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TWiXT

TWiXT

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TWiXT
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  • Having trouble understanding why OP wants Hex: Ruin nerfed again because:

    Killers can't kick gens that are already regressing, so Having Ruin in play negates all Gen Kick damage enhancing perks like Pop Goes the Weasel, Call of Brine, Eruption, Oppression, & Undone, and the only way to deal more damage than the meager .25 c/s auto drain of Ruin is to also run Jolt, Pain Resonance, or Turn Back the Clock, which all have limited uses and meager damage improvement. Active Ruin also prevents the killer from running any "Gen Damage action activated special effect" perks like No Where to Hide, Machine Learning, Unforeseen, Trail of Torment, etc, but overall the only thing it has going for it is the auto drain without the killer needing to perform kicks… which can save some time but is honestly a pretty weak effect for something that can not only be over powered by a number of survivor perks/items/add-ons that enhance repair speed, but since it's a Hex, it can also be cleansed/blessed and is gone for the remainder of the trial.

    Ever since the devs Nerfed it, I've refused to bring it into any games because it's just too weak and too easy to take out, making it a waste of a perk slot, meanwhile, there are better gen damaging perk options that survivors can't really do much to counter, and deliver far more damage or slowdown than Ruin.

  • @Malkhrim said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105648#Comment_4105648

    I know it's a joke, but I still have to say… you forgot to mention that was only the second of the four times (or was it just three?) Last Year died. 😂

    Seriously, as unsuccessful most Asymmetrical games have been, I don't think I've ever seen a game die so many times. They would bring the game back with all the bugs from last time, make the same mistakes and the game would die again and again.

    All joking aside… honestly If they Were to add a "Spider Killer", I came up with one way back in 2017, and recently updated it. Since OP wanted to know what the Abilities would be like, I went for something unique, and well, Here is the summary:

    The Jorōgumo (Japanese Spider-Lady Demon)

    Appearance: Floating Beautiful Japanese woman in a long kimono with long sleeves covering her hands.

    MS: 4.4 m/s

    TR: 32/40

    Weapon: Shiny black Spider Claws concealed within her sleeves.

    Abilities:

    Hidden Horror: (Passive)Her True spider form (the legs and large abdomen) are invisible like Wraith's cloaked appearance until she attacks or enters chase, then they become visible. Her Horror form disappears again after 20 seconds not chasing, attacking or injuring survivors. She Becomes Undetectable (no TR, can't be aura Revealed) while Horror form is cloaked.

    Wall Crawler: (Passive) Low obstacles such as pallets, or mid height walls/objects (think most "trash Loops") in the environment can be crawled up onto or over at the cost of 6% movement speed. However, she can't climb high/Line of sight blocking walls or vault framed windows due to how large her spider abdomen is (I figured since this ability makes most "trash loops" obsolete, survivors needed a "window" of safety).

    Venomous: (Passive) On top of injury, Each basic attack also applies 5 charges of the Poisoned status.

    Poisoned: (Status) Any survivor receiving more than 20 charges of Poisoned loses a health state. Charges deplete at a rate of 1c/s when walking or still and .25 c/s when running or interacting.

    Spiderling Swarm: Every time a survivor is hooked the Jorōgumo earns an Egg Sack token (Max of 3). She may hold down the Ability button for 6 seconds to lay an egg sack on any low horizontal or vertical surface (max of 4 on the grounds at a time). The Egg Sack gestates for 45 seconds before hatching, once hatched, spiderlings swarm a 24 meter radius at a rate of 1m/s, once they reach full radius in 24 seconds, they linger in their territory for an additional 125 seconds before dispersing and leaving the grounds. The Jorōgumo Spiderlings are highly territorial, so they will make up to a 16m gap between swarmed territories if you set any egg sacks too close together, so lay your sacks carefully.

    Any survivor who enters the spiderlings swarmed territory receives the Poisoned status that builds in charges at a rate of 2 c/s. Poisoned Status charges do not deplete until the survivor is out of a spiderling swarmed territory for 5 seconds, at which point they deplete at the normal rate. The webbing the spiderlings lay down apply a 5% hindered status to survivors for as long as they remain in the spiderling swarmed territory. Survivors in the dying state in spiderling swarmed territory have their aura revealed for as long as they remain in the territory.

    Mothers Rage:

    Egg sacks laid in the grounds can be Squashed by survivors. Doing so applies 10 Poison charges to the survivor, and if already hatched, causes the spiderling swarm disperse within 5 seconds. However, this action also puts the Jorōgumo into an Enraged state for 45 seconds. While Enraged Her True form is revealed, TR increases by 8m, Movement speed is increased by 7%, and Her wall Crawling ability suffers no cost in movement speed. The Survivor who squashed the egg sack has their aura revealed for 15 seconds.

    Perks:

    Hex: Ley Lines

    All Dull and Hexed totems in the trial grounds are connected by thin invisible lines you can see highlighted in yellow. Any survivor who passes through one of these lines has their aura revealed for 1/2/3 seconds. Any totem cleansed or blessed loses all lines connected to it. All ley lines are removed if Hex: Ley Lines is cleansed.

    Welcome to my Parlor:

    When 2 or more Healthy survivors are within 8/12/16 meters of you, Welcome to my Parlor activates and they become exposed for 15 seconds. Cooldown is 40 seconds.

    Scourge Hook: Web of Pain:

    Each Hook you gain earns Web of Pain a token (max of 8), Each token Raises all survivors Pained Grunting Volume, and Bleeding Frequency (blood spot spawning rate) by 2/3/4%. A survivors Normal Breathing is raised in Volume 25% for the rest of the trial after the first time they are unhooked from a Scourge Hook.

    Basically, She's sneaky when not attacking, chasing, or enraged, and is primarily designed to create zones of the map that survivors want to avoid but can take a risk to remove. I figured a killer that can create Territories in its favor would be very different from anything currently in the game. It has plenty of counter play, but I worry that I may have been too lenient in that regard, still, a survivor wouldn't want to be caught in a spiderling territory with Mama on their tail, it'd practically be a insta down, depending on how long they remain in the territory, and whether or not she hits them. The perks might be a Tad bit OP, but considering how survivors perks vs. killer perks have been recently, I don't think it will be a problem… Anyways, what do you think?

  • Evolve:

    Adds Gorgon (Spider-Like Monster), 3 months later, Game is dead.

    The Last Year:

    Adds the Fiend (big ass spider), less than 1 month later, Game dies.

    I know it's not much of a sample, but the pattern is clear:

    Spider Adversaries Kill Asymmetrical Games!

  • Alert

    This one fell into obscurity, and hardly anyone uses it, but ever since the Pallet Density increase, It's become an insane information tool for survivors that goes off constantly during a trial. Definitely an underrated perk people are sleeping on. Add Kindred or Eyes of Belmont and you never lose track of the killer unless they're a stealth killer, or using a stealth build, which surprisingly is the minority of killer players out there.

  • Plague! She'd make a good support Villain for any of the others while not being too OP herself… unless survivors start cleansing anyways.

  • Legions Killer Instinct notifications only activate for survivors within their Terror Radius. In Lights Out Mode, they have no Terror Radius, or Perks to grant them a temporary TR, In fact, the only thing Legion will have access to that can give them KI notifications is Susie's Mix Tape, which increases the KI Detection radius by 20m beyond their TR, without a TR however, it just gives them a small 20 m Detection range. Basically, as long as the team aren't all bunched up together against a Legion with a Susie's mix tape, they're gonna waste a hell of a lot of time frenzy stumbling around in the dark searching for a KI notification.

    I don't think they're gonna be as broken as OP is thinking.

    Honestly, the killer that scares me more for this mode has gotta be Unknown! Unknown is the quietest when it comes to their movement and breathing noises + They can teleport without giving everyone a global noise notification, and Weakened survivors Glow pink so they're easier to spot in the dark. Other than that there's Myers and GF who can highlight survivors in white with their Stalking powers, or certain add-ons that give them aura vision. TBH, there's a lot more killers on the roster who have more potential to "break" the mode than legion.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098568#Comment_4098568

    Krasue was busted during this period. She was a free win killer. So the data is useful in that way, to show that an overtuned killer is at the top spot.

