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  • @jesterkind said:

    Can I ask, sincerely, what is the reason behind people making a big deal of this?

    It's not as though they said one set of changes was good and just but the other was handholdy and bad, the video you showed opened with them talking about how the rest of the changes were too restrictive and hardline for most people's tastes. I disagree with that, but they still acknowledged it there.

    Realistically the only handholding change in the whole PTB was the basekit BBQ, since that'd allow players to completely brainlessly autopilot macro play.
    Don't get me wrong, I could see that still being a healthy change, but that's neither here nor there.

    Im a Redditor and I use reddit

  • @TheGoon224 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008688#Comment_4008688

    i’m a be honest I didn’t think ghoul was too much of a problem when he was the first released and this is from my survivor experiences but holy moly what were they cooking with the Krasue

    he was very strong on release no doubt but this is one of the biggest problems of the game, its really ironic we get killers like ghoul who can injure and zoom around the map like its nothing and Krause who can do literally everything without consequence but then its absolutely necessary that Ghostface has his stealth removed by hooked survivors

  • they are always so careful when changing ######### m1 killers but then release Krause and ghoul

  • @lettuchia said:

    Then he's literally just a killer without a power (he kinda already is because of how bad slaughtering strike supposedly is but that's besides the point), what would you replace it with? Faithfulness to the movie shouldn't be a priority over healthy gameplay

    original extended lunge and everyone being exposed worked just fine

    in fact original Myers was a great killer concept wise he just needed some touch-ups like tombstone rework and qol buffs not a full rework

  • @GentlemanFridge said:

    This needs more context, eh?

    autohaven is the last realm that needs more pallets

  • if previous freddy bugs are any indication expect this to be in the game for 6 months or more

  • @SomeGuy7000 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996348#Comment_3996348

    Base gen regression boost in 6.1, the base regression boost that came with the 3 gen change, the efficiency nerf when multiple survivors are on a gen, the increased time to gens over the years, the regression boost that was coming with the new anti-tunnel and slugging system, the nerf to tool boxes and brand new parts over the years. Also the introduction of regression as a whole since at launch that wasn't a thing.

    And yet genrushing is still a thing, where is my basekit anti-genrush. Also now that you vaguely defended genrushing I am going to call you a bad survivor for playing efficiently

  • @RebeccaGlazer said:

    As someone who mains Freddy, his delay on the snare is fixed, at least I haven't had that problem anymore for like 2 weeks now or so

    i wish you were right, but his snare is still delayed as well as his hand animation

  • there needs to be wayyy more buffs for weaker killers, like major buffs, for this whole system to work. weak killers tunnel against good teams because they need to do anything they can to pick up the scraps. removing that and asking them to spread hooks doesn't work because the killers around c/d/b tier are usually there because they're not good at downing survivors quickly. so even if you implement incentives to do that it doesn't matter because they can't do it to begin with.

    also killers should pick up and hook survivors a little faster by default, clunkiness aside it is too easy to get pallet saves with the very slow pickup animation

  • yes this is sort of cringe I really do not like the system and I think it's just another one of their anti-killer changes (and no word about how it absolutely bones sadako and pinhead lol) but they need to not be afraid to push major things like this and back out last second… like of course there is going to be backlash but the only way forward is to try new things and go crazy

  • Anti-everything should be postponed. It's an obnoxious term and gameplay ideology. The killer should feel like the power role and shouldn't have several different "anti-x" or "anti-y" they have to worry about throughout a match. You should be able to give up if you've been slugged for too long, though. I'm not saying Survivors should be forced to lay on the ground forever. I've been on the receiving end of that and it is as boring as people say. But these things BHVR has been doing are not the way. Almo made a good Reddit post about this. When you play killer you should feel like a slaughtering maniac, not someone who needs to worry about how you're killing the survivors. It's called Dead by Daylight, not Kill the Survivors in a Certain Way or you Get Punished by Daylight.

  • Survivor has like a million meta perks which make tunneling and camping 10x harder for the killer to pull off. If you give these tools to a skilled looper then it can become a nightmare to try and tunnel them, especially as a lower, weaker tier killer who doesn't have that great of a chase power. Those killers are usually the ones that have to tunnel anyways to compensate for their C tier- B tier nature so they tunnel. The only time I understand your complaint is when the killer is playing Blight, Nurse, or Kaneki, and can just insta hit you off hook then fly towards you and hit you again. That ######### is annoying.

