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piggygooik

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  • @VexTheHex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2143634#Comment_2143634

    They're not good Hags if they are relying on downing unhooks or MYC easy downs. Though I'm the type that likes to challenge myself and play more active and fair to the other side and not use the easiest and cheapest methods to win. People wouldn't hate Hag as much if more people played her more aggressive web instead of 5 traps at a hook Hag.

    that what good hags do all the time though make a 3-4 gen hook someone in their web and walk around the hook

    I mean they don trap up the hook but they do trap it at least once

  • @VexTheHex said:

    Spirit. It's basically all up to her with the Survivor having to guess and hope. Yes it can feel amazing to juke her, but that usually means she doesn't have the best hearing or isn't running Stridor against a IW user.

    Nurse is still a broken character, but I don't know if I really want to see her nerfed cause I feel it could break her to be nonexistant... easily.

    Not really sold Freddy's nerfs will hurt him as much as people pretend it will. I hope it just makes him harder to use and less frequent. Which honestly, is what I'm mainly hoping for... less of him. Have to wait to see where he ends up.

    I'll get stoned for this as I already have, but I don't like Wraith currently. He could very well be the easiest Killer to play in the game, and I'm seeing him a lot more in Red Ranks and having A LOT of success in the Red Ranks. I'm still thinking he is going to be the new Freddy. A very simple and easy Killer to use who can 4K most matches even in the Red Ranks with minimal effort on his part. No huge nerfs, but I think he could use a small tone down for how painfully simple he is to play.

    Hag needs to not be able to trap in a certain radius of a hook. Good Hags don't camp and tunnel hooks. I played her back in the stun when teleporting was a thing, you current era Hags are spoiled rotten!

    Not a fan of Blight, but I'm not sure I'd call him overpowered minus the J Flick. I just wish I stopped facing him on Shelter Woods. That map is basically a win for him. Blegh.

    what do you mean good hags proxy hooks all the time

    she is a campy killer if you take it away from her she becomes pretty bad

  • @Airless said:

    https://forum.deadbydaylight.com/en/discussion/comment/2143621#Comment_2143621

    Don't worry, we'll get another battlepass filled with r

    i miss old good events remember the bbq event back in 2018 good old times

  • @Airless said:

    God I can't even remember the last blood hunt. Remember when actually got cool events?

    I supposed watching boring ass streamers for a chance to get a charm is good enough, we all know BHvr works too hard to focus on events.

    i really hope this next 5th anniversary event is good since they are not doing any other events since they want to focus on the good event like Halloween

    it better be good BHVR we've been getting shite after shite "events"

  • @Patrick1088 said:

    Zombie Hoarde!

    Start off with 5 zombies. 4 move at base 3.8 and you can move 4.10. Every 30s 2 new zombies appear. You can move in between zombies who can hold survivors in place.

    neat power idea i can see that being a passive for a killer

  • @swager21 said:

    It’s a poor play style (if that’s even what you wanna call it). Sure camping is the only thing you can do in some situations but if you camp at 5 gens, gtfo.

    Tunneling is pointless unless you really hate that one person for some reason or you’re just a new player who thinks it’s a good and reliable strategy

    Slugging isn’t that scummy. I don’t know why it’s so complained about. It has an actual counter

    well, camping is more on the annoying side with only a few times being efficient but sometimes tunneling isn't even on purpose or you have to do it to win and you have to get someone out of the game quick. usually with good player tunneling is nothing personal

  • @IWasLeft2Die said:

    https://forum.deadbydaylight.com/en/discussion/comment/2142313#Comment_2142313

    And that all leads to an issue with the game needing to better communicate what a win is. A lot of people consider a 4k a win or an escape a win but how the game rewards you (both BP and Pips but Pips are the technical win measurement) shows that those are not the only things that determine a win (and you can win without those). Because of people trying to exclusively get 4ks you get a lot of killers play pretty scummy while survivors you get them to pretty early on abandoning teammates/objectives for hatch (and many actively getting their teammates killed).

    It's an issue that the game should better communicate to players to encourage healthy (and frankly fun) playstyle on both sides.

