Wahara
Wahara
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Buffing solo play to the level of SWF doesn't seem too hard, you could just make voice comms a built in feature of the game and every random player would that joins in with a group would be able to hear them and vice versa. Buffing killers to the level of SWF sounds like the tricky part.
It would have to be a buff that's on par with SWF's ability to know where you are at nearly all times, and if the killer was given a buff of that kind of magnitude, I'm willing to bet my account that people would cry. What would end up happening is random groups would be brought up to the level of SWF and killers would be given a token buff kinda like the one's the legion is getting. Or, we'd end up having to fight and pull teeth for months until we get enough baby buffs until they got it right.
Nerfing SWF by comparison seems like less of a headache.
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Blocking SWF completely is a bit extreme.
I just want the option to be able to see all of your perks. If you can call out wherever I'm going, I should get the advantage of preparing my build/add ons for what perks you're bringing to the table. Don't even TRY to tell me that's not fair.
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No, I'm sorry. Professional killers like Blinky and Kingdime who are considered the best nurse and billy respectively were equally destroyed. They also consistently win nearly every tournament.
Whether or not well coordinated, smart SWF is "common" or not is irrelevant to the question of whether that presents a problem in terms of balancing at high rank play. Frequency and the "possibility" of beating them are basically derailments.
The fact remains: Skilled survivors in an SWF group who focus on the objective and don't ######### around will punk any killer of equal skill 8/10. Yes, I'm aware of the survival rate statistic but that's A) coming out of the hallowed blight event and
Random groups are included in that statistic. -
One last comment before I dip, but I'll illustrate SWF's ability to adapt better in comparison to the killer with an example. A perfect illustration is the generator that's almost complete. This is beyond a tricky situation for the killer but it's perfect for an SWF group. From the killer's perspective, he can only make an educated guess on whether to stay and keep smacking people of the gen, or leave in fear that one or two people are baiting him to camp it while the other two go and complete the rest. If he/she chooses to stick around and swat you away, the risk of other generators being completed rises.
If they leave, there's no choice but to sacrifice the generator because there's at least one person sticking around waiting to finish it. The killer can only coin toss. This situation plays right into SWF hands because they don't have to do guess work. They don't have to give up anything or take a risk, they know exactly when to return and when not to, whereas a random group may fall victim to immersion and be too afraid to touch the generator if the killer kept returning to check on it.
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I would swap out save the best for last and knock out with ruin and sloppy butcher. I see that you don't have sloppy in your load out, but it's not a teachable, so you should be able to get it soon. Ruin couples well with sloppy for slowing down game progression, and even if it's destroyed early, it will likely give you at least enough time to set up your web. That's my standard loadout for her, anyways. Ruin, sloppy, nurses, and M&A. If you want to listen to the "Ruin is a trash perk" people, put on Make Your Choice, but keep in mind that perk is also situational because you aren't guaranteed to find the rescuer. I've never had much luck with it, but I won't deny the conventional wisdom that it suits her well.
Someone mentioned bitter murmur, and I agree. Bitter murmur can come in a lot of handy, mainly it will tell you when you need to re-orient your web of traps. You can also keep Save The Best For Last if you don't like Ruin.
Next, while Save the Best for Last is really nice at times, the Hag’s ability to port to a tripped trap and immediately strike the survivor make the perk less effective on her than others.
Actually, it makes it more effective because she has the potential to gain her stacks very quickly unless it's only the obsession popping traps (unlikely) So, with 8 stacks and tripped phantasm trap, you're not only likely to get a hit, but a down as well.
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They say that it will increase lobby times by splitting the player base in half, but that seems to be overstated.
Every other competitive game can get away with this. I'm sure dead by daylight will live.
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I sympathize with lobby dodgers. I don't anymore since I choose to play against them to get better, but at the same time, people want to have good games. Killers lobby dodge not because they want easy games, but because they want good one's. Good games are close. Good games are toss ups, they're exciting, and both parties make awesome plays and the tiniest of factors changes the course of the whole match. Getting bullied isn't a good game. Having all four people tea bag you at the exit gates isn't a good game. I don't blame killers for trying to avoid that.
My SWF team just today 4 manned a rank one leatherface who didn't even get to put anyone on a hook. He did everything he was supposed to. He didn't spend too long on chases. He pressured the map, he patrolled generators effectively, but he was out gamed simply because one of us would hide up on a high platform, like a house or hill (It was autohaven wreckers) and we could call out exactly where he was going at all times. Three gens were done before he even FOUND anyone.