  • both sides are sweaty yet only one is seen as a problem that needs fixing

  • You are not going to get any insightful comments from anyone on this thread, I mean look at this you wrote a logical essay but you get downvoted anyways because you are defending killer and saying something other than "tunneling is an easy braindead mechanic which gives killers free wins and anyone who does it deserves to be executed" so despite your 4k hours you are still seen as garbage in this communities' eyes, welcome to the DBD forums and community as a whole

  • Every single time I play killer I get genrushed where is my anti-genrush mechanic

  • @MDRSan said:

    This might come as a shock to some on the forum but there are matches where the survivors successfully juggle tapes to where they never get full condemned and Sadako still manages to win. It's almost like she's totally viable even if she can't kill someone right off the bat. Crazy.

    she is not viable even with her condemn, c tier low b tier killer at maximum

  • Never, because when survivors are efficient on gens that's fine but when the killer tries to match that efficiency they're evil and trash and deserve to be punished

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991175#Comment_3991175

    Wouldn't it be nice to actually be able to talk about meaningful buffs for those m1 killers? Shame we can't do that until tunneling is addressed though.

    Especially since you haven't explained (or can't) how this system is an issue.

    Because I'm not talking about the system, I'm talking about how players try to twist the perception of tunneling and camping and make it seem like it is only a thing that bad killers do and good killers never do it which is absolutely ridiculous. Trying to suggest that there is no nuance to it other than "people tunnel because they are bad" is wrong. Sure, some players tunnel because they are bad, but unless the survivor group they are going against is bad too, they will likely lose because they are not good killers in general. Tunneling does take some skill and doing it blindly without any thought will result in you losing against a skilled group.

    My point is that even if you are a good killer there are plenty of situations where you're gonna have to tunnel. Most of the time it's a combination of the killer you're playing being too weak combined with the group you're going against being knowledgable and efficient in chase/on gens. And reacting to their efficiency with your own efficiency (or in many cases, employing the only strategy that gives you enough leverage to even get a tie) does not mean you are relying on "crutch tools" and are bad.

    I appreciate that this time BHVR is giving an incentive to spread hooks at the start, but many killers literally do not have the ability to do that because their chase ability is so bad or nonexistent. Yes those killers should get buffs but that will take years if ever to buff them to an amount that they are able to spread hooks at the start and not have 4 gens lost.Maybe my mindset about weak killers is skewed after they nerfed my main Sadako and left her in the dirt for I have no idea how long it's been since her last "rework".

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991175#Comment_3991175

    How often do you actually encounter a full-strack SWF anyways

    And no, they won't be completely invincible to M1 killers. You just have to learn how to play around it. Simple as that!
    Besides, playing around an SWF group is not hard at all. This example should be a good pointer:

    https://us.v-cdn.net/6030815/uploads/KPN0LREBW9Y3/swf-gave-up.png

    Here, the SWF group completely gave up, because I pressured them too hard (Names has been censored for obvious reasons).
    Granted, I was playing Doc, but he is still an M1 killer. Even so, I had 8 hook states (spreading hooks between all before re-hooking even), and they had not done a SINGLE gen in that time. Even the abandon feature triggered for me as a result.

    I ended up just messing around with them in the end, and let them go, but the point is that you can indeed do well with an M1 killer, without resorting to cheesy tactics. You just have to play around your own character's strengths and weaknesses.
    And my best advice is to never get tunnel-vision.

    Don't get me wrong, but these players were actually good. They knew well how to chain loops together, and they probably had a lot of combined hours. I just simply played better in my role that game.

    Yeah all grouped up running at you at shack, 8 hooks with a C tier and still at 5 gens. Definitely a good group. No offense but I can definitely see why people who share your opinion have it if that's what you consider a good team. Will not be responding to anything you say after seeing that

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991170#Comment_3991170

    You can tunnel all you like in end game, or after hook 6.

    Or right away, for that matter. There just might be consequences to that now.

    This system is designed to help alleviate the actual problem of "even if you bring an entire build dedicated to it, you still will likely be eliminated from the game immediately if you are found first" meta that is 9+ years old.

