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dbd900bach

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  • @Pulsar said:

    Here's an actual PC to be equivalent to a Series X. (I thought the point of PC is to be better than Consoles but whatever)

    https://us.v-cdn.net/6030815/uploads/X68M2GJI3QL9/screenshot-2025-05-23-010723.png

    https://us.v-cdn.net/6030815/uploads/B3WYQYZCG18V/screenshot-2025-05-23-010903.png

    Series X currently goes for 300 dollars less than a PC equivalent.

    I got my PC at a bargain price, but I am also in a very fortunate situation where I could afford to spend that kind of money. Many people cannot do that, therefore, the Series S and Series X being cheap is nice.

    You could stop shaming people for playing games on their system. Thought we left that sort of childish behavior back in 2010.

    I'll never get the PC master race stuff people love to pull. It gets tiring that a genuine question and conversation circles into "get a PC."

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/445827/steam-xbox-ptb

    why not get a pc if you want to play the ptb that bad? you do realize that if something is on steam it can be updated way faster than something on console right?

    I really don't care for the whole just get a pc spiel. Most other people don't either. Steam is updated faster, and will at some point be on Xbox which is why I made this post to speculate if that meant Xbox consoles could participate in the PTB.

  • @BlackRabies said:

    That's a good question.

    A very very good question.

  • They are separate teams but its a lot more complicated than that. Its not just balance changes, bug fixes and gameplay improvements. Its also making chapters, designing mechanics, spitballing ideas and deciding where to focus that effort out of everything they do. What bugs to fix, what needs balancing, and meeting the deadlines that come with these chapters. Not to mention, they can working on anywhere to 3 or 4 chapters at the same as seen with the latest roadmap.

    The cosmetics of the game have no impact on development but both have the same spirit of pumping out content at a more frequent rate which is why it feels like changes to existing content and mechanics are at a slower pace. At the very least, we do consistently get something at least every 2 weeks in terms of bugs fixes.

  • @Pirscher said:

    PAX was super strict on time.

    Their streams from back in the day in Montreal at HQ were so relaxed and fun.

    They realistically did not have the time to really show anything. The roadmap alone took up most of their time. At the beginning they mentioned being repeatedly signaled to move on at least 5 times. I honestly wished there was more transparency from them. Everyone already knew it was going to be Springtrap, so saying beforehand that they wern't going to reveal his power or perks would've set expectations lower.

  • @Twiggsy said:

    In a interview with Matt Springtrap will be a multi power killer like Dracula

    Hopefully not like Dracula or Vecna. I mean that in the sense of having multiple powers and being a master of none. I really hope it just means multiple new mechanics and now outright separate abilities that are weak.

  • Unknown already has a fire axe, plus Springtrap using an axe is something William Afton only used to dismantle the animatronics. It's purely fan made to see him using the axe as Springtrap while in the movie and mini games he does use a knife. Simply put, its cannon for him to use a knife and not an axe.

  • I think there is a GIANT misconception here. This was a PAX East panel, not THE anniversary live stream. While it was certainly within the spirit of celebrating and showing off a little, they obviously didn't have as much time as they wanted to even properly get through everything. Think of it like a teaser.

    They did say they were live streaming again before the chapter released, or at least the PTB. They'll have all the time wanted and needed to explain everything without restriction.

  • A ban system would heavily influence que times and mmr too much to be effective, plus disliked killers will see no play at all like Ghoul or Blight.

    That being said as many people have pointed out, there should be more incentive to play other killers. The obvious solution is buffing these killers to be more viable, and giving blood point incentives or even rift incentives for low pick rate killers. I think this could also help the devs collect a lot more data on killers not seeing much playtime which cam lead to better thought out buffs in the future.

  • Ghoul is not comparable to Skull Merchant. Skull Merchant was an issue upon her release and after because of her Chess Merchant playstyle which could stall games for ridiculous amounts of time. Half an hour to an hour or until the server timed out. That is why people hated her, and hated going against her, but if they Dced, they would get the penalty.

    The Ghoul can't do that. No killer can ever since the gen regression limit being added. The Ghoul is comparable to Wesker in the fact that both are really strong killers, really fun killers and are seen almost every game long past the new chapter hype popularity. The simplest answer is that players are just sick of playing against him, much like Blight and post nerf Wesker.

