Th3Nightmare
Th3Nightmare
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@MechWarrior3 said:
I have had a lot of time to think about this, I have gone through and seen all the changes and tried my best to adapt.
Before I mention my thoughts, briefly, I understand there are other killers in the roster that need to be tended to, and they should be priority. Sadako has had her chance few times so we can come back to this but I want people to know what I’m thinking and feeling. Especially behavior.
Reworks are important sure, but not changing the character from what we paid for. (Trickster, Sadako, Freddy, Skull Merchant)
I have over 2000 hours in this killer. Here are my thoughts and frustrations.
Against low MMR survivors, this killer breezes through them, because they don’t know how TVs work. If I am playing against decent MMR survivors or high MMR survivors, may the odds forever be in my favor.
Behaviour you’ve done amazing work! However, please 🙏🏼 Tapes must be “cursed” OG tapes must return. I’m all for my TVs getting shut off but please they need to be reminded this is a curse! Otherwise counter play is too easy.
1) Tv spawns are not ideal. This affects her ability to condemn. (I shouldn’t have to bring an offering to make it better.)
2) Survivors pre run due to the Visual Terror Radius. Defeats the purpose of being a stealth killer.
3) Survivors Counterplay is too easy. TVS are constantly off. No condemn, which means no slowdown mechanic, and no mobility. 2 aspects of her power out the door. (Wellstone addon. 6 seconds of 70? Isn’t gonna cut it)
4) Tapes need to be a threat again. (OG Sadako.) This will at least buy me some slowdown. Tapes need to slowly build condemn like they use to. This was a very unique feature that got removed and it made me so sad. It’s like playing pig, slappin a trap on someone’s head but saying “Ha!! No timer!”
5) Please bring passive condemn tapes back. Survivor grabs tape. Tv is off. No condemn stack granted. Passive condemn now grows for holding onto the tape.
6) Tape insertion is 1 second. That’s steep. 1.5 is healthier. There’s very little counter play for her against survivors on this. (I could be wrong but It use to be 3 seconds for inserts)
7) Addons - After 2 addon passes I really thought there would have been more balance changes than this.
*Clump of hair needs a numbers buff or base kit. The main issue though with selecting this addon is that Survivors know you’re coming due to the visual heart beat.
*Distorted Photo is good but the issue is a survivor has to “Witness” you manifesting to take effect. Very annoying. Which means you’ll rarely get value out of it.
*Mothers Mirror - needs to be base kit. New effect needs to be added to it.
*VCR - is useless. They know which TV you are coming out of due to the auras.
*Tape editing deck - this is built on the old design that I love. In its current version it’s useless. Seeing their aura after putting in a tape is poo, they’ve cleansed. The tape is gone and now I get to see their aura for it? It’s a slap in the face.
Thank you so much for those that read this, and have supported me since I have started my journey out of the well. Honorable mention @jonifire helped me get my thoughts organized and he too has some of his own thoughts on the topic but if we are in this to improve overall quality for everyone to make it the best experience possible, we have to finish the rework we started. Please. 🙏🏼
sadge, bhvr will not change more to her.
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@Peanits said:
We'd like to know what you think about the Pale Rose map, part of the Backwater Swamp realm. Please leave any feedback you have concerning this map as a comment on this thread. Your feedback can be as brief or detailed as you'd like!
THIS MAP NEED A REWORK ASAP
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@Peanits said:
We'd like to know what you think about the Grim Pantry map, part of the Backwater Swamp realm. Please leave any feedback you have concerning this map as a comment on this thread. Your feedback can be as brief or detailed as you'd like!
This map need REWORK ASAP
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@Peanits said:
We'd like to know what you think about the Badham Preschool maps, part of the Springwood realm. Please leave any feedback you have concerning this map as a comment on this thread. Your feedback can be as brief or detailed as you'd like!
Honestly suck map foor killers
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@Chocolate_Cosmos said:
I don't think she is so bad anymore, the buffs were big and her chase is better and she feels better to play.
However I still think 1s to remove stacks on TV is some wild ######### and its pretty unfair for Survivor that even mid chase next to you can undone condement kill. Like there are no stakes.
The thing is, in my games of sadako, I have seen the survivors hold the tape in their hands and go when they are "in danger" to the TV... this should not be like this
I know how to play very well with Sadako's mindgames and play with invisibility after manifesting and with de-manifesting with the addons I have, something is missing.
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Still trash.. honestly.
- Survivors CANNOT see TV auras
- Interaction of introducing the tapes from 1s to 2s
- Survivors who carry the tape in their hand win passively condemned
I don't know if creating this will serve any purpose.
