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not_requested49

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  • @C3Tooth said:

    Basekit BT is what it make survivors think they have a chance to go for unhook. Which sometime 1K may lead to 2-3K. Without basekit BT, survivors will just leave.

    I use 4 End game perks as killer, I always use the hooked survivor as a bait and even leave hook to get Rancor survivor and activate Blood warden. I would be disappointed when their 3 teammates just leave the match.

    Ah a fellow rancor enjoyer I see!

  • @Dolphinixus said:

    Upon getting hit by the 6th knife, Trickster can injure you. There's no cooldown whatsoever for Trickster, so he can immediately and quickly throw 6 more knives to down you if the situation allows it. This makes the slight haste boost after being injured useless unless the survivor is using perks such as Overcome. Huntress is also a ranged killer and her single hatchet makes you lose one health state, but she then enters a short cooldown period in which she can't throw a hatchet or do a basic attack. For Trickster, I suggest that there should be a slight period after injuring a survivor with a knife in which the Trickster cannot throw any knives or do a basic attack. This is not the case for the Main Event, of course. I hope to see this implemented sometime soon so that it can be slightly more balanced to play against the Trickster.

    What. It's already hard enough playing him on controller and you want to nerf him more?

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425616#Comment_3425616

    This post only proving that it happened w dh is fine by me, there's much more than 1 problem in this game

    No, what I'm saying is that they said people wouldn't complain about other exhaustion, and lo and behold they did, and you're now saying that they won't complain about everything else, just like the people who complained about dead hard

  • @NoHookDC said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425621#Comment_3425621

    That being able to DC on the hook should be removed/changed. Hook-DCing is just ragequitting while dodging the DC penalty.

    So there should be no ability to Hook-DC. Thus; NoHookDC.

    That's not really clear at all, most call it hook suicide, not hook dc lol

  • @NoHookDC said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425606#Comment_3425606

    Nope.

    Regardless if I am playing Killer or Survivor; I never ragequit. Ragequitting is for people who can't handle losing in a PvP game, and instead makes excuses why it's not their fault they're quitting.

    And since they're making excuses; they never learn to get better, and thus always make more excuses and continue to ragequit.

    Whats your username mean then?

  • @1ettuce said:

    Changes

    Sprint Burst (added)

    • Cannot be activated until having walked for 3 seconds straight
    • Stops being activatable if the user stops walking

    Lithe (rework)

    • Press the active ability button while running near a vault location to immediately perform a running vault over it
    • Causes exhaustion for 40 seconds, cannot be used while exhausted

    Overcome (rework)

    • When the killer misses an attack on you, move at 150% movement speed for 3 seconds (would obviously require a lot of work to program and shouldn't be activated against dumb stuff)
    • Causes exhaustion for 40 seconds, cannot be used while exhausted

    Dead Hard (added)

    • Immediately enter the dying state if Dead Hard doesn't successfully protect the user from damage
    • The killer is notified while chasing a survivor with Dead Hard active
    • No longer requires being unhooked or unhooking yourself to activate
    • Zombies and Guards will no longer hit a survivor while they use Dead Hard

    Notes

    Sprint Burst:

    Currently is the definition of "free," more than dh ever was. Insanely powerful effect with basically zero prerequisit and is even strong when not 99d, and even then, it's not that hard to 99. It can be 99d easily while on a gen solo or with someone else, and is beyond powerful when used that way. Purpose of this change is to just add SOME prerequisit to using it. Having to walk before using it would basically prevent it from being able to give you mega distance for free, but would still be very useful while mindgaming a killer around a tall loop or stealthing. Basically in situations where you would walk anyways.

    Lithe:

    The perk I personally find most annoying out of any of these. Although technically having a prerequisit, it's pretty meaningless realistically speaking. Literally any survivor can get a fast vault off, and then subsequently get the insane value that Lithe provides. With this rework the perk would still have no prerequisit, but have a MUCH more reasonable effect that wouldn't make or break a chase as often as it does now and is something that I'd personally find really fun and at the very least would want to see on some perk in the future.

