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UndeddJester

UndeddJester

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UndeddJester
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  • I've said numerous times, but the thing is despite Myers being weak, he is a very much beloved character in DBD... I think it would be kinda suicidal to do anything very drastic to modernise his power.

    I think BHVR will keep Mikey mostly the same, but add additional stats onto his basekit... help with stalking, help with map mobility out of chase, and help with bolstering the power of T3.

    Add-on-wise I can see Tombstone Piece being completely nerf batted, but I think Judith Myers Tombstone will stay for the Evil Incarnate achievement.

  • @ReverseVelocity said:

    It feels extremely cheap to go against, especially compared to the other event abilities. It's just a "nope you can't use this loop" button. I don't know why Exposed on Bloodlust was dropped over this one, since that one was pretty situational all things considered.

    Remote Hook is pretty strong, but it just needs the bugs ironed out for next year I think. I got teleported to a hook when trying to pallet save someone lmao.

    I have to admit... the remote pallet break does have a bit of a "oh… well screw me specifically I guess" energy sometimes.

    I played against a Wesker yesterday, and was being semi-tunneled, but I was managing to waste a lot of his time, enough for him to drop chase and go elsewhere.

    While on death hook but at full HP, I got to a loop and managed to throw the pallet at the right time to stop his power. He remote broke the pallet and I had to eat a hit. I knew I was in trouble, but managed to loop around the windows of this tile a little more, before I then made a break to 2 decent nearby, but not participarly strong loops. I managed to successfully mind game him several times between these loops, only using one of the the pallets, as well as also dodging his power a few times.

    I knew I was going to lose eventually but I was doing my best, and surprising well... and after I'd reached a point of getting caught at the farther of the 2 loops, I linked back to loop closer to the first intial loop (the one closer to where he'd remote broke before). I was forced to throw the pallet here (again not a great loop), but at this point he had a charge back and remote broke the pallet again, ensuring as he did it he ran in the direction of the further loop still with pallet, forcing me back in between the now dead closer loop and practically dead initial loop...

    I instantly knew I was dead and just ran to the corner to waste as much time as possible before I died...

    I wasn't mad, but there was a bit of "Oh... OK then... guess I'll just die I suppose" about it 😅

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753567#Comment_3753567

    and sadly I don't think Skull Merchants current rendition quite sells it...

    I hate that default skin so much, it's just so boring…

    But her other skins are really good, I enjoy playing Dead By Fashion with her.

    Same actually... anyone can say what they like about SM... her skins are pretty frigging awesome…

  • @VomitMommy said:

    I can't tell if you really like Skully, or you were really bored...

    Otherwise good job. Always surprised there are people to care about Lore so much in this game.

    Thanks!

    Truthfully, I was bored on holiday, needing my DBD fix xD

    However I do like a lot of things about Skull Merchant. I think the thing with her is that similar to Trickster, your first impression of her is that she is not that intimidating. In the case of killers like them, it's the lore that actually sells them.

    Ji-Woon Hak raises an eye-brow when you see him, but it's his lore that sells him, cause he really is a nasty piece of work...

    I think Skull Merchant being mostly normal looking plays into her favour, the same way someone like Ted Bundy excelled by looking normal... the problem is just like Ted Bundy, you need the story with it to see the monster... and sadly I don't think Skull Merchants current rendition quite sells it...

  • EDIT: Fat finger post... plz delete 😒

  • I doubted it'd all fit in a post... I expected a character limit, but to attempt to submit it.

    Edit: Oh snap... it worked..

    The Skull Merchant

    Spoiler Spoiler Warning ▲▼

    The self-made millionaire Adriana Imai came from a humble home in Fortaleza, Brazil. Her father, Seita, moved to Brazil as a young man, hoping to see a side of the world completely different from his hometown in Hokkaido. Though working in menial jobs to fund his life there, he was a talented illustrator, spending most of his spare time designing colourful characters and worlds, drawing inspiration from the unique culture surrounding him.

    While sketching patrons of a local jazz club, his work was noticed by the elegant Belinda. Introducing herself as the owner, she expressed great delight and interest in his unique style and talent, and following a brief discussion, she commissioned him to design a new logo for her establishment. What began as a business partnership soon became a romantic one, and within a couple of years, baby Adriana was born.

    Growing up in a house full of art and music honed a brilliant mind, and young Adriana excelled in all areas of academia, demonstrating an incredible level of dedication to her studies and a near obsession with perfection. Always striving to score at the top of every class, she would frequently become overly competitive, quick to anger, and intolerant of anyone who threatened her standing. There were a few more serious incidents that required intervention and disciplinary action from the school.

    Neither parent was particularly concerned however; Adriana’s mother was far more interested in continuing to push her success in her studies, while her father would instead excitedly share his work and passion with her. Despite working long hours at a canning facility and only writing his manga in his spare time, every night he would share his wild and highly imaginative illustrations with his daughter, challenging her and even using her own ideas in his work. He even used her likeness for Adi Valente, a young girl who saved and protected the weak with her quirky robot companion.

    By middle school, Adriana's exceptional grades had caught the attention of a very prestigious private school who began courting Adriana's parents with promises to help her reach her potential. Both parents were immensely proud and keen to push her further; Belinda drew what additional funds from the jazz bar she could to cover the expenses, but still more funds were needed. Seita spoke to publishers about his unpublished manuscripts, though as an unknown name in the burgeoning Brazilian manga scene, it was hard to broker a deal. In the end, he managed to find a small local publisher willing to carry Adi Valente, though he had to settle for a less favourable agreement.

    Initially, the funds were managable; however, as the popularity of Adi Valente grew, the demand and workload mounted, and trying to keep up with the series while working a full time job was simply not tenable. Taking the gamble on Adi Valente's success, Seita left the canning facility to work on Adi Valente full time, giving him more time to develop and illustrate his series. While it was certainly making him more money, the small publishing company was largely leaving the entire operation of producing the manga to Seita single-handed. His work consumed all of his time; inhuman hours, with no breaks or holiday, and often unable to spend any time with his daughter. The young Adriana watched on as her father toiled endlessly, seeing his once infectious smile and passion for his art dissolve into bitterness and resentment... all just to line someone else's pockets.

    In her final semester at the private school, Seita had reached a breaking point and demanded the royalties he should be owed for his work, refusing to write more until he was paid properly. The publishing company however rejected his demands, and after a strong verbal conflict, they tallied their assets and concluded it was more profitable short term to liquidate the company, sell off their IPs, and go into administration to avoid paying Seita. It quickly became apparent the Imai family were no longer able to afford the mounting expenses, and despite being top of the class, Adriana had to be pulled out of the elite academy, and forced to endure the embaressment of being denied her diploma. Belinda tried to secure her a place to finish her graduation at another school, but Adriana angrily rejected every single offer. She watched on in horror as her academic rival claimed their diploma, along with numerous accompanying awards and accolades... Her awards. A darkness flashed in her mind, seeing his success sickened her, and she couldn't help but think of all the ways his life could and should be torn down...

    Seita blamed himself for costing Adriana her future and tormented himself endlessly for plunging his family into hardship. The anger at his former employer mixed with his enduring sense of shame, feeding his anxious thoughts and plunging him into depression. He tried to start anew with a new manga, but his art became a place to pour his darker thoughts into; a grim story of blood and vengeance. The manga followed a highly competent female assassin with a bladed mechanical arm who used remote controlled drones to survey and track her targets. Betrayed by her employer and after a failed attempt on her life, the story saw her track, hunt, and brutally gut the members of her former benefactor's organisation, affixing the skulls and bones of the weak to her drones as she carved through their ranks. He used darker imagery than he ever had before, and as he drew, he would subconsciously emote, his face mirroring the sinister intent he was inking onto the page... His wife Belinda showed concern that his normally beautiful and flowing art now looked like a twisted and nightmarish fog... a dark dream. He took the name. Despite now having some notoriety in the industry, the tone of this new manga heavily clashed with his previous work, and he was unable to find a publisher willing to gamble on this new darker series.

