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dugman

dugman

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  • True, but let's be real, all of Bruce Campbell's characters are Ash in spirit. 🙂

    And yeah, Medieval skin Ash would be cool. 👍

  • @gibblywibblywoo said:

    Would be cool but I'm sure that'd be a licensing nightmare.

    Lol, let me have this pipe dream. 😄

  • The one thing I want from Meyers is they should redo his wall break animation so he stares at it for a second then just walks right through it like a psychotic Kool Aid Man

    https://youtu.be/kea9YaG-BVo?t=30


  • Here you go, they're all in this video

    https://youtu.be/Q9jb-vKAkeg


  • I don't give people free escapes either way. Personally I don't like when someone gives me a free win, I'd rather lose and have a normal match then get a free ride and not feel like I earned it, so that's what I do as a killer.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1597086#Comment_1597086

    LOL, really? This community has been asking for YEARS for the Werewolf, Pinhead, It, Slenderman, Alien or a transforming killer, and we haven't got any of them yet. But when the community said they hated Legion, they release extra skins for Legion, it's just a joke, asying we don't want something and maybe the Devs will give us that something.

    To be fair Oni is a transforming killer. But yeah, a werewolf would be cool. 🙂🐺

  • @Zani22 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1596960#Comment_1596960

    Yeah but at the same time freddys a powerful dude so killers be like

    Must not piss off

    Then again clowns kinda hinted at doing as well so yeah those two probably get along

    Reminds me of The World's Most Evil Invention from SNL

    https://youtu.be/z0NgUhEs1R4


  • @Talmeer said:

    I think Chucky would be funny. Also I see there no problem... I mean in dbd, killers can't die and with that, children as killer would not die. Should be ok for a 18+ title imo.

    To be fair Chucky's a full grown man in a doll, he's not a kid.

    There are a bunch of horror movies with killers who are kids though, some of the standouts might be:

    • The Omen
    • Children of the Corn
    • Carrie
    • Firestarter
    • The Ring
    • Pet Semetary

    Also technically Spirit is the ghost of a teenager so in a sense there already is one. (Hag might be too, I'm pretty sure she was a young girl when she turned into Hag. And Huntress is a full grown woman but she's kind of like a kid mentally.)

  • Obviously the difference is whether or not the children are depicted in the game itself. Freddy is pretty damn evil though, he's the killer that if all the killers in the game had a convention and Freddy started talking about his "kids" the other killers would be like "Dude! Too far!"

  • @brokedownpalace said:

    I'm kind of concerned that, with the chapter releasing on Tuesday, we haven't heard about any changes to The Blight. Or have I missed an announcement about them?

    FYI Hillybilly changed between his PTB version and when he went live and there was no announcement before going live. I'm guessing that Blight will be similar with some tweaks between the PTB version and the live one on Tuesday. (At the very least the German PTB got new versions of most of his add-ons for him last week shortly before the PTB went down so I'm guessing those will be included.)

  • I don't personally have a problem with, say, Samara from The Ring being in the game, it would be pretty cool actually. That being said I vaguely think there are issues in some countries with violence involving children that might be a hurdle?

  • I like Whispers better than Corrupt but that's just me. They serve a similar purpose of getting you into a chase quickly at the start of the match. Corrupt does it indirectly by coercing survivors to come to you or, if not, hiding until the effect ends which gives you extra time to find them. Whispers does it by telling where a survivor is right at the start within a few seconds of walking. Corrupt is better for killers that like to do some set-up at the start of the match like Hag, Trapper and maybe Demogorgon (at least the way I play him) while Whispers is better for killer who just want to get into a chase immediately at the start and also want to use it at the end of the game to hunt down the last one or two survivors who might be hiding or trying to open the doors.

  • @Jill10230 said:

    What effect does the executioner's trap have on the survivors ? Only the cage and killer instinct, or a slowing down of the character too ?

    Thank you🤗

    There's also an add-ons that add extra effects

    • Rust Colored Egg makes survivors Blind for 60 seconds when triggering the Rites effect
    • Lost Memories Book makes survivors Oblivious for 15 seconds when triggering the Rites
    • Obsidian Gauntlet makes Pyramid Head Undetectable while on a Rites trail.
  • I agree on the underwhelming part of Surge. Between the cooldown and the slightly limited range and limited effect it's better than nothing but not as good as Ruin or Pop or (depending on the situation) Thanatophobia. It's more on par with Dying Light.