    BHVR always and always will have a problem with communication

  • @kassamell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2142307#Comment_2142307

    yeah i had a nurse camp every teammate that went on a hook(at the beginning of the game) and it just got annoying to the point people would disconnect, i guess i have not seen a killer who camped for strategy

    well its pretty rare good killer sluggish and tunnel for strategy more often since its much more efficient,

    Camp ussallyu happens if no is near the hooked surv and they are usually just about to die or get to second state so you just stick around

  • @IWasLeft2Die said:

    I think it kinda depends tbh.

    For example, I watched a game where a killer main was at 5 gens, slugged everyone and let everyone bleed out despite the team being pretty clearly bad (just newer players) and those players not being toxic at all. That I'd say is both tasteless and lacks any real skill against rank 15-20 players but the killer deranked previously so they could smash newer players.

    Slugging makes sense in some instances but to slug an entire team (specifically 3 or 4 players) doesn't make a whole lot of sense outside of being petty. With 1 or 2 players I can see it more due to hatch and keys more often though.

    Proxy camping is totally fine and makes sense. There isnt really a good reason to argue that a killer shouldn't check on a hook every now and then.

    Regular camping I'd say is more often fine but there are exceptions to this for sure.

    Tunneling although I don't love it, there isnt any reason to not do it as the game is currently made (from a scoring standpoint). I wish there was more natural incentive to not do this but right now it kinda just makes sense to.

    Facecamping is the only one I'd say is pretty outright trash not just because it's an easy kill but I'd consider that much more toxic than the rest since you are dunking on a survivor for no good reason besides "I just want the kill and I don't care if I'm a tool". It's basically the killers equivalent of BMing imo.

    ya the example that you made was the killer just being an A-hole


    face camping i didn't mention that cause that's just the killer being an A-hole and not trying to win

  • @kassamell said:

    First off I agree with two out of three of those its annoying if a killer is camping a hooked survivor, and the other teammates can't get to it, it makes the killer trashy if they dont feel confident enough to leave the hook and then if the survivor gets unhooked they can come back, which most killers do. its annoying to the survivors and lessen the bloodpoints killers will get because if they spend most of the time guarding hooks there will be no time to chase, injure and stalk(if youre a certain killer). Campy killers are annoying to everyone i know who plays the game and especially the killers who are campy and hit you while youre on the hook, you may not mind it but after getting so many campy killers in a game then it starts to get hella annoying..

    i know i know

    some people just camp just be annoying but some people actually camp to get a advantage I'm sure these people were just being annoying

  • @Firellius said:

    Sure, you could go by the baseline definitions of competition.

    But don't be surprised when survivors get more and more toxic too, more invested in denying you hooks and using scummy strats to stall you or waste your time, or just go full-on gen-rush in subsequent games.

    Yes, they're tactics. But they're ######### tactics to play against and sometimes ######### tactics to employ, so keep in mind that you're bringing down the quality of the entire game and really not helping with killer issues either.

    With everyone complaining about genrushing and how these tactics are necessary to win, I'd personally want to look for a way to fix both issues in a trade-off rebalance, but if you want to keep using trashy tactics to steal sweaty and frustrating wins, I suppose that's your right.

    Well i don't go out of my way to do these it's just to say when I do it to win its not that im a trash killer im just trying to win

  • @jester20k said:

    Tldr. My first game back today after a few days, I ran a Bubba for 3 gens before he finally downed me. Solo queue. Despite my gymnastics signaling I was being camped, all 3 of the other survivors came to try to rescue me. Since he was Bubba, all 3 went down one after the other and then I died. This killer was complete trash. I don't give a ######### what justification you want to try to make up for it. He sucked.

    well, that's just the solo queue teammates being garbage.

    You also need to realize that your teammates came to U. i know it's out of your control but if your teammates came to you why would he leave

    plus like I said your getting mad at the bubba when you should be getting mad at your garbage teammates

    they weren't doing any gens were they all they were trying to do is get you

    and you would do the same which makes you one of those over autistic surv

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141457#Comment_2141457

    I've said elsewhere (most recently in a thread where a bunch of killers were complaining that survivors are too stealthy) that the goal of the killer is to kill, the goal of the survivor is to survive, and every player should feel free to go about trying to achieve those goals in whatever way they find most enjoyable, as long as it doesn't break the rules.

