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Atrushan88

Atrushan88

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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1393325#Comment_1393325

    Killers are at 4.6 m/s, survivors are at 4 m/s. Each second the killer gains .6 m, so 2 meters takes 3.33 seconds to make up. About to join a lobby lol, no time to respond to the rest :D

    Except the survivor has to already be ahead of the killer in that case, they don't just immediately start a full sprint, it also takes a survivor a second to readjust. You might be moving as soon as you're able but you're not going to know exactly where you need to go the moment you land on your feet and are able to move. I'm just not sure that even would make the slightest difference.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1393277#Comment_1393277

    30 seconds * 3 survivors = 90 seconds of gen progress. That's more than a full gen's worth of progress if they do separate gens. If they all work together they'd still finish the gen before you can reach them after the hook. Scratch marks will of course tell you which direction a survivor went, but my point is you are going to need a fraction of a second to spin, read the scratch marks (this can sometimes be hard to do quickly - hello corn), and adjust your direction. That might seem like a useless piece to focus on, but even if it takes you half second, that's 2 more meters of distance for the survivor, which means over 3 more seconds before you close that gap.

    Slugging DS users is a decent idea in theory, but it's often still not effective with how ubiquitous Unbreakable is at high rank. If a person has DS and Unbreakable they are guaranteed not to get hooked while DS is active. Either you pick them up, they use their DS, and they waste your time, or you slug them, they quickly rez themselves with Unbreakable, and they're right back off to do gens. If it's DS only they're vulnerable to being slugged, but those players are more likely to hop into a locker and leave you in the same position.

    People may try to downplay how strong the perk is, but it's just not tenable for DS's only utility to be making the killer more wary of survivors. If the effect were weak, killers wouldn't have any reason to be wary of it. They're not dumb; they're wary of it because the effect is extremely strong. I think the effect is totally fair for people who are being tunneled, but that's not how the perk is used at high rank. People use it offensively more than defensively.

    That's because it doesn't work defensively, also 2 meters does not give you 3 seconds. Killers travel 4.4 to 4.6 meters per second. 2 meters would give you less than a half of a second. I trusted your math originally without actually looking at the numbers, but now I'm starting to doubt.

    As for the argument killers wouldn't worry about DS if it didn't have any useful effect, the effect is that it annoys them and impedes their progress, however small. It doesn't matter how good or bad it is, killers hate stuns. Flashlight blinds for example are considered "toxic" by killers. I've even seen killers call me toxic for healing mid-chase. This is why they avoid it, they don't want the punishment, regardless of how much of a punishment it actually is. That's why people are always arguing for DS time to be shorter, or not work when someone is hooked, or whatever other thing that goes on. The nerfs that are always called for are ones that allow them to ignore the perk altogether. That said, it's a perk. If it were made to not work on most occasions, it wouldn't be a perk. I've only seen one suggestion to change the perk that I thought was good, and that wasn't even a nerf but more of a change. That was to make the timer 30 seconds, but if the timer is still going while you are downed, the timer freezes, forcing the stun regardless of whether they waited to pick you up or not.

    I never see DS used because I tend to avoid it and try not to go after people who have it. If they purposefully get in my way I'll down them to make them not be a threat, and go after someone else. If they continue to try and annoy me, I'll slug them constantly until they die on the ground. It's just how I work. People will generally try to heal them annoyances like that so I also have bait as well.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1393090#Comment_1393090

    That was just some napkin math, but I'll bite - let's say it takes you a second and a half to fall and start running. That's still going to give you 14 meters on the killer, which will still take them 22 seconds or so to make up if they instantly beeline in the direction you ran off in, which they won't, because you're almost certainly off their screen for the whole stun animation and they'll need at least a fraction of a second to figure out exactly where you went. That's more than enough time to find a pallet or a window to loop around, and it's often enough to discourage the killer from continuing to chase you. Midwich has very few safe pallets, true, but most maps aren't like that.

    Even if you assume the worst case scenario, though, where you're in a massive dead zone and the killer just runs after you and hits you, you still wasted probably 30 seconds of their time. They might down you in like 20 seconds, and then take roughly 10 seconds for the pickup animation + walking time + hook animation. That's 30 seconds in which all of your teammates get to do objectives without the killer pressuring them. That could be more than a full generator's worth of progress, or maybe it'll cost you two heals and a hex totem instead. Thinking about it another way, it's the equivalent of a non-DS user running the killer for an extra 30 seconds. That's a huge benefit to your team.

    Except people don't pick up survivors on most occasions who have DS. They'd rather leave them on the ground which negates that 30 seconds entirely. Btw, there's no way most of a generator will be completed in 30 seconds. It takes 80(or maybe 90 now?) for one survivor to power a generator and most don't use toolboxes because now they're pretty crappy, there's an increased penalty for multiple survivors on a gen, and a great skill check nerf for a while. It's not even half of a generator unless multiple people were on a gen. If all three were on separate gens, MAYBE it'd be a full generator's worth of progress separated across all gens, but then there's PGTW. If someone has DS, they've been hooked once. As for the "take you a second to figure out where they went" there's something for that already that gives you plenty of info on exactly where they went, it's called scratch marks, and as far as off their screen, the only way you'd be off their screen is if they had sprint burst and it came up, unless there were walls around.

