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xmenfanatic

xmenfanatic

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  • It would be interesting if Vigo was the killer, and was "The Teacher". Someone who created the tools for the game, and a shroud offering that starts you nearby an ally. They are a clever person, and everyone in the game learns from their creations and notes.

    It would be cool and tragic to find that the fate of one of the best survivors who had figured out so much finally fell prey to the Entity's cries for murder.

  • The idea of Vigo, Benedict, Alex, Nikki, Sassy Dylan, Donna, etc. going through these trials with the hope of finding a way to open these doors and never knowing how is just sad. I wonder how long people were stuck in a trial with a killer and three others, having these gates and generators broken down everywhere. But you know nothing of fixing them and no tools to try anyways.

    Finally Vigo invents the tools to fix these machines, giving them hope. The entity was feeding on them every night before these machines, but ow they were escaping every one in a while and it wasn't being as much. But it noticed how much better each person tasted when they had that fear.

    Then Vigo created lights on each generator with the same material they used to create the tools, somehow outside of the entity's grasp to alter or remove.

    What fuels these generators? They are converting some fuel into the electricity that powers the gates. And if the survivors never fill it up, the entity fills it for them. But that seems out of character. Wouldn't it just make that another part of the trial? So is someone else filling these up? Or is there no fuel, and there is something else at work with these generators that's in the subtext.

  • Role: Survivor

    Name: Lukas Fisher

    Age: 25

    Sex: Male

    Gender: Male

    Appearance:

    Eyes: Grey-Gold Hazel

    Hair: Curly messy auburn hair

    Height: 5'5"

    Style:
    Lukas wears bellbottom blue jeans and a 3/4 sleeve baseball tee with mustard yellow sleeves and a dark grey torso. He also wears a dark red baseball cap backwards, and has a bracelets on his left arm that has three red heart containers on a black band. Only the last two heart containers are full and the third is half empty.

    Demeanor:
    He often has a dramatic expression on his face. Lukas has a warm smile and naive look to him; this causes others to find him endearing but assume he is younger and much more ignorant then he actually is. There is an air of intellect about him, and a lot of energy comes off of this one.

    Abilities:

    Hyper Focus - Lukas has the ability to focus to an extreme, sometimes tuning out everything around him. This slows the speed of the skill check to reflect an ability to "hyper focus". This is a benefit of having ADHD

    Tracking Skills - Lukas can see the scratch marks a killer sees, and at higher levels the blood trails of his allies too. This is thanks to his time camping and his younger years in boy scouts. He picked up wilderness survival at a young age and continued exploring and practicing the skills.

    You Got This! - Lukas provides a 150% speed increase for 3 seconds to anyone he removes from a hook. 1st level he can only do it once every 60 seconds, until 4th level he can provide it to them once every 40 seconds. This ability comes from his high energy and hopeful nature. When he's the one who saves someone or pulls them off of a hook, the survivor he saves has a burst of hope and vigor.

    Personality: Lukas is expressive and excitable and curious. Most of the time he doesn’t even realize how much he unveils in that face of his. Lukas is always trying to solve problems, and tends to focus on being positive in troublesome times. He’s very good at finding a silver lining, as well as feels he needs to be liked and make others happy. Being unaware of how his own expressive nature works, it gets in the way of being a secretive individual. In the end he just wants to be by the fire and by the trees and away from safety. He’s also very smart, but tends to overthink and get in his head.

    Flaws: Lukas gets in his head a lot, and forgets about being aware of his environment. He is not as perceptive as others of his surrounding area. Lukas has a terrible attention span, his mind racing from one spot to the next. Last though he is great at being an optimist and making people feel better, sometimes he is equally as depressing and can kill a mood with his expressive and high energy nature. He can also be rather antisocial for being such an extrovert.

    Items usually always on hand: miniature backpack, composition book, 10 differently colored erasable pens. Bright yellow sunglasses,

    Benedict Baker Writing: "There was someone unfamiliar that came into focus after sporadically moving through the fog. A backwards baseball cap gave away a small piece of this person's identity before his focused expression came into view. With quick eyes he locked onto his target, and quickly disappeared into a chest. He didn’t even seem to notice the heartbeat that grew louder and stronger with each second. Someone so reckless had to be new in this horrid place, and though I wished to draw his attention, I knew that no amount of noise would help him see the thing that would soon be approaching him. Then with his tongue curiously bit between his teeth, he shot down into the chest and quietly closed it on top of him.