    This doesn't need to be much more complicated than that, but so many people out there seem hell-bent on making it so.

    Ya the survivors that play stealthy remind me of slugging. boring for the other side but you gotta do what you gotta do

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/245544/people-have-to-keep-in-mind-that-tunneling-camping-and-slugging-doesnt-make-you-a-trash-killer

    What does make a trash killer in your view?

    I'm not saying killers are trash for camping. since the devs haven't properly addressed it, it's a very tood way to win which is why you see it so often. I'm just curious what you think is a trash killer

    well there's two

    one is just a really new player, you know the ones that just start off and camp. i remember when I started like that back in 2017.

    The other one is a killer that is just being an A-hole using the things I mentioned just to ruin your game

    the first one Is what im talking about in the discussion

  • @Midori_21 said:

    The lawsuit over the rights to Jason that killed f13 the game is over; Victor Miller won. However, right after that Sean Cunningham started another lawsuit against warner brothers over net profits from friday the 13th.

    oh boy lets hope its a quick lawsuit but I doubt it

  • @Triforcer said:

    At the border between red and purple ranks (which is my skill level), I will get 0-1 kills if I try to rotate hooks to get a 12 hook. It simply isn't feasible. It only works on people that are a few notches below the killer's skill level (and the killer is trying to be somewhat nice and/or double pip).

    it doe ssuck sine i don't want to play like that but we have to to win

  • @CornHub said:

    You could write a dissertation on why using those strats are okay & people would still ignore it all & try to dictate how "good" people should play.

    Like you said, do what you must to win, but some people will never accept a lose.

    it does suck doesn't it

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141353#Comment_2141353

    They sadly quit they announced they will no longer patch the game there moving on

    but then how did the new update come out then

    its about jason X

  • @Adidi said:

    Can we adress that this video exists, super simple solution within (which is actually lore friendly too!) would fix most issues with current maps yet noone talks about it?

    https://youtu.be/LVnWIe-5Lcs

    I really do hope this comes to dbd cuz it would make certain killers viable

  • @Mandy said:

    Data is used for sure, but it's not the only thing that's taken into account when changes are made.

    mandy if data wasn't the only thing used freddy would not be getting nerfed

    Everyone above green ranks that aren't biased would know that freddy is not op yes boring but not op

    this midchapter patch was almost all based on data

    why do you think twins also got nerfed they weren't strong its just people who played them played well with them and boosted the data

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2135945#Comment_2135945

    They do listen. Look at Demogorgon's buff.

    People ask for base kit Rats liver but that would have made his basekit too strong. I would have like to see a green/purple addon that give like 10s undetectable after a portal with a bigger cooldown, an add on to reduce the cooldown of the portal and an other one to reduce his noise. That would have been fun to play and give him a different play style.

    well not really we had to bully them into buffing demos shred

    they originally only going to nerf his rat liver

  • @GenJockeyNance said:

    A weeping woman derived from Mexican culture would be AMAZING. I was just thinking the other week how there's no Mexican culture in DBB. We have Korean, Japanese, Chinese (well, Doctor originated off a real life doctor in China and we have Feng so kinda but not really?) But missing quite a few other opportunities from other cultures. A changling from Irish folklore culture would be cool, a killer from Thai culture, we've yet to have a siren like killer imo that'd be epic or brazilian culture creature or even some of America's classic mythic creatures (Jersey Devil anyone?) But back to La Llorona.

    Ngl though the thought of a wailing woman from Mexican culture would be fantastic and I'd be so for it. Imagine her mori being similar to plague but only vomiting in to r mouth, she somehow grabs ahold of your neck and just viciously drowns you. If the Devs did it right, she could easily top tier alongside Spirit which is a.. frightening delicious thought.

    i was thinking of her mori being where she drowns the survivor after

    if it's a male surv she hugs him but if its female survivor she will cut her with her weapon

  • @Squirrel_Thicc said:

    Honestly the movie completley ruined the urban legend for me.

    it was pretty damn shite'

  • @VaJaybles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134763#Comment_2134763

    I say just do crying like huntresses lullaby with a terror radius.

