What can 4% do?

80 SEC-> 83.2 SEC

i guess it is worth for one add-on slot right?

i mean 9% must be too strong so DEV need to NERF 56% of it right?

Even though you can just wake up to counter it but NVM who care.

i think we should just get over it again right?

Comments

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/911556#Comment_911556

    What you're saying is easier said than done. What if I'm using two of those add-ons and Thanataphobia? What stacks? The add-ons clearly shouldn't, but can it stack with the perk? If not, which effect gets used? Even if you have a good system for that (i.e. Use the highest value), how do you stop it from stacking with Ruin and PGTW?

    I don't mean to make it sound like I disagree, I'd be a-okay with not stalking slowdown, but it's not an easy thing to do.

    Why not get rid of their stacking ability?

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/911638#Comment_911638

    In reference to your DH SB analogy... This would be similar to if you could stack SB, DH, Lithe and balanced together on separate cooldowns, so instead of doing anything about being able to stack them like they DID do, they just nerfed 1 of them into the ground and called it a day.

    Not really as they were also changed to not being able to recharge after this when running as again they could still be stacked too prolong a chase with BL and then use DH at a pallet after 40s.

    Now if they stopped the add-ons from stacking it could in theory also solve things but they decided to go another route and as peanits stated is isn't as easy to make them not stack as it sounds 😉.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/911678#Comment_911678

    Not really as they were also changed to not being able to recharge after this when running as again they could still be stacked too prolong a chase with BL and then use DH at a pallet after 40s.

    Now if they stopped the add-ons from stacking it could in theory also solve things but they decided to go another route and as peanits stated is isn't as easy to make them not stack as it sounds 😉.

    The "fix" was simply to nerf the add-ons into oblivion whether you stacked them with anything or not. These add-ons are on par with Bubba's chili add-ons in that the effect is SO minimal now, you'd need side by side video comparisons of using them vs using no add-ons at all to tell any difference. While it's nice that Freddy isn't add-on reliant, his add-ons NOW are all to the point where you won't really see any difference in your gameplay when you use them, making it kinda boring to mix and match when compared to add-ons like Myers.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/912106#Comment_912106

    The "fix" was simply to nerf the add-ons into oblivion whether you stacked them with anything or not. These add-ons are on par with Bubba's chili add-ons in that the effect is SO minimal now, you'd need side by side video comparisons of using them vs using no add-ons at all to tell any difference. While it's nice that Freddy isn't add-on reliant, his add-ons NOW are all to the point where you won't really see any difference in your gameplay when you use them, making it kinda boring to mix and match when compared to add-ons like Myers.

    You will get use if you use certain perks. So I will say the same which I have said to others.

    What is the lesser evil? To change perks which affect all killers or to change these addons?

    While I don't agree with change for the sake of it maybe certain add-ons working better with certain perks might give more variety in game play with perks used. Let's be honest it was rare to find a Freddy who didn't run the forever setup.

    Add-ons and survivor items imo should add to the gameplay and help change it up a bit but not seen to be essential or be overly strong.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/912334#Comment_912334

    You will get use if you use certain perks. So I will say the same which I have said to others.

    What is the lesser evil? To change perks which affect all killers or to change these addons?

    While I don't agree with change for the sake of it maybe certain add-ons working better with certain perks might give more variety in game play with perks used. Let's be honest it was rare to find a Freddy who didn't run the forever setup.

    Add-ons and survivor items imo should add to the gameplay and help change it up a bit but not seen to be essential or be overly strong.

    If you want to change the addons... CHANGE THEM. Don't just delete them. That's what happened, the add-ons got pretty much deleted. If they changed them to have a meaningful effect OUTSIDE of action speed slowdown, I'd be cool with that. As it stands, they have no effect.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/912392#Comment_912392

    If you want to change the addons... CHANGE THEM. Don't just delete them. That's what happened, the add-ons got pretty much deleted. If they changed them to have a meaningful effect OUTSIDE of action speed slowdown, I'd be cool with that. As it stands, they have no effect.

    Which can still happen but changing an addon completely takes more time than fixing something not working as intended with some number changes.

    Instead of everyone just consyantly complaining give feedback on what you propose would be a better solution in the feedback forum.

    Right now there is no difference to those that complained when MoM was changed. They complained about something that wasnt working as intended but since it affected them directly they couldnt see the bigger picture.

    Not all changes are good and not all things that need balanced can be done in a way which makes everyone happy at the time its needed. If you feel they are trash atm dont use them but I would bet there will still be a lot that will use them paired with certain perks to get the best use out of them.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/912402#Comment_912402

    Which can still happen but changing an addon completely takes more time than fixing something not working as intended with some number changes.

