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tixerp

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  • I used to think BHVR was one of the most consumer friendly companies I've ever seen work on a game. It just used to be the game, the DLC's, and some cheap cosmetic pack bundles if you cared. Come the inclusion of the in-game store, I really wish more people gave open backlash cuz now we're stuck dealing with a pretty ######### hand, and a dumb pseudo battlepass, and an bloat in skins. It's not as bad as other games in some ways, but there's some things that baffle me.

    Mostly, the grind for shards is ridiculous compared to the prices of anything in the store, and you can't buy everything with playtime. Honestly, I'm okay with some cosmetics being pay walled since I guess they need to earn their moneys back somehow. But come on man, $10 for a cosmetic for one character?? And there's a lot of these. And worst of all, people support it, so they're not changing these anytime soon. That's ludicrous to me. And I hate hearing people defend BHVR on something like that by saying stuff like "Yeah well, ever play a multiplayer game before?". My point is BHVR didn't used to be like that, I thought they could be different from other companies. So speak with your wallet. And I really hope all these rumors of Legendary skins pricing at $20-$25 isn't true. That's just gonna be a personal nail in the coffin for me with BHVR and supporting them over skins anymore.

    If there's one thing I can congratulate them on, it's the bloodweb. Bloodweb progression, is probably the most genius progression loop I've ever seen in a video game. And I actually have very little problems with it, besides Prestige reward still only being a cosmetic. It felt perfect when I first started playing because there wasn't really a connotation of being withheld from the "meta" perks, or something, like most people feel now. The most there was, was really wanting BBQ, DS, and Unbreakable/BT. Otherwise, it was just naturally progressing through the game, getting teachables as I learned of them, etc. It didn't feel like a pay to win E-sport like people seem to make it out to be quite yet.

    Also if any devs are listening, please make Devotion do something already. Seriously, what's the problem. Respect your players playtime. It's just a number, when it could at the least be a very small permanent increase in shard/BP gain. Or like 200 free Auric cells. I dunno, ANYTHING.

  • Would rather see god of thunder and happy birth day shirt, but really almost all of her unlockables in SH3 are gold. Gonna be surprised if they don't throw in at least 1 or 2.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1326811#Comment_1326811

    Not using your most powerful builds is handicapping yourself. Playing perkless is a handicap, playing add-on-less is a handicap, playing without audio is a handicap. I'm not sure you understand what "handicap" means.

    Playing without Mad Grit isn't a handicap. Playing without STBFL isn't a handicap, Playing without Discordance isn't a handicap. And all of these for good reason. Playing without NOED, just one singular perk. Yeah. Maybe a handicap in a sense. There's a fine line here.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1326788#Comment_1326788

    [shrug]

    If you prefer to handicap yourself you're free to do so, but don't pretend NOED does anything except punish survivors for not cleansing totems. They "deserve" a win when they actually get a win. If they didn't escape (I'm guessing escape=win in this context), then they didn't deserve it.

    And that's exactly why I hate this perk. You admit it yourself, that not using this perk, is essentially handicapping a killer.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1326749#Comment_1326749

    NOED makes the end-game risky for survivors if they failed to cleanse the totems. Without NOED, unless a survivor is stupid and leaves a gate at 99%, you will escape the vast majority of the time. Is that what you want, to have essentially won before the trial is even over?

    Well believe it or not, a lot of killers, including me, play killer without NOED. And can still rack at least a kill or two endgame sometimes. It's not something ground breaking, it's just more difficult because the odds are stacked against you, if you haven't been playing well that match. Which, if 3 or more survivors are all alive when the gens are powered, then I think they deserve that win. Only getting a single kill, or none, before the gens are powered, is a sign of bad play as killer, and success as survivor. Sure, you could say totems are a secondary objective for survivors but I think that's bull. It doesn't bother me much anymore, since I'm not like OP, and I just cleanse totems whenever I can. But my biggest problem with NOED is how much of an actual crutch it feels like for killer. Played bad? Here, have instant downs. It's such a one-sided perk. It doesn't reward you for playing good, but rather rewards you for playing bad.

  • Hm. Sonic.Exe. That would be so hella dope wouldn't it.

  • DBD community never ceases to amaze me.