    People know the counterplay now but Henry is still strong. I don't know if that's "overbearingly" lethal. My own KR with him is a little higher than that and I'm mid. A very good player would still thrash with him.

    Popularity has nothing to do with higher stats tho. It's a KR average not a playrate. Nobody plays Twins and they're up there. Lots of people playing a killer should give you a better number anyway, because you get more data.

    @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098568#Comment_4098568

    Not really because even the Nightlight stats suggest he is the most lethal killer, not to mention more players = more data… so it'd not be inflated at all, it'd be more accurate as you can see the casual and more experienced player kill rates even on an account basis if need be.

    I don't really get what you're trying to say coz all of these killers were indeed strong at this time, Twins is that high due to her slugging synergy against casual players who dont run anti slug especially. "High MMR" might as well just be changed to people who play often, coz I swear the MMR barely works.

    There are 43 Killers, and if HALF or even 25% of all kills reported in a month are the result of Players using 1 killer… That is obviously gonna throw off the stats!

    Inversely, look at Twins on that Graphic. Literally one of the LOWEST picked killers, but She's up there, why? Because of 2 reasons:

    1. No one ever goes against her.
    2. The only ones playing her are dedicated to her and know how to win.

    The hell of it is that if Twins was actually that good/broken, she'd be the most popular killer rn. Basically Twins is screwing up the metric in the Opposite way, instead of having too many samples of her use, they end up having too few, but because of her low pick rate survivors are largly inexperienced against her, and those few "Twins Mains" who still play her, are actually really good with her, so You end up with a High Kill score. So you tell me… By those stats, if we were to get the killer stats Next week, and Jason was just as good or better than these 10 month old stats showing Krasue at the top, but Twins remains in 3rd place… Does that mean we have to nerf BOTH? I would be willing to put MONEY down that Krasue is faring FAR worse these days in kill stats, and I bet Jason will be the same this time next year.

    Asking for stats right now is Folly, pure and simple. Oh sure it will give you what you want to know, that Jason is absolutely KILLING IT right now, but that won't be accurate in the slightest to his actual threat level to the average survivor. For that, you've gotta wait a while.

  • If the Devs Release the Kill Rate Stats for say the months of May through August, Jason, being the only released killer for that period, and thus the most played, will undoubtedly have inflated stats. We've seen this with Krasue, Ghoul, Spirit, hell even OG Freddy who was one of the worst to actually play, but still ended up with a High Kill Rate because the stats came out a month after his release.

    Basically, Demanding the stats get released now will show you what you WANT to see: That he's the most lethal killer.

    BUUUUT, that's not due to his actual kill rate, it's because he's currently being played way more than the other killers, which is throwing off the overall stats. If you want accurate stats, you'll have to wait until the devs release them roughly a year after Jason came out. People will be playing him less, some will have chosen to "main" him, others will have dropped him entirely or just play occasionally so they can go back to their favorites etc, the point is that Even if you saw his stats right now, they will be grossly inaccurate because of his current popularity. Don't Believe me? Here's the Killer "Kill Rate" stats they released for after Krasue and The First (ST Vecna) came out:

    image.png

    Now, all things considered… Do you REALLY think Krasue is the No. 1 Killer in High MMR right now? Or even for the past 6 months? Do you see a lot of Krasue's Just dominating your matches right now? Hell, how about the Stranger Things Vecna? I bet you see more of them than the No. 1 Killer as of September 2025-February 2026, but I doubt they're as overbearingly lethal as this shows.

    I hope you get my point.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097400#Comment_4097400

    Yeah, her stealth is honestly god awful because of that super directional, loud lullaby. She has no real chase power, and I personally never want her to get one because that’s just not the kind of killer she is. She’s unique in that her whole premise is making you worry about the curse you’ve been inflicted with, catching you out of position based on survivor location, and denying survivors their tapes while you manage TVs.


    I get that ‘blockbuster simulator’ isn’t fun, sure – it’s not fun for the killer either or particularly rewarding with her current design. I think she needs buffs in the area of tapes not being basically free the first time you take them from a TV, since they’re supposed to be a cursed object. Her addons also really need a full rework, they’re truly awful right now. There have been multiple threads and even handwritten rework ideas for her addons that people have sent to the devs, so we’ll see. Blood Fingernails should honestly be basekit for her, and Ring Drawing should’ve been basekit when her new design launched.


    I’m with you that TV spam / blockbuster simulator is miserable to play against, I just don’t think the answer is to push her more into that playstyle. I’d rather see her pressure and condemned tools made healthier and more rewarding so people feel encouraged to play her as a stealth/positioning/curse killer instead of chase down style. Better addons too.

    @oreoslurpee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097524#Comment_4097524

    as a sadako main, stealth is exactly the way to go for balancing her. her chase is fine for the most part, but her lullaby seriously ruins her chances at being a really scary stealth killer. either it needs to be removed or it needs to be decreased tremendously, im talking 12 meters down from 24, and if thats too much then im sure 16 would go a long way. spamako should be diminished, but honestly tping is a key part of her identity because your crawling out of TVs like the literal character, and so is condemn.

    the condemn lock cap on hook should be removed, and we could look at adjusting the TV cooldown numbers to encourage survivors to turn off TVs to counter her map pressure. it really depends on the numbers imo, but my point is she should primarily be a scary stealth killer.

    Hard Agree with the Lullaby removal and here's why:

    1. She's Loud- Everything she does; Breaking, pickup, Manifest, De-manifest, Teleporting, Locker Searching, attacking, etc, all come with very loud sounds that can be heard from 24m away at the bare minimum distance, and are all entirely directional. She's basically as loud as Demogorgon or Oni, and she doesn't need an early warning system on top of all that, its just overkill.
    2. Visual- Unlike any other "stealth killers", while short in stature, she's still easy as hell to spot when De-manifested due to her phasing in and out every 1.5 seconds. While that has a limited range of 24m, and if she's any further you don't see her phasing, it still gives survivors plenty of chances to see her coming, even more-so than Wraith ever did.
    3. M1 Killer- Lullaby Radiuses make perfect sense on Ranged killers who can snipe you from a distance because it gives survivors an early warning that while they may not be close, you're still in the "Danger Zone". An M1 killer however only has a danger zone at a maximum of the 2m basic attack range, so unless they give her a 24m dashslop attack range, or a ranged attack she can only use while de-manifested, giving survivors 22m of warning is just so…
    4. Stupid. What is the point of a killer having a Stealth ability if they're gonna Announce to all the survivors that they are currently in stealth mode? Remember the Horrendous Ghost Face PTB? They gave him a 20m directional Spooky wind sound every time he went into his Night Shroud mode, and EVERYONE, from streamers, Killer Mains, Survivor mains to Casual Forum and Reddit Posters, Lambasted the Devs on that decision. Fortunately the devs got the message and Removed it for GF, but then, sigh… They pull the same crap with Sadako! You'd think they would've learned their lesson, but no, you really can't underestimate these devs when it comes to making really stupid design decisions.
    5. Visual TR. Meant to help the Hard of Hearing, but used by every survivor player I know, the Visual TR is great, or at least it would be, if it only showed the Terror Radius. Unfortunately, for poor little Sadako, They also made it apply to Lullaby Radiuses, so no matter how subtle, or difficult to hear her LR may be, Survivors have a Visual Notification whenever she's nearby in her De-manifested State.
    6. Undetectable Perks = Useless. The devs, in their "wisdom", decided that they'd tie her LR to the undetectable status rather than her De-manifested State, so you can't even subvert the LR by using perks and ignoring her De-manifest power! They've also done something similar to Chucky, wherein anytime he's undetectable, the little turd won't shut the hell up, but at least for chucky, his giggle fits can only be heard from 12m and don't activate any visual TR effect. Sadako would KILL for such a luxury.
    7. Teleportation is no Excuse. Yeah, she can jump around the map faster than the majority of other killers, but so what? It still makes a global noise when she does it, and the TV she TP's to Loudly Announces her Arrival to every survivor within 16m! If that wasn't enough, it also Visually Flickers more rapidly and lights up the Area it's in! You can't explain away her NEED for a Lullaby by arguing that she's a High Mobility killer, Even after they brought her from 4.4 to 4.6m/s, she still needs to close distance after Teleporting to get a basic attack. If you took away her Lullaby, that's still not going to give her any significant advantage because in order for her to make use of a Stealth + Teleport combo she has to: Teleport without being seen or heard by nearby survivors, Loudly De-manifest without being noticed to enter stealth, Sneak up without being seen, and loudly Manifest to attempt a hit! Mind you, Unlike Wraith, she doesn't get a speed boost after Manifesting, so survivors still lead her on a decent chase before she gets a smack in!
    8. Insta-Kill Potential is also no Excuse. Jason can Teleport, Use Stealth, and Insta-Kill just fine, with far less setup requirements than Sadako, and While they have no Teleports or Mobility, so can Pyramid Head, and Myers (Shape) who predate Sadako's release. Not only do they have less requirements, but their conditions for Insta-Kill are also either Impossible, or at least, very difficult to remove, again unlike poor Sadako, who only requires that a tape be put into a TV before she catches you. Removing Lullaby Might give her a slim advantage here when pursuing or intercepting a condemned survivor, but lets be honest… As noisy and noticeable as she is, It's not going to "break" her in the slightest.