    The heartbeat grew deafening for several seconds, and I knew it should have been time to run, but then it suddenly disappeared. After several more seconds this strange little man peeked out of the chest before cautiously lifting the chest lid. A smile grew across his face at his small victory, and out he climbed with a medical kit in hand. It was then I saw that he had no intention of fully hiding from the figure, for the last thing I saw of the hobbit of a man was his backwards cap and little backpack rushing back from where he came. Someone needed hat kit, and it seemed he was playing medic and distraction.”

    Background: Lukas was going to be a scientist, or a rock star, or a writer....oh wait no, it was definitely a park ranger! Right? Yeah definitely, not Astronomer anymore, and ambassador seems to be a life with less autonomy. He has explored and dabbled in so many areas of study that he’s lost count of everything he’s read about. Being someone who can never quite apply himself anywhere in particular for too long, he has always been great at finding the next new obsession.

    Lets just hope generators 101 comes under his radar before he finds himself camping again. Because word out there is that people have been disappearing in those woods. Too bad Lukas is stubborn and doesn't believe in the urban legend, and its been a while so he might have to put that manual on hold and get some fresh air and a clear sky.

    His current job was that of a music technician for a local bar, though he had just started and knows next to nothing about microphones and auxiliary cables. He knows amps connect to guitars, and that lights make sure people can spot the performer on stage, but don’t ask him much more than that because his daydreamed too much to absorb most of it.

    When he didn't come into work the first weekend, they thought he had just decided to disappear for a weekend. They called and threatened him not to do it again or he'll lose his job, and told him to not miss the next shift this upcoming Friday. But he didn't show once more, and thats when someone went to check out if he was home. Caution tape and police vehicles were outside the house, for apparently Lukas never came back from camping two weeks back, give or take a few days said one neighbor.

    Some friends had looked for him, already reported him missing and searched in the forest nearby for several days when it was light out. But they found nothing that gave direction. His tent was still set up, though it looks as though a bear walked through the camp site and got into his cooler pack where he stored the food. The was no sign of a real struggle, and it didn't appear that any fight with the bear took place. It all seemed strange. Just a few bear paw prints wandering to some food, and then more calmly imprinted tracks walking another direction.

  • I dig it, I think that’s a neat idea! I’m not sure if I think it’s right, but I actually think that would be a clever foreshadowing in the game should that be the killer.

  • I think it should be that if the killer gets to the hatch then they can close it, and then the survivor has to finish another generator to reopen it again.

    That way they’re only one generator away from it, but it makes it so the killer can interact with the door and add more of a challenge to getting the hatch.

    I figure if all the generators are done, then the hatch stays open. But this means the last few generators don’t automatically finish after getting five. That way the killer can close the hatch several times after the gate doors are available.

    It makes it so people don’t just wander around and look for the hatch, but are also forced to go to the last few generators to complete them.

    Yeah it would be difficult, but I think the hatch it a special escape. If you can open a gate instead and exit that way, then an alternative exit should be a bigger challenge.

    Sorry, I’ll stop rambling, haha. Thanks for adding this bread to talk about hatch alternatives, I dig it.

  • @Mr_Jay_Stark said:
    I’m sorry I like this thread too much and this is my 3rd recommendation but how about phantom from phantom of the opera?

    The inside map of an opera house would be so cool!

    I’d love to get a mostly inside, partially outside movie theater map and have a monster from Demons as a killer :D

    Or maybe we could get the two ideas mergered and get the Killer from Popcorn, and a survivor from the cast :D

  • Bodyblocking a killer who is carrying a survivor is okay. Survivors do it in horror movies sometimes, and there is a perk built specifically for it. It’s a game mechanic to sacrifice some of your health to help your fellow survivor escape. If the entire group does it, that pisses me off as a killer. But in general I think it’s an acceptable tactic since it can make it so the killer can injure you and even put you in the dying state.

    I actually feel like it’s a little thematic sometimes :D

  • @deadwolfwalking said:
    Unless i'm mistaken, NONE of them are 'American'.... I believe them to all be Canadian....