    To be fair though, you can still safety pip after being sacrificed endgame, and NOED can easily be countered by doing totems. 2 things you seem to be missing, that much we know. I will agree with no doubt though, that NOED is a terribly designed perk in the first place, and I still don't understand why people would defend it staying in the game. It's not getting removed anytime soon though, so just counter it. Do totems.

  • @SaintsxSinners said:

    https://forum.deadbydaylight.com/en/discussion/comment/1326342#Comment_1326342

    First of all thank you for engaging in a positive fashion.

    We are in agreeance on Pop and Adrenaline so I will move past those.

    I can see your counter points to Unbreakable and NOED, however. My counter argument will stand as they have powerful effects that require no effort from that party. Here I am not suggesting a total rework of these perks but instead cautioning the approach of adding such perks moving forward.

    I agree. Took the words straight out of my mouth. The player should almost always be rewarded in instances of playing good, and punished for playing bad. In rare instances I think perks like Resilience are interesting, because it's not a guaranteed crutch for digging yourself out of your mistakes, but rather spicing up the outcome and choices. Opening new paths and possibly risky choices for a player to decide when they're in deep #########, is a much more favorable perk design concept than just picking the player back up once they've fallen down.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1326059#Comment_1326059

    Yeah no. Thats great if you're dealing with a generation of people who grew up with slow building monotonous horror movies that LITERALLY TELL YOU WHEN THE SCARE IS GOING TO HAPPEN! That doesn't build tension.....people have figured out that old method of scares and its boring.... people know its coming, the music changes, the camera sits 1 special way, and its boring because you know within the next few seconds, something is gonna jump out ruining any sense of "actual tension". Actual tension should be built up in the audiences own mind, no readable camera angles, no LOOONG string quartets preparing you. The game already has an atmosphere, it doesn't need more tells than that.

    The reason this game isn't scary is because of that. There's no sense of dread because YOU KNOW EVERYTHING! Its like these B list directors from back in the day that use the same techniques to scare an audience and it doesn't work time after time until they the audience is disengaged because everything is so predictable. Now tac on those same tactics to an audience that can actually control the person they're viewing and a game that gives as many "tells" as DBD does and there is no tension build up because you KNOW that its coming.

    The only tension in this game from a survivors perspective comes from the chase itself because you don't know if the killer is going to down you and how soon, its left up to the human element. Before the chase starts theres nothing there....not even a little heartbeat...no pressure...nothing. Which is where you get new scare crafters that come into the entertainment business especially in movies and change that dynamic, by letting the audience build their own preconceived notions, and crashing that predictability. That leaves impact....that leaves fear. Not this 1940s dramatic over the top audio build up here it comes nonsense. New generation, new patience level, hit them when they least expect it, and let their own minds play tricks on them. In the world of horror, what worked on grandma doesn't work anymore on little timmy. He's too fast, he's too quick witted, and he has the patience level of a gnat.

    I don't know what old movie you're even implying I'm talking about, but I really don't know what the hell you're putting in my mouth. And it's not what I'm linking DBD's form of tension to anyway. Alfred Hitchcock still has the best analogy of suspense/tension, imagine watching two guys talking over lunch with each other, on a nice peaceful day within a crowd. And beneath the table they're eating at, you see a ticking bomb. You know just enough to get what could possibly happen. You don't know when it's going to happen, but the time leading up to it happening, eats you up and is only worse the more its prolonged. That's horror and tension.

    What makes video games so much more interesting with that concept in mind, is something like DBD's terror radius mechanic. Which is literally, suspense turned into a video game mechanic, I don't get how you can just say the only tension in the game is from chase and not the actual mechanic of tension. It's no different from Silent Hill and the broken radio. You know something bad is nearby. You don't know who it is, or where it's coming from, but you know it's not good. This might not land everytime once you've played 300 hours of the game of course, but nothing holds tension everytime for that long anyway. Once you expect it, of course it won't bother you.

    But something like a jumpscare, isn't the solution. Yes, jumpscares are fun in this game. It's fun to get startled for once. But that startling, isn't horror or tension. By definition. How can something be suspenseful when the load is already blown before you knew the situation. Before you can feel horror/suspense/tension for what's to come, it has already shown itself. Startling you sure, but not invoking horror or suspense or tension. I would argue even something like FNAF has more suspense/tension/horror than a DBD jumpscare, because it gets the ball rolling for you to at least anticipate it.

