Valik
Valik
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A masterful concept that begs deeper investigation.
They can be introduced to make safe loops much less safe through a small time investment of the killer.
They can also be used on maps like Badham and Gideon to keep certain areas into isolated death traps - but open them up for mobility.
They are conceptually good, but I feel that the developers have been a bit lax with their involvement.
The one in the main building of the rebuilt Thompson House is super brilliant. A window that is a guaranteed escape as a god window for survivors can be made completely and utterly useless with the inclusion of a breakable wall.
This mechanic allows players on both sides to have their cake and eat it too.
It's a shame that most of the times, the walls are either too oppressively placed as to allow survivors several opportunities to evade and escape chases so long as the killer doesn't take several seconds to break the walls (Dead Dawg buildings) or could be so absolutely and fundamentally useless as to beg the question if they are even useful in the first place (Main Building Coal Tower)
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2989611#Comment_2989611
If a survivor gets tunneled where,
bloodpoints,
S1: 24k 5 min S2: 21k 5min S3: 8k 4min S4: 26k 5 min
call that fair?
If 1.5 minutes of S3 is hook time it will consider it 8k BP in 2.5 minutes.
That being said - I'm unsure of what kind of game a survivor can loop the killer for almost 3 minutes and gain only 8k points.
Atop this, if the killer tunneled S3 so aggressively - how did the other survivors gain 20+bp without interacting with the killer in chases and healing? Especially if they only had 1 additional minute of gross playtime than the tunneled one. This example makes very little sense outside of S3 being veritable dead weight outside of chase.
On that note - this could easily be remedied by a addative scoring event for evading damage in chase for prolonged periods of time.
'Evasive' scoring event that grants 250-500bp for every 20 seconds in chase without taking damage would solve this 'problem' without issue - although it's already a very niche one.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2989022#Comment_2989022
Honestly, just getting rid of Deadhard would make camping less powerful. For low lethality killers, Deadhard is a 50% increase to the game duration. (One outplay for the injure, one outplay for the down, or if you have deadhard, two outplays for the down.) No one WANTS to sit there and face camp, but deadhard punishes you for actually playing by making it so your rewards are negated. Camping is actually more beneficial, tactically and BP wise, than a chase that ends in nothing cause they deadharded.
DeadHard is a massive reason behind this, yes.
But that one Bill that we all know has BT and is dead-set on using it is also the problem.
Sometimes, playing killer, one can only groan as they search for any reason to leave the hook as 3 survivors close in for the risky unhook.
Yes - Even worse is when you leave the hook for a moment and get into a chase, but then realize that the person you spent 70 seconds chasing earlier just got unhooked and is halfway to full health again to repeat the process.
When chases can be extended so long with Dead Hard, it crushes the spirit of killers with any ambition to find value away from forcing survivors into a trade.
There are so many second chance perks and counters that survivor players are actively encouraged to act brazen and foolishly close in for saves. Picking apart would-be saviors will always be more lucrative than trying to chase around strong structures and loops.
IMO Dead Hard is a double edged sword in these cases. Makes me want to camp to secure a kill at times - but a lot of the time it boosts survivors into artificially high MMR where they are filled with completely misplaced confidence and often get themselves killed.
It's just a sad show for both sides.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2989036#Comment_2989036
These are all changes that negatively effect solos and do literally nothing to SWFs that can ask their team mates for this information. We should be moving away from that balance direction not towards it, blindness is already a status that is plagued by this problem, it doesn't need to be that way even more so than it already is.
That's what it's there for.
It is an anti-information affliction.
One cannot say 'anti-information harms a certain subsection of players, thus it must be made to be less anti-information and more generally imbalanced'
If the philosophy we should be moving towards is 'anti-information is illegal', then we should just cut the losses and remove Blindness as a status effect altogether - make all Survivor information perks base-kit - and give free BP to solo players.