This "PrESUre THe mAP" bullshit is getting old. Yes, obviously, pressuring the map is good advice! Yes, Jesus, pressure the god damned map. Don't over focus on just one chase. Don't mindlessly tunnel. Don't over camp a generator that's almost done. Etc. It's all such basic #########, what survivors don't acknowledge is that "pressure the map" is not a blanket ######### erasure of their advantages. A killer's ability to pressure the map is severely hindered by your ability to know his whereabouts.
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You can also win games against any swf group, to say those aren't winnable is a fallacy and defeatist from the start. That's like a general in war being outnumbered and saying eh can't win despite knowing how the enemy fights which is an advantage.
Whether they can theoretically be overcome is a different question than whether they are likely to. The person you quoted worded things in terms of "being a fair shake" not SWF matches being "unwinnable"
Further, the depip squad was able to take out killers of equal skill consistently. You are skirting around admitting that SWF holds a proven and distinct advantage over the killer.
Claiming that SWF is manageable because you "know how they fight" is misleading. Yes, SWF's tend to me more altruistic, but smart SWF aren't going to blindly hook swarm. Intelligent SWF have the power to completely shift and adapt their team's strategy based on how they observe the killer playing, but the killer lacks that ability by comparison, he/she can only make an educated guess on what the opposing teams strategy has become.
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It was a pretty ######### obstinate thing of them to do.
"Hey, it doesn't make sense that snap out of it and wake up count as healing actions, but mending doesn't?"
Devs "WELL FINE, ######### YOU. YOU ALL GET NOTHING."
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Yeah, I don't think you have much grounding here. The nerfs to survivors were pretty miniscule. The only thing that was of real significance were the slow, medium, and fast vault changes. The healing "nerfs" made adrenaline omni-present and damn near nullified the viability of slugging. If it's really true that the player base dropped from 60,000 to 30,000 (I'm sorry, that just sounds outrageous. Link the source please?) then it's evidence that survivors are giant babies.
The crux of your grievance is essentially just complaining about nurse and spirit. They're the hardest characters to play, why shouldn't you be rewarded with a great win ratio once you've mastered them? No one would bother if they were annoyingly difficult to pick up, required ages of practice, but only saw the results of a B or C tier character. And if you have 1.2k hours, have you considered that all these kills you're getting, against randoms and SWF as well, aren't because "killer is brain dead" but because you have ######### 1.2k hours into the game and are probably better and more practiced than 95% of the player base? Jesus.
I main Hag at rank one, and it's like you say. Random teams are easily 3k'd and 4k'd. I can 2k and 3k most SWF. But I'm well practiced. Most people, even at rank one, probably don't play the game as much as me because I have no life, ha. I don't take it as an indication that the role of killer itself is easy, it isn't, nor is it easy to get to rank one as killer. I remember being really frustrated and plateauing at different ranks, giving up and starting again before I could get there. Rank isn't everything, but it's not meaningless either. Yes, some killers are boosted, but if you're seriously acting like you aren't more likely to face killers of higher skill at rank one than 15, you're being pig headed. But you know what? Despite the fact that I win most of my games, I still face the occasional SWF group that makes a complete mockery of me, stack DS, bring flashlights, burn a Gideon meat plant offering to rub the four man escape in my face, tea bag behind every pallet and make me feel completely powerless the entire game.
Survivors very much still have the lions share of the power in this game by a large margin, what percentage of them actually tap into it is a different question.This has been proven over and over again through things like the no perk, de pip squad. If a highly skilled killer is going up against an equally skilled SWF group running meta perks, the killer is at a gross disadvantage. Period. Game over. End of discussion. Even if it's nurse.
I think your issue is less a problem with killer but more of an issue with the ranking system. The ranking system is actually pretty good at putting you in a general ball park of skill. Sure, you have some boosted killers in the red ranks, but people over exaggerate their number. It would be extremely difficult to maintain rank one if all you did was camp and tunnel, you'd make it highly unlikely to get your chaser and sacrifice emblem bar filled. Anyways, the problem is that good players, great players, and God tier players are all hanging out at the same place. So, a team of survivors of good skill can easily be mislead into getting the impression the role of killer is overpowered or easy to play if they keep going up against God tier spirits and nurses.
