), and this mechanic could be extremely useful on some older killers that rely on things around the map as well.

    1. Add weapon rack / reload stations for killers like Huntress and Trickster, similar to how Jason not only gets spikes from hooks but also from custom reload piles.
    2. In the same vein, add extra lockers or something else like floor vents for Dredge.

    Both Trickster and Dredge are pretty low down on the leaderboard, and part of that is their reliance on lockers for reloads or teleports. Huntress has the same issue, and while she is by no means bad, she has been power crept for a while. The need to spend up to 15 seconds running to a locker, reloading, and then running back to where you were (in addition, all the time any survivors may have had to run away from you) is awful, and the map dependency of Dredge where it's almost impossible to win on some maps needs to be fixed as well.

    Dredge with Midwhich is a nightmare for the other side lol

  • I have no idea lol, we bring in some interesting crowds.

    wasnt expecting the name change though and i actually laughed at it

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091785#Comment_4091785

    An actual ad for cheats, that's insane. What's even more insane is that I can't report it because I posted recently?? Crazy

    2nd time hes done this lol, he changed his name to something about me or made a new account

  • @TropeTakesTheD said:

    SKYCheatshttps://www.skycheats.comDead by Daylight Hacks: DBD Cheats, Aimbot, ESP and More!

    Free licenses for sky cheats
    Nvidia profiles for major visibility advantages
    Sound profiles for major audibility advantages
    Razer synapse profiles

    Also looking for a handful of volunteers to test custom scripts on Cronus Zen and Xim

    [email protected]

    No actual way

    cool name dude🤣

  • @Arcturus said:

    I have decided I am bored and impatient LOL so I will be posting a bunch of my ideas for different game changes. I will be uploading them separately so that people can focus on one thing at a time and either like it or dislike it. I am sorry ahead of time for semi-flooding with new discussions, but I think it's great to have new ideas to consider!

    For this post, I have 3 ideas for anti-slug mechanics:

    1. A simple system requiring downed survivors to come together (I've heard other people talk about this).
      1. If 2 downed survivors come together with 100% recovery, they gain the ability to pick each other up
      2. Downed survivors can only pick each other up after both have been on the ground for at least 60s (for the cases where they go down on each other)
      3. OPTIONAL Gradual increase in crawl speed from 45s to 90s on the ground from 0.7m/s to 1m/s
    2. A system that gets stronger the more it’s determined to be intentional.
      1. For each down after the first without a hook, the survivor gains an additional starting 15% recovery when they are downed, capped at 45%, and can can recover 1.5% further per down
      2. This means that on the 4th down, survivors not only start with 45% recovery but also gain the ability to pick themselves up
    3. A system to automatically hook downed survivors after some time (I saw this in a Scott Jund hot takes stream).
      1. When a survivor is downed, a 90s clock is started on the left-side HUD for both the killer and survivors
      2. If that 90s passes without the survivor being picked up by either side, they are automatically hooked on a random non-basement hook

    All three of these systems have strengths and weaknesses. In fact, I’d say some of these are stronger or weaker than others. All of these would have to be tested to truly determine what the best system would be, and the numbers could always change to make the systems stronger or weaker, but I think all of these are worth at least exploring.

    Im in matches but ill happily take the time to check them out between rounds or if i know ive won my match.

    i do actually think this quite healthy

  • its going to be pig btw i forgot to add that

  • @Scrinky said:

    I used to type gg, or at least glance at the post-game chat, but I often don't anymore because of toxic messages, either at me or others so I keep it closed. Regardless of that, I'd still like to say some kind of message along the lines of "Good game, well played" or "Good game, good luck next time.", automatically without having to open chat. Just a little something I thought about. I feel like this would be a harmless addition.

    honestly this is a funny idea, imagine someone being pissy with you and they get a auto generated ggs as a response

  • @Rawrbot5k said:

    They definitely had a very eerie look to it and in many ways subjectively better. The 'recolor' is just very intense and hard to see anything because it's so bright. Especially red aura's on a yellow background.

    my poor eyes are sensitive to light, so coldwind impairs me a little lol

  • @DNet89 said:

    So we all know that Charlotte can recall Victor but why can't Victor recall Charlotte? There would be less slugging.

