Saint_Judas
Saint_Judas
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The impossible skillchecks Doctor is super fun on the Game, I will say that, but with some practice it isn't as bad as it looks. However it still can wreack havoc to a group unused to it, or merely uncoordinated. You get distressing, unnerving, overcharge, and lullaby/ruin/some sight related perk and... well, it can be real fun times, you shouldn't have problems finding people. I have yet to get to experience too many distressing overcharges, but I will say... this is a loadout that gets steadily less and less useful up the ranks, and after a certain point... distressing skillchecks are not hard to hit unless you get multiple in a row that spawn in annoying parts of your screen
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As someone who has faced Hex:Ruin countless times and has become fairly good at hitting over half my great skillchecks, I can say I have never found ruin to be that big a deal. However I have seen a few different scenarios which make Ruin worth running. Namely, other teammates who can't hit great skillchecks or bad rng that gives skillcheck after skillcheck to slow generators down to a grind, or the fact that once people realize Ruin is a thing, no one but me even does generators because everyone is on a mad hunt for the hex. Even huntresses lullaby, which has never been more then a minor annoyance in my opinion (but then again I listen to music so I cant hear skillchecks half the time anyways) can spark mad hex hunts, because survivors get obsessed with finding something and waste more time looking then just doing a gen and powering through.
So I would say, if you have a very gen-jockey/skilled group of survivors then Hex: Ruin might not matter very much... but it varies group to group. Some games, they just ignore it/power through, getting few skillchecks or making those they get. And other games it will be far more effective then it has any right to be because people become obsessed with it. It just depends on playstyles and luck, I wouldn't say its useless, but like some perks, it can be circumstantial in nature
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@RagingCalm said:
Wake up is quite over powered. It steals a kill from me literally every other game.Quentin's perks are all underappreciated and secretly very good if used right. Give Quentin love 2k18, and Freddy is still good, give lunge simulator 2k18 more love
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@Master said:
@weirdkid5 said:
@Master said:
@weirdkid5 said:
@Master said:
@weirdkid5 said:
@FrenziedRoach said:
I'm gonna have to say no. They said it would never come back, and I would prefer they stick with what they said.Going back on it just sets a bad precedent and makes me wonder if I can trust their word again.
I would be cool with them sticking to their word if so many people didn't hack Legacy and if their own ineptitude didn't cause hundreds of people to lose their earned Legacy. They gave it back to 72hrs.
Why not everyone else that lost it? Seems unreasonable to me.
streamer benefits, its a sad chapter
Of course. Streamer benefits is the most shameful business practice any developer could do.
The twitch shirt is cool. Literally doing special things for Streamers is not.
I can only tell you that you shouldnt give the slightest [BAD WORD] about skins
Just hope that they concentrate on balance.... dont disturb them because they cant even get the easiest stuff right =(Trust me I am more concerned about balance. But again, the art team and balance team are completely separate and don't interact much. Skins can be done at the same time as actual balancing.
Funny that yuo say that, in the store I can see pitch black cloths, I wonder how this is affecting the balance,.....
Black clothing only works on some maps though. Sure on Macmillan estate and Prenn Asylum its op af, but put that person on Coldwind or Lerys? Not nearly as good there eh
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I think everyone is forgetting how many SWF groups are not toxic. Watching the gameplay, as both a survivor and a killer, there are more SWF groups then people think. In fact, probably 75+% of lobbies I see have at least a duo SWF. If you buff killers or nerf survivors just for SWF, that will ruin a whole lot of the game. If you show killers when there is an SWF, lobbies will never get played, killers will just endlessly dodge until they get a non SWF and all those people who just wanted to play with their friends will get dumped. As someone who plays with my friends when I'm not taking the game seriously, its annoying to get dodge after dodge when the few games you have everyone usually ends up dying anyways because you were playing for fun. Thats why you were in SWF to begin with. Are there tryhard SWF? Yes. Does this mean the whole thing needs to be dismantled? I don't think so.