    Overcome:

    I don't even know how this perk exists tbh. Most hold W perk in the game, just why? A perk like this really just shouldn't exist, and although there's situations where it won't work, they are not at all the usual. This rework is probably unrealistic for it to be implemented, as stuff like killers using their powers to break a pallet, trickster missing as little as one knives out of a flurry of knives, plague infecting the environment, dredge breaking a lock, etc obviously shouldn't activate it. Imo, it would activate if no part of the whole attack affected the user, another survivor, or the environment, and would start when the killer enters their attack cooldown. So in the case of trickster for example, he would have to throw at least one knife and have none of them hit you, and then exit the throw state for it to activate. I'm sure this sounds really out there but imo it would makes more sense if there was a better standard for what counts as an attack and a missed attack and whatnot since it would just be cool to implement into some perks and whatnot even if it's not necessarily this. This version of the perk might still be annoying but would be very fair and very practical to play around.

    Dead Hard:

    This perk has problems, and this perk has non problems. DH against certain killers and at pallets is a problem. DH in the open at close range is not. Point of these changes is to make it very worth it to bait DH out, and would give it counterplay in said form where there currently is none. The killer being notified of the perk would also help plenty, as without it it could still be very obnoxious not knowing whether or not to miss an attack on purpose to bait out DH, and is something I personally wouldn't mind as a survivor could still get lucky timing it even if the killer knows they have it. My thoughts on DH have previously been further explained here: https://forums.bhvr.com/dead-by-daylight/discussion/373516/tl-dr-for-previous-dh-post

    Inb4 someone comments "they're fine as is" and anything I said apparently becomes meaningless 👍

    Can't wait till the patch where survivors start with a hook state already used

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424991#Comment_3424991

    Did you put your own opinion in quotes orr? Anyways, I keep hearing this but the goalpost isn't gonna keep moving forever, at least not for me. Perks like no way out, lethal pursuer, jolt, noed, for the people, we'll make it, bond, kindred, resilience, and prolly even some others are all fine imo. I'll almost certainly never complain about those even if they end up being the best perks in the game, at least not for being too strong

    Oh it is, not with you but with another person like you

    It happened with DH and this post proves it

  • @Emeal said:

    No Thanks, Survivors could stunlock you with Lockers for 8 seconds combining this with head on.

    I suggest not enabling bullysquads and not punishing Killers for actually just playing the Game.

    The thing is with tunneling/camping it's literally not allowing the survivor to play the game itself, it's just being singled out so you lose a pip and didn't even get to do much

  • @Chordyceps said:

    DS still works as an ant-tunnel perk.

    It really doesn't, 2 seconds is not enough to really get you anywhere

  • @SkeletalElite said:

    I disagree, CoB/OC enabled hyper defensive 3 genning on ANY killer.

    The only regression perk that even compares was ruin before it was nerfed, all the killer had to do was push you off a gen, and it would start regressing. What kept ruin balanced is that it could be disabled, it wasn't a permanent solution.

    CoB/OC, can't be disabled, the killer can just keep pushing you off gens and kicking them over and over again and regressing them for extremely long periods of time. Killers like skull merchant made this issue more obvious as it removes the need for surveillance and her lack of lethality lead to what was basically a hostage match. But if you were to try a similar thing on other top-tier killers, you would find that they are equally good at doing it.

    If put CoB/OC/Surveillance on blight, for example, your insane mobility can easily be used to lock down an unbreakable 3 gen. The difference between skull merchant and blight though is that he's so good at getting hits that if a blight were to decide to do this, he would probably outright win the match within 10 minutes. This is because he could actually manage to down survivors before they escape the 3-gen.