    I think this says a lot more about lack of killer variety in the game which leads to fatigue. People want to play other killers, they really do, but most aren't worth playing because they're so weak. It's more frustrating trying to make a weaker killer work.

    I'm not saying every killer should be as strong of Ghoul or Blight. There's just not much incentive to play other killers.

  • One of the Unknowns skins confirms the theory that it conforms to the rumors and mysteries around it. The big bad wolf one specifically as it says a little boy claimed that the Unknown can even kill the big bad wolf.

    The skin of course being a twisted dead version of a wolf in grandmother's clothing

  • @Langweilig said:

    Shouldn‘t the fourth deadliest killer be higher? (Sadako)

    She's only deadliest in low mmr because her power is a bit more complicated than most killers, and survivors are not exactly given a lot of information on how to face her properly. That allows condemned to activate a lot more.

  • @Wrecked said:

    There’s no interesting killers from that franchise, design or look-wise, unless you somehow find Toys R Us scary and it’s also going to bring an influx of children to the game which is not going to be a positive thing.

    Most kids who grew up with the franchise are in their 20s or older from when it began. Games aside, the lore and books are just disturbing.

    The whole concept just boils down to murder, more murder and a lot more murder, all of it involving children suffering a fate worse than death. Just so a man can kinda sorta achieve immortality. I know the games aren't the scariest thing in the world, but its fanbase is a lot more than just kids and I'd argue it's lore earns it a place in horror just fine.

    At the end of the day though, it is made for the fans. That was philosophy when making the movie and it's likely the same with this chapter. It's made for the people who care about the franchise and it's lore. I think we'll all be pleasantly surprised and all expectations surpassed.

  • I'd rather too little than too much. Behavior has a history of gutting to appease the immediate community. I.e, Freddy who was the worst killer in the game for years.

    After this, Behavior has remained mostly solid on not delivering immediate nukes because the community hasn't learned how to deal with a killer yet. Most recent releases have mostly been buffed, and only then tuned down a little later on after the killer has been out for a good bit.

    Kaneki was wildly overperforming, though its not uncommon with new chapters. Behavior let the dust settle before making nerfs in the event that Kaneki's overperformance didn't stay consistent, but it did. He'll likely recieve a few more micro nerfs over the next couple patches if he continues to be still feel overtuned, but for a killer so fun and obviously extremely popular, they can't afford to make the wrong choices.

    To compensate, bug fixes of course to make his power feel better to use but also quality of life changes like returning his 2 meters and instead nerfing his first free hit range drastically. You can already land on top of survivors with the first swing, you don't need to grab them across Narnia with the second.

  • A think about perk mayhem mode could be kind of interesting, but also at the same time predictable and would likely get old really really fast.

  • I don't really run light born unless every single survivor is running a flashlight, though sometimes I still won't run light born.

    Altruistic teams have a tendency to get their team killed more than saving them. They excel against M1 killers and baby killers, but when it comes to more experienced killers, the teammate trying to save will usually just get downed too. If its the whole team or at least 3 survivors, that's a lot of nothing being done generator wise. Its like being given free pressure on a gold platter.

    That being said, killers with no mobility or range will struggle to punish altruism because the survivor will just run away or start looping which is the idea. The longer you spend fooling around trying to hook someone and chasing a flashlight survivor, the more time two other survivors have to do gens unpressured.

  • I don't like the mentality of needing to nerf top tier killers to bring them in line with the obviously not top tier killers. It should be reversed. What can be tweaked, buffed or reworked to be bring other killers in line with the top tier?

  • It seems like you have something against PC more than anything. Most games can't even help mouse flicking, not that they even want to. Plus, the quality of the game such as Dredge's nightfall, can often be equated to the quality of which you're playing the game like if you're using a TV instead of a monitor.

    Not being able to tweak every little detail like PC players is simply due to lacking means to do so. Maybe Dredge's nightfall should be adjusted, but saying flicks should be removed is just bias. A player should be punished for being able to have an higher end system, or their prefrence for Mouse and keyboard over controller. PC's in general cost a bit or a lot more because they can tweak every little thing. Take that away and what's it worth?