God in heaven forbid a status effect actually preform the task that it was intended to - to the direct and intentional detriment of the opponent.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2987247#Comment_2987247
Don't even bring game ballance, according to the game ballance, my team should be escaping over 50% of the time.
https://forum.deadbydaylight.com/en/discussion/comment/2988006#Comment_2988006
Bloodpoints per match? You mean "you're bad because you got 8000 bloodpoints last game", but also you got tunneled/camped.
Per minute.
As in - if you get camped and only have a small amount of playtime, it averages out how many points you earned and how much time you were actually on your feet as a survivor.
If you earned 8,000bp in 2 minutes while you have one friend that earned 16,000 in 4 minutes and another that earned 24,000 by escaping in 6 minutes of up-time, you all have a BPPM score of 4,000.
That's also the beauty of such a system.
If survivors get stomped and the match doesn't last long - the killer doesn't look bad to the scoring system.
If a survivor gets tunneled and dies - they do not look unskilled according to matchmaking if they played well while alive.
The difference between 2 killers with 4ks is how long the match went on and how well they played, NOED kills at the end will show less skill than a killer with 8 hooks and good chases with 4 escapes.
Survivors that allow their teammates to perish for hatch are seen as relatively unskilled.
By looking at gameplay time (Not hook time, by merit) one could easily tweak the scoring systems to weed out campers and scummy survivors while rewarding those that play the game right, even in the worst of circumstances.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/2987989#Comment_2987989
I think something should be done, so we never have a situation where there is an MMR hatch standoff, where neither side wants to interact with the hatch. On maps like RPD, it’s too difficult to patrol the exit gates as killer so I want the survivor to get hatch since it’s MMR neutral. But as survivor I don’t want the hatch on RPD because I think there is a decent chance I could make it through an exit gate if the killer closes the hatch.
I totally get it.
In reality - there should be a system that is mutually rewarding and is simple, yet robust enough to benefit the killer for displaying skill in killing all survivors and closing the hatch, while also rewarding the survivor for evading the killer and surviving the trial.
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Survivors should passively regenerate stalk when left alone from the shape (Not stalked or in chase) but should drain a lot faster.
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Just make it so that his power recovers with movement, and have it reduced relative to his distance from a hooked survivor.
Would solve face camping in a matter of hours after implementation, and wouldn't effect Cannibal gameplay outside of camping.
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Misguided - too in the box thinking.
Trapper needs different traps to disorient and corral survivors into.
Removing the survivor's ability to disarm traps opens up a great deal of balancing issues and also removes the information aspect of his power.
Hard pass.
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I don't have the time to unpack all the subtilties, but suffice to say - I somewhat agree.
Hopefully they can someday implement a Blood-Point-Per-Minute ranking system and make Dead Hard only able to be activated after returning to the healthy state, while making boon totems much stronger and removed from the trial when broken as hex totems are.
If this were the case, the game would become much better over night.
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I disagree completely.
Blindness should disable certain awareness perks such as Spine Chill and Premonition.
It should also remove the player's ability to see other player health conditions or generator numbers on the HUD.
Adding a disgusting vignette and giving the killer a major benefit of Undetectable for free is of a particularly unpalatable taste, in my opinion.
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I have received invites to play while I had the game open in the background - and closed up my business to play with friends.
I have been in killer matches many, many, many times and have received invited to play with friends - so I quickly finished up the match and joined them.
I have been in a lobby with friends on numerous occasions and went to play with another group, or merged the groups together.
I do not think it would be prudent to add information to either intimidate players into not inviting their friends - or adding a tool for people to pressure others into playing with them.
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Camping is bad, yes.
If you want the killer to stop camping, stop bringing powerful perks and rushing the hook.
Many campers do what they do because survivors have made it sadly an incredibly viable if not necessary-at-times solution to increasingly brazen interactions.
On the dev's side, having a change in BP yield to make camping less lucrative for points would also push killers out to chase and gain points more efficiently.
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Not bad suggestions all in all, but a bit subtle.