    Unable to sell Sonhadores Sombrios: O Mercador da Caveira, the family became solely reliant on Belinda’s income, but it was clear that her takings from the jazz club alone could not also sustain the home and family they had built. Facing mounting debt, Seita continued trying to get his work published, but as time drew on, his resentment and shame grew. He frequently cursed his former employer and his own foolishness before finally, he disappeared from the family home, the revolver he kept in his desk gone with him. A missing persons report was filed, but after a rather lacklustre investigation, and despite no body ever being found, the police unofficially concluded it was likely a suicide and the case was left to run cold.

    Adriana did not take the loss of her father well, while Belinda was inconsolable, refusing to accept Seita was gone, but with their debts ever mounting Adriana was never afforded the time to properly grieve, and she set upon trying to find a way to keep her mother and her fathers home. Her first project was to create a website dedicated to the world of Brazilian manga in honour of her father, and she managed to capitalise on the mediums ever growing popularity in South America. She allowed fan produced manga to be submitted, with a rather loose piracy policy, and she used some smart advertising strategies to draw in large numbers of users and advertising revenue. Before long, she had built a well-known brand in the ever growing Brazilian manga scene, with a steady income stream. Despite her success, the constant reminder of her missing father wore on her constantly. Every time she tried to upload his manga to share his talent, she could never bring herself to submit, returning the manuscripts back to their drawer under lock and key. Still, the website grew exponentially, and the second she got an offer, she sold the site and never looked back.

    Seeing the money she'd managed to make from selling the business, Adriana turned her meticulous mind to studying investment and economics, using any and all resources she could find in the Internet age. Despite being entirely self-taught, her keen intuition and uncanny ability to read the market saw her rapidly turn over small investments for unusually profitable returns. By the age of 18, without even a high school degree, she had already become a self-made millionaire. As stories of this business wunderkind spread across Brazil, her investments grew more and more brazen, and she started looking towards making profit on the back of turning businesses.

    Her methods were ruthless; she blatantly ignored the people affected by her trades and looked over the losses she inflicted on others in each transaction with an indifferent disdain and contempt. Before long, she had the kind of money that allowed her to completely buy out small companies—companies that she would gut, replace with non-union workers, and sell at a profit. By her mid-20s, she was regularly flipping even well established businesses and corporations, and had built up a significant fortune, as well as a long list of enemies... Adriana didn't care. She saw the business world as uncaring and merciless, a place where the strong devour the weak. It had chewed up and spat out her father, and she had sworn she would never be the weak link ever again.

    Before long however her notoriety began to catch up with her, and while weaving her fingers into the early stages of acquiring (and slowly dismantling) a large real estate firm, she was being threatened with legal action and even receiving death threats from former business partners and employees. The more of the business she acquired, the worse the threats got, and Adriana became more and more paranoid. She fitted sensors and security cameras all around her home and obsessed over every detail of the system, constantly tweaking and adjusting the cameras and sensors to minimise and cover any dead zones. Before long, she had replaced the static cameras with mobile drones, mounted with sensors, and created a near impenetrable web of detection... All the while, she continued her ruthless expunging of the business, trading from the safety of her home...

    It would turn out that her paranoia was well founded... As the deal to acquire a big stake of the firm was coming to fruition, one that would make the full acquisition of the firm a mere formality, her drones detected 2 individuals trying to break in. However instead of fear, Adriana felt a feeling she didn't expect... The room seemed to darken around her, almost as if shadows were creeping across the walls, but at the same time her sight and senses were sharper than ever; she was calm and ready, almost a little excited. She clutched her pistol, the same model owned by her father years before, and waited. As the two intruders snuck through her home, unaware of the silent observers tracking their every movement towards her main office, Adriana watched their locations intently on her remote sensor.

    Spying her through the keyhole to her office, the two intruders burst through the door together and raised their silenced weapons to Adriana sat in the office chair. Without hesitation, they unloaded their magazines, shredding the figure before them to ribbons. They quickly reloaded their weapons as the chair turned... only to see a shattered and broken mannequin sporting a wig and her clothes. At that moment, Adriana stepped out behind them and fired a single shot to the back of one's head before firing 2 more into the hand and knee cap of the other. Both men fell to the ground, one dead instantly, the other screaming in agony.

    She kicked the survivors weapon away, sat on top of him, clasped her hand over his mouth, and calmly demanded the name of his employer. At first, he refused to talk, but as if exhilerated by his defiance, she pulled out a long blade and looked over his body with a wicked smile. A few excruciating minutes later, a bloody Adriana had her list of names...

    The incident was never reported to the police, there was no mention of it anywhere, no blood left in the office, and Adriana herself had seemingly vanished into thin air, with the deal left hanging in limbo for days before finally petering out. No one had any idea what became of her or the would-be assassins, not even her mother, who only knew Adriana had seemingly taken her father's manuscripts. The firm directors set about undoing the work Adriana had done and returning the firm back to normal.

    They even had a stroke of luck, where a new investor seemed interested in filling the hole left by Adriana and seemed very keen for a quick and fruitful partnership. The key directors of the board were invited to meet at a conference in Switzerland. A well-spoken gentleman met them in a private room and discussed their business at length, demonstrating a detailed knowledge of the industry and business landscape around their firm. It was extremely impressive, to say the least, and a very favourable deal was quickly struck. With several days left of the conference remaining, the leaders were convinced to take in the beautiful landscape and sights around the Alps, joining a small private tour group.

    After the ride to the mountains and a stop off at a cabin midway through the tour, the directors readied to move onto the second half, with a hearty meal and expensive brandy filling their bellies. Something, however, was very wrong; their tour guide was nowhere to be seen, nor their newfound partner. The directors searched the area in confusion before scrambling in their packs, only to find their communication devices were missing... it was then Adriana appeared before them...

    She stood with what looked like a diamond encrusted gas mask partially covering her face, a mechanical right arm adorning 2 large blades, and a scanner in her left hand. Despite the mask, they recognised her immediately and looked for a way to escape... only to find themselves contained by the uneven ground and cliff edges. She stepped slowly towards them, mockingly flourishing and asking what they thought of her new look. Refusing to play her game, the lead director demanded she stay back, vainly raising his hands to keep her at bay.

    With a mocking tsk, Adriana lunged forward, the gears around her shoulder and elbow whirring intensely, and she easily smashed through the man's limbs with bone snapping force before burying her cruel double-bladed mechanical arm deep into his midsection. With an almost effortless flick of her wrist, she tore open his guts and severed his spine. His body slumped heavily to the floor... the rush of emotion and adrenaline was unlike anything she had ever experienced before. The rest of the party scattered in panicked screams, stumbling into the mountainous terrain... Adriana shuddered with excitement as her drones and radar blinked into life. The hunt was just beginning...

    Returning to civilian life and in light of the "tragedy" that had befallen the firm, Adriana effortlessly acquired the remaining seats of the board and sold off the company to the highest bidder. She lamented it was "far too painful" for her to stay on to manage her part in the business. Thus began an unsettling cycle. Numerous larger-than-life CEOs and board members mysteriously gave up their seats in several high-profile companies to new investors under various different names. Some of them just ‘disappeared’ without a trace, and a new player would suddenly appear to take their place. Authorities tried to track where the money was going, but it was well laundered through different networks each time... completely untraceable.