But back on this point, at 1.2k hours you should know all the tricks survivors play, all the mind games, map routes, favorite hidey holes, etc. If you're not getting 3k's and 4k's most of your matches, assuming that you're a human being of reasonable intelligence who improves more and more at a task the more you perform it, I'd say you suck and to play a different game if you weren't.
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These are pretty nice, but I'm not sure about removing the 32 meter range for territorial imperative. The cool down is definitely bullshit, but without the 32 meter range limitation that makes basement proxy camping by a three gen trifecta a little too strong.
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Well, are we really considering ease of use for where place killers on the list? I don't think it's really relevant when we're talking about how powerful a killer is or isn't in the right hands. The rest of your points make sense, though. My only counter point is that the Huntress's hatchets are relatively easy to avoid, and she's easily baited into a spot where it will be difficult for her to have clear shots. You can waste her time for days around the shortest and simplest pallet loops on Macmillan's for example before she gives up and just decides to M1.
A teleport, by comparison, is almost a guaranteed hit. I'll agree with Tyde Tyme that it's not absolutely guaranteed, but virtually are.The chances are absurdly high. As long as you don't reflex hit immediately out of teleport and actually make sure the survivor is facing you first, so as to not suffer from the missed cool down (SpaceCoconut, I love the guy, but he does this a lot), you'll get a hit seconds afterwards. I'll concede that she suffers more in terms of set up, but the rewards are far greater if she has the aforementioned knowledge of maps, routes, etc. She not only gets nigh guaranteed hits, but the power to pressure multiple survivors on different areas of the map at once.
Huntress lacks any real strength to pressure unless you want to count crazy hail Mary shots from across the map. She still slugs around from one corner to another at base 110% movement speed.
Though, I have been told that Huntress, similar to nurse, is more threatening on PC because aiming is easier. I'm on console and never feel particularly intimidated by any huntress unless they're bringing one shot hatchets.
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In what world is the huntress better than the hag? I'm willing to listen to arguments about why the spirit may be stronger than the hag, but huntress? I'm going to have to poor a drink and sit down for that one.
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I mean, a lot of your responses are creative ways of filling in the gaps yourself. Which there's nothing wrong with, but the point of good writing is that it doesn't force you to do guess work.
Regarding the journal entry, I would argue that's more of a first person perspective than concretely observed facts about the entity. If it was only torture the entity was interested in, the survivors wouldn't have a period of rest. And presumably while we know killers aren't exactly full of joy and happiness, they don't experience the same kind of suffering that the survivors do, in fact they get some enjoyment and happiness from the hunt.
The entry is straight up troll exposition too, since it dangles questions like "What's it's name?" and "Where does it come from" and the answer to both is "Lol, we don't know!" but if this entity was truly ancient and interacting with the mortal realm, there should be more than one culture that has a name for it. So, basically, the excerpt reinforces my point, all that we have concerning is the entity "We don't know" and "Just because" and that's pretty lame.
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@DemonDaddy said:
A smart killer focuses on;
The bad looper
The injured survivor
The person who has been hooked most
Most important: removing the oppositionI know getting singled out isn't fun, which is why I switch targets after a hook. True that a skilled player may not need to, but that is on the basis that the killer is out playing everyone. Playing at the same level as your opponents changes the level of pressure that can be applied. Spreading out damage doesn't work if your shortest chase equals a gen or more. Why switch to the guy baiting if you barely have time for the one with multiple hooks. You want to have 4 targets at end game, fine by me. I want to limit my stress and eliminate 1 of 4 problems quickly and before gen #2 pops.
Basically, this.
Tunneling only becomes "bad" if you choose to tunnel someone that's already been hooked thinking "Oh, I'm going to get this person out of the game faster" when there are closer survivors nearby and you choose to go after the hooked survivor irrespective of circumstance, such as if they're headed to a strong loop. In other words, you can't be mindless about it.
If I chase you down off hook, I don't think that's douchey unless I have a strong lead and your rescuer is nearby. In general, if you can afford to give someone a better gameplay experience, you should. If you're tunneling death hook with three survivors in plain view and not a single gen has been done, that's where things get a bit scummy in my opinion. If the game is still a toss up, I'm not going to switch targets and hinder myself because of some imaginary rule of fairness you've imposed on me. I'm tunneling your ass down.
