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Wylrin

Wylrin

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Wylrin
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  • I'm kind of curious if people would think that the Legion is just as undesirable to play against if they adopt a different playstyle. The Legion was designed to smack several survivors in quick succession, and that's probably the most efficient way of playing them, but there's another way to play them that I don't see talked about a lot.

    Sometimes when I play as the Legion, I smack one person in feral frenzy and then commit to that person, only using the frenzy to close distance from their injured speed boost. Giving them a deep wound prevents them from activating perks like Dead Hard, and plenty of times, people just immediately drop to one knee to mend expecting you to run off to chase someone else, so it can catch people off guard. With this playstyle, mending wouldn't really come into play much unless the Legion needs to break chase because chasing a specific survivor is eating up too much time.

    Some neat tricks can come of this kind of playstyle. Normally, I'd say you don't want people oblivious in case they make the mistake of mending too soon and you get another free smack towards downing someone with feral frenzy. But with this playstyle, you can run the Etched Ruler, smack a person, pretend to leave, then just waddle up to them while they're mending with them completely unaware. This doesn't always work, obviously, since people don't always keep the same position and actually run somewhere else, but it's a neat little trick to try every now and then.

    If mending is the biggest complaint, I'd be curious as to what certain people's opinions on this playstyle is. And teammates wouldn't be getting punished for just being in the same space, either.

    To clarify, I'm not saying that the usual Legion playstyle is wrong or even boring, necessarily. I'm pretty neutral myself. But I'm just curious what people's opinions of this playstyle would be in an attempt to further define what it is specifically about the Legion that people dislike.

    So yeah, what are your thoughts, everyone? :)

  • The Twins are hard, yeah. Something I like to do is go after people with Victor to put them in the injured state, then smack them down with Charlotte while they're oblivious with the mini-monster. This makes it to where I don't have to go cross-map to pick people up, but it can lead to its own complications since Victor tracks injured survivors more easily.

    So maybe you could try experimenting with different playstyles! Either way, I wish you luck on your Twins matches! I love playing as the Twins but my aim with Victor is, uh, "poor performance indeed."

  • I'm curious, do you guys think there's any distinction between I guess what you could call "accidental/circumstantial" tunneling and soft tunneling? There are times when I play as the killer and I just happen upon the same guy again and again. Whether it's on the survivor for not being able to hide or just on sheer bad luck for them happening to be literally everywhere I'm going, there are games when I don't even intend to find the same people. They just keep bumping into me.

    My killer playstyle is generally more relaxed in that I tend to go for whoever's most convenient to go for. Number of hooks doesn't matter nearly as much as me just happening to spot someone close or out in the open. So to me, it's kind of weird to associate the term tunnel with just going for the survivor right in front of you, regardless of whether that survivor has been hooked before or not. But maybe the community has just demonized the word tunnel and it's less about intent and more just the results.

    But I don't know. What do you guys think? :)

  • I'm seeing some interesting perspectives here that I hadn't really considered before. The one I'd like to touch on and offer my own take on is when a survivor is the last one left alive.

    I've seen a couple of comments expressing anger at killers who toy around with the last survivor before sacrificing them. I agree with the sentiment that this can definitely be a waste of time for everyone involved under certain circumstances. Smacking someone down and leaving them on the floor to bleed out is an absolute waste of time with no benefits to either party involved beyond the killer being satisfied with tormenting that survivor. So scenarios like that I whole-heartedly agree that they're malicious and serve no other purpose than to induce an angered reaction.

    That being said, I do think there are some scenarios that aren't inherently malicious, but a few comments have been made that seem just as frustrated by the following scenario as the one I described above.

    This scenario being, plainly, a killer allowing the last survivor to get more points than they would have gotten normally, but still sacrificing them in the end.

    In my opinion, if you're not wiggling as the last survivor, the reason you're not wiggling is to signal to the killer that you're at their mercy and you'd like the option of some sort of nice or merciful gesture. This can equate to getting the hatch or being let out of the exit gate, but what about a killer who's giving the survivor more points, but ultimately, at the end of the day, that survivor's getting sacrificed? I'm not sure I understand why this merciful gesture is being frowned upon more than what I assume to be the desired mercy of a free escape, or even just an outright sacrifice.

    In my mind, extending mercy is about allowing those involved to get more points than they would have otherwise. If you're wiggling off the killer's shoulder a few times, that's a good amount of points you got right there that you wouldn't have gotten otherwise without the killer's cooperation. But it seems that, unless escape for the survivor is the outcome of a killer's mercy, then any mercy given is being malicious, instead, and I'm not sure I understand this outlook.

    I suppose it could be disheartening just running around with a friendly killer in the endgame only to be slapped down and hooked, but if you're the last survivor and you were in a position that the killer could have easily and quickly ended it (and is choosing not to for the purpose of more points for both sides) why is getting more points worse than not having that opportunity at all? It sounds comparable to a person who wants a double scoop ice cream cone, someone gives them a one scoop ice cream cone, and the person receiving the cone is outraged that they didn't get exactly what they wanted, despite having still been given something good.