    When a skull merchant did it, she just plays defensive for 45 minutes because against a good team, she can only get a hit before the survivor escapes from the 3 gen. This creates a situation where she must choose between committing to chasing for the down and defending the 3-gen. However, a stronger killer like blight or a nurse need not make that decision, they just win instead. The build enabled the weakest killers in the game to delay for unreasonable amounts of time despite not having the lethality to outplay survivors in chases, and gave the strongest killers such an effective gen defense that they can't be beaten.

    Can't use CoB with surveillance since they both use the same color

  • So I have a question then, if you get no hooks/sacrifices you ragequit correct?

  • @Marc_go_solo said:

    I really don't see why. This just sounds spiteful or (and I hope this is this) just an attempt to troll.

    If you are trolling, this is way better bait than most other offerings, so well done! If it's not, then .. well, the nicest thing to say is this is not going to happen so learn to deal with it.

    You'd be surprised at what bhvr can do

  • how would you buff them in a way that doesnt make them weak though? simple number change wont help, especially regarding exponential and shadow step

  • it wasnt in the off topic catagory before, it was in polls

  • @Lukathedragon1 said:

    Hello a suggestion i think you should give survvivors a chance on 1st hook when only survivors i was 1st hook and close to exit but got hooked and instakill atleast chance

    I agree, this is especially frustrating when you have deliverance

  • While this would help experienced players know, new players would not get the memo unfortunately

  • @CorvusCorax86 said:

    Do you still get BP after the DC? Is it automatically taking away a pip if you hit the time cap?

    It does not disconnect you, it automatically counts as all remaining survivors as sacrificed and ends the game immediately (so no animation whatsoever, the game just closes and marks them as sacrificed)

  • @1ettuce said:

    Neither rly but I would've preferred shattered hope becoming basekit so ig that option

    The thing is that would unnecessarily nerf weaker ones like dark theory, shadow step, and exponential

  • @MerleDixon said:

    My first one would be TWD, I swear if they added Rick I would have him P100 the first day he drops. Negan could also be the killer, with his knife being his main weapon and Lucille being his power.

    My second one would be Chucky. Now, a ton of people wonder how Chucky could be added into the game. And if you have watched the TV show, you would know that Charles can transfer his soul into other dolls. This could give him easy mobility. Now, would he be broken in chase? Yes he would. However, I still want him to be added. I would personally have Tiff as the killer, and give her the ability to deploy Chucky to patrol the map and chase survivors.

    My last one would be The Last Of Us. This chapter would be so good for the game as it would give it a ton of publicity. All of these licenses would probably be easy to obtain. As far to my knowledge, TWD and TLOU license holders aren't very strict, which means that these licenses have a good chance of making it into the game.

    Agree, but for telltale's TWD

    The TV show one just doesn't interest me tbh

  • @Kirarozu said:

    I mean with all the healing nerfs making it so my own medkit decreases if I use it on myself is dumb. I don't even use them anymore and avoid them in the bloodweb because they're useless.

    Agree but to rarities

    Why do the rarities even exist now if they are all the same? It makes no sense

    Pharmacy nerf and deletes the feeling of getting lucky and finding a yellow medkit or above, u will now feel the same if you had gotten a brown medkit

    They could've just nerfed the green medkit healing speeds and make the purple medkit have a SMALL 10% speed penalty in compensation for the amount of the charges, and much larger buff for altruistic healing as well as an efficiency bonus (like 75% healing speed and 25% efficiency bonus)

    But I guess they didn't think of that or thought it was too OP somehow, imagine if toolboxes were all exactly the same as a brown one, that's how it is now with medkits

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419318#Comment_3419318

    She doesn't need it. Not every killer needs to be good in chase.

    She is defending killer. 3-gen, totems

    She can also work with multiple chasing perks and use her power simply as slowdown for survivors.

    I would allow other survivors to disarm drones even when survivor with claw trap is nearby to help soloQ. That's about it.

    Uhhh, why are we talking about skull merchant now?

