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Archol123

Archol123

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Archol123
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  • @Anthony15 said:

    Why the hell is deathslingers reload speed is so quick? I literally can't do anything between shots and it's irritating and unfair. Please revert back slinger or get rid of one reload add ons or nerf the reload add on

    He has exactly the same speed as before, his reaload now is not lower with both reload addons than before... the only thing that got buffed is just running a brown reload addon + something else or running no reload addon at all... Soooo is it really that quick?

  • @Akumakaji said:

    Hello everyone, and yeah, I am serious.

    I know that it is an unpopular opinion, but splitting up on gens is way too efficient these days with all the ways the killers repertoire has been shrunk and dumbed down. We lost hook grabs, facecamping and face with survivor basekit BT. All in all this is okay, I support this kind of change, but at least for me, I am reaching my limits, tbh.

    Over half of my games have MFT in them, so unless I am lucky, chases become an absolute slog and you often have to run mindlessly around the most trashy of trashloops and purposefully disrespect the pallet, because otherwise the darn thing will never get out of the way.

    And all this time survivors are normally working on 3 gens at the same time. I get it, everyone wants to survive and splitting up IS the most efficient way of doing the gens, but ugh, its also putting so much pressure and strain on the killer. Not every killer can be all over the map and pressure survivors and its not uncommon to have a very good first chase and down the survivor quickly, but still getting rewarded with 2 or even 3 gens done in quick succession.

    And after this, what are you gonna do? Once the game hits the 2 gens mark its usually in your best interest to get one survivor out of the game pronto. But this can lead to plays were I have to tunnel that one player I found at the very start of the game out in quick succession, just to get some breathing room, because that player can just slam gens like everyone else when spared.

    I actually had such a situation where I hooked one player two times in succession and when they ran into me a third time, I actually spared them and just slugged them.

    I was rewarded with gens getting slammed and got a couple hooks on all others, but by that the game had slipped past my control. Had I tunneld and killed that one survivor, I would at least have had a chance to play a fun game. Now it was all a very frustrating affaire. I edged out a single kill by very good endgame management, but was pretty hard reprimanded in the post game chat.

    And this is not a singular occurance, not some "hur dur a killer lost one game and now runs to the forums crying". This is happening nearly every game, survivors are extremly efficient and put so much pressure on me by being allowed to split up without any repercussion.

    So here is my actual demand: give splitting up some kind of debuff, something like anti-proof thyself. Call it "Fear of the Dark" or "Facing the Darkness alone" or whatever, but make doing gens alone not THIS effective, at least not the first three. The games were I actually had fun were the games where the survivors weren't this brutally efficient, where two bunched up on a gen and did it a bit faster, but just one gen at a time, and not 3 gens all over the map.

    I know that I will get a lot of flak for just bringing such a crazy idea on the table, but lets discuss: what are your experiences? I wouldn't mind some actuall anti-tunnel basekit, if the survivors couldn't slam gens this hardm but right now games move so fast, there is barely a game left.

    https://us.v-cdn.net/6030815/uploads/PBXEOCF32D0A/alien-hate-01.jpg

    But doing gens with other survivors already has lower efficiency and with your idea so does doing them alone... So what exactly is the point? Then people will just bring proove thyself because you get less efficiency regardless of what you...

    Also facecamping was never an effective thing to do, proxy camping was always better... And hook grabs did not work properly anyway because of weird delay or whatever it was, just like gen grabs...

  • @Disco said:

    I learned how to play vs Nemesis because he move slower when charging his whip so you can turn it into a mind game of if he will use his power or not but vs Xenomorph it seems impossible to loop him and once it's close enough a hit is basically guaranteed whereas on other killers it wouldn't be. For example, I was looping X last game and knew he would try to hit me with his tail if I vaulted the pallet so I instead dodged his tail attack but then he could bodyblock me from using the pallet and hit me with a basic attack. So if I vaulted he hits me and when I don't vault I get hit too and it feels very unfun with no counterplay.

    Any tips? I am returning after a break and still getting used to facing this killer.

    The counter is more about the correct turret placement than doing much about the tail itself otherwise... Crouching can help but he can also hit over those things, unlike Nemesis...

  • @egg_ said:

    There's enough time to react to the tail, listen to the sound queue and look behind at the animation, & dodge sideways

    It is a 0.2 second windup, how exactly are you gonna do that Mr. Flash? ^^

  • @crogers271 said:

    I've always been surprised by the argument that people dislike bloodlust. Seems such a necessary component of the game. It might be a band aid, but its a really good band aid. Many killers would need to be overhauled without it and I think maps would be so sanitized for balance sake that they'd lose their uniqueness.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565515#Comment_3565515

    Imagine that thing in a strategy game, where you are loosing so hard that suddenly your units get a buff or something, that would be ridiculous, so why exactly are we discussing something like this?

    This does exist in strategy games. In Civ or Total War getting out to a huge early lead is offset by some other mechanic (i.e. happiness) meant to prevent a steamroll.

    But also, DbD isn't a strategy games, its an asymmetrical online PVP. Everything about the game is arbitrary - the killer is outnumbered, but moves faster than the survivor, but survivors can vault faster, have pallets to play, and 3rd person view. Bloodlust is just as fair an element as the higher movement speed or that pallets don't replenish.

    I don't think it is a good band aid, besides the before mentioned points it somewhat prevents skill development, because the killer can basically be stubborn about something that is not supposed to work and it somewhat works out...

    I was more thinking about in fights, my example would have been sc2, sure games like civ or total war have long campaigns, but the battles themselves don't have such a mechanic do they? It can make sense to have a such a thing when the game lasts several hours like a campaign, but not when it is only one fight like in rts... And even in total war, only played medieval 2, the fights themselves don't have such a thing, if you get steamrolled your moral goes to hell and you do even worse or your commander dies and so on...

  • Jesus they are all hideous I would want none of them xD

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565962#Comment_3565962

    Because Shop Lubricant does it already but with very limited version.

    Seems like a better reason to rework that to something that is not just annoying but not necessarily strong... If people are in coms they can call out where they are slugged anyway, so all it does is annoy people in solo queue because they get slugged for 4 minutes and their teammates cannot find them, the whole perk is already annoying, no reason to slap the same effect on an addons as well...