    You have a console. Maybe its a prefrence, or maybe it's finacial limitation. Focus on what you can do, and not what you can't.

  • @Kleine_Klompje said:

    S: Nurse, Blight

    A+: Hillbilly, Dracula, Twins, Singularity, Spirit

    A-: Artist, Houndmaster, Plague, Pyramid Head, Oni, Unknown, Wesker

    B+: Ghoul, Vecna, Huntress, Nemesis, Pinhead, Wraith, Hag

    B-: Dredge, Freddy, Xenomorph, Knight, Deathslinger, Bubba, Demogorgon

    C: Onryo, Doctor, Trickster, Chucky, Clown, Legion, Pig, Ghostface

    D: Michael Myers, Trapper, Skull Merchant

    I feel like B+ and above needs a bit of explanation

  • But they're still here, lucky or not. Every other game that's tried doesn't succeed for one reason or another. It doesn't matter if you hate Behavior because they're still here.

  • Blight is an original character made by Behavior. The word blight is used in a lot of mediums with no relation to one another. I'm not sure what video you were watching but Dead by Daylights Blight has nothing to do with Dragon Age

  • Maybe they are, maybe they're not. However, Behavioral needs to take this approach with nerfing the Ghoul and just about every other killer. Incremental and necessary changes until the killer lands in that sweet spot rather than land in oblivion like that happened with Freddy. Freddy was nerfed into oblivion as a knee jerk reaction and was the weakest kill in the entire game for a very long time.

  • I think preview videos in game would be extremely useful of killers powers. I don't think people should have to look them up and it would go a long way with deciding if you want to buy a character as well.

    It would certainly streamline needing to guess how killer powers exactly work at the base level, especially at a beginner level playing or playing against killer.

  • @WhoIsZachery said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909803#Comment_3909803

    Okay but we gotta parse out whether we're talking community policing or game design philosophy. Bc lol it makes 0 sense to add a base in-game mechanic that incurs a ban simply for failing to interact with it. One could argue that survivors should also incur a ban if they go the whole match without interacting with the mechanic of repairing generators. But that is pretty absurd imo. All I'm saying is that there is no iron law of game design that says missing 2 skills checks equals death. And if the game being this way results in delinquent behavior that is getting players banned, then changing the mechanic is a more favorable solution than rolling out more bans. Leave the moral condemnation aside. I'm talking logic here. I don't have answers about what will or will not fix toxic attitudes in the community. People gonna people. I'm just saying it makes no sense to have a base game mechanic that incurs a ban for failing to interact with it. Sometimes I miss the skill checks because I'm looking at my phone. Now should I be looking at my phone? No. I should be a diligent survivor always ready to do my part to help the team. Lmao but I have 9k hours. I'm too chill to sweat anymore. Sometimes I'm distracted and playing casual. I don't get banned for missing gen or healing skill checks. I shouldn't be banned for missing 2nd hook skill checks.

    I get what you're saying but you keep saying it as if you do it once then you get the DC penalty. We're not even talking about bans but temporary penalties. Half a minute to 5 minutes and so on as it has always been. If you're penalized for an hour and beyond that, then that is a player issue.

    We're talking about repeating behavior that's simply blatant and obvious. If a survivor leaves, at the very least that player is replaced with a bot, but if they go next and die on hook, then its basically game over. Killer wins and its up to whoever might get hatch at the end. It kills the match. Again, if hitting two skill checks is somehow difficult or not something a person can consistently do then that is on them. You want to look at your phone, go ahead but if you're so out of focus that you miss a few skill checks that mean whether you stay in game or not, then why que to begin with?

  • @WhoIsZachery said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909611#Comment_3909611

    I haven't misunderstood anything I've simply appealed to functional use vs prescriptive use. Saying that its bannable to miss 2 skill checks to die on purpose because the mechanic is designed to keep players focused is like saying bodyblocking with endurance should be bannable because endurance was not originally designed with bodyblocking in mind. There is a difference between intended design for a game mechanic and the way it actually gets used. Bodyblocking with BT is a "meta" use of the mechanic. It goes beyond lore or dev intentions and simply employs the lines of available code according to the player's wishes. If the skill checks are a game mechanic, then missing them is also a game mechanic. Banning players for using/failing a game mechanic is ill-conceived. If the "meta" use of skill checks (as a means of suicide) is problematic, then change skill checks. Don't penalize people for playing the game. Your comparing hook skill checks to the exit game option in the menu is not valid because the exit game menu option is not a game mechanic; its a menu option. Because the fact is that I do legitimately miss the skill checks on accident sometimes. And it's very unfair and inconvenient to face a ban over a legitimate mistake. Missing the skill checks means I played bad. It doesn't mean I'm a bad person.