Like, even sluggers with knockout are hard to deal with on SWF, callouts only so accurate at times. And you can probably bet SWF will be more likely to snowball altruisim then non SWF. There are ways to deal with it. But trying to punish people for playing with friends is a stupid idea, especially if you take the time to realize how many people play with friends. Lobby dodging is trash as it is, and happens far too often, we dont need even more.
If you really feel it is a problem though, I reccomend a very small bloodpoint buff, but thats it.
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The forums correctly? I was responding to someone saying people were "crying for a "small vacuum" again" so I was responding to that with why I understand the complaints, as well as responding to my opinion on the complaints about hatch closing, which was the topic of conversation. My opinion was I have no problems with the hatch closing and that the complaints are biased by survivors who cant be bothered to try to win a game that is meant to be stacked against them due to their current status.
This wasn't meant to down vote anyone, its an opinion, and I respect that it may be one based on myself not being accustomed to the new system and just struggling. I would appreciate not being insulted for trying to state my view on a point of conversation.
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Well, the small vacuum I actually get. I see some problems with the hatch closing mechanics as is, but I dont think the basic idea of it is bad at all, and much of the complaining is biased towards survivors, my only problem with hatch closing is concern towards it being closed MULTIPLE times.
The vacuum issue I think is more geared towards the fact that its actually hard to pull down pallets now, not that the teleportation is an issue. Between issues where it wont pull if you are holding shift to having trouble finding the actual point where it will let you pull it down, the removal of pallet vacuum is aggravating
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@weirdkid5 said:
@Swiftblade131 said:
See, I like this idea. I would've grinded it out to get a Doctor, Hag, and Huntress legacies 100% would've done it. But they stopped doing legacy after nurse, which made me kind of sad.It would be pretty simple yeah? Reach prestige 3 in X amount of time of release, why did they stop doing it?
Mostly because the reason it was made in the first place is because of how absurd it was to get prestige originally. A single prestige would cost you around 70 hours of gameplay.
As someone who doesn't have a legacy but does currently prestige characters, I can say, right now it is not hard to prestige at all. Often times, especially with a few good offerings, I can do it within a day, or maybe two. This is why I won't pretend it would be at all the same as before, because right now it does not take much at all
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@Outland that is not what they are saying at all. They want it for the DLC and non licensed characters, not to give everyone else what they had. The only reason they were defending themselves and saying they had legacy is because everyone started jumping on them about how the old legacy needed to be earned and just because people spent money before a new update came doesn't mean there should be new legacy items.
Again I state, the old legacy would still be the old legacy, and no one except those who worked for it will have legacy for those original characters, but the question is if the newer characters should have it as reward for having paid for what others can now just grind for. That wouldn't take from the accomplishment at all, having a legacy trapper will still mean much more then having legacy doctor. But something like legacy might be better then just "here, have a skin you may or may not end up liking"
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I've ben very tempted to camp, I have. Technically camping and tunneling would probably make me get more kills, I play Freddy mostly after all, and I love Dying Light for some stupid reason despite never killing them in time to matter. But.... its not the most fun as killer, and as survivor I know it sucks. Plus, I have witnessed from both sides, the magic of genrushing. And that is why, despite being a survivor main, I don't hate camping with a burning passion. It sucks to be camped. It really really does. But camping is a flawed strategy that only works off of altruisim snowballs. If you dont feed into the bait... well then it just doesnt work. You genrush and they end up depipping or not pipping because while they got that one kill the rest of you either genrushed, or if the doors were open, just left. So... its a strat, but it only works if survivors let it, to be angry about it is to be angry for falling for it
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Flawed how? I'll admit, lery's is a very bright map, and hard to hide in, even with all black cosmetic claudette, and while some rooms have dark carpets and there are a few spots of grass, in most rooms her black would stand out very sharply against the white/pale blue. Lets also not forget maps like The Game, the bottom floor would be pretty decent for hiding but the top one? It would be far brighter then an all black claudette, she would stand out far too well.