  • Personally if they're going to give stats I'd just as soon they implement an actual stat site or the ability of third parties to pull in stats for a stat site so that you could do your own searches for things like kill %/escape %/average scores by character, percentages of use of various perks, etc. (There is a pretty decent site out there which pulls in Steam player stats with their player averages which is an ok leaderboard for players, but for purposes of stats about the game itself it's not that useful.)

  • Obviously only the devs would have access to this, but one data point you want in order to evaluate how effective Decisive Strike is in terms of survival rates or scores is you would compare the escapes and/or scores of games where there is no Obsession versus games where there is an Obsession and at least one of the players has Decisive Strike. The reason is because if a game has no Obsession at all then the killer automatically knows they don't have to worry about Decisive Strike at all that game and can freely pick up and carry downed players. But in a game that has an Obsession the killer may feel obliged to leave the dying survivor slugged for 60 seconds in order to avoid taking a potential momentum shift from a Decisive Strike escape. Differences in scores and escape rates in those two game types would partially correlate to the effectiveness of the threat of Decisive Strike being in the match changing killer behavior to possibly play suboptimally.

  • You left out the 100% bonus bloodpoints for Brutality hits and 150% bonus bloodpoints for Devious events. That's a potentially decent bonus, especially considering add-on bonuses are included in the endgame scores (unlike BP offerings and BBQ and Chili). (And by the way, that bonus stacks with the Scratched Mirror, so if you really wanted to go crazy on the bonus you could use both and get 200% bonus on Brutality hits and 300% bonus on Devious events).

  • No, Spirit is a descendant of the Oni but she's not an Oni. An Oni is a specific type of ogrish demon. Spirit is more like a vengeful ghost.

    Oni (.mw-parser-output ruby>rt,.mw-parser-output ruby>rtc{font-feature-settings:"ruby"1;font-size:85%}.mw-parser-output ruby.large{font-size:250%}.mw-parser-output ruby.large>rt,.mw-parser-output ruby.large>rtc{font-size:50%}鬼 (おに)) is a kind of yōkai, ogre, or troll in Japanese folklore. They are typically portrayed as hulking figures with one or more horns growing out of their heads.


  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1592777#Comment_1592777

    He's not already in that state? You really don't see him as the lowest tier along clown? And cause Legion would become obsolete this killer has to be C tier?

    He's not in the lowest tier. Just being able to get around the map at Billy-like speed with course correction and instant start-up and minimal cooldown is by itself a pretty strong ability. The fact that he can occasionally get a hit while doing it is a side benefit.

    The problem he had on the PTB is his power is slightly glitchy because of the size of the hitbox and he suffered a double length stun on a hit while doing a Lethal Rush. The double stun was, I believe, confirmed to be a bug so that will probably be fixed, and we already know the PTB version wasn't the final internal version of Blight so there's probably also some tweaks to his hitbox. Plus new versions of his add-ons were posted on the German PTB shortly before the PTB went down so a bunch of those got tweaked as well potentially.

    And you don't have to take my word for it. As I recall OhTofu, Scott Jund, and Tru3ta1ent all have said basically the same thing - he was an underrated killer on the PTB because a lot of people were trying to force his ability to work in loops when it's actually mainly intended to get his around quickly and help him transition and catch up to people between chases and hits. His ability is definitely situational in a chase but he seems to more than makes up for that in the saved time between chases.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1593134#Comment_1593134

    I’m talking about in combination with my proposed changes to Cruel Limits as a hex

    oh yeah, I’m saying you could probably remove the ranges on the normal abilities, not your suggested one.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1593101#Comment_1593101

    But it would increase the probability of successfully ending a chase.

    Imagine Blood Favour and Cruel Limits proc’ing on first hit of healthy survivor at the same time, and then that survivor is defenceless for 15 to 30 seconds, unless they manage to successfully get out of the blocked ranges.