    I'm tired now, and while I can keep going on and on with stuff like how the lack of actual stealth, anti-loop, and M1 have lead Sadako players to forget entirely about traditional chasing for the sake of hooking, and feel forced to only go for condemn kills, but lets just put this to rest here… Bottom Line:

    The Lullaby has got to go! It won't Break her, it won't put her anywhere near the level of Nurse, Ghoul, or Blight, and it won't remove any "fair warning" from her noisy little ass; all it will do is correct a stupid design choice the devs made, and hopefully ingrain the lesson they should've learned 3 years prior to her release from the Ghost Face PTB Debacle:

    "Lullaby's do NOT belong on M1 Stealth Killers."

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084350#Comment_4084350

    The basis of the thread is that there are known issues with Nurse, and she absolutely is the strongest killer in the game by pretty much everyone's assessment, and KR just doesn't tell the full picture. If we go purely by KR, we really should be nerfing Sadako (We should not do that.) Even a middling Nurse doesn't really need to accomplish much to crush a lobby.

    Ironically, what holds her back is mobility across maps with large surface areas and the ability to prerun to force multiple fatigues before the chase even becomes dangerous. If all survivors do this while slamming the hell out of gens and make sure they broke an early 3 gen, she's escapable. The problem comes from the fact that none of this feels like outplaying the Nurse. She's really not that interactive, especially if she's running full Aura and hitting you with insta-2nd-blink. Playing against Nurse is largely hoping she's not got the mechanics down, not actively outplaying her - and god help you if a Nurse with the baseline level of familiarity with her gets Midwich. The sheer degree of separation between how she plays vs how other killers play is likely a huge part of her wonky KR, especially given she's free.

    I don't want her deleted. I'm not part of this monolith you're arguing with. I think taking away her power and reworking her into a chase killer would suck for the game's variety, her legacy, and Nurse mains in general. Slowing her down too much via an infection mechanic would make some maps practically unwinnable unless she plays perfectly. I also don't think she should lose her ability to blink through walls. Just because someone I have no control over agreed with your joke post about a completely crippling nerf doesn't mean everyone's motivation aligns. Blinking through walls or up/down a floor makes for some of the best organic horror moments in the game. Her presentation is fantastic and is worth being in the game for that alone. Were I given a button to remove her vs keep her as is forever, I'd press the latter.

    I spitballed an idea as a creative exercise, one that gives her troughs and peaks, while hopefully preventing survivors being able to freely brain-off gen repair. I don't claim it's perfect, it went from idea to post in the space of 20 minutes while I timed out the remainder of my work day. Rereading it a day later and I already see holes in it and how it would likely motivate tunneling. The hope was to see people engage with that and maybe build on what is admittedly a pretty barebones idea, from both Nurse player perspective and the survivor perspective.

    I just think you were a bit quick to pull the trigger on this one. I'm not even a survivor main.

    I'm just frustrated that there aren't more people out there putting up any defense for Nurse, because while she can be a complete monster in the right hands, she takes a lot more effort to get there with her compared to some of the others. When I made my joke comments, I can't believe I was surprised that anyone actually took them seriously, it made my heart sink, and made me realize that survivors really do want her to be nigh unplayable before they'll stop pestering the devs to do so. That angered me, and yes, I was quick to pull the trigger in my anger because this whole post read less like a list of ideas for balance in the current game, and more like a collaborative plan to assassinate a character. The only other Killer that has just as high of a skill ceiling as her is singularity, but he doesn't get as high of rewards for mastering him. Comparing that to2 a killer like Ghoul, who takes far less effort, and has just as high rewards, feels wrong to me because it feels so unearned. Yet here we are again, discussing ideas for destroying this particular character, and nobody is coming to her defense.

    I guess I shouldn't make jokes in a post like this… the responses just make me feel like an idiot.

  • Jason should've come with one of my Pallet chomping perks:

    Corrupt Favoritism:

    Every pallet broken throughout the trial gains 1 token. Activates if the exit gates are powered in under 10 minutes.

    For each token gained, any remaining upright pallets are destroyed by the Entity.

    Excess tokens inflict any remaining survivors with the Deep Wounds status up to 4.

    If excess tokens still exist after the first 2 effects are met, the exits are blocked to match in seconds the remaining excess tokens, when they are opened.

    Scourge Hook: Territorial Dominance

    Your shrines of Sacrifice Mark unsafe ground for your victims to tread.

    At the start of the Trial, 4 random hooks are changed into Scourge hooks.

    Scourge hooks are revealed to you in White.

    Each time a Survivors is hooked on a scourge hook, the following effects apply:

    Up to 3 Used/Down Pallets within 16/24/32 meters of All Scourge hooks are Destroyed.

    If no Used/Down Pallets are Available, Then the closest 1 Upright Pallet within 16/24/32 meters of the Scourge Hook you hook a survivor on is destroyed instead.

    Head of the House:

    Your previous encounters with survivors have awakened your sense of preparation in the trial grounds.

    Up to 4/6/8 Randomly Chosen Pallets in the trial grounds are revealed to you in White.

    Whenever a survivor drops any of these Pallets, they are Instantly Destroyed.

    Stunning penalties still apply.

    Undeterred Rage:

    The Survivors struggles against you have finally reached their limit, and now you will show them why it's unwise to agitate you any further.

    Every 4/3/2 times you are Stunned or Blinded by survivors, This perk activates.

    Performing a Lunge Attack on a Down Pallet or Breakable Wall will instantly destroy it, and extend your Lunges Range by 50%.

    All Missed and Successful attack recovery Speeds after breaking a pallet or breakable wall this way takes 50% longer.

    Notes: Basically, if you get stunned or blinded enough you can just charge through the next dropped pallet or breakable wall and try to get a hit. It's like Billy's Lopro Chains add-on, but only applies to basic attacks and requires taking a bit of a beating to charge up.

    Most of these I've suggested since 2022. Albeit, Corrupt Favoritism is one I came up on the fly, literally today, so… yeah, can't blame for not using that one, but can for at least not taking any inspiration from the others. I swear, the only thing they ever took inspiration from me for was my Killer concept back in 2019:

    @TWiXT said:

    This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.

    The Dolls

    Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius

    Back-story:

    Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Often locked in the cellar for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making, and while a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught.

    After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as her doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother, Lucy spoke to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave with her to rot. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.

    It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s effort. All the blood made her slippery and hard to hold down, but after enough bleeding and eventual slip into shock, her stepmother stopped moving, and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, polished and lacquered them to a pristine shine, and with that Lucy finally had the eyes she always wanted.

    As Agnes grew better at doll making and more astute with the finer details, the Doll Shop became much more successful, as everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but in her mind, none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard to convert the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening she could spare at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes initially resisted.

    In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes dodged it, but her mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for murdering Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend Clay the eyes he always wanted. Agnes held a memorial for Lucy, burying her remains in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and by Clays persuasion, from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.

    Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding their bodies in the woods. However, after a week long storm had caused mudslides, a few of her victims bodies were discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered.

    Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the desiccated bodies in her cellar and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes drew her shears and attacked the constable, taking a shot in the lower abdomen from his revolver, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, she could hear all of her friends cry out begging to go with her, but she could only pack up a few with promises to return for the rest later.

    Tears freely running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hour. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.

    Weapon:

    Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive:

    Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    OR,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active:

    Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori:

    Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House.

    In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek: Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.

    Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying, Hooked and Exhaustion notifications are exempt from this effect.

    Survivor: Wei Ying

    A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.

    Unique Perks:

    Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First: Your knowledge of working around electrical devices outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    TL;DR Version:

    The Dolls

    Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.

    Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    Or,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House

    A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek – At Max, When within 24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.

    Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.

    Survivor: Wei Ying

    A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.

    Unique Perks:

    Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    ​

    All creative criticism is welcome.

    Read it if you want, It's hella long, but there's a shorter TL:DR version at the end if you wanna skip all the backstory stuff, and tell me, truthfully if none of what I suggested in it applies to any killer brought into DbD AFTER the post was made?

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084275#Comment_4084275

    The point of this thread, as OP has stated, is not "What nerf does Nurse need."

    It's about a balancing mechanic. A chance to spitball something additional that would make her less complained about but also not dumpstered.

    OP even said that they weren't engaging with their own thread because it pivoted quickly to a nerf discussion and not a mechanics/game design discussion.

    Not every post on the internet is in bad faith, despite evidence to the contrary.

    The OP Litterally Labeled this thread: "Which balance mechanic would be best for the Nurse" Heavily implying she's unbalanced and in need of "correction".

    Oh my boy, but it gets better, he then goes:

    "Nurse is, atleast with the last Blight nerf, clearly the strongest killer in the game.

    Some other killer have different mechanics to keep their power in check, which of those would be in your opinion work for Nurse without making her awful to play?

    • Infect first/triple hit (for example Nemesis, Unknown)
    • Limited Power (for example Oni, Myers)
    • Items to reduce the power (for example Singularity, Xeno)"

    As if the only way they can "correct her" is to apply any of these 3 proven restrictions/NERFS, as done on other killers, to make her BETTER for survivors to go against!

    Flipping HELL man, I even submitted my own "Joke" response about basically castrating her by making it so she can't blink to where she can't see, and Escalated upon it when somebody said it was a "good idea" by suggesting they nerf her even further, and only then did the guy, obviously not getting that my initial suggestion was a joke, say:

    @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084275#Comment_4084275

    You will never make everyone happy but I think that the los restriction would be a great way to try and balance her, we could see if it works or not and go from there if she's still awful.

    Like, What the hell?!

    As suspected You guys really do want her deleted don't you? No amount of nerfs I suggest, no matter how horrible, or how useless they'd make her… not even the OP is arguing against. Sure the OP has since stated that this shouldn't be a "Nerf Nurse" post… but that's literally just him covering his own butt.

    @TicTac If you really want this to end, just ask the moderators to close the post, because all you're ever gonna get now, is suggestions on how to nerf her. Attempting to balance her is the LEAST any survivor in this community is interested in. They're just tired of going up against her in the top tier. Even so, if she was nerfed into the ground, they'd just go after Ghoul, Spirit, or Huntress and so on… Just, let her be what she truly is: A challenge, that has a high skill ceiling, and gives equally high rewards for doing so. The survivor community Rarely, if Ever, comes across a "Good Nurse", and when they do, they flip out because she can feel so overpowering, but You literally won't get the same amount of commitment and rarity from any other killer, I promise.

    You can't really say that this post wasn't about nerfing her, it's right in your initial Paragraph. Some killer has to be on the top, and there's an old Asian saying: "The nail that sticks up the most, gets the hammer." hence why few, if any, are defending her here… you invited them to come with their hammers raised. If not Nurse, then a different killer will be the next target.

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083594#Comment_4083594

    Actually yeah that could work incredibly well, she'd need a few buffs to make sure she does not instantly become f tier but it would make her balanced.

    TBH, I don't think that even changing her like this would ever make the survivors "happy". The only way they'll ever be even close to "happy" with her is if:

    1. she can only blink on open ground, only 6 meters per token, still 2 tokens
    2. has a 10-15 second cooldown,
    3. permanently suffers from the blindness effect so she can never see auras,
    4. still moves at her 3.86m/s

    Added to the aforementioned proposed nerf of "Can't blink to where she has no LoS," then, and ONLY then, would survivors say she's "ok".

    These changes would make her completely nugatory to the killer player base, but even with all of these nerfs… I'm sure they'll still complain until she's deleted entirely… Because that just how survivor mains who start threads like this think.

  • The only counter to Cross-Examination is the Undetectable, and Oblivious status's, so if it goes live, especially in its currently broken state (wherein it affects survivors on multiple level maps killer leaves trail on floor below you, you still get elusive by walking over it on your level, and it activates from in front of the killer when they're within striking distance; basically a free Lucky Break for 5 seconds every time they hit you with a basic attack)… Expect killers adopting a new "Stealth Meta". I'm sure that will make survivors games way more fun!

  • I've said it before, I'll say it again: Survivors just won't be "happy" with the Nurse unless BHVR applies her old Torn Bookmark add-on effect:

    "The Nurse is unable to Blink to a Target location she does not have direct line-of-sight to."

    As her Base kit.

    If she could no longer blink through walls, and only to places she can see, then that stops her from heading survivors off at most high walled loops, and keeps her from blinking between floors of multi level maps. If instead they changed it so that she could only blink through walls and floors/ceilings with an ultra rare add-on, then Survivors would complain less, but still complain despite how MASSIVE of a nerf this would be.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082530#Comment_4082530

    It's been a while since the Pig days. He won't get the Krasue treatment. Part of her problem was her overall design, but the other side is that she was purchasable with shards and a non-IP. Same with Skull Merchant. Jason is probably going to be more like Ghoul, who is still being complained about but who is also probably still making money because of his braindead reputation. And Jason is going to make a lot of money. So serious nerfs will be pretty unlikely. Even Henry, our most recent IP, received only some small post-release nerfs, and he's not even very popular for a new killer.

    They nerfed Springtrap and his addons literally 2 weeks after his release, and didn't buff anything about him until the 9.6.0 patch released last month. While they didn't nerf him into the ground, they sure made playing him more frustrating and easier to counter, especially since the community hadn't really gotten a chance to get used to him and the nerfs he received felt like a knee jerk reaction to the initial flood of complaints.

    I've seen the pattern before… I just know that once Jason goes live, he's gonna feel awesome to play for a week or 2, and then they're gonna hit him with nerfs. How much they nerf him will determine whether or not he's worth buying, after all, he's not the only Licensed killer they nerfed too hard and has yet to recover (poor Xenomorph and Demogorgon 😥)

  • Of course he'll get nerfed, there's no question about that, the real question is "When".

    My bet is on 2-4 weeks after the live release (depending on how vocal the survivors complaints are), that way, people who buy him can have their fun for a couple of weeks, bhvr can make bank off the new killer, and when all the dust starts settling, that's when the other boot will drop and he'll get the Krasue treatment.

    This is exactly why I choose not to buy a new killer until a month after release… I don't want buyers remorse when I can't get a refund, nor will I choose to buy any killer that gets nerfed into the ground. I learned that lesson hard when I bought Pig on her release, and no matter how many "buffs" they've given her in the years since they went on a nerfing rampage in her first few months, she's still D-tier crap that I shouldn't have spent money on! It's better to wait until you see just how much a new killer is gonna get nerfed, and then make the decision on whether to get them or not; don't fall for the initial hype, it's never worth it.

  • @BlackRabies said:

    Brute strength, immortality, relentless and surprise? That's already what the whole killer roster is so none of that's gonna work Jason in DBD. He's has the same problem that Pyramid Head and SpringTrap has that these 3 characters have no power of any kind from their respective franchise that could be translated to DBD. So they have to give Jason an original power and I can't think of any myself that could work. F13th game think he had some kind of teleport or invisibility skill but that'll be too close to what Wraith and Dredge already does.

    Though your idea of different temp weapons from lockers I see could work but have to get rid of the RNG issues that'll bring.

    did you even read about the improvisation? AkA the entire point I was making about the killer concept?