    Instead of everyone just consyantly complaining give feedback on what you propose would be a better solution in the feedback forum.

    Right now there is no difference to those that complained when MoM was changed. They complained about something that wasnt working as intended but since it affected them directly they couldnt see the bigger picture.

    Not all changes are good and not all things that need balanced can be done in a way which makes everyone happy at the time its needed. If you feel they are trash atm dont use them but I would bet there will still be a lot that will use them paired with certain perks to get the best use out of them.

    Unfortunately people have been giving feedback on these add-ons since the rework. Z block is a running joke at this point.

  • @[Deleted User] said:

    I think players are over reacting about these add on changes.

    The whole entire point of Swing Chains, Jump Rope, and Outdoor Rope isn’t to ACTUALLY expect survivors to put up with the debuff. Their purpose is to give survivors even MORE incentive to wake up, which slows and stalls the game significantly MORE than those add ons EVER could.

    Wouldn't making the slowdown less potent ALSO reduce that incentive?

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/911084#Comment_911084

    "While that may sound good on paper it means forcing someone to effectively give their location away which Freddy can then teleport too and also regresses the gen."

    Location doesn't mean much with how strong and numerous loops are. His teleport has a cooldown and his regress kick is getting instantly tapped away soon as he leaves. I don't see the issue here.

    "The fact is the data obviously showed it was working too well so again do you want them to change the perk or the add-ons?"

    This is assuming anything needed to be changed at all. You're also drawing conclusions from highly inaccurate data that was stated should not be used too draw conclusions, like you are.

    Not everyone can loop effectively and not everyone that gives away their position will be in a proper position to not get caught. Not everyone knows this game like the back of their hands some just play for the fun or when they have the free time.

  • "Toss on swing chains"


    Question, what is toss ?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/912555#Comment_912555

    Nah, I’m doubtful.

    Look at how effective Thanatophobia has been long before the Freddy rework or other slow down changes.

    Thanatophobia doesn’t debuff a huge deal but most survivors won’t hesitate to either rescue, revive, or heal each other ASAP, which is what stall the perk truly achieves.

    While I understand the "red bar syndrome", I also see just how many ppl were waking up BEFORE, which were the ppl saying completing things while asleep is taking too long.

    I guess my biggest gripe is just how minor of a problem the add-ons were compared to the big picture for "Forever Freddy". You can use the same exact build and the difference between using one of these add-ons and not is SO minor, since it was thana and such that was doing the heavy lifting so to speak. That's like nerfing Overcharge because you can use it with Pop.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/911101#Comment_911101

    Not everyone can loop effectively and not everyone that gives away their position will be in a proper position to not get caught. Not everyone knows this game like the back of their hands some just play for the fun or when they have the free time.

    Don't you have the ability to choose which location you want to fail that skillcheck though?

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/912402#Comment_912402

    Which can still happen but changing an addon completely takes more time than fixing something not working as intended with some number changes.

    Instead of everyone just consyantly complaining give feedback on what you propose would be a better solution in the feedback forum.

    Right now there is no difference to those that complained when MoM was changed. They complained about something that wasnt working as intended but since it affected them directly they couldnt see the bigger picture.

    Not all changes are good and not all things that need balanced can be done in a way which makes everyone happy at the time its needed. If you feel they are trash atm dont use them but I would bet there will still be a lot that will use them paired with certain perks to get the best use out of them.

    Figured I'll go ahead and take your advice of making a thread on "feedback" for possible add-on effects. At work atm, so I'll write it up later and brainstorm now. I plan on tagging you to get some feedback when I go to post it.

  • Indeed. You should get over it. Freddy performs just fine w/o these add ons.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/912593#Comment_912593

    Don't you have the ability to choose which location you want to fail that skillcheck though?

    Yes but not everyone is spending most of their time learning this game like others do so not everyone that does that will be in a good position.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/913240#Comment_913240

    Yes but not everyone is spending most of their time learning this game like others do so not everyone that does that will be in a good position.

    You could use this same logic about ANYTHING though and claim its equally oppressive. If I self care behind a rock on the outside of the map away from any pallets or windows, all of a sudden nurses calling or similar aura revealing is too much because I didnt find a good position first.

  • Hahaha.

    Why the hell is everyone always assuming thanatophobia or Dying Light to be at full power? Not to mention those perks might become mitually exclusive depending how a match plays out.

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