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_ However, I think Wahara 's original point was not necessarily that the devs' word doesn't matter, but if their actions contradict their words, it's their actions that tell the true story. So in the case of dribbling, they choose to believe that it's not an exploit not because the devs say so but because it makes sense in the context of the devs' actions, that is, their work, the game they created. But if the devs were to say something outlandish like "decisive strike is the weakest survivor perk in the game", yes they created the perk and the game and they may have meant for it to be a weak perk, but the evidence provided by the game itself would suggest otherwise._
That's better. Yeah, basically that.
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I mean, that wasn't really my reasoning, but I still appreciate it. It's a romantic perspective.
What I put forward was more simple and less eloquent than that. I am saying that whether or not something is is an intended feature of the game, can within a certain degree, be measured. You can typically see evidence whether something was intended or not, and if something is an exploit, you can usually see evidence of that too. Like the example I gave earlier, about phasing through walls. We can reasonably say that's an exploit if it helps the character because no sane video game developer would make walls that you could just phase through (Unless that was the point, you're playing a ghost or something, I don't know)
That's why I judge dribbling not to be an exploit, not because the devs say it isn't, but because it's not completely ludicrous or inconceivable that could have been their intent. It's pretty plausible.
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Don't nerf it, nuke it. Make it to where if they miss the skill check they just immediately ######### die in you arms.
Balance.
I don't see anything really broken about that honestly. At rank 1 and or the highest meta Survivors that run DS are most likely to bleed out or get slugged in general so Nurses Calling is really good for DS players.
Because you're straight up boned if you're up against a team that has more than two decisive strikes. At high rank play even with Ruin, it's not uncommon at all to have gen popped by the time you even finish one chase. One DS can already set you so far back if the survivor managed to get to another loop, if you're going up against three or four? You might as well just accept your loss.
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"Whether or not something is or isn't an exploit shouldn't be evaluated on the sole basis that the developers say it was an intended feature but the credible likelihood that it was."
Like, this is so God damned ridiculously reasonable, why are you responding with "Truth doesn't become fiction just because people find it unbelievable." hyperbole????
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I didn't say the developers were lying. You cannot even talk to me without muddying what I'm saying. What I am saying is the argument that "the devs said so" is bad because there can be evidence that something wasn't intended even if they say it was. Whether or not something is or isn't an exploit shouldn't be evaluated on the sole basis that the developers say it was an intended feature but the credible likelihood that it was.
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I swear to God, I don't know why you quote me when you don't read what I say. I already said I don't think dribbling is an exploit. I'm just saying the argument you're using is bad, because video game developers can say lots of stupid things to save face. If you could glitch through walls and they said that was intended all a long, would you believe them?
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Brain dead easy? She's one of the more difficult characters to master. I don't know what you're smoking. Her traps are disarmed by flashlights, the most common item in the game at high rank play. She's countered by paying attention to where she is, because unless she's running mint rag or playing aggressively (which is rare) she can only defend one area of the map at a time.
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95% of the games where I camp 1) Ruin is destroyed early, the gens have been done at God speed by the time I've ended one chase, and there's one gen left and or the exit gates are open and 2) If someone has been tea bagging me the entire match. I don't really care about winning at that point, I just want to make sure you die.
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I think wraith would be fine if they just reduced his reappearance time. As for doctor, his base range for shock therapy should be increased and I think he would be pretty decent. At base you might as well not even bother, it's so pitifully short. I think clown would be decent if they upped the time of the hindered status from two seconds to four seconds. Most killers just need slight tweaks instead of whole reworks, in my opinion.
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Because your tears give us a healthy, vibrant glow.
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An exploit is when you take advantage of a game design flaw or something that wasn't intended by the developers to be included in the game to get a leg up. The developers can offer their opinion on whether something is an exploit or not, but they're not automatically right or wrong because they're the developers. Your analogy would fit if we were talking about the lore or something, like say, if I were arguing that Huntress isn't actually old, or that the spirit isn't vengeful. In that context an appeal to authority is acceptable, not here.
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I don't think it's an exploit, but I really don't like this "Because the devs said so" card people play.
Like, it is possible for the developers to be completely full of ######### in regards to their own game, just saying.
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I understand the entity feeds off strong emotions, but I'm not seeing the reason for the intermediary of a killer. I grant that the entity feeds off the emotions of the killer as well, but what the survivors have to offer is clearly being prioritized by the entity, considering he wants them all on hooks and actually swoops down, tentacles and all, to scoop them up. If that's the case, it would be much more efficient if the entity simply did this himself. I guess it would be losing out on killers, but killers don't appear to be valued as much anyway. Remove killers from the equation and have the entity take care of it himself, he gets what he's prioritizing faster and more efficiently and could simply compensate by increasing the volume of survivors.