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565678#Comment_3565678

    If not Pallet Breaking Speed - let's try Knockout Effect for 60 seconds without any requirements

    Why on earth that? Knockout is a terrible perk when we looking at design in general as well as how strong it is, why would we want that effect on more things?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565792#Comment_3565792

    The window in that is an "infinite" in the sense that, you have to force the survivor to entity block it to deal with it. Anything that requires entity block to deal with is an "infinite" in my book and shouldn't exist as it means that, in order to chase a survivor there, you basically have to throw the game or abandon chase. Good survivors know this, and will immediately run to this area creating a no-win scenario for the killer.

    There are two windows, which is why I am asking which you are reffering to in the main building...

  • Do you mean the house of pain? I would like to add Dead Dawg Main building and the windows in Garden of Pain. Also what is the infinited in Crotus?

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565601#Comment_3565601

    A chase is eventually supposed to be lost as survivor. And I don't think 25 seconds between hits is "losing chase".

    Depends... It should not be the case that bloodlust makes it so skill on survivor side is neglected... So basically no matter how bad the killer and how good the survivor is he will get a hit there...

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565721#Comment_3565721

    "huntress will eventually catch up". Not with MFT, it makes it a damn near infinite, meanwhile the other survivors are doing gens.

    Which is a point as to why mft is problematic... It just shows that messing with movementspeed on both sides causes issues.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565466#Comment_3565466

    I'm talking about just swapping map offerings to map bans. Remove the ability to specifically target a realm and replace it with a ban offering. Also, it's the easiest way to implement it for BHVR. No need to create a new ui element.

    I think there is a need for that, since there are just too many terrible maps... But I'm also fine with them getting rid of poorly designed maps...

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565486#Comment_3565486

    How do you expect killers to deal with shift + w, or a slow killer like huntress who is being looped around a high rock that she can't throw hatchets over, or better yet, garden of joy window, without bloodlust?

    The garden of joy window is a map design issue, bloodlust is only a bandaid fix for that, we already agreed on that. The huntress will eventually catch up, also the majorit of the shift w stuff is without bloodlust anyway since you are most likely way too far away for chase to even start...

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565668#Comment_3565668

    Ok, then back to my original statement. A slow killer like the Huntress would take ages to catch a survivor running around a Stone. She can´t throw her hatchet over said Stone. So this doesn´t really determine skill, if she doesn´t catch a survivor due to it. Its just a very unfavorable position for the slow Killer.

    Thats why i think the hit boxes should be equal for survivors and killers. Killer is supposed to be faster, but that benefit gets almost nullified by hugging a wall. Looping around a object isn´t something that reminds me of a horror game (even when i shudder while getting looped). It gives more the feeling of being in a Benny Hill scetch.

    My point from before stays the same, some parts of the map are stronger than others against certain killers and after some time you will reach the before mentionend 50 50, I don't particularly like that specific element, but it is what it is...

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565502#Comment_3565502

    He is in almost good spot. Some bugs hurt him a lot. About addons - he needs more variety in addons. He needs more useful addons. Crack Bubba? If he could combine like 2 strong charge time addons, okay, maybe, but one 12% addon will not do a huge difference. It will be just "decent" addon. About Pallet Breaking Speed. Demogorgon has very fast Breaking Speed and he has addon to do it faster.

    Sure, but most killers could use some more variety, but at least he has some usefull addons ^^

    I just used the term because it was called crack billy when combining speed with lower charge ^^ nothing more... Doing this penalty free is maybe a little too much, I don't know, even though I would love crack billy back... so If we can have both, would be nice.

    Billy and Bubba have a one second break animation, it is under cooldowns for some reason, whereas demo gorgon has two seconds to break a pallet according to the wiki, so it is nowhere near close, Demogorgon has a far slower break... even with the addon he is at 1.7 seconds I think, with is still a lot more than bubba...

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565530#Comment_3565530

    You agree that 3 remaining survivors should just show up under hooks and go afk if 1 teammate die at 3-4 Gens? The match is over for survivors that moment.

    Not necessarily, I just saying to have the option to just do that would be nice... You can still win or try if you want to... I just think to able to do so would be nice... Many other games have the option to just tab out, even in team games...

  • Without mft, we don't need to discuss that changing survivors speed is a huge issue... But that's a different topic, so let's just focus on base speed without perks.

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565559#Comment_3565559

    Of course I agree that that is the best way. I'd rather you do that.

    So, what do you think is the probability that bhvr can achieve this?

    If they would listen to the community, possibly even enable a community map contest or something like that it is rather high, if they don't then well... Hell might freeze before that happens...

  • @xltechno said:

    In the first place, please review how bad things could have been in the test play without Bloodlust.

    This specification is necessary not because of the difference in proficiency between survivors and killers, but because it is meant to cover up poor map design.

    For those survivors who don't believe this word, please chase the survivor played by the killer player as M1 killer without Bloodlust. It should now be possible to reproduce the situation at a certain perk.

    Yeah but then how about we fix map design?

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565514#Comment_3565514

    So none of what you're saying is wrong perce' but I disagree with the perspective.

    I'll simplify my point... survivors are focused too much on "it's not fair that the skill-less blood lust 3 killer hit and downed me... I'm way better than they are, I shouldn't have been downed". That is not a punishment for the survivor, because the survivor should EXPECT to go down, and forcing BL3 is a pure win for the survivor.

    The correct perspective is "That killer took over 90s to down me using bloodlust 3, because I was so much better than them, they couldn't hit me with their power, and we now have 2-3 gens completed/near completion for 1 hook stage". The survivors are absolutely winning the game here... and that's what matters, winning chase doesn't matter, winning the game matters.

    I similarly almost never end up in BL2 or 3. However there are occassions, most notably on Pig, where a survivor is running pallet to pallet, and I can't stop it. I actually run Skorpionz build of Enduring and Brutal Strength (plus my own adaptions) to mitigate it, but on a sufficiently weak pallet I don't vreak it, because I can build Bloodlust and stop having to eat pallets. Most killers don't have to care about this, because they can catch survivors in between... but M1 killer's can't, and have to keep chewing through them until all the pallets are gone, by which time the game is close to over more often than not.