    If you as a survivor FORCED a DS to hit, via grab or whatever, then there was a reason(Being tunneled into a locker, can't survey surroundings as well because you're being chased to a locker and if you couldn't get to a pallet then, there most likely wasn't one there to begin with or you would have ran to it), unhook(you're already in an easy spot to get hit again and it takes more time to unhook, meaning less of the stun time is used on gaining distance and the killer can get you both down easily at that point if he wants), just to be a jerk(killer will leave you on the ground and go after the person they were originally chasing). DS is just an inconvenience. The threat of DS as someone else said is it's only practical use and that keeps killers slightly more wary of survivors. The only time I could see DS as any kind of thing more than an inconvenience is if there are multiple people with it, or at the end game.

    If I were to run in a straight line after hitting a killer with DS he'd be on my ass in maybe 7 seconds after he was stunned. That's how much distance you gain from it.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1393085#Comment_1393085

    A lunge..counters a..ok we are done here..come back when you've played him..I cant make you understand reality

    If the guy's close enough for you to reverse pallet, he's close enough to lunge instead of get up on you for a hit, and it's a risky move in itself. Or maybe the technique I'm thinking of is called something else, I dunno. I don't keep track of all this terminology. Either way, if you're at a pallet, and he's close, all he has to do is charge his power. You can't use the pallet if he's charging his power, if you do, he hits you with it, if you don't, he can chase you past the pallet and get a hit. I SUPPOSE you could wait until he gets right up at the pallet, but then you have to worry about dodging before using the pallet and also the fact that you can still be hit while using the pallet.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1392927#Comment_1392927

    I don't know what kind of teammates and/or opponents you deal with, but the DS stun is five seconds. That's huge. Any killer with low mobility is completely screwed. And, interestingly enough, that's almost every killer. If you cannot get somewhere safe in the 10-15 seconds it takes for a 115 killer to get back into hit range, that's on you. Maybe dont complain about being in a deadzone that you likely could have escaped from if you had a better sense of direction. Or, better yet, just don't mess around in deadzones in the first place.

    I seriously have no idea what magically terrible people you play with, but I want some of them as opponents when I'm playing killer. Being able to punish DS abusers? Shite yeah! Idiots that somehow cannot get to one of the extremely common pallets or loops with an enormous stun and catch-up time? Morons that watch their teammate eat a BT and just hang around so the killer can down them, eat the DS, and magically down them again? Why can't I ever face such terrible survivors? Every person I go against uses pallets, and windows, and avoids empty deadzones til they get completely forced, and never, ever goes down quick after hitting me with a DS because they know to run to a loop.

    The best part is that people use DS to get in my face all the time, then claim I was tunelling them. Bonus points if they try to force it by sitting, injured, in a generator, or go for an unsafe unhook.

    Again, the animation cancels out some of that stun time, because the player has to be dropped off the shoulder in the animation before they can move. In essence, the survivor is also stunned for a time. As for "dead zones", if you were chased by the killer, you likely dropped pallets, which were likely broken in the area you were chased to, creating a pallet-less area. Don't see how that's hard to imagine.

    Btw, if you're saying that players claim you were tunneling them, then you killed them, so I don't see what you're complaining about.

  • They've said they WANT cross progression, but haven't gotten permission yet. If they don't get permission they can't do it. Basically, once Cross Play becomes a thing, we'll still have to wait to see whether Cross Progression is even able to become a thing or not. I too hope that cross progression will become a thing, it'd be nice to try out PC but I don't wanna buy the game for PC if I don't have the DLCs or levels that I do on PS4.

  • @Clevite said:

    Well I had recently switched from playing killer(7 devotions) to attempting to get good at survivor(just finished 2nd devotion as survivor).

    So recently I have picked up killer again, needing a break, as you all understand. So my rank slipped a bit as I concentrated on Survivor. So why not try a new killer I haven't played.

    I mess around with Oni, trying to get the crown and learn him. I get the game map. Well early on I get a guy in the basement. I go around smash a few others and get my power. Well it's been a minute, I know second stage is coming so I charge down to the basement and unfortunately dude gets hit. I miss a bunch and everyone runs away. So I hook dude.

    Long story short, get a message, "I hope you die from cancer." I know whatever, its stupid, I'm venting a bit. I text, sorry, gg, trying to learn Oni, get the BS "die" text and all that.

    I don't get this. IN all my time as a survivor I never got this kind of message from a killer. I may not have always agreed with their play style ,and we may have discussed things, but not once did I get told to die. Why survivors do you get so butt hurt from a video game. Surely you must understand that sometimes these things happen, and like it or not it is a game.

    Anyways, thanks for reading and allowing me to vent. But I think I am going to go after Devotion 8 on killer now, before pursuing devotion 3 on survivor.

    You've never gotten salty messages from killers? I had one guy call me toxic for trying to heal vs him in a chase where he was Nurse and I was juking his blinks constantly with a super fast heal medkit(we were running around on multi layer tiles on Hawkins) in which after the fact he camped me(I was almost completely healed). TRYING TO HEAL is toxic, lol. That said I don't think I've ever been told to die by anyone, as killer or survivor.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1392927#Comment_1392927

    It's a five second stun. That's massive. If the survivor just holds Shift and W, they're 20 meters away in five seconds. Assuming the survivor just keeps running in a straight line, it would take a 115% movement speed killer 32 seconds to catch up, and that's including Bloodlust. If you're not playing a highly mobile killer like Billy or Spirit they may as well be on the other side of the map.