    Canadians are Americans. The United States of America is a country in North America, shared with Canada.

    But I can see what they mean. I believe the US American’s are Kate, Laurie, Jake, Quinten and Tapp. Maybe Meg. (6) US Americans

    Quinten and Claudette are Canadian. (2) North Americans

    Ace is Argentinian. (1) South American

    Feng is Chinese. Nea is Swedish. David is English. (3) Non Americans.

    4 in total aren’t in North America. One from South America, One from Asia and two from Europe.

    An Australian character could be neat, and I got family from Australia who would dig playing the character when they come over and hang out. Maybe they could do a Korean horror film monster and a character from the film? And it seems like we may get a Japanese monster and survivor possibly.

  • I wonder if it’s going to be Kabuki or some performance type killer.

  • I love what I recall from the movie, the concept was very sad and very creepy.

  • Yes, even if it meant a little tweaking or slight reducing of certain perks current levels to add the fourth level practically to each character. It would be fantastic to have a unique aspect to each characters play style

  • @DKOuToFConTRoL said:
    @BraveClem Haha that would be quite something and it was part of a horror scene. Googled it and Reddit apparently agrees

    https://www.reddit.com/r/deadbydaylight/comments/8rd50a/we_need_this_outfit_for_quentin/

    That would be amazing! I love playing Quinten :D

  • It might be a Kabuki style character...

  • She was my first thought when I saw the trailer.

    But now I wonder if it’ll be a Kabuki style character...

  • It’s just speculation, but there is an idea that an unseen survivor named Vigo might have built it. I believe she’s referred to have made tools to fix the generator and dismantle the hooks. The game may have worked much differently before Vigo made the tools. Vince go is also quoted on the Light Born Perk where they recognize how the monsters adapt and evolve in this place. So we do know that Vigo has a perceptive and mechanical and creative mind.

  • @Orion said:

    @xmenfanatic said:
    I’m pretty sure the survivor with the bear trap doesn’t have any power. So you’re still striping power from the survivor

    They can see where all the Jigsaw boxes are and have 2 minutes and 30 seconds to find the right key.

    Knowing where the box is doesn’t give them too much ability to survive. I’ve had plenty of games where the trap only released on the last box, and you still have to avoid being caught while using it. And getting to it as well. People know that it’s impossible to survive with it on. I can see how you might want to alter it somehow, but I really think it’s a fun and inter sting mechanic, and I really enjoy how the pig works when I use her.

  • I’m pretty sure the survivor with the bear trap doesn’t have any power. So you’re still striping power from the survivor

  • The Slit Mouthed Woman aka the killer from Carved.

    Her lore is so creepy and interesting!

  • @Orion said:

    @Mc_Harty said:
    The Pigs' traps are designed to give you time. If you're trying to kill with it, the problem is you.

    I wouldn't mind if she got some buffs but her entire premise is to force the survivors to play her games (like in the films).

    I don't try to get kills with the traps, nor do I expect to. The point is, if you make something that's not a threat by design, then Survivors become the ones with all the power.

    This is one of the coolest powers in the game. I honestly love the mechanic because it provides a new kind of fear to the game. You know that anyone can set off that generator, knowing it’ll start the timer. And I’ve had plenty of moments where it was always the fourth box, bah. Haha.

    I love that it forces you to interact with something new on the map,and changes the mechanics and play style of the game a bit ^_^

  • If this is true and Victor Salva gets any compensation for this then I won’t buy it. Simple as that. And if I see it is the killer then I’ll disconnect, I wouldn’t support it.

    If he gets no money for it, then I’ll get it.

  • I love this concept. I almost feel like gramophones would be a grand on map item that spawns somewhere when you bring it in, and you almost need to prepaid it like a generator but it fixes much faster. When on it obscures noise in the general vicinity with the errie music. The killer can always break them but you can infinitely repair them, but have to start from scratch each time and must need a tool box.

  • It would be cool if they set it up that if you beat every killer in a row, or kill every survivor with each killer that you get a special video ending for that killer/survivor. :D

  • Do it, it’s a convenient perk to have ^_^

    But killers will tunnel you more often if you use DS, even if you don’t have the benefit of DS anymore.