    Well keep in mind that Blood Favour only procs on a basic attack hit and Cruel Limits only procs when a gen is completed, so the only way both would happen at the same time is if the killer actually ran both perks and happened to hit someone right about the time a gen completed. And even then, in that worst case scenario, the hit survivor will still get a free sprint burst to run away after that hit which gives them up to a 12 meter head start on the killer which, for 115% killers, takes 24 seconds to catch up to them in a dead run.

  • It might be, in which case you can simply adjust the range between where the perks are now and having them be map wide. But honestly with a 15 second duration on Favour and 30 second duration on Cruel Limits I'm not even sure having map wide would make them overpowered. Basically with that short a time frame it would give you enough time to get into a chase and then -maybe- keep the survivor from using a single nearby pallet or window. Or maybe not if it takes you more than 10 seconds to get into a new chase for instance. Especially as a Hex, I kind of doubt they're more potentially powerful than getting Exposed downs from Haunted Grounds, NOED or Devour Hope - at best you're getting a non-Exposed hit sometimes.

  • Yeah, looks good to me. :) Kind of like a Make Your Choice type thing but for the Obsession and with three slightly less powerful conditions than Exposed.

    P.S. Not sure why I got called out on this thread but thanks for asking! 🙂

  • I always recommend buying killers you think will be fun to play versus buying them for a perk that you plan to eventually unlock and hopefully get on a bloodweb for a different killer that might make that killer slightly better.

    The newly buffed Bubba is pretty solid in chases, his chainsaw lasts up to a good six seconds without any add-ons and he moves at a faster pace using it than before the buff. His weakness is that one-vs-one chases are pretty much all he can do. (He's similar to Clown in that respect - Clown is likewise excellent in a one-vs-one chase but that's all he can do which holds him back overall.)

    Freddy is maybe the most effective licensed killer overall. He's got snares that are decent to catch people at loops plus he can teleport around the map between chases pretty much when he wants. (There's a cooldown but typically by the time the chase ends he'll have his teleport back more or less.) It's that combination of map coverage plus being good in a chase that makes him solid. On top of that he has some minor passive effects that are good such as being harder to see when survivors are awake and slowing them down when they're asleep. A great killer.

    Ghost Face is kind of like a stealthier Meyers in a sense. After maybe Spirit's phasing he has the best stealth ability in the game, he can turn off his terror radius and stain instantly and they stay off until he either attacks or someone directly looks at him for a second or two. And while stealthed he can Stalk survivors and build up an Exposed condition to one-shot down them. If you like Meyer's exposed attacks but kind of wish he was stealthier then Ghost Face is the guy.

    Pyramid Head is the newest and he's really good at hitting people at vaults and pallet drops. On top of that his cages can shave off 10 seconds of carrying time on average per hook as well as eliminate the possibility of Decisive Strike and other hook based perks and flashlight saves. Plus his Torment trails have a bit of tracking to them too. He's pretty solid overall, his only weakness being a lack of innate fast map movement or stealth, but again the Cages can give him a little extra time to walk to a new chase which helps.

    Pig is probably the weakest of the licensed killers. She has stealth, but it slows her movement and she has a pause before being able to attack when coming out of it. Her lunge is situational, it's ok at certain types of small loops but most of the time you will end up wanting to stalk up to someone, stand up and foot chase them. Her head traps are the best part of her kit, they give her a decent amount of indirect gen slow down since the survivors have to spend time taking them off instead of doing gens. The main issue is that they're also slightly inconsistent, the survivor may get them off right away or may get unlucky and take a long time getting them off (killing someone with them is rare). Plus in a way they're a "win more" ability - they work best when you are downing survivors early in the match, but if you're getting three or four downs early on then you're already probably doing well and could maybe win without the traps in the first place. If you're having trouble getting downs though then you're not going to get to use the traps much to help you catch up. She's a reasonably fun killer in terms of sneaking around and trapping people but I think she's the least effective of the killers on this list.

  • Actually in terms of pressuring gens Spirit is actually one of the better killers because her phasing allows her to more easily cover a wider portion of the map then a killer who can only walk at normal pace. The reason she's one of the top two or three killers in the game is because that same ability also happens to be really good in chases.