    And how is sadako a defending killer if the tvs don't even spawn near totems and the TV cooldowns are so long at basekit? That's like saying Dredge is a defending killer because his lockers sometimes spawn near the gens and totems

  • @Zeidoktor said:

    I think the key to buffing Sadako is to make her Condemned a more consistent threat. This does include nerfing the current form of the Condemned strat and maybe reworking Condemned in general, such as building up on Demanifest hits and/or only enabling the insta-kill on death hook like Pyramid Head (with other effects available before that)

    Then where's the danger if they aren't on death hook?

  • @Lastpenfighter said:

    This needs to be said more: Just Leave.

    I came across a killbox where the walls were literally just plasma shooters. It would have taken forever to destroy piece by piece so I just went next. The builder got nothing out of me and the game tracks that. I'll also just leave and go next when people make it so if you shoot a bad guy they fall down into corrosive cubes and you cannot retrieve your ammo. Low effort bases get the "go next" strategy too. I really don't care about losing 30 pointless ranked points for leaving a base and neither should anyone else.

    As a result, all the bases I've been raiding have been really fun and creative. :)

    and by "fun and creative" you mean extremely easy to beat

  • @TragicSolitude said:

    The Chimera and the world of MYM in general could be a lot more interesting. (I'm talking about the in-game aspects, not written lore.)

    It makes sense for the Chimera to start as a fetus in a tube, but it's boring for it to stay that way. As it evolves, it should slowly become more and more of a grotesquerie. Maybe the changes are subtle, maybe it looks like a Lovecraftian horror, or maybe it has offshoots of what resembles pink spiderwebbing growing and spreading across the glass like a trapped fungus. (It wouldn't be a bad idea to make the Advisors a bit more unsettling as they level up as well.)

    The Chimera talks so much (too much, really), its voice is very important, but right now it's rather unremarkable, sometimes grating. You could have made the voice an interesting part of its design as well, having it use a translator and/or a voice modulator or even a telepathic link for which the Custodian can choose their preferred voice (the current female voice, a more emotionless male voice, a very robotic voice; even just two choices would be nice), and if the Custodian turns it off then it's extremely inhuman or an incomprehensible alien language or even a horrible wordless screeching/squealing that makes you want to rip your own ears off.

    I know this isn't a story-driven game, but it still feels like a first draft in terms of its world design. If the player looks (and I don't mean reading the codex), there should be more hints and unsettling details hidden around them. Rather than an in-game novel to read if they feel like it, there should be things around the player to discover. Doesn't have to be a lot, even just a few little things that raise questions without answers and give players something to discuss: visual world building, cryptic clues, snippets of redacted documents, incomplete transmissions. You don't have to explain everything (or anything, really; I feel the codex often overexplains).

    There's a bit to be gleaned from evolving the Chimera and leveling up the Advisors, but it never changes and players quickly begin tuning out the dialogue (or get annoyed at its frequency and repetitiveness). The new Hellscape pack has some flavor text that hints at a more interesting world; I hope it's expanded upon in the future.

    same, when i started out i was excited to see the chimera transform with each level...

    so as i watched as i evolved her for the first time.. nothing different happened so i was just like "oh, well mabye its just not noticeable until higher levels"

    needless to say, nothing ever changed, and am now at level 40 on the chimera

  • this would simply just make it so that you have much more synthite than you do parts

    i think a more helpful solution would be to reduce reset costs or have them automatically replenish over time

  • @Darkyan said:

    Flamethrower wedge glitch is a common exploit known to players yea.

    Don't even bother playing those as soon as you see two downward wedges like that. Those players don't deserve your time.

    Edit ; you can actually trick the hitbox and pass through with a good grapple, but a stupid counter to that is to simply put a lava block underneath so that you can't grapple at an angle that would let you pass.

    i really dont understand, if they dont do this how else are they going to get kills? i dont even think its a strong "exploit" either because they can just go to the side very easily where the fire cannot hit them

    good players can easily beat an outpost that has traps set up "normally"

  • @Kirarozu said:

    Well they were working on survivors being able to pick themselves up but they did that stupid auto mori at the same time and it didn't work. I have no idea why they couldn't just let us pick ourselves up.