    Body blocking and intentionally dying on hook are not comparable in the sense of impact and intention. When body blocking, for better or worse, you are attempting to save a teammate. This sometimes is the line between escaping or dying. You are still playing the game. Going next by intentionally missing skill checks and throwing the game is not playing the game. It is bypassing it.

    Another point to the system they are trying to implementation is not punishing people who do it once or twice, by mistake, etc. It is to punish repeat offenders who do it multiple times in a short span. It is about isolating problem players and punishing them for throwing behavior, not punishing the player who had to leave because of an emergency or because their power went out. Not punishing the player who accidentally missed a skill check.

    Even if they removed skill checks altogether from the second hook phase, it still wouldn't change anything. Players would engage in even worse behavior to go next like going up to the killer, intentionally sabotaging the game or going afk. The bigger picture is go next, not skill checks. Dying on hook is the easiest way to identify players repeatedly abusing the mechanic to bypass the DC penalty.

    If missing skill checks, internet issues, or other excuses are a repeated things that happen with a player, intentional or not, it is not the devs job to cater to them. If someone is having so many issues that they get penalized multiple times a day, then they shouldn't be playing.

  • @TieBreaker said:

    It's true that removing haste/hindered stacking will be more healthy for the game, but it will also remove a lot of creativity at the same time, which is a shame.

    Hopefully whatever positives come from future updates, is enough to offset the interesting things we lose.

    It is just haste and hinder which are already powerful effects in the game that can dictate whocomes out on top in a chase. All other effects will still stack so there will still be room for creativity in builds and may even free up a perk slot for more flexible builds.

  • @yee272 said:

    I've already seen a lot of people complaining about these proposed changes, but I think people aren't seeing the long term goal of these changes.

    First of all, haste/hinder stacking is nearly impossible to balance. The problem you run into is that Bhvr has to keep the effects of the individual perks weak to avoid overpowered combos like mft + hope for example. This leads to the perks typically being weak on their own, but decent when paired with others, but having to dedicate 2 perk slots to what is usually only a situationally useful effect is not a good idea for most killers or survivors.

    By removing haste stacking, and buffing the individual effects of haste/hinder perks, Bhvr is removing the possibility of any broken combos, while simultaneously buffing most haste/hinder perks in the process. Haste/hinder perks might actually be worth using on their own now due to the increased effect. This allows for these perks to fit into a build much easier.

    Haste/hinder stacking just creates a similar problem as old tinkerer did where Bhvr has to severely limit perks or add-ons because their interaction with a few other perks creates problematic effects.

    Personally, I really hope these changes work out well in the PTB and make to live.

    I'm really not understanding why people have an issue with this to begin with. Its a flat buff to a whole range of perks which is massively a good thing and might make some worth using while simultaneously improving long term game health for future perks and add-ons. It also takes a lot of stress off the devs shoulders now that they no longer need to worry about how certain perks will interact or handicap them just so they can exist in obscurity together.

    How any of that isn't a good thing is beyond me. All I can think of is selfish players not wanting to let go of their haste/hinder combos because they don't know how to live without them.

  • I think this whole chunk of text is a misunderstanding of a mechanic while mistakenly also trying to use the entity as some sort of rational for why said mechanic exist, when skill checks exist because it is a game and a mirco mechanic to keep players focused on the game.

    It is not a free end the game button because it's not designed to be nor are the skill checks difficult enough to warrant any overlook. The developers are going after people who go next by identifying players who are repeatedly throwing matches to avoid the DC penalty while putting their own teammates at a detriment. It is not fun for survivors and it is not fun for killers. The skill checks on hook are not meant to be a free out, and in the future, players will be punished for using it as such as it is no different from pressing the leave match button.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907543#Comment_3907543

    Purely for arguments sake, can you tell me one other M1 killer that can just… ignore shack like this?

    https://s2.ezgif.com/tmp/ezgif-26d0ba777e2a93.gif

    And yes, I know she got stuck on the blood pump, but she wouldn't have made the pallet or window even if she hadn't, plus I messed up and didn't grapple her, which would've reduced distance even further. And I checked - she was using MFT.