    Alternatively when you switch from Victor to Charlotte why can't we get like a Houndmaster haste trail connecting them?

    i got a vision of charlotte forming around victor jesus.

    other part i like

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468979/perks-that-have-been-nerfed-to-the-ground

    Now that diminishing returns are a thing they really should go through and buff some of those haste perks again.

    oh for sure

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091763#Comment_4091763

    Well nows your chance with the anniversary event! Just sucks to know that I'm probably going to be doing a lot more manual spending again despite there being an auto option, simply because I can be more efficient and get more cakes that way

    ill join you on that boat my friend, sounds more worth it

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091752#Comment_4091752

    I'm currently grinding my 2nd p100 and preparing for the anniversary event. I have 16 million BP ready to go thanks to the anniversary code, but it sucks to know that the auto spender probably could have been more efficient to get another 1 or even 2 prestige levels if it actually selected the cheapest option and I had the ability to prioritize cakes.

    Agreed! sadly i wasnt able to choose who i wanted to get P100 until now, so i got a long road ahead

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091722#Comment_4091722

    COB got gutted with limited gen kicks even if its at the previous value it will no longer be as strong as it used to

    Ahhh i see ok

  • @Rawrbot5k said:

    Have the dev's spoken out specifically about Coldwinds intensely bright map? Every other discussion post about coldwind is turn down the brightness, can't see anything, give it back the dark aesthetic. Have the dev's actually spoken out about it? Or is it just something they have yet to comment on?

    i will admit old coldwind looked so much better from what i saw

  • @Arcturus said:

    As of now, the auto spending button definitely is convenient, but it sucks that it isn't actually good for anything besides getting rid of bloodpoints fast. Spending bloodpoints manually can save you a couple hundred thousand bloodpoints in a single prestige level, and despite that the auto spender will still not pick up your most wanted items like bloody party streamers.

    I really think that by default, the auto spending should look for the cheapest way to progress through the levels, as a machine that knows what "The Entity" is going to block next should be able to do it even better than a person on the outside. Other than that, I think you should be able to set up to 3-5 priority items (listed in order of priority) that the system will automatically grab first before anything else. If you are still getting perks on a character, either leave these blank or only put in a couple items you really want like BPS.

    As of now, even though the auto spender is an option, I still choose to manually go through the blood web because it's objectively cheaper and I can actually get the items I want. I think you should be able to use the auto spending without fearing you're wasting your hard earned bloodpoints.

    i have just started the grind for my first P100, i think this would be a lovely idea and could help.

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091747#Comment_4091747

    No worries! Its good to see people wanting to help new players I just didn't want you spending an hour or two writing things out for every killer.

    im bored, so i would have enjoyed it lol! but thats fine, im trying to be a positive and helpful guy here so i thank you.

    i would actually enjoy the extra time to keep my P100 grind going

  • @pidgeon said:

    In order to save @TropesDaMan a lot of trouble and you guys the time, I would recommend heading to otzdarvas website if you are new to the game. Do not worry it is safe to use, and shows you everything a new player will need to know aside from basic looping knowledge.

    forgot that existed lol my bad

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091615#Comment_4091615

    Dead Hard that works on anything short of perfect ping.

    so my 568 ping doesnt work?

  • next killers will be

    Huntress

    Hag

    Doctor

    Bubba

    and Freddy

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091731#Comment_4091731

    Friendly reminder to not click on blob: or unsafe:blob: links as they are unsafe and can be used for phishing

    yeah i see that now

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091715#Comment_4091715

    Why are we throwing racist and homophobic slurs around because of a video game, it cannot be that deep..

    its a great day for the forums isnt it eh?