    DS players will try to aggro you away from other players. I've seen injured DS users straight up take hits for people in the late game because they also have Unbreakable and it doesn't matter to them if they go down.

    The animation itself cancels some of the time, or did you forget that? A terror radius worth of movement isn't that far, as there are plenty of dead zones currently for there not to even be a pallet within that radius, and then there's Midwich and it's maybe 6 unsafe pallets and one safe(if even that many).

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1392815#Comment_1392815

    One flaw in your logic..unless hes in stance he cant shoot on reaction and it's still slow, plus you can always fake him out with the reverse pallet vaccum track..trust me as someone who's actually played as him and made people playing him DC ffs

    It's slowER, but as I've said, there are plenty of 110% killers and all are fine or even really good. It's only 110% movement speed, it's not the end of the world and generally they drag their sword when they're close enough anyways. It's not a flaw, he can drag and then cancel it at any time to hit you if he needs to. A reverse pallet can be countered by lunging, which can be done immediately after cancelling the power. If he's right up on you without dragging his sword for you to pallet slam him, he did it wrong anyways.I don't see any flaw in my logic.

  • @drimmalor said:

    Other games that use a similar honor system with rewards are often seen as ineffective. The two that come to my mind are Overwatch and League of Legends:

    Overwatch - you can commend up to 3 players in a game per match, and you get a small amount of player XP doing so. There's no reason not to do it since it's free experience, but a lot of people just spam the most efficient option and don't put any thought into it. It's not an effective measure of how that person is to play with, as if you play a lot you'll get more honors just by sheer number.

    League of Legends - you can honor one teammate per game, and if you get enough you go up an "honor level" over time with small rewards. Once again, most people will just randomly click an option since they also get a little progress in return for doing it.

    I know another game (I think Gwent?) gave some sort of currency if you give a "GG", and it was considered bad manners to not give that GG. Incentivizing systems that are meant to show something good about a player hollows out any meaning it might have had. Granted, I do agree that giving props having some sort of meaning would be nice, I just don't think rewards like this are the way to go to maintain its integrity.

    I don't think people think of Honor in League as "ineffective". People in League don't just click a random person, they honor people who did the best and you can only honor one(now sometimes they'll just look at who got the most kills or whatever, but that doesn't really change anything because honor in league is generally about who was the MVP, not who was "so nice I just liked playing with them and wanted to commend them". The only bad thing about Honor in League of Legends is that it takes a long time to raise, and if it's taken away by a mistake(people wrongfully punished for example) it's not compensated and they have an even worse time raising it back to what it was before it was removed. The rewards aren't even that good anymore honestly. In order to get Honor 5 you practically have to no life the game before it resets.

    @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1392886#Comment_1392886

    I was thinking we wouldn't even need a balance at all for wanting people to do it. It would just be because they thought someone was really nice or great to play with and wanted to give them a pat on the back if you will. I wasn't thinking of it as being something you're trying to work towards. It wouldn't be an achievement people are trying to get, it would just point out people that were nice to play with.

    For the killer his glow wouldn't actually need to be on him. It could be something as simple as entity claws around the campfire, fog in the lobby around the survivors, a light shining down above the survivors etc. Basically just something that changes the scenery around the survivors to let them know that the killer lobby they're in is a nice guy! (hey this is a cool guy maybe we should put the keys and flashlights away guys lol)

    Just seems like something small that would build a little comradery in the community. Something I think we can all agree would be a nice change.

    So basically lobby dodge anyone who doesn't have those effects? I could get behind knowing a killer I'm facing is a genuine human being. Might even make the ones that aren't aspire to be like that so they get lobbies, lol. That said I don't think flashlights are anything "toxic". They're meant to help the player using them in a multitude of ways, not to be nasty to a killer, it's the player who is using the flashlight that may be the problem in those scenarios.

  • This is a stupid idea. This just leaves the killer to hover around the hook until they're almost in second stage, leave, and then tunnel them. People wouldn't rush straight to the hook regardless either because that's stupid. Survivors need to be on the hook for a decent amount of time or the game is just going to go way too fast for the killer's side. There's also no need for a DS nerf, perk is fine. I haven't had a DS skillcheck in a long time and I run it when I'm being tunneled. They just slug, there are ways to get away with tunneling without being hit by DS, use them, or don't and deal with the consequences. Stop trying to make a perk not have a use. It's a perk for a reason, it needs to be usable.

    Or should we make things like Pop deactivate as soon as a gen is done so they have to act fast to use it to pop a gen?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1392721#Comment_1392721

    It is absolutely rampant at high rank. I get hit with DS most games tbh, or at the very least need to slug someone that clearly has it. Before anyone accuses me of tunneling, the problem with DS now is that it can be used aggressively to great effect. If you get downed shortly after being hooked and are also running Unbreakable it's a guaranteed escape. If you jump in a locker it's also pretty much a guaranteed escape, because the killer is forced to either eat the DS or leave you. So, what happens is the people using DS play crazy aggressive after getting unhooked because they know they have a get out of jail free card.