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@Peanits said:
Hey folks. It’s clear that the changes we’re making to The Onryo didn’t live up to expectations, so we’re preparing a series of follow-up adjustments to address the feedback we’ve received. These adjustments are planned to release as part of the minor updates in the weeks following the Mid-Chapter. We’ll share more details once we've got a plan locked in.
10 seconds of CD and if the power is at 100% if you do tp, the survivors receive a stack, it shouldn't be like that, at least so that the survivors are forced to use the tvs and leave the generators, if SADAKO waits longer time to do a tp should be:
- Power bar: From 0-25: 0.25 stack
- Power bar: From 26-50: 0.5 stack
- Power bar: From 51-75: 0.75 stack
- Power bar: From 76-100: 1 stack
Including the mechanic that you do hook a survivor with certain stacks and blocking them so that they can NEVER be eliminated can further encourage her pressure.
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@radiantHero23 said:
Sadako got what she deserved!!!
I'm honestly almost crying right now.
They listened and even made reikos watch part of the base buffs.
Big, fat THANK YOU to all people that helped to make this happen!
She need the newpapper not the clock
And other part, the old condemned was super bad, 16 meters i dont know if will be enought for apply preasure to the survivors and incentive the tvs... I dont like NOTHING, honestly
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@dance said:
We're looking ahead 👁 at some of the live updates the team will be working on for the next six months. As always, timelines might change, but we'll keep you updated as we progress!
https://us.v-cdn.net/6030815/uploads/F3ZRI1WPCR2B/2023-livedesign-roadmap-social-1920x1080.png
Want to learn more? Watch the VOD.
Where is the solution to the generators flying? Why do I have to play with 4 generator slowdown perks to at least make the game fun? Killers should NOT have 4 perks to slow them down, if so, something is wrong in the game.
One of them is... corrupt intervention along with pop or flagellant hooks (artist perk)
I would like to play a game where I DON'T have any slowdown perks in my build or not worry about having any, because it would say a lot about the game and then we could focus on having other types of perks.
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@Grigerbest said:
Xeno's M2 works fine.
You and Otz refering to survivor's hitbox.
It was like that pretty much all the time, look at Huntress hatchets, Nemesis whip and etc.
The problem within the survivor's hitbox.
No, something was happening to Chuck (was fixed), Alien when he lowers the camera a little more, if the tail hits any surface, the tail will prioritize the ground before the survivor, I know what I'm talking about. This happens in other places, walls and in chase that the survivor approaches a wall and you hit, the tail will prioritize on the wall, since if the tail hits any surface it will stop and not hit, this is a big problem.
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@dance said:
The Good Guy has arrived and he's ready to be friends 'til the end! We'd love to hear your feedback playing as, or against, Chucky.
You can read more about Chucky's Power and Perks in the Update 7.4.0 Patch Notes.
Tell us below what you think of The Good Guy below.
The footprints that Chucky leaves to give more advantage to the survivors when he goes with the terror radius (without the power activated) is unfair for him, because they can track you at any time in a loop, he is forcing you to use the power when I don't want to. Change this.
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@Emoba said:
They already said recently that they have no idea what to do with him (and Myers) which is worrying considering how easy he is to rework.
I am sure that Krueger is now the least played killer almost like Twins..
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@I_Cant_Loop said:
I wouldn't count on anything that is said in the livestreams or any other "official" communications from BHVR. There are many, many examples of things that have been "planned" but were never followed through on. The only thing that drives priority is what will bring the most revenue (which is completely understandable - it is a for-profit business after all), but it would be nice if rather than promising the world to appease people they would just be honest and say "sorry, we're not going to work on that".
Twins was supposedly for January, and they have delayed it even more. Nothing has been said about the rework of the swamp, when it was for January, perhaps they will delay it too
So I hope Freddy Krueger Update for 2025 or 2026, I don't know if the game will still be alive by that date XD
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@kaedediablo said:
They are so slow with the rework or several killers, its doesnt make sense
I don't understand the suggestion or you don't want to understand the game, if you want them to increase the speed of the survivors they will have to remove structures and pallets from the maps, okay?
Furthermore, running more is currently being a problem with only 3% more and many killers find it difficult to catch the majority of survivors...
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@Tsulan said:
Remember the weekly dev streams? I really miss those times. Somehow communication was better when the game was smaller.
yeah AND they said (7th anniversary stream) that this year will be more, at this moment I don't see anything KEKW
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@mca240 said:
I attended for the second time in a row, and got ignored on both occasions. I submitted my question 30 seconds after opening. There were already 100 questions in front of me. I just counted how many questions were answered: 38. What's the point even if you are going to spend so little time answering people's questions? There were 4 people answering. That is less than 10 questions per person. In my opinion, either do it good and answer most people's questions (yes, this is a couple of hundred of them and will take you some hours to complete) or don't do it at all. You're setting up expectations just to be met with disappointment.