    If you want to replicate real suspense and horror, then yes, of course you need to trump expectations. A great example, is Dark Devotion. I love this perk because it adds upon, and twists the main mechanic of suspense for survivors. It's so well done, that it actually catches off many experienced survivors to this day. You hear that terror radius going off, but don't see the killer anywhere, and thought they would have caught you by now. By this point, most players forget the perk (Maybe not now since it's been a while since release), but generally now your paranoia is driven through the roof, because you don't know whether to trust this main warning of danger anymore, and not knowing where the killer is, is eating you up the longer this goes on. That's horror, and tension, and suspense. Not my boomer 2 cents on it or something. I'm talking the actual definition. That feeling of dread and unsettling before something bad is about to happen, something that might be out of your control, but you're not sure yet. Not a jumpscare that lapses that whole feeling entirely in return of a quick spook.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1326059#Comment_1326059

    The tension is in knowing it could be coming at any point. I'm not saying the idea is flawless, but I do think restricting the survivors' camera a bit while they perform certain interactions would do wonders for tension.

    I'll admit, the concept is interesting. I'm all for ways of making DBD a horror game again. I just think it'd feel horrible in practice. Maybe try experimenting with survivors having a slower sensitivity than usual during some actions. Even then, I'm not sure if it'd actually stick or just feel unnecessary. Only one way to tell, I guess. (Make my own tech demo version of DBD in Unreal engine and try it out.)

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325941#Comment_1325941

    You know what builds more effective tension?

    Not knowing.....

    Sure, but no. What good is that little amount of tension when it hampers gameplay. Does it really sound fun to get off a generator every time you just want to LOOK around you. Not even a survivor main, and I think it's an absurd idea. Survivors are vigilant, where killers are instead tunnel visioned on one goal, that's the point.

    Also I'm implying you're talking about stealth killers like most people are. While their spooks are startling, it's kind of literally the exact OPPOSITE of tension, if you don't even know it's coming.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325956#Comment_1325956

    While I agree..stealth killers havent exactly been very successful...and plus spine chill removes the need for vigilance...

    Nice bait.

  • @InnCognito said:

    I gotta agree with Peanits here. IMO it is a decent perk as it teaches survivors not to body block or punishes them for doing so. Just like Mad Grit does. I'd combine the 2 together along with Rancor. If you are really bored and want some extra "cheese" mix it up with Warden or NOED.

    • Penance
    • NOED
    • WARDEN
    • RANCOR
    • MAD GRIT.

    just mix n match! I wish they would raise the efficacy of THANA because it really was a good perk. Or I would add that to the list.

    But being broken for 30 seconds isn't a big enough punishment to scare survivors from bodyblocking. I think @BigTimeGamer explained it best. In both scenarios of this perk being used, the survivor wouldn't have been healing anyway, so the perk is almost useless. If anything, you WANT survivors to waste time and heal instead of doing gens. Getting mass people injured, slows down the game since they all have to heal rather than do gens. Survivors don't just sit on their hands for 30 seconds so they can finally heal. The more and more I think about this perk, the more I realize how actually horrible it is.

  • The point of the third person view for survivors is that it's almost like their creeping sense. An ability to see without your eyes. Like a premonition in a way. And looking around while working on a gen, builds a conflict of attention, which builds a sense of tension. To me, it's as genius of game design as something like the radio in Silent Hill.

  • You pretty much nailed all the characters I'd choose too. Only ones I might change, are Jonathan instead of Hopper, and Eileen instead of James. Still like your choices best, though.

    Also other characters:

    Ash: Young Ash (End of Evil Dead 1)

    Bill: Coach from L4D2

    Myers: Bed Sheet Ghost Myers

    Leatherface: Pretty Woman Leatherface

    Freddy: Robert Englund Freddy

    Pyramid Head: SH2 exact replica Pyramid Head. That's just me being selfish though, I know more people would want his movie design.

  • bday.png GOT.png

    So many of the extra unlockables in SH3 would be awesome for DBD. Also, a legendary skin of Eileen from SH4.

  • Hate to play Nurse cuz I'm bad.

    Hate to play against Oni cuz I'm bad.

    Half joking aside though, I just never learned how to counter Oni, besides not getting caught of course. I never got to play against him a lot, so every time I go up with him I just get destroyed. Can never hide because of my glowing bread crumb trail, and I can't even loop for long cuz of that brutal flick at the end of his charge.