    It's not that it isn't impactful - because it definitely can have an impact, in fact she used it to great effect on me later by just running around a rock. But when you can just ignore one of the strongest tiles survivors have like this? Let's not pretend like it's a magic silver bullet counter - it really isn't that strong against him in reality.

    Plus, Otz latest video has introduced everyone to the potential of Coup De Grâce on Ghoul which makes even more loops redundant. In other words, people REALLY tried to hit back with MFT and thought it was working, and it did. Then we all ended up back where we started with now even fewer options available. I love the Ghoul, I love playing him but overtuned is the perfect word to describe him.

  • @DINNERBRAINS said:

    It’s literally the same counterplay as legion. I don’t understand why is it so hard for y’all to loop him lol. It takes a while for him to down someone using made for this.

    Unlike Legion though he has far better versatility with his power, and since indoor maps are no longer guaranteed, he can still traverse the map extremely quickly even on indoor maps.

    When running into such survivors who are looping very well with Made for this, its more often than not better to leave them with the deep wound and catch other survivors off guard. With good regression perks and spread out pressure, it simply comes down to pallet resources and perks. I like running a mix of Centipede which blocks windows while enraged, and the Unknowns perk which gives 5% movement speed after vaulting. Friends till the end also helps with snowballing while corrupt guarantees seeing the obsessions aura.

  • At this point why bother with any of the other killers? Kaneki is already the most fun killer in the game and really does make the others look extremely lackluster in comparison.

  • @maipace said:

    As expected after the introduction of ghouls, many survivors are demanding a nerf.

    Many killers such as Xenomorphs, Chucky, Lich, Darklord, etc. have been asked to be nerfed as soon as they appeared, and have actually been nerfed and are at the bottom of the usage and kill rate, especially with regard to Xenomorphs and Chucky.

    Do you forget the obvious things like learning new things and being patient until you get used to them when playing Survivor?

    Think of a way to deal with it, try it, if it doesn't work, try the next method.
    Isn't it because there are more and more survivors who can't even do such things anymore that GN has become popular?

    I don't think the popularity of GN is because of the killers, but because of the selfishness of the players themselves, who say they can't enjoy themselves, can't do what they want, and don't want to be challenged, and who want the game nerfed as soon as they don't like something.

    I was out of the game because I didn't like it and thought I would return because the ghouls would join, but sure enough, Survivor didn't change anything.

    I don't want to pay money to buy a killer that will be nerfed soon, so I won't buy Ghoul either, and I'm tired of dealing with selfish people, so I'm leaving the game again.

    Please do your best to scream “nerf the killer because it's too powerful” at the next FNAF collaboration that comes along.

    While I get your sentiment, you do admit to not buying the chapter which in turn implies that you haven't played him either. The Ghoul is overtuned and requires adjustment, but its not just the survivors. Killers are saying it too, but not to bury him. Being grabbed across the map doesn't feel very good, and having such a large hit box doesn't either on the killer side.

    At the bare minimum, his first hit just needs to be adjusted so it doesn't feel so free and unfair. It invalidates a lot of the survivors perks and makes distance gained irrelevant. Pallets, windows, etc, can't keep you from getting damaged. His range for the grab attack just needs to be dialed back, and the hitbox to get the grab shrunken so it requires a bit more skill but also isn't a detriment when it auto locks onto survivors when you don't want it too.

  • Kaneki is definitely a little overtuned. His first free hit needs limitations such as a shorter range and a smaller hotbox to make it more deliberate rather than just point and clicking in a survivors general direction.

    However, after that it gets complicated. His ability to get the first hit and down is extremely good, but toning down the wrong aspects will just make him clunky or kill him entirely. Like it or not, it needs to be a slow process. Small changes here and there to see how they feel but never anything drastic to tone him down little by little until he's in a more balanced spot. This is the most fun killer we've had since Wesker so it's a delicate situation.