    But I don't know, maybe there's an angle I'm not looking at it from. What do you guys think? :)

  • @Veroles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358680#Comment_3358680

    I tried it also with "empathic connection"... but all what happened was that people run desperated into me and it felt like "help me!". And i am like "What i should do man, i wanna do this gen here , can't you leave me alone and dance anywhere else with the killer?" 😂

    But a question:

    For what you need "empathy" when you have "bond + open handed"? You see the injured ones anyway the whole game long: Would it not make much more sense to use a different perk like "we'll make it"? I mean when you wanna play it like that i have no problem i'm just curious.

    Running Empathy, Open-Handed, and Bond all in the same build probably is overkill, I'll admit. But it does help with keeping tabs on survivors who are far away. Just knowing where the killer is engaged in chase - even if it's nowhere near my general vicinity - gives me some peace of mind. It can also be helpful knowing what pallets an injured survivor is throwing down. Granted, Alert or Any Means Necessary would be better for seeing which pallets are actually being broken, but I just like knowing where my teammates are.

    I feel like Empathy can almost be more useful with the HUD addition. If there's an injured person working on a generator far away, you know which generator has how much progress and whether to prioritize getting that generator done or just work on your own generator. Empathy and other similar aura reading perks can give you information as to which of the generators is at 90% or otherwise almost completed. But you are right in that running Empathy with Bond coupled with Open-Handed is probably unnecessary; it's just a personal playstyle preference of mine. I like knowing where all of my teammates are at all times, and Empathy/Bond with or without Open-Handed usually covers it.

    Because honestly, I feel like a lot of other perks' information can be given indirectly with perks that show your teammates' auras. Empathy and Kindred tell you what generators are being done, aura reading perks tell you if someone's found a totem or chest, if they're throwing down a pallet, etc. My go-to playstyle is what I like to call a sort of Scavenger build. Not scavenging for items, but objective progress, you could say. I try to keep tabs on other people's progress so I can swoop in if they're pressured off of it. I obviously sit on generators of my own, but sometimes it can be more helpful to the team to sort of "scavenge" off of their efforts and make sure their efforts don't go to waste. And if you're playing with that sort of goal in mind, knowing the location of every one of your teammates is incredibly helpful.

    So yeah, it just boils down to playstyle and personal preference. :3

  • Oh, Bond is the absolute best as far as I'm concerned! One of my go-to survivor builds is Empathy, Open-Handed, Bond, and Empathic Connection. Not really exciting as far as perks go, but it gives you and your team, even, a lot of information to work with. Boons are nice, but with Open-Handed and Empathic Connection, I feel like I'm passively helping my team just by existing. Even if "helping" only amounts to extended aura reading for the team and my location given if they're injured. I'll take it! Subtly helping the team just by existing is always something I've tended to lean towards. Up the Ante almost never gets use anymore unless the entire team coordinates, but I like the concept of a perk that doesn't do anything all that powerful, but it's constant and so long as you're alive, it's boosting the team in some small way. I kind of wish there were more perks like that.

  • I'm going to address singular perks first by killer first, because boy, do I love compartmentalizing my information dumps!

    From the Trapper, Agitation and Brutal Strength I feel are his better perks, though obviously "better" is completely subjective and combined in certain ways, weirder perks can work pretty well together. Even if you're not trying to make it to a Scourge Hook, Agitation can reduce time spent dragging someone to a hook, so while hardly the most powerful of perks, it can be reliably and consistently utilized by pretty much every killer. And of course, most killers are going to be breaking pallets at some point, so why not be faster doing so?

    From the Wraith, Bloodhound and Shadowborn are guilty pleasures of mine. Once a survivor is injured, it's hard to lose track of them running Bloodhound, and it's always fun to see neon red paint from a good distance away to smack some injured survivor who thought they were hidden. Shadowborn is its own debate about whether it's good or not, but it's certainly fun for me to slap on, personally, though it's very much a personal preference thing.

    From the Hillbilly, all of his perks are pretty good. Enduring is great for people who constantly get slapped by pallets, Lightborn can protect you from insane flashlight saves that you weren't expecting, and Tinkerer can be deadly on certain killers under the right circumstances.

    From the Nurse, Stridor can be fun, but a lot of it depends on your playstyle. I personally don't see much of a point to Thanatophobia, but again, personal preference. A Nurse's Calling is incredibly useful. I haven't seen a lot of people run it in a while, but it's always been a perk that I'll slap on if not sure what my fourth perk slot should be.

    From the Huntress, Territorial Imperative has the potential of giving you an early down or doing basically nothing all game. It's always fun seeing someone go into the basement to loot the chest and give them some rapid succession smacks, an instant down with certain killers, or trap them in there for another easy down with killers like the Trapper. And basement builds can make use of it, too. For most other circumstances, I personally don't get much use out of it, but maybe that's just me. Beast of Prey is another guilty pleasure of mine. Going Undetectable mid-chase can really confuse survivors, even if it's only for a split second. But sometimes a split second is all you need. Hex: Huntress Lullaby is... a hex. It could do you lots of favors, or it could get cleansed in the first twenty seconds of the game. Personal preference and sheer dumb luck with location spawns is a pretty big factor there.