    Despite her precautions, the heat was getting too much, and even scaling back to smaller businesses was still garnering more attention than she wanted. An aggressive manager of a fireworks company, known for his “survival tours,” was her last target, right at home in Brazil. Survival tours… a perfect cover.

    Adriana lured him to a decommissioned airship hangar. The hunt started at dawn and went the distance. He had managed to evade her numerous times with her still tracking him well into the evening... a survival tour indeed... but he was wounded in their last altercation; it was now only a matter of time. One of her drones chirped into life, and she found her quarry once more; whimpering and straining at his limit, exhausted and barely able to crawl. She used the drones to track his desperate shuffling to a dead end. She calmly pulled on the mechanical arm, ready to finish him, but as she adjusted her weapon, a pair of kites suddenly appeared on the drones' camera moments before the feed sputtered and died. Her face hardened... then her eyes widened in disbelief as she slammed her laptop shut and charged to where the drone had crashed. There, she found her prey reaching out to someone in the growing dark for help.

    Witnesses! Not part of the plan!

    Without a second to lose, she plunged her twinned blade through his stomach and wrenched it free, exposing meat, bone, and a dying heart. The vitiated body staggered left and right, sending a shower of red over the green foliage. As her victim collapsed with a thud, she turned to the young witnesses watching on in horror. With a sneer, she flicked her blade and whispered, "Wrong place, wrong time". The youths broke into a sprint, and she eagerly gave chase, her blades thirsting for more blood... she began to wonder if she could really leave this life behind when it was done....

    The lush green of the trees melted into a thick black fog. Real life warped into something like the dark imagery her father used in the pages of O Mercador da Caveira. Visions of death and pain filled her mind... the same rush of her first hunt ran through her body, more intense than ever... a sick grin crept across her face as she gave herself to the fog, ready to begin this new chapter in her life…

  • I have had issues on various challenges where the progress counts up in the trial, but seems to reset at the end, though they have actually been counted and been carried over/been completed.

    Check the actual tome to see if it's actually done.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753213#Comment_3753213

    Its not just animation alone, but sounds too.

    Honestly, DBD animation isnt the best. Most of the time I dont feel satisfied. For some reason they always messed up limbs movement in running (and kicking Victor too)

    If you feel something wrong with how this ranger walks, you understand what I mean.

    https://us.v-cdn.net/6030815/uploads/BYR0OPV8C5JA/tumblr-nkbgqqksoq1s3ewmvo1-500.gif

    I genuinely spat my tea reading this 🤣🤣🤣🤣🤣🤣

  • I'd love a complete animations pass. Mori's especially. Freddy's is thematically on point, but the weight of the hit is off.

    You compare this:

    https://youtu.be/N0YIOMgDRh8?si=JNDZ6UZ_t5rb5cek

    To this:

    12 seconds · Clipped by undeddjester · Original video "A Nightmare On Elm Street (2010)- My Favourite Kill And Quote From Freddy Krueger (Jesse's Death)" by ...

    It's in the right ballpark, but the weight isn't there, and is something BHVR have gotten much better at in modern mori's.

    I would also love to see Pig get unique hook and carry animations thematic to Amanda. Her small size was a key plot point of the SAW films, and the inclusion of Detective Hoffman was specifically to explain how someone as small as Amanda and old/frail as John could place 200lb men as deadweight into Jigsaw trials.

    Keeping her in a lower profile by dragging survivors instead of carrying them, and then using a mechanical hook on a chain to hook survivors would make her more unique, and be thematically perfect.

  • @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752891#Comment_3752891

    Wow, you have not seen Pig in 2 months? That is bonkers. 😲 I can almost predict at least 1 when I play surv. Which is great cause our shining heroine Amanda has inspired so many new followers with her recent buffs (which we of course hit the bullseye with our analysis). But I also come across new recruits who do not want boops. No fun 😪😝

    It makes me even that much more dedicated to doing my part for the cause of keeping snoot boops alive.

    Click to view the GIF
    Untitled Image

    Black Pigs... why you hate my boops so? 😭

  • @Caiman said:

    I don't trust complaints about tunneling because people's definitions of tunneling are unreliable.

    Scot even said as much in his video.

    I've even seen people complain about "being tunneled" after they actively hang around to try for a pallet save for their unhooker, and then screamed "tunneler" when killer doesn't fall for it...

    Is like bruh...

  • Well, the question does come in, how good do you make the AI?

    All AI has to have unfair advantages over the player to exhibit a reasonable challenge. Usually they get impossible resources, fewer penalties on actions/movement or whatever. In DBDs case, the AI has wall hacks to ensure they can loop the killer somewhat effectively, and will mirror the killers movement at tiles. A lot of the time, to catch an AI you have to deliberately bait moves out of them to force a bad vault to catch them.

    If you want to make the AI strong, you have to keep stacking what are effectively hacks onto them, to the point it starts to be increasingly unfair on the killer.

    This game is meant to be played by 4 survivors and a killer. The bots are a band aid to try and mitigate the damage of a player leaving, but a bot isn't something you can realistically expect to pull the teams weight and still be fair.

    Sure it is possible a player crashed out of the game... but the reality is most of the time, its a player quitting, so thia scenario again, is typically said quitting survivors fault more than the killer.

  • Kinda feels like an issue that should be led at the feet of the player who quit ahead of the killer tbh…

    Don't think you can really call a killer toxic for simply using the fact the bots are easy to distract/catch to ensure they have the time to catch you and win the game...

    In this same scenario I'd be cursing the quitter ahead of the killer.

  • @solarjin1 said:

    He got the chucky treatment. He feel more fair but definitely nerf. The devs did a better job than what I initially thought.

    He feel smother to play because of the guards switching and the power cancelling option which can allow u to mind game survivor trying to flee a loop. His map pressure is weaker overall. The guards chase for more time the longer the patrol path buttttttttt the flags spawn quicker so survivor can just double back easier. So that whole buff is pretty much cancel out. Weaker anti loop and slightly weaker map pressure.

    This is true, although.... can the Carnifex break the pallet without travelling 10m?

    Cause if he can, that becomes pretty nasty at some tiles now hes always avaialable....😶😶😶😶

  • @TragicSolitude said:

    I always use the Recent Discussions page to see what threads are new/active. I think it shows all categories. I've always been kinda baffled why more people don't use it, as it's always the link presented most prominently in the site navigation when I look at the forums on both PC and mobile.

    https://forums.bhvr.com/dead-by-daylight/discussions

    Good shout, I might start making a habit of usimg that myself.

  • @solarjin1 said:

    The Wholesome top 3 forum users

    count of the fog🙃🙃

    @radiantHero23 🐽

    @HerInfernalMajesty 😋⚘

    I won't be convince otherwise.

    Hear hear!

  • The event makes the killer a lot stronger. The remote hooks save so much time it's too much for soloQ to handle a lot of the time. This is why the 150% BP reward is almost always on for survivor.

    However in the base game where the Killer can't remotely break pallets or remore hook, the 100% BP reward has almost been permanently on killer… so make of that what you will.

    I guess we're also just gonna pretend that one of the strongest killers add-ons haven't been nerfed repeatedly and the strongest killer perks all got nerfed, as well as some of the strongest survivor perks all got buffed?

    For the statement "this game is unbalamced for soloQ", I genuinely believe matchmaking works far better than people think it does, cause I really notice the differences when I play with my friends of various skill levels... the easiest games for me are usually when I play soloQ at my own level. I also think the difference in skill is a shockingly wide gulf.

    I also believe this rule applies to both sides: If you run maximum meta and sweat perks, they will artificially carry you up the MMR ladder, and at some point you'll hit a point where your build can't carry you any more, and you'll not be high enough skill to cope. If you run off meta builds, you'll lose against players of better skill more often and you don't tend to go against other players sweating as often either.