    Because that's stupid

    If you REALLY hate being slugged and would rather just be hooked or mori'd for some reason, there's always unbreakable and no mither

  • @Krazzik said:

    I mean slugging has always been a thing and there -are- perks in the game to help deal with it.

    If all 4 survivors are still up it's also not even a very good tactic for the killer unless the survs all mess up.

    Yet even when its 4 people its hated

    What, you would rather get facecamped out the game then? Why even play if you just want to die quick? You'd think these types of players would like tombstone and no mither then

  • @The_Scarlet_Witch said:

    As a Myers main I can vouch that his add-ons need a rework and his base-kit power needs buff's desperately. I always run Tombstone piece as its one of the only effective ways of winning as Myers. As for a rework ideas or add-on changes we won't get them any time soon as the devs said in a stream that they were happy with how Myers is. Which gives me brain damage thinking about it. As for a rework i cant think of anything, so buff's are the way forward tbh.

    • Increased pallet breaking speed
    • Reduced pallet stun time
    • Increased FOV
    • Maybe being immune to being blinded while in tier 3

    Did they really? Which stream was this

  • @Bardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/373704/its-not-that-we-want-its-that-we-need

    If you keep getting slugged & hate it, there is an option you know - bring Unbreakable.

    Pretty simple & easy solution, no?

    Even then the killer can down you again if theyre slugging only (no hooking at all) but tbh those games are rare and most slugging is done to "ensure" a 4k

  • @Iamtheonlysalad said:

    I' m now on my 5th game in a row where either I'm getting slugged or my teammates are. No where near finishing all the generators. We need base kit unbreakable. Don't make it overpowered but still even just making it to where it takes a while longer would be nice. It is absolutely miserable just playing a game on the ground. Maybe add a die button at that point so you can just get into a new game.

    You get to do more than if you were on a hook

    With that mindset, why even play at all?

  • @Iamtheonlysalad said:

    We need basekit unbreakable. The mere fact that the devs said they were going to bring it to the game and never did is ridiculous. What did all the streams that main killer gave you guys black lash? It's not about them it is about your players that are tired of just being slugged and playing the whole game on the ground wasting our time.

    Try bringing no mither then lmao

    In all seriousness though, being slugged really isn't an issue, I'd prefer it any day than being hooked

    But that's outside of "slugging for the 4k" anyway, even if it's a valid strat

  • How would you propose it be changed then without making it the worst status effect again?

  • @Caiman said:

    Just don't go in the orange circle.

    Why didn't I think of that? OP definitely just suffering from a skill issue here

  • @DrFrozen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417458#Comment_3417458

    actually survivors are healing insanely fast cause we'll make it is very popular now.

    Don't hook them then /s

  • @averagemikaelamain said:

    Apart from the terrible complicated spelling,Hem. is also currently low-key stronger than mangled. It's really rough in solos and versus fun perks like solidarity or resurgence.

    It would be nice to see this effect toned down and be applied less,as medkits are now very dead.

    How the tides have changed with the posts saying how hemmorage is the worst status effect in the game

  • @Maperson said:

    Why now? What's the problem now? You all want to nerf one perk, it gets nerfed, players move on to another perk they find good, and now we are once again screaming for nerfs, will it ever stop? or y'all going to moan for more nerfs untill everything is nerfed?

    Can't wait for the next calm spirit and pharmacy nerf

  • @leviivel said:

    wanted to quickly talk about exhaustion perks and how Lithe and Overcome need nerfs/reworks.

    I think it should be clear as day as to why Sprint Burst is fair but Lithe and Overcome aren’t:

    SB can partially handicap you due to your higher amounts of walking around to save it. Ntm, the 99-ing SB tactic still requires you to recover from exhausted and then keep at that without interrupting it (making you possibly indirectly do gens less). Sprint Burst has actual skill and balance attached because it isn’t like old DH which was on command ready when necessary.