    The problem with this is the stun is so minor that if you're not really close to another loop it's not saving you from anything. It's just delaying your hook by a bit. Every time you eat a DS that saves it from being used end game for a guaranteed escape, and you still get them, only a few seconds later.

    Also if they use it aggressively to say, unhook someone else, then you're still going to get another free hook regardless, because the stun isn't long enough to prevent you from hitting one of the two. It takes some of that time to unhook someone, and then you just need to walk a few steps and bam one of them is down, unless they have SB. If they have Borrowed Time, you can just hit the DS user and it doesn't matter.

    I only use DS when I'm being tunneled a lot, but even then as soon as I start using it they either stop the tunneling, or they slug. I haven't had a DS skill check in a long ass time honestly. It's only good to show an obsession so they think about their actions. If no one's using DS and there's no obsession they're free to tunnel to their heart's content, but as soon as there's an obsession in play they're more careful about it. This is why there needs to be an obsession every game regardless of if there's an obsession perk.

  • Yeah it's really confusing, I've seen some silvery crowns and I'm like "Is there more to this event? Do I need to escape with it more times for that?"

  • It's a friggin great game, I play it with my friend a lot. I bought all the DLCs for both me and her(Christmas gift for her) when they were on sale. We still are on the Island though and we've been playing for a while, lol. The only thing I hate is that you can't make all wild dinos level 1 at base so that everything is balanced based on the dino you're playing and not whether it's an extremely overpowered level or not. Found SOMEWHAT of a work around, but it's not perfect.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391591#Comment_1391591

    Also that these stats didn't keep ranking in mind iirc

    So for example rank 20-14 survivors die 100% of the time rank rank 13-7 die 50% of the time and rank 6-1 die 0 % of the time the overal rating is also 50% but you wouldn't call that balanced now would you?

    I recall when they published those statistics(I could be wrong), they mentioned that all of them were at red ranks. MAYBE they only mentioned it for one of the statistics, but I remember rank 1 being mentioned in that post because people make a fuss if anything but red ranks are mentioned and games with DCs are included(which they removed as well). Then everyone tried to deny those same statistics by moving goal posts yet again after the fact because they showed that killers were not in as bad a place as people complained they were.

    That said, balance for every game that I know of is designed for all ranks in a game with a ranking system, not just the higher ones. If balance is bad at lower ranks, there's a problem just as if there's bad balance at higher ranks. Using the excuse that "lower ranked players muddle the statistics" is completely untrue, because across the board there should be balance. A 50% kill rate on a map would mean that:

    1. Killers that are really good will have better kill rates on those maps.
    2. Killers that are bad will still have a chance on those maps.

    Saying that the kill rate should be higher would mean:

    1. Killers that are really bad will still do really well
    2. Killers that are really good will completely dominate and likely 4k most of the time.

    50% means 2 die 2 live most of the time in every game. That's balanced, and anything higher means that it's not balanced. If you look at maps that have a near 70% kill rate, that means that both bad players and good players have really high kill rates on those maps. Good players likely 4k most of the time on those maps, for example, while bad players kill 3 people most of the time. The data is old however and was when Hawkins first came out, well around when Hawkins first came out, so Hawkins might be different now as it's not AS bad as we thought. Midwich I'll bet has probably closer to an 80% kill rate if not 90% at the moment though.

    Overall this means that unless a map has a sub 50% win rate, it is NOT survivor favored in any way. It's just LESS killer favored.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391532#Comment_1391532

    Death slinger has better window punish than ph and he is still trash, your entire basis on ph is be has no penalty for power usage which there shouldnt be one as his line is way too weak to do that..if they gave significant changes to how his line works I could see it MAYBE being an issue but right now hes feeling weaker as time goes on, hes just a pub stomper because people dont mind game they just use pallets like shields, and once you throw the pallet vs ph it's way easier to bait and fake him because the vaulting of a pallet is faster than throwing, plus dh garunteed a free miss of his line which means you can run from the loop as he fires, dh if necessary , then get miles of distance..tried it and it was disgusting , extends the chase by another 15 secs easily..that's already a red flag just from that

    DH only works 30% of the time, I'd rather use perks that have guaranteed outcomes than things that are effected by randomosity.

    As for Deathslinger, he's 110% ALL THE TIME, they're not comparable. He's also not trash, I've seen a lot of Deathslingers who play him in high ranks saying he's actually pretty good on these very forums. I don't face enough to have an opinion one way or the other. but I'd imagine he suffers a lot on bigger maps.

    As for "mind gaming", you can't mind game him if the pallet isn't thrown(and if it's thrown it's not really a mind game), and as I said you can't throw the pallet unless he's too far away. Doing so locks you in an animation, which gives him an opportunity to hit you, leading back to that same exact scenario where if you throw the pallet, you're hit, if you don't, you're still hit because he can just walk up and slap you while you're trying to fake out his power. 110% isn't the slowest movement speed in the world, all 110% killers are actually still pretty good and it's still 10% faster than a Survivor's speed.

  • @Jasuo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391562#Comment_1391562

    I'm assuming these are the stats you're referring to

    https://us.v-cdn.net/6030815/uploads/73D4PNZ3WW6Q/maps.png

    Okay, it has a 56% kill rate, roughly meaning that usually killers get a 2K or a 3K on this map. You know what else is interesting? The most played/strongest killers during the 3 month window these stats were pulled were Spirit and Freddy. You know, the killers that have insane chase AND gen pressure.

