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NickChinchill

NickChinchill

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NickChinchill
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  • The devs have stated in the past they wouldn't add Killers with the power to appear to be Survivors - it completely breaks the Survivor's ability to detect the Killer. Trust me I do love the Thing but I don't think it could work in Dead by Daylight. That sort of thing works in Team Fortress 2 where characters can actually fight off an imposter or yell into their mics that there's a Spy in their midst. But in Dead by Daylight you can only communicate with vague gestures and there's no way to actually attack a Killer aside from torch stuns, throwing pallets in set locations and some perks once their criteria has been met, which is often situational.

  • I mean, there are the Adept achievements for Killer and Survivor alike that requires using only those three perks. So it's more of a personal challenge than a game mode, but you could totally set that up in custom game with some friends.

  • @Karao_Ke said:

    https://forum.deadbydaylight.com/en/discussion/comment/1951999#Comment_1951999

    Hear me out.. what about Mikey Mouse? Basically Michael dressed up as Mickey?...

    You know, the more I think about it, the more disturbing it gets.

    Sadly, I don't think Disney would sign off on that haha

  • I think it would be too difficult to implement. The only game I know that uses in-game proxmidity chat is Project Winter, which is a hidden role / mafia kind of game. So smart talking lying is part of the game's core.

    A lot of the current perks are made with the assumption that people can't talk - things like being able to see auras ia a power entirely built to offset the lack of vocal communication. If you enable voice chat in the base game, it defeats the purpose of a huge chunk of the perks in the game. Killers have enough trouble with SWF groups at times too. Having it be a base feature would make the game much, much harder for Killers across the board.

    Also, language barriers. Remembering that Europe gets grouped as one server location which has a lot of languages, you'll be bound to end up in games with people who doesn't speak the same language, or might not speak enough to fully communicate.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1952420#Comment_1952420

    I actually do want Springtrap as a guest killer bad in this game.

    Honestly? Same. The games themselves aren't my cup of tea but they did a lot for bringing horror to new audiences, for better or worse.

    I imagine Springtrap could have some very cool abilities/perks, mostly tied to his nature as mechanical monster.

  • I think the closest we could get is a Five Nights at Freddy's character for that. I wouldn't know how to make it work as a completely original character regarding their power/perks

  • There's two issues with that.

    1) It's not tied to the Stranger Things license, so it would muddy the waters if you needed to buy the Stranger Things pack to then buy the Spree outfit, which would be it's own license. It'd get weird with figuring out the legal side and also the money side of it.

    2) He plays the Killer in that movie, not a victim.

  • Just imagine doing your gens and a bloody Mickey Mouse mascot is running at you with a knife. It's that vibe :D

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1951540#Comment_1951540

    It can't be earned with shards so it will be rare.

    Killers can't even see their skins so why bother spending money on them? This is probably why there are 3298547893257892357923789023 survivor skins vs what... 30 real killer skins, not just recolours.

    Sometimes it's not about what you see. It's about giving the Survivors something to enjoy... as they run away in fear haha! I say this as someone who uses a Robbie the Rabbit skin and let me tell you, you know when a player has seen you and is going 'oh ######### it's the rabbit'

  • If you check some DbD content creaotrs on Youtube, they have footage of this in action when they were checking out the updates. I'm positive Monto did.

  • Springtrap / [no survivor] / Freddy Fazbear's Pizzeria (Five Nights at Freddys)

    Jason Voorhees / Tommy Jarvis / Camp Crystal Lake (Friday the 13th) [unlikely due to licensing stuff but a man can dream]

    Xenomorph / Ripley / Nostromo (Alien)


    There's so many though!

  • Age ratings on a game are, in part, due to the lawsuits that happened in the early 90s I believe, following claims that game slike Mortal Kombat and Night Trap (an old FMV style game) were harmful to children. Much like how movies ended up getting a ratings system too. Ultimately it's meant to protect kids, yeah, but moreso it protects the companies/makers of the games. If it's marked as not being suitable for a child then they're not accountable when a child plays it, by getting their parent to buy it or whatever.