    Don't get me wrong, I do think some survivors complain about Spirit way too much. But I think she's less vulnerable to efficient gens than basic killers.

  • It's probably easier to read the Wiki article on it, it lists all the different categories and things that earn you credit toward the different emblems

    https://deadbydaylight.gamepedia.com/Emblems

    Personally though I don't care about ranks and emblems at all. Their only purpose in the game is matchmaking and frankly your rank will go up or down naturally as you play anyway, why artificially worry about it? Ranks and pips also are terrible measurements for who won or lost a game since you can have two identical games against identical opponents with all the same events and scores and times and gens and kills but because you are rank 10 you gain a pip but if you are rank 2 you lose a pip. And saying you "won" one of those matches but "lost" the other even though they were literally identical except for your artificial rank outside the match is nonsense. Not to mention they're presumably still working on the MMR system they currently have disabled and if that's fixed emblems and pips will have no meaning at all.

  • I'm a killer main so only killer for me

    Deerstalker is my unpopular perk that I like to run. I find myself slugging whenever I down someone and there's a second survivor in the vicinity, and a lot of times when that happens the person I slug crawls off to hide somewhere or I might forget the exact spot I downed them. Deerstalker can save up to 10-15 seconds looking for a downed survivor in those situations, especially if they're hard to hear for some reason (e.g. Calm Spirit, bad sounds) and that's both a convenience and extra time I can use to start a new chase. It's a go to "fill the last slot" perk for me if I don't have something else I'm itching to use, and if I'm running a slug oriented killer or build then I'm even more inclined to use it.

  • Interesting idea. I think you could just call them "Illusionary Pallets/Totems/Gens" since that's what they're called on the Doctor's add-on that includes the fake pallets.

  • Why have two Hex perks that block pallets or vaults on a basic attack? How about just removing the range limits like this:

    Hex: Blood Favour - When a Survivor is hit with a Basic Attack, all Pallets are held in place by The Entity for 15 seconds and cannot be pulled down by Survivors. Hex: Blood Favour has a cool-down of 60/50/40 seconds. (Removes the range limit)

    Cruel Limits - Each time a Generator is repaired, all Windows and vault locations are blocked for all Survivors for the next 20/25/30 seconds. (Removes the range limit)


    I think the range limit is the problem with both of these perks. Removing or at least greatly increasing the range could make them more popular.

  • I like the game, if I didn't I would still be playing it as long as I have. 😄

  • I don't care about the skins but I prestige because I like the challenge of starting a character over from scratch and seeing what I can make out of a new bloodweb.

    P.S. The better rarity on items is nice too.

  • I more or less kind of agree, mostly. I think Clown should be B or C tier, he's actually more effective than Pig honestly, maybe on par with Deathslinger even. Both Clown and Deathslinger are characters who can get efficient hits in chases but are weak outside of chases. Deathslinger is better in the open than Clown but might be slightly weaker at loops that Clown can block off with gas. And Clown has the 115% vs 110% speed advantage. Both have to reload their ability on the fly, with Deathslinger doing it constantly every shot and Clown taking longer to reload but only having to reload between chases. So personally I'd put them both in B-C tier somewhere.

    Also S tier to me is Spirit, Nurse and Freddy. A+ tier would be Hag and Hillbilly. Huntress, Oni and Pyramid Head would be B+ (Pyramid Head is severly overrated by some people, he's good at getting a hit at a vault but otherwise his abilities are "ok" and he only can get around the map at walking speed which is a common problem that the actual S-A tier killers can get around.)

  • I prestige because I see it as a chance to play a character again from scratch and see what develops. Also the better chance at rarer stuff is nice.

  • If his red add-ons got buffed slightly then I’d maybe use them but as is they’re pretty ineffective.

    • The aura while reeling one isn’t good because your frame of view is locked to your target and you can’t immediately act on auras you see since you’re stuck reeling the person in even though the aura is within your already small terror radius. If the auras lasted even one or two seconds after the reel ended then it would be more impactful, you could turn and chase the nearby other survivor like you would with Infectious Fright.
    • The instant down add-on just has too finicky a range requirement. If they allowed for even and extra couple of meters it would be much improved.
  • Ask yourself this question: If Cruel Limits had no range limit and it blocked all Windows and Vaults for 30 seconds after each generator was repaired, would you use it? Unless you answer that question with an easy Yes then why would you ever consider using a weaker version that only blocks vaults within a measly 24 meters of the generator that finished?