    Hey I'm with you just naming the simple solutions that bad killers can use to win now instead of relying on crutches

  • @Jacknalls_Paw said:

    No, in fact, if many leave, it will only be good for the community. It means that they were simply bad and unskilled players whose only playstyle and way of winning games was to rely on broken mechanics and crutches, and they had no desire to adapt.

    Consider the fact that this patch is basically a huge buff for all those killers who weren't tunnelling and were already winning before. It's a win-win situation for everyone who was already playing fairly.

    Every time I read something like this I always imagine the commenter watching the gameplay of some guy playing a m1 killer like pig or ghostface against a 4 man after these changes go live, while the killer is unable to leverage the power imbalance at all anymore, and the commenter telling them to "just adapt and get better" when they have 8k hours

  • @AmpersandUnderscore said:

    I'm convinced that only the players who can't adapt or change their play style will struggle. The "one trick ponies" who can't function without overpowered crutch tools.

    But since this forum is filled with only "Max MMR" killer gods, I'm sure that won't be a problem in large numbers.

    DBD players always have a way to twist situations into being fault of the player

    Strong SWF will be completely invincible to any M1 killer after these changes but of course it has to be twisted to sound like that's not the case, instead we are simply removing "crutch tools". Suggesting that there is no other nuance to it is either stupid or just choosing ignorance

  • Never tunnel never camp never proxy never slug never play sadako never play cenobite never play pig never play any m1 killer never go against SWF never run gen regression and never kick gens too much

    If you simply do all of that then this and other changes will never affect you

  • Tunneling is a necessary evil

    Many games against strong teams are impossible to win without tunneling if you are playing lower tier killers

    Anyone who says this is not true is deluded or is trying to gaslight; there is no way to reliably win against good teams by spreading hooks evenly as Trapper or Ghostface

    If they buff those killers and then buff the playstyle then they should nerf tunneling/camping

    No player who plays this game seriously/at a high level like comp thinks that tunneling should be nerfed further right now, especially not by giving SWFs more basekit meta perks

    And of course you have the midwits writing essays trying to make this very simple issue very complicated; this is one of the simplest issues in the game. Some killers tunnel because they are bad, yeah, but brainless tunneling gets punished and backfires into a loss against a good team. Effective tunneling takes some strategy (contrary to what people will say). Most killers tunnel because the situation they are in requires it, mostly games against strong SWF who are also doing anything and everything to win. Nerfing tunneling not only makes those games impossible but is also such a bias because both sides are doing everything they can to win in that situation and you're only singling out one side and going "you're the problem and deserve to be punished" while survivors are minmaxing gens, prerunning, and are cracked in chase

  • I bet that by "fixing killer issues" they mean neutering camping and tunneling once and for all and not actually giving killer #########

  • @4thdslip said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978114#Comment_3978114

    I am away from my PC right now, so I cannot grab a clip, but I am confirming in writing that the insta-hand is also visible on the survivor side.

    another bug fix later, and both of these bugs are still not fixed :))) uninstalling the game right now, lol. let me know when they fix this.

  • Very power crept killer his cooldown needs to be reduced significantly

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966731#Comment_3966731

    Thanks for providing such an in-depth overview of this! I can make sure this is flagged to the team. Even better, if you play on PC and would happen to have a player log from a match where this has occurred, I can make sure it's passed along as well.

    just asking for a follow up on this as I see that every other freddy bug has been patched in the upcoming patch notes except this one

    here is a video I made demonstrating it, the moment I press the charge button, the "charge dream snare" bar appears (so you can gauge when I pressed it) but you can notice that the bar does not start filling the second this bar appears, it only begins filling a second after

    hand animation glitches I listed above are also still prevalent

    video: https://youtu.be/roonpul6IXY?si=yA-mNn0Bzj7boMUv

    I can log onto my friends PC to get logs if those are needed but this bug is on every platform

  • @4thdslip said:

    Throwing a bump up on this thread as I've been told this isn't fixed yet. I'll be looking for footage of it myself soon, but wanted to bring some attention in case a Freddy player has a new clip/logs or a CM would like to give a ETA on a fix.

    new bug fix patch, they fixed everything to do with freddy except this bug which is his most obnoxious and most prevalent.

    on another note, his hand also shoots up like a ballistic missile the second you press the button, when it should be a gradual animation which finishes once the bar has fully filled.

    here is a video that I made showing the bug: https://youtu.be/roonpul6IXY?si=yA-mNn0Bzj7boMUv

  • @XxBloodyBaronxX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977178#Comment_3977178

    Still, from someone that's supposed to communicate with the community, this is completely unacceptable and if they can't communicate without frustration seeping in maybe they shouldn't have been put in that position to begin with.