    Now on to the common killer perks, many of which I think are severely underrated, so this'll be fun!

    Bitter Murmur isn't a perk I run often, but it can be pretty sweet even for killers who aren't the Huntress. It can be good to know which direction survivors are going, if they're maybe healing an injured teammate right there, or if they're hanging around the generator for some similar reason like cleansing or blessing a totem.

    Claustrophobia is a perk... once in a situational blue moon.

    Deerstalker can be nice for keeping track of people on the ground, though A Nurse's Calling can do basically the same thing if that person's being healed at any given moment and has other utilizations.

    Distressing can be fun in combination with other perks, and who's going to say no to more bloodpoints?

    Fearmonger isn't one I use too often, though I feel like a lot of people only run it for the exhaustion portion of it and forget the blindness aspect of it. Blindness probably isn't as potent as it used to be considering that as a survivor, you always know what action your teammate is performing in that instant. Still, keeping survivors from having information in any way can be devastating under the right circumstances.

    Hex: No One Escapes Death is one I'm pretty sure I've never even run before. Not because of the view a lot of people seem to have that if you're running this perk, you're automatically morally reprehensible or just a bad killer. I'd just rather have a perk that'll help me in some way throughout the trial than give me an edge once the generators are done. But again, personal preference.

    Hex: Thrill of the Hunt can be nasty, especially paired with Hex: Undying, though I understand your friend doesn't have access to this perk. Something I do sometimes is run Hex: Thrill of the Hunt on its own. If survivors want to slap a boon on a totem, they're going to have to dedicate more time to it. And sometimes running Thrill of the Hunt gives survivors the illusion that you're trying to protect a more lethal hex, such as Devour Hope. It can be entertaining when survivors seem to be spending more time booning totems or looking for this mysterious other hex totem when, in fact, there isn't one. And just keeps people off of generators in general for a time, which is always valuable to the killer.

    Insidious has the reputation for being used by Leatherface or similar killers camping the basement hook. I've seen people utilize it in other ways that I think are pretty clever, though, so it's a perk I'd like to devote some time to finding its weird, situational uses. I wouldn't really recommend it for someone either learning the killer or with few perks to work with in general, though.

    Iron Grasp is another guilty pleasure of mine. Agitation and Iron Grasp is a commonly known combination, and Iron Grasp by itself is enough to completely destroy Boil Over. I regularly end up using Iron Grasp when I just don't really have anything else I want to use in a current build.

    Jolt can obviously be used for its regression, though sometimes it's nice to just know when there are nearby generators that have progress without having to waddle up to them. So pretty solid, I think, regardless of whether you use it for regression or information.

    Scourge Hook: Monstrous Shrine can be nasty even on its own. Survivors can overestimate how much time they have to unhook a survivor even without it, and Monstrous Shrine just makes this even more likely. I personally don't like running this perk because I generally want someone to die from having chased and hooked them three times, not due to their team's negligence. More points and more fun for me and everyone involved, but that's just my outlook.

    Shattered Hope can be alright even if you don't particularly mind boons or pair it with Hex: Pentimento. For survivors who aren't extremely acquainted with different maps' totem spawns, this can be a huge time sink for them when they realize the totem they managed to find is no longer an option. It won't do much against survivors very familiar with totem spawns or on maps where they're just in more predictable or visible places, but the occasional aura reading can be helpful, too. And if the boon is one of the other three aside from Circle of Healing, it can force Shadow Step, Dark Theory, and/or Exponential into a less strategic position for survivors. But Circle of Healing is definitely the boon you'll be encountering the most.

    Sloppy Butcher is one of those perks that I feel like just works on almost every killer. Making healing more of a time-sink is obviously less time survivors can spend on generators, and it can work in your favor as the killer in other ways, too. It's been a while since I've run it, but I'm pretty sure if you snuff a totem while someone's healing themselves with Circle of Healing, all of their progress is almost instantly lost and it acts as what basically amounts to a missed skill check for them, too, revealing their location to you. So pretty solid, in my mind.

    Spies From The Shadows is another guilty pleasure. Catching survivors off guard can make all the difference, and unless they're running Calm Spirit, there's no really reliable way to avoid this without avoiding certain parts of the map. So pretty good, if a bit situational.

    Unrelenting is really good for people who swing and miss a lot, myself being among them. But another neat thing you can do is kind of bait a dead hard. Tapping the attack button for a quick swing can make survivors panic and use their dead hard, and since you can recover faster, you can do this in a lot of areas without risking them making it to a safer area anyways.

    Whispers! All hail the mighty Entity yelling crap in our heads! It can be annoying in some circumstances, like walking away from someone you just hooked and not being able to tell if the Entity's screeching at you about another survivor or the one you're actively walking away from. But in a lot of other instances, it can be a good way of saving time walking to generators (because if the Entity's not hollering at you, then there's no survivor nearby, so no need to walk all the way to that corner generator if you're close enough already.) And for killers who can control whether they're undetectable or not, like the Pig, it can tell you when to start crouching so you're not crawling around on the ground the entire match while generators are popping all around you.