Well, the answers were typical BHVR:
- No
- We don't have it planned
- It's been delayed.
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Still no info about this? ....
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I don't know if BHVR knows about this, but it should be hotfixed in the next hotfix, I HOPEFULLY...
Unless it works well and consistently.
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@[Deleted User] said:
About to become a stealth gamer cause no way I’m surviving against that. The survivor perks could have at least been good to offset the super Xeno ness of it all. Plus all these super fast teleporting killers using that Xeno locker perk is so OP.
I gave another example, it's a shame... that they released it like that.
i love it mobility, but this is super annoying for me, sooo... i hope in the next hotfix will be fix.
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@UndeddJester said:
Ofc a Freddy rework is already in the pipeline from BHVR, but I'd like to throw out my hand at looking at Freddy as a long term Nightmare on Elm Street fan.
I wasn't around for old Freddy, and the original version seems pretty nuts, so I'm not gonna suggest that... however I want to try and capture more of a NoES vibe with this suggestion, while also making him generally stronger... but I am a pretty new player, so I'm not arrogant enough to say I know what would be best, so criticism/feedback is more than welcome and actively encouraged!
I'll put my reasoning in spoilers for those of you who enjoy the longman approach, but for those who just want to get to the suggestion, feel free to skip to the rework section! I will add any important comments in italics.
The Current Gameplay Concept
To my mind, Freddy's power in concept is along a similar vein to the Pig and Sadako. He's a stealthy m1 killer going for downs and hooks, who relies on the threat of pulling survivors into the dream world to slow survivors down.
The looming threat of the dream world should encourage survivors to miss skillchecks at the expense of giving Nightmare information to wake up fast, leave gens to take time to wake each other up, or spend time reaching the alarm clock for all the benefits. Freddy meanwhile tries to apply pressure amidst this slowdown with downs and hooks... Like Sadako he has a gen teleport to help with map traversal to keep up the pressure.
While survivors are awake, Nightmare has a limited stealth ability. Survivors hear his terror radius, but see him intermittently between 16-32m and see him normally at 16m. Due to the need to pressure survivors while they are awake as well as asleep, Freddy can hit awake survivors normally. Successful hits/time pulls survivors into the dream world...
The dream world is meant to be where Freddy shines, once pulled in, Survivors now can be affected by dream powers, which improve Freddy's chase and helps him score downs more quickly compared to his awake gameplay. Survivors need to get out of the dreamworld to limit this power and be relatively safe again, balancing completing gens with keep themselves awake.
Current Gameplay Issues
Freddy's biggest issue is similar to old Sadako, his dream world doesn't pose enough of a threat for survivors to actually care to interact with his slowdown. Just like players ignored Sadako tapes, survivors generally ignore being asleep, as Freddy still has to hit them for it to have any value.
The concept is at base Freddy is not very strong, being a basic m1 killer with very limited chase power... but once in the dream world, Freddy should be way stronger, getting abilities to help him down survivors easily... sounds good.... however the reality is, once there, survivors only penalty is that they hear his lullaby instead of his terror radius, but you can see him normally. This isn't much of a upgrade... but now we have his big game changing strength, which is.... he actually gets to use his dream snares or dream pallets... 🤨
Needless to say, this is why he is bad, neither of these things is especially strong. In the dream world, he is still at his core an m1 killer who is now about as effective as Doctor in chase. Having to wait/play around to be about as good as Doctor is not really much of a boost to say this is where his threat of the dream world is supposed to come in.
This current iteration loses a big portion of what makes Freddy Freddy. He can attack survivors while awake, but when asleep, he isn't really that much stronger... it doesn't fit the idea of a "dream demon" or a "nightmare" at all.
Freddy Kruegar Rework Goals
When it comes to what I would want out of Freddy to emulate the films dream transition, where survivors don't know whether they are asleep or not until it's too late. I also would want an idea of Freddy's boiler room, that makes Freddy much more dangerous if players continue to ignore him. Goals in detail:
- Have a more lore accurate distinction between being asleep and awake. Make being awake rather safe, but make the threat of the dream world strong. Actively encourage survivors to take time out of the busy gen repairing schedules to deal with being asleep before Freddy even shows up.
- Capture the uncertainty of being awake/asleep from the movies. Survivors shouldn't know they're in the dream world, until Freddy tips his hand.
- Capture an essence of Freddy's boiler room as an even bigger threat to Survivors in the dream world.
Reworked Dream Demon
DREAM DEMON:
Awake:
Dream Demon cloaks The Nightmare from awake Survivors. While awake Survivors suffer from the Oblivious status effect. Survivors with 32 metres only hear The Nightmare's non-directional Lullaby. Survivors can only see him fully when using a basic or lunge attack, and otherwise only intermittently from 0 to 32 metres.