    Fire the people behind All Things Wicked but not these people BTW

  • @4thdslip said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977457#Comment_3977457

    Hey, are you either able to link to the bug report thread about Freddy, or if one doesn't exist, describe the bugs you're experiencing? From my experiences, I've noted no changes with him, but I'd like to be able to see if I've missed something.

    https://forums.bhvr.com/dead-by-daylight/discussion/448033/freddy-snare-delay?utm_source=community-search&utm_medium=organic-search&utm_term=freddy

    there is a horrible delay when charging his snare it is like you have 200 ping, anyone who has played this killer alot since his rework knows what Im talking about, I linked a bug report above

  • Game is chopped and devs are morons are we really surprised anymore? They have proven this almost every year. Then we forget about it in a couple months when they come out with a statement and some compensation blood points, and then they do it again.

    The only way to fix this is to add more licenses. More more more. More licenses. Greed greed greed. More survivor buffs and killer nerfs because player base is 4:1.

    My favorite killer, Freddy, has been bugged to the point of being unplayable since the FNaF PTB, and this bug comes from the fact that they "fixed" a bug with him that update that didn't even exist, and ended up making him more bugged.

    Also, this is the only game ever where people will defend exploits like these. Not even the lizards in R6 or CS will do that.

    I think I will go back to playing Outlast Trials. They take time on their updates but they do not come out like this. I look at TWD update and I'm absolutely astonished at how this got pushed to live, just look at everything wrong! That metal beam still being there in the offering screen means that literally NO ONE booted up a match to test ANYTHING!

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974794#Comment_3974794

    No refutation, just an absurdism fallacy.

    Do you have any actual points or will we be seeing ad hominem attacks next?

    cover4.jpg
  • @Pulsar said:

    Franklins was already bad. Both badly designed and badly implemented. It needs a rework, but it's obvious this was a rush change because of Fog Vials.

    Strong medkits were always safe to run.

    BTL is something I will be watching.

    Fog Vials are fine, if inconsistent.

    Dragon's Grip and Hubris buffs are nice.

    Clown isn't really even worse, imo, he's just somehow even less interactive. Higher Hindered and Haste promotes the stupid playstyle they wanted to get rid of, except now it's his only playstyle.

    They could give survivors noclip and you would still find a way to justify it

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966731#Comment_3966731

    Thanks for providing such an in-depth overview of this! I can make sure this is flagged to the team. Even better, if you play on PC and would happen to have a player log from a match where this has occurred, I can make sure it's passed along as well.

    Is there any ETA on when this will be fixed? I logged onto the update today just to see if it would be, saw it wasn't, and logged off.

    I know good things take time but this has been in the game since the Springtrap update and has survived 2 hotfixes and now a paragraph update.

    If a log is absolutely needed, I can hop on my friend's PC and get it, but I know for a fact this is an issue on every platform

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971094#Comment_3971094

    It's not for free, it speeds up the condemned the more you do it, I think her pressure is really good rn especially in a good players hands with her. She also blocks items from being used so long as a survivor has a tape, she has unique utility.

    Also that's fine, you shouldn't be able to just teleport right back to hook and it's valid counterplay, we need more of that for killers with the ability to go right back to hook. You want the tunnel so bad? Make your way manually.

    Like I feel if her teleport was faster she'd be strong, if the CD was faster or more available she'd build condemned way too fast. She is probably in a good place rn just probably needs better addons like what P.Head got. I'm not really wanting to play against a killer which is utterly broken, and I like playing as her because she has a unique playstyle, can it be improved? Yes.

    But I don't think making her oppressive for just teleporting is the answer, nor being able to just deny a survivor their stack removal by being stinky. She is in a place where she has better chase and good utility/passive slowdown if you're applying pressure right.