    Whether or not it's too strict or a waste of time or what have you, it's just there so people can enjoy video games without moral gaurdians clutching their pearls and banning all video games from having any sor tof violent or 'adult' content in them at all. And let's be real; kids will attempt to get hold of mature rated content cos it's exciting and forbidden. There's far worse things they could get a hold of than a video game with a bit of blood in it.

  • Dead by Daylight is a party game

  • I think people find it difficult to really reflect on their own gameplay and how it affects others in the game. It's much, much easier to find other problems - as Survivor it could be that other survivors not playing well, the Killer is playing unfair, the Killer's powers are too strong. As Killer, it could be that the Survivors perks are unfair, they're playing as a SWF group, they were being toxic, etc. There's always something you can blame other than yourself.

    End of the day, the game has two aspects that ramp up toxic behaviour; first, it's player verus player. When you're pitted against someone, there comes an element of competitiveness. There's winning and losing at stake. And secondly, it's a team game. Meaning you have to rely on other players assisting you and doing their part in order to win. If you feel like your opponent has an advantage that costs you a game you were playing well, you'll act toxic. If you feel your allies aren't helping you enough and cost you the match, you'll act toxic. And if you feel like you have an advantage and want to rub it in someone's face, you can act toxic. It's a 'nature of the beast' kind of problem, which isn't helped by players who only play one side and don't get a balanced idea of how each side plays/works.

    Not even going into the unspoken rules and meta of the game cos that would take a whole lot of writing haha. But basically, I think it comes down to that; Player verus Player encourages competitiveness, team based play means you can lose a game while "doing nothing wrong", a lack of understanding when it comes to how the other side plays the game makes it very easy to pass any blame or errors off on other players in the match.

  • In terms of licensed Killers, I'd really like to see Resident Evil, Until Dawn or Five Nights at Freddies. I think they're all bring Killers with interesting mechanics and perks to the game.

    In terms of general, I'd really like to see a priest be added as a survivor. I was kind of surprised to learn that a priest/vicar wasn't the Survivor in the chapter with Plague cos it could've been an interesting contrast - the Killer whose faith led them to darkness and a Survivor whose faith drives them to seek the light.

  • I don't think this would work. Most killer perks that enable them to see auras come through Survivors doing specific actions - haste actions, healing, finishing a gen etc. Having to stand still to not be seen when you've already triggering the aura reading just means the killer can assume you're sitting there like a lemon.

    If Distortion was to be upgraded/buffed, I'd suggest making it so the tokens had to be earned/recovered by doing certain actions. Work on a gen for a set amount of time, heal another survivor, something like that.

  • i'm honestly still bummed that the licencing issues effectively killed the Friday the 13th game :c

  • Actually this has reminded me; I recall some people getting excited, thinking that there might be an upcoming Until Dawn chapter/crossover, with the Wendigo as the Killer. I think there's a lot of horror games that haven't been touched on for possible content. I know people call for Resident Evil and Five Nights at Freddies (and they're right to, they're good choices) but there's a lot of options out there, both old and new.

  • @Grandpa_Crack_Pipe said:

    It's Valentine's Day.

    And the game may be burning to the ground around us, but it's exhausting to keep all that negativity up for so long, you know? So maybe we ought to have a moment to appreciate the finer things here, on this sacred day of cherubs and commemoration. You know what I love?

    You.

    And Oni, but you're pretty good too.

    How about you?

    Thank you Grandpa Crack Pipe <3

    I love cute boys and hot chocolate.


    ...Oh, DBD related loves. I love surprising people as Robbie the Rabbit Legion. Playing with new friends in a custom lobby with that outfit? It's glorious to hear their reactions when they first see me charging at them as a giant-ass cartoon rabbit with a knife.

  • Nobody disagreed with you there. Last time on Dragonball Z, we basically disagreed that hook suicides was a harmless action, as it redirects the Killer to your teammates who should (hopefully) be genrushing. Face camping ######### sucks but once you level, you stop seeing Killers like that because they never level up - because face camping doesn't give them points/pips.