  • The Tokyo Ghoul chapter is so divided for two reasons. The first being desensitized horror gatekeepers who don't see it as horror despite never watching the show or reading the Manga. Realistically 90% of possible chapter choices are never going to meet their standards because they're stuck glued to the 80s and 90s horror classics.

    The second reason is bias towards anime in general. People see anime and think cringe and weird because that's how it's always been. As a result they just lump it all together because they don't understand it even a little bit. It's like putting every single sport together and judging it as a singular thing. Same with movies, books, music and just about everything else. Asking when Naruto is coming to the game is the equivalent of asking when Power Rangers is coming to the game.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904407#Comment_3904407

    That there lies the problem - high mobility killers. It's always problematic balance-wise. I'd rather see dashes dropped entirely for killers, and that's as someone who primarily plays killers. If all new killers keep getting dash type attacks, then the design team will start balancing around the expectation that most killers being played have dashes and will mass nerf all killers with that balance expectation in mind. This in turn will make weaker m1 killers with no mobility even weaker than they already are.

    But the game isn't designed like that to begin with and that idea isn't even in the realm of their balancing philosophy, especially with killers who are a case by case basis. They are not reskin survivor models, they're individual characters. Plus, I highly doubt any global killers changes will be made in the future with little uncertainty of how every killers will be affected.

  • @Madmillennial said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903770#Comment_3903770

    I noticed this as well. I was hit through a wall a few times with his power after breaking line of sight around a corner. Bug maybe?

    My guess is a latency issue between what the killer is seeing vs what the survivor is seeing. So long as he hits the attack when he sees it, it doesn't matter even if the survivor breaks line of sight in their end.

  • @Chiky said:

    I aboslutely HATE how you use his power, move rhe mouse just slightly at the beginning, and thr dude takes a 90° turn to smack a wall... Also I hate that he gets stopped by any pixel on the path... I dont even bother to play him anymore, it's incredibly frustrating

    Not as of late? I'm always thinking about if I should be using be using my power or going for the M1, or abandoning the chase. I've been playing Billy for years until he got nerved and picked him back up when he got buffed again. I know how his curve works and I know how to use his immediate turn at the start of his chainsaw. It takes practice and it takes time, especially weaving through obstacles. I use controller by the way.

  • @kit_mason said:

    I think he's very very strong (probably second or third best killer in the game) but one of the most expressive to play as and against. Another billy main in the world is never smth I'll complain about, especially one that wants to go out of their way to learn the fun stuff.

    He's definitely a monster, but good survivors can definitely give him a hard time regardless of how good he is. He simply struggles a lot at certain loops where his chainsaw isn't very valuable. I find that catching survivors in dead zones or putting high pressure on gens is a better priority than trying to win a loop you can only M1 at.

  • @TieBreaker said:

    Seeing as the Skull Merchant is getting some sort of changes in the future, it reminded me of the Onion Ring situation, where nobody knew what she did, due to her being changed constantly. We have bits of text in the loading screen, but that's not enough to teach survivors how a killer plays.

    My suggestion is that when a rework goes live, have a quick, clear, and concise demonstration of what has changed when the game launches. Most players won't read a wall of text, but they might watch a thirty second video, that briefly covers the changes.

    It might go some ways to helping more casual survivors understand what is changing, which should give more accurate information on killer balancing.

    In the supposed changes one of the points they highlighted was simplifying SkullMerchents power as there was so many layers and status effects tied in that it was just a confusing mess. Especially for survivors.

    They summed it up nicely. Drone go brr, and thats about all you need to understand.

  • @Smoe said:

    I fully expect the chapter to not live up to the hype and will cause people to be disappointed over the final product.

    The creator of Fnaf Scott Cawthon is involved in the project, same as the fnaf movie which was made for the people who love the franchise and no one else. It WILL be a success in that way, but people will only stay if the perks and mechanics are actually fun. I wouldn't be surprised if we got new mechanics never before seen in the game.

  • @OneGoodBoyDemo said:

    It's really unbelievable that the next chapter will be FNAF, I personally never imagined that they would get this license.

    FNAF is not one of my favorite chapters but I'm happy it's here and we all know the hype is huge and it's going to be the biggest chapter BHVR has ever released.