The Nightmare is invisible to Survivors when he is farther than 32 metres away.
Awake survivors cannot be wounded by a basic attack from The Nightmare, instead awake Survivors are immediately pulled into the Dream World state. Attacks made in this way incur the normal attack cooldown on The Nightmare, but do not provide a speed boost to the survivor.
Micro-Sleep:
The Nightmare's presence in the Trial Grounds induces micro-sleep, passively causing Survivors to fall asleep over 60 seconds. Conspicuous actions accelerate this countdown by an additional 100% (30 seconds potentially).
Once the countdown is complete, Survivors gain a new timer over 60 seconds to enter the Deep Dream World. Conspicuous Actions accelerate this countdown by an additional 100% (30 seconds potentially).
Survivors do not see the countdowns for themselves or allies on their HUD, and awake survivors are not made aware either micro-sleep timer is depleted until: -
- They are hit by basic attack from the Nightmare. This will wound the survivor and they are immediately pulled into the Dream World or Deep Dream World.
- They create a loud noise notification within range of The Nightmare (including globals) and are immediately pulled into the Dream World or Deep Dream World. (https://deadbydaylight.fandom.com/wiki/Loud_Noise_Notifications).
- They attempt to wake up another survivor from a lower level dream state and are immediately pulled into the Dream World or Deep Dream World.
- The Nightmare teleports to a Generator within 24 metres of a survivor, the survivor is immediately pulled into the Dream World or Deep Dream World.
Note: Survivors in the Dream World already will see the transition into the Deep Dream World immediately once their timer is up.
Dream World:
Once inside the Dream World, Survivors are affected by the following effects: -
- The map gains an ashen dream effect that darkens the world.
- No longer suffer from the Oblivious status effect, and The Nightmare is no longer cloaked.
- Survivors can be wounded by basic attacks from The Nightmare.
- Survivors can see and be affected by Dream Traps placed by The Nightmare.
Deep Dream World:
Once inside the Deep Dream World, Survivors are affected by the following effects: -
- The ashen dream effect turns red and occasional loud steam vents appear in the world nearby to indicate being in the Deep Dream state.
- No longer suffer from the Oblivious status effect, and The Nightmare is no longer cloaked. They can hear The Nightmare's non-directional Lullaby globally. Monitor and Abuse, Tinkerer, Thrilled Tremours value?
- They can be wounded by basic attacks from The Nightmare.
- After 20s of the Deep Dream World being revealed to Survivors, they suffer the Exposed status effect.
- Can only see Dream Snares placed by The Nightmare within 4m.
- Can only see Pallets and Dream Pallets within 24m.
- Windows appear to be blocked unless within 16m.
Waking Up:
Survivors wake up and leave the Dream World or the Deep Dream World back to Awake when:
- An awake Survivor performs the Wake Up action on them.
- They find and use their personal Alarm Clock.
- They are unhooked from a hook.
Survivors in the Dream World can use the Wake Up action on survivors in the Deep Dream World. This resets the Deep Dream World timers to 0. This is a flavour of the dream warriors concept, where survivors work together to save each other in their dreams.
Whenever performing a Wake Up action pauses both Survivors current sleep timers are paused.
Using the Alarm Clock or being unhooked will give Survivors immunity from micro-sleep for 30 seconds.When immune to micro-sleep, instead of being pulled into the Dream World by successful Basic Attacks, the survivor instead loses their micro-sleep immunity.
Dream Traps:
The Nightmare has 12 traps he can place within the trial. He can place either Dream Snares or Dream Pallets as basekit.
SPECIAL ABILITY: Dream Snare
- Press and hold the Power button to place a Dream Snare on the ground directly in front of The Nightmare.
- Asleep survivors that come in contact with a Dream Snare suffer from the Hindered Status Effect, slowing them for as long as they remain within its Area of Effect and for a short duration after leaving it.
- Awake survivors that come in contact with a Dream Snare lose 10 seconds on their timer for progression in the Dream World or Deep Dream World.
SPECIAL ABILITY: Dream Pallet
- Press and hold the Power button to place a Dream Pallet at an available location.
- A Dream Pallet dropped by a Survivor will be destroyed immediately and not stun The Nightmare.
Nightmare Projection
- Press and hold the Active Ability button to perform a Dream Projection and teleport to a Generator in view. Releasing the button early will cancel the action.
Removed the Teleport CD reduction for asleep survivors, as I feel other entries to his kit are potent enough.
Final Thoughts
I really want to capture the confusion Freddy has with regards to when survivors are in and not in the dream state, and I want the dream state itself to be far more intimidating. I hope this suggestion achieves the goal, and wouldn't require too massive a rework to implement... most funcitonality is already in the game, jsut repurposed for greater effect.