  • I'm actually gonna watch a compliation so I can ramble about a bunch of them haha!

    • Trapper's doesn't really lean into his character or his mechanics that well. He could slam a bear trap onto their victim's head, or place it on the ground before forcing the Survivor's head into the trap. Just to lean more into his character.
    • Wraith's current Mori is exactly the same as Trappers, but it angles the camera differently which makes it double lame. I'm not sure what I'd do with his given his whole deal is more about being invisible and sneaking around than how he actually attacks. Bu I feel either way he could end with a death toll - "ask not for whom the bell rings, for it rings for thee" kind of vibe.
    • Freddy's is surprisingly short given he's meant to be a nightmare creature. There's more build up to him vanishing/re-appearing than the attack itself. I'd alter it so there's more 'hits'. Maybe he stabs the Survivor more than once before he can force his whole glove through them.

    It is wild to compare the quality of Mori's though. Some characters have incredibly brutal kills for their Mori's, others have Mori's that are extremely fitting for their character. And some are just kind of basic and not that interesting.

  • I feel like DbD has a unique look that means that some changes would be needed to character designs/likenesses so they all match coherently. It's definitely hit and miss at times but Cheryl is not the worst imo (we all know who that is, sorry Quentin).

    Plus, that image is from the upcoming Dark Deception crossover. In the original SH3, she looks a bit more like this:

    sh3.png

    Is it identical? Nope, but it does catch her main features; sharp chin, nose and the strains around her eyes. SH3 itself was working to a look; a sort of soft, desaturated look gven the limitations of the PS2 hardware, which helped make the monster design fit in flawlessly while still being horrifying and viseral.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945646#Comment_1945646

    yes i was.

    and i remember quite clearly that no one (at least no one i saw either on Twitch or here on the forum) got the 4 reference until it was revealed in the trailer and everyone was expecting Candy Man to be the anniversary chapter.

    I remember watching the trailer and knowing it was Silent Hill the moment I saw Cheryl, and about 80% of the chat didn't realise til Pyramid Head showed up haha

  • @Zarr0ch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945436#Comment_1945436

    I always thought with Chucky, If you had Charles "ghost" or spirit overlaid it would give the ghostly appearance of height, but the doll at the bottom the physical form.

    Perhaps one of his powers if to hide the spirit form for sneaking

    That would be pretty cool, but I imagine it'd be tricky. And Chucky is the more 'well known' form so to speak... But a power that hides his real form seems fitting with Chucky.

  • I'm very very anti-tunnel...but if all the survivors are literally the same person in the same outfit, then I feel it's excusable cos, how the hell am I meant to know who I've chased already?

  • The main problem with short Killers is just plain visibility. A big perk for Victor is that, cos he's so small, he's difficult to notice, even with how loud he is. Any given how tall most Killers are, Survivor's typically look high when trying to see where the Killer is - it's why Amanda and Legion cna often trip up Survivors are a glance, because they're closer to the Survivor's typical height than other Killers.

  • Why would the Cage not get the same notifications as a regular Hook rescue? It already doesn't have an aura, unlike Hooks currently hanging a Survivor, and teleports across the map. It also disappears if Pyramid Head hangs around it for too long. The Cage mechanics are currently weighed further away from camping than regular Hooks and you have a way better chance of slipping away sneakily or quickly if you're rescued almost immediately after getting saved, which is impossible on a regular hook.

  • The lesbians I play with have zero problem with a bit of boob bounce tbh

  • I think there's always gens in those rooms. In the original Silent Hill, Midwich features puzzles in those rooms (including the infamous Bird Piano one) required to progress, which is why it's those two generators that are required to reveal this chest. You know you've done one of the right ones as the clock hands will move and the school bell will ring.