  • @IronKnight55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091560#Comment_4091560

    I mean, maybe all of those killers need some nerfs. Just a thought…

    Nurse needs white comb basekit

  • @Mazoobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091604#Comment_4091604

    I miss OG Call of Brine so much. Such a shame that it was caught during the kick-meta all because of Eruption

    wasnt there a COB meta once>

  • @Mazoobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091705#Comment_4091705

    Oh really? I have mixed opinions of the guy but I def do think Jason needs to be toned down.

    New tutorials would be great but knowing how slow BHVR works, that'll remain as a dream.

    i hear some people hate him and some love him lol.

  • @Mazoobi said:

    I'm confident that the only people downvoting everyone are those who want a killer to have zero weakness

    ScottJund himself came on a few hours ago, saying Jason is fine lol, the game needs to fix its tutorials

  • @Jarred2504 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091662#Comment_4091662

    But what sort of cooldown you proposing? He's armed with one spike and then has to reload at a hook (which temporarily breaks it) or at a scrap pile. Referring to his main ability Omnipresent Evil? The cooldown for it is already painfully long for some situations, maybe the jumpscare range could be slightly nerfed maybe so it doesnt travel through walls or upper/lower floors but dont need a cooldown increase.

    Alright…i can see that, what you just proposed could be better actually.

  • @Liht said:

    DISCLAIMER:

    The character's visual design, armor, the laser tripmines, and the iconic voice lines themselves are adapted directly from Half-Life: Opposing Force. The original H.E.C.U. marines were voiced by the legendary Jon St. John and Harry S. Robins. The core intent is for this soldier and his gear to look completely lore-accurate to the me. For the implementation of this character, the ideal approach would be to either have the original voice actors record these lines fresh, or professionally remaster and clean up the original audio tracks extracted from the game files to meet modern high fidelity standards.

    KILLER PROFILE: THE CORPORAL

    Weapon: Heavy Pipe Wrench.

    Visuals: Lore-accurate H.E.C.U. urban camouflage BDU neatly tucked into heavy black military combat boots, a bulky PCV (Powered Combat Vest), a tactical helmet with green гglow sticks(under camo green, black), and an M40 gas mask.

    SPAWN IN THE MATCH

    At the start of the match, The Corporal materializes on the map by teleporting from a Xen portal. The space is torn open by a vibrant green-lightning flash, accompanied by a characteristic futuristic teleportation hum, and an H.E.C.U. Marine steps out of the closing rift in full combat readiness, gripping his pipe wrench.

    LORE

    The Corporal was a Marine of the H.E.C.U. (Hazardous Environment Combat Unit) special forces, trained for warfare in hazardous environments. He was deployed to an underground complex with a single objective—to eliminate the consequences of a catastrophe and silence all witnesses. But when everything spiraled out of control and his squad was wiped out, a mysterious man in a sharp suit holding a briefcase appeared before him out of nowhere.

    This Government Man offered him a "job." The Corporal had already spent time in his endless, mind-breaking stasis—a silent void outside of time and space and knew he was powerless to resist this entity. To avoid being locked away in that stasis again, the Marine accepted the terms of the deal.

    The Government Man opened a Xen portal and sent The Corporal into the Entity's Fog. Due to distorted spaces and phantom radio interference, The Corporal is absolutely convinced that he is still wiping out witnesses of the catastrophe at a classified facility. He doesn't suspect that in this world, there are absolutely no traces of the Black Mesa disaster for him, it is just another sector where he must implicitly carry out the orders of the terrifying official.

    PASSIVE TRAITS & AUDIO DESIGN

    Audio Atmosphere: The Corporal himself maintains absolute silence he emits no vocal sounds, not even when stunned by a pallet. All verbal elements are transmitted strictly through the military radio mounted on his vest:

    Phantom Radio Chatter (WITH STATIC): While moving across the map, his radio periodically picks up static, white noise, and fragments of someone else's orders: "Sectors unsecured...", "Body count established...".