  • I have no strong opinion on whether it's balanced or not, but I love using it because killing standing survivors is pretty freaking sweet. 🙂

    P.S. The only thing I don't like is that the Red tombstone add-on seems to be more finicky about trigger the kill. Half the time I use it I just get the normal down. The Purple tombstone seems to work more reliably. It probably has to do with the difference in movement speed and having to be within grab distance.

  • Victory points are the score at the end of the game. There's only two measures of winning the game that makes sense: kills and endgame score. If you are personally weighing the winner by score then it's a pretty nice boost.

  • You do still get a 1% bonus from Great skill checks. (It used to be 2% but it’s still a bonus).

    https://deadbydaylight.gamepedia.com/Skill_Checks


  • I think at the moment my favorite is Clown. He’s not the best killer overall but he’s maybe the best killer in a chase that moves 115% speed. (The slower moving killers Spirit, Nurse and Huntress are probably better than him, I think Clown is on par with Deathslinger though.) And that’s great because chases are the most fun part of the game. 🙂

    A close second is Doctor. With his tracking he’s always in a chase the entire game. I don’t quite like his shock as much as Clown’s gas but just always finding stealthy survivors is a big plus. Not to mention his Madness effects are kind of cool. (Doctor is also maybe my best character? Hard to tell.)

    • Turn up the default brightness on all maps a bit. The Game’s lower level and Yamaoka at night are black screens, running around not being able to see walls and objects and opponents is really annoying. I turn my monitor brightness up a notch just for this game because it’s too dark.
    • Corn is super annoying. If I never saw another cornfield again I’d be happy.
  • Killer is more entertaining. Survivor games spend a lot of time just sitting at a gen or healing or hiding. Killers are always actively doing something more interesting to watch.

  • They mentioned a while back they were still looking at Clown I think even after his Silent Hill buff.

    Also not character specific but they did say they were looking into a revamp on moris and keys I think.

  • Wow if that’s what it looks like at max distance on PS4 then that’s much bigger than PC! You can see from the shot I posted earlier on PC that it’s basically just a dot. The PS4 version looks like it’s also 4 feet tall.

  • Huntress is easily my favorite. She is SO mad when she gets hit with a pallet! 😄

    https://youtu.be/5z9D-vivtmA


  • I like some of the Legendary skins, don't get me wrong, but I've never been interested enough in cosmetics to buy them. Not even so much because it costs money but more because I'd rather use cosmetics that I earned somehow by playing, like things I unlocked by completing the Tome and Rift for instance. Wearing things I get from playing the game feels more like a badge of merit than if I just buy it.

  • I think Freddy is the third best killer after Spirit and Nurse. That's solid but I don't think he's overpowered per se, just better than average.

  • I've posted this before, but bascially Yellow Moris are useless (if you down the last survivor the probability is really high that you'll be able to kill them just by hooking them or letting them bleed out. The Yellow Mori adds pretty much no value.) The Green Mori is fine as is, one kill one hook early is a nice benefit but not overpowering. And the Red Mori is too swingy, getting more than one person killed one hook early is a potentially devastating momentum swing.

    So my suggestion is:

    Yellow Mori - Lets you kill any survivor that you've hooked twice (aka on death hook). Similar to Pyramid Head's Final Judgment. It's better than the current version but still not as good as the Green.

    Green Mori - Lets you kill one survivor that you've hooked once (no change)

    Red Mori - Both of the above. Lets you kill one survivor that you've hooked once and any survivor that you've hooked twice. It's not as powerful as the current version but still better than Green and it still lets you get the mori animation multiple times.

  • Cool. 🙂Looks like it's roughly the same orangish color, hard to tell the scale here but it seems like that's a relatively point blank blink like a couple meters out?

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1586463#Comment_1586463

    I don't bc I type on my phone lol. On ps4 its almost pure white, and 3 feet tall.

    Sounds pretty different, if you get a chance to post a screenshot I'm curious to see it now, I'm surprised it looks so different on that system.

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