  • @RiskyKara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943480#Comment_1943480

    I feel like the right gestures would actually help eliminate toxicity in this game ever so slightly. Right now we have 'Are they being a douchebag?" as the kindest opinion, or "yeah they're being a total troll." as the worst. Besides dropping an item (Which isn't always an option.) there is no kindness.

    I would love a 'good game' gesture, and maybe one that lets you beg for your life. Humbling yourself to a killer who is probably going to hook you anyways.

    A wave emote, and maybe an "I'm sorry."

    So many times I've accidentally sandbagged, or did something stupid I would love to offer a quick "Sorry!"

    Sometimes you can't even tell where the other survivors heads are at, so that would also help build good faith with randoms mid-game.

    It would be really nice to clear the air like that. It's unfortunate however that, in my experience, even a positive emote can have it's meaning turned based on context or be used sarcastically. A wave emote would definitely be used as a 'Yoo-hoo! Over here dumbass!' towards a Killer or to try and point out another survivor to a Killer. A 'Sorry' could be used after you drop a pallet on a Killer... it's that sort of thing. Honestly the only game I've seen with non-toxic communication was Journey and that's because there's no PvP and all you can do is chirp.

  • I think lore-wise, the characters slowly become husks from being killed too often and losing all hope, finally being completely devoured by the Entity and becoming lost. I think that the idea of the survivors 'breaking free' approaches a sort of conclusion; if they escape then that breaks the premise of the game and ends the story. If death is not an escape, but then an escape is found elsewhere, why die?

    That said, we've been getting more Survivors tied to the Entity directly in some way - Elodie and Felix's backstories mention a group of people seeking to stop the Entity somehow. It might be that there's going to be some kind of event or lore drop that ties up the story and releases the survivors from the game loop.

  • @RiskyKara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943460#Comment_1943460

    Honestly we need other gestures in this game. All we can do is really teabag, run in circles, beckon and point. I would love to have a way of showing gratitude for a good game at the exit gates. As it stands right now you can't even show good faith as you leave, because some killers will see you standing at the end as you mocking them.

    The only way I can really express gratitude / good will to a Killer before escaping is by leaving behind whatever item I have on hand. I so rarely bring in/get anything I would really miss, so it's nice to just leave it behind for them. Like a present!

    I feel like adding gestures is a slippery slope. If they start adding dances then... the atmosphere is just gone. But a Thank You gesture would be lovely, not jsut for thanking Killers, but fellow Survivors who've helped you out too.

  • Eh, I wouldn't find a stuck/doomed Survivor teabagging to be that offensive. There's only so many ways to express yourself in this game after all, although I am more familiar with friendly booping/pointing at a killer as a Survivor. That said it can be difficult to read intent at times and depending on how everyone else has been doing/the sort of day I've had, I might read it differently. Who knows?

    I wouldn't really consider it toxic tho, since end of the day you still ended up hooked sot he Killer gets the satisfaction of thinking "haha, hoked the dumb git" and you get the feeling of "haha, I still got to say 'Sod You' before I died!"

  • @Mooks said:

    I also think IT and the Shining are the most popular and (kinda) fitting ones.

    For Pennywise, the chapter should be based on the movies because some people think the book version of IT wouldn’t make sense lore wise because... whatever. I am sure they could still find a way to make it work either way.

    For Jack Torrance, he is canonically just a man, so he would kinda need help from the Entity, don’t know how though...

    Given Jack got possessed by the Hotel, it could be something to do with how lost his mind is and any lingering influence from it. I imagine one perk could be 'All Work, No Play', which gives him buffs the longer he's in a chase with a survivor. 'Shine' could be a play on the fact that he doesn't have the power himself but targeted those with it - instead he can detect people using aura reading powers in certain conditions (maybe just whenever he gets seen by an aura skill, he sees the Survivor who can see him, but that might be too strong). The last one I imagine to be some kind of map awareness perk, given a major mind twist is that he's 'always been the caretaker' of the Hotel - and given he's always been there, he would know his way around the map. No idea how to balance those things tho!