    Everyone hates things in games they enjoy that will make it less easy for them to win. Especially if there is a ranking system. People who play survivor less often, or who simply prefer Killers may claim survivors have it easy because they don’t like losing. Same with survivors in reference to killers being OP. You see it on both side. Just have fun and don’t be a booger and you’ll be great

  • With the fact that the Bloody Coil is Ultra Rare, and no single player should be equal to the killer, this is annoying and I’d hate to deal with it but it isn’t exactly unfair.

    This is a circumstance where you probably have to work together with someone else, be it that they act as a distraction and get into a chase, or someone with self care triggers the trap and runs while someone else stays behind to dismantle the hex totem and take a hit.

  • Dude, most players are both killers and survivors. That makes no sense to claim “all killers go on strike”. If there aren’t enough killers, players will switch to killers.

  • You could think I don’t agree , DCers will always be right ? You’re. Ridiculous if youthink it makes sense

  • @Justicar said:
    There is no need whatsoever for anything to be done about face camping. Let your teammates enjoy the free gens and GL next match.

    camping is an a-hole tactic

  • @Master said:
    It is just insane. Days have past and this spammer is still doing his work in the forum.
    Just sad that you can do the same in the game, ruin everyones experience and you, the devs, dont give a ######### about it.

    Really, don’t give a #########? You’re ignorant if you think that. Obviously they want what makes the most money and gives the most XP

  • I see Claudette with Self Care making sense, but I do agree it doesn’t make as much sense as it might with Jake.

    Also I think Iron Will & Quick and Quiet can be interchangeable between Meg and Jake. Though I think Meg jumping hurdles makes more sense. If twigs broke and there were bushes you could slip through sometimes, I could see Jake making less noise there.

    Quinten tied as one of my favorites to play(Claudette, David and Kate as well), but I don’t think his Vigil ability makes sense. He’s a sweet character who’s a little angsty if you watch the remake, but I feel like it should effect mental ailments, but with a medkit at hand he speeds up physical injuries. Also, with that division and limitation I’d make it a little faster. Being kind doesn’t make people not have blood hemorrhaging, but probably will make them less scared and feeling less crazy.

    Also I know that Feng Min is a gamer, but I dont understand how she is better at not letting generators go off. If they introduced a mechanic character I’d be all for it. And I like all three of her perks and think Lithe and Alert make sense, but I’d probably replace Technician with another ability revolving around being perceptive, or I’d rename it something different like “Deft Hands”, or “Hand Eye Coordination”.

  • Honestly, after going through some traumatic experience sin real life, I love being able to play a survivor and escape. It’s super therapeutic!

    And then fun wise, I just love seeing all the Original concepts they come up with for the killers and survivors. I can’t wait for the reveal of the new killer and character ^_^

  • Oh I love that point based system! That would be a grand way to limit OP abilities, and at the same time elt you mess around with larger combinations of different perks at weaker levels.

    I’d still want to be able to use each characters 3 perks at highest level though. Maybe if you’re equipping the ability initially learned by that player, it’s 1 point cheaper? Or one point more expensive for everyone else based on your perspective.

    Also Orion, I’m not sure what to say to you other than the fact that what I did isn’t called psychoanalysis. Both of the posts you’ve made towards me have carried slightly exaggerated statements. Saying your assumption about what I’m trying to convey is inaccurate, and then explaining why I listed Thanatophobia is not the same as that process used in Psychology.

    I’d genuinely like an engaging and productive discussion here, but this isn’t the place and it’ll just deviate from the main conversational topic.

    If you’d like to PM me so we can see where our communication faltered, I’d be happy to.

  • I’d like to add that I would support the Devi giving a buff to Thanatophobia. Doesn’t change what I wrote earlier about having a weaker version for other killers.

    2/4/6/8 the one available for other killers
    3/6/9/12
    4/8/12/16
    5/10/15/20 - as the Nurses best one.

    Just the same I’d like a

    30 - available speed for self care for other survivors.
    50
    70 - speed for self care for Claudette

    I’d want stuff that makes

  • @Orion said:
    Did you seriously complain about Thanatophobia with the stale Survivor meta of every safety net perk ever created?