I think the slinger needs some big changes to rework his dynamic interactions - not little tweaks to his numbers.
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Controversial for a reason. Sorry.
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Problem is that this is a shotgun balancing solution.
Plenty of times killers have to puppy guard a hook from a ravenous group of savior survivor teammates, or are in a chase with a survivor that leads them near the hook.
In addition, face-camping the survivor during EGC is absolutely fine by all metrics.
5m is fine as a slap-on-the-wrist measure.
If you want to really drop some punishment on campers, you're going to have to use a more specific and refined set of criteria to determine when it is and isn't warranted.
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~
Description: “While others chase after their prey, you choose to wait for the perfect time to take them by surprise.”
At the beginning of the match, the killer is rendered Undetectable for 20/25/30 seconds.
When a survivor is unhooked, this perk regains 15 seconds.
The expenditure of this perk is paused while stationary.
Flavor-text: “’Watch your back, man! That monster could be anywhere right now!”
~
Insidious, at present, is only useful to trolls and basement campers. It isn’t a good perk and is only brought to bear by the most vile and toxic players of them all. We still want to reward people for playing sneaky, but this game is very fast paced and it seldom will reward a killer for a single ambush. However, few killers are considered ‘stealth killers’ that begin the match Undetectable. These killers are known to create an air of paranoia and uncertainty before they are discovered and their whereabouts made known. By making Insidious ‘the Lethal Pursuer of Stealth’ it can turn any killer into a ‘stealth killer’ at the beginning of the game, and yield the ambush benefits thereof. Giving 15 seconds of Undetectable during an unhook also sows seeds of insecurity in survivors, who are generally aware of the perk’s presence given the opening of the match. Not knowing where the killer may be coming from – while also rewarding the killer NOT to return to the hook, but finding a good place to hide for an ambush after the fact, this is the kind of gameplay that will scare survivor players and be dynamic without proving too difficult to handle. The numbers can be tweaked (10/8 seconds undetectable on unhook) to prevent snowballing, however – by incentivizing killers to set up ambushes as survivors begin to move makes it more important not to camp immediately after hooking someone, and greatly incentivizes killer players to venture out and find interesting ways to catch survivors off guard in the early game and the mid game alike.
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I'd rather the scourge hooks just prioritize the hooks towards the center of the map - which would entice survivors to run to edges to avoid them, but means that they are the most frequently accessible.
Which would also take care of the issue where they can either be grouped up together or spawn on different floors to impossible or deleterious effect.
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- You don't deserve anything from other players.
- If the exit gates are powered, the killer can choose to secure the kill. It's tough luck, but it's more than fair. You looped them the entire match, they get 1 kill.
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1 - Sloppy Butcher should be removed once hooked anyhow. If you want Survivors to be mangled off hook, you're going to need to bring Gift Of Pain. I think it's only reasonable. As it stands, having forever-Mangle on an M1 is a bit stupefying.
2 - This is a very misguided mind set in my eyes.
Franklin's Demise destroys Streetwise - Streetwise should make it so your item never drops to Franklin's!
Fearmonger is too good against Sprint Burst - Sprint Burst users should ignore Fearmonger!
Pharmacy is useless when the killer hits you with Forced Penance - opening a chest with Pharmacy should cleanse the Broken status!
Hex totems are too vulnerable to information perks - Detective's Hunch, Counterforce, and Clairvoyance shouldn't reveal hex totems!
Iron Maiden can ruin an Inner Healing/Head On play - Head On/Inner Healing should remove the exposure status!
Hoarder makes Appraisal, Ace In The Hole, and Plunderer's unfun - Appraisal should conceal the player from Hoarder!
Nurse's Calling can find players even if they have Bite The Bullet - Bite The Bullet should conceal the player's aura too!
Boons can easily be snuffed by the killer with the new perk - boon totems should be harder to find for the killer to compensate!
Hemorrhage is designed to counter perks like Resurgence.