  • If they were to do it, I'd prefer if it was subtle and immersive/fitting for that killer only, rather than letting you put funko pop charms all over the damn place. I really really love this games visual atmosphere and tone and themes. I want them to add more to it, rather than doing something like charms, and follow the footsteps of something like TF2 hats which kills the games art style.

  • @shwag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325570#Comment_1325570

    One man's moot is another I see the same perks on both sides 90% of the games I play. Must be reason for that.... Optimal you said it.

    All perks need to be useful in some way and this niche build aka meme build aspect is garbage to me.

    Perks have been made useless pretty much right out the gate for far too long.

    Throw away perks is what we have been getting.

    Use niche builds / lose

    A "niche" build can exist without being bad. I agree, all perks should be useful. Some just have more utility/usage than others. Without unique builds, everyone is running powerful top tier perks, and then the game would feel stagnant. I hate that this game has been taken as an E-sport or something for the longest time.

  • @shwag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325515#Comment_1325515

    You say this but hardly anyone runs anything else but meta perks.

    And then you get people asking you to shoe horn everything into one play style due to the fact that no one wants to not use the meta perks.

    Look at demo's perks niche huh? No one uses them.

    I understand you don't want mettel of man to happen again but at this point make all perks viable and fun to use or nerf all meta perks because the way perks are being used is there is only use these to win mindset.

    Eh, that's kind of a moot point. People will always make a "meta" on their own. With the most optimal build possible. There are varied good perk builds out there, but a lot of people pick the optimal build just because its the safest bet, not because every other perkset is a guaranteed loss.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325210#Comment_1325210

    I meant in the very specific situation in which youre carrying a survivir to a hook and people start jumping in front of you to stop you. You pair penance with mad grit and in that situation its pretty dangerous for the survivors. If they run off they arent getting very far and wont be able to heal before you find them. And you can hit them thanks to mad grit.

    At the very least its 30 seconds before they can heal, couple it with sloppy butcher and its even worse. So with all of that said, it seems like the best build/scenario for this particular perk is bbq, mad grit, penance and sloppy and if its a bully squad that likes to body block its going to punish them. A lot.

    What good is a perk that needs another perk to be even MAYBE useful. That's not even a niche situation, thats a ludicrous situation to imagine more than 1 survivor is gonna continue to bodyblock once they realize you're running FP and MG. Survivors aren't that dumb. Let's say this does work in one game. The survivors are gonna realize what you're doing, and stop. So now you have 2 perks being wasted for the rest of the match, cool. 1 or 2 broken survivors fleeing from each other isn't even worth it. It's not like they're gonna group together close by so you can down both easily.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325144#Comment_1325144

    That would legit be OP I think. Them being broken means they cant use that inner strength immediately to go heal themselves after trying to body block. Its niche but could be useful in certain situations

    It is beyond niche. It's useless. Being broken means nothing to good survivors. Especially for 30 seconds. What's the point in using this perk. "Inflict broken on body blockers and continue chase with the original victim." Okay, well the blocker wouldn't have been healing anyway, and now they're probably doing gens, nice. How about "Inflict broken on body blockers and chase the body blocker instead." Alright, well how is them being broken now any different from chasing a body blocker in DBD without this perk. They're not gonna be healing mid-chase anyway, so it's useless. But now, it's actually WORSE using this perk than not, because maaaaybe if you have Nurses Calling, you could try to track him down while he heals mid-chase for some reason. With FP, now you can't even maybe do that. No difference, pretty useless.

    I do think FP instadowning survivors EVERY time might be a bit powerful, but my solution to that, is have it go by tokens. Every 3/2/1 protection hits, the next will be a instadown. Instadown is the only way this perk could make a dent in being useful. And not only useful, it'd be interesting and open up a lot of different choices for both survivor and killer, instead of now where it does nothing. Talked about some possibilities, scroll up to see more of what I said before.

  • Change it to be a Instadown killer MoM.

    Every 3/2/1 protection hits, the next is a Instadown.