(EDIT: Nevermind, I think you were talking his earlier comments when you talked flawed logic, in which case I have some agreement that there is nothing inherantly slower or limiting about Claudettes and their perk choices vs others. Though I don't think her clothing is a problem really myself)
To be fair, I understand a camp for DS, but some of the black clothing options for Claudette are very pretty, and I don't think I would camp someone just for their choice in fashion. I for one have been that person using the white jacket on Claudette just to say "Look at me" while everyone else did gens, then turned around and gone my extra bloody Jake just to pull off stupid cheeky hiding spots that had no right working if it hadn't been a dark map and my clothes hadn't blended in.
DS is a bit of a different issue entirely, but then again... if we want to start talking tryhard Claudettes, lets not forgot 90% of the Nea population here with flashlights and DS locked into their loadouts permanently.
Also thank you @ThePloopz I can't say I am at all like this in game but I try to look at both sides and keep a calm and open temper. Beats me if I manage it half the time though
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< is slowly climbing ranks with Freddy just to be a meme.
Tbh its fun being a hipster sweater boy. I feel like half the survivors I go against are just surprised to see a freddy at all, and its great fun trying out different loadouts, occasionally getting that surprise devour hope mori, confusing the hell out of them by using level 3 overcharge, and trying to debate why I even use dying light if I dont want to tunnel and never kill them before its down to 1-2 gens left. Unless I use that spicy ivory mori
So I mean. Powerful is debatable, I find more fun in using a silly long range and surprising people by roaming the map and always changing up my targets. And if its working.... EVEN BETTER! -
Well see, the thing about campers is... the easiest way to deal with a camper is to forget the survivor on the hook exists at all. As that guy on the hook (speaking from experience) it sucks, tremendously, but literally if that one guy doesn't struggle and just makes the camper wait him out the entire time it takes to sacrifice and all 3 of the others work on gens... by the time he gets the first person killed you will be more then halfway done and out. Genrushing punishes campers, if by the end he has 1-2 kills and you guys escape, he likely won't pip from that, and if you can manage to get him to only get 1 kill he will probably depip, which will serve him about right. So I dont think there should be any regression speed, because camping is a flawed strategy to start
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Unrewarded killers. Do you forget my good sir that as we speak they are altering the new chapter to reward killers even more? There are perks killers have which let them counter many survivor strategies, and certain killers erase certain survivor playstyles entirely. If you are never winning against SWF it is because you are not adapting. I just played against several SWF groups, and won against most of them. The ones I lost? I let myself get side-tracked and pallet looped, it was not them "Cheating" that allowed this, it was my own inability to counter. In fact, them being SWF is what helped me win the other games. You say you play Freddy right? You never considered using that to find them? Put one to sleep, stay outside heartbeat radious, wait until you see them being woken up. Free tracking system. At higher levels you have pro killers as HillBilly and Nurse who can get across the map in an instant to punish those who try to distract, or can wreck baiters who slip up and get cocky. The system is tilted towards survivors but killers are not unrewarded, and voice chatting is not what is breaking this game. You are obsessed with calling it cheating, but it is only because you don't like it. You can't adapt to it. You cannot find ways to use it to your advantage. Thereby it is cheating.
You make the devs out to be whimpering sad cowards when they are people who have dedicated time, and money, and sweat, and hard work into crafting this game, and you call them out by saying they allow cheating that is not even cheating. Is it an advantage? Yes. So is running smarter perks, so is using item combinations. Stop pretending that because there isn't a voice chat system and because something is more powerful together then alone it must be against the rules. I remind you again, this is a game based around teamwork, and that having a means of communication may be a huge advantage but it is not cheating, nor is playing with friends in a game meant for cooperation. If it was cheating, it would be against the rules, the only rules you cite are ones you are making up and angrily spewing out to try to blame the devs for you not having fun in a game that seems to not be meant for you. Pleasing the majority over the minority is not bad development, its called not being stupid, and there are more killer mains and survivors who play or care about killer balance then you think, so if you could stop insulting everyone pointlessly perhaps you could see that a little better. I hope you enjoy whatever other game you find, I think we will be find without you
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I agree, like I said I don't think its a terrible idea but I definitely think there are better. I'm a litle dissapointed to hear they are considering only giving us a free exclusive skin (though maybe itll be a really good skin, who knows, might be hyped for it) but I think something alternative like cells and maybe shards would be a good reward, especially with the new shop system
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It would be less chaos if people learned to police themselves and actually read through rules and subforum purposes, but I suppose that would be asking too much. The mods all have lives sadly, and it looks like there are not many compared to the flood of players :ohnoes:
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Lets all stop being toxic about this. I think we all can agree the original legacy was hard to earn and well deserved, and not something to be cheaply brought back. No one is talking about that. This topic is meant to discuss a new legacy for chapters which have no legacy but are about to have much easier ways to obtain the characters making those that bought them have paid for what others can now get much easier and cheaper.