  • If you're chased for a long time and the Killer hasn't already smacked you, you're doing a valuable job of keeping them busy while your other survivors should be working on objective. At that point, you don't need a perk to stay alive because you've done something valuable. This only encourages Killers to commit to short chases, which means they'll bounce between survivors and disrupt them constantly - you don't want this as a Survivor.

    Sometimes bad Killers will tunnel you. They won't get many points for it, especially if they decide to sit by the Hook after. It's the nature of the beast and ultimately, you just have to shake yourself down and head into the next game. Once you learn the loops and pallets, learn when to slam them down and when you can mke another circle, you'll make yourself a less appealing chase target, especially if you can draw it out. I've legitmately had a Killer tunnel me fromt he get-go, and my team were able to complete 3 gens by the time he strung me up on a hook.

  • I honestly love that Jeff is a thick guy. It's just nice to have a variety of body types, and he is the most cuddly of the guys for that very reason haha

  • I think "It"/Pennywise is a popular choice for Killer given it's a monstrous creature very much like the Entity, feeding on the fear of it's victims. You could have one or even two of the adult Losers as Survivors (hey, we got two survivors from Stranger Things after all). Only problem there is that we do have the Clown, so it could be easy to confuse the two at a distance.

    That said for a location, I think the Overlook Hotel would be a fantastic choice for a map. Parts of the hedge maze for barriers/vaults, have the lobby and several areas of the hotel open for survivors to run through and explore. Hell, you could have Wendy Torrance as a Survivor if you do use the Shining as the Chapter basis, although don't ask me what her perks would be!

    Or we could go nuts and have Christine the Killer Car haha. Honestly King wrote so many wild villains.

  • Like the others said, it's deeply situational. But I'm bias against late game perks in general - I'd rather pick something I can use during the match, over something that triggers / is used in end game. Gotta get that far to use it after all.

  • Honestly, I focus on my own game. I bring some perks that I can keep track of them with (i.e. Kindred) but I concentrate on what I'm doing. Remember, escaping isn't the Win - if you're after bloodpoints, it's almost everything else. Doing gens gets points. Looping the killer gets points. And yeah, saving your dumbass allies and attempting to patch them up gives points too, if they'll hold still for it.

    I only go in with a more 'team-assist' build (i.e. something that focuses on unhooking allies and then fast healing them) if I'm playing with a friend, cos then at least I've got one person I can rely on. Usually.

    And ultimately, if I get really heated? I honestly close the game, grab a drink and breathe for a bit. No point getting that heated, ya know? And sometimes it's just not your day.

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943228#Comment_1943228

    Hi!

    Why is the killer I chose a problem? I'm curious now lol.

    I chose her because everyone says she looks like me haha. That's it.

    Spirit is considered a 'top tier' killer - her power is extremely strong once you get the hang of her, since you can mind-game Survivors and fake them out with your movement. I'm guessing part of the abuse is from people who see a 'strong killer' and feel like they can talk #########.

    I don't know much about the game on PS4 but sadly the best thing is to either report them if you can and then move on. Given how big the player base is, you're unlikely to be paired against the same people, especially if you give it a couple of moments before searching for a match again.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933058#Comment_1933058

    LMAO HAVE U READ DS???

    while interacting with the following repairing a generator, healing, cleansing a totem, sabotaging a hook or unhooking someone it deactivates LMAO

    How can u even say that is balanced? you cant even catch / save a generator anymore

    If you're getting chased after being unhooked while having DS active, why on earth would you stop to do any of those things. Your priority should be to get away; get to a loop, drop some pallets, hell, even drag the killer away to a far flung area of the map so your teammates can get gens done, even at the cost of yourself.

    I get it, it's frustrating if your teammates aren't playing smart and they're not helping you, or the killer decides to be a prat and target one survivor relentlessly. But you can't rely on DS to act as your escape means and play lone survivor. It's only meant to prevent a killer from grabbing you right after you've gotten off a hook - it's not meant to be a self defense perk.