  • @Jay_K said:

    Personally i think this would be bad. The RNG alone would make him useless because each weapon would only be good in certain situations. Not to mention if its a 1 use weapon you spend half the match just going back to a locker or chest or whatever to get a new weapon. At this point you might as well load up a game of Huntress with irry hatchet.

    I would like to comment on the start though about jasons 4 key abilities

    Brute strength - This is half the roster. Majority of killers will have brute strength so although this is an ability its not exactly unique

    Immortality - This means nothing in the DBD universe. The survivors arn't out to kill the killer meaning the immortatility is useless

    Relentlessness - Your basicly saying he tunnels. Im sure the community will LOVE a killer who's whole idea is he relentlessly attacks one survivor will they are dead lol

    Surprise - I feel like all horror characters have this. The only reason they don't within the DBD universe is because of terror radius (unless a stealth killer) however in movies all the bad guys can stay quiet.

    By your own admision, besides the 4 key abilities of Jason, I have literally listed the only thing that could make him "Unique" in the DbD Killer roster, but you're trashing it as "useless"?

    A killer who can do pretty much every killer's tricks(short, mid, long range + trap setting) but has to take time out of their run to check lockers to do it, and hasn't a guarantee of what they are getting from said lockers, unlike huntress, is by and far the most unpredictable character in DbD's history.. but that's "USELESS" to you?

    Yet you scoff at the idea… and furthermore, HATE on all the "already used" aspects of Jason, even taking them to their Extremes (which we know the devs won't do) to justify your rhetoric, with an air of pure malediction…

    Just admit you're a survivor main already! One who doesn't want to deal with a killer who's a "jack of all trades" because it would be too much for you. Do that, Spell out why this hurts you as a survivor more than any other killer, and I'd respect your opinion better, because at least then I'd know what you're afraid of and where the concept could compromise.

    Otherwise, this is just a Banal whining from a survivor main that doesn't want a challenge.

  • sigh….

    download.jpg

    One day ChromeSkull… One day.

  • All guesses are WRONG…

    It's this Guy:

    image.png

    That's Right, CHROMESKULL from the "Laid to Rest" franchise is coming to DbD! Such an Iconic and Memorable villain from such an unforgettable powerhouse of cinema that forever changed our pop culture is the ONLY choice for DbD's 10th Anniversary!

    I bet his power is gonna use his webcams!

  • Also there's the "Little Spies" build:

    Franklin's, Weave, Human Greed, Hex: Undying

    Basically this makes 4 totems, all chests, and any dropped items reveal survivors auras all over the map. Undying can get cleansed, chests can get opened, and survivors can pick their items back up to remove all of the aura revealing potential, but overall, its a pretty fun little meme build that wouldn't be as useful without Franklin's Demise.

  • Ok, I decided I'd spill the beans on why it will never leave one of my Pyramid Head builds.

    Survivors opposing Pyramid Head, especially in mid-high MMR, have a habit of avoiding becoming Tormented at all costs, even if it means crouching over one of PH's trails while within striking range of the killer. This makes using the Cage/Execution side of his ability rarely come into play, which for a PH player means they have no advantage.

    Knock an Item out of a survivors hands with Franklin's Demise and Draw a Trail of Torment over said item, and if the survivor wants it back they'll either have to wait until the Trail disappears or get Tormented. "But they can just crouch over the trail to get their item back without getting tormented" I hear you say… Not so. When they pick up their item on a Trail, the pickup animation forces them to stand up, and apparently, as long as they aren't in the crouch position, they will get Tormented every time. Standing on a trail is apparently the sole condition for receiving the tormented status, so with FD, you can force survivors who want their items back to receive Torment.

    Obviously, this was much better when FD drained Charges as it put survivors in a tough position of getting tormented or just abandoning the item since all of its charges would be gone by the time the trail disappeared, however, Despite the nerf, and with trails taking up to 90 seconds to vanish, you can effectively take their items off the board as an issue for minutes at a time if they want to avoid getting tormented.

    As many have also pointed out, Weave Attunement has incredible synergy with FD, but it's unnecessary on PH since survivors getting tormented gives you the Killer Instinct alert. However, with Weave you also give survivors who retrieve their items the Oblivious status, which is another feather in your cap if you have the perk slot to spare, and it also shows them the aura of their dropped items in your trails which can serve as bait for the torment to the most forgetful survivors, who're unsure of where you knocked it out of their hands. IMO, I have 1 build that uses both FD and WA, and one that only uses FD, and both are about equally good at getting them tormented, so if that's your goal, use whichever you prefer.

    PH is also not the only Killer that gets unique interaction with FD, as both Hag and Trapper can use it to "bait their traps", and Hag's Trap activation has a similar "Standing" condition as torment, but unlike torment, Survivors get a "Wipe Trap" prompt to avoid triggering it. Trapper using items to bait his traps however only gets one use from this with Bloody Coil, which secures an injury for anyone who disarms a trap to retrieve their item, so FD's not as good on him without that add-on.

    Now that I've explained these "dark secrets of the old magics", I hope you have fun trying it out 😋

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079355#Comment_4079355

    I would have to think if he was a weapon switcher just weapons spawns around the map would they be infinite or one time use if like the bow was one time use would it respawn over time or no

    Weapons that have limited uses or are instant downs, like the bow, harpoon gun, or Throwing weapons would have limited spawns, (maybe 1 or 2 of each), only a max of 3 ammo, and a lower possibility of spawning. Traps would likely also be limited to probably 4 and can't be reset or moved once placed. Longer reach Melee weapons like an Oar, Boat Hook (pole with a hook on the end) or Chain would be able to hit survivors across a dropped pallet, but have a longer recovery time, and medium spawn chance. Basic melee weapons like the Machete, Wood Axe, Corkscrew, Claw Hammer etc, I figured would just be interchangeable and plentiful, but maybe the really small ones like the aforementioned corkscrew, could have a unique attack that's also a 1 shot down, but you have to basically be touching a survivor to pull it off. Fun Fact: the first time Jason ever kills anyone in the movies is with a tiny Ice Pick.

    Overall, I figured there's really a lot of lockers in each map, so it's unlikely you're gonna search all of them, so weapons may not even need to respawn at all, but that might get too limiting if you accidentally create a weapons "dead zone" for yourself by searching all the lockers in that area (like Shack, it either has 8 lockers or 2, depending on if basement spawns in it). I thought it would be fun if Jason also didn't know what weapon was in what locker without the help of a Very Rare or Ultra Rare add-on (something that only reveals the location of Ranged types or traps), just to give it the feel of being in Jason's shoe's and using whatever you find at any given moment.

    Finally it would be great and thematically perfect if he just didn't even have a TR at all, or until he's chasing or attacking, and instead, if he's within a certain distance of you as a survivor, and can see you while you don't see him, you'd get the trademark "KI-KI-KI, MA-MA-MA" sound as your only alert. Not a Lullaby or TR, just a little warning that he's got eyes on you and might be approaching. It would fit him perfectly, especially if you have no idea what toys he's found to kill you with.

  • Despite how nerfed it's become, it's still never leaving one of my Pyramid Head builds! People don't realize how useful it is to him, and I'm debating on whether I should spill the beans on why, or keep these ancient and dark secrets of the old magics to myself…

  • Scott thinks he'd be boring because his "Power" isn't unique, I think Scott doesn't understand where Jason's True strength lies.

    Everyone knows Jason's 4 key abilities:

    1. Brute Strength - In the movies he's walked through closed doors/walls, picked up people in sleeping bags to smash against trees, even crushed a guys head with is bare hands to the point his eyes pop out. No Doubt Jason is very Strong.
    2. Immortality - No matter how much abuse or damage he takes, he always gets back up to kill again, even if he's dismembered, decapitated, frozen buried, blown up… He always comes back for the slaughter.
    3. Relentlessness - Once he wants you dead, he pursues until he gets you. Undeterred, untiring, unmatched in his sole objective to kill. He always finds you no matter where you are, as if he has a 6th sense for it, and no matter how slow he moves, you can neither run nor hide from this fiend.
    4. Surprise - Jason is overwhelmingly good at appearing when you least expect and killing off your friends without you ever becoming aware until it's too late. Even if you think you lost him, he's just around the corner waiting for you.