If, and I say if, the non-licensed DLC characters got legacy for those who bought them pre-update, no one would say that a legacy doctor or feng min is the same as a legacy wraith or jake. That's not the issue. We don't want to bring back legacy for the originals, and we don't want to presume the new legacy means the same level of dedication and devotion. Its just a thought. I for one, think its not a bad thought, but that perhaps just adding auric cells would be better
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If you think its sad that devs allow something that makes more players want to join the game and more players have fun playing the game and think that something that promotes teamwork in a teamwork based game is unfair and cheating, then you are not, and never have been, adapted to this kind of game. There is no such thing as accepted cheating, it is either against the rules or in following, discord is not against any such rules.
I hope you enjoy your other games and being toxic elsewhere
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I crutch on LIghtweight so hard, it honestly makes sprinting around the map a lot less dangerous and breaking chases a lot easier.
I'm also a sucker for pharmacy and the free medkits, not to mention the super fast & quiet chest searches (could go well with plunderers and ace in the hole if I ever used those... hmm)
Aaand lets not forget my number 1 go-to Jake loadout with that spicy.... Object of Obsession. I never see anyone beyond low rank people who don't know what they are doing running it but tbh I love this perk. It screams bait, and even if you are not baiting its the best scouting/warning perk. Just glance his way and bam, you know where he is. As long as, you know, you are careful that he doesnt now know where you are....
Also, No Mither. Pairs great with Resilience and This isnt Happening for a dumb gen jockey loadout (or just makes you bait if you run dead-hard)
And I used to love Premonition. Idk why I don't use it now but I still prefer it over spine chill. Has a punishing cooldown, buuut.... well, helps me avoid walking into the killer, unlike spine chill, which just makes me realize I'm in trouble but not which direction to not go to.
Not sure if We'll Make It is meta but I use that a lot too....
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@YankeeSan said:
AYY WHERE MY JAKE STANS ATMY BOOOOY LETS GOOO
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@Techn0 said:
@YankeeSan said:
3. Lery's Memorial is a great map, yall are just cowardsYES. I AGREE. IT'S SUCH A FUN MAP FOR KILLERS (except billy and nurse.)
Okay, admission, Lerys is my most hated map
But I'll admit its not as bad as it looks, the hardest part is findings gens, the chases are actually quite interesting, though I will say most pallets are.... not very useful in lerys. But the vaults! Ahhh vault haven. Makes me wish I ran lithe, maybe quick and quiet....Another unpopular opinion. The Game is a good map. Its small, yes, but everyone constantly complains its a maze when actually its a very easy map to figure out, and has a lot of predictable rooms. Not to mention giant ass doors that tell you where the generators are, and several fixed locations for pallets, the basement, and gens. Not to mention if you run balanced landing....
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No need to be harsh. Sometimes, even when your poor, making an occasional purchase just for yourself is really what you need. I'm super glad you are hyped for it, I hope its exactly what you wanted and that it brightens your day!
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My unpopular opinion is a lot of the changes people love talking about are mostly whining and that really most things just need minor tweaks (minor nerf to overly meta perks) beyond maybe some buffs to the lower tier killers (freddy, hag, wraith) and that mostly both sides are whining about what the other does without actually figuring out how to play around it in game instead of demanding game changes to satisfy them.