    As for map, I agree. Small village, cute little adobes

    imagine her being another killer that speaks like the trickster

    she would say

    "mis hijos"

  • @EvilJoshy said:

    Maybe we can have puddles of water all over the map and she can portal to them?

    if she had that ability I would main her

  • @RenTheCat said:

    They should have made the Witch a killer when they did the Left 4 Dead chapter, she could have a Llorona skin.

    i would love the witch for L4D in dbd it would so cool as well

  • @VaJaybles said:

    I grew up in a very Mexican town, and as all of my friends were mexican I have always gotten goosebumps from La Llorona stories. I would ######### my pants if I heard distant crying somewhere on the map.

    A jin would also be terrifying (islamic/Arabian spirit)

    And a skin walker (Navajo folklore)

    The new map could be an old Mexican town and instead of a terror radius it's just crying

    it would be the coolest and scariest thing

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134005#Comment_2134005

    Any gen pressure they apply is meaningless unless they sit there and camp the gen as Victor. Even if they succeed or miss a pounce, it doesn't matter, the Survivor will be right back on the gen in 10 seconds.

    yes, that is why Victor is usually the one camping the hook. incapacitated Survivors cant unhook, so by the time they can Charlotte is back.

    now for your critique on my points:

    1) you are right, this change will have an effect on multiple Killers - namely Trapper, Hag, Freddy and Twins. however, the effect it has is not something that is overall the same. for Trapper it would be more of a buff, as he is now able to actually place traps in locations that he previously was unable to due to the the proximity to a hook, so its actually beneficial to him (especially considering how the trap deadzones already make it impossible to properly guard a hook with them anyway, so in that regard barely anything changes). Freddy wont be afftected at all, unless a Survivor literally loops around the hook (in which case, are you even mad the chase takes longer? you get two for one here thats a great dea - and its not like he was reliant on his snares to get a downl) and both Twins and Hag have this issue that their "traps" are way too good at hook camping, so its a justified change to both of them (not necessarily a nerf, because it also opens up new spots to use their power in chases again).

    2) first of all, as i said right at the beginning, none of the suggested buffs were anything final. those were mere examples of what could be done - the aura reveal for example is new, as right now it is but a bug that isnt ment to be present, and other things, that are currently present, can still be buffed to be more threatening. i was deliberately not making clear changes to it and mainly focussed on the basic idea of how i want Victor to work because i wanted to avoid exactly what you did - focussing on some of the suggestions and ignoring the general idea behind it.

    and the reason for that was not because "i'm just a survivor main that wants to loop the killer for 5 gens" (which is a ridiculous argument to begin with), but because i find the Twins core design to be deeply flawed, which is one of the (if not the main) reasons for why i dislike them to the extend where i dont even want to play them, something that i cant say about a vast majority of other killers (in fact, the only killers where i have this mindset are the Twins and the Trickster)

    having Victor work the way he currently does creates a numerous amount of problems for both sides:

    1) Twins chases for Survivors are extremely boring, as it just boils down to Charlotte spamming Victor at you, who is basically undodgeable. This means that any time she gets access to him after the initial first hit is scored, you are screwed. This makes it so getting Victor off of you is actually much more of a downside than a benefit, as you just made your inevitable doom much quicker, thanks to Charlotte immediately getting him back. We basically have a old Legion scenario here where the Survivor cant really do anything to avoid the down and are only able to drag out the inevitable, which just screams bad gamedesign.

    2) Victor downing a player feels mostly unrewarding. Its not hard at all to get a hit with him and the fact that he is unable to do anything with the slug means that you now gotta switch to Charlotte and run over to wherever you downed the player, hoping to not have Victor get slammed immediately and losing your slug, something the nerf they proposed on the PTB for him just made all the more clear.

    3) it makes no sense to have a 4.6 m/s Killer with such a strong chase tool. This is something i thought about a lot when trying to figure things out with Trickster, but it makes no sense for Charlotte to be 4.6 m/s, when her power is not a secondary tool that is ment to assist her in getting downs (as it should be the case for 4.6 m/s Killers and what my change is aiming to do), but something she is entirely reliant on getting downs with.