    These aspects have all been done, and to a degree, Scott is right, but there is still 1 thing everyone overlooks about Jason that I believe could prove to be fun:

    5. Improvisation - Jason, actually, doesn't have a "Favorite weapon". Many believe its the Machete, because he uses them so often, but honestly… He uses whatever he finds lying around, and worse, He's good at using them. Baseball Bats, Oars, Knives, Corkscrews, Claw Hammers, Sledge Hammers, Rocks, Weights, Snares, Bear Traps, Throwing Axes, Chopping Axes, Throwing Knives, Javelins, Boat Hooks, Bows, Ropes, Chains, Knives, Harpoon Guns, you get the picture; Just literally anything that can be used to kill, he puts to work.

    Now Imagine, you start a match and Jason has nothing in his hands, or maybe just a machete for his standard M1 melee attacks, but then he walks over to a locker, opens it, and SURPRISE… Now he has a Bow with 1 arrow good for an insta down! Or maybe he has a big ol Oar in both hands with double the normal Melee range? What if while he's chasing you, you suddenly end up in a Snare? How crazy of a concept does that sound?

    To me, Jason has the potential of being the only killer capable of short, mid, and long range attacks as well as trap placing… And if done right with some limitations on spawn rate of these weapons + RNG, no one would ever know what new toy he found in a locker until he attacks. I think it would be lots of fun if they brought him into the game using this overlooked aspect as his Prime Ability.

    Would you play him?

  • Outfits with bright colors and shiny attachments like glowing wings/tails, are for flex, not stealth. They're basically a big bright banner in all caps saying "CATCH ME IF YOU CAN!", or in essence a statement that you are so good at chases/looping that you're bold enough to stand out, and won't even try to sneak around. If you're not that good at looping, or just prefer a stealthier approach, as good as the cosmetic is, it's not your best option. I'm not trying to gatekeep here, tbh I main killer, and I have learned to avoid the flashy outfits and go for the more normal or muted colored ones, because I know the bright ones are on players who want me to chase them first, whereas the more normal/muted ones tend to be easier to catch.

    This is my own opinion of course, and may not be true for everyone, but so far from my experiences… it's mostly true. Sometimes I do run into the occasional Flashy player who is much worse at chases than their teammates, but this is much more rare for me. However in High SBMM/MMR matches, it doesn't matter what cosmetics they bring, I just know I'm in for a rough time if I'm not playing any of the A-S tier killers.

    Seeing as you're new to the forums and this is your first post, I feel obligated to warn you that most Survivor players/mains are very vocally opposed to Stealth Favoring survivors, who they often call "Rats" due to their habits of hiding in corners, not doing gens, or going for rescues in order to try and survive the trials… There is a good way to play survivor stealthily, but it's very rare to meet a good one vs a rat. They may assume you to be one, and respond in kind with some vitriol while encouraging you to play more brazenly and take more risks.

    Bottom line: Welcome to the forums, there's nothing wrong for wanting to play stealthily, but a flashy cosmetic won't help that playstyle no matter how much you like it, so save it for a bold playstyle rather than stealth, and ignore any criticism you may get from other survivor players who might harangue you for choosing stealth over boldness. Play however you want to play and enjoy the game!😊

    Edit: Also, Fortunately for you, the outfit is not a tie in to any licenses like many of the recent Darkest Dungeon themed cosmetics are, so The devs may actually consider you're request, but, sigh… it's unlikely unless the request gets a lot of support, so I voted up your post, and hopefully many supporters will agree and follow in suit.

  • Sleepy Hollow: The Headless Horseman

    I wanna ride down survivors on a horse and take swings at them with a sword. Also, a good Decapitation mori + stuffing their heads in a bag would be great.

    Johnny the Homicidal Maniac

    He's a completely unhinged Psychopathic serial killer who Believes he has to keep a wall in his home painted red with fresh blood, that can never be let to dry up and turn brown or something will come through… who's to say that something wasn't the entity all along?

  • Sleepy Hollow

    I wanna ride down survivors on a horse and take swings at them with a sword. Also, a good Decapitation mori + stuffing their heads in a bag would be great.

  • OG Nurse noises (and Artist) gave me anxiety playing her, so much that even queuing up as Nurse raised my stress levels. I stopped playing her altogether because of those noises, but when this new skin came out, and for once Actually changed her noises, I could finally play her again, and for hours at a time, without any issues, but now, people are complaining that it's making them sick? We all know where this is headed, so go on devs, just do it already:

    Killswitch the skin, "fix it", take away my fun, it was nice while it lasted, but apparently I'm in the minority…

    Sigh… I just don't care anymore.

    in Nurse audio Comment by TWiXT
  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076418#Comment_4076418

    Funniest part is that this would likely target the one doing the invocation.

    Well Invocations are supposed to be high risk high reward, so yeah, but if your team has a Rat problem, then it works as intended. 😋

  • Invocation: Revealing Rodents

    Upon completing invocation Revealing Rodents

    Rats continuously chase the Survivor that has done the least Repair, Healing, and Rescue actions, or has been Chased the least.

    When that survivor is in the killers Terror Radius, Rats lead the killer to their location.

    Every time the killer chases this survivor, the rest of the survivors get a 10% Bonus to healing and Repair speeds. If that survivor is killed or sacrificed, this bonus becomes permanent for the remainder of the trial.

  • A few patches back, trapper was experiencing some de-sync issues with their trap placement. e.g. The trapper would put a trap in the center of a small, 1 person doorway. The survivor approaching the trap would see it to the side of the doorway and get caught while running through it, OR the Trapper would see the trap right where they placed it, but watch a survivor run right over it without triggering because the server decided that the survivors perspective of it being to the side of the door is correct.

    Supposedly they fixed this in the All Kill: Comeback patch, because the complaints about it happening stopped, but after reading OP's post, I suspect that the De-sync might've made its own Comeback.

  • MiNA, Aestri, and Pig, 3 characters, 1 petty common issue: All Female Characters Lazily tacked onto Male models.

    MiNA and Aestri are the most obvious because they have the same height and body proportions of their male model counter parts, and the only thing different about them is their clothing, Face, and a modest pair of sweater puppies. I'm not saying that there aren't women built like this IRL, Hell, just look at any Female Olympic or sports team and you'll see the same Broad shoulders, Rectangular torso, muscular legs and arms etc. What I AM saying is that the dev team didn't even TRY to give them their own models, they just took the pre-existing male models, and did the bare minimum editing of said models to change the face, and add breasts, and use a different voice actor. At least for MiNA, they tried giving her a more feminine outfit, which is much more than they did for Aestri, most of the time I can't tell which D&D character I'm chasing until they make a noise.

    As for Pig… It's not so obvious that the model started out being meant for a male character until you see the hand's up close and personal and realize, those are undoubtedly man hands. Huntress, Charlotte, and Houndmaster have similar hands, but unlike poor little piggy, these are big, brutish, and Plus Sized women, Pig is built like a survivor male, but the person she was based off of, Shawnee Smith, is really quite lovely, and Average woman size with slender feminine hands, not the Fat sausages the devs gave her in game…Wait… Pig… Sausage… ok I get where they were going now.

    It's petty I know, but I just hate seeing this level of laziness, especially if the devs are asking you to Pay Extra for it.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072050#Comment_4072050

    That Krasue perks is genuinely funny to use with Dark Devotion and Unforeseen. 3 terror radii across the map.

    Unfortunately not the case, The perks keep shutting each other off, for example:

    Strike the obsession and activate Dark Devotion, then go kick a gen to activate Unforeseen = Dark Devotion shuts off, and Unforeseen is now active. If you Hit the Obsession again, Unforeseen shuts off, and Dark Devotion becomes active. I'm unsure of what happens when Hex: Overture of Doom activates, but it likely shuts off the others if they're active, the question then becomes what happens if you activate Unforeseen or Dark Devotion while Hex: Overture of Doom is active? Does it shut off the Hex?

    Likewise, it's best to never bring Dark Devotion in with any Obsession changing perks like Furtive Chase or Friends till the End because as soon as the obsession changes, it shuts off Dark Devotion.