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Again I say, voice chat is not cheating. I have to ask, how much do you actually play killer? You say 200 hours, but in the long run, that is barely getting warmed up. Also, may I point out, you are saying its most obvious when playing Freddy. Freddy is easily the worst killer out there, no hate, I actually main him, but even in solo queues people will wake up the instant you leave them alone if they are smart. I also didn't say Bond and Empathy are useless, just they don't have as much use and may not be run in a squad, I have seen many SWF use those two perks, because despite having VC, that doesn't give them an automatic map of the entire game with pinpoints where they all are. If you are bothered by them all waking up, go put them to sleep. That is a mistake they just made, use it, as Freddy having 3-4 people grouped up so one guy can wake them up is an oppurtunity to put them all to sleep.
It is not cheating to, in a ASYMMETRICAL game, have a tool on one side the other doesn't have. May I remind you, your side has perks which let you see auras, weapons which instant down, perks which slow down repairs and apply negative status conditions, and the power to control the battlefield? You apply the pressure. If you get ######### for camping, its maybe because there are other ways to play. SWF does not gaurentee a win, if you play off of it. If Freddy really keeps getting abused, maybe try a killer that isn't super low tier. I love freddy but he is really easily bullied. He can't counter pallet looping and while he is stealth master he has a lot of disadvantages here.
Its not a double standard if both sides are diferent to start with, and I think you overestimate vc comms. When you start getting higher level, players will learn to team up with each other without the voice chat. If you are tired of getting teamplayed, CHANGE the strategy, dont blame the game. If you actually like the game, you would like how it is and want to change it for the better, not want to remake the game. If you really think Friday the 13th is better then go play it instead of cussing out a game for being what it is. SWF is not cheating, and neither is voice chat, the fact that you assume the devs simply made SWF a thing off of a whim because of whining and then didn't think voice chat would be a thing is insulting to them, not to mention that you go so far as to call something that is natural and expected cheating. If you don't like it, play something else, if you want to keep playing dead by daylight, I reccomend you ask for tips on dealing with good teamwork survivors, rather then being angry that they don't play the way you want them to. Just because they work together doesn't mean its cheating, and the fact that you believe the entire game should be reworked and call it cheating just because survivors don't split up and play the way you want them to means you cannot adapt and that you would rather blame others and curse and demand changes then learn.
Trust me, I main Freddy, and while I am not very high rank in killer, I am actually fairly respectable on survivor, and I have seen all kinds of killers, even, surprisingly, a Freddy who ran me through a tough game. And you know what, I was in SWF and while I mostly stuck to waking myself up, its because I was running self-care and being bait while my friend genrushed. Didn't stop him even though I ran him around the map and back. Why? He was good, and he learned, he used my mistakes in not running bond to punish me when I accidentally led him to someone, and the fact that I knew where he was to bait me.