    My change is centered around the idea that we make Charlotte have to work for her downs instead of just spamming gremlin after gremlin at the Survivors to get easy downs. This would create much more interaction between both sides in chases and make the game overall more fun for both. However, i also dont want Charlotte to be but an M1 Killer, which is why i explicitly said we need to buff Victor to be much more of a threat to whoever he latched onto - how we do that exactly is, right now, not important. Additionally we would get rid entirely of the problem that Victor is unable to do anything with Survivors on his own, so the entire fight for the slug until Charlotte arrives gets removed, which, once again, is beneficial to both sides.

    so to conclude:

    the Twins are, in my honest opinion, a deeply flawed Killer. Their power, Victor, while being very creative and interesting design wise, does not work in this game whatsoever, creating very unfun and boring scenarios mostly for Survivors, but also for the Killer at times.

    The gameplay experience of facing the Twins is, after the forever Freddy nerf, easily the worst any Survivor is going to have, due to the two previously talked about issues Victor portraits: Chases being meaningless thanks to Victor and the insane camping capabilities the two show making it near impossible to ever get off that hook again.

    therefore, for the sake of this games overall health, those two issues need to be addressed.

    and no, i am not saying "nerf Twins". i am saying change them into something that works better than what we currently have.

    i don't really get what you mean it's actually easy to doge victor find a tree a window or even just circling around him and make him miss

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134005#Comment_2134005

    Its always remarkable how all the suggestions are literally make victor useless or make Charlotte M1 killer.

    When hag, trapper and Leatherface camp the entire game and win, "No problem".

    When twin does it? wow unfair reeeee

    When Oni and Nurse slug 24/7, Balanced killer.

    When twins does it? reeee

    i guess people think slugging with twins take no skilled judging by a post made on reddit and comments i saww

    even tho this killer inst even the best slugger

    the survs need to be injured first before slugging can happen

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133832#Comment_2133832

    Any gen pressure they apply is meaningless unless they sit there and camp the gen as Victor. Even if they succeed or miss a pounce, it doesn't matter, the Survivor will be right back on the gen in 10 seconds.

    As for your nerfs:

    1. Absolutely unneeded, and Survivors will abuse the hell out of this. Why does this not JUST affect Twins, but Trapper and Hag? This is so unnecessary and hurts several Killers.
    2. It makes sense that you don't play Twins, given what you're suggesting. You want Charlotte, a M1 Killer, to have to do the downing herself so you can loop the Killer for several gens, I suppose. Which makes sense, M1 Killers are the most fun for Survivor players... meanwhile you want what Victor can already do at his base to be... basekit...? Victor already reveals his aura to Charlotte at all times AND does all of that. Victor needs to prevent Survivors from vaulting or throwing down pallets if you want to make him unable to down, because you're suggesting that a Killer loses their only downing potential AND actual threat to the Survivors in favor of things that are already basekit. Tip: Tracking is absolutely useless if you can't get anything off of it. Legion proves this nicely at times.

    agreed his fixes are a bit ify

    can you give critiquing on the changes I suggested plz

  • @Lord_Tony said:

    Why not just buff twins to spirit level

    we need more than 2 killers to compete against SWF

    i feel like that should be for every killer

    buff them all to be very strong

    but still have counterplay

  • @Mister_xD said:

    i think the twins kind of need two things to be addressed.

    obviously the first one, like you correctly said, is the camping potential. Its just ridiculous how charlotte / victor can literally stand next to a hook while the other one applies gen pressure.

    secondly, i think Victors chase ability kind of needs to be tuned down a bit. chases with this killer are always the same right now: get hit by Victor, run Charlotte around, get downed by another Victor. basically, Charlotte can just spam out Victors until her prey is downed, which isnt really fun for many.

    the way i would fix them would be by making two rather drastic changes - one to an already existing gamemechanic and another to the Twins directly.

    1) Hook Deadzones. i would completely remove the current hook deadzones for Traps, however when a Survivor is hooked a large hook deadzone around that specific hook is created. Killers are unable to place traps / switch to Charlotte or Victor while inside this radius and any already existing trap / Victor inside of it immediately gets destroyed / disarmed.

    this would make it so trap based killers such as Trapper can trap everywhere again for their chases, but once they hooked someone they wouldnt be able to just place a trap right next to the hook to make saves near impossible.