    Broken means nothing for good survivors, especially for 30 seconds. Deep wound would maybe be better, but it's still a very minor obstacle. As of now this perk leads to two things: 1. You hit a bodyblocker and they run away to do something useful like work on a gen, as you pursue your original chase. Great. The survivor is going to make more beneficial progress until those 30 seconds are up, and they wouldn't have been healing anyway even if you didn't have FP. Useless. 2. You hit a bodyblocker, and break off original chase for them instead. Still would not have been healing in this situation either, so still useless.

    Change this to a instadown after [x] amount of hits, and this will make the perk a thousand times more interesting. Typical survivor strategy to bodyblock any and all opportunities is now shook up, will have to coordinate better to earn something like Mettle of Man/Borrowed Time. The killer now has the choice to pickup and hook survivor, or continue chase and have survivors waste time healing. Or if you're Pyramid Head, even BETTER, because if you've been playing good, and have inflicted that bodyblocker with torment, then you can cage him, AND resume chase. Or mini mori if he's at that stage, and resume chase.

    Please devs. Pls read and think about it.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324902#Comment_1324902

    I mean it doesn't have to rub you the right way. You're not the only one playing the game

    Don't forget Chucky is not some toy, he's a voodoo possessed magic doll. In the movies he's been able to knock people out cold with one hit or wrestle adult woman to the ground. Sure he's not Myers buff but you seem to think he has the muscle power of a toddler which just incorrect

    Being a toy never stopped Chucky in the movies. And i don't know about you but i would rather face a edgy teen with knife rather then a possessed voodoo doll that after you burned it, shot it 6 times and decapitated it is still is coming after you

    And i mean they could add the Leprechaun but somehow i doubt they would get as much revenue out of him :P

    Well of course, I know there's a handful of people that dislike the thought of something like Chucky, and people that like it, but I can only speak for myself on the subject. I don't think that's a surprise.

    Again, I know the movies, I'm aware he's physically stronger than a toy. The reason I keep making that comparison, is simple. On sight, it's really just a toy. It just simply doesn't mesh with an atmosphere DBD has always had. It's hard to take seriously. That's it and that's all. I'd rather we get something more fitting like Pinhead.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324773#Comment_1324773

    I mean yeah if you apply the formula of big scary killer Chucky wouldn't work but with a bit of creativity he could work

    The argument of survivors being able to overpower him is a mood point. You gave an example of something like that already in the game and Ghostface is also just a teen with a knife. If it didn't stop the devs then i don't see why it should stop them now.

    Imagine Chucky being a trap based killer. The map is scattered with good guy dolls and Chucky can take posession of them with his power. Leaving the body he left in the same place.

    That could be a really interresting power being able to cut survivors of like that and is something i could see work in this game

    The fact that there would be multiple would also up the horror factor and take away the "why don't we just overpower it feeling"

    That's an idea just out of the top of my head. I'm sure a actual designer team would have no problem integrating Chucky into DbD

    It still just doesn't rub me the right way. Sure with some creativity, you could maybe get the ball rolling, but if it doesn't just click immediately, I don't think that's good sign. When I mention legion, 1. Canonically I think all 4 are supposed to show up together per trial, which definitely makes it more intimidating/as powerful as a big killer like The Trapper. And 2. At LEAST Legion are young adults. And not actual toys. There's a pretty big difference in suspension of disbelief for Entity powered teenagers with knives, and a toy with a knife.

    At that point, why not also throw in The Leprechaun. Would totally fit right in with some creativity like Chucky.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324556#Comment_1324556

    How does Chucky clash with the slasher tone? He's like one of the big names in slasher movies

    One of the only ones that is still to this day going too i might add.

    Well, just look at him. I'm aware Child's Play is a classic horror film, but the "slasher" doesn't compare to someone like Myers, Leatherface, Jason, Freddy, etc. It's really not a big reach to say seeing Chucky take the role of a big killer like The Trapper, is just laughable. People mentioned how dumb it is 4 big burly survivors like Jeff and David can't overpower 1 teen with a knife, when Legion came out, and that was for a reason. Imagine how dumb it'd be to see 4 surivors trembling in fear over a doll. It just doesn't work with DBD's tone of powerful scary killer, and weak helpless survivors, who stand in the face of big horrors through hope and faith.

  • I would sell my soul for more SH maps, or content in general, much like Cote did to get SH in DBD.