    So how do you balance? These numbers of pallets are fine for most killers.... but the weaker ones are absolutely crushed by it. This is my entire point, BL is a basekit anti-loop ability that weaker killers who's power doesn't have an anti-loop can access when needed. It's abused sure by some people who don't bother to use their power, but the fact is those people are losing the game anyway, because a HUntress who can't use hatchets doesn't have things like Pig's inherent slow down, or Trapper's area lockdown. The weaker killers who fall back on BL have power that comes from elsewhere more often than not.

    I hope that makes sense. It's been good debate BTW, I've enjoyed reading your perspective.

    Generally he should expect it yes, but not if he is just that much better than the killer, why would you ever expect to go down to someone who comparatively to you is absolute trash at the game?

    I disagree, I don't think it is only important to win the match, because you should not have gone down in the first place, because you completely outplayed the other guy, there is no reason for you to go down against him, it is a frustrating experience nontheless, and there is basically no reason for it, because if only the win in the end matters, than this thing will not give the killer anything either, because he won't win the game because of that, so why are we even giving him that? He did not earn it, it only punishes the other guy.... so why even?

    As for Pig, I would say this is a problem that could be adressed with changes to the dash, so it is actually usable. As for m1 killers as such, if you are chewing through pallets left and right and not dropping chase to find someone else in a weaker part of the map you are already making a mistake, so I don't want to an incentive to continue making that mistake. Basically all killers other than Legion have a power to get a down easier, whether it is stealth or traps or what not you have something to work with. If you have to chew through pallets with Myers for example you are already making a big mistake, just find someone else and suprise them with your small terror radius and pocket t3... Create deadzones and force survivors into them, basic gameplay...

    There could be like a modifier for map strenght, in theory, to make the map stronger if you play a weaker killer if that's what you want, but I think it would be too much effort. Basically every killer in the game has something to work with around loops, except for legion. Stealth killers being the exception because you are already playing wrong when you actually chase ^^ Pig being weird, because neither her stealth nor her antiloop are usefull enough.

    If we look at the m1 experiment that Hens and Knightlight and so on did, where they played m1 only without power and still won over 90% of the matches... I think this kind of proves that if you are good enough you can do fine in the vast majority of cases, even without a power, I'm fairly sure those guys did not rely on bloodlust... The point stays though, basically every killer in the game has a power he can rely on and the blank m1 killer that has nothing just does not exist really... They all have something to work with and don't need bloodlust, the only thing is that weaker and easier killers require more effort in the game for a good result, whereas harder and stronger killers require the similar effort but in aquiring those skills needed to perform better... So overall it is kind of fair.

    Yeah I understand your perspective ^^ Glad to hear that :)

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565511#Comment_3565511

    One thing I will concede though is BL3 is absolutely pointless/overkill, and totally a skill crutch. I wouldn't be against losing BL3 completely.... and debatably removing/weakening BL2.

    Fair.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565515#Comment_3565515

    Its up to each' opinion. What I mean is there should be something to keep people playing the match. Thats it.

    I don't necessarily think so... If we look at other games there is also a button to give up if you think you've lost, if it is something like needs a majority or only accessable if all agree I guess it would be fine... Because why should you be forced to stay in the game, if everyone agrees it is over?

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565499#Comment_3565499

    We all know why many survivors give up when they down early. Because if killers decide not to play fair (happens most of time), there is no way survivors can reach their goal. Or why killers skip lobby for easier team, because they want to play a match that has more chance to reach their goal.

    Everyone plays for their goals: winning, get at least 3K or escape. If a match shows clearly that they can not reach the goal by any means, they dont play.

    I dont ask there is a mechanic that let one sides win when they're losing, Im asking a mechanic that not letting one sides losing to the point there is no coming back, that makes people to give up the match. A mechanic that punish less for the losing side.

    Killers have their come back build in, from BL to the nature of the game when killers get stronger the later the match. Survivors just dont have it. If a teammate dies with 3-4 Gens left, I would stay under a hook, tab out to do something else. Why should I do Gen when I know Gens cant be done? I think its just some basic human psychology.

    If the survivors are good enough it does not really matter how unfair the killer plays, the question is just who plays better. How would you even know that you are getting an easier lobby? Are you checking steam profiles and hoping the game hours mean something? Because the Prestige does not mean anything.

    I don't think you can also have a win without getting 3 kills, but thats a different topic. I mean fair, if someone is completely outmatches you to the point and there is no way you can win, obviously you don't want to continue the useless struggle. But that's only fair if the other side is that much better than you? Why should you get a second chance know to make up for your inferior skill?

    Imagine that thing in a strategy game, where you are loosing so hard that suddenly your units get a buff or something, that would be ridiculous, so why exactly are we discussing something like this?

    It is not really a comeback for killers though when they get stronger the more pallets are broken and the less gens there are to protect, because that would mean they were behind at some point, which they don't necessarily were, it is just how the game goes... Also the point is that bloodlust is a dumb mechanic and should be removed, I could compromise on only removing t2 and t3 bloodlust, but overall I think it would be better without it...

    Yeah sure, but why should you get a buff now? At this point you are arguing more for a surrender button when the game is unwinnable, than for a mechanic that gives you a comeback. Because the point is if the killer has put you in a spot where you think you cannot win the game anymore, therefore he has outclassed you, proven to be the better player and whatnot, why exactly do you want to make it harder for him now? He already earned his win...

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565497#Comment_3565497

    That's precisely my point, breaking a pallet loses bloodlust. You should break it, that's the correct play... and when you do it, you lose bloodlust. Bloodlust is something that most killers never need, cause they use their power, which also loses bloodlust...

    You're dead right, you shouldn't build bloodlust t2 or t3... the only ones that do are the killers that either suck at using their power so don't bother, in which case, they are taking FAR longer than they should to get their down... or they're playing a killer that has no better option.

    You are sufficiently punished for not playing well by virtue of the fact you took 35 additional seconds to down someone you should have downed in 10 seconds if you used your power right... otherwise you are playing a killer that doesn't have a better option.

    The crux of your argument is that Blood Lust artificially increases the success rate of bad players... it does not... those players are taking way too long, and are losing the game by relying on blood lust. However Killers that hit Blood Lust naturally because all they have is m1 (like Trapper or Pig or Myers) have a basekit power that gives them an anti-loop ability they otherwise lack, especially when a survivor is just W-keying from pallet to pallet.