    Lithe on the other hand, is BS. There’s very little skill attached to it due to it barely handicapping you (if it all). One vault and boom, you get a 50% speed boost. Always during chase which means that a killer has already spent time chasing you and then you cuck them over and punish them by vaulting once, unlike SB which usually starts before/early (unless you 99, but as mentioned, that requires more effort).

    Overcome just needs a complete overhaul because it encourages hit and run gameplay with less commitment to chases (which people find boring as 90% of the community has told me). Also, zero disadvantages. Z E R O. Unless you count the exhausted effect, it has zero downsides as as soon as you get injured, you get a speed boost, making it effective in coordinated play if the killer leaves since they can just get to an ally quicker.

    the other exhaustion perks currently are fine, Smash hit and Head on have fair conditions. Balanced landing is a bit on the rocky side because it so extremely map dependent, but it’s passable.

    TL;DR:

    SB is fair and Skillful, Lithe is more problematic, Overcome encourages boring play and should be changed. Other exhaustion perks are fine.

    Didn't we say they were going to go after other exhaustion next?

  • @leviivel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416810#Comment_3416810

    Finding a vault isn’t really that hard 90% of the time though, especially with WoW being very popular currently.

    not saying Overcome is broken, but I think it encourages boring gameplay.

    How? I never get the methods of letting survivors live longer is "boring" to them, do they just want to get steamrolled by a nurse because that is "fun"?

  • @Chordyceps said:

    Teleporting is an ability possessed by multiple killers, but each has unique functionality and has pros and cons.

    This list will not include the nurse, cause I think calling her ability a teleport is debatable, and she would absolutely be at the top if she was.

    The Hag:

    Pros: Quick Setup speed, can be used in chase, can lock down key areas of map, very short cooldown

    Cons: Entirely reactive unless bringing a specific addon, only works in a certain range, you can fall victim to dedicated trap harassers.

    Freddy Krueger:

    Pros: Good for gen contesting, can be canceled for mindgaming

    Cons: Heavily telegraphed (could be considered a pro still), Long Cooldown, Disappears at endgame

    Demogorgon:

    Pros: Full control over where you teleport too, gives intel, provides slowdown

    Cons: Lots of setup time required

    Cenobite:

    Pros: Teleports you directly to a survivor, that survivor is locked in place for duration of teleport

    Cons: Only triggers under specific circumstances, survivors choose when you teleport.

    Sadako:

    Pros: Near-instant teleport, spreads condemned, 0 cooldown between teleports if tv is on, typically near gens

    Cons: Teleport locations randomly determined, Long cooldown on TVs, Teleporting near survivors alerts them to your presence.

    Dredge

    Pros: Plenty of target locations, can grab survivors, can be used as anti-chase, in nightfall is fast and gives intel

    Cons: Heavily map dependent, Slow outside of Nightfall, Lockers can be locked,

    Who do you think has the best teleport?

    I cannot say for the demogorgon unfortunately for obvious reasons so I would have to pick Dredge

    Based on what I've seen from going against them though, he seems pretty neat in his teleport

  • @09SHARKBOSS said:

    wow five for dredge he has a good teleport and it also does contribute to his ability but its not instant and does not allow him to morri the survivors even if unhooked

    That's because it's easy to get rid of condemn unless they sadako is doing a slug condemn playstyle

  • @Wilx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417317#Comment_3417317

    I don't really see the comparison. Clown can't teleport from one side of the map to the other in an instant, he can't place fake palllets etc. He has nowhere near as much map pressure as Freddy.

    Honestly, if you put enough time and effort in to playing Freddy while using the right perks and add-ons, he can become a strong killer. I wish I had some videos from when I mained Freddy, but I was more often than not getting 3-4k. The only reason I left Freddy was because it started to feel easy and stale.