    The sound of heavy breathing through the gas mask filters is also mixed into this audio.

    The Corporal's Reports (WITHOUT STATIC): At specific gameplay moments, The Corporal talk clear from his radio.

    Distinct Light: In his default state, the lenses of The Corporal's mask glow with a tactical green light instead of the traditional red stain.

    THE POWER: HAZARDOUS CONTAINMENT

    1. Special Interaction: Tactical Camouflage (Interaction Button)

    Activation: When standing directly against any wall or solid environmental structure, The Corporal receives an on-screen prompt: [Press Button to Lean Against Wall].

    The Process: The Corporal presses his back against the surface. With a faint electronic click, he turns off his NVG—the green eye-glow goes completely dark. His urban camouflage dynamically blends into the texture of the wall, making his silhouette nearly invisible.

    Effect: The Corporal gains the Undetectable status effect (his tactical light disappears, and the phantom radio static and breathing fall completely silent).

    Exiting Camouflage: Any movement or attack input immediately breaks the camouflage. His NVG switches back on with a faint whine, restoring the green tactical glow.

    2. Active Ability (M2 / Right-Click): Assault Lunge

    Wind-up: Holding M2 causes The Corporal to grip the pipe wrench with both hands and hoist it over his head. His movement speed drops to 65% for 1.5 seconds. At this moment, his radio transmits his own voice without static: "Mister, you going down!".

    The Strike: The Corporal executes a sudden, violent forward dash-lunge spanning 4–5 meters, bringing the wrench down in a devastating vertical arc.

    On Hit: The Survivor is instantly injured and suffers from the Mangled and Hemorrhage status effects.3. Special Hardware: Laser Tripwires (3 Charges)

    • Placement Conditions: These classic laser tripmines can only be mounted in tight choke points: on doorway frames, window sills, or within narrow gaps between closely adjacent walls. If the distance is too wide, deployment is restricted (the icon remains greyed out).
    • Visuals: Once deployed, the mine projects a vibrant, highly visible blue laser beam across the narrow gap, exactly like in the original game.
    • Survivor Interaction:
      • Rush Through (Sprinting/Walking): The beam is broken, and the mine emits an deafening sonic overload pulse. The Survivor screams (revealing their location) and suffers from the Deafened status effect for 30 seconds.
      • Bypass Stealthily (Crouching): Survivors can safely crawl under the blue laser beam to avoid detonation, but they are forced to move at slow crouch-speed, completely stripping away their mobility.

    PENALTY

    When Copral misses with M2 button you have 2 second of stun and various replies:

    “My ass is heavy...”

    “Man, my dogs are barking!”

    UNIQUE PERKS

    PERK 1: Mopping Up

    Your objective is total elimination, and no target escapes your sector.

    • 3 seconds after Survivors complete a generator, this perk activates.
    • The aura of the Survivor with the most repair progress on that generator is revealed to you for 2.5 seconds.
    • Additionally, that Survivor instantly suffers from the Oblivious status effect for 10 seconds.

    PERK 2: Secure the Sector

    You know how to fortify a position and penalize those who try to dismantle your work.

    Increases your base pallet and breakable wall destruction speed by 8 / 12 / 15%.

    When a Survivor starts a sabotage action on a hook or a trap, they trigger a difficult Skill Check. Failing this Skill Check causes the Survivor to become Exposed for 5 seconds.

    PERK 3: Tactical Disruption

    Your calculated strikes leave targets disoriented and unable to read the battlefield.

    When putting a Survivor into the injured state with a Basic Attack, all other Survivors within your Terror Radius have their HUD elements hidden, and they cannot see the auras of other Survivors for 10 / 15 / 20 seconds.

    https://us.v-cdn.net/6030815/uploads/QAYRFQGNMAFY/hlof-player-281-29.png

    one of the best killer concepts ive ever seen lol

  • @100PercentBPMain said:

    we had Prime Ghoul terrorizing Blood Moon i wouldn't count on it

    Screenshot 2026-06-22 192909.png
  • @Jarred2504 said:

    Saying this in a completely unbiased way. On PTS I had very little experience with Jason and actually first agreed with some players thinking "Yeah he's gonna need a nerf before launch" but after being able to play both against and as him more on the regular game no he doesn't need nerfing to please the bully SWFs.