    EDIT: Buffing those weaker killers is a fair point, but the question is always how do you buff them? To make them better in chase? Chase and map control are King in DBD.... and this has the problem that if we start to strengthen everyone in chase, we start to homogenise Killer's and make them all the same. In the case of Pig, she is my main... I wanna see her better in chase... but in the same breathe her unique trait is her slowdown from RBTs (as unfair and snowbally as it can be).

    If you nerf her RBT power, and increase her chase power... you're kinda killing off the thing makes her unique, and making her just like everyone else... which is a spikey topic to say the least... so it's hard to say what's "right". Whether you like it or not... Blood Lust is a mechanic that bridges the gap for character like Pig. Inherently weaker, but serves as a fall back to make killers very different from the mould relevant.

    So your first paragraph basically agrees that only bad players rely on bloodlust to force hits in places where you are not supposed to?

    Yes you are punished by wasting that time, but the other guy gets punished for doing nothing wrong? He just gets hit because the other was so bad he got a pity bonus... And that concept sucks.

    But the successrate is not winning the game, but winning the chase, like what is your point even? Ofc you won't win the game when you take 1 minute for each hit because you get bloodlust 3 on every tile, but you still get hits you shouldn't get...

    Pig has a Dash that's not M1, Trappers concept is that you chase people into your traps, and Myers is a stealth killer that appears with a prepped t3 and oneshots you anyway, I play Myers quite a lot and I never get bloodlust, because why even?

    The problem about Pigs concept is, that the killers power should be something you can show skill through, if it is the beartraps congrats, there is basically no skill involved there, so we only have the dash, which is something really fun to use, if we look at Scorpionz Guide for her with moondashing and what not there is great stuff, it just is not strong enough sadly, so we should make that stronger. I don't think a build in slowdown mechanic is that unique... There is like 5-10 killers that have one, what is unique about her is the dash. Think about it all those slowdown mechanics do something different in some sense, some are more deadly than others, but overall they are not supposed to kill you directly, but just slow the game down, some of them can kill you if you get unlucky or dont take care of it fast enough, but generally speaking it is the minority of cases.

    My problem is that the bear traps dont give you something gameplay wise, they do not offer a higher skill ceiling they don't give you much to learn, what makes killers unique is the different gameplay, and the only thing that makes her different in that sense is the dash and crouch.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565499#Comment_3565499

    How is a slow killer supposed to catch up then? When someone runs around a rock, the Huntress can´t throw her axe above it. Break the chase? Then on a new chase, the survivor runs towards the same/similar spot.

    There is a difference between survivor and killers hit boxes, that requires the killer to run a bigger circle around a obstacle. Thats no skill issue. He can´t just run a smaller circle.

    Yeah so what? Some tiles are stronger than others against certain killers? You run around the rock you catch up eventually, and then comes the 50 50 of will she wind up a hatched and think you will drop the pallet so she gets the hit or will she run through it and hit you, there is no bloodlust involved here? How long are you running around the rock btw.?

  • @ays12151 said:

    Cannibal has a lot of useless or unhealthy addons. I want to share with my suggestions to change these addons.

    I am Bubba Main since 2019, so I got some experience with specific addons.

    Long Guide Bar - this addon is very unhealthy for the game, because it gives ability to facecamp someone when revving the Chainsaw and triggering Tantrum is very hard with Long Guide Bar & The Grease. In normal gameplay these addons are just useless. It's very hard to trigger a Tantrum, because of long rev.

    https://us.v-cdn.net/6030815/uploads/8BP058D5W6BD/image.png

    My suggestion to rework this addon and add completely new effect.

    Increases Chainsaw Revving movement speed by 3.5%.

    The Grease - the same problem as Long Guide Bar

    https://us.v-cdn.net/6030815/uploads/KP448C5LH6H9/image.png

    My suggestion to change this addon

    Decreases time required to charge a Chainsaw by 12%.

    Shop Lubricant - it's almost impossible to get a value from this addon. It's hard to trigger effect and if we trigger effect, it's just 20 seconds.

    https://us.v-cdn.net/6030815/uploads/Y5JFMJ7V1L9F/image.png

    My suggestion to rework this addon.

    Decreases Chainsaw cooldown when Breaking a Pallet by 20%.

    Depth Gauge Rake - very interesting addon, but two very heavy penalties just kill this addon.

    https://us.v-cdn.net/6030815/uploads/GFSYRX7J67MS/image.png

    My suggestion to change this addon is just remove Chainsaw Sweep movement speed penalty.

    Carburetor Tuning Guide - the same as Depth Gauge Rake - remove movement speed penalty.

    I would add a little bit faster recharge, because when Breaking a Pallet we lose all Chainsaw Tokens.

    https://us.v-cdn.net/6030815/uploads/X0GQWBYQUKZW/image.png

    What you think?

    Facecamping is basically dead with the anti face camp mechanic, so it is not really an issue, but sure the addon could be something more usefull.

    I don't know if I want to have decreased charge time for the chainsaw, it would be a good addon for sure, but we would basically get Crack Bubba, that combined with the engravings.

    I would not change the pallet breaking speed, bubba already breaks pallets really fast and this might make it so the survivors could not even another tile...

    The other ones are fine I guess. But overall I think Bubba is already in a good spot, when it comes to his strenght.

  • @C3Tooth said:

    Early days as survivor main, I thought Blood lust rewards killers' failure.

    Later days as killer main, I thought Blood lust was needed because there were a few infinities.

    But nowaday, I think Blood lust is a good mechanic, because it close the chase time gap between bad and good survivors. Though I really think the number should be harsher to both sides to make the gap even closer (to extend chase time for bad survivors and decrease chase time for good survivors). It could be BL starts later at 25sec but passively increased by 5% every 5sec (still keep 15% speed boost at 35sec chase), and not losing BL after kicking pallets.

    I really think there should be base mechanic to helps the losing side has a chance to comeback. Though currently only killers have it, while survivors dont.

    Rewarding people for playing bad to increase the odds that they would win against someone that plays better than them seems like a terrible game design choice. This gap should be closed by learning to play better, not by some stupid mechanic.

    If the other side is playing better than you, you should not have such a mechanic, because why even? The better side should win...

