XOXOnotreally
XOXOnotreally
About
- Username
- XOXOnotreally
- Joined
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I voted "Feng" but honestly I think I pronounce it close to "Fang"
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Off The Record, I am known for my tight lips
Calm Spirit, I am pretty caring/good with animals, even the ones others might not be lol
Fixated, I get hyper focused pretty easily
Empathy, I'm always the kind that wants to help, that's why I work as a nurse irl lol
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/253472/are-survivors-on-console-at-a-disadvantage
Hardware & performance issues for console are much more noticable imo for killer, but I notice survs can hug loops much tighter on PC. I don't wish to start us vs. them stuff but what exactly have you seen?
Generally speaking they just dont seem to loop as well. I dont know if it has to do with their hardware or if console players just tend to be less efficient at chases. In any case I can typically down a console player relatively faster.
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@Givti said:
So it's a mixture of old and new freddy, but
- his early game is like old freddys: complete trash; you have to work to even hurt somebody (which is the dumbest idea the Devs ever had)
- in the dream world the survs arent just slowed down like in the old days, but can straight up do nothing (why? this is just boring)
- they can only wake up by hooks / other team mates, so the freddy can just slug to win (i hope you just didnt mention it, but it seems like you wanted to remove the ability to wake up from failing skillchecks / alarm clocks)
- Dream Transition is awful
- i dont even understand why you want to change dream projection
To an extent he is a mixture, but covering some of the weirdness of his first build with things that make a bit more sense for the character. Going through each point.
1. Early game is hard, but that is Freddy's entire point. Looking at the perks he comes with its obvious he's meant to build himself up as a terrifying killer. I wanted to try and stick with that theme. (Was thinking of changing the wake up mechanics a bit to reflect this as well but decided I wanted to get feedback first.)
2. The survivors are able to wake themselves up, so it's the same amount of boring as sitting on a gen which is what the complaint is about anyways.
3. Again, survivors can wake themselves up. I removed the alarm clocks cause I thought it took you put the game too much to run across the map and that failing a skill check was a bit too punishing if not annoying, not to mention you cant get skill checks while incapacitated.
4. I did shorten the time by a second from its original timer and wondered if I needed to buff it some more. Its good for freddy to have a way to force people to sleep.
5. Dream Projection is actually really cool, I think it suits Freddy a lot, however it doesnt quite work with the rest of the kit. That said, I could reintroduce it and combine it with Dream Transition, making everyone at the current gen immediately fall asleep. Again these were thought that I was waiting until feedback came in to talk about.
@GeneralV said:
It is an interesting idea, granted, but it might need a few changes. Please keep in mind, this is just my opinion.
Always Incapacitated in the Dream World is broken, because you won't be able to do anything. And Dream Projection should stay the way it currently is. I have a concept, if I may share:
Power: Dream Demon
Pull survivors into the Dream World
-Survivors who are awake do not see The Nightmare.
-Once targeted by The Nightmare’s power, survivors enter the Dream Transition for 7 seconds.
-During the Dream Transition Survivors can see glimpses of The Nightmare and they suffer from the Incapacitated status effect.
-When the Dream Transition Lapse, the Survivor is pulled into the Dream World.
Once in the Dream World:
-Survivor’s auras are revealed to The Nightmare when they are outside of his terror radius.
-Survivors suffer an action speed penalty of 40%.
-To exit the Dream World, Survivors can find non-sleeping Survivors to perform a wake up action.
-Failed Generator Skill Checks can also wake up.
-Hooked Survivors wake up.
Special Ability: Dream Projection
-Teleport to a Generator in view. Releasing the button early will cancel the action.
-Survivors cannot interact with the targeted Generator.
-For each Survivor in the Dream World, the cool-down of using Dream Projection is reduced by stack-able 20%.
“You have nothing to worry about. This won’t hurt one… little… bit.” -Freddy Krueger
This is also a very nice idea, much more straight forward with its design than mine. Only thing is 40% is way too much imo. Granted you can just fail a skill check but that also feels too punishing.
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Good Manners
Your top priority is to make sure those around you feel comfy and safe. Once per trial, when you drop a Medkit within 8 meters of another survivor, this perks activates for the next 10 seconds. While this perk is active, the Medkit will glow yellow, and you cannot pick it up. Any injured survivor that picks it up will be healed 1 Health State. After a survivor picks it up, they gain 7% haste for 3 / 4 / 5 seconds.
"Pancakes! You don't like pancakes, I'll get ya sumpin' else!" -Dale
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Misfortune
You always seem to stumble your way into trouble. While you are repairing a generator or cleansing a totem, the killer can see your aura within 40 / 32 / 24 meters of you. You gain 100% more bloodpoints in the survival category.
"We've had one doozy of a day." -Tucker
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Bad Name
People are quick to judge you based on your appearance, but you're here to help, and by golly you're gonna prove it. You have the Oblivious status effect. Each time you hit a great skill check on a generator, Bad Name gains 1 stack. Each stack grants you a 1% bonus to your repair progression on your next great skill check. If you fail a skill check you lose 3 / 2 / 1 stacks of Bad Name.
"Looks can be deceiving..." -Sheriff Granger