    No, I didn’t “seriously complain”, I wasn’t complaining. You seem a little sensitive there, don’t know why you would take it personal. I also play a killer, and as a killer/survivor player I think it would be cool so each killer stands apart by having the best version of their main perks. I listed it as an example of one of the perks that would be reduced. I think you’re choosing to add assumptions into what you think I want from this suggested change. Where did I once defend a meta perk for a survivor? Oh wait, I didn’t.

    Also Milo, I totally feel you on those, I was just randomly throwing commonly used abilities together. I was also under the impression self care was still at 30/40/50 and not 50 across the board now. I see how it’s 10-20% boost of medkits isn’t that much of a loss at all since that would be the only thing that changes there.

  • @Vortexas said:
    Ruin: Survivor that Destroys Ruin is affected by it for the rest of the game.

    NOED: Survivor that Destroys it suffers from the exposed effect until downed.

    ToTH: Survivors Aura is revealed for 10 Seconds afterwards.

    The Third Seal: Survivor suffers from the blind effect until hooked.

    Devour Hope: Survivor can be Mori'd.

    Huntress's Lullaby: Survivor gets no notifications for the rest of the match when doing skill checks.

    These would be nice effects for the survivor destroying the totem.

    I think that’s a neat idea, and alternatively I like the idea of the hex jumping to the next free hex totem available. If there isn’t one then the hex dies.

    I don’t think a bunch more hex totems should be added, because when balancing a game you shouldn’t boost like 3 things about a currently unbalanced item or you might just tip it over to the other side and keep it as a faulty mechanic that is just effecting a different player.

    I could see it jumping from 5 to 8 so if you go in with 4 Hex’s, each hex has at least one chance to be saved after being dismantled. I’d say if this and the hex permanent effect come into play, it should only be the actual survivor who removes it from game gets it, not the survivor who dismantled it initially and made it jump.

    Unless it transfers. So the survivor who dismantles the totem first gets the curse when they transfer the hex to another totem. Then the next survivor to dismantle that next totem with the curse gets it next, etc.

    That way as well you can have a surivor with all four of your hexes if they choose to dismantle them for the team. That way you don’t lose the perks you equipped on your killer.

    Oh I don’t know, haha.

  • I’d love for them to implement in system voice chat which has preset example you can hear a player say anything as long as they are a certain range close by. And the audio would go from quiet to louder as you get closer to them.

    But then voice chat should be muted in general if not within a certain range. Also I think killers should be able to hear the voice chat as well. The catch is that anyone can mute their own sound but it’ll make it so you can’t hear anyone else now.

    It’ll make it more realistic since everyone can hear anyone as long as they are in range, thus adding to the challenge and also adding new tools and tactics to work around.

  • @Esheon said:
    Khroalthemadbomber said:

    A simple way to fix last second swaps: unequip all items and add-ons each time a survivor swaps to a new character.

    That's actually the best solution I've seen to the issue, and it's very simple.

    But since items are not tied to a character, and abilities aren’t either, that really acheives nothing that was of issue.

    All that means is that if someone changes their “costume” last minute, they have to re equip an item you would already know was being brought in. So essentially you don’t think people should be able to change how their character looks last minute?

  • I just think people should load up however they want if they change their mind on a character or item, oh well. They aren’t sneaking in a baseball that you can hit the killer with, they’re bringing 1 of 4 set up items with differing purposes.

    I play both killer and survivor, and I think killers should see the victims they are facing, which gives them a huge advantage already in general.

    Flashlights aren’t difficult to dodge, I avoid being blinded by them all the time. Maybe it’s not easy for most, or maybe the people who have difficulty with it are just loaded about it.

    I think the flashlights are neat, and if you practice, survivors can almost never use their flashlight effectively.

    That rose trick is terrible though, and disappointing.

    Also, why are people so much about Survivor vs Killer like people,only ever play one side? A lot of people play both, and their selfish/glitchy play style transfers from being a relic player to a toxic killer, vice versa.

    All survivors aren’t toxic, just as all killers aren’t toxic. And it’s onviously not one specific side only. There are simpy, toxic players and non toxic players, the line being drawn where people can’t exactly agree detail wise what is fair for each side.

  • I think they’ll see how both sides are unbalanced and you either typically get a killer who massacres a group of four survivors without one generator done, and a group who burn through generators without being spotted.