Asking for a perk to have a special favoritism to remove their counter is the antithesis of balance or sensibility.
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People disagreeing with your suggestion doesn't make them a killjoy, by the way.
This is a forum, others have a right to disagree when you ask for their opinion
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Flat heal rate instead.
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Description: “The greatest ability at your disposal is your ability to expand your knowledge.”
You start the trial with -60% healing speed. No Great skill check zone.
Succeeding at skill checks while healing grant tokens up to 6.
For each token, increase healing speed by 15/20/25%.
At max tokens, skill checks reward a bonus 15/20/25% progress.
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By making the perk a game of flat values that increase over time and generate great prosperity after a few checks - it can become far more consistent to use without becoming broken. The downfalls of the original lie in how impractical and unwieldy it was at early stages - which was bad enough to become a liability in many cases. The effects of this perk at -60 | -35 | -10 | +15 | +40 | +65 | +90. The 25% additional progress on skill checks is a nice reward to compliment the 90% buff to all healing, which can fix up many injuries in a matter of seconds - lightning quick if paired with other perks. While the opening may sport a crushingly low healing modifier - the rewards of sticking to the craft in spite of the greatly diminished returns makes for quite the arc. Instead of gaining a glut of progress out of seemingly nowhere - the perk begins consistently horrible and becomes extremely useful once it is fully realized.
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Far more eloquent in design and actually fair.
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Should also disable certain perks and remove survivors from seeing HUD elements
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NOED may or may not give an additional kill in a trial.
DH is directly correlated with survival rates and has a 75% pick rate at high MMR.
We are not the same.
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Creates more problems than it solves
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The worst perk in the game hands down on every metric. A literal crutch that supersedes the conventions of the game.
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This is a bit broken, but I do think the perk should get some love
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The recovery progress of Dying survivors can be determined by the intensity of their Aura.
When in the Dying state, other survivors see the progress of your recovery by the intensity of your aura.
After healing a survivor from the Dying state, you both gain 10/20/30% Haste for 5 seconds.
(This perk is revealed to survivors that you are actively healing while they are in the Dying state)
Description: “If they’re expecting you to be a hero, they should prepare themselves.”
~
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While the developers have always brought creative solutions to the table - in my opinion, they seem to have a very rudimentary understanding of high functioning play in their own game.
They were shocked by data that showed a direct correlation between Dead Hard usage and survival rates - but they wouldn't have needed data charts and statistic screening if they booted up the game and played it for a bit.
Anyone can tell you what's strong about meta perks - a lot of high functioning players can talk at length about the design philosophies behind the good and bad of maps and killer powers as well as perks.
It took years upon years for them to un-break Decisive Strike, and instead of fixing totems... they just doubled down on keeping them in an awkward hell-state forever.
From what I've seen:
For every 3 or so super lame and crushingly bad ideas, there's an absolutely brilliant and masterful one that rises to the top.
If the devs are looking to work on 40 perks, I'm worried that about 10 of those changes will be positive, and that 30 are going to be so incredibly outrageous and silly that they stand monumental in the face of all the team had achieved.
I want the best for the game as much as the developers, we all do, but looking at the track record and the reign of terror that was September 2021- May 2022... I can't help but worry that the majority of their works may miss their mark.
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I don't see why not! Gives a lot more variety!
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More stealth killers with actual stealth would be nice.
There's nothing more satisfying than catching a survivor unexpectedly.
There's also nothing more satisfying than an intense match filled with paranoia as you try to tackle generators in the midst of confusion.
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I love both!
But I have to say Kate because the little animation loop you did was smooth as butter and deserves some recognition!
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Hands down.
Playing survivor is already a much less stressful endeavor - the biggest issue is how boring it can be at times. When you bring Meta builds into the equation, the game practically plays itself. Not only are survivors emboldened to defy the killer and be risky and foolish, but they often are bored and do whatever they can to antagonize the killer to get interest out of a match.