    Now for the builds!

    I already mentioned Agitation and Iron Grasp. Useful on almost any killer, really, and makes getting to a Scourge Hook all the easier. So your friend could slap on Scourge Hook: Monstrous Shrine and see how that works, too. It might trick saboteurs, too. Some saboteurs learn where the Scourge Hooks are and plot their sabotage accordingly. If it doesn't really have much of an effect beyond faster Entity progression, however, you could easily just walk over to another hook, wasting a potential saboteur's time. And with Agitation and Iron Grasp, that's more time you have before a carried survivor escapes, so you could even go for a Scourge Hook knowing a saboteur's nearby. It could end in a free smack or down depending on how insistent that guy is on getting that hook sabotaged. You could also slap on Territorial Imperative if you want to do a basement build.

    Sloppy Butcher and A Nurse's Calling can synergize well. If you see someone healing, not only can you interrupt them, but also ensure that they've lost all of their healing progress. So even if the injured survivor gets away, they'll still have to get that lost healing progression back.

    Very situational, but Tinkerer and Claustrophobia can work sometimes. Either you get to the generator in progress and interrupt it before it's finished, or you get there too late and bar everyone in the immediate vicinity from windows. No one really uses Claustrophobia, so I imagine you could catch a lot of people off guard this way. It's still very situational, though, so that's up to your friend if they want to experiment with that or not.

    A combination of Brutal Strength and Enduring has always been a favorite of mine. Barely batting an eye at pallet stuns and chipper-shredding through pallets may not be subtle, but it can certainly make you feel like an unstoppable force.

    I could go on, but in the end, a lot of it has to do with your friend's playstyle as the killer. Are they more aggressive in chasing survivors, or defensive in prioritizing defending generators? I feel like I could give more relevant advice knowing what their strategy is, if they feel like sharing. :)

  • I personally feel like wreath and flower bloodpoint offerings should go. It's not that they're bad, necessarily. You can end up making a bloodpoint profit from them, after all. Spend 2,000 points to get an additional 5,000 points from one category is the best case scenario. But it's just so disheartening - for me, at least - to see a bloodweb where virtually all of its common and uncommon nodes are bloodpoint offerings.

    For killers whose best addons are comically their common or uncommon ones, it can be frustrating going through several bloodwebs not seeing any or barely any of these addons. I remember when Combat Straps were much more desirable on the Pig since it took an insane amount of time to crouch and uncrouch. Even with the shortened (halved? can't remember) crouch/uncrouch time, having the Combat Straps can just feel so nice while playing as Miss Piggy. Given that it can be frustrating even today just seeing a bunch of common bloodpoint offerings in the Pig's bloodweb, it was even more torturous back then when the Combat Straps were... not mandatory, per se, but helped so much more back then.

    I feel like lower tier bloodpoint offerings just get in the way. Yeah, if you're good at the game, they can turn a nice profit. But what if you're new at the game? You'd have to earn 4,000 bloodpoints in your chosen category just to break even with a common bloodpoint offering, and if you're brand spanking new, you're probably not going to be getting a lot of points consistently. So this offering for bonus bloodpoints can actually cost you more bloodpoints if you're new or just have an unlucky game where you can't dedicate much time to actions of your bloodpoint offering's category.

    But even if it weren't for the potential loss of bloodpoints, I'd still think these specific bloodpoint offerings should just go. If you just want an item/addon from a bloodweb, you shouldn't have to go through several bloodwebs just to get one where its common/uncommon nodes aren't completely swamped with lower tier bloodpoint offerings. I feel like it would be more satisfying going through a bloodweb getting more of the actual things you want instead of the potential for a bloodpoint gain... or loss. Someone disconnects from the game? You're probably not going to get any profit or even break even with your bloodpoint offering. Have a game where you're forced into a role you didn't plan for just due to circumstances in that match? Same thing. I feel like bloodpoint offerings not only have the potential to hurt you, but they can hurt you for things you as a player can't even really control all that much. Unless you want to throw the game for the sake of getting your points, but I could never, personally.

    And also just the psychological aspect of it. If you're running an offering to get more points in a certain category, you'll be less likely to want to break from your own designated role, even if it means life or death for you or your team.

    But that's just my opinion. What about you guys? :)

  • Now I know I'm not really a great - and certainly not high MMR - M1 killer, which might make everything I say meaningless to some people, but I figure I'd put in my two cents.

    The most I ever use of generator regressing or slowdown perks is one, maybe two, at the same time in any given build. And honestly, the only occurrence that comes to mind where I used more than one was when I was trying to make Freddy's wool shirt and dress addons work. Overcharge and Oppression weren't used so much for actually generator regression in those cases, but more so just to try to make people actually miss a skill check to make those addons of Freddy's actually do something. Because rarely - if ever - does anyone miss a normal skill check in Dead by Daylight, unless it happens to be one of those occurrences where you decide to leave a generator and the game decides to give you a skill check at that exact moment, ultimately forcing a failed skill check on you. And considering Freddy doesn't have a terror radius for survivors in the Dream World, most perks that make skill checks more difficult are almost completely useless on him. So not only do you have to bank on the hope that an Overcharge or Oppression skill check will actually do its job, but also hope that said survivor is in the Dream World at the time to get the full utilization. Hard to make work, ultimately.