    Playing both, I feel either side has too much power in certain circumstances, it truly it’s the way certain people choose to play that ruins parts of the game.

  • One of the developers said lore wise that if a killer has more torturous features, like the burns and scarring all over the Wraith, or the metal threaded in and out of the Trapper, then it’s more likely the entity did it to them to make them kill.

    Whereas you have the Clown and the Huntress who enjoy the hunt or find it to be a normal process and don’t have those same tortured features.

  • Well maybe it can still be online, you’re either the killer or one of the four picked and there’s an achievement for winning it, and then one for winning it as the story focused character?

  • Each map or scenario can be suited for you to use and explore their abilities too, and in doing so you get a vibe for how to play each character effectively before you unlock all the shared abilities.

  • ^ that’s honestly how I feel. I feel that giving a survivor the power to sense the killer takes away a lot of the threat of him, which removes the survival horror vibe to a certain degree.

    I don’t view it as a solid and long term benefit to add Kindred as a permanent passive effect. Yes it would make things easier, but I already know I’m gonna die sometimes, and it’s fun when you finally do get that win you’ve been holding out for.

    it doesn’t fix camping and tunneling directly, and some people will always want to use those tactics unfortunately.

  • I think the way the killer watches the survivors before they go into the game is very fitting for the game, story wise and mechanically.

    I think the players name makes sense. But the killer should always be a surprise, that’s part of what adds excitement to the game. Keep the myster, and interface that is very telling story wise.

  • Maybe if it’s implemented where it only lasts for like 2-5 seconds? And/or maybe only when the killer is within a certain range of the hook the survivor is on?

    I’d be okay with it as long as it was a limited version of it, and then the perks could maybe enhance it?

  • I’d like this idea if they lowered the time to do the generators by maybe 10 seconds, and then also added a secondary mission to the maps. Not because I don’t want the killers to have more balance but with the time it takes to do generators, it kind of sometimes gets a little tedious, and making it longer would make the game slightly less fun and a little boring.

    Maybe adding something different that takes similar time? Like maybe digging through 6-7 new boxes throughout that game, and two randomly have an attachment to attach to the door, which can be done before or after the first generator has been started. You could have to take it to an exit and install it. Maybe like a electric switch to direct energy to the door? Or maybe the handle and lever itself are somewhere in the level, and you can attach that?

    Not to derail from generators, but I really feel like adding something slightly different to add time would make more sense for play style. Though I do like the idea of a killer pre-kicking a generator and stalling progression on it for a few seconds like what happens when you fail a heal check?

  • I’d love a werewolf from American werewolf in London/Paris

    Or a vampire from something like nosferatu or maybe the Lost Boys :D

    I’d like an original called The Seamstress, who uses her needles and thread to torture and terrorize.

  • Yeah I think Dwight as well, he seems like he either needs to to recognize his abilities or he will give up first because his bad habit of self doubt sadly.

  • Since the music holds more than one instrument, what if it was the music of all survivors who knew how to play something in the forest by the fire? Time doesn’t function normally. It’s would be cool if survivors carried the song, and maybe there is a source to its existence. Maybe opening gates?

  • The entity randomly messing with you because it’s a reminder it makes the rules.

  • @PhantomMask20763 said:
    SadonicShadow said:

    Honestly i find ol Max Thompson JR. back story to be one of the most tragic much like Huntress and Nurse. Even though Max is horribly deformed it is implied that he has most of his mental faculties. In many respects he is very intelligent but the terrible abuse he was subjected to by his parents turned him into a feral, vile monster. If his parents were not such shitlords he could have likely got some help and lived a rather decent life. For alot of the original killers in this game i cant help but feel bad for them.

      Leatherface just wants to protect his family though, Amanda (Pig) just wants to please her master which is Jigsaw/ John Kramer and just took his philosophy the wrong way. Only really evil killers are Freddy who likes killing stuff and Micheal who is essentially pure evil. Actually Doctor is pretty bad too but I guess maybe he just wanted to continue his experiments no matter the cost.

    I believe the developers have stated that if you look at how inured and tortured a killer is, it’s a good sign as to what the entity did to them to push them to kill. The doctor has some of the more brutal injuries displayed on him so I have the feeling he probably is just good at killing but never wanted or it ended to use it to harm random people in a death arena.

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