The context still needs to be explained, too. If it's only strong emotions the entity needs, he could simply hang around in a nursing home or a halfway house, eating 90 year old grandmother's pissed off their son never visits them. A hunting ground that you can only escape once when five generators are powered is weirdly specific.
We can speculate and say that it allows survivors to escape because that would contribute to their will to live, but nothing has been said on that matter.
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It also doesn't take into account that high rank survivors don't always necessarily utilize the power that they have. I've played against rank one survivors that are morons and will hook swarm like twits, for the sake of the argument, we have to assume that the survivors are bringing in meta perks, are aware of map layout, (where the strongest loops are, where pallets spawn, where totems spawn) juking tactics, etc. and know when to go in for the save verses when to focus on the objective. If all four survivors are well versed in all these areas, the killer stands no chance. The percentage of survivors that fit all these criteria I would say is about 1/3 of high rank players, hence the skewed statistics.
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A four man DC when no one finds third seal.
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Enduring would be a soft counter, not a counter.
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Rank reset is utterly pointless.
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I haven't really had the need for it, honestly. It could replace deerstalker since that's mainly used to track where my slugs are going in case they're trying to get far from my terror radius and avoid nurses calling. I've tried running make your choice but it feels kind of situational. If I were going to swap deerstalker out I'd probably opt for haunted ground or sloppy butcher.
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Keep your dirty paws off my hag. >:[
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Since I returned to hag and this thread discusses her, I want to share my favorite toxic hag build:
Ruin, Nurses calling, Deerstalker, Hex The Third Seal
If you can defend the third seal, you will get 3 people disconnecting before one gen is even done. I promise you.
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It would not be difficult to compensate for his size at all. Step stool to the hook. Suicidefoxe's idea is also pretty clever. You could give him faster movement speed at the cost of a really short lunge, or you could give me slower movement speed but give him a special ability, such as being able to scale obstacles (i.e., dropping down off of a locker)
I don't want him in the game if he can't be his normal doll sized self. ######### that. All it would take is a little creativity and test play to find out what would work for him. Completely doable.
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I think something like this would be really interesting and add a lot to the game, but sadly fleshing out the relationships between the different killers would be a complicated endeavor, so I can see why the developers gave that answer which basically translates to "Nah, we don't feel like fooling with that."
It could be done. One way I could see it happening is if this two killers versus 8 survivors idea people keep talking about actually pitted the killers against each other. You competed with eachother to see you could sacrifice more survivors to the entity. Something like that could be really fun. You would need much larger maps, though.
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Also, the center of the map is almost always prime real estate to trap up. Survivors tend to instinctively go for the safer corner generators, so trap up the center real good: pallets, windows, choke points, and most importantly the centers of three/four way intersections. Those babies are hot spots. Then just circle around the map and typically they'll run toward the center where they think their pallets or safe double story buildings are at. You'll be breaking through pallets at God speed, too.
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Like I always say, I'm a reasonable person. I am all up for a NOED nerf if decisicive gets nerfed, but survivors typically never want to make that trade off. You have the option of rendering NOED completely useless, I have to be lucky enough to be close enough to a hook to dribble to counter DS. I can't counter Deliverance unless it's the last person hooked and I'm expecting it. I can't counter a three man body block of the hook.
I agree NOED is powerful and it's frustrating, but it's counterable. All our options can be hard countered, but you have a variety of options that can't be countered or only soft countered. So, you're going to have to come to the negotiating table if you have your sights on taking down NOED a notch or two.
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I run an aggressive hag. The trick is to flush people and out box them in on one area of the map and trap the escape routes. Don't tightly pack the generators with traps, that's predictable and obvious, loosely trap them unless you have a range add on. Her collision add-ons are suited to an aggressive play style, too.
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I'll opt in for a NOED rework when you opt in for a decisive rework.
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It looks pretty accurate, but there's no place, world, or multiverse where the pig is better than the doctor. Her ability to slow the game down is situational and she has no tools to help in the chase. The doctors ability not only helps him find survivors but can prevent interactions with windows and pallets.