    The most played/strongest killers are usually the ones that have those anyways. What does that have to do with anything? Spirit and Freddy are still top tier killers and are still played quite often.

    Besides if anything Spirit would likely struggle more on Haddonfield because of the windows, and Freddy would work the same as he did on any other map, except maybe have an easier time due to the map being smaller.

  • @Jasuo said:

    https://forum.deadbydaylight.com/en/discussion/166205/im-gonna-face-camp-and-tunnel-everytime-survivors-bring-me-to-haddonfield

    Do it brother. Personally I wouldn't do this but I understand your frustrations with that map 100%. I honestly think it should be reworked at some point because it's insane how survivor favored it is (how the ######### has the Myers' house not been changed, good lord).

    Yep, it's insane that the last time they pulled map stats it had over a 50% kill ratio BEFORE BL was changed. SO SURVIVOR SIDED. I'll never understand when people complain that maps are survivor sided. The last time they released map stats every map had OVER a 50% kill rate, the only ones where people always said "were survivor sided" had only SLIGHTLY over 50%(the lowest kill rate map was 53%, which btw, 50% would be considered balanced. Killer sided maps had a lot higher iirc).

    People need to stop using their feelings and arguing them like they're facts despite given contradictory statistics, it's a big problem with the world today.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375099#Comment_1375099

    I encourage you to play him then you'll quickly understand your very wrong about him..in fact his chase is nearly handicapped by how easy the line attack is to avoid..he cant shoot on reaction he has to prefire so early that he will miss all the time if you understand him from the killer pov..you'll see..he needs improvements to his line because you will rarely get hits outside of animation locks unless the survivors are just plain bad..people are just making falling for it because they dont know him but that will change very quickly

    The thing is you can use those animation locks to your advantage to get hits you normally wouldn't. People can't throw pallets because if they do they get hit by his ability, if they don't, they get basic attacked. While yes, faking each other out should be POSSIBLE, it shouldn't end in a bad outcome for one side either way, because then only one person can do the mind game, and it wins a trade for them either way. If he could easily get hits outside of animation locks, then there'd be even worse problems because there's no real downside to dragging his sword for a second or two. I think there should AT LEAST be a pretty decent slow for stopping using your ability so that this situation doesn't happen. Someone mentioned you could simply walk up to the window and pretend like you were gonna vault to try to fake him out, but in that situation the killer only has to walk up and hit you. You give the killer too much ground when doing that unless he's like miles away in which case you could safely vault it anyways. In order for that situation to happen you'd need to be far enough away from the window to fast vault when you started up again, and it'd require the PH to mess up(fire his ability early, or stop using it early).

    The only time I've had a situation where he didn't 4k was when I wasn't on an indoor map, but 90% of the time I face him, I'm on Midwich(That said I haven't faced him on Hawkins or Lery's, only The Game and Midwich as far as indoor maps are concerned). He should be good across all maps(all killers should be), but not almost pointless to even try against on a few. That's the major thing I hate about DBD.

    Yes, but Clown can't hit me while I'm dropping the pallet.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375052#Comment_1375052

    Lol, i think the person meant to write down the name of the person you wanted to contact not write them a postmail

    Not going to lie. It would be pretty funny to recieve thrash talk through letter

    He said back in my day, so letters were all I could think of. If I wanted to write notes, there's an app on my computer called "Notepad".

    @rottmeister said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375064#Comment_1375064

    Yes, but now clicking on their name doesn't do anything, so it's either this or writing their names down on paper and typing in the name letter by letter.

    I'm just trying to help..

    Someone else posted another suggestion that works a lot better, however still annoying.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1372317#Comment_1372317

    The slowdown is front loaded. When you initially press M2 you slowdown to below Survivor speed during the animation of putting the sword in the ground. It's only once it's in the ground that you move at 110%.

    Thus I maintain what I said.

    That takes one second according to the wiki, so my statement isn't wrong.

    @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1372317#Comment_1372317

    The killer should have advantage it's a 1v4..it cant be even by that math , it's not fair if it is, and yes some people will be tormented by the loop trick..but not every survivor lets it happen..also unless it's a down getting g hit means nothing..so if it keeps the pallet up and torment off you it may just worth it..I will say I dont mind mideitvh as much as most do..though I will concede the map has its annoyances for everyone..and it most certainly favors ph..his trails are nearly unavoidable there so you must be very careful

    He ends chases too quickly because he removes the power to loop or vault if you're good with your aim and his power creates a guessing game that makes you choose between two negative outcomes. You say that people shouldn't complain because they can't loop him, but they can't even USE pallets or vaults against him unless far away from him. They can't even just pre-throw pallets because he knocks them with his ability. Again, this might just be because the only times I've faced him are on the map that seems like it has an 80%+ kill rate but I feel he's a little too strong considering all the map changes we've had recently already to where there are fewer good pallets or even good looping spots outside of TL walls which aren't on every map. As for the killer being strong, no one ever said he should be WEAK.

    As for the "getting a hit means nothing if it isn't a down", you can do that same exact thing at the next pallet, so a down shouldn't take long.

  • @rottmeister said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375052#Comment_1375052

    There's a scoreboard after the match though and ingame it shows the names of the survivors?