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565486#Comment_3565486

    Yes but what you're failing to acknowledge is that without a power that can anti-loop, what does the killer have? Mind games... that's it... and mind games only work if the survivor falls for it.

    Killer's with an anti loop power can simplify the mind game to make it much more likely for the survivor to make a mistake. Tell me, what does a high skilled Wraith or Pig do to mind game a high skilled survivor? As Wraith you body block a key window or pallet, Wraith is better than Pig... As Pig you... I dunno crouch and stand back up and hope to catch them W to another tile I suppose? These killers are not able to anti loop anywhere near as effectively as other killers. You can't really call it a skill issue, when one person has a Magnum, and another has a letter opener.

    I'm not trying to justify Blood Lust, what I'm saying is from game design point of view, it is a mechanic that has very prominent downsides, but greatly assists the killers that need it. If you're building blood lust on most killers, you have a problem, it's not winning you the game. However in some killers cases, it's one of the few tools you have to level the playing field against stronger killers.

    Stealth killers are not supposed to have much of a chase power, they are supposed to suprise the survivors by coming out of nowhere...

    Yeah that is why Pig is not a good killer, and something I complained about in many other posts, her actual power is the game delay with her head traps, her dash is so bad you can barely use it, that is a design flaw in Pig, not necessarily something we need bloodlust for, but per design she also is a stealth killer that's supposed to sneak up on people...

    I did not really call anything a skill issue besides getting bloodlust t 2 and t 3 and no matter on what killer if you get bloodlust t 2 or t 3 you are making a mistake. Killers that need bloodlust are just killer players, don't know what else to say, if it is a strong pallet you cannot mindgame or use a power, just kick it, why are you playing around it for almost 40 seconds?

    It is a ######### mechanic we probably should make those killers stronger that regularly get it... Or it is a skill issue on the player side, one or the other.

  • @mca240 said:

    Old Borgo and Garden of Joy were extremely survivor sided. But your new map design is horrid in the opposite direction. I just played a game on Rancid Abattoir. It has a total of 6 pallets and 5 windows. The one window in man was directly new to a breakable wall. What am I going to do? Run the killer on air? The farm maps, new Borgo, Nostromo...they are all so badly designed. Every loop is super short, every pallet is unsafe. You need to find middle ground between these and Garden of Joy and Borgo. We want balance, not one sided.

    Generally agreed, but I think this is mostly the problem with the random map generation, since I already had some quite good abattoir, with like 12+ pallets, most of them rather strong, and I don't think Nostromo is that bad either, but yeah their map design seems to know no middle ground ^^

  • @UndeddJester said:

    Bloodlust gets touted a lot as a band aid fix to map design, and as a byproduct is an unfair effect that helps less skilled Killers catch more skilled survivors. While this was the reason for it's introduction to the game, I feel the follow up assessment of it being unfair as a mechanic is not really accurate when you really think about it... and I want to explore a few points to hopefully convince you that blood lust is actually a much healthier, and a more intelligent mechanic than you think.

    Let's recap what does Blood Lust does, and why I hope to explain why it's actually pretty good for game design.

    Blood Lust

    When in chase for 15/25/35 seconds the killers speed increases by 0.2/0.4/0.6 m/s.

    Blood lust build up is reset back to 0 when the killer: -

    • Lands a basic attack on a survivor.
    • Breaks a pallet.
    • Uses their killer power.

    So how can this be healthy?

    Well the first point I want to bring attention to before we get into it, is that speed is one of the most important strengths of the killer. I want to remind everyone that this is a 1vs4 game.

    The speed of the killer relative to a single survivor is in direct competition with the fact that there are 4 survivors; realistiically the killer can only expect to pressure 1, maybe 2 survivors at the same time. This means the killer should almost always be winning the 1vs1 in an equally skilled matchup. This is what an asym is, one stronger player vs. multiple weaker players.

    This means you as a survivor need to remember... you are EXPECTED to lose the chase at some point. The question is not "can I juice the killer for 5 gens?", it's "how long can I last before I go down?".

    Breaking Pallets

    Pallets are a huge strength for survivors, and your main defence against killers by making a tile directly stronger for you vs. weaker for the kille. A "God" pallet is named as such because it makes you basically uncatchable, even with blood lust. By throwing it, you force the killer to break it to now be able to catch you.

    The fact blood lust is reset when breaking pallets, means that the longer you can go without throwing it, the more punishing it is to the Killer.... but here's the thing... some killers... don't care about God pallets.... and I'm sure you know who I'm referring to, which feeds into my next point....

    Lost on Killer Power

    Speed isn't the killers only tool. Their killer power is also a strength that empowers the killer to catch survivors, and this is where the effects of bloodlust start to get clever from a design point of view. When using a Killer power, the effects of bloodlust are immediately lost, regardless of whether that power actually helped the killer or not.

    This effect is probably the most important argument for the health of bloodlust. You almost never see bloodlust on Nurse, Blight, Wesker, Spirit, Huntress, Trickster, Deathslinger, Pinhead, Oni, Hillbilly, Plague, Clown, Artist, Xeno, Knight, etc... These are killers that can use their powers in chase, and that is what they SHOULD be doing. If they are using bloodlust, it is actively costing them more time to build it up that it would to use their killer power.

    So who do we see with Bloodlust often? Trapper, Shape, Pig, Wraith, Ghost Face.... all killers that lack any kind of inherent anti loop...

    This is why Blood Lust, in my opinion, is actually a good mechanic for the game. It makes it so that killers who don't have a good anti loop/chase option still have something to bridge the gap between them and the killers that can use anti loop in their kit.

    The inevitable comparison to MFT

    Why do Killers complain about MFT so much if we have blood lust?

    This is a fundamental design difference between Killer and Survivor. Haste is a less important stat on Killer than survivor, because the Killer being faster than the survivor is a core strength that is in direct competition with the fact there are 4 survivors.

    If a survivor gets haste, they are directly reducing the difference in strength between the Killer and Survivor for the 1vs1. However this game isn't 1vs1, it's 1vs4. The 1vs1 is where the killer should be at their strongest... directly buffing the survivors stats for the 1vs1 is having a much bigger effect on the killer than giving a haste buff to killer has against the survivor.

    This is why Blood Lust is healthy for the game... and MFT isn't. MFT directly hits the killers that have to rely on Blood Lust to remain effective, while also finding, that vs. the Nurses, Blights, Weskers, etc... it basically doesn't do jack.