    My dream chapter would probably be The Evil Within. The possibility of content that could come depending on the developers' choice is huge. There are several possibilities for killers, maps, survivors and cosmetics.

    And like with the movie, Scott is directly involved so it will be made for those who love the franchise.

  • @Leon_Loves_Cheryl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897253#Comment_3897253

    You haven't been looking closely enough (or haven't played the killer.) I don't appreciate people attempting to gaslight me. Just look closely at his hand when you do anything (attacking is one example.) When the attack animation is finished, the hand resets as if it's about to go into the correct pose (as referenced in the OP) but instead instantly "snaps" to the incorrect pose (again, refer to the OP to see what I'm talking about.) That "snap" is because there is no proper transition animation, meaning his hand isn't animated correctly.

    I'm just guessing that it has to do with the Rize legendary skin. Which you didn't even know existed. So I kindly and respectfully ask you to leave my thread or stop gaslighting me because you've added nothing helpful or useful (in fact you have done the opposite.)

    Providing an answer you agree or disagree with is not gaslighting. I apologize if that somehow came off rude in some way, and to add, I am well aware the Rize skin exist, but I got the impression it was in the PTB after it was mentioned in your thread.

    Apologies again for the harsh day you are having

  • @Leon_Loves_Cheryl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897183#Comment_3897183

    It was announced in one of the news pages when Kaneki originally was revealed.

    This wouldn't be the first time we have an animation getting overlapped by a Legendary skin, which is why this is my initial guess towards the cause of the hand bug.

    It's because he's in enraged mode.

  • @Leon_Loves_Cheryl said:

    It might be do to some kind of inconsistency with the Rize legendary skin. His first person view hand has a different pose than it's supposed to. You can tell because it resets back to normal when transitioning between animations, but then bugs out when he's walking again.

    It is also normal during Enrage.

    Bugged hand:

    https://us.v-cdn.net/6030815/uploads/K4XR58RDWPFO/image.png

    Normal hand/Intended hand pose:

    https://us.v-cdn.net/6030815/uploads/PT1M1ZA37QA1/image.png

    The Rize legendary skin? I was under the impression it hasn't been shown yet or is in the PTB. It's not even showcased on any platform.

  • @RedMoonSH said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897002#Comment_3897002

    No problem, I'm just not an anime fan anymore. I'm just baffled we got an anime character before we get classics like the Wolfman or Frankenstein

    Culturally such characters like the Wolfman or Frankenstein are every bit as ridiculous as any horror character in anime.

  • @Aphy said:

    It's too easy for killer to rack up a lot of points already for not doing much but hooking/killing survs so I say no. As killer I don't want more to do. If people stopped being lame, we'd all see the prestige levels again as bragging rights but with the mass lame ones leaving lobby's because of prestige's.. no more bragging rights.

    Who said anything about points? I want actual rewards, icons and just something visual that shows the effort I put in.

  • @SMitchell8 said:

    If Tokyo Ghoul got in, we might aswell add Sailor Moon

    Thats like comparing John Wick to Barbie.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896526#Comment_3896526

    I mean you are not wrong, im not into cartoons.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896599#Comment_3896599

    I might have to eat a DC pen if i run into him, but its prob. good that im not playing that much anymore, because i think this is just getting weird (not you, but the dbd).

    It's not exactly different from adult animated shows. The character depicted, The Ghoul or Ken Kaneki was vividly and brutally tortured prior to entering the fog. He has an advanced healing factor so his fingers and toes were repeatedly cut off, and a centipede was allowed to burrow into his ear and claw at his head. The Manga is even more graphic, the core concept overall being cannibalism. Doesn't sound like a cartoon to me.

  • Going off looks there are some killers that can't exactly be taken seriously unless you know them. Chucky, Legion and Trickster coming to mind unless you know them.

    To be very clear though I'm not trying to say you're wrong for your opinion, or imply that you know nothing about Tokyo Ghoul.

  • @[Deleted User] said:

    if "Tokyo ghoul" is the new road dbd walks, then im out for sure, i think he looks like a joke. it will never be a killer i can respect. - I mean no offense by this, but that is how i feel.

    Looks alone Chucky isn't either.

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