    Imagine Toluca prison as a map, or Lakeside Amusement park. Or even just Silent Hill, the town itself, with a Otherworld transition periodically throughout the map. I'd love to hear more Akira Yamaoka music, and more ungodly sound design from SH, too.

  • He's slightly better now. Could still use some juice left. My two cents: Increase his max bottle capacity by 1, and make his gas able to regress generators.

    Now you have the option of regressing a generator mid-chase, or saving your bottles for the survivor. Gives him some nice utility for "map control", etc.

  • Pallet looping is the most simple method for chasing, a survivor will learn. When you first play the game, you crumple under fear, so you might just go down immediately. Then you'll start to hide from the killer in chase, only for them to find you. So you now learn that killers can see where you run. So now, you just do your best to stay up for as long as possible next chase, because you think hiding is pointless. Then you realize the killer was caught up with you for this long, while everyone has been making good progress on gens. So then it just clicks with people. Try to not die in a chase for as long as possible, which then leads to looping.

    It's not really intentional, no. The game was always meant to be more like hide and seek, but strategies will always catch on with people. And the devs obviously know how much looping is integral to the game now. I wish survivors would try to hide and break off more during chase, but that's a lot harder than looping like I said. I do my best to play like that, so I can attribute to a portion of survivor that doesn't just loop, but you just can't change people sometimes. I say, be the change you wish to see.

  • Hell yes, Frank West paragraph survivor has always been my dream come true. I say paragraph cuz I can't really see one certain psychopath being the killer. Just survivor frank with Willamette mall as the map, would be great. Maybe it should be the outdoors park? But I always thought that whole place was a little empty. Maybe a revamped Paradise Plaza.

  • Babies. Hitting hooked survivors mid-game is kind of a dick move, since you generally shouldn't facecamp. Unless it's just 1 little slap for fun/vent, then back on the road. But to me personally, if you're the last survivor struggling on hook, then killers smacking you is kinda like a taunt in any other game. Like a fatality from MK, or taunting for the killcam in TF2. Which is something anyone could laugh at for a second and move on, but not for DBD. Survivors need to get all of those struggle points I guess, so your wacking taunt lasts a lot more than a second, and happens to come off as rude. Yeah I dunno man.

  • @Rydog said:

    All you people questioning this idea, think about how stupid it looks, from a casual player's perspective, that you can fulfill the central goal of the game and still rank down. Like, pretend you don't know anything about this game, and that it is being explained to you for the first time. Think about how backwards that would sound.

    I swear, people are incapable of stepping outside of the context of their own experience to fairly evaluate the flaws or merits of something.

    Most newer casual players don't even know what the hell rank even is. Why would that be their biggest concern in a game they just started.

    By the time it would concern them, they'd learn "Oh, so I can escape just by hiding the whole game, but if I wanna get my whole team out or rank up, I gotta be a more involved team player.". Which would encourage them to experiment more in their gameplay/builds/tactics/daring-ness. The game of course has to be accessible to new players alike, but when you start turning deeper and deeper mechanics in the game catered entirely for casuals, it falls apart. Players who are really interested, aren't dumb, and can adapt. So no, I'd hate if escaping gave you a guaranteed pip. It doesn't reward the player for getting out of their comfort zone, and all in all, nothing else matters as long as YOU escape. Which is a horrible mentality to instill into players, that removes all the spice of playing survivor.

  • I can't put my finger on why exactly but, no I'd hate it. I think it's because most creepypastas are badly written obviously, and their existence is kinda just corny. Putting any in DBD would feel the same as seeing a FNAF character. All the people who want these kind of killers like Chucky too, don't really seem to get how it just wouldn't feel or look fitting in DBD. Just kinda clashes immensely with the slasher/folklore creature tone of DBD, but I guess that's already pretty much gone by now.

    There are real people out there that want "Siren Head" in DBD. It's all so tiresome. I just laugh now.

  • @Seiji212 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1314446#Comment_1314446

    Actually, the important part nobody had mentioned. Which is her tome entries.

    I agree actually. I think race isn't a defining factor in character design. It can be definitely, with some good writing and tactfulness; But if your character is generally unlikable or badly written, then it doesn't matter if they're [x]. That's what I didn't like about Jane in her tomes. If your character is all about being not defined by her race, and there little substance to her outside of that... Then she's kind of literally defined by her race lol. None of my family or friends really liked her, I think it felt kind of weird. Like whoever wrote that tome really wanted to get virtue points from Hispanics, or white chicks who care about race. Just write good characters, devs. And if they happen to be Hispanic, then sweet!