    If you want to get better at the game and have more fun, take off exhaustion perks, take off Deja vu, take off your Commodius Toolboxes and syringe medkits, and take of WoO. Play around with goofy builds and see what you can come up with. You'll have days where you just get smashed repeatedly, that happens in any online game.no matter how well balanced it is, but I guarantee you'll start having more fun, cause you'll wind up playing at your actual skill level.

  • @Royval said:

    lmao every time I bring a mori during twisted masquerade atleast 1 person dc

    Free win tech? 😏

  • I did watch the first 3 Hellraiser films and play the REmake thanks to DBD....

    I always hated the tank controls in Resident Evil, and just couldn't abide it... the REmake did away with that, and I ended up really enjoying the game... but it was DBD that inspired me to give the REmake a try. Hellraiser was on my radar for ages but I just never got round to it... DBD finally convinced me to buy a boxset.

    Pretty much every other franchise otherwise I knew already… so DBD introduced me to 2 more great IPs that I now enjoy 😁🤘

  • @Seraphor said:

    It bugs me that Keys and Maps essentially do the same thing in different ways. They're both info toolsn revealing auras of different objectivesn with a couple of other niche effects like the glass bead or opening the hatch.

    It's like having two different types of toolbox, one that just repairs gens and one that just sabotages hooks.

    They should be merged into one item.

    https://forums.bhvr.com/dead-by-daylight/discussion/341168/rework-keys-and-maps-combine-them

    Actually quite an interesting idea. I will admit I like the distinction of environmental auras vs. player auras between maps and keys, but I'm not attaches to it enough that I'd reject this idea.

    I feel like a few things would need tweaking though.

    • The survivor aura reveals are pretty big, and raises questions for Bonds and also Empathy's usefulness.
    • Yellow Twine comes out quite amazingly strong with hooks, totems, and gates for just a yellow.
    • The keys I'm not sure on their value as purples and iris, though tying the unlock and hatch auras together is pretty good. Left Behind feels like it'd need something though.

    It is undeniably better than current, and the concept itself is pretty sound.

  • Mine would have to be my Pallet Chewer Pig. We play with Workshop Grease and John's Medical File, taking:

    • Game Afoot
    • Brutal Strength
    • Nemesis
    • Deadlock (or if you're feeling spicy, Furtive Chase)

    The plan is to counter Pig's one true weakness... pallets. If people try to greed pallets we have JMF and Workshop Grease to make the most of our dash anti-loop/crouch mind games.

    If not we deliberately eat a pallet stun for Nemesis or M1 for Game Afoot and make them the obsession, and any pre-throwing we instant break quickly with Brutal, and stick on them with Game Afoot.

    I made it as a joke build... but it actually worked way better than I expected... and I kinda love it 😅

  • What is Hex: Entropy's weakness? Cleansing.

    What does Hex: Entropy prevent? Cleansing.

    Interesting idea, a bit more time in the oven and the core idea could be pretty sound...

  • Michael does need buffs... but BHVR have to be careful with him, because he is dearly loved by a lot of people, and thematically is one of the best killer adaptions in the game.

    As such I'd be very reluctant to make significant gameplay altering changes.... which means Myers might always be a lower tier killer... but that's OK...

    My conservative list of changes would be:

    • Stalk pool for each survivor replenishes at a rate of 1 stalk per minute after 5 seconds of not being stalked.
    • Stalk gains a bonus 10% stalk efficiency when stood completely still during stalk. (This translates to tiering up a single time taking 6s→5.45s at 2.5m and 60s→30s at 38.95m).
    • Myers base movement speed is increased to 5.2m/s, and is reduced to his EW tier when less than 32m from any survivor. (Mark with a debuff of his EW Icon)
    • Stun resistance of 20% when in EW3.
    • Can break pallets and breakable walls using an M1 lunge with a slight recovery in EW3 (think Blight M2 attack).

    Also a nerf:

    • Tombstone Piece - Survivors now replenish stalk at a rate of 2.5 stalk per second after 5 seconds of not being stalked.

    These changes would drastically reduce his time spent and weaknesses in his early stages, give him some map mobility and pseudo detection, and greatly bolster his EW3 potency outside of just the murder add-ons.

  • Is actually an interesting discussion point, because on paper fast track saves potentially 27s throughout, on average maybe 15-18s, or as much time as a commodius toolbox with full charge addons (72.667s to repair a gen or 17.333s saved).

    The problems of course are you can't guarantee you're gonna get the 18+ charges... and even if you do you aren't in control of when you get it either.

    Making this effectively like 2 BNPs makes those downsides worth considering 🤔

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750193#Comment_3750193

    if that was so true, i wouldn't be seeing 2 syringes on over 50% of my matches. the basic grey med-kit with no add-on is more damaging then a map or blood amber key.

    Clunky to use? Keys are pretty darned easy to use man.

    I find blood amber keys very clunky to use because you need channel the key in advance to predict a mindgame that might not happen which waste the charges of the item than then you have let go of key to vault windows or drop pallets. they're also high perk investment because blood amber reduces the charges of skeleton key by -50% which kinda forces you to use streetwise and even build to last due to the "wasting" of key.

    Map is pointless. the only perk that makes this item worth using is Overzealous. this perk allows you to gain 10% repair speed bonus after cleansing a totem. those who remember old toolboxes will know why. Old toolbox used to scale 10/15/20/25% repair penalty. 10% was grey toolbox. commodus was 15%, Mechanic was 20% and engineer was 25%. alex was 5%. Overzealous allows you to get an old grey toolbox for 10% repair speed. If paired with Deja vu, you get 16% repair bonus which was old commodus toolbox with 180 charges.

    You can sub a map to use an old toolbox with setup of having to cleanse a totem. Still, i don't see anyone use the perk. It is likely because # for overzealous is likely still to low. Maybe survivor would use this at 15%? from my observations, the dev do not want to buff maps because they counter hex totems despite keeping hex totems in a spot where they're mostly ineffective. For example, in recent DND chapter, there is a perk called Near sighted which is suppose reveal totems but it does not. The survivor in their description says that they're suppose to reveal totems but they are unable to do that. that is evidence to say that they're against adding any totem finding perks. Alan Wake's Boon:Illumination and Mikela's Clairvoyance perk are also perks that look like they should have totem finding on them but they do not. Mikela used to find totems in PTB but was quickly removed cementing my point.

    Pretty much agree with most there, and yeah those perks push the benefits of these items further, which is all good stuff. Overzealous and Inner Strength is a very nice combo.

    I think the thing to realise is long time veterans who have memorised the maps, tiles and spawns, and know every mind game in depth at every loop vs. every killer don't need auras, and thus don't need maps or keys...

    However the players who would find them very useful are the players who haven't got to that level of play yet. At lower levels everyone still uses medkits with syringes and commodius toolboxes, but a significant reason you only see these is because you can get these quite easily. Both of these are useful even at their most basic form, and then an iri add-on can be slapped on any version to get more value. For keys and maps, you basically need the iri item, then usually good add-ons as well... which most lower level survivors just don't have, or not enough of to try and run/learn them.

    I find blood amber keys very clunky to use because you need channel the key in advance to predict a mindgame that might not happen which waste the charges of the item than then you have let go of key to vault windows or drop pallets.

    @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750193#Comment_3750193

    I think the clunky part of them is requires a starting bar to make use of it. Wait for 1sec to see aura and stuffs. Despite medkit and toolbox got nerfed real hard, you still dont see maps and keys in use.