I don't think the damage immunity while awake makes him unviable here, as survivors will transition quicker to the dream world doing objectives, and he can wound survivors as normal while retaining his stealth while they are not in the dream world. If he needs to force someone into the dream world, he can with a basic attack, and STBFL or Rapid Brutality will be valuable here.
The skill checks being changed to only tell you which state of dream progression you're in, and not waking you up is a significant time loss for the Survivors. The Dream World remains largely the same, outside of Freddy now having access to both Dream Pallets AND Dream Snares at base... but we now have the looming threat of the Deep Dream World, where Freddy becomes very potent.
This hopefully encourages Survivors to spend time waking themselves or each other up to avoid the more punishing aspects of the Deep Dream World.
As I say, I'm not an elite DBD player, so wouldn't claim to know if this would be too strong, or even not be good enough to make him viable.... there is natural anti -tunnel in his kit here, so perhaps making certain numbers stronger is in order.
The numbers are my gut feel, based on my experience with other slowdown style killers.
- Could this concept work?
- Is it inherently flawed and doesn't fit DBD?
- What would you add/change?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507775
This is my thread from a few weeks ago, I wanted to do it as Freddy Krueger really is and what he represents, he must be like that, and the closest thing we have had is the old Freddy, here I present some ideas that may fit.
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@egg_ said:
Dev blog for what exactly? Xeno doesn't really need that many changes, bug fixes will be written in the patch notes, and you're in full-on copium if you think they'll add some unannounced balance changes, especially because it's not a mid chapter patch
Xeno YEAH, needs changes same was Singu, sadako, wesker... BHVR did developer update with the changes post ptb a few weeks before the official release. They have been doing this with several chapters and mid chapters. With alien it should not be the exception.
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@GroßusSchmiedus said:
I think giving him access to dream pallets along with snares would help a lot, he is currently sadly very predictable and boring.
Also make him able to summon things like fake breakable walls, fake totems (including hex) and perhaps even fake vaults.
Also remove or rework the waking up part entirely, it should be a temporary relieve and not the default. Make everyone start in the dream world and remove the ability to wake up by any other means other than clocks which should get a CD after getting to sleep so survivors would need to do so strategically, say for an unhook.
Not sure if that would make him viable but it would surely make him atleast a lot more fun to play and go against, and we can always buff him later.
I think that the current Freddy Krueger loses the TOTAL essence of what Freddy is, personally, if I were a developer, I would investigate another way to do it as FAIR as possible but still what it was BEFORE, because the old one was Freddy Krueger.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507775#Comment_3507775
he gotta make the survivor fall asleep first, if it works like old freedy, you have a chance to run before falling asleep
also, I would keep the clock to wake up.
I've thought a lot, but since if FREDDY hits you, it wakes you up, I put the CLOCKS as a source to DECIDE if the survivors want to GO directly into the world and help their sleeping teammates.
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@Ayodam said:
I like it thematically but, correct me if I’m wrong, the gist of this is Kruger is basically invisible and able to hit survivors while invisible. There’s a reason Wraith can’t do that. It would need some sort of counter other than a random other person doing a side quest to help you, or the killer injuring/hooking you.
This Freddy only CAN hit sleeping survivors. As freddy you can send them directly to the world of dreams with an animation and after X seconds they will enter your world so you can give them a HIT, after giving them a hit, they will wake up, so you must do the animation again to send them to the world of dreams dreams.
Another part is that they "survivors" can decide to enter the world directly, interacting with the clocks.
Obviously, when you freddy up the sleep animation, you slow down, giving survivors room to react since they don't see you while they're NOT in your world.
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@HaunterofShadows said:
If nemesis can be stopped by a Pallet, so can alien. The entity controls everything in the realm and can make characters weaker and stronger according to its will
Nemesis is not Alien. WHY?
How does jill stop him even with a knife? And does she face him?
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@biggybiggybiggens said:
If the licenses are as "BIG L" as they made it sound, they'd have to be something that most people know of even if you're not a gamer..right? When they said "BIG L", if I'm not mistaken wouldn't that narrow it down to 5 or 6 licenses? I mean we don't have many "BIG Ls" even left to put in the game. I'm curious to see what they reveal so I can judge for myself if I think it was worthy of being called a "BIG L" license.
Putting an emphasis on these licenses being "BIG Ls" straight to our faces tells me that they really are BIG BIG BIG licenses. Like Jason or Pennywise. Something that 9 out of every 10 people can just glance at and immediately know what it is. Alien is another one...or even Chucky. Those would scream "BIG L" to me anyway. There are people talking about the most random stuff like Until Dawn and Danganronpa?? The hell is Danganronpa?! Even Bioshock, The Evil Within, and Dead Space don't meet the "BIG L" license imo, because you have to be a gamer to know what those things even are..