    Just keep your screen on the scoreboard, look at it, go to "players met" and send the message to the person you wanted to send it to.

    That's an extremely tedious workaround when before you could just click someone's name.

  • @rottmeister said:

    The "players met" option in your friends list is still a thing. Idk why people say it's not? I've used it yesterday to send a message to another player to thank him.

    You don't know who's who according to "Players Met" generally. I've never used it before in any game, personally. I think people are saying the other option "who you're playing with" or whatever it's called was removed a long time ago.

    Still haven't gotten addresses. Btw, I have paper.

  • @TunnelVision said:

    https://forum.deadbydaylight.com/en/discussion/163247/how-the-hell-do-you-even-have-conversation-with-players-on-ps4-anymore

    I know this is absurd,but bare with me.

    Back in my day when we wanted to remember something outside of technology, we used a tool called pen and paper. I believe they are still available today and also available to purchase online!

    You're welcome! :)

    Oh, care to give me the address of everyone I see in game so I can do that when I want to have a discussion and wait forever for them to get back to me? You're so informative! I wish I could pretend like I was superior by typing sarcastic comments as well as you.

    @vdzz said:

    In the score screen, press on “options” in your controller, and keep pressing “R1” till you can see the survivors’ names, and click on them.

    Thanks, I've got it now, it's still ridiculously more annoying than previously but at least it works. Shame I couldn't warn the Kate in my last game that the Adam was just sitting around doing nothing while she was doing everything on her own at that point because she had the friend list block thing on.

  • @blue4zion said:

    Overall it's for the best. A large majority of the messages I'd get were toxic, this game is the reason I set my messages to private.

    However, you very well can still just look at their name and search it up.

    And there's a problem with setting your messages to private? If you don't want the messages, you can do that easily. Having to jump through hoops to actually converse with people is not a solution.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1372243#Comment_1372243

    PH head slows down when laying trails, meaning he loses distance if you leave the loop compared to if he didn't lay anything.

    Freddy doesn't have this weakness since he moves at full speed while placing traps.

    Literally all you have to do is place a tiny portion right at the entrance to the pallet. You barely lose anything to make someone leave a loop.

    @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1372243#Comment_1372243

    I didn't move anything , but getting tormented isnt scary unless you make it..if your avoiding it to the point of killing yourself your just playing too cautious and giving the killer a free hand..I can go entire games without torment and even when I do I usually keep the chase going plenty , the killer is 1v4..hes supposed to be way more than any one player can handle alone..heck he still needs tweaks to his line..its too slow for all its drawbacks..but yes the cages deny ds..oh well..learn from it..if ds is what makes you win them it just shows how bloated the perk really is..because hard tunneling doesnt win high level games

    You said his torment was "inconsistent", I showed you an EXTREMELY simple method for getting people tormented(unless they left the loop), and you then said that getting tormented was not important(although I disagree, it removes a lot of counters to being picked up, flash light saves, body blocks, DS after being tunneled, exhaustion perks when he rushes straight to the cage, etc). I offered you a fairly consistent way of getting people tormented to counter your point. Sure, it's possible people could just leave the loop, but they're risking getting hit or downed in that scenario, so I don't see how it'd be inconsistent if people wanna live.


    I'll say I can't guage PHs strength fully yet, honestly, it may just be the Midwich map which seems like one of the worst designed maps I've ever experienced(literally what bad killers have been begging for forever, empty hallways of nothingness and crappy pallets), as that's usually the only time I face PHs, when I'm on Midwich. That said, from what I've experienced he has a lot of situations that are just in his favor just because when it comes to pallets and windows, which are survivors' only defenses.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1369664#Comment_1369664

    That has a much bigger result than you think, especially with what I said afterwards to compound it..and getting tormented is in no way as strong as a freddy snare in chase..that's silly..and being tormented doesnt do squat unless your downed...see your not adding it all together..you just see what can happen but dont think about what will happen

    If you drop it at a pallet and they LEAVE the pallet, it acts the exact same as a Freddy snare. You force them to leave the pallet. It's not silly to compare the two when they have the same result. The only time it doesn't have the same result is if people don't care about being tormented, but giving the killer that much of an advantage(no exhaustion reset, no BT, no DS, etc) is pretty darn bad, and you were complaining about people avoiding the torment, I just gave you an EASY way to get people tormented, or force them to be downed easily. There's no situation in which there's no advantage for PH in that situation, dunno why you moved the goal post.

  • @DBD78 said:

    But they don't discuss funny or stupid things, they just want to make nasty comments for losing the game. Online players can't handle the responsibility that comes with chatting and messaging. They should ban messages on Xbox also.

    That's not true, I have a lot of conversations about funny things that have happened in game with both killers and other survivors. Salty comments also exist, but who cares(most people enjoy getting salty comments anyways, I know I have a laugh when someone sends me a salty comment despite me doing nothing wrong), there are options to prevent that. Besides you don't see them removing end game chat on PC.

    @[Deleted User] said:

    Match details screen for survivors (last tab to the right on the options menu), manual name input for killers.

    Clicking names no longer messages anyone, survivor or killer, on PS4 from what I've experienced.


    @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1369866#Comment_1369866

    LARGELY GONE!!!! MY RAGE!?!