Playing a killer can, at times, be more stressful than preforming on stage. In rare occasions, it has become more stressful than my actual job, killer gameplay demands perfection and those who do not preform well are met with great displeasure and are battered and bullied for the duration of the match.
Killers are not the power role. The match is the survivor's to lose.
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Without a doubt.
Playing survivor is a warm cup of cocoa in comparison to how brutal and unforgiving killer gameplay is.
Especially when you equip meta perks, you can often breeze through trials without much of a care, you have the option to play cavalier.
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If this perk ends your fun of the game, you're in low MMR.
The perk can secure one or two downs if you play it well, but it's only truly potent at the extremes of MMR: when survivors have no clue what they're doing, or when survivors are always emboldened by their safety.
What the perk really does is cause every survivor to effectively be injured for ~30 - 60 seconds at the very end of the game. Comes in handy at times, but it isn't a hyper game changer unless survivors play their cards very poorly or get very greedy.
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@MakeDbDgreatagain said:
After all this years still sound bugs on basic mechanics?
- why is there most of the time no sound with the leatherface saw when hes behind you? bug for months now
- why is the heartbeat tripple as loud as the hatchsound? any reason to keep the hatch in the game at this point?
- and the most interessting for me why is the hatch even still in the game when every killer is slugging to get the sweaty 4k and on top of it why are keys still in the game? they slug you 100% when they see you have a key and only 2 survs are left. i would rather die and get into the next game instead on wasting the whole bleedout timer on the ground what is the same as holding hostage in my eyes but im not allowed to dc ty devs
- why is there still no casual and rank mode in the game.you could easily bring the average rank mechanic (before mmr) back to the casual mode and the mmr system for the ranked mode?
- why is there still no other gamemode? there are tons of suggestions out there from the community instead you bursting killer after killer out most of them without new maps. and then the new killer get played 2-3 weeks and then only rarely anymore.
- Sound occlusion is a massively complex issue that takes literal scientists and software engineers many months if not years to produce properly. It's bound to have kinks - but moreover, it's bound to take time to correct such relatively subtle mistakes.
- The importance and frequency of heatbeat is far more frequent and imperative than the hatch, but if you're having a hard time finding the hatch, it's because it is patently intended to be difficult to find for both sides.
- 4 slugs are an issue right now - and keys were once a rampant issue that have been nerfed into obscurity. They should work to make keys viable again, but hatch itself is in a bad place. If you want to have a 'give up' option while bleeding out, that is a popular suggestion
- This would solve nothing - as very few players actually enjoy the competitive nature of the game, and find comp outside of tournaments to be astoundingly boring and dull. The meta is a snooze fest. Basically, dev time on a comp mode is wasted effort. You're not going to cut the wheat from the chaff, very few people would be interested in Comp and all of the sweaty folks who want to get easy escapes or easy 4ks will stay in casual.
- It's an asymmetrical game, it's very hard to design a mode that is both sensible and robust enough to be an addition to the game with existing assets. For instance, it takes a long time to develop the maps - if there was a 2 killer 8 survivor game mode or something along those lines - it would require new maps and different approaches to design. You might as well make an entirely different game, because you'd need double the staffing and a complete overhaul of resources to develop that. If you have a dev team that cannot take 5 hours out of a work week to tweak the numbers on D tier perks like Fire Up - you're not going to get several thousand man-hours to pump out a new game mode so easily. Hopefully we will see one in the future, but I think we'd all rather it be done -RIGHT- and not just be tacked on.
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Seriously, if they made a BPPM system that measured the concentration of a player's scoring events by playtime - it would quickly deduce what survivors are able to accrue lots of points in the shortest amount of time are clearly better at the game, while those who waste their time and drag matches out longer without usefulness are clearly learning.
You could even keep the Badge system as a bonus to average out the scoring events and make playing well even more rewarding.