Stranger Things perhaps?? That would for sure fit the bill. We'll know in just a few days if they said that purely to hype people up for no reason or the supposed "BIG L" isn't Chapter 29, and is Ch 30 instead , which would be fine, but I swear they said BOTH licenses were "BIG Ls". For me there are only a handful of franchises that come to mind when putting emphasis on that "BIG L". Should be pretty easy to narrow down if they really are that big.. What do you guys think?
Big license was Freddy, Myers for example and those are iconics too, so u have the example here.
Which are iconic? Jason, IT, Alien (I don't know if I should place the alien as an iconic slasher...)
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@KayTwoAyy said:
Some maps, like Eyrie of Crows, could be made much more interesting by having a day/night cycle take place during a trial.
If they went really crazy on lighting, they could have an entire Killer whose power revolved around hiding in the shadows, so the day/night cycle would become an integral part of their power ramp during a trial.
I think that UE4 has a lot of resources to take advantage of, like the time (day, night...), the dredge uses the night, it could be even better if it was done at night on the map, I think that today, we are only seeing the simplicity and minimal resources of UE4, but I know that they can still take advantage of the engine (UE4), but even the devs did not show it...
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@Pulsar said:
I don't really see any desperate need to buff Killers.
From all we've seen from stats, most Killers are doing well.
I respect your opinion, but the comment is ridiculous.
Freddy needs help, myers too, trapper too, PIG too, despite the stats, you know what's better than the stats? A player who has been playing the game for 7 years (ME) and I assure you that those killers are destitute, it is very easy to say that all the killers, despite the statistics, all have a good kill ratio, when really in practice I play a lot with them, and at least it makes me want to uninstall DBD, because I can't do much with them, the players I mostly get are good, and I assure you that catching a good player with a pig is impossible for me, Freddy has many lacks in its power, a power that is too outdated and quite badly planned where it can be improved in many aspects to make it more fun and more used, but hey, the community has an orientation on statistics and I assure you that it is not everything.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478764#Comment_3478764
Sadako was revealed to have a sliiiiightly above average kill rate last time, though. At least in top MMR. She apparently wrecked shop in overall MMR.
Sometimes perception doesn't quite line up with reality. That can make it difficulty to identify which killers need buffs, and what buffs they need.
CLEAR! As in the statistics it says that he is the killer WITH THE HIGHEST KILL RATE, well THIS OP, please, use your head a little, it is like saying that Freddy is the strongest killer when his KILL RATE is also around 60% and it is the worst killer in the game xDD when his play rate has probably dropped a lot.
Statistics are not everything, there are many factors that many players do not know, and you only think about stats, when possibly, for example, sadako has killed all 4 because one of them has committed suicide, and one of them does not know how to play against sadako yet, but I assure you that putting 4 half-good survivors, tell me if you are capable of making at least 6-8 hooks...
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@whickedchainsaw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478761#Comment_3478761
trapper? sadako? trickster? doctor? do u even play the game??
Myers, Pig....
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@MikaelaWantsYourBoon said:
The reason is there is no range to get stacks anymore. So Sadako can't spam her teleports to get easy stacks. 15 seconds can be reduced to 10 seconds maybe. But this cooldown needed.
But Survivors have so much power to negate her power. This is the biggest issue i see with her.
Exactly, I think that after the text, I understand that the survivors are going to disable it even more than before, is what I understand, because if they don't decide to go on TV? I think 3/4 per TP every 15s, I don't think I can put enough pressure on that survivor to force him.
We will have to see it...
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@Iron_Cutlass said:
Condemned is having the range limit removed, according to the changes being made. Also TVs turn on faster than before.
I think the idea is to force Survivor to manage TVs more but keeping her Condemn in check at the same time.
I know that if you do TP, you condemn ALL the survivors, but, what I mean, are you perhaps taking away mobility?
It will be necessary to see it in practice, because seeing it in number and in text is confusing.
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@o37gekko said:
so... just kinda wondering... about demo coming back.
im super new to dbd, (2 months) and something unrelated caught my eye and i wanted to throw an idea out there
microsoft is being sued with a 65 billion injunction to stop them buying activision.
i think Behaviour should go after the stranger things content.
my question, is; has anything like this been done?
my proposal, is; to start a dbd playerbase petition for it, if nothing has...
Netflix is a very large company, they decided to remove this content because they wanted to enter the video game industry and thus recreate games with Demorgorgon and their characters from their most favorite series.
If Netflix really wanted to make money again, obviously they could collaborate with BHVR again, since BHVR has the doors open for a future collaboration, the only thing left is to wait.