The reason no one wants it taken away is because, while it gives a huge advantage, the game IS based around teamwork, and some people like playing with their friends. However what you want is a completely different game and a completely different experience. its supposed to be one mystery person vs 4 survivors trying to work together and coordinate. Taking that away is like saying "Hey ######### you you dont get to play with your friends because I can't counter teamwork"
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I'm just going to start with this phrase "Voice Chat Cheating"
There is nothing "Cheating" about voice chat. Your entire idea is half an idea for a completely new game that overthrows what Dead By Daylight is and reworks it entirely, and half just a rant that relentlessly bashes SWF. Most people don't do SWF just to "Grind that DLC money" I'm also not even sure what you mean there given that in the regular game no such thing can happen and in the PTB its only temporary given it isn't a real update yet. SWF exists for a reason, you might as well just say remove it rather then propose upheaving the entire game, reworking everything from objectives to maps to queue systems in a way you yourself admitted would make the original game obsolete just for... what, so you don't have to deal with SWF? What about killers who don't play with friends? Are they to be left having empty lobbies? What about the numerous survivors who solo queue or que in groups of 2-3. You essentially want to create a game that RELIES on the very voice chat that you say destroys the current game. Which means you want to punish those who don't "voice chat cheat"
Again I want to question what there is that is "Cheating" about voice chat. You say it makes kiler perks obsolete, yet you only cite Knockout. I suppose Third Seal goes here too, and while it is true they can pinpoint you/inform each other... there are ways solo survivors can figure this out too. Bond and Empathy are both perks, and often higher rank survivors are keenly aware of what area of the map the killer is in, and watch either the UI or run early warning perks (Prem/Spine) to tell them when to get moving. Solo Queue doesn't mean they won't genrush you, vanish the instant you get close, and save the instant you are distracted with a chase while one guy pallet loops you. SWF doesn't cause genrush, pallet looping, or killer awareness and team plays. Voice chatting is not cheating. Is it perhaps not as fair as solo players? Yeah, most times. I'm not going to pretend it does not give an advantage, but I'm also not going to pretend that as a killer there are still ways to punish mistakes, and that many of the issues of teamwork can happen in solo queue as well, and are just signs of good teamwork, or that people doing SWF don't make mistakes too. In the long run there are not that many perks that voice chatting really makes useless, knockout still wastes time, bond and empathy still help track, and if that bothers you then build a different perk loadout, many loadouts work regardless of voice chat or not.
I fail to see how this is a conversation about loving and perservering through the game when the entire thing is asking for the game to be reworked, insulting the game, calling many of those who play it for fun cheaters, and then proceeding to bash a mechanic that, might I add, I am fairly sure the devs were well aware was going to be a thing. SWF was expected to end up having voice chat, you can't expect it not to. That doesn't mean we should change the entire game for it though. You talk on and on about doing this to improve the game and because you care, but then you just put forth hate. If this game is so sad, and you hesitate to even call it a game, why do you play it? You say you care but you only care if it works out in a way favorable to you, and would ask that the devs create an entirely new version of the game just so you don't feel like your being cheated.
Is voice chat a powerful tool? Yes. Is it cheating? No. Do we need to rework the entire game, create an entire new mode, and change everything in the game to work around that while making solo play incredibly more difficult and pointless and the original playstyle most likely dead? No.
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Freddy is underappreciated, Lunge Simulator 2k18 will live on forever
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Mmm, no, but I haven't looked too closely at all the news. I get the feeling it might be a few weeks still but I don't know
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Honestly I don't think it was that bad an idea or that game breaking. Technically, Claudette already has black clothing, and I don't find the new clothes any more OP or game-breaking in the stealth sense of the game then her black jacket. Lets also remember only some maps support a color palette that works for all black, and on other maps a brown/red-brown Claudette blends better actually, ie: Autohaven and Coldwind
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It might just be because of when the save copy was, the PTB is taking the stats from May 24th, if you continued levelling David to 40 after that date your David will not have those levels in the PTB. It should, however, be normal once the actual update is released, and the PTB won't change your regular game, I know how you feel, my Quentin is Level 50 P3 but on PTB he is level 50 P1, which is a lot of grinding difference
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Depends on how you like playing and your playstyle. However I will say Remember Me is always very powerful.... if you want some food for thought though, try these loadouts as well
If you like tunneling, Dying Light works great to feed into that slowness, stack it with Hex:Ruin and Remember Me and the gens will never get done, and when they do those doors are going to slow em even more. Huntresses' Lullaby can make this even better since people will purposefully try to fail skill checks to wake up, which will grant extra regression, though running more then one totem is risky, perhaps switch something (Remember me?) for Thrill of the Hunt to protect those totems.
Since I don't like tunneling I tend to run devour hope to shy away from camping, you could run someting spicy like bbq with that to help. There is also classic end-game freddy loadouts with Remember, NOED, and some sort of tracking (Bitter Murmur, Whispers, etc) or a spicy Fire Up/Bloodwarden, as has been mentioned above. Freddy makes strong end game plays.
Still trying to find alternative loadouts for Freddy I like but I will say you can try some interesting things with him since he's not exactly a normal playstyle as is.