    "Attach image, open all folder, (ok where is that picture of a horses dong I Googled earlier for situations like this....hmmm), select image, open attachment, insert message (YOU ARE HORSE DONG!), send!

    That'll teach them to kill me in a game!!1

    PS: Yeah I feel the requirements of sending messages via PS4 (and XBOX too I'd assume) often lead people to just calm down or not want to bother.

    You just reminded me of a time where someone sent me a furry penis image once, it was hilarious and disturbing at the same time, but I wouldn't say that was something that should be unallowed from happening, it was rather funny. If I didn't want that to happen I could set it to where only friends are allowed to send me messages.

  • @Sonzaishinai said:

    Recently played with? That should still work right?

    I'm not sure, I know that you can't see currently played with anymore since quite a few patches ago. But then you don't know who was who.

  • @immortalls96 said:

    Actually the initial sword plant does the slow I mentioned and the miss animation is at least 3 seconds..quite a big one , and it's a simple matter to bait him to fire or fake running from the pallet with reverse pallet vaccum, and when I say inconsistant I mean torment is by no means garunteed , so then what? Half his power isnt in play at that point..I've been on both sides of this killer constantly since his release..its harder than it looks

    Drop it at the pallet, they can't loop the pallet or they're tormented. He's basically Freddy at that point with only A THIRD of his power. If they do loop the pallet, you get them with your cage, if they don't, you get them down regardless if they're injured, if not, you take half their health.

    As for the initial sword plant, that's 1 second. Not a big deal to travel less than a Survivor speed for 1 second. You're still faster than a survivor at every other point.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1369069#Comment_1369069

    Actually you should do a little research, the firing speed and fire delay make it surprisingly strict to shoot animation locked players..if you dont pre fire it they can at least dead hard away..and missing slows you hard, initiating his power slows him to about 96 percent for a second,/ removes his ability to strafe and slows his turning , all while at 110 speed..a tad much for an ability that highlights where it fires and is that easily dodgable, the cages arnt consistent and not enough to carry him

    He's only 110 while using his power, the RECHARGE from what I read is what slows him to 96%. I don't know how long it takes for him to be back at 115% but it's probably not a very long time. The website is a little weird though because it doesn't use the same terminology anywhere else when talking about his potential move speeds, making it hard to decipher.

    As for the pre-firing, all you have to do is charge it while they're coming to a pallet, now it's a guessing game whether they should drop it or not. If they don't drop it, you don't fire, and you likely get a hit. If they do drop it, you do fire, and you get a hit. This is from my experience anyways. The only time it hasn't worked out in this situation is when they fired when I wasn't locked in an animation.


    As for his cage not being consistent, how is it not consistent? The only inconsistency I've seen is that it ports them to random places, which shouldn't be a concern for the killer.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/163003/salty-question-but-actually-curious

    Its just your optics.

    I have been playing DBD since day 1 release (PS4) and I have more keys than Moris. (Also just my optics)

    Now I'm sure my killer to survivor played ratio is skewed as I swapped between what role I preferred and honestly I don't track that stuff. What I noticed is that I would get a Ebony Mori within 2-5 bloodwebs as a killer, and keys I seem to get an pink key every 3-7 Bloodwebs (seems to be a little less than killer mori).

    The thing is as a survivor I tend to get a pink key in almost every single game (when running the Plunders 3 perk).

    My current stockpile of Ebony Moris (as of today) on all my killers combined is 136 (this is just Ebony) - (Reason its so high is because I don't use them)

    My current stockpile of pink keys (as of today) on all my survivors is 212 (this is just pink keys) - (Reason its so high is because I don't use them)

    I have all my killers (I do not own Freddy/Pyramid Head/Gunslinger) to level 50 with nearly all perks on each and every killer.

    I have all my survivors (I do not own Quinten/Chryl/The lady that came with Gunslinger) to level 50 with all perks on nearly everyone. I actually have more of my killers "perfected" on perks than I do my survivors. Even though I seem to find slightly more Ebony Mori in bloodwebs I actually accumulate more keys (for free) simply due to the perk "Plunders Instinct 3".

    Take that information for whatever it may be as this is simply my experience. While I

    Edit: No idea why it cut of the last bit of my text, but I'm too lazy to remember what i wrote so I'm leaving it.

    You have 17 killers and 19 survivors, btw. So if you used some math, you'd have 11 keys per survivor and 8 moris per killer(not a huge difference really). That said, you used Plunderer's to get that, something killers don't have a version of. Most of your keys likely came from Plunderer's as well, because there are 5 different iridescent items/addons for survivors.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1369050#Comment_1369050

    Not when the controls are already limited and the wind up is substantial, and when he fales theres a lockout and to fake he slows himself so it's still a risk against good players

    If they're locked in place it can't be that hard to miss. I'm waiting on the bundle before I buy him, but his ability to save time from hooks and remove all hook based resets is strong enough on it's own. As for the slowing himself down, oh, he loses .2 movement speed for one or two seconds, that's such a HUGE loss. Be real. Just being chased by him is hard enough due to the POTENTIAL of vaulting windows/throwing pallets being a bad idea. He doesn't even HAVE to use his power and you have to guess whether you can or can't do something.