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1315563#Comment_1315563

    So you don't want pandering or beating you over the head, but you like a skin that's deeply associated with Mexican culture and exists only to pander, as opposed to a character who's not defined by her heritage?

    A skin is just a skin. It's just a cool nod and looks sick, what of it. Jane on the other hand, is a character thats like 60% defined by being Hispanic (at least in that god awful tome). Her being a talkshow host, and stuff isn't really all that interesting to me. She talks to her mom who ends up dropping a bomb on her, she gets so emotionally distressed that she pops some pills and gets into a car accident... I really don't see whats so likeable about her.

    Some Hispanic characters I really love on the otherhand are people like Carlito from Deadrising, King from Tekken, Carlos from RE3, Vamp from MGS2, and The Innocentz from Manhunt. You don't even need to have them being Hispanic a key part of their character, just have it be a cool/likeable character in general.

  • I'm also Spanish, and while I don't care for representation, it's always cool to see it done right in media. Nothing beaten over the head/or pandering like Jane. Loved seeing stuff like Reapers mariachi skin in OW, it's just cool. Something better than Jane though lol, sorry to any Jane fans, just really not fond of her. Kinda sucks how shes the only hispanic rep.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1315478#Comment_1315478

    The community has been pretty vocal on changing those early moris though into something better. We REALLY dont want to be emulating them. You can find LOTS of posts reccomending changes to Trappers mori sticking your head in a beartrap and similar posts regarding the rest. The idea of stabbing a survivor in the back...the same thing ive been doing all game, hearing BANG and then kicking them just sounds dull. All the action is happening in the front with that spear coming out of the survivor's mouth, which would be a detail I wouldn't get to see.

    My point wasn't that Trapper and Wraiths animations were interesting because of the animation itself. The first person view is the redeeming factor. I agree, I wouldn't be opposed to changing their animations. I still don't think that means it has to be third person though. Imagine looking through the eyes of Trapper, and stepping on a survivors head into a bear trap, almost like Billys. Although I just can't agree on the Deathslinger part. Nothing else to bring up besides opinion I guess. It's just like what I said earlier, there's always going to be more action going on in the front (from the survivors pov) rather than the back (the killers view). Don't think that should make first person irrelevant. And if it were more relevant, the animations would have a bit more effort to make it engaging in first person.

    If something like Legions mori were first person, it wouldn't have to bob crazy one-to-one like Legion does in DBD and give you a headache. I'd love to see something like that from Legions POV, because it's no longer an animation of the survivor struggling to fend of Legion. It's an animation of the survivor struggling to fend of YOU.

  • @Animator said:

    https://forum.deadbydaylight.com/en/discussion/157022/will-1st-person-pov-moris-ever-come-back

    Let them first return the player's camera to the killer's head and bring back all those old cool 1st person animations for the killer. Now all the animations are such fierce garbage that I just have no words, so much the game has undergone downgrading in terms of animations.

    I agree. I don't think the animations are horrible, yet there's just something missing. I feel now that you have the freedom of the only perspective being third person, it almost makes the result more laxed/messy. Something like Nurse and Doctors moris, with details like turning a survivors back to see their charred face, or caressing their face after choking them shows a kind of craftsmanship/love. They designed it to show character, and specifically crafted it to be equally amazing for both the eyes of the killer, and survivor. Now it just has to look cool for survivor because the killers view isn't relevant anymore.

  • @LordGlint said:

    Feel like youd likely miss alot with a 1st person view. Deathslinger's for example would haave you staring at a survivor's back.

    @Freudentrauma said:

    It really depends on the mori. Some don't work in first person others actually look kinda cool like Doc, Myers or Nurse e.g. On the other hand Killers get rarely to see their own cosmetics during gameplay and the third person mori allows it.

    And as far as I remember the Clown was the last Killer with a first person Mori. Yeah, Hag and Freddy are third person. And like I said, I think it's because those don't work well in first person. With the killers from Spirit and following it's mostly similar. The only exception might be Oni, whose Mori would work quite well in First Person. And maybe even Ghostface.

    But yeah, would love to see some new first person Moris as well.