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@YOURFRIEND said:
It's fine. It doesn't make gens go faster. It doesn't heal faster. It doesn't increase movement speed. All it does is expose how busted the maps are. Let's work on that first.
Excuse me, how am I going to answer you? The perk makes the game and all the location of the pallets easier for you, when I am a more experienced player, a 7-year-old player, I have learned all the maps and I play solo, when I play with randoms there are times when I have I have to go to the hook because I can't find pallets due to my teammates, and in these cases I prefer not to put on the perk and go to the hook to give the killer some advantage.
The perk right now gives bad players a lot of advantage and makes chases more durable, I don't see it as fair for many killers.
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@Seraphor said:
Obviously they're not going to make sweeping changes so soon, but I agree that these changes won't actually change anything. The biggest thing is the slowdown while charging, so survivors can't reliably use them in a chase, which is a bonus. But this won't fundamentally change how they're used, which is to hold onto an EMP until you need to use it, typically as you're being marked by an active biopod. This will still be possible, and will still result in the killers power 'whiffing' the very moment they try to use it, just like old Dead Hard.
This either obliterates the power when used in a 'setup' manner, or it means those who use the power in chase have to use it twice every time, which is just unnecessary hassle when the power could have been made to be balanced to have the same effect when used once.
EMPs need to be made significantly more scarce (such as not reprinting until used), and/or they need to come with a downside (such as killer instinct when used).
This killer currently has a hidden passive like many other killers, in case you didn't know:
The more infected survivors you get an extra 1s to overclock, but the thing is... if the EMPs are that strong and I think after the changes they will still be a strong tool, that's what I think.
On the other hand, since Freddy Krueger gets stronger the more Survivors are asleep (reduces his TP cd) why not reduce some parameters to the singularity the more Survivors are infected? Since keeping a survivor infected with the state of EMPs is very difficult.
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@Alen_Starkly said:
I don't really play Sadako because her condeming is too weak. It depends on me running an iri addon, and that's not sustainable. What I love about the Pig is the pressure of taking off your trap, and a race against the time. What we COULD have with Sadako is the same type of pressure, if only the condemning mechanic was better. Having to pick up a tape and put it into a TV, to remove your stacks, is a cool mechanic. Sadly, it's ruined by loooong TV cooldowns. She could be so fun! And I agree, her terror radius ruins her stealth.
yeah the condeming is so... trash. The power is so cool, but with somes QoL its super good killer like i said above (old newspaper and the clock in the base kit for example)
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@SirCracken said:
The duration of Overclock increases by 1 second per Slipstreamed survivor.
This allows the base duration of Overclock to be increased from 4.7 seconds to 8.7 seconds with all 4 survivors Slipstreamed.
This can make the difference between landing a hit or whiffing at most loops. And this information should really be mentioned somewhere is Hux's power description.
I knew it from day 1, but so what? They take the bipod off very quickly due to the abuse of EMPs, and you can only have 1 in a game as a general rule, so it's rubbish.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455776#Comment_3455776
Peanut said that they were unable to make any changes because Nurse was higher on priority. At the same time, I do not remember them saying anything in regards to Sadako. All i saw was that they showed stats and she was number 1 kill-rate across all MMR's. that made me laugh because her kill-rate and her power-level were not accurate at all.
The kill rate is not everything, the community asks for changes, they should know, and also I return to the main topic, we should have seen post-launch changes, which have not arrived yet.
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@Fawiola said:
I'm Sadako main because I love her and I'm good with her. After the update In high mmr the survivor are too strong, because of her lullaby the survivor know when I come. She is not stealth anymore. I dont have any good gen regression perk anymore. I tried wesker and other killer but I have the most fun with sadako. Now I play only survivor because of that.
it needs the base newspaper and even the clock, and I do a lot of mindgames thanks to the blinking that it has thanks to those addons, without those addons it is impossible to play it. I love the mechanics it has, plus the condemnation is complete rubbish.
But yes, she needs help and I hope to see changes to his kit this mid chapter.
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@DEMONANCE said:
when did they ever promise changes to sadako?
Anniversary Stream 6º
They said last year that they were going to make changes after launch and sadako was going to make changes to it.
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@adam1233467 said:
Corrupt, deadlock, new buffed pop, pais ressonance, jolt, do you need more?
If the game forces me to carry those perks, I go directly to another game called: Defend the Generators with 10000 anti-gens perks.
But no, I want to play with other perks, but it's not possible.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/379119/singularity-needs-buffs-heres-the-idea
Your changes are a nerf. The problem is that they automatically generate, not that survivors can make them faster. They basically happen for free.
The simplest change is to make them automatically print to 75% and then survivors have to interact with the box for the last 25%.
nerf? No.