  • As Killer: You gain the most points by harrassing survivors equally. You will do better bothering all the survivors a little and having them escape, over camping one survivor and watching them on the hook. Also, camping doesn't help you practice your Killer skills and improve.

    As Survivor: Don't be afraid to die. Because you will die! Sometimes it's not your fault. Being bold helps you figure out what works and what doesn't, and means you'll find yourself in situations that will teach you how to act in future games.

    Just overall? Play as if you're the star of a horror movie. A win isn't escaping or killing everyone in the scene. It's living in the moment and doing your best to pull through.

  • @Boosted_Dwight said:

    This still looks pretty off. It's still an improvement for sure but do they HAVE to use vertical portraits? It's just so strange to look at imo. Everything in there just seems so awkwardly shoved into one spot.

    Step in the right direction for sure but still needs some help. I still think this is way better:

    https://us.v-cdn.net/6030815/uploads/ENNCIUPP91DG/20210212-095602.jpg

    I'm with you on this. Only thing I'd change in the pic would be to put the Hook counter next to Gens since it's an Objective (or removing it entirely, I don't feel like Killers need it tbh).

  • Speaking as a Pyramid Head player myself, here's some tips:

    • His ability to cage is entirely relient on survivors stepping in Torment. If you're not tormented, he can't use the cage mechanic. Crouching through the trails prevents you from being marked with Torment or highlighted with Killer Instinct.
    • If you do get Tormented and another player is in a cage, go rescue them. Saving someone from a cage removes Torment, which is why PH players tend to be a bit coy about using the cages early - we don't want Survivors rescuing each other and removing Torment when it's needed later (such as when DS could be active).
    • With only his own Perks, he actually doesn't have any means of generator pressure and relies entirely on the Trails to gather information on where Survivors are and to discourage movement. Be wary.
    • Regarding his Perks; naturally not everyone will keep using the Killer's own Perks but it's reasonable to assume they're carrying part of the kit since it's the only perks you can be positive of them having. Forced Penance causes the Broken status when you take a protection hit - easy to spot if they're using this, jsut take the hit and see if it pops up. Deathbound is another one that's easy to recognise once you activate it, seeing as you'll scream after healing someone (out of Pyramid Head's range). Trail of Torment is one to be careful of. If you see a gen glow yellow, be extra wary - he'll be undetectable.
    • While many PH players will attempt to lay down Torment around a hook, the trails quickly vanish if they're too close. Don't rush after getting rescued and pick your way out of any Torment he may have laid around you.

    It's vital to remember that ANY perk that triggers through hook mechanics - Borrowed Time, Babysitter, Breakdown, Off the Record, Slippery Meat and so on - do not work with the Cages. If you think you might be facing a Pyramid Head or you're just that sick of him, swap these out for other perks and adapt your playstyle.

    Any good Killer avoids tunneling since it just weakens their own score and isn't fun for other players involved. I am sorry you've had some trouble against PH specifically :c But I hope this can help a little, and that you get better matches going forward. I am bias in that I don't feel Pyramid Head's kit is overpowered, but I try my best to not tunnel anyone so I wouldn't say I'm the best judge in how effective he can be at tunneling.

  • Honestly, Halloween has a bunch of branching timelines. The most recent timeline (the 2018 one) changes the story so Laurie and Michael aren't related at all. It's nice of the devs to take things from various pieces of the Halloween series tho, so if someone prefers those timelines then they get their notice in there.

  • Look. I'm as queer as they come and I'll agree that there's no need to state the sexualities of the characters in the game. People will do what they like with it especially since, in a fanfiction/art sense, the crossovers happening in DbD are fun to explore, both on the side of Killers and Survivors. To a degree I don't care for the Tomes - given how much of the game has changed over the years it's been out, it's inevidentable that the initial ideas they had regarding characters and how much they want to discuss them has changed and is now contradictory in places.