    @Aven_Fallen said:

    Third Person Moris for Killers leave more freedom when designing a Mori. Sure, something like Nurse works better in first person, but a Mori like Legion or Demogorgon would look really strange in first person and not cool at all.

    So instead of wonky camera angles, Killers also get to see the actual animation.

    Good point to be made. But I think the newer animations not being fitting for first person, is because they've disregarded first person as a factor when making them now in the first place, because its not expected anymore. So it comes full circle. I still think first person would be fun for almost all moris. It's always going to be more cinematic for the survivors anyway, what makes the pov interesting, is seeing the same kill but through different perspectives. One as the victim, and one as the killer. Even deathslingers mentioned, I think would be really cool to see in first person. Lifting someone upwards spearing them, and shooting through their head, only to kick them after. It's no different from "staring at the back" of a survivor in bubba/trapper/wraith/billys moris. Some of them I think are perfect for first person, like Ghost Face or Plague, but still weren't.

  • Personally, I've always enjoyed DBD's depiction of violence. A lot of it is implied rather than just being brutal. I don't know the exact words, but I think cote explained it a bit better in an old old stream. I don't know why, but DBD just doesn't seem the kind of game for ultra violence to me. The extent of ultra violence I enjoy, is Hag's mori. I love her mori. Super brutal, and they even added some innards, but nothing excessive. When Oni's mori came out, I thought that was even a little much. Just kinda redundant like some MK fatalities.

  • @BubbaMain64 said:

    I assume it's something to do with the models and camera. While I agree it would be cooler the cinematic camera is probably better in the long run.

    Well if they could do it with the rusty resources when this game first came out for all the killers from trapper - bubba, I don't see why it's not possible anymore now that they have more money and resources than ever before. But sure, it'd require more effort. I still don't see why 3rd person would be better in the long run, besides for moris like spirits or something.

  • Well people are the ones buying it. What good is it if BHVR loves it but everyone hates it. Then again, it is their game/passion.

  • I think you summed it up best by saying "THIS IS NOT PROJECT RUNWAY / DBD NEXT TOP DESIGNER. IT'S DEAD BY DAYLIGHT."

    People want cosmetics that fit tonally with DBD, and characters. Simple as that. Less is more, and a lot of DBD cosmetics, BHVR or not, have been the complete opposite of this. That being said, I'm not trying to defend hating on the artists. I'm an artist too, I understand that feeling, and it's unfortunate, but feedback is feedback. I'd wish people were more polite in their responses, but to ignore their valid criticism completely over that is a bit unfair too.

  • Live chat for anything ever is garbage. It's just an echo chamber of people trying to be funny for no one. Just ignore it like I assume BHVR does.

  • I don't think the SH chapter even "feels" like SH anyway. You could say there's no Grey Children in Midwich, but they're two different games. It feels like it in the instance of "This is creepy, and it looks just like the game.". I think you could strike that with RE too. My point is, not considering an RE chapter just because there's no chance of zombies as a mechanic like the original, is odd. Of course you can't recreate the exact same gameplay/atmosphere.

  • @Dr_Loomis said:

    I think all the talk about 'Daddy Myers' and people requesting a topless Myers skin is just completely embarrassing.

    Agreed. I hate reddit/reddit humor.

  • It's about as lore accurate as a crossover can be really. Not the point, but they didn't ignore it. Also brings a pretty interesting theory on why James is replaced with Heather.

  • Dunno if it's a unpopular opinion, probably is, but I absolutely hate the inclusion of charms. If it were up to me I'd completely get rid of them. Or maybe keep them, but make it more sensible/subtle. Like a "Hi, my name is:" tag on the chest for Dwight, instead of some dumb atmosphere ruining funko pop on my survivors belt or a killers hook.

  • @Science_Guy said:

    When the killer wouldn't even be zombies, would it really feel like Resident Evil?

    There are good potential villains for DBD from RE that aren't just zombies yknow.

  • @yikers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1310695#Comment_1310695

    Spoiler alert but this is what happens to ALL the games that have "microtransactions" in them.

    $25 though?? I can't think of a game besides TF2 or CSGO (Not even sure about that) that has cosmetics worth more than maybe $15. Either way I have faith in BHVR. DBD doesn't have the most consumer friendly practices, but better than a lot. And I think definitely better than $25.

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