    But I'm getting off topic. The point is that I prefer running perk builds that make me as the killer more threatening as opposed to stalling or hindering survivors. I realize that in a 4v1, actively hindering all four survivors at once with certain perks is probably more effective than being more effective in chase against a singular survivor at any given time in the match. But I just prefer this playstyle more, personally. I want to play as a killer chasing people down like a crazed lunatic, not a guy with a weapon who spends more time kicking generators than actually using it on people. But that's a personal preference thing.

    Again, I don't claim to know what top tier gameplay against insane survivors is like, so take this with a grain of salt, but that being said...

    My experience with running more aggressive perks (or just information perks) rather than stalling or defensive perks is quite polarized from match to match. It's either a massacre where I end up getting a lot of hooks/kills or it's the exact opposite where I only get a couple hooks in the entire match. You either win pretty decisively or you get an admittedly embarrassing outcome that makes you wonder, "Geez, what did I do wrong this game?"

    But I'm honestly okay with this. Regardless of whether it's a win or a loss for me, the match goes pretty quickly. And I think we've all had one of those games that stretches out forever - either as a survivor or killer - that makes you lose the enjoyment and drive to actually win, instead at that point just wanting it to be over.

    Do I have games where I do Huntress-tier growling at everything seeming to go wrong facing survivors? Of course. But I'd prefer that temporary frustration if it means my games can be more intense, more action-packed, more with the feel that I'm an unhinged maniac swinging sharp and pointy things at people as opposed to someone who really hates generators and will drop everything to ensure they keep regressing.

    So from both an entertainment level perspective and one that's focused on performance, I feel like perk builds that don't lean so heavily on generator stalling are both just more fun and also wholly possible to win with. It's just a mixed bag whether you manage an aggressive win or lose horribly. Are there still games where the outcome is more in between? Absolutely. And that's great, too, in my mind.

    I personally think it might be less a matter of, "M1 killers can't win without certain perks," and more a matter of, "M1 killers can't win every game without certain perks," which I believe is a very important distinction.

    But those are just my thoughts on the matter. What do you guys think?

  • Oh geez, it just occurred to me. Psycho Mantis in Dead by Daylight would be insane.

  • @VideoGameMage said:

    Bhvr seems open to non horror settings but only for skin collabs, rather than chapters (aot Collab). Would be jumping the shark a bit if bhvr started doing non horror licenses, some people already thought they were pushing it with stranger things. I wouldn't mind terrifying/horror themed creatures from non horror media but I don't want things like Darth Vader or a star wars chapter in dbd. Dbd isn't Fortnite at the end of the day.

    I agree. Star Wars and a lot of other franchises just wouldn't fit thematically, I feel like. It's entertaining to think about, but if a licensed character comes into Dead by Daylight and isn't from your conventional horror movie, the killer themselves needs to be monstrous or terrifying in some way that makes up for it.

  • Myself, I'm kind of neutral in my lean whether I'm hoping for an original or licensed killer. I love original characters' lore and abilities, but I also love seeing recognizable characters in a game I regularly play. The most recent licensed killer I have any real familiarity with their franchise was Pinhead. I'd only ever seen The Ring, not Ringu yet, and I know virtually nothing about Resident Evil. So it would be neat for there to be a licensed killer where I actually know what their deal is from their original content, but I'm just as happy with an original character.

    The only licensed character I can really think of that I'm curious will be introduced is Slenderman, but that's mostly just nostalgia talking. Michael Myers and Pinhead kind of fill the gameplay role Slenderman would have, I feel like, with their stalking and "hands off" approach at breaking pallets and such, respectively. So I'm not sure what they'd do with Slenderman that doesn't make him too similar to other killers, but still keeps the spirit of his lore and such intact.

    I'd also love to see the Headless Horseman. I admit, I'm not too familiar with the original story, having grown up with the movie Sleepy Hollow. But I feel like either interpretation of the Headless Horseman would be amazing if done right!

    As for original characters, well, the possibilities are endless and so are the neat ideas associated with them. But two ideas do come to mind that I'd love to see:

    A killer whose backstory and power revolves heavily around fire. Maybe a firefighter who died in the line of duty. Maybe a pyromaniac who, after not being embraced by his village, burned it down to feel its warmth. The Wraith and Freddy obviously have aspects of their backstories that involve fire, but that doesn't really manifest in either of their powers. It would be neat to have a fire-starting killer or just a killer whose power visually resembles fire. Maybe those fire barrels in certain maps could actually be useful from a gameplay mechanic standpoint. Who knows!