    2) Victors chase potential. i would completely remove Victors ability to down a player. Instead, Victor should always latch onto them and be a nuissance - however, i would drastically buff that aspect of him to make up for it.

    idk how exactly that should be handled, im not a Twins player, so those two points are mostly made out of the perspective of someone that has to go up against them, but imo Charlotte should be the deciding factor between those two in a chase, much like how Plague isnt able to just puke on you until you're downed (excluding Corrupt Purge ofc) and needs to put some work into it herself, however Victor is there to make it easier for her to achieve it (more than he currently does).

    for example, why not make it so Victor reveals his own aura to Charlotte, aswell as Killerinstinct of Survivors around the one he latched onto, makes them oblivious, deafens them, makes them incapacitated, etc. i would also increase the time it takes to get rid of him, just make him a real nuissance - but not deadly by himself.

    i don't particularly agree with you in the sense that Vicor should not down since that would be such a huge rework to make them at least somewhat viable

    but I do agree with you that they do need to be changed

  • @TWiXT said:

    Killer perks If it's Lady Dimitrescu

    Blood Rush:

    When the scent of Fresh blood permeates the air, you can't help but feel an invigorated rush. Your movement speed increases by 2% for every 30/25/20 seconds you directly follow a survivors blood trail (within 2 meters). Blood trails from Survivors suffering from the Hemorrhage status decrease the time it takes to gain this movement speed bonus by 50% (Hemorrhage = 15/12.5/10 seconds instead). Any accrued movement speed bonus you've earned ends 5 seconds after you cease following a blood trail, or when you pick up a downed survivor.

    Head of the House:

    You've prepared your environment ahead of time to better entertain your guests. Up to 2/4/6 Pallets that spawn in the trial grounds are chosen at random in the start of the trial. Any time a survivor interacts with these pallets, they will immediately break, and cannot be used to stun you. The auras of all affected pallets are visible to you for the duration of the trial.

    Special Treatment:

    You can't help but take great pleasure in tormenting your favorite toy. You become Obsessed with a survivor. Your Obsession Suffers from 1 negative status effect, chosen at random, every time you strike them with your basic attack. Any applied status effects remain with your Obsession for the remainder of the trial unless otherwise removed by the actions of survivors or the hooked state. Whenever your Obsession Unhooks a survivor, the Obsession status passes onto the rescued survivor, as does up to 1/2/3 of their currently acquired negative status effects.

    All negative Status effects Unique to any killer, are exempt from the available status effects picked at random.

    You can only be Obsessed with one survivor at a Time.

    Alternatives:

    Draining Touch:

    Your attacks against survivors inflict additional consequences to them. Successfully Injuring a survivor from the Healthy state with a basic attack inflicts the Hindered and Exhaustion status' for 5/10/15 seconds. Draining touch has a cooldown of 50/40/30 seconds.

    Bloodbath:

    Basking in the Blood of your victims rejuvenates your youthful and vigorous attacks. For every 100/75/50 blood spots left by injured survivors in the trial grounds, Bloodbath gains a token (max of 5). For every token bloodbath accrues, Missed and Successful Basic attack cooldown is reduced by 4%.

    These can apply to pretty much any killer from RE:

    Hex: Domination

    A Hex rooted in your dominance over both your victims and the trial grounds. Whenever you put a survivor into the dying state, The closest 1/2/3 active Pallets within 24 meters of you are destroyed, regardless of their current state.

    Pulsating Fear:

    Your senses are finely tuned to the hearts of your fearful prey. When chasing a survivor, their heartbeat becomes directionally audible to you within 8/12/16 meters. This effect lasts for 6 seconds after the chase is broken.

    Camp Light:

    Knowledge of your territory grants you an innate ability to detect trespassers. Holding still for 10/8/6 seconds sets a beacon at your current position that only you can see. Any walking or running survivors that come within 16 meters of your beacon are revealed to you via your killer instinct.

    Only 1 Camp Light beacon may be active at a time.

    Tunnel Network: 

    The Hooks of the trial grounds are now linked by the Entities dimensional pathways. While any survivors are hooked, attacking another non-basement hook in the trial grounds with your basic attack will instantly transfer a hooked survivor to it. If there is more than one survivor hooked when this is activated, the transferred survivor selection is random.

    Survivors currently being rescued at the time of activation are immune from this effect. Tunnel network has a cooldown of 120/100/80 seconds.