By placing 'Airlock' bumpers on matchmaking, you could use this system to create a 'Kiddie pool' of newer, low BPPM players that don't have to worry about being great | Low-end players that have a lot to go | Average players | high skill players | and sweatlord SWF hellscape where the top 5% duke it out in Valhalla - with little to no overlap between the bases.
Using BPPM would be the most eloquent and useful way to encourage people to play the game the 'right' way, encourage newer players to learn, accurately portray player skill, and safely determine the balance of a match by aggregate BPPM scores of both sides.
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The MMR system needs to be overhauled as is - this change doesn't do much.
I would say, a gate escape takes a lot of skill from survivors - but it's such a narrow line, I'd say that both killer and survivor should earn MMR from the interaction.
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This isn't often an issue for me.
All in all, keyboards have dozens of keys to choose from - it's sort of funny that the devs have streamlined everything through 2-3 buttons.
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S tier for fun.
D tier for viability.
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It can be fun, but it's not especially useful.
Remember Me is basically useless outside of the niche Hatch play - gaining around 16 extra seconds 75% of the time will almost (But not quite) double the exit gate opening and give you some breathing room on patrols. Without the End Game Collapse adding a time limit to opening gates, this perk is just a flat time waster that ostensibly makes survivors preform 1 totem cleanse worth of time to exit the match... you might as well bring Ruin - because if it gets cleansed, you already extracted equal or greater value from the perk (with no effort) than this one can (if you put effort into it)
However, it's really not good in general. To get it to work, you will have to tunnel out the Obsession - and having to prioritize them over other players can ruin your game beyond the benefit of a potential 16 second opening increase. Not only does it make you play scummy, but it also forces you to play against your own best interest at times. If the Obsession is the best looper in the match - there's basically nothing you can do, you're in a bad position because of your perk election.
NWO is a good perk in general, but pairing it with NOED can be a bit dangerous in many circumstances. NOED is strong - but it has diminishing value at higher levels of play, when survivors can't last 20 seconds in chase with you - it makes sense. When survivors don't break a sweat running you for 60 seconds, you MAY get a single down in that time, you may not. Buying 60 seconds to extend the value of another perk is a lot of investment for a very small period of time. When it comes to extending the trial, NWO can be nice - but it has greater value the better you play your game while generators are still up. If you want the greatest value from NWO, you will want to make sure there's 1-2 survivors sacrificed and the others are scrambling and struggling - it is a curtain call for your grandiose performance... not the spotlight that illuminates your 60 seconds of fame. If you want value out of this perk - don't anticipate it ever having value... play like you don't even have it.
NOED is best at pushing survivors out of a match - but is of little actual consequence against far more organized teams. It can secure a down or two - but will usually service to push survivors out and away from generators. It's funny, because this perk has the greatest value in matches where you perform the worst. While you can pair NWO with NOED to compliment one another's strengths - you're putting a lot of effort into a single hook-state worth of extra NOED time. To make matters worse, you absolutely do NOT want NOED paired with NWO and Blood Warden while playing against a competent team - because they have a glut of additional time to seek out and destroy your totem; instead of survivors being punished for brave plays and being forced to leave in a hurry, they will likely take the time to reset and cleanse the totem. You brought NWO/BW with NOED? Your trap card has a much greater chance of backfiring.
Finally, Agitation / Blood Warden... Agitation shaves off about 5 second on a down, which is the dead giveaway that this is a high velocity build designed to get downs fast and maximize uptime - which, again, translates to the notion that chases will not last longer than 20 seconds or so. This displays a notion that hook time is concise and given. Blood Warden can add 60 seconds to the match in very particular circumstances, but is basically useless in many cases, as survivors often will not open the exit gates until they have verified their escape to counter this. Against even an average team, it is a major gamble.
Ideally, you would see about 140 seconds of additional play-time to have with NOEd given Blood Warden, NOED, NWO, and Remember Me in conjunction - but in practice you may get less than half of that on average.