    They need an overhaul. Able to see Gen/totem aura from map is not strong enough to have charges. Perks being free have unlimited use. For the key, Green key should come with teammate aura by default. And let Dull/skeleton keys instantly unlock chests.

    Regarding the clunky keys and start up, you only need a brief flash on what the killer is doing, and it really helps you stop making dumb mistakes at high tiles. You flash as you turn a corner and barely use any charge. Especially with Streetwise the key can last ages.

    It's tricky sure, and takes a little getting used to, but that's because the effect is very strong, if it was instantaneous it'd be absolutely brain dead.

    I think this is also derived from the same issue. In order for the effect to be worthwhile, you need the iri version, and even if you're survivor level 10 you hardly have an abundance of iri keys... so even trying to learn it is a pain.

  • @Devil_hit11 said:

    both Z-tier items with no real use. the blood amber key is clunky to use and med-kit instant heal is better chase enhancer then the key. Maps have low range and corresponding perks that make use of maps are low reward.

    Clunky to use? Keys are pretty darned easy to use man... sure the potential value of a syringe medkit is better, but that is a one attempt gamble that can be undone by losing a single mind game… keys you can use as long as you have charges multiple times, and basically makes you immune to mind games.

    Maps do have low detection range, which is why you use a stamp.The odd stamp gives you a 20m bubble of detection, which is suddenly quite large. Just a casual walk to a distant central gen at the start to split up from your team, and maybe 1 allied unhook and it's not uncommon to have 40% or more of the map's aura revealed.

    Honestly the iri versions of both are pretty damn good... the problem is the lower tier versions suck... especially keys. You can make a green map work, but it requires heavy investment.

  • @Vanishlord said:

    My fellow pigs. I have found someone who clearly does not know how to rate. Look at this disgrace. The person in their number 1 for DCs was skull merchant. At least they acknowledge that we are fun sometimes.

    By the way this is real but I am joking I know piggy can be played in a very annoying way.

    https://us.v-cdn.net/6030815/uploads/UFXSJNFXC2ZA/1da4c87e9fb6c70b2cd0e2b9bc7c6d07.png

    Clearly someone needs to be given their chance for redemption... -🐽< 🔪

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749475#Comment_3749475

    Richard Grimes

    this looks so wrong

    I didn’t even know this was his full name??

    You think that's bad...

    I keep Freudian slipping Frank Grimes... which is this guy xD

    Untitled Image
  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749472#Comment_3749472

    Edit: Doh, wrote up an essay and then realized I misread your post and completely agree with you. Sorry! Have a like.

    To amend, I don't think anyone can claim any of the original characters don't belong in horror. They were created for DBD. DBD is a horror game. We have highly successful horror icons who snark off and have stupid catchphrases. IT is a dancing killer clown. Chucky the tiny swearing killer doll is already in the game. I'll eat my hat if Legion wasn't inspired by The Purge, and the idea that ordinary people you know could be hiding so much evil. The chapter title and trailer support that much more than the power does these days… but yes. Horror is not limited to stereotypes.

    In this case it's not about role, it's about the property the character came from and whether or not that property is focused on horror. Resident Evil might have way more guns and explosives than Silent Hill, but they're both full of sequences meant to terrify the player and leave them inching around feeling exposed, underprepared, and never sure when something is going to jump out at them or when they'll need to hide or flee. Tomb Raider has horror elements, particularly in specific games, but they're not designed as a horror game and the experience is very different from playing one of the former two. When you have adequate tools to protect yourself and avoid danger, you shift from horror to action-adventure.

    Not that I mind. DBD already jumped the shark in that regard. Nick Cage, Vecna, even arguably Stranger Things. It is what it is, and Lara Croft is cool. I'll be happy so long as we don't end up with New Killer: Teletubby and New Survivor: Otto Van Bismarck.

    This is a great point, and I think one issues with the Lara Croft IP is the more recent entries do tilt a lot more in a horror survival direction.

    It's still more of an adventure game, but there are sequences such trying to slowly limp away unarmed with a hole in your side, through a cave with bits of bodies and half eaten corpses all around, while a cannibal is trying to catch you. Sequences your hands are tied while a cult is trying to execute you, and then one guy tries... do bad things to you... Another one where that same cult has you suspended by your ankles in the air in a sacrificial chamber with basically a lake of blood beneath you need to escape from in order to save your female friend who is about to be gutted to release their God of the Isle...

    Lara is in her first adventure canonically in the 2013 game, a rookie and afraid/traumatised by what she sees; these sequences in the 2013 game ring more true to the experience you describe... and from my own experience I enjoyed the 2013 way more than the originals (which I never finished)... so that is my mental image of Lara…

    The elephant in the room of course is the badass Lara in the originals doesn't really gel with this new direction of Lara... and it's a bit of a contention point with the newer games now that Lara is meant to be the battle hardened badass at this point in the series... and she is still whittling about things like she did in the 2013 soft reboot...

    This doesn't make sense anymore to Lara's character, and unfortunately despite this direction shift the general Public perception of Lara is the original version, not the newer games...

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749470#Comment_3749470

    I don't know, but aren't nerdy geek and sports cannon aka Dwight and Meg not quite stereotypical characters in horror movies? Unless you want to be ultra specific when it comes to the victims in horror movies I would say that basically everyone can fit that role...

    Yeah but that's kinda my point... those characters in horror media have specific roles in a story, and in DBD we lack that story, so the lining of those characters as horror tropes in more subjective than objective...

    And the Black Canadian Botanist and Korean Survivalist Hermit are most certainly not typical horror tropes...

    So my point is, Lara Croft has pretty much just as much right to be in DBD as anyone else.

    Would Isaac Clarke, Richard Grimes or Sydney Prescott be better fits? Absolutely... but that doesn't mean Lara Croft is a bad fit... she fits better than a lot of the main cast.

  • If anyone wants a read this article is pretty good:

    https://www.thegamer.com/tomb-raider-scariest-moments/

    For those who want a quick summary, there are definitely horror elements to Tomb Raider, fighting ancient monsters, undead, and more recently cannibals and psychotic cults.

    I will agree that horror is not however the main focus of the series.... however I guess the leeway I give it, is this a Survivor chapter... a survivor is a survivor, not a necessarily a horror icon.

    Dwight, Claudette, Meg, Jake, etc are not exactly what I would define as your typical horror tropes... the closest to a horror trope is maybe Meg as a last girl... but we are kind of reaching.

    Lara Croft as a survivor doesn't really betray the foundations of Horror... in the game, she seems a fitting entry to the universe of DBD...

    Now for killers I offer a little less leeway... the killer is the star of the show, and if they don't fit a horror theme we are definitely betraying the point of this game...

    The goofy Clown and Legion skins I'm not a fan off myself... and I do also tend to gatekeep vs. FNAF because to my mind that is Milktoast horror... but that's because its the killer side of the equation.

  • Just cause having fun reading everyone's ideas, let's keep this train going:

    Another favourite:

    • Deliverance/For The People
    • Vigil
    • Plot Twist
    • Tenacity

    The idea is simply that Plot Twist actually allows you to heal through broken... After using Deli or FTP, hide somewhere and Plot Twist.

    Vigil shortens your down time and allows you to heal through the broken effect... Tenacity let's you move efficiently towards an objective while you're healing and heal on the go. 99 it and just wait for the broken effect to be gone and presto, you're back to full HP. 😁

  • The thing with Ghostie is he is great in SoloQ with no comms...

    If you manage to 99 stalk 2 or 3 survivors and then pop and down 1 of them... the snowball potential is huge, cause almost no one can trade, anyone of gens without a good viewing angle can easily get cooked, and unless someone shouts out where his is or where he's going, he can wreak havoc on unsuspecting players.

    That said... one strong survivor or SWF who can effectively loop him and keep denying his power can ruin his day completely.