    Conclusion/TLDR

    Blood Lust is not a skill crutch... In an ideal world, all killers would have comparable strength... but in reality they just don't, and likely never will. No matter how much you buff Trapper, he will never match Nurse.

    Think about it... can you really call a Pig or Shape that hit BL2 to down you in 40 seconds, less skilled than a Nurse or a Blight who hit then downed you in 15 seconds? Not really... The m1 killers are named as such because they DON'T have a power that allows them to catch up to survivors/down them quickly outside of m1.

    Blood lust helps keep those killers relevant.

    Wraith and Pig have Anti loop though... Wraiths lunge after uncloak gets an increase and is quite massive, enough to hit around smaller loops, and Pig has her Dash, while it is not that good, it is still antiloop...

    Bloodlust is still a crutch against a single player, because you can basically force him to stay at a tile while you do nothing but getting that bloodlust up so you can get a hit around a tile where you should not have gotten one, or where too bad to actually outplay the survivor... That's why people call it a crutch, it is not about the 4v1, where I agree that it is designed so the survivor eventually goes down, but about the unfair thing of a survivor that did nothing wrong still going down because the killer was so bad he did nothing of value for 40 seconds... That's why people complain about it and why it is a bad mechanic, it rewards bad players and punishes good survivors, if they were bad you would not need bloodlust to get the hit...

    As for why some of those killers get bloodlust and others don't the issue about Myers and ghostface is that they are stealth killers... Same as Wraith their "chase" power is to get really close to people before they realise you are there. You will still have people being bad on all those other killers with antiloop and they will also use bloodlust, the point is good players will rarely rely on bloodlust because it is such a huge time investment... You are basically saying, I am so bad at this game I will spend 35 seconds doing basically nothing to get a single hit...

    Good try my man, but no ... Bloodlust is a terrible mechanic and all it does is give bad killers the feeling of success after they have been unable to accomplish something in chase for a while (and to counter their own bad map design).

    In an ideal world killers would not have comparable strenght, because the skill required to play some of them properly is just so much higher than others, if Legion was as strong as Nurse, why would you spend time to learn a harder killer? The problem is about time investment, the amount of skill a killer takes to play properly/master should relate to how strong they are, Billy is a really hard killer but not strong enough to be that hard and so on... That's what I think a perfect game design would be, you can start of with a weaker character and at some point you need to invest time to get the results you want to learn something harder, ofc it could still be the same character, if all killers have the same depth and skill ceiling, but they don't and I don't think it is even possible, with how they are all designed.

  • I would have loved it if they focusessed more on her antiloop, in the sense of being invisible, not the not getting stunned she has right now. But I think the passive slowdown from the teleport is alright, I mean just grab a tape and you are fine... Cannot understand how people still don't do that...

  • @WilliamSN said:

    This system is all fine and dandy if its only 1 map ban per team.

    BHVR could actually use the stats from map bans to determine what maps are deemed bad by the players.

    On killer side, I'd expect Badham to be banned 100% of the time, the map is just that egregiously survivor sided. (Why does badham have 5 reals anyway, the only difference between the 5 maps is just the 4-5 houses of doom positions)

    On survivor side? Idk all maps seem fine to play in for survivors. Maybe borgo and reworked farm maps would take the map bans.

    If you want that kind of stats then more than one would be better... like 5-10 maps per team.. (not realms, but singular maps) And lets say if every killer bans all 5 bedham maps + some indoors or something that would be quite good data...

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565315#Comment_3565315

    The problem is survivors could vote to ban 4 maps, and if they all counted, the meta would be to just constantly ban 4 killer sided maps all the time. While there are a lot of maps, one map often covers several maps. For example, the red forest map offering also ccouns as the open forest map with the house as well as the temple map.

    You ban single maps, you don't ban realms... Similar like you can select a map in the custom game mode... Yes if we only count realms it would be less... So let's say you want to play on temple of purgation but not on mothers dwelling... So you can only ban the one you don't want...

  • @RpTheHotrod said:

    I've suggested this before. Map offerings should be changed to map bans. Bear in mind, only one offering will be accepted, so survivors can't do x4 bans in one match. Maybe do each side gets a map ban offering allowed, so a maximum of two bans per match if both sides bring a ban offering.

    There is like 40 maps in the game, I think you could go way higher with the amount of bans, and binding that to offerings would once again be kind of a band aid fix for the issue of some maps being so bad nobody wants to play on them, sure the real fix would be to fix those maps, but at least not having to play on them unless you want to would be nice ...

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565256#Comment_3565256

    So a SWF or even just solos would collectively all ban indoor maps for instance, making life quite hard for stealth killers?

    Most outdoor maps still have quite a lot of line of sight blockers that allow for stealthy plays, also no matter what killer, I would never want to play on an indoor map... So if they ban them all I don't have to ban them, so that works fine for me... The point is more that both sides can get rid of some of the most annoying maps... Which in my mind is a good thing, if a map is so bad you would never want to play on it, why should you have to?

  • @Feather said:

    Something like u have an option on killer to ban 1 or 2 maps/realms from appearing randomly (offerings would still work tho).

    or the opposite, have an option to choose realm that u like so it has higher chance of appearing randomly

    We could just have both sides get the ability to ban stuff so it can never appear and therefore get rid of the most hated maps for both sides... But for some reason we are forced to play on even the most awfull maps...

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564702#Comment_3564702

    That is actually a very insteresting reply by you, since it somewhat proves my point. I assume you are a player with probably many hours in this game and i also like to belive you are interested in it (over 1000 posts). Yet, even an advanced player like you seems to not fully realise the importance of advanced map knowledge. Doing a random generator at a random time is absolutly not what a master would do.

    Maybe you actually do it right, or at least in a decent way, but it seems you have not really dealt with map knowledge on master level.

    I am not saying this is all rocket science (beyond master level, it actually is) but i stronly believe, that 99% of the player base thinks exactly like that. There is nothing wrong with it, but it showcases that a complex game is treated on a very basic casual level while a shooter f.e. CS GO is treated way more in depth.

    This is by no means ment to be rude or condescending, i only want to point out that there is much more to it as it appears, but nobody really cares. And i think this is one of the main reasons the skill gap in this game also in terms of knowledge is so far apart.

