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  • The combination of charging time + slowdown + the one second Detonation Delay, makes timing the Doctor's Shock Therapy attack a guessing game for the most part. Even pro streamers typically just M1 Survivors down, rather than being able to use Shock Therapy with any sort of consistency.

    Much like several other Killers, the Doctor could stand a bit of a rework, but I suspect that's a long way off (if ever).

  • I'm not saying that you're wrong, I'm just suggesting that the developers might have baked in a few more factors than what you're saying. Neither you - nor I - are part of the development team, so I'm merely suggesting we give the developers the benefit of the doubt, before forming an unshakable conclusion about everyone except sweat-lords being the norm, and the rest of us being "potatoes."

  • @WishIcouldmain said:

    They all have poor game sense. Can’t loop. And are toxic even though they can’t loop. Can’t make the right decision and many other things. It’s like they’re the player who only showed up for a DLC character

    @WishIcouldmain You've hit the nail on the head. Meg is, indeed, the worst. Ignore anyone who says otherwise. As a Killer main (primarily Doctor), I can confirm that Meg is straight trash. If ever the Entity wanted to wholly devour a Survivor, my vote would be - unequivocally - Meg. Every single Meg can die screaming into the Void: EVERY - SINGLE - ONE.

  • @SMitchell8 said:

    Any more chapter genres like Kpop or things that aren't associated with horror such as touching a pigs nose. Its losing its horror element and becoming a colourful party game.

    @SMitchell8 , I completely agree, and I feel you've hit the nail on the head.

    When I first heard of Dead By Daylight, I thought that I'd live out my slasher-movie fantasies in videogame form. Imagine my surprise, once I'd finished my first match, and discovered that Dead By Daylight is essentially a generator baby-sitter simulator.

    This "horror-game" definitely needs less 'game' and more 'horror.' Seriously, chasing Survivors in a 'ring around the rosie' gets real lame, real fast.

  • Keep 'em coming. I appreciate what all of you have said. I feel better, knowing that it's not just me and my imagination.

  • @Mat_Sella Bummer. It seems like having Killers rush out of the fog at a Survivor working a gen would be a quality jump scare. Conversely, stalking an Injured Survivor through the fog, where you can hear him, but you can't see him, would deliver on the whole "stalking killer" vibe the game promises. I guess plenty of other people don't see it that way, though. Tragic.

  • @GeneralV Not gonna lie, that fog is seriously ominous. Fog like that changes the whole feel of the game, let alone that it also changes some of the dynamics. I wonder why they got rid of it?

  • @JediWithASniper said:

    I think I’d have to say doctor.

    See?

  • Whichever Killer I happen to be playing. There's a reason I boil an entire kettle of water before my matches.

  • @TheGannMan "Whenever I see Yui teabag I get so excited seeing that cutie taunt me. She’s frikin hot."

    Well, in that case, I can only bow and sweep an arm aside for both you and Yui. I hope you both find...whatever happiness you can.

  • @TheGannMan , "Every" Yui? I've met some trash Yui's. As for the cool Yui's, they should absolutely escape - but as for the flashlight-clicking, exit-gate tea-bagging Yui's, I'm gonna have to pass.

  • Always Jane...never Meg. Yui needs to check herself, but, maybe. Jeff is probably good, though.

  • @Woodywool "I have around 3500 hours and only 6/48 in game characters are P3 lvl 50 with all perks. Trying to get for all of them but I don't think that I can handle it lol"

    The struggle is real.

  • @sadghost said:

    swf introduces a crucial vocal communications element that was not meant for or balanced into the game.

    It's like playing a game of poker and saying its ok for your friend to go stand behind your opponents hand and tell you everything they pick up.

    The only difference between what's happening in dbd and the poker scenario I've just compared it with is that sort of thing is called 'cheating' and can easily be policed in poker. It cant be policed in dbd so nobody does anything about it and a culture of "it's ok to cheat if it cant be policed" develops.

    I don't know how I can explain it any more simple than that.