  • Feel like Cut Loose maybe solid with this actually... your vault speed is fast enough that its actually feasible to get a double vault off before the killer notices...

  • Has there been a lack of advertising/raising awareness for this one? There is nothing in the information centre about it, there is nothing from DBD YouTube on it... I don't follow Twitter because its Twitter, and reddit is a bit of beast...maybe it was there? I didn't see it here at first for a while, as there is no mention in the PTB notes about it...

    Only reason I found out was because JRM posted a video of one of her perks and made me google it... 🤔

  • Your main issue here is if you use the d-pad, you have to take thumb off your movements stick, or take your other hand completely off your aim and buttons in order to reach and press the d-pad input with your right hand thumb. Maybe on PS5 you can get away with claw handing the D-pad with your left hand, but on Xbox this is simply not possible….

    In a game like DBD ensuring you keep moving is extremely important, otherwise you lose distance just selecting your spells, which you simply can't afford.

    Maybe something could be added on top of the existing system to allow you to bind buttons for Vecna powers… PC players I'm sure would love being able to bind and tap 1, 2,3 4, for the different powers… but the standard mechanism has to stay either way.

  • I like point 1 a lot. Another healthy change to add to the list.

    Note: As an aside this opens up an idea for her undetectable as well... perhaps Skully can have different effects based on if she deploys in chase or normally? Not gonna derail this thread with it, but its interesting!

    I like the idea behind point 2, but I imagine there are sneaky things one can do with this like VomitMommy points out.

    A smart survivor can't crouch or stand still through it, because the beam doesn't move... so the survivor has to crouch move out if in the way of the beam. Its the same reason why changing her turning speed on drones is neither a buff or a nerf. If you make it too fast, the survivor has to crouch more often... if you make it too slow, the survivor has to crouch for longer to pass safely... the beam staying place is striking on this problem... so its hard to say i its better or not 🤔

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749340#Comment_3749340

    Issue is with this approach it would feel kinda bad to get extra 2 seconds fatigue because you were 0.5 meter too close and would be very difficult to control precisely, it would be just gamble most of the times.

    Using % system would be easier and more predictable outcome of such feature for players. Basically you are sure to get rewarded for what you earned (distance).

    I would probably not start decrease from start, you could make it start decreasing after like 1 meter of distance or something. That seems fair.

    That actually sounds pretty solid to be fair... Good shout that man. 🤔

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749335#Comment_3749335

    Not really need to do it in leaps, no? 1,5 → 3

    You can just make it % based on distance. Have it probably 1.5 lowest and 5 highest.

    You get maximum distance Victor can jump on flat surface and just count how far did Victor travel before hit.

    This would make it kinda easiest to balance, because you deal with only 2 values. Your approach is 6 values (distance milestones and duration).

    Hmmm, also a reasonable approach. I figured a milestones approach would be easier to get a feel for, and probably easier to manage for animations. I figured with the longer bouce you could get slick and add a special animation to denote Victor recovered quickly rather than got "stunned", though that's probably unrealistic to expect 😅

    Gameplaywise, feom the Twins perspective they can learn exactly where the distances are for each increment of Victor recovery are and consistently play around it. Survivors can learn those increments too and pairs can know whether they can go for kicks or not...

    However just a general gauge of "longer equals better" (or for survivors worse) for both sides is straight forward enough that the exact measurements are probably not important...

  • @VomitMommy said:

    I wouldn't go above 5 seconds, because you simply can't always go for long range shots. Some maps don't allow this reliably.

    As you said 5 seconds were awful, so playing Twins on indoor maps would be even worse after this change, no?

    Otherwise like the concept

    Thanks! Yeah fair point, and that is a concern; 5s would probably be fine?

    I figure there would be tweaks to the values for gameplay. For vaults of Long - Short - Point Blank values I've been swinging back and forth somewhere between:

    • 1.5 - 3.5 - 5.5
    • 1.0 - 3.0 - 5.0 (very fast recovery on a long dive, medium might still be a little sluggy though...)
    • 1.5 - 3.5 - 5.0 (would be a little concerned not enough incentive to medium vault)
    • 2.0 - 4.0 - 6.0 (looks too punishing overall here)
    • 1.5 - 3.5 - 6.0 (even bigger point blank penalty)

    Would figure these would play around and tweak based on gameplay feedback. As long as standing on peoples shoes and vaulting from point blank is not the norm, I think Twins overall will be much cooler to play for both sides.

    Just being encouraged to try to get a longer pounce and maybe save a few seconds recovery gives a little more chance to juke and try to outplay Victor, and would help their image a lot.

  • Cheers that man, I know Twins aren't popular, so I get why this it not really on anyone's radar.... between D&D, Lara Croft, the big perk changes in 8.0.0 and modern patches, and other characters getting reworked… Its easy to forget about Twins...

    However I was stunned when this 2.7s recovery went live, and am more baffled at it staying there all this time… Literally any time you go against Twins it's a Victor slaughter. As soon as Charlotte gets 1 player on hook, that player is hounded the rest of the game to keep them from healing and keep wounding survivors to set up the chance of a slug snowball...

    It's so nasty, as there is literally nothing you can do when everyone else is injured and Victor just crawls up your butt's and bounces between you 1 by 1.

  • Just going to necro this thread, because Twins is in a daft state right now...

    The lingering buff after the revert to give 2.7s recovery after a hit is insane... Victor can just slug repeatedly and do every jump from point blank with barely any cooldown.

    I like playing Twins, and don't go on Slug rampages... but facing them is utter nonsense right now... the only saving grace is they're not popular...

    I feel like a mechanic like this would be a lot more interesting and fun for everyone... I don't consider myself an experienced player, so would happily takenother suggestions instead of this change... but the point is SOMETHING has got to change on Twins, cause they are plain bananas right now.

  • @Mazoobi said:

    This will make it easier for SoloQ to understand whether or not it is building up and to make (hopefully) smarter decisions.

    It may not be useful for SWF but it would bridge the gap between solo and SWF more.

    @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747300#Comment_3747300

    I don't think they should display it in the lobby, as that would lead to dodging based on what teammates bring. In-game, though for sure.

    These 2 changes I think is the last thing SoloQ needs to have a decent shot at bridging the SWF gap.

    Just a little set of perks listed next to the players face would be a massive QoL change. Don't even need to know if they are cooldown/active/tokens or what not.... just knowing what's in play is enough...

    Knowing someone has Borrowed Time for end game, or We'll Make It for healing off hook, or Deliverance to self unhook, or Inner Focus to self heal, or Autodidavt to know what's it play.

    The only reason this might not happen... is technically this game is not a true 4vs1 unless its a 4 man SWF... this info does betray how the game is designed to be... I.e. a survival game... the untrustworthy survivor gameplay us not necessarily a good or bad thing... but this set of ideas does betray that.

    ... and the reason this matters is you can be pretty sure a Distortion user will get trolled for taking Distortion... and a whole bunch of other perks will be met the same way too... not sure how to resolve that problem... 🤔

  • The hate of anti-loop killers is fascinating to me. To me it seems like all killers need to be good at anti loop, but if it's anything other than dashes or ranged attacks, it's hated...

    My theory is that the reason people hate anti-loop killers, is survivors want the ability to greed pallets repeatedly, and win back to back mind games against the killer. Any killer that can walk them down while leaving a sentry to do the work for them, prevents that like other killers do… but the usual argument is it doesn't take any "skill" to achieve… which is fair to say… but my viewpoint is how much does it matter?

    • Knight cuts off with guards basically guaranteeing a hit.
    • Artist blocks the window or pallet with crows, again near guaranteeing a hit.
    • Skull Merchant leaves a drone that automatically builds up a hit over any low tile.