    For once in like 4 years those at BHVR actually made a killer almost perfect on its release, the perks are decent and all have good uses, though I think that Scared to Death shouldn't be a HEX perk. I also think there should be a small increase in the scrap piles on some larger or more complex maps.

    But as for nerfs what the hell is it that needs to be nerfed? You mean being able to counter some of the pallet looping meta? That seems to be a goal for BHVR with some of its recent killer designs. Maybe getting a free hook spike every time he hooks a survivor is understandable, perhaps that should be made an add-on rather than base kit. And that reminds me, his add-ons some of them are surprisingly pretty good while some are of course garbage or too high of tier for what they offer.

    His ability to kill survivors who have been impaled with spikes seems to have gotten some survivors mains a little heated (and not just from his mori animation) this makes him the 4th (I think) killer in the game with an ability to kill survivors, the others being Pyramid Head, Myers, and The First. Seen some claiming that should be toned down on how he should be able to kill though none have provided a real valid reason, most reasons/excuses just being in summary his design hurts their loadouts and they don't know how to crouch or dodge. Most valid one I can sort of side with is some comparing his spike throw to The Huntress and should have a range nerf, however I still disagree and think that's just coping from some. If anything I think the ability to stick survivors to walls needs to be tuned a little to where they can be stuck to other various props and not just flat walls as I've already seen and experienced a number of incidents where survivors hit with spikes were knocked against props and items such as boxes, rocks, cars, vault points and they weren't stuck to them. If gonna get the most out of this killer's design they really should patch that so it applies to more objects than just solid walls.

    If anyone killer or survivor main can provide some good arguments with proof on why Jason needs to be nerfed in any way I would like to hear them, but I don't see anything really wrong or OP with this killer and think whoever has been designing some of the killers' abilities at BHVR lately deserves credit.

    Generally i just want a longer cooldown and im perfectly fine, i feel he gets barely punished for spamming power. killer main here

  • @YaBoi0215 said:

    I just got back into DBD about a month or 2 ago after not playing for a couple months. Twins is my favorite killer in the game. I love their playstyle and the look of the killer. I find this extremely fun to play even though they are still very buggy. Recently I noticed that Victor does not stop survivors from leaving the exit gates. I looked back through the patch notes I was unable to play and didn't see any Twins changes in them. Is this just a bug or did the Twins get shadow nerfed and I just didn't see it?

    Screenshot 2026-06-22 193156.png
  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468905/jason-needs-emergency-nerfs-incredibly-unfun-to-face

    OE spam Jason players when he gets nerfed and they have inflated MMR because we spent to long waiting on data when most of us know OE is the issue.

    https://us.v-cdn.net/6030815/uploads/SRE1H1HWNTSV/bb.gif

    Screenshot 2026-06-22 192844.png
  • @pidgeon said:

    Fellow survivor players I urge you to start using this extremely slept on and powerful perk if you haven't already. For those who do not know Self-Preservation does the following:

    Whenever another Survivor is hooked, you gain Elusive for 30s

    This genuinely counters so many things as it quite literally gives you the strongest effect in the game. Elusive which is an effect that hides your Aura, Scratch Marks, Pools of Blood, and Grunts of Pain. This is genuinely such a game breaking perk I'm surprised I rarely see it. Here are some reasons why its so strong and why you should use it:

    • Completely counters BBQ which is one of the most used killer perks in the game that so many killers rely on.
    • Anti-Snowball when you have multiple survivors downed and the killer starts to hook them you can pick up survivors reliably with significantly less resistance from the killer, as it will be impossible to find you.
    • One of the best perks for prerunning if a killer repeatedly comes back to your gen after finishing chase and hooking another survivor you can prerun surprisingly later than you would need to later since they will not be able to trace you.
    • Sometimes the killer will hook someone right next to you and start chasing and what happens? You guessed it the killer will lose you relatively fast depending on your patient causing you to not get caught again.
    • Great for hatch searching once your teammates inevitably die.