    ..what right perks and add ons? His addon set is pretty much a joke

    And Freddy can only do one or the other, he can't place Snares if he has pallets, and even then you need an add on slot to do it

    The teleport is pretty much the only thing he can do over clown, and even then, a long cooldown and that telep9rt goes away if all the gens get done

  • @D34D_B34TB0X said:

    I know there's already cosmetics as them for the original first four Survivors, but c'mon now, it's 2023. We have Legendary sets now. If not, they could add new L4D cosmetics for the newer Survivors who fit them best-ish.

    #1 Coach (If not, he can be an outfit for Adam Francis.)

    https://us.v-cdn.net/6030815/uploads/7AFPU0QIWXWM/image.png

    #2 Ellis

    https://us.v-cdn.net/6030815/uploads/GA7LVUJQBHYS/image.png

    #3 Nick (If not, he can be an outfit for Felix Richter.)

    https://us.v-cdn.net/6030815/uploads/8SB1NXCYLVOZ/image.png

    #4 Rochelle

    https://us.v-cdn.net/6030815/uploads/IWJ1H0ZW7LZB/image.png

    #5 Zoey

    https://us.v-cdn.net/6030815/uploads/MN6L39CHL56U/image.png

    #6 Louis (If not, he could be an outfit for Renato Lyra. Or Tapp, if that's even allowed. Or I guess Adam again, if they decided to add Coach as a new Survivor. Whatever they'd prefer, I guess.)

    https://us.v-cdn.net/6030815/uploads/RN0GOYOJUAPE/image.png

    #7 Francis

    https://us.v-cdn.net/6030815/uploads/CIDBD8ZJ2LT3/image.png

    Just a Louis outfit and a nick outfit for ace is all that's needed

    Ace kinda fits more than Felix does imo; they both wear suits, both are gamblers, and have similar personalities

  • @Marc_go_solo said:

    Louis and his everlong search for pills in the Entity's realm would amuse me.

    On a side note, I'd say Zoey's outfit for Meg was almost like the real Zoey already! It was the best of the cosmetics for me.

    Only missing the voice lol

  • @ShadowIce said:

    What is everyone eye color?

    ....off topic?

  • https://forums.bhvr.com/dead-by-daylight/discussion/374059/what-anniversary-license-killer-you-want-and-what-license-killer-do-u-want-after-the-anniversary

    Stranger things

    I don't care for jeepers creepers tbh and with the controversy I wouldn't think many would like adding it in the game either

    Though if I could pick from the options here it would be stranger things + candyman, FNAF, or telltale's walking dead

  • @GensByDaylight said:

    I was going to put her in D, but I guess she can chase and has some zoning potential.

    I mean, if we factored in her 3-gen ppwer than yeah shes S-Tier. But frickin Bubba and Billy can facecamp for a guarenteed 2-3K, so they would be S as well if that was factored in...

    It's honestly sad that they increased the Overheat limit, now he can just be another camping bubba with potential of a silent chainsaw lol

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415456#Comment_3415456

    They said that basekit unbreakable would not be launched last year after its ptb, the game was clearly not ready for it because killers like Twins for example would underperform massively. They need to rework such killers in order to launch it, so once that happens it would be good to go.

    What makes you think they didn’t just decide not to do it?

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415452#Comment_3415452

    With tweaks it was a good system, the community who rejected it were players who just slug for the sake of it or have bias towards killers that strongly relay on slugging due to their design (such as Twins, you can find good videos on Youtube of that ptb for Twins), so it's understandable it didn't make it to live because of that. With the Nurse nerfs to prevent her from finish the game in 2 minutes and tweaks on slugging killers and end-game activation, basekit unbreakable would be good to go.

    No, it was mostly because it was easily abusable for sabo plays

    The killer can't hook if the hook is broken and the others are too far so they can only leave them slugged, and if they can get up just like that, then there's no risk

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