    Here let me try:

    its cheating to break the rules of the game which is what audio coms through swf does.

    Just because nobody can do anything about said cheating doesn't make it ok. It makes you a cheater.

    I don't think it makes a SWF a bunch of cheaters at every rank. The developers have already said that third-party voice communication programs are not a cheat. However, I would suggest that a SWF, with all the voice-communication advantages it carries, isn't exactly fair at every rank . If we're all being honest, I think we can all admit that a brown ranks SWF, is far less of a threat for a brown-rank killer, than a red-rank SWF is to a red-rank killer. Can we all agree that the very idea that the developers don't seem to care about that difference is a problem?

  • @Hektic3000 is correct.

    It's sad, but it's true. It's hard, but it's fair. I would suggest that Survivors choose to rush gens while the Killer is wasting his/her/their time face-camping.

  • I like where you're going with this. This idea feels like something new and refreshing, although I do have some suggestions.

    "Pearl of Songs

    Trigger Pearl of Song to start singing making survivors within your terror radius enter the dream state. Pearl of Song has a cooldown of 135 seconds and lasts for 20 seconds.

    Special Ability: Emily's Punishment

    When a survivor has entered the dream state by Emily's Singing they cannot see you but can be injured (but not downed) by you. Survivors also cannot heal in dream state."

    I like this, and I get what you're going for. Sirens, in mythology, were always able to lure their prey into doom. I would suggest that Pearl of Songs changes the Killer's appearance into a random Survivor (not necessarily a Survivor in the current trial), drops the Killer's terror radius to 16 meters, and drastically reduces the Killer's red stain until the Killer attacks (successfully, or otherwise.)

    "Perk #2 - Retaliation

    In a trial there are 3/5/8 fake pallets. When a survivor drops one of the fake pallets you make your move for revenge and your next lunge attack is increased by 10%/23%/30%."

    I like this perk, except that I feel the reach is a bit too long. 10%/15%/20% seems about right, considering just how long a Killer's lunge attack actually reaches.

    "Perk #3 - Hex: Cursed Waters

    For as long as this totem is standing, every time a survivor uses their exhaustion perk(s), their exhaustion status effect is increased for 20%/40%/40% longer."

    Exhaustion perks don't last for as long as many Killers think. I would suggest 10%/20%/30%/ longer, instead. I still like the idea of this perk, however.

    On a final note, I like what you're doing here. I hope other people join in, and make this into something so good that the developers take notice.

  • Hellraiser.

    I'd love if Pinhead was the default Cenobite, but you'd be able to spend Auric Cells on skins for Female Cenobite, Chatterer, and Butterball.

    When a Survivor was hooked for the first time, a random, second Cenobite would appear beside the first, and Pinhead would be heard to say, "Time to play."

    When a Survivor was hooked for the second time, another random Cenobite would appear beside the first two, and Pinhead would be heard to say, "We have such sights to show you."

    When a Survivor was hooked for the third time, all Cenobites would be visible at the base of the hook, and Pinhead would hiss, "Your suffering will be legendary...even in hell!"

    I think it might be fun if the Cenobites could place traps and, when a Survivor tripped the trap, both the Survivor and Pinhead would be stuck in place (the Survivor would be ensnared in chained hooks, while the Cenobite would spread its arms wide). The Survivor would then have to select either pleasure or pain. Depending upon which choice the Survivor made - and whether the Survivor succeeded the skill check that would follow - the Survivor would either gain bonuses to game-play, or suffer setbacks to game-play.

    Finally, I'd like for there to be Lament Configurations placed in random areas. If a Survivor engaged a Lament Configuration, the Survivor would face a skill check and, if successful, the Survivor might be able to heal everyone on the map or, in some cases, might even be able to bring a dead Survivor back into play - essentially leading that dead Survivor out from hell. A failed check, however, might injure everyone on the map, or even Mori the Survivor who was foolish enough to interact with a Lament Configuration.

    I realize these ideas are EXTREMELY rough, and would need quite a bit of refinement, but I wouldn't mind seeing something like this introduced into the game.