    Hard Slugger: 

    Your blood boils with strength at the sounds of survivors agony, empowering your attacks. After Striking survivors 4/3/2 times, your next basic attack will throw a survivor 8 meters in the direction you are looking. This doesn't activate if your basic attack is a lunge, and missing this attack will increase your recovery time by 100%.

    Any survivors put into the dying state with this attack cannot crawl or recover without assistance for 30 seconds.

    I haven't played RE8 (just the demo) so Judging by Lady Dimitrescu's behavior and antics, these are Just a few off the top of my head. Thoughts?

    these are really cool and maybe good I hope one of these make in the game

  • @TWiXT said:

    Killer perks If it's Lady Dimitrescu

    Blood Rush:

    When the scent of Fresh blood permeates the air, you can't help but feel an invigorated rush. Your movement speed increases by 2% for every 30/25/20 seconds you directly follow a survivors blood trail (within 2 meters). Blood trails from Survivors suffering from the Hemorrhage status decrease the time it takes to gain this movement speed bonus by 50% (Hemorrhage = 15/12.5/10 seconds instead). Any accrued movement speed bonus you've earned ends 5 seconds after you cease following a blood trail, or when you pick up a downed survivor.

    Head of the House:

    You've prepared your environment ahead of time to better entertain your guests. Up to 2/4/6 Pallets that spawn in the trial grounds are chosen at random in the start of the trial. Any time a survivor interacts with these pallets, they will immediately break, and cannot be used to stun you. The auras of all affected pallets are visible to you for the duration of the trial.

    Special Treatment:

    You can't help but take great pleasure in tormenting your favorite toy. You become Obsessed with a survivor. Your Obsession Suffers from 1 negative status effect, chosen at random, every time you strike them with your basic attack. Any applied status effects remain with your Obsession for the remainder of the trial unless otherwise removed by the actions of survivors or the hooked state. Whenever your Obsession Unhooks a survivor, the Obsession status passes onto the rescued survivor, as does up to 1/2/3 of their currently acquired negative status effects.

    All negative Status effects Unique to any killer, are exempt from the available status effects picked at random.

    You can only be Obsessed with one survivor at a Time.

    Alternatives:

    Draining Touch:

    Your attacks against survivors inflict additional consequences to them. Successfully Injuring a survivor from the Healthy state with a basic attack inflicts the Hindered and Exhaustion status' for 5/10/15 seconds. Draining touch has a cooldown of 50/40/30 seconds.

    Bloodbath:

    Basking in the Blood of your victims rejuvenates your youthful and vigorous attacks. For every 100/75/50 blood spots left by injured survivors in the trial grounds, Bloodbath gains a token (max of 5). For every token bloodbath accrues, Missed and Successful Basic attack cooldown is reduced by 4%.

    These can apply to pretty much any killer from RE:

    Hex: Domination

    A Hex rooted in your dominance over both your victims and the trial grounds. Whenever you put a survivor into the dying state, The closest 1/2/3 active Pallets within 24 meters of you are destroyed, regardless of their current state.

    Pulsating Fear:

    Your senses are finely tuned to the hearts of your fearful prey. When chasing a survivor, their heartbeat becomes directionally audible to you within 8/12/16 meters. This effect lasts for 6 seconds after the chase is broken.

    Camp Light:

    Knowledge of your territory grants you an innate ability to detect trespassers. Holding still for 10/8/6 seconds sets a beacon at your current position that only you can see. Any walking or running survivors that come within 16 meters of your beacon are revealed to you via your killer instinct.

    Only 1 Camp Light beacon may be active at a time.

    Tunnel Network: 

    The Hooks of the trial grounds are now linked by the Entities dimensional pathways. While any survivors are hooked, attacking another non-basement hook in the trial grounds with your basic attack will instantly transfer a hooked survivor to it. If there is more than one survivor hooked when this is activated, the transferred survivor selection is random.

    Survivors currently being rescued at the time of activation are immune from this effect. Tunnel network has a cooldown of 120/100/80 seconds.

    Hard Slugger: 

    Your blood boils with strength at the sounds of survivors agony, empowering your attacks. After Striking survivors 4/3/2 times, your next basic attack will throw a survivor 8 meters in the direction you are looking. This doesn't activate if your basic attack is a lunge, and missing this attack will increase your recovery time by 100%.