    Conversely, I think a frozen or ice killer would be amazing, too! Maybe a prehistoric man who died of hypothermia (because honestly, I feel like this game could really benefit from killers who are from thousands of years ago.) Just the frozen aesthetic would look really neat, I think. Also, it would be interesting if the killer could somehow make the survivors' body temperatures drop. This could translate to debuffs for the survivors or just visual effects that might make it easier for the killer to locate them. Maybe freezing survivors would be frost-covered, or their breaths puff visibly and maybe even more audibly in the cold. I think that could be really neat! As for the killer themselves, I don't know what their power would be like, really, aside from extreme cold being their central theme.

    I'd also love to see a soldier of some kind. Military uniforms are aesthetically pleasing to me and having a killer run around in uniform would be neat to see! :)

  • I know virtually nothing about any anime/manga, but from what little I do know, there probably are a lot of characters from them who would thrive in the Fog, now that I think about it! :)

    Also, I just imagined Star Wars villains in Dead by Daylight. Probably not the most fitting, but I will admit, it's entertaining to think about Darth Vader choking people out in the trials. X3

    Though the topic of Star Wars makes me think of General Grievous, which in turn makes me think of cyborg and robot killers in Dead by Daylight, which would be pretty sweet, I think. I can't think of any malicious AI characters from books or movies off the top of my head, but I know they're definitely out there. All my brain can come up with right now is the synths from Fallout 4, which that in itself could be terrifying. Just imagine having a bunch of "mannequins" standing around... and one of them turns out to be a humanoid weapon.

    On the topic of the Fallout series, Vulpes Inculta or literally any other character from Caesar's Legion could be interesting! I feel like the Knight encapsulates the razing and pillaging aspects of Caesar's Legion pretty well, but I feel like a character like Vulpes Inculta could represent a killer who is part of a faction that actively brainwashes people, stripping them of any former identity to "recruit" them into their slave army. Not sure how that would translate as a killer power, if at all, but it would be a neat backstory to explore, at the very least.

  • For me, there really aren't any killers that I'd want to stop going against entirely. Admittedly, there are some killers that, when I hear the terror radius, I sort of steel myself with a, "Oh, this is probably going to end badly for me." I guess the Plague is at the top of that list. I feel like I'm letting my team down either way, it's just a matter of do I want to be constantly broken, or give the Plague access to a more lethal version of her power?

    This wasn't really the question asked, but I feel it's somewhat relevant, so I'll divulge. There is a killer that gives me the most anxiety while playing against them, though again, I don't want to stop playing against them entirely. I just get jumpscared more than a Scratched Mirror Myers or Ghostface with this killer, which is probably going to get me laughed at, but...

    The Trapper scares me, man. Not so much the Trapper himself, but his traps. Even when I think I'm being careful, I'll hear the loud snap out of nowhere and it honestly startles me more than a lot of things in this game. I know logically that the Trapper can really only capitalize on this if he's nearby or if you just have bad luck with escape attempts, but any patch of grass playing against the Trapper makes me super wary. And then I basically have PTSD in the next match and have to constantly remind myself that I don't have to be paranoid about watching where I step against almost literally every other killer.

    I'd never choose to eliminate the Trapper from the list of killers I play, but I will admit, it makes me more anxious going against him than most other killers.

    Another killer I tend to have some problems going up against is Pyramid Head. I don't dislike going against him, but my experience playing him is missing virtually all of my judgment... thingies. Whereas when I'm playing against him, I'm getting sniped through walls and stuff. Maybe I need to play as him more to get more of a feel for his limitations and how survivors dodge my ability.

    Stealth killers of any sort are also difficult for me to face. I already suck having a 32 meter audio heads up, I don't need the killer being literally on top of me for me to be bad. XD

  • @HardhatKrugerer said:

    Sorry, but thats not going to happen. Never. Freddy was murdered twice. In his movie series and in DbD. He was unique like MYers yet they decided to rework him after WEEK after release, because people refused to learn counters against him. Like one week is enough to even for pros to fin proper counters. Freddy will be the most murdered killer. He is a tombstone of BHVR´s rushed acting. They never adressed that it was even too much or not. They made a choice no matter if it was necessary or not. And they didn´t even wanted Freddy in this game. Look at his Memento Mori. How boring his Memento Mori is when he is one of the most creative killers of all slasher movies. His creativity in dreamworld had no match. Yet BHVR gave him uninventive Mori like stabing from behind. I don´t know why BHVR added him to the DbD when they reworked him into the most useless killer in the game after Hag.

    I don't expect Freddy to be reworked. It would be nice, but I'm certainly not expecting it. Do I have the hope that sharing this idea will bring more awareness - and thus, potentially, change - to Freddy's current state? Absolutely, but it's a hope I don't expect to see fulfilled.

    I more so made this to discuss with fellow Freddy enthusiasts what a good change could constitute as. It's a general consensus that Freddy needs something. Some think he needs little tweaks, some believe he would benefit from an addon pass, while others would prefer larger changes or even another rework entirely. I'm more so just curious as to where the community stands on how Freddy should change and if the skeleton of an idea I made above would be doing Mr. Krueger justice, or making him even more problematic.