    The lullaby is there just like it is for chucky, she is short and hard to see, so it's for accessibility. I could go on and on.

    She is in a good place rn and I honestly believe she just needs fine tuning/addon reworks at most, I speak from playing as her and against her.

    the comment about the lullaby gave away the troll you shouldn't have included it

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971066#Comment_3971066

    There is a consequence in getting cursed, so it does add up, it wastes a lot of time in the grand scheme of things and I think with the new spawns she is in a good place re pressure now, as its easier to apply stacks with them being near objectives.

    I feel the teleports for chasing is what needs help yeah, kind of like what dredge recieved, the phasing in and out I feel is in a good place however. Maybe the more cursed survivors are the faster they come off CD? But that could be really oppressive too

    what do you mean? I really disagree that she is in a good place pressure wise right now as survivors can just disable your teleport for free

    like, for example, there have been many times where I pick someone up and look for a hook near a tv, then release that im kidding myself because the unhooker will just disable the tv with no consequence so it might as well not be there

  • @Rokku_Rorru said:

    I really dislike blockbuster simulator that they all play coz they can't move on from the first rework, it's not fun to interact with.

    I much prefer smart Sadakos who use their teleports mid chase/to pressure gens.

    I think her phase is really unique since it basically denys stuns of any kind, it's really different to other killers so I can see why there is a lullaby.

    I agree, and this is why I had lots of fun with her original version.

    But the problem is that:

    TV's are free to turn off with no consequence so using them to pressure pretty much anything is basically impossible now that they're always turned off

    And the teleport takes 5 years to complete so by the time you're done TPing mid chase the survivor has already ran in the opposite direction

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970811#Comment_3970811

    I agree. On paper, the second design sounded good. In game, it was too strong and not to mention boring to play as. It really was. Mindless spamming of tvs.


    Her 3rd iteration is similar just toned down but survivors now also have complete control over your power. 🥱

    id honestly wish they'd introduce the mechanic where if you hit a survivor it at least removes the tape from their inventory,. having to chase, down, and hook a survivor as a mouse 1 killer simply to remove the item they retrieved easily which completely counters your abilities is so obnoxious. like, compare the amount of effort they have to put in to nullify your abilities compared to the amount of effort you have to put in to remove it from their inventory

    I know they did not do it well but I really enjoyed the idea of her 2nd rework, at least compared to what we have now which is BS. the idea that you had to take a risk by taking the dangerous tape to protect yourself, but you better not get caught by the killer holding it felt like it was straight from the movies. I think they could implement this concept now, maybe if she hits you it removes it and you get 1 point. it would actually make survivors hesitant to just brainlessly take tapes because you better not get caught with it, there's a sense of risk.

    current version throws all reason out of the window. taking the "cursed" tape has no consequence. you can literally hoard it for as long as you can. it doesn't protect you against condemn; the tapes have no depth to them. the only difference between having a tape and not having a tape is that if you have one, you can basically go "trying to condemn me now is useless, because I now have the ability to remove it in one second thanks to this thing in my inventory"

  • @GeneralV said:

    Sadako is a killer that I genuinely don't understand why she got changed so much.

    Her original design was fine as it was. A bit on the weaker side, yes, but not every killer needs to be Nurse or Blight. Sadako was okay.

    Her original design was good the only thing that was plaguing it was 100 second cooldown televisions. that absolutely had to be changed, among a couple other buffs including longer invisibility and demanifestation pallet stun immunity. The 100 second cooldowns is really the only thing that made her D tier.

  • @ObsidianButterfly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970706#Comment_3970706

    I disagree completely. Condemn should be the focus of her power. We don't need more chase-focused killers. We need more that operate in different ways with alternate play styles.

    Sadako's problem is that her Condemn play style is bad AND her chase ability is bad AND her stealth ability is bad. There isn't a single aspect that hasn't been nerfed to oblivion. The only thing keeping her out of F-tier next to Skull Merchant is her ability to teleport.