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I believe as well that the numbers are available on wiki pages, so it is not like it is entirely unknown what the percentages are. I like this idea, it saves the time of having to find it yourself and then memorize it or else look it up every time, especially since a lot of other items/perks will tell you exactly how fast something is!
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I think part of the problem is many people main one side or the other, and thus, understandably, want a game that is more fun for their side. Many of the new update mechanics were very punishing for survivors, especially those who maybe are not the top class, or those who were but were used to certain mechanics being in favor of them. As it was it was really entirely up to the players teamwork which side won, and if both sides were of equal skill but the survivors worked together, it was stacked in their favor everytime. How do I know this? Because almost every game I work with my team we win, or at least half of us do. When we don't work together we fall apart. As a killer I notice this too, I main Freddy and yet I'm steadily climbing ranks, and I have to ask, why? Freddy is the worst killer and I am no god, I miss my lunges and midgame myself, not to count how often I fall for stuns or let myself get genrushed doing a single chase. Yet every few rounds I win. And I notice its because they don't work together.
And that's how its supposed to be really. The game is meant to be stacked towards the killer, and even though I main survivor, the rounds most hard-won are the most rewarding. The emblem system even encourages this, easy wins tend to not give much reward. So the fact that this mechanic challenges survivors and makes it so losing your team is a bad thing is great, even from a survivor perspective, because it encourages better team play. It encourages you to maybe go that extra mile, maybe your teammates will learn to hide better, maybe you will start bringing flashlights or bodyblocking, maybe someone starts running bond so they dont accidentally scrape the killer onto others. You are meant to adapt! But I digress
Thank you for the compliment, really though I just love having discussions like this, getting input and viewing the problem from multiple people and angles helps us all see better the pros and cons of how it currently is and brainstorm how to make it better
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I agree with the injured music and ESPECIALLY with the injury symbol, while it can still be easy to tell someone is using No MIther at the start (injured) it will make it so killers actually have to track which person has No MIther and may forget it if they injure multiple people. By having that handy little symbol on the Killer's UI they always know which person never to leave on the ground and which person to tunnel and target. While No Mither makes a great bait perk (right up there with Object of Obsession) this is an annoying factor.
However I don't think No Mither should give bloodpoints, while I won't mind it, and I definitely don't think there should be any start the round with healing or whatever. No Mither is a perk that encourages the use of the MANY injury based perks, from Dead Hard to This Isn't Happening. Its not meant for a normal loadout, but its also not meant to be for free bloodpoints (I say free acknowledging that means getting out of the round despite being a cripple)
Another small buff that could be added, since a lot of killers run Thanataphobia if No Mither could not trigger that perk while the person running it is injured that would probably make it much less annoying. No one is happy trying to run a gen-rush no Mither, or even just playing in a game with No Mither when someone has Thanataphobia and basically just screws over everyone for a perk. No Mither is meant to handicap the person who used it for a specific reward/challenge, not handicap everyone from the start of the match to the end without the killer having to even lift a finger.
Also, I somewhat agree with No Mither not necessarily fitting David given it makes a great genrush/altruisim build (Resilience, This isn't happening both come to mind) there is however another side to it that I think perfectly fits David. See, running No Mither is an invitation for a chase. Its practically ASKING the killer to try to get you first. Because you are an easy kill, you only have half of your health, you are a one shot down. Which means you are great bait and an invitation to fight and chase. Which I think fits David perfectly, especially if you run a Dead-Hard No Mither and play catch-me all game
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In theory I like the mechanic to close the hatch. I'll admit, the free hatch game was aggravating, you get 3 kills and then... its a hunt for some guy who's going to vanish anytime he hears you coming then randomly find the hatch and escape without you knowing, or else you end up doing the 10 minute long hatch game if you happen to find it first. So yes, I agree not having a hatch game is great, and I love the encouragement for the last remaining survivor to do the objective and have to play it cautiously. It also encourages more end-game perks, Left Behind and Sole Survivor especially receive very little use unless someone is trying to get adept Bill/Laurie. I also don't think the patrolling is a problem either, because anytime a killer is not chasing that is generally what they are doing, trying to punish them for patrolling generators just because there is only 1 person left is basically punishing them for being good enough to kill the other 3. Does that mean its very unlikely the survivor will manage to get out? Yes, especially if there are only a few gens left. But its fair, if they want it easier, they should work more to keep the team alive.