  • While flat out undetectable perks are not that great on him since you can't use his static blast, it's still hilarious when you use TR transfer perks like Dark Devotion or Unforeseen, because the blast radiates from wherever your current TR is located. Think of it like this:

    Dark Devotion triggers and transfers your TR to the obsession survivors, ergo, you whack em, and let them run off to get healed, and boom, 1 static blast reveals where they and their healing teammates are! They become like a Static blast survivor seeking missile.

    Unforeseen is also funny, because it puts your TR on a Generator. Survivors hear the TR but quickly figure out that you're not around, so they pile up on the gen, only for the gen itself to shock all of them, and hey, give you info on how many are over there working on it, and whether or not you should prioritize protecting it.

    There's also that one Krasue perk… yeah… forget about that one, it's garbage.

    If you want an alternative build that allows you to play Doc Stealthy, use the Ninja Doc build:

    Calm Carters notes, Calm 2 + Monitor and Abuse and your choice of perks for the other 3.

    With this build, While you're Static blast is fully charged and you're in a chase, you're TR is a MASSIVE 52 m, but when you're not in a chase, and your Static blast has been used/is charging up, your TR is a Tiny 10 m! The constant fluctuating size of your TR drives survivors nuts, especially on indoor maps.

    Overall, Doc is one of the most versatile killers when you make builds around the add-ons you bring in. Some builds are just memes, but others like the ninja build, make him a grater threat and completely subvert survivors expectations. Experiment away, and have fun!

  • When they nerfed map offerings they did 2 things:

    1. drop their chance % down to 20%
    2. removed stacking

    The idea was to keep survivor teams from guaranteeing favorable maps, and increasing the randomness of the rotation. However, a few patches prior to this change, they also added a feature to the map rotation algorithm that reduces the chances of getting a map if the majority of players in each session had recently been to it, in an attempt to also reduce map repetition. The reason they did this was so Survivor teams playing the same map over and over using offerings would be lowering their chances of the offerings effectiveness through too much repetition, i.e. the more you go to a map you want, the less chance you'll get it, even with offerings.

    Why does the latter variable matter? Simply put, it's still an active feature, and if you, along with any teammate, or the killer have already played on the map you want during their current play session, that reduces the current offering's 20% chance to 0, making them useless. If however, they put map Offering stacking back in play, that would help mitigate this issue, and due to the fact that the algorithm would still log how many times you've been to a map, and reduce the chances, it would still do it's job at keeping players from always getting the maps they want, but only after they've been to the map a couple of times at most.

    Basically, they over corrected when it came to map offerings. There's 3 things working against map offerings right now that currently make them useless, but if they allow offering stacking to come back, that would make them useful again, while not something people could consistently abuse.

    Bring Back offering stacking!

  • @Defnotmeghead said:

    Wasnt the whole point of introducing them, that generator progression/regression perks wouldnt apply to them?
    Why the change of mind? Why can killers use Ruin on blood generators but survivors cant apply fast track to it?

    I am fairly certain all I need is ruin/undying and win most games as long as I dont play Trapper

    @Aven_Fallen said:

    Because Killers complained. And if Killers complain, there will be changes.

    Apparently neither of you remember how BAD it was last year, I'll just leave this here:

    https://www.youtube.com/watch?v=9nEAm4ZAJYQ
  • Johnny The Homicidal Maniac #1 Interior Sample: Diary

    Johnny the Homicidal Maniac!

    He'd be Right at home in the Entities realm.

  • They Fixed it!

    9.5.0 Patch Notes (Changes from the PTB section):

    WraithFix.PNG

    Welp, that's egg on my face.

  • Another build for punishing survivors that refuse to cleanse (courtesy of a Youtuber/streamer named Magi, who specializes in Plague, here's a link to his channel: https://www.youtube.com/%40magi_n7 ):

    LUNGE:

    Coup De Grace, Surge, All-Shaking Thunder, Thwack!

    Add-ons: your choice

    How the Build works:

    Tired of survivors choosing not to cleanse and forcing you to be an M1 killer? Make them Regret that decision! Coup De Grace and All-Shaking Thunder gives your M1 attacks extra reach and speed when lunging, and against fully infected survivors only 1 shot away from a down, they make a lethal difference that survivors don't expect. Who cares if they're plowing through gens when doing so makes you more lethal in M1 takedown power? Surge is there simply because any killer that relies on M1 takedowns utilizes it best, and Thwack! is an amazing source of tracking information for you that never gets old, or runs out of tokens, if you use it wisely.

    Pairing this build with add-ons that increase infection effectiveness, or charge up speed is preferred, but the real meat of the build is in the fact that survivors don't expect you to get the drop on them at supposedly secure loops, so picking the Brown add-on Prayer Tablet Fragment which disables your ability to puke on the survivors to infect them, but doubles their infection rate and the time objects remain infected, is actually really good and useful with this build. Pick what's more comfortable for you of course, and no one can ever blame you for picking either of her Iri's.

    Here's a link to Magi's video showcasing it, incase you want to see it in action:

    https://www.youtube.com/watch?v=sP-TLMu6lhI

    As you will likely see in the video, Magi is also a great source of information with a keen understanding of how Plagues mechanics work, so pay close attention, and let him help you improve as a plague player. In all honesty, Plague has always been my go-to girl in this game, but even so, Magi's videos, tips, and tricks have been incredibly insightful to me, so I hope he can help you too.

  • HOLY CRAP! I did not expect someone to look up my old 2019 killer concept and actually respond! I thank you kindly for your support! Honestly, even IF the devs don't make it a full chapter, I'm still glad to see that they at least took inspiration from it for the Chucky chapter: the killers Spirit/ghost performing the pickup and hooking, the 3rd person view for a "doll sized" killer, hell i could even argue they were inspired by the "Giggling" the dolls do within a certain range and how Chucky won't shut up with his own cackles while he's in his "Hidey-Ho" mode.

    One of these being used by them, I could argue was a coincidence, but 3? Yeah, that at least tells me they did read this, took inspiration from it, and they just failed to comment… It makes me wonder if they hadn't gotten the license for chucky, if maybe, this had an actual chance?

    I could also argue, that since I posted this originally back in 2018, and this refined version in 2019, that they probably were inspired by the whole "switch perspectives" to control multiple killers concept when they made the Twins, but yeah… Would be nice if they actually acknowledged that, and just gave me a thanks, as I've already stated that I'm not after their money, just knowing that I helped inspire them would make my day, and they have that in writing.

    Again, thank you SO much for Enjoying my Killer concept, I have others too, but none as good or fleshed out as this one, still, I thought they were interesting at least, if you want links to the ones i've posted, ask and I'll provide them, otherwise, just look up my profile and check my posts. You've made me feel like all that time i used to spend coming up with these ideas, wasn't a waste, and that really hit me in the feels. THANK YOU again, I really mean it.

  • I wish I had your problem! Seems to me, everyone has forgotten how to counter Plague and cleanse right away, which honestly DOES work out in my favor, but the thing is, when Plague first came out and everyone knew to "not Cleanse" I came up with a build I called "The Rock and Hard Place" build, and I haven't been able to get use out of it at all against all the current teams I face who keep cleansing!

    R&HP Build:

    Add-ons: your choice

    Dying Light, Thanatophobia, Surge Pop Goes the Weasel

    Alt's to Pop or Jolt: Jagged compass + Gift of Pain (only if you're coming across survivors that are cleansing more often)

    How build works:

    Infect everyone asap, get at least 4 tokens of DL ideally around the time there are 3 gens left, At which point if they haven't cleansed, the amount of gen slowdown from thana + DL will be around 32% and gens progress will slow to a crawl. Each chunk of damage done by PgtW, and Surge will take much longer to recover for survivors, slowing gens down even more. 

    IMPORTANT NOTE: DO NOT leave the Obsession alone except in the early - mid game, as they are the only one unaffected by DL's slowdown, so hook them 2x, but do not kill them UNTIL you have killed at least 1 or 2 of the others first, If you haven't, then simply slug them to keep em off the gens.