    I get that, but it just seems impossible to balance condemn without making every other part of her power ######### or making condemn completely boring. Personally I am not a fan of it as throughout Sadako's history the only way to use it was to spam teleports and do nothing else. Just teleport then teleport again then teleport. She doesn't need to have a strong chase power or any chase power at all, and this is why I had so much fun with her original version; I thought she was unique in a way where she lacked chase power but had the potential to (with some number tweaks) to have some of the best mobility and pressure in the game despite it. It was an interesting dynamic to me and I would like her to be balanced around that playstyle where you're always zipping around the map rather than mindlessly spamming to increase a number.

    And yes… she does absolutely suck right now. Her power is a joke. The TV's might as well not exist as the Survivors can just turn them off for free. I have played countless games where I go out of my way to strategically hook a survivor next to a TV only to realize "oh actually this is pointless because the unhooker is just going to turn it off with no consequence to them"

  • @calem said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970659#Comment_3970659

    Remove the condemn mori entirely and you can actually buff her in other aspects to be more fun for both sides

    I never thought the condemn should be a central part of her power I wish it were just slowdown to help her out as a M1 killer

    I always played her and wanted her to be based around using the TVs to be everywhere at once, surprise survivors, and to use the TVs in chase. But they are always turned off, there is absolutely no surprise factor from a TV that shows its aura through walls with a distinct global/directional sound cue when she uses it, and she comes out of them far too slowly to actually use in chase, even with bloody fingernails add-on. I agree they need to lean into that playstyle more and make condemn more of a background thing as that was always the most fun way to play her and is why I had way more fun with original sadako

  • @Hex_Ignored said:

    She is a difficult killer to balance solely because of her insta kill mechanic. We've seen how quickly that can spiral out of control after her first rework.

    I understand that but at least let me use my power… survivors can shut it off for free; her counterplay is brainless and effective and it does not feel good

  • @SpringMyTrap said:

    Sadako is fine, she's just not for you.

    Her only issue is that her main playstyle has been indirectly nerfed on multiple occasions by BHVR nerfing killer hit&run options or overbuffing survivor hit&run counterperks.

    You cant fix that without fundamentally reworking sadako which shouldnt and wouldnt happen. What needs to happen are changes to make hit&run a viable playstyle again. ATM it's way too inconsistent and effort taking just to keep up even with bum lobbies let alone coordinated teams / good players.

    I point out how I have over 2k hours on a killer and how her rework made her unfun due to the fact that survivors can shut off most of your power for free and you ignored all of that and just went "She's fine, just not for you" which doesn't address anything I said

  • @YamamuraVideoRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968479#Comment_3968479

    As long as there are players just bad at the game, struggling to make good tactical decisions, struggling in chase, or struggling to use their power effectively, there will always be people who will resort to "I need to tunnel!!"

    So no. Just making the game easier overall for killers does not solve this issue.

    Tunneling is not an insta win strategy and if you are good at the game you can destroy a bad killer whether they are tunneling or not

    The only exception to this is if you are playing solo queue with teammates who do not do generators and that's a solo queue problem not a tunneling problem


  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966040#Comment_3966040

    I can make sure I flag this to the team if it's not already on their radar. To confirm, are you referring to a delay between pressing the Dream Snare Button, seeing his hand raise, and having the "charge" bar appear on-screen? A delay between the bar filling and the Dream Snare activating? Or something else? I just want to ensure I'm understanding completely.

    So when you hold the button to charge your Dream Snare, the bar should appear on your screen and it should start filling at the same time. Right now when you hold the button, the bar appears but there is like a 1 second delay before the bar actually starts filling.

    So it should be: Hold button, charge meter of Dream Snare begins filling the second you hold it

    Right now it is: Hold button, bar appears, but only starts filling a second after you hold the button.

    His hand animation is also bugged; it should steadily go up as the bar fills however it now shoots up immediately like a rocket the second you start charging the power. Additionally, when you release the Dream Snare, Freddy's left hand teleports downwards for a frame or two before teleporting back upwards and completing the animation of him closing his fist and releasing the Dream Snare.

    Appreciate your help on this

  • @ThatRyanB said:

    Thanks for flagging this! I've passed it along to our team to look into.

    are there any updates on Freddy's dream snare and hand animation being badly bugged right now? this killer is unplayable at least in my opinion because its like you have 200 ping when charging his snare.

    here is the bug I am talking about: https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961321#Comment_3961321?utm_source=community-search&utm_medium=organic-search&utm_term=freddy

  • STILL NOT FIXED BTW

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