    In all these situations the survivor can't keep looping to get that buzz of outplayed the killer and making them look like a fool, and there isn't really much chance of the killer screwing it up... However Trapper is also an anti loop killer. If say Trapper could just slam down a trap in 0.2s on the move to cut off a loop as he walks you down, he would be similarly hated as a "no skill" anti loop killer, but he gets absolutely dumped on cause his trap set speed is too slow to effectively use in chase, so he is nowhere near as hated… clearly there is an issue here…

    Strong killers that diminish the mind games are also not well liked. Spirit with her ability to make all vaults a complete 50/50 gamble, Blight with his repeated attempts to rush until he hits you, Nurse with her unique gameplay mind games that for some reason don't count because it removes the ability to greed a pallet repeatedly. All of these remove the ability to chain loops together and keep greeding pallets... which goes against what people want.

    The elephant in the room of course is that unless you want every single killer to have strong dashes at loops, and basically do the same thing as Wesker and Hillbilly, you're gonna have things that don't fit this gameplay mould... and some people also hate those killers too because they're strong... and there is an argument to say, is it skillful to catch a survivor at loop with Hillbilly compared to catching a survivor at the same loop with Myers? Now I love Hillbilly, but clearly these 2 things are not the same... so Myers needs something else to help him keep up... currently this is the threat of tombstones... but he could definitely use something different/more... and while in his neutered states I don't feel good facing him, I usually feel sorry for him when he gets absolutely cooked by a pallet stun after 3 greeds, cause this man is well on the way to losing the game.

    People even hate Pig because of her slowdown, despite the fact they can absolutely greed the crap out of her and keep outplaying her at loops... but the fact she has a mechanic that keeps her relevant in the game... no that's not allowed.... I wanna loop her 5 times each tile, smash her in the face with pallet, run to next and keep her busy for 5 gens so I can teabag her at exit....

    So with that in mind, personally I actually enjoy playing vs. Skull Merchant. I can't perma-loop her, but I'm not good enough to perma-loop killers anyway, and since the stacks reset on hook, I can survive looping vs. her drones about as well as I survive against other killers... usually better actually... so I don't mind her really... I will happily take a chase I survive 60-90s, especially if I can work a couple of crouch lazer dodges in there. She feels strong, she feels dangerous, but chances are I can almost guarantee at least 30 seconds of looping her, whereas other stronger dash killers can have me on the BBQ in 20s flat... I don't expect to be able to loop for 3 gens, so I have fun vs. her.

    Guess that's the advantage of being relatively new... I don't have a preconceived notion of what killers "should" be. I have fun just trying to survive as long as I can, and trying to loop while avoiding her beams is pretty intense to me. The only Killer that repeatedly gets on my nerves is Blight, but since his nerfs I'm even having fun against him now that I can actually juke him without him just turning in rush round a corner and hitting me every time.

  • I mean if you want to kill the Franklin's combo, just make it so Weave Attunement only works for depleted items or items with no charges (flashbangs, etc). This is the trigger for Weave Attunement anyway.

    You'd probably need a buff to Weave Attunement though, so to give a full list of changes:

    • The auras of dropped depleted survivor items or temporary items are revealed to you, as well as any survivors within 12m. This effect lingers for 3s after leaving the range or picking up the item.
    • Causes survivors carrying an empty or temporary item to suffer the Oblivious status effect.

    Note: Killer items like VHS tapes and turrets are "special items" thus are not affected.

    This makes Weave Attunement an anti gen-rush perk. It doesn't really stop medkits or flashlights, but it does mess with toolboxes. Dumping your toolbox into a gen immediately will drop the toolbox and will reveal your location at that gen to the killer, and in order to remove it you have to pick it back up and suffer permanent Oblivious.

    You then have to move somewhere to drop the toolbox in a safe place, basically undoing the time you saved genrushing.

    This also has limited synergy with Franklin's but has to be earned, and Franklin's meanwhile works as a back up to people 99ing their items.

    Could also see synergies with maybe even Overwhelming Presense as a counter flashlight build.

  • I still want a brown disable overdrive add-on to play as an OG Hillbilly with no overheat/overdrive mechanic whatsoever... would be a nice little easter egg to play him as a he was when he first came out, especially now his add-ons are partial basekit.

    Would be a great tool for weeding out the Dork Hillbillys from the Chad Hillbillys.

  • @BloodBird said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747168#Comment_3747168

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747190#Comment_3747190

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747195#Comment_3747195

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747212#Comment_3747212

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747245#Comment_3747245

    For those interested here is the footage from my Nurse game, and yes I'm aware these aren't the best survivors but its still nurse and its still me winning, each game I played I simply took the result of my first game played. However the game did this multiple times to me during my games where it ended the game for me, but it ended right as I picked the final survivor up so it's a 4k.

    I will post each of the 36 games in this thread, they will be going live on my Youtube once a day at 1pm EST, so if anyone is interested you can see the games here.

    https://www.youtube.com/watch?v=b45fiBlnyhE

    Ok… I'm not gonna lie… when I saw this initially I was thinking "Nurse would be matchbox Nurse, I can maybe believe that". However no, you are also running no add-ons, so then I raised an eyebrow…

    Benefit of the doubt, I watched the video, what popped in my mind was: -

    • 0:20-1:45 - The Claudette kept mysteriously not making distance from you… she should be holding W and trying to break LOS, which she does, but she seems to keep doing this weird wiggle, and deliberately slowing down at points for you to keep up, then running to open topped loops… OK bad decision. At this point can chalk it up to not being sure what you're doing… but she starts throwing pallets, even though throwing pallets against Nurse is not smart, I'm willing to believe we have an average survivor here.
    • 1:45-3:00 - Spent wandering aimlessly between gens for near 80 seconds with no pressure whatsoever.
    • 3:00 - Kate can be seen in the bushes meandering back and forth for some reason and stays put to take a free hit… again chalk up to confusion why you're not using power.
    • 3:15-3:30 - Kate took completely the wrong direction when she threw mid pallet and literally walked straight into you. This is just confusing, and doesn't make any sense for her to do, even if you were to use power… Claudette this whole time again just looks confused with what you're doing. She is dithering with Kate for some reason, and also misses the easiest stun of anyone's life at 3:22 and constantly wiggles back and forth to allow you to keep close… the only thing I can chalk this up to is being confused why you aren't using power.
    • 3:30-4:00 - You spend wandering around casually breaking pallets and pick up Kate, who has been down now for nearly 40s with no-one trying to save. This makes sense if they are doing gens, but we'll get to that.
    • 4:00-4:55 - You basically just wander back and forth not chasing or pressuring anyone here. You ignore Claudette still doing her weird movement, you ignore Ripley whatever she is doing, Claire makes a save and runs up the stairs. How have only 3 generators been done when you've basically had 0 pressure… you have never engaged more than 2 survivors across this 5 minutes…. and the fact that you have engaged 2 survivors was because both of them are wandering around in no man's land aimlessly literally applying 0 pressure.
    • 4:55-5:15 we get our chase with Claire which lasts 15s as she throws the pallet and stands still while you cut her off, falls for the simplest mid game ever and then immediately runs into a deadzone; then for some reason even turns right back into you to fall at your feet…
    • This whole time at this point I'm sat thinking to myself It's been 5 minutes where at least 2 survivors have been completely free to do generators absolutely uncontested. You should be on 4 gens done, with 1 gen about to pop even with the most brain dead of teams. The only possible reason why this might not be the case is everyone is confused what you're doing and messing around…. but this is being very generous.
    • 5:15-6:20 - More aimless walking where you have zero pressure… Ripley randomly runs up to you and seemingly hasn't moved from main door all game…
    • 6:25 - Claire goes to second stage hook… while completely uncontested for most of it… again if there were gens popping maybe it'd make some sense… but it's clear that isn't happening by this point.
    • 6:25-7:20 - Kate is pre-throwing pallets that she can easily greed… at this point your cat should be out of the bag, and she is pre-throwing to buy time from you… she holds W and makes the kind of distance I'd have been expected Claudette to be making this whole time… only to for some reason try to play the event pallet, which I can only assume is out of boredom (if I'm being generous) cause she has miles on you at the point she drops.
    • 7:35 - Gen progress… OMG! It is possible…. but you kick, which your 3.95 Nurse can't possibly catch back up… you shouldn't be landing M1s anyway, but any chance you had is gone here…
    • 7:40-8:05 - We see some really weird movement from both.. again if you were playing Nurse some of this hesitation makes sense, but at this point the cat is out of the bag… and Ripley going to trade here just is baffling…
    • 8:05-8:25 - Not gonna rag on you for missing the lunge, it happens to everyone sometimes… but Jesus this whole sequence was pretty painful to watch…
    • 8:30 - Claire and Ripley… what the hell am I watching?
    • 8:50-9:10 - Tells me where Claudette's mind was at. She stopped caring ages ago is the only explanation.
    • 9-10-9:45 - Just Wow.
    • 9:50-End - Who even cares any more?