    This isn't really a rally demanding change. I'm just curious as to what people would like to see from changes to Freddy in Dead by Daylight. :)

  • Any time I think about the state Freddy's in, I take a moment to remind myself that this is 2010 remake Freddy that is being tortured and not the original 1984 Freddy, which is enough to get a chuckle out of me, I'll admit. X3

    In all seriousness, though, I agree that Freddy needs... something. I don't pretend to know what that something should be, but he definitely needs something.

    People have already touched on his addons being underwhelming, to put it mildly, and I definitely agree. Though there are some neat things you can do. Pair Surveillance with Outdoor Rope and you basically become a gen jockey sonar detector... assuming anyone's actually in the dream world.

    Why are the alarm clocks even a thing? Even if they didn't grant the 30 second immunity to Freddy's power, why should it be so easy to escape the dream world? Against a horror icon that amplifies his lethality by keeping you asleep, being able to wake up by yoinking a magic clock just sounds silly. I really like the mechanic of the wake up action taking longer and longer each time. If the clocks weren't a thing, that might actually come into play. Every time someone wakes you up, it becomes progressively more and more of a struggle to escape the place that's trying to kill you. I feel like that would fit thematically, a never-ending nightmare that, while possible to escape, is increasingly more and more difficult to as Freddy tightens his hold on you.

    I honestly preferred the original Freddy power over the current one. I don't claim to know what's best for Freddy, but if he returned to his original state with tweaks to improve his performance in modern Dead by Daylight, I'd be ecstatic.

    Speaking of original Freddy's power from strictly a lore perspective and not a gameplay one, everything Freddy did just made sense. Pulling survivors into the dream world manually gave their transition into the nightmarish landscape more meaning. It wasn't just a side effect of smacking a survivor, it was its own action that ended up serving multiple purposes once they succumbed to sleep. Being able to see survivors outside of his direct area of influence also made perfect sense. You're in his world. He's going to be very much attuned to what's going on in his own plane. It also gives Freddy a sort of feeling of power. If you're a survivor and escaped a chase with Freddy, it can be generally understood that he knows where you are, he knows everything. It gave the impression - real or not - that if you escaped Freddy, it was because he was playing with you and was coming for you later. Of course, from a gameplay perspective we know that Freddy might just have other priorities right at that moment. But just the feel of "escaping" him knowing full well that escape from his immediate vicinity does not mean escape from the Nightmare was something I felt was unique.

    I could go on and on, but I feel like anything else I'd have to add would just be reiterating what's been discussed at length already.

  • @Piruluk said:

    I have a big tip, clothing doesn't really matter anymore, it's almost exclusively knowing about how killer's line of the sight works and using the right stealth perks, a dark clothing doesn't mean anything, most of the maps brightened up etc.

    I definitely agree with this a lot! I remember when the maps were darker and moon offerings were a thing. (Which honestly makes it sting more that I've been with this game for years and I'm still so bad. XD) But yeah, some outfits are obviously way more flashy. Though when I play as the killer, I honestly catch sight of certain bright charms on survivors more than their clothes. And just movement in general. There are games where I feel like I only see things when they move. X3

  • Rubber banding. :)

  • Ace is the only survivor I have all of the perks on since I play as him the most. I used to play as Claudette and a little bit of Jake, but then Ace came out and that was it, it was basically Ace from then on. I'm not going to lie, a good chunk of the reason I took to Ace almost immediately was that he had a suit and bowtie. If I can run around dressed like a proper gentleman, then that's absolutely what I'm doing. X3

    Though I did also choose Ace because I liked his perk Up the Ante. Luck had more utilizations back then, like escaping bear traps and stuff like that instead of just the chance of unhooking yourself. But even back then, Up the Ante was never really good unless the whole team was running it. I do remember times I or my teammates have unhooked themselves while I was running that perk and it felt really good to basically help my team by just existing. XD

    So yeah, Ace is the main survivor I play as, though I do play as other survivors sometimes if I want to feel "in character" with a perk build I'm running. I personally find the concept of running around as a Bill with perks like Flashbang and Blast Mine to be pretty awesome. Yeah, I could obviously do the same thing on Ace, but running around as a hardened soldier who's fighting back against the killer just feels better to me.

    I'd like to get more perks on other survivors, but for right now, unless I just happen to have the thematic perks on a different survivor, I mostly just stick with the Ace. :3

    in l Comment by Wylrin
  • I always just kind of sweat nervously in the corner when people say that Ace players are exceptional at the game. I run around as Ace the most out of all survivors and I feel like my survivor gameplay is rather mediocre. X3

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/325998/why-do-people-care-about-good-game-manners

    I completely disagree with the notion of "saying GG is very respectful no matter the end result." I'll give you an example. The other day I was targeted by a killer specifically because I did not farm with them and my team. At the end of the match they threatened to tunnel me out of the match if they ever saw me again. Sure enough the very next match it was the same killer and survivor team. This time they played the cannibal and went after me specifically at the start of the match. They got me hooked then kept hitting me and let a survivor who was there to farm pull me off at 2nd stage so they could mori me. I didn't give them the pleasure of doing that. After the match they said in the chat, "that is what you get. toxic time!" They let me know for sure it was them and their intent from the previous match was clear. This is the very last kind of match or player I would ever say GG to and if they had said GG also it would have been anything but "very respectful." So no, you are absolutely wrong about this. A respectful match deserves a respectful GG. Nothing more or less.