    I'm not saying there is no thought process behind it, but it is not really map specific, but general knowledge, doing gens in a deadzone first, leaving safer gens for the end preventing 3 gens and so on and so forth, since gen spawns are somewhat random it would be way to much of a time investment to remember every single possibility of a good 3 gen spawning, it is fairly easy if the killer is not protecting a 3 gen to break it... For example on dead dawg, as survivor you usually want to prevent the 3 gen in the outskirts and leave the main building generator for last, because it is really safe, but that's not really map specific, because leaving generators in safer positions for last is somewhat of a general thing, and knowing which gens are safer is not really that much effort... Or what exactly would a map specific example of this be that cannot be generalized in that manner?

    At this point it is general game knowledge and not specific map knowledge, for example you should also not just do one gen after another on your way through the map, to not limit the effective size of the map, so you should probably leave some corner gens and do some in the middle, or leave one out on your way there, but again this is not map specific, it is just the same on every map...

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564644#Comment_3564644

    There are tons of things to learn. Totemspawns and generator spawns for example. How to run the map especially, how to traverse. Which zones to run in this and that situation. Which gens to do when and where. Which structure can you run in a certain erea vs a cetrain killer that you wont deadzone you. And basically the opposite for killer.

    Thats why it is hard to learn the maps, because there is much more to it then just knowing the shape and size of it.

    I don't see value in learning generator spawns, outdoors they are fairly easy to spot... Totem spawns sure, but that's just memorizing locations on the map layout as well, just like tile positions.

    Where to run is most often straight forward: to a safe part of the map, the only times you should not do that is if someone is working there on a Gen.

    As for all that killer specific stuff, since you only know before mentioned structures for sure there is not much to learn but figure out on the spot by what you already know, so even in that scenario there is not too much you can learn beforehand because of all the rng.

  • @versacefeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564621#Comment_3564621

    Learning maps is more than knowing where structures spawn.

    What exactly is there besides it? You cannot know for sure which setup. Spawns so you don't necessarily know if loops are chain able or not, all you can know is which parts of the map are stronger, which can only be judged by the safe variants, since everything else is random... So what exactly is there besides knowing how the map is built?

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564447#Comment_3564447

    Before CS GO? Almost none, i was more into strategy. I played a little bit Quake 3 and some single player shooters but thats about it.

    I strongly disagree you can learn every single map within a day. Maybe in a week but then only on paper. Playing them is a completly different story. I would even argue, that the majority of players dont know every map plus tile that well after months of gaming. Especially because of their random nature its much harder as if maps had set tiles.

    That is a good question, what actually is mastery. I would say (and that is also not easy to define) the moment when the game becomes 2nd nature and you know everything relevant.

    True, the MMR seems to be not working that well, since a good (or decent) player will reach the highest relevant MMR very quick - probably within less then 100 games, depending on the player ofc.

    About the maps...

    Because of the the rng there is not that much to learn about a map... You need to know only whereainbuilding and shack is + set tiles... Everything else is nothing you can know, because it is random... It really is that easy... All the junk tiles in between can spawn or not, be weaker or stronger and so on.. That's why I will still stay by my statement... Learning how a map in dbd works is not that hard... Go in a custom game, check for main and shack, figure out the position of jungle gyms, and that's mostly it... Most other things are rng anyway...

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564445#Comment_3564445

    Maybe its a personal thing, but i prefer hit&run over getting constantly chased without a break.

    Depends if I'm fully healed or not... Because if you get a hit and run killer he usually takes his free hit out of invi or whatever and leaves you, whereas the tunneling guy tends to at least chase you, but sure might be preference...

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564418#Comment_3564418

    When i picked up CS GO it took me close to 600 hours to reach Global Elite and beeing able to hold that rank. Sure, this is not pro level, but had a strong grip on that game and knew basically everything the game had to offer, including nade spots, strategy and an overall good gamesense plus the machanics like movement and aim. It is a lot of muscle memory and that comes relatively quick when you practice every day.

    Dont understand me wrong, getting a pro in CS GO might never happen, even if you spend 10.000 hours but i am not talking about that, i simply mean becoming a master of that game. There is a big difference.

    Thinking about Dead by daylight, after 600 hours i think i was barely more then a advanced beginner. And when i look at many people i know from my POV even they have 1000+ hours they are still not much above beginner level, especially knowledge. Does that mean DBD is more difficult? Absoluty not, but the amount you have to learn to surpass beginner level and eventually reach mastering the game is so much more then in any shooter i know.

    Maybe it is also the nature of the game, why not many people want to pick up the game and learn it properly because it has a casual touch and is not that serious? That would explain why the skillgrap between all those matches is sometimes sooo enorm.

    After 5000 hours in DBD i dont think i am even close to a master in every aspekt. I am trash with quite a few killers (blight for example), and even to this day i do here and there silly mistakes as survivor that a master should not be doing.

    Yeah but the question is how much shooter experience did you have before? You could translate that experience into csgo whereas DBD does not really have other games that allow you to do the same...

    Maps in dbd are less complicated but far more, while most of them are utter trash, besides indoor maps they all work by the same pattern, mainbuilding, shack and jungle gyms are in fixed positions and all the other tiles are mostly rng... So you have to learn like 5 things about every map + what tiles there are... I think it is possible to learn all this within a day if you really wanted, whereas made spots and such takes much longer in my opinion...

    As for csgo in general, I used to play it with friends, but I was always terrible at the game, and even my buddies with a few hundred maybe thousand hours weren't global, so maybe you are more of the exception than the rule in that case...

    Seems more like the question of what is mastery... I would say the closest to mastery you can get is usually the pro scene or some players that are at a similar level at only one or two heroes or killers or whatever...

    The skill gap between matches is that the mrr in this game is basically useless, because it cannot grasp skill and works with a soft cap so us mediocre players can still get matched against Knightlight Nurse... There was some information by data miners that this softcap is basically so low you can reach it in a single day... So yeah, unless you are completely new to the game, you probably have the chance to get matched against people with several thousand hours that play for 7 years...

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564398#Comment_3564398

    Now we´re getting somewhere. A mix of everything brings fun. A killer who is constantly switching targets mid chase SHOULD therefore also be considered fun. Its not like the killer is coming back after 10 seconds, he breaks the chase, finds the gen with the progress, starts the chase until a hit or until another tinkerer triggers. Thats calm phases and chases. So in my book its whats makes a match fun.