    The reason i bring all of this up is your first post:
    "I wanted to show that any killer can be played well using an m1 playstyle and why strong killers who tunnel at 5 gens are not really
    that skilled at the game and could improve by learning proper looping and map management techniques."

    At no point in this game did you show any proper looping and map management techniques… quite honestly watching this game was a little embarrassing… there are bad survivors, there are bambis, there are amoebas… and then there is this. It was shockingly bad, to the point I have no means of assessing your own skill… because you literally didn't demonstrate any… you didn't have to, the survivors might as well have just fallen on your saw…

    This game should have been done at dusted at maybe 3 hooks 6 minutes in, and that's being generous with your average waste time soloQ team… suffice to say… I seriously question how much weight can be put being the argument that killers who tunnel at 5 gens are unskilled. I personally don't think tunneling is necessary to win, I believe it puts the game on a dice roll that can easily backfire into a 3 or 4 man escape against the right survivor/build… but if this is the counter evidence, we've got a lot of work to do.

  • I did get smoked the other day by a Singularity running No Way Out, Remember Me, NOED and Terminus.

    Man had podded up far apart that a single EMP couldn't hit all the Pods, meaning he could always maintain vision of the gates. We couldn't reset heal cause of Terminus, the time for us to find NOED gave him ample time to set up his pods… we were basically stuck as he just kept teleporting back and forth until we were all out of resources. The remote hooks of the event really didn't help with our time efficiency…

    It was kinda demonically genius… I mean screw you man… but I couldn't even be mad with how devillish it was…. all I could do was lament the fact I wasn't the obsession :(

    In any case regarding the OP, I feel like the improvements are mostly fine being changed… my gut feeling for what will happen in the PTB:

    QOL or buffs/nerfs that don't change the play of the character enough to matter:

    • Auto target biopod slipstream.✔️ Helps console Larry's a lot, and doesn't really change his upper skill ceiling potential.
    • Glow only for taggable survivors. ✔️This sucked and should have always been a thing, is a nice buff to make things clear to avoid wasted tag attempt time… however also makes it so a quick look can not see a nice white aura for info, so it evens out.
    • Destroy currently controlled biopod. ✔️Doesn't make a difference really beyond just slightly easier to manage biopods.
    • Last controlled biopod yellow aura 5s → 10s ✔ Quality of life improvement that doesn't really offer much advantage.
    • Aim Assist. ✔Since you're mostly just waiting for the cursor to change on the target survivor and you spam shots until you get it anyway, not really much of a "skill" element here, just a cleaner experience for console.
    • Decrease aura of creates 32m → 28m ❌ Dunno why this is needed… seems a pointless change.
    • Decrease slipstream immunity after EMP. 2s → 0.35s✖️Very unlikely to ever meaningfully come up… kinda struggling to think when this would ever occur actually…

    Buffs:

    • Slipstreamable cooldown 3.5 → 3.0 ✔️Buff: Fine, rarely comes up for a ranged TP, usually you tag on the move, but does make a good biopod placement more rewarding.
    • Hear audio from biopod. ✔️Buff: Actually a nice change. Will make him stronger for information gathering, but is a sensible change that isn't going to over buff him by any means.
    • Killer Instinct when survivor is slipstreamed.✔️Buff: Fine, a little unnecessary with the biopod aura time increase, but doesn't really affect his upper skill ceiling potential.
    • 3% haste while in overclock mode ✖️Buff: Not convinced he needs this, he is strong already when played well, which these other changes should aid a lot with more… but since everyone ran Soma family photo anyway 3% is better than 5% every game... Will see what Soma change brings.
    • Stuns Cause Overheat.✖️Buff: Also not sure on this one… I can see some potential problems if he can TP to a slipstreamed survivor healing a downed survivor and endure a Decisive Strike Stun, Head On or a flashlight save… but in the same breathe the stun resist is kinda his thing, and maybe its too niche to matter… especially since survivors can this possibility take into account and use an EMP to ensure safe pick up?
    • Passive EMP print cap + aura✔Buff: Little more interactive for survivors and mostly unchanged anyway. Literally takes 0.75s to print the EMP when its full. (3 charges left at 4 c/s), but does stop the "on the go" problem.
    • Switch back from biopod 1s → 0.5s and near hook 5s → 1.s ✔Buff: Little faster of the chase, but since he'll be using his overclock TP anyway, the difference will be largely inconsequential most interactions. Hook difference is much more sensible.

    Nerfs:

    • Overclock duration no longer scales with slipstreamed survivors ✔ Nerf: I always support removal of passives with varying values. They make it much more difficult to get a consistent "feel" for the killer.
    • Pulse on disabled pods to warn survivors it's coming back online ✔Nerf: Allows survivors to ensure they can react to disable the pod coming back online with a EMP.
    • Increase range of EMPs 8m →10m ✔Nerf: Helps survivors deal with "heavy watch" setups like 3gens and gate camping. Since this is a radius, this is 2m either direction, which is a pretty big buff….

    Overall I feel like the buffs are largely benign and fine, outside a couple of outliers than I think are a bit much/problematic… but we'll see what happens with regards to add ons…

    I think the nerfs compensate for the buffs nicely; the extra 2m on the EMPs is bigger than we think, and I also appreciate that we know its a standard 5.7s for his overclock now, rather than having to remember to check how many slip streams are out to understand the situation. The pulse on the biopods is a nice change so you can preemptively start charging your EMP to keep a pod knocked out if you need to.

    The changes overall look promising to me, and have a few things that should hopefully be ironed out in the PTB.

  • My favourite build is:

    • Borrowed Time
    • Desperate Measures
    • We're Gonna Live Forever
    • Made For This

    The idea is centered around anti slug and killers returning to unhooks. If I'm healthy I have Borrowed Time guard against a tunnel. If I'm injured Desperate Measures hopefully allows me to heal for a Made For This Proc on the unhook.

    WGLF and MFT can be amazing at helping during slugs, ita the non-scummy version of old FTP+Buckle Up. If you're healthy and give a few seconds, you can even heal through a hit and get the proc. Rare it's actually saved me, but it has saved me and a teammates lives a couple of times.

    It's also very useful for unhooking at end game 😁

    Alternatively if you can get it going... We'll Make It instead of Desperate Measures, combined with WGLF can get pretty nutty xD

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