    I'm always nervous to say GG in the post-game chat. I feel like there's always a way it can be taken poorly. If I'm the killer and I sacrificed everyone, saying GG sort of sounds like I'm saying, "Oh, well, I won, so it was a good game." If I'm playing as the killer and I get completely massacred by survivors - in the sense that no one really got any bloodpoints that game - it seems weird to say GG because, well, no one really got the most out of that game in terms of an experience and points. I feel better saying GG when it isn't such an obvious loss or win for either side, but I still get nervous. My go-to, generally, is if someone else says GG first, I'll respond in kind. But then I get all philosophical and sort of wonder, "Well, what if the others are waiting for someone to break the ice with a GG?" or, "Is it right to hold back from spreading some form of positivity - however slight it may be in the form of a GG - just because of the fear of negativity?"

    Long story short, it's hard for me to gauge when a GG will be taken well and when I do say GG, I sort of just sit there and hope I didn't offend anybody. XD

  • @dugman said:

    I have seen streamers do exactly what you’re describing where they leave a Boon up as a sort of bait. I’m too lazy to do all that though and I like smashing stuff so I’ll just get rid of it and take the prize that if they want it back it’ll take them another 14 seconds to place.

    On a tangent the one minor thing I don’t like about Boons is how fiddly it can be positioning yourself to snuff them sometimes. It’s like you have to be looking directly at the Boon and be in just the right spot next to it to get it to give you the option to snuff it, and especially when it’s nestled in a tight corner or something it can be kind of annoying. I wish the system was a bit more forgiving.

    Oh, I 100% agree with how finicky it can be to snuff certain totems. Some boon totems you just walk up to and stomp on it. Others you have to spend a good five seconds meticulously positioning yourself before being able to snuff it. That doesn't sound terrible on paper, but when every moment counts as a killer, wasting time on anything - especially something that should be consistent in the amount of effort it takes regardless of said totem's position - can be devastating.

  • Ace has been my go-to survivor for years. I won't get into who my favorite killer is because it would probably turn into a long essay of how I love different aspects of virtually every killer in the game. X3

  • It's been so long since I've watched Scooby-Doo, so there are probably more infamous costumed antagonists who would be better suited that I'm just not thinking of. But just the mental image of the Mummy chasing a survivor going, "Coin, coin!" is enough to make me absolutely adore this idea.

  • I'm more of a Halloween fan than A Nightmare on Elm Street fan, so I feel like I'm not the best to judge here, but I thought the remake was okay. Though I wonder if I was more into the franchise I'd have a differing opinion. I'm more into Halloween and I did not like the Rob Zombie Halloween remakes. Not that the Halloween remake and the A Nightmare on Elm Street are parallels of each other.

    But yeah, I thought the remake of A Nightmare on Elm Street was alright, though it's been a while since I've seen it.

    I remember one thing I thought was odd was that the protagonists assumed that they had lied about what Freddy Krueger had done to them as kids, but maybe it was better explained in the movie and I just can't remember.

  • @Kalinikta said:

    I read your piece and believe you are confusing a win and what you considered a fun game. These are not one and the same, as people can have a good game even when they lose and a bad game while still winning. People confuse this so often, but a win is not the definition of fun.

    Sure it is nicer to win than lose, but it isn't the only aspect of what is fun. You can have a miserable time during the match and at the end your opponent throws the game... you might win and it is better than losing, but it doesn't mean that it was a good game.

    I consider a win a 3/4 kill or escape based on the side I play a 2/2 is a tie and a 1/0 loss. As a survivor I do view it as a team game, so I can die and still consider the game a win.

    Don't get me wrong here, I try to win... but I don't always do the best option if there is a more enjoyable path which can still get me the win. I however don't try and throw the match just for the sake of it either.

    Above all, you do you! Have fun it is a game.

    Oh, I agree! I don't consider winning and having fun to be the same thing. (Though I probably didn't convey that well in my original post, my bad.) To me personally, having fun can equal winning, but the reverse of that - winning equaling having fun - doesn't translate the same way by any means. So the two terms are definitely not perfectly interchangeable. There are games that are stressful that you technically win in the end, but that doesn't necessarily mean you had fun.

    I know it's not a conventional definition of the word, but to myself personally, I view having fun as a partial win regardless of how poorly I performed or how survivors managed to outplay me. I recognize that, from a conventional game score standpoint, I didn't perform as well as I could have. At the same time, though, just having fun translates to me as... maybe not a win from the actual game standpoint, but from a personal emotional standpoint. Maybe that's a better way of putting it. I'm not exactly winning at the game, but if I had fun, I'm maintaining a positive outlook and playing a game for its intended purpose - to have fun.

    So yeah, honestly, it isn't necessarily a win from a gameplay standpoint, but a, "This made me happy and I really enjoyed that." Which, especially with everything going on in the world, I'll gladly take that sort of win. X3

    I hope that better explains my perspective on the matter. :)

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