    So playing against hit and run is fun? I don't think so... Hit and run strats usually don't give you good chases, because the killer hits you before you could initiate a proper chase, which was the issue with unlimited TInkerer value...

  • I don't think DBD is close to being as hard to master as let's say Starcraft 2,dota/League, CSGO or Fighting games... It's not even close, the RNG makes it so that you don't need to learn too much about maps but the general map layout, perks are mostly irrelevant because 90% of them don't get used anyway because they don't have an impact that is relevant for you, same goes for killer addons.

    As for the skill involved in playing, yeah sure you can spend a few thousand hours in survivors and the same for many of the killers, while probably a majority of them is rather easy too Master, with not much other than m1 killer gameplay... But when you look at those really competitive games, where you actually can make a living out of it, and you have those players that play for like 10+ years every day 6-10 h you cannot tell me that dbd is even close to those... Macro Strategies in dbd are rather simple whereas when you think about strategy games with all the different build orders and unit counters and perhaps blind cou ter because some player you are facing mostly plays one thing and so on and so forth. As for the mechanical skill there are very few things in dbd that can compare, maybe Billy, Blight and so on, but not a lot of them. But even then all those precise inputs you have in strategy games are just overwhelmingly harder than anything you can do in dbd...

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564313#Comment_3564313

    Then what is fun?

    Old Ruin with the hard skill checks wasn´t fun.

    Killer tunneling isn´t fun.

    Killer constantly switching targets isn´t fun.

    Only doing gens also isn´t fun.

    So what is actually fun?

    Let me go over those in more detail... Old Ruin wasn't fun because only hitting greats is hard and loosing progression when only hitting good skill checks was even worse for weaker players.

    Getting tunneled mostly isn't fun because you may not be able to reach a structure to properly loop the killer depending on where you get hooked, so your chase is a lot less fun than it could be.

    Hit and run isn't fun because when used on killers without terror radius, like back in the ruin undying TInkerer days, they just appear, hit you, leave you and then you either need to heal, which is hard without coordination/medkit or risk going down if it happens again.

    Doing only gens is ultra boring, maybe unless you use hyper focus, if you are into that... The only fun thing about doing gens is the macro strategy with which Gen am I going to do...

    Some players find hiding fun, or giving themselves challenges, I find it fun to improve or work on tome quests/steam achievements. Making a Wesker accidentally vault a windows is one of the most fun things...

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564313#Comment_3564313

    Then what is fun?

    Old Ruin with the hard skill checks wasn´t fun.

    Killer tunneling isn´t fun.

    Killer constantly switching targets isn´t fun.

    Only doing gens also isn´t fun.

    So what is actually fun?

    Getting chased with a mix of doing more chill things?

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563741#Comment_3563741

    But it still requires the killer to constantly switch mid chase. Which should be considered a good thing.

    But somehow it seems survivors are complaining that they don´t get tunneled.

    Constantly getting interrupted doing your objective and not getting any progress done while the game just continues to get dragged out is just not a fun experience... With the new undying where you only need to cleanse two totems to get rid of ruin it would be a lot fairer than before, if ruin wasn't as bad as it currently is, at least cleansing them is a lot easier now.

  • At least 3 Gen merchant is gone, that's the most important thing.

  • @Versalord said:

    https://us.v-cdn.net/6030815/uploads/JWZBE1O33YQA/nintendoswitchfreddykruegerdbdwallpaper.jpg

    Context: I have been a Freddy Main since I started playing Dead By Daylight this year just before the 7th Anniversary. I bought The Nightmare On Elm Street DLC along with Dead By Daylight on my Nintendo Switch, and have "Mained" Freddy Krueger aka The Nightmare since I started playing.

    Freddy Krueger is an ICONIC 80's Horror Icon (despite DBD having the 2010 Remake Freddy Kreuger) and to have him be this weak is an embarrassment. I feel that Freddy deserved so much more and I have a way I think Freddy could become a better Killer in Dead By Daylight.

    The Idea: Make Dream Pallets and Red Paint Brush Basekit, boost the Hinderage from Dream Snares, and rework Red Paint Brush, Garden Rake, Prototype Claws, and Paint Thinner.

    This would take the least amount of time to develop and give Freddy enough to get by.

    Here are the changes I would make to this idea:

    Dream Tokens: Increase the amount of Tokens from 5 (Dream Snares)/ 7 (Dream Pallets) to 13. There can be no more than 5 Dream Snares placed and no more than 7 Dream Pallets placed at any given time and placing another Dream Snare or Dream Pallet will replace the first Dream Snare or Dream Pallet that was placed.

    Red Paint Brush Added To Basekit: Survivors no longer can wake up by Missing Skill Checks and all Survivors start the Trial in The Dream World.

    Garden Rake Basekit: Dream Pallets can now be placed along with Dream Snares, but Survivor's Aura is not shown when Survivors drop Dream Pallets.

    Dream Snares: Increased Hinderage from Dream Snares from 15% to 20%

    Red Paint Brush (Rework): Survivors can only see their personal Alarm Clock from within 24 Meters

    Garden Rake (Rework): Decrease the time it takes for Survivors to passively fall asleep by 5 seconds (55 Seconds)

    Prototype Claws (Rework): Decrease the time it takes for Survivors to passively fall asleep by 10 seconds (50 Seconds)

    Paint Thinner (Rework): Decrease the time it takes for Survivors to passively fall asleep by 20 Seconds (40 Seconds)

    If this was implemented, I feel this would slightly or greatly increase Freddy Kreuger's Abilities and make The Nightmare a more fun Killer to play as and against!

    P.S. I'm willing to take suggestions and constructive criticism from anyone who thinks I should change the idea.

    Thanks for reading,

    Sincerely,

    Versalord

    Sure it would make him stronger, but I don't see how he would be more fun to face... Waking up while only seeing your personal alarmclock from 24 m seems like quite some pain if you want to wake up, especially on indoor maps,you would just walk around the map aimlessly...

    As for the base kit changes, I don't see how him slowing you more with his dreams snares makes him more fun to play against? His gameplay does not really change, he just is stronger doing what he did already anyway...

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