However.
Being able to close the hatch multiple times does pose a problem. Unless the survivor finds the hatch the first time before the killer, this means the hatch might as well not be an option. While I don't support free hatches, I also don't think a mechanic that can allow the killer to pretty much delete the hatch is fair either. While it is true that to keep it closed they would have to be relatively the same distance or closer to it then the survivor, I still find it a very unfairly punishing mechanic, especially if the survivor managed to do all the work to repair a gen only to have it shut instantly again.
My suggestion isn't to remove the closing mechanic though or implement a new objective, but perhaps just to give the survivor a chance if they finish a gen. A couple ways to do this.
Respawn the hatch on generator completion. Not my favorite idea but very fair, now the hatch is somewhere else and both players must find it once more
Give the hatch a timer before it can be closed again. Not absurdly long, we are assuming the survivor might know where it is, and the killer might try to camp it, so likely under 30 seconds, perhaps 15-20. Longer then a key use but not long enough for the survivor to drag it out, if they fail to get to the hatch then the killer once more can close it My best suggestion however is to scale the time the hatch stays open with how many generators are left on the map/to be done. It is not as hard to do a 1v1 when there are 7 gens on the map vs just 3-4, if there was only 1-2 generators left before exit gates they deserve more time and kudos for managing that gen then if the team still had 3-4
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I also think it would be handy if they went back to something they were doing pre-nerf, which is that when someone is in the dream world it does not show in the icon at the bottom for survivors. Perhaps keep this mechanic for Freddy himself, perhaps not, but unless you are with a full swf group this should make it a bit harder for survivors to predict where Freddy is/when to do something about him, as I find from a survivor standpoint, when I see someone sleeping I either deduce a chase is going on, or make sure to find them quick if they aren't in a chase to wake their ass up. I don't think this will make Freddy as good as he needs to be at all, but small buffs, small buffs
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No, you don't actually have to tunnel, as someone who has played Freddy a lot, while it is hard to get into decent rankings (I'd say about 15 is where they start giving you some real trouble) you can definitely play him and get 2-3 kills without that sweet tunnel. However he does encourage it, I will say.
I think he is fun, and that it is normal to have fun playing him, while no one would call him a 'good' killer by the book, he has a lot of... interesting mechanics that the other killers don't, which make him real good to play around with. Sure you can't immediately pull people off, but at the same time you can also catch people by surprise, they can't see you, they don't know where to expect you beyond a general radius that never gives any further indication of direction or distance. Not to mention the free aura reading leads to some catch and release fun, which paired with the right addons or perks makes him a real.... nightmare
He takes a lot of work, and in the end unless they give Freddy a major buff he will still be the worst even at his best, but I think people underestimate him still, and that its not strange to find him fun even if he loses most games. You should try out some of the interesting loadouts you can do with him, he has a lot of less-than-standard quirky loadouts that work well
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There is glory in pain. There is also glory in realizing you can actually get ranks playing freddy, even if you can't get to those top tier ones XD Nah though, Freddy may be the worst killer ever but he has some fun abilities and I say he needs more love then he gets. And possibly a major buff lmao, because much as I love his stupid long lunge, he is very underpowered
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I don't know how I feel about how they changed his face, but overall I still love Quentin the most. A few of his perks are nice but they are a lot more subtle then most, and I love his outfits. Not to mention nightmare on elm street Quentin was a sweetie (and who doesn't love the kicked puppy moans he has? He just sounds so innocent, and wears a beanie the best hands down)
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Hahahah, I have heard much from friends of mine about getting camped as Jake as well despite not running saboteur. I've never had that problem, but then again I run object and spend the whole round getting chased on purpose...
But Jake was my first main and still my favorite og guy, first to get to prestige 3