    I've been testing this perk a ton as of late and have started escaping my solo queue matches significantly more than I used to. Genuinely amazing perk for all levels of play 10/10 would recommend, and the best part is that it is a free perk!

    I used to love this perk before the changes but its even better now. Let me know what you think!

    Screenshot 2026-06-22 192711.png
  • Huntress turns a survivor into a child then kidnaps them, finally becoming the mother she wants to be

  • @Doctor_Xenomorph said:

    Clown can decide to belly flop on a survivor to mori them by crushing them w/ his gut when all 5 gens are done

    ya so im a clown main now

  • @TurnOffTheTVs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091564#Comment_4091564

    Yea bro my bad I just play the game instead of randomly recording it so I can use it as a gotcha for some random on the dbd forums later down the line… like??? what??? lmfao.

    didnt realize we had to record every game

  • @GroovieAshes said:

    I can't understand who thought it was a good idea to give him no CD's, no load time, extra load spots, load on hook AND unlimited undetectable travel form...

    It's pretty brain dead.

    The crouching counter play is boring and drags the match out. If no one takes the aggro he just returns to hook, horrible design.

    ehh i wouldnt say he has no CD, its a short one but still he has one.

    @ScottJund said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091551#Comment_4091551

    Why do people keep saying he has no cooldown? His power has a 12 second cooldown after leaving Omnipresent Evil with a jump scare. The load time is time spent walking to a spike setup/hook, which is RNG. Yes, it can be perfectly on route so he loses no distance, but even a 2 second detour is massive distance loss in a chase.

    Yeah granted that however he can still use OE to catch up though, he can be quite oppressive, and i dont think people like it, i still think he needs a nerf. This is what happened on The Firsts release

  • @Jspect said:

    It looks so goofy and unintimidating I can't take him seriously (gif below)

    https://us.v-cdn.net/6030815/uploads/LSYS3WKMK347/converted.gif

    its all sunshine and rainbows ahh stroll

  • @ScottJund said:

    I legitimately think Jason is mostly fine outside of a few addons and the hinder effect on removing the spear. The biggest problem in my opinion is that the game does a very bad job of teaching you the correct counterplay to the killer, so its extremely understandable why so many people find him so oppressive. I still think a better tutorial system would solve so many issues for this game.

    got so bad even Scott himself arrived. and your completely right i think that in the like manual in learn to play it needs a detailed breakdown on how to play against certain killers!

  • @Marc_123 said:

    As far as i know the new Hellraiser game is single player only.

    I guess it will depend on the success and the future plans if they maybe come back to Bhvr and want to readd Pinhead to DbD.

    I hope there are talks in the background already. But i don´t know if Pinhead has the demand Stranger Things had to convince the new license holders.

    I think Myers will come back if his game flops or runs out of steam in 1-2 years maybe.

    I would like them all back - i hate licenses leaving in general.

    gonna be honest the Hellraiser game looks fantastic, worth his departure

  • yall on the second switch meanwhile im on the first one lol

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091507#Comment_4091507

    You really need to play a bit more, preferably against survivors who don't run the straight line and understand that spear needs to be juked. Such survivors have no trouble dealing with spear and can efficiently waste Jason's time.

    Why do you assume my opponets run in a straight line? when did i say that, i obviously have people dodging it, i do miss sometimes, i was just saying i find it easier then a hatchet throw. Its not like i said the spear was undodgeable. Again this is from my time as him, i was never contradicting yours, im sharing my gameplay and thoughts, you dont have to agree.

    Once again you make another good point Survivors can easily waste Jasons time

1 … 4 5 6 7 8 … 19