The reason you do not see builds like this more often is because you're taking a huge gamble for no true gain. You're placing the entirety of your bet on this very narrow stretch of time at the tail end of your game, which isn't what good killers do. None of these perks increase the player's potency or lethality when it matters: before end-game. While BW/NWO/RM may net you 140 seconds of breathing room in ideal conditions - you could always take Corrupt Intervention and attain 120 seconds of breathing room when you need it most (at the start of the match) and save yourself 2 of those perk slots.
Ideally, your build should become a strong force that pushes survivors to the ground and stalls the game on average - not gambling everything for a point in the game that may not even occur if you play your cards right, and suffers from greatly mitigated returns the better you preform in the match.
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As stated before - perks and foliage are likely culprits.
There are plenty of perks that remove scratch marks from play, and certain instances of telemetry or scenery can obscure the otherwise vibrant report of these marks.
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Another example of Otz Law in action.
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In order to make killers scary, they have to do the following:
- Return a great portion of power to the killer to make them a greater threat to survivor players.
- Hard nerf second-chance and safety perks that survivors use to play with confidence
- Make loops slightly less as safe to make chases with killers less simplistic - survivors would have to make smart choices to avoid death
- Don't make the killer look like a turkey
- Don't make the killer have a hilarious googly-eye
- Don't make the killer have a wobbly arm made of human hands with material-girl nails.
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This is a horrible issue indeed, it requires further inspection.
Please post more pictures of your "problems" for me to see and analyze with my wife.
We are experts.
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It is heavily insinuated in the lore that the Entity takes a piece of survivors when they die, and that there appears to be a finite amount that survivors can take before they lose their spark and become useless.
From reading the lore, it sounds that - eventually - survivors lose their fighting spirit - that semblance of hope and workmanship. Because of this, as the Entity feeds on these aspects of humanity - their souls wither and wane until they become a numb husk that is incapable of feeling fear, incapable of feeling tension or joy. At these points, they are diluted beyond the Entity's ability to feed off of them, and are no longer useful.
My wife and I talked about this a lot and came to a singular conclusion:
There is a way that any survivor can escape the trial, any one of the survivors can either be banished - or finally allowed to die as the Entity refuses to replicate and resurrect them for eternity.
Death is not an escape.
Life is the escape.
What do all survivors have in common? They fight tooth and nail against the forces of darkness, and absolutely will not conform to the deathly nature of the world around them. To their dying breath - they kick and scream and struggle. They resist the terminal of their life.
What is the opposite of this? To give in, to conform and accept. To cease to struggle and to embrace the ending of their own life with open arms.
The Entity feeds on hope, on the struggle between killer and survivor - the entity becomes elated as the team of battered and bruised people inch their way ever closer to life - only to be cut down and dragged into the shadows for the ultimate destruction of that once vibrant hope, palpable frustration and anguish whets the being's appetite.
If you want to escape the Entity - give in. Hope for nothing, believe in nothing. Inure yourself to the world and embrace the oblivion.
Survivors never give in.
If you want to escape: give in.
I believe either one of these could be the case for the last batch of survivors. Perhaps they simply were Entity food for far too long and became useless - so they were simply 'discontinued' by the Entity, who removed them from the memory of the others to prevent the realization of the truth: if all survivors gave in, if all 31 survivors chose to give in and refuse the fight - to accept their place as food for the Entity... the Entity would starve. Perhaps some of those original survivors learned of this and chose to give in - to end their tenure in the Entity's Realm. Who knows, maybe the Entity placed them right back where they were initially abducted - maybe they got out of the realm and survived.
Maybe none of the survivors are the originals, and all we see are the Entity's perfect replicas to supply itself with an infinite supply of food. Perhaps the Entity simply had a change in pallet and stopped replicating certain survivors because it didn't like what they had to offer - what their collective consciousness added to the Fog. Maybe that's why we only have one perk each, the other two from each survivor is missing, because the Entity didn't like them in its trials - so the Entity kept the good ones and threw out the bad ones.