    The metaphorical "Rock & Hard Place" this build puts survivors in:

    Either Stay sick and suffer progressively slower generator repair speeds, or Cleanse and give Plague her Corrupt purge, which is arguably the best ranged attack in the game.

    If you find yourself regularly going up against teams that follow the "Big Survivor" propaganda/strategy of "Don't Cleanse against plague", stick with Jolt + Pop. If going up against teams that cleanse at the drop of a hat go with SH:JC + SH: GoP so that no matter if they are injured or healthy, they're always getting slowed down on gens. Add-ons are up to you, I generally go with ones that Enhance Corrupt Purge's lethality so I can better punish survivors with it if they give in and start cleansing, Or the Iri ones because, damn… they're REALLY good on Plague.

  • Sleepy Hollow

    I wanna ride down survivors on a horse and take swings at them with a sword. Also, a good Decapitation mori + stuffing their heads in a bag would be great.

  • Not necessarily when I was new, but After Demogorgon came out, I had it in my head that if I just spammed the Shred Attack, I'd move around the map Faster kinda like a worse version of Nurse. Not only did I NOT move faster in the long run, but I also didn't realize that survivors could hear Demo's Roars both globally and Directionally, meaning that while I was hopping about, Anyone with ears new exactly where I was on the map at all times…

    Sigh… You live, you learn.

  • @Xaerdy said:

    I've got choice paralysis. I like the head of the first and the legs of the second more. 😶

    The faces on the legs of the 2nd one are nice, but being from the USA, the feathers positioned over them remind me of the head dress's of Native American Tribal Chiefs… I'm probably the only one though, so, no doubt nobody in the whole wide internet will EVER find anything wrong with that…. I'm just weird I guess.

    Also, is anyone else relieved to find out that this may be the closest we'll ever get to having a spider themed killer? Good dodge imo, 2 other asymmetrical games failed hard within a month of releasing a spider killer, as if doing so is somehow cursed, so I'd hate to see the same thing happen to DbD.

  • Personal Reasons.

    Most people want to keep it to themselves if they've got an STB, and only reveal it to their partners when things lead to situations where it's important to know. You can't ask people to go around announcing to the world they have one, that's just rude. Also many people are pretty biased against it, and finding out you have one too early may be seen as a deal breaker, and they won't want to play with you. They have the right to know you have it, yeah, but only when its relevant and you're close enough to be wrapped in their arms (unhooked) should they be obligated to inform you.

    Trust me, it's better to find out that way, and produces a much stronger bond, because you respected their privacy first.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053990#Comment_4053990

    Hmm it's a grey area but i think the wraith thing is a little different to the examples you've given. A lot of them are one offs and not actually that useful. Like the plague one, terminus literally makes no difference beyond what it would normally do. Killers messing with their terror radius is nothing unusual and a good nurse/pyramid head etc can hit survivors through walls anyway if they predict well enough and use audio cues, the aura reading just makes it easier.

    But the wraith one is able to be used repeatedly everytime he hooks someone, it's much worse than your ghostface example because ghost face is visible even when he's undetectable. Wraith is functionally invisible and also faster when cloaked, he can't be detected at a distance while cloaked unless you'replaying on a bright map like coldwind or artists map, his breathing isn't audible over the sound of gen repairs at a distance and it only takes a second to use TBTC and he's instantly flying in at the gen. Even legion has a cool down after using their power to injure. It circumvents the basic limitation of his power 8 times in a match.

    My Issue is not with the gen damage, it's curcumventing wraiths power for a free hit with too little chance to react.

    If devs thought it was balanced he would have an addon that removes his recovery time and speed decrease while cloaking.

    Either way devs can see this and make a decision whether they believe this is balanced or not.

    It doesn't circumvent his power, it actually nerfs it. When wraith comes out of cloak with that add-on (the serpent-soot), he actually only gets 1/4th the speed-boost and lunge distance than if he just uncloaked by ringing the bell. The only reason that Add-on is useful with Turn Back the Clock is that he doesn't have to kick any pallet or gen first, and thus can use it while cloaked with his superior speed to get the drop on a survivor.

    However, it's still only good for 1 basic attack, he only gets as many uses out of it as he gets hooks (so, realistically before survivors stop doing gens and going into hiding against the killer… 6 minimum, 8 on average), It doesn't give him insta down or extra lunge range, honestly, the only thing it does is remove the Bell warning sound. Are you telling us that removing that noise really is giving him all the advantages? If you are, he has an add-on for that too.

    As for his "invisibility", IDK if you're new to the game or not, And definitely not trying to "Gatekeep" here, but Players have long since learned how to see him coming, even on dark maps, and in all honesty, he could actually use a buff on it because it's very noticeable for most people. Again, none of your complaints warrant a complete killswitch, much less a nerf/rework of the perk or the killer/their add-on's.

    Going back to the GF combo since you brought it up again: Drivers License can be used from 32m away, Damages the Gen for 20%, he can do it as many times as he wants without having to hook a survivor first, AND it Blocks the affected gen for 15 seconds… on top of that, the Stalked survivor(s) are now Exposed for 45 seconds! I'd Argue that GF + Drivers License + Hivemind Is a FAR Worse combo… but still not Killswitch Worthy

    How does Wraith popping a gen for 10% from up to 20m away, and uncloaking for a basic attack, with no Bell sound, even Compare to that? What makes that Game Breaking enough to Warrant a Killswitch/Nerf?

  • I don't think it's necessarily such a "BAD thing", Certain killers have certain unique interactions with perks that give them greater advantages, and that's been a staple of DbD's Build creation since launch. For example:

    Nurse, The First, Pyramid Head, Pinhead, The Artist etc, all have Powers that can be used through walls, and benefit Greatly from Aura Revealing perks.

    Plague Gets unique benefit from Terminus in the endgame, because when survivors cleanse with Terminus Active, they just cleanse the infection but remain Broken.

    Hag, Trapper and Singularity get extra value from No Way Out and Remember Me due to being able to Teleport to the gates, or in trappers case, use Iridescent Stone to trap the gate switches so the traps reset 20 seconds after being disarmed or triggered.

    Doctor with his top 2 Calm Add-ons and Monitor & Abuse can make his TR only 10m after using a static blast.

    Myers/Shape, Alien, Wraith can all use add-ons + Vault Speed perks to make them vault windows 2-5x faster than survivors can.

    Ghost Face with any Gen surveillance perk (perks that show which gens are being worked on) can combine his Drivers License add-on for remote detonating a Gen via stalking for 20% Damage and from 12 more meters away than the effective range of Turn Back the Clock…

    Unknown + Teleportation enhancing add-ons + Undetectable Perks = Scariest killer ever!

    Honestly, we're Talking about 1 Killer who has 1 unique interaction with 1 perk. Wraith is a mid tier m1 killer at best, this single unique interaction doesn't Break him, hell, it doesn't even put him in the same tier as Nurse, Blight, Ghoul, or even Huntress or Billy… All it does is give him an earlier chance to strike by negating the need to kick the gen himself. This is Hardly broken to the point that anyone should be demanding a Killswitch on either him or the perk.

    Besides, the perk itself does only 10% damage to progress, so It's not like he's getting great value here considering he can only do it 8x max per gen, and he only gets a max potential of 12 uses of it. I know you're finding it annoying right now but, when we're talking about Killswitch worthiness, Think back to when Survivors were using the reworked Streetwise to gain infinite charges on items, or When Legion could continuously stack DW mending time with his Filthy Blade add-on… yeah, this 1 killer getting a unique interaction with a new perk, that is no where near as broken as you're making it out to be, is nothing worth killswitching, much less patching out for that matter.

  • My fave is kinda a Catch 22 situation: Plague

    She's fun to play against, but only if you're playing with teammates that actually KNOW HOW to play against her. If you're with a team that doesn't know the anti-plague strat, you're gonna have a bad time, but with a competent team, she's a fun killer to face. Her Projectile attack is slow and dodge-able, she's tall and easy to see/mindgame, and as long as she doesn't have the Damaging Vomit, she's stuck as an M1 killer.

    Seriously though… since when did so many people forget this very simple strategy:

    "DON'T CLEANSE UNTIL THE GATES ARE POWERED! Just focus on gens and chase until then."

    Honestly, How hard is that to remember?

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