It is practically automatically printed at the beginning of the game after 60s in all 5 boxes. Any survivor will be able to take it, but they will not be able to speed up the process again, they must go to another box if it is printed, otherwise they will have to wait 1 minute to pick up another EMP again.
On the other hand, reducing EMP bipod removal range isn't a nerf, it's a buff to singularity. The idea or the changes here, is to reduce the elimination range to about 1 meter, to make the survivor have to take more risks. On the other hand in chase to help, getting close to a partner carries another risk with this change, you will infest yourself in exchange for removing the biopod from your partner's back. Or you'll probably get hit from the singularity.
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BHVR fix this, this bug takes a long time. It is also quite annoying when the survivors through the Wesker and jump the pallets or windows, without wesker slap them
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@IWasLeft2Die said:
I'd be into basekit corrupt for hexes. Having a hex cleansed nefore you can even get to the hex (going straight to it from spawn) is pretty obnoxious.
As far as basekit corrupt for gens, I'd be into it but maybe a weaker version
probably 30s as base kit, is not bad and obvius nerf the perk to 90s or else.
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@JustAnotherNewbie said:
Alternatively you can use Lethal Pursuer to find your first survivors, bonus points if you go and disrupt all the ones teaming up on a generator (oftentimes it can be 3). This really disorganizes survivors as they have to move around for a bit and you also get free hits in at the start. SO now they have to look for a different gen. Either go at the other side of the map to be safe, or in the middle of the map where you'll probably get to interrupt them again during your chase with the first survivor.
At least that's how Lethal goes in my games.
Again... the perks are not the solution for this.
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@FFirebrandd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405701#Comment_3405701
New Pain Res is beyond inconsistent. Sure 25% total regression sounds good on paper, but what happens if you activate it when no gen has more than 5%? You just used 25% of your tokens for next to no gain. No thanks. I'll pass.
No Way Out isn't gen defense. It's a good perk but that's just... flat out not what it does.
Corrupt is still good but it isn't and never has been enough gen defense on its own.
Surge/Jolt has always been just kind of alright. The fact that it's now one of the best with only minor qol buffs is honestly pretty telling as to the overall state of gen defense.
Thana with its whole 2% slowdown per survivor unless you get all 4? Really? That is borderline useless on anyone not named Legion or Plague and it's a bit questionable on them.
Discordance is an info perk, not a gen defense perk.
Exact. The thing is, what is the purpose of nerfing all the gen defense perks? Does the BHVR believe or think that it does not need it due to the changes? I think that sometimes they don't know and they are based only on stats and they don't know how the game really is.
Pain resonance the "adjustment" for me is a mega nerf, although they have increased from 15 to 25%, there are many situations.
Call of brine: 125%? Yes, we can use it for the info, but for what? If the basic kick is 100%, I save a gap to find another...
Deadlock, jolt well... they are good options, but I repeat, why should we get 2 or 3 anti gens perks? To look for fun? I would like to ONE DAY play without gen defense perks, but BHVR won't let me, why? I do 4-5 hooks (no camp and tunnel)
I don't know, a lot of gens defense perks have been nerfed because of? Due to the nerfs to healing, perks like dead hard among others? I don't know, but the solution is not to balance the game with perks, there are many problems in the game, both in one role and the other, but I'm talking about mine (MAIN KILLER) and it's a smoke to play as a killer right now and well it's been a while couple of month.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405578#Comment_3405578
Via the anniversary stream i would imagine
I would not introduce a new mode, if I was DEVELOPER, I would try to introduce new mechanics in the game (only mode I have) and improve it, refresh it, I would completely forget about adding a new game mode until I SEE that my game is acceptable.
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@Gandor said:
I've had quite a few 4K's and 3K's A few 1K's no 0K or 2K from the patch. If you know how to chase at least a little, the game feels much easier on killer. But it's true, that if you suck at chasing and just clutched on CoB+OC combo and kicking gens over and over - then yes - gens fly and the game is actually harder. But as I said - the game feels much easier as killer for me now
You've been lucky, because I could also do 4k or 3k against average players (potatoes) but I want to see you against random people, not PREMADES, but just people, people who more or less know how to play and do their main objective (gens), you'll explain to me , if you will have to play in another way such as: camping or tunneling, more competitively to balance the game, you cannot deny this, I have 6200 hours.
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@Mooks said:
A new game mode has been requested often and the topic popped up on some official Surveys so… I kinda have my hopes up a little bit for something in that direction for the anniversary stream 👀 (hopefully something more interesting 2v8 or similar)
also the finisher Mori stuff is still in the works though might be something completely different than the last PTB version of it
How are they going to introduce a new game mode if their only game mode is the same for 7 years and it's super unbalanced? xd