If this is the case, the Entity can get bored of a survivor's selection and ostensibly kill them, harvesting only the best one to continue in the minds of the other replicants that it creates for food.
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While hilarious in concept - the Scooby Do franchise is a property revolving around comic relief and childish antics with a very subtle tinge of traditional 'spookiness'. All in all, it is made to dispel ideas of fear and superstition and inculcate values of bravery and reasoning.
It makes for an extremely poor fit for a universe of literal serial killers and monstrous beings that feast on the blood, hopes, and fears of its prey.
Not only would this be a catastrophic collision of tone for the developers, but I do not think the property holders would appreciate seeing their beloved creations being cut to ribbons by chainsaws and hung on meat hooks - or twisted into abominable murder machines that relentlessly massacre their fellow man.
It's a prism that looks bad no matter what way you try to look through it.
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Regardless of the theories and subtle implications that some people are picking up on - it's still horribly written.
The story boasts of horrendous staging - it is completely unclear of who, what, why things are as they are... which is the entire point of lore in the first place.
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If there is not an aomogus legendary skin created for drussy soon - I'm going to have to resort to making passive aggressive tweets about it.
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To make her lore good - they have to incorperate the following aspects:
- Her relationship with crows
- Her unique use of art
- Her lost appendages
- Her desire to harm others
At this point, the lore doesn't clearly explain WHY she has such a close fascination with crows - and what about her emanates. If she was an ornithologist, or a birdwatcher, or her family crest was a raven - and she held an absolute obsession with corvids - it would make sense.
The lore speaks very vaguely of Carmina's art, but it doesn't quite seem earned or relevant. Her propensity for art seems completely overshadowed by her lifetime of grief, political activism, and dying at the hands of angry cronies. While Trickster's lore is wrapped up in music, Huntress with being a feral woman, 'Slinger with invention and tinkering, Oni with battle and honor, Blight with chemistry and drugs... the Artist does not seem to have lore that creates a confident support of her own artistry. We see the Trickster's flamboyant showmanship in his demeanor and dress - and his chase music alone would let many people believe that the character is some sort of pop star... WITHOUT reading the lore. Deathslinger has a mechanical brace and a limp - it's easy to see that he uses tech to aid his shortcomings. Oni looks and breathes his niche - you can tell he's a samurai by looking at him. Artist? If nobody told you that she was renown for her art - it would be impossible to tell in-game, and it certainly wouldn't be made much easier through her lore. It's hard to tell if the name was a poor fit for the character (Like Trickster) or if the lore is just a poor fit for the name and gameplay (Like Wraith)
Her tongue and arms are lost in the last few sentences of her lore, it's not a very well used element for her character. For instance, her losing her tongue early on in her life through abuse, accident, or assault - it would make her more intriguing as and artist - using art in interesting ways to speak the words that are hard for her to say without a tongue, and having to get creative due to her lack of hands. It honestly feels like her lore was written and the character model was made - but they realized that they never explained the severed limbs, so the writers wrote a quick couple of sentences to include it. You know the lore is bad when the wraith's bell is more integrated in his lore than the artist's ink arms are incorporated in her own.
Carmina has no desire to hurt others. She has basically the same general lore as some survivors - she's an activist that stands up for what she believes in, and has endured many hardships to get where she is today. By her lore - she should be a survivor, not a killer. What makes no sense is how sympathetic and caring she was up until her final moments, which is a shame - because it creates a non-sequitur for the story. Spirit was a good person in life, but we understand why she would kill others in blind rage - that's her lore. We understand why the 'Slinger would hunt others for the Entity - he's a vengeful man. We understand why Plague hurts others - she is a slave to her devotion. We understand why Nurse wants to hurt others - after all she's been through, her mind is lost to avarice. Artist though? She had a rough life and overcame it - but was murdered because she was outspoken about making the world better for others - she was killed for her altruism and is now a brutal killer.