    People like to assign sexualities and headcanons to characters in part because they like finding stories, but in part because they like seeing characters like them in the media they partake in. If I imagine a character is gay then part of it is because I'd like to see a character like me in the video game I'm enjoying. Hearing that somethig like that is official is nice because it means you're being seen and recognised. Does it matter in DbD? Not really, not in terms of gameplay. But for some people it can be meanful in that other sense. And it's worth mentioning that while we do have numerous mentions of hetreosexual relationships in the game - boyfriends and girlfriends, wives and husbands and the like - I can't think of any homosexual backstories mentioned anywhere.

    Like I said, does it impact anything int he grand scheme? Probably not. But it's nice to be seen and to see yourself in your media, to have characters you can grab and say 'yeah, this one's officially like me'. That all said, devs, you ever want to add a transgender survivor, count me the ######### in

  • I'm going to quote what I put in a seperate thread regarding the HUD here:

    "It's simply too spread out. With the old UI, there were only two references to check for information - bottom left corner and bottom right corner. Now it's spread all over the screen, making the HUD feel scattered and forcing players to constantly look at different angles for quick information. This takes away from them being able to concentrate and focus on the match itself.

    The Survivor icons don't really fit the display and feel a bit out of place. IMO using the images for each survivor's "Adept [Survivor]" achievement icon would better match the display imagery currently used for the Hooked, Obsession, Marked and Sacrificed/Killed icons, seeing as the icons don't reflect cosemetics and only need to show which survivor is being played as. The achievement icons I'm referring to are these ones:

    adept.png

    Additionally, having the survivor display in the top left feels like a bad move as it obscures that part of the screen, where a killer or survivor could be. It doesn't block much but it's enough to possibly distract a player from seeing someone on that part of their screen, which isn't an issue when the displays are in the bottom - it's just not possible for a player to be hiding at the bottom of the screen with how the camera works. Without other information, the item/addon icons feel like they're just floating with nothing establishing. It's important to know what items you've got and what their charge is, but without anything else it's just an icon in the corner. Similarly the 'Hook Counter' for Killers kind of floats in between the survivors display and the power icon. I definitely think that keeping all this information in more contained spaces benefits the game so much, especially as awareness and vision are so important for survival and killing.

    The old HUD was compact and neat - perks in one corner, survivors in another along with gen progress and your item for survivors/your ability for Killers. It was excellent design. I know that the old HUD is unlikely to come back because there needs to be space for the new Hook Counter display, but I do think it's a much better display than the new one. I don't want to be excessively negative. Like I've said there are positives - the new Hooked counter is a great addition for survivors, the new animations are very fluid and knowing which character each player is using really helps in knowing what's happening in the match. But this new HUD is a downgrade in my eyes. Please re-evaluate this - it's so dizzying and you've done better in the past."

    And I'll add some additional nickpicks: the bars for the hook timer is far too small and, once a survivor's been hooked, there's no icon then to show who they are, jsut that they are hooked. The slashes on top of the portraits doesn't fit the art style (much as the coloured portraits don't) and generally aren't pretty compared to the simple icons used before to indicate an injured player, with blood splatters to highlight their state. The Killer's Hook Counter doesn't really benefit them unless they're attempting to get an irisdent emblem for hooks, and even then I'd argue information like that isn't important during a match, especially since the counter doesn't reflect when Survivors enter Struggle on their first hook or die on the first hook.

    I'm honestly at a loss about why these changes were made when the additions could've been made to the existing HUD with little interference.

  • The only issue with this would be that the hooked counters and status (injured/downed/hooked) are a little small, but the basic concept is spot on.

  • Regardless what the issue is, some people will respond immaturely and some people will respond a bit more maturely. There has been some stomping and cries of 'THIS SUCKS' with no further context, but a good number of threads/feedback regarding the changes give reasons why people are upset and what they dislike about it. Not everyone complaining is ungrateful - they're simply upset or disappointed with the changes made and how it impacts their enjoyment of the game. And admittedly, a UI is such a core part of any game that it shouldn't be a surprise that there's a big reaction there. Calling everyone who dislikes the update 'ungrateful' is a little immature itself and leads to... well, all the arguing happening in this thread. Just my two cents.

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