    Any survivors put into the dying state with this attack cannot crawl or recover without assistance for 30 seconds.

    I haven't played RE8 (just the demo) so Judging by Lady Dimitrescu's behavior and antics, these are Just a few off the top of my head. Thoughts?

    these are really damn cool I certainly wish at least one these made it into the game

  • @Frontdoor6 said:

    If its Nemesis, they might use the Original model. In the gameplay of the Original RE3 game, Nemesis was nearly the same size of a man, not as towering as he was in the remake

    that would make more sense

  • @deckyr said:

    i think that it would be really goddamn funny and also absolutely terrifying if they just add full height dimitrescu to the game, and make it so she can walk over vaults without stopping but then has to vault underneath doorframes instead.

    that's a wonderful idea but heres the thing

    indoor maps and indoor areas

  • @Mysterynovus said:

    If they do, we riot.

    Give us the 9.5-foot-tall vampire mama

    idk man i think her killer rate will be too high since everyone will "accidentally" die to her

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131071#Comment_2131071

    Yea. He's pretty damn good. Even without J-Flick. Which is an exploit and I'll never use. With J-Flick he gets some rediculous hits

    is it really that bad I never went against it

  • @Kebek said:

    Oh the optimism.

    i mean it will be annoying for M1 killers

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131071#Comment_2131071

    Yea. He's pretty damn good. Even without J-Flick. Which is an exploit and I'll never use. With J-Flick he gets some rediculous hits

    is it really that bad I've nevr went against it

  • @Xayrlen said:

    What, are you expecting us to use other perks that's not even good? Like DS, that has been gutted to the ground?

    you do realise that DS core use didn't change

    its still an anittunneling perk

    if your complaining about it being nerfed into the ground that that shows that you is the broken part of it

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2129517#Comment_2129517

    Different dev team. I don't have much confidence in the team for main DBD given the lack of QA testing they clearly have and the quality we've been receiving for a while now.

    I'd love to be proven wrong, however.

    i mean maybe the next killer could have something to do with AI since there are zombie noises in the background of the reveal trailer if so maybe they will actually do it and go all out

  • why do people think the twins need to be nerfed in the slugging category, I get camping but why slugging. The twin's aren't even the best slugger people need to be injured before slugging can happen also if people stay near each other the twins can bearly slug

  • @burntFuse said:

    Victor's a bit of an ugly dog, but that's essentially what the twins play like.

    maybe the dog could be AI controlled

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/244502/please-stop-over-using-self-care-or-just-dont-use-it-at-all

    So you mean the times I run into a self care squad and they make me think they are a swf because how quickly they all get to healed and being healthy counters several killers like twins wraith without sloppy mirror Myers spirit to an extent and just makes a chase take twice as long to end

    well to be fair that's a SWF which is already strong and there probably using perks, items to go with it

    I mean they are also using it optimally

  • @Jasix said:

    I love survivors who self-care - as a killer :)

    it so good with sloppy :)

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/244502/please-stop-over-using-self-care-or-just-dont-use-it-at-all

    People are too afraid to play injured. I don't know why either, but I don't mind playing injured. It's always everyone else that wants to heal me. Or people will literally follow me around begging to be healed. I still think people should get use to just playing injured, and sticking on gens, but that's just me. I still think self care is a waste of time unless paired with botany/desperate measures

    tell me about it

    so many people want to stay with 2 health states but its like training wheels : if you don't take'em off you'll never get better

    I've seen so many people say its a good perk but so many people overuse it and make it so bad

    id wish they buff it or something cause it is so bad

  • thank goodness see your one of the smart self care users

  • @Nathan13 said:

    if i'm playing solo than no doubt I'm gonna run self care because I'm not running around the dang map just to look for someone to heal me.

    well don't overuse it or use it with botany and its so much better for everyone

  • @Nathan13 said:

    if i'm playing solo than no doubt I'm gonna run self care because I'm not running around the dang map just to look for someone to heal me.

    I mean inner strength exists

    and plz don't use that argument that some totem spawns are good because everyone knows that 95% of the time there in the middle of nowhere

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