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@lowlife said:
Reviving this dead thread to ask for help; excluding spirit who is now pretty much my main on the rare occasion i play killer, I hadn't played as killer for months. does anyone else still think huntress is suicide to play as? I've just ended up D/Cing from a game because her hatchets never hit, aiming is the most infuriating thing for me, shes slow as fck, i get looped like crazy, and to top it all off im getting bullied to ######### and im literally crying as a result like idek care to admit it at this point I. Am. In. Tears. And the funny thing about all this is that i have the fondest memories of her being the only killer i ever used and usually succeeding with her. Something feels so off and im reaaaaally hating haha. My main question here is, how the fck do i take back this killer, be good at her again. Cause im stumped and quite frankly i dont wanna be bullied again by the toxic survivors cause im really sensitive and it kinda hurts like being crushed by a tone of bricks :-(Yeah, I'm with the consensus that huntress is pretty much ass. The only time she ever kills me is when my team sucks. Whenever I see her I breathe of a sigh of relief and think "Oh, it's just huntress." She sucked before the nerf, too.
Want survivors to take the huntress seriously? Restore her hit boxes and give her normal movement speed when she's winding up a hatchet. Now you've got a killer.
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Yeah, I'm going to throw my hat in with cold wind farm. Back when I mained hag, I didn't mind it so much, but since I mostly play with Doctor and Myers now, I can't stand it. As Hag, I could just abandon the chase when a trap set off if someone was juking me out hard in the cornfield, but when I'm a different I feel more pressure to commit. I know the tricks, aim your camera slightly down to the ground, don't lunge and just tap, etc. but 360 jukes in that damn cornfield are still hard to deal with.
My second most hated would be the pre-school. It's like Haddonfield, except bigger. Every time I get this map the first words that come out of my mouth are "Well I'm right #########" I actually think the pre-school is more difficult than the cornfield, but the cornfield beats it in terms of sheer annoyance and frustration.
My third would be Yamoakas estate, because YOU CAN'T ######### SEE ANYONE. It is so easy to lose people mid chase. If your eyes misjudge the direction of the scratch marks for a split second, they've up and urban evaded into the wind.
My fourth would be Crotus Prenn. It's full of pallets and the double story loop in the large center building gives me PTSD.
Some maps that a lot of killers hate that I don't mind so much would Autohaven, Macmillans, and Backwater Swamp.
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Honestly, if you just made it to where missed self care checks didn't wake you up, I think he'd be fine.
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My vote would go to Candyman.
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I don't think they ever figured out what they wanted to do with Michael Myers. At first they wanted to make him an abused kid, then they made him into the cursed reincarnation of a murdered druid or some #########.
I just think pure evil type characters are fairly boring. I don't think something like that has really been done in a way that feels new and exciting since the release of the original exorcist.
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In a way, yes. The clown takes fingers that he finds to be aesthetically pleasing, but that seems to be more of an aspect of his killer persona than a base motivation. The clown is also concerned with physical beauty over more abstract things like poetic beauty.
The playwright, for example, may stalk a family and observe that a single mother of three clearly favors her eldest child over her two youngest. He/she then places them into a situation where the mother has to choose which children live and which children die. Perhaps she would be forced by methods of torture, coercion, etc. to confess why she favored her eldest over her two youngest. Depending on what takes place, such as the two youngest forgiving their mother, consoling/reassuring her for the decision she's about to make, emotionally moves the killer into sparing everyone.
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Yeah, sometimes a risky save is the best call to make.
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Well, I would prefer they be creatures or figures from mythology than straight up deities. A killer that occupies that kind of high status wouldn't really fit in with the lore of the game, in my opinion, considering the entity is a deity in its own right. It would raise questions as to why the entity is a more dominant power over the deity chosen to be killer. It also wouldn't make much sense considering that a killer who occupies that kind of status shouldn't be having much trouble killing four survivors dicking around with generators. Michael stabs people...Medusa turns them into ######### stone. There's a pretty big power gap there. They would have to be toned down to the point of incredulity.
Lesser mythological beings such as incubus, vampires, etc. would be welcome. The current precedent though is that all the killers have been human, so if they want to incorporate mythology, I don't think that aspect should be taken away. The lore behind all of the killers reminds us that most people that are considered evil usually have backgrounds that shaped them into what they became, forcing us to do the uncomfortable thing: which is to show empathy for the killer. A mythological creature or figure (like a demon) that is innately evil in some metaphysical sense would detract from that precedent, and I don't think that would be a good thing.