  • @immortalls96 said:

    They arnt garunteed..he has possibly the weakest projectile attack in dbd..it can be dodged on reaction and dead harded with ease..if anything it needs improvement as it's a bit too easy

    Except he can fake using it as you're running to a window to vault it and then hit you with his sword, do it while you're locked in an animation LIKE VAULTING A WINDOW(or dropping a pallet), and it can go through solid objects. Being a little more difficult to hit than a Huntress Hatchet should be expected.

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/158719/unsafe-pallets-are-lame-as-killer

    I mean tbh unsafe pallets still work out it’s “big brain” survivors who make them look dumb the ones who vault over and over giving a hit instead of dropping and running knowing it’s not safe to loop around

    Most of the pallets outside of the rooms don't work in Hawkins. They always have a place where the killer can just walk around them and get a hit regardless if they're thrown or not. Throwing them is usually dumb in itself rather than just attempting to run to another one. If anything ignoring them completely is the best option.

    I also hate how they changed the main building on Wretched Shop. Like it's absolutely pointless to use now at all, when they could have just maybe broke it up in the center of the building to make it at least worth using somewhat. Blocking off that one window just made it useless imo.

    @JustCats said:

    Here's the thing. The consequence for a survivor if they lose the mind game is what - they get hit. Maybe this downs them, maybe they get hooked. Worst case, it's giving up 1/12 of the killer's win condition. If the survivor wins the mind game, no progress is made on the killer's win condition.

    What's the consequence for a killer if they lose the mind game? Against a competent survivor team, probably at least one gen. Best case the killer gives up close to 1/5 of the survivor's win condition. Not to mention, even if the killer wins the mind game he's given up significant progress on the survivor's win condition.

    Yes, other factors enter into that math as generators start to dwindle, but the consequence disparity remains. It's far worse on the killer to lose the mind game than it is on the survivor, and it's far better for the survivor when the survivor wins.

    So why is it important for survivors to have an equal and fair chance?

    The killer's win condition isn't broken up into 12, it's broken up into 4. People can die on one hook, or two, or be mori'd, etc. Both the killer and survivors decide how much of a win condition the killer has. IDEALLY it's 1/12, but more often than not I see people giving up more than one hooks worth due to either survivor team incompetence, or killers playing scummy. A killer can get a 4k just as quickly as a survivor team can finish all the gens if they're good enough. There are far more bad killers than good killers in this game, honestly and it's the same with survivors.

    Even in high ranks, you'll find those that want to play "hide and seek" like you're suggesting. Problem with that is those same people only win by sacrificing their team. They don't take on hooks to keep their team lasting longer, they just let other people die so they can get hatch or hope their team pulls them through enough so that they don't have to be hooked. If they ARE hooked, they're usually the last ones hooked, meaning they still get a ton of points and that's why they pip. You may want hide and seek, but the way the game currently works is NOT SUITED for hide and seek. There's aura reading, there's whispers, there's scratch marks, there's Surveillance/Discordance/etc, you just can't hide from someone unless you're a Blendette eating trees constantly and doing nothing all game, which is not fun for the rest of the team when they see people aren't doing anything except running and hiding in corners self caring while they're sticking their necks out trying to be a team player. You can't make this game "hide and seek" without changing the game SIGNIFICANTLY. It'd just create a bunch of selfish people who would let everyone die on their first hook, like some of the playerbase already are.

  • @TrappinMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331232#Comment_1331232

    I think he meant he was starting the match. Not playing on the Game map.

    It says "Map: the game". That'd mean the map was The Game wouldn't it?

    I could be wrong but I think the Game Map is kind of bad for Legion to begin with. There are only certain drop off points so using your power is a little harder than on other maps imo.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1303750#Comment_1303750

    Lots of dumb things can happen if you're bad at the game. It doesn't limit a perk's potential

    I'm not bad at the game, and you're right, the perk has the POTENTIAL to do what you said, but it also has the POTENTIAL not to, if you don't see the killer(Note I never said that it CAN'T prevent a hit, just that it isn't a 100% chance like you both claim). If a STEALTH killer sneaks up on you(the whole reason they're called Stealth Killers is because they can sneak up on people. I don't care how good at the game you are, stealth killers can sneak up on anyone unless they have Spine Chill. Hell, good survivors even complain about getting snuck up on by Deathslinger and he just happens to have a small TR), then you can't always avoid the hit. It's not a 100% chance to dodge the first hit, unless you see the killer.

    As for the dumb things I mentioned, they were things like killers falling from higher up to get distance, or again, dedicated server hits. No need to act like a jerk.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1303301#Comment_1303301

    Sprint Burst does guarantee it if you have actual eyes and ears lol

    Not true, I've Sprint Bursted against non stealth killers and still got hit by them. Albeit by dedicated server hits or them finding a way to gain distance they wouldn't normally be able to. GhostFace generally is hard to see, especially on dark maps. He can get hits before you SB. Unless you're on a gen wide open and/or the killer is just charging straight at you out in the open, which would be stupid for a stealth killer in the first place. They generally come from around trees connected to gens or other such ways. If you don't have spine chill you won't always know you're going to be hit.

    @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1303301#Comment_1303301

    Kinda yes and no on this one. You tend to be able to see a stealth killer charge in. There is only 1 generator in the game that I can think off where a stealth killer could get a hit on you before you can run away, but even then you'd need to be solo on the generator and in the worst position too. Generally, you can see a killer before they get close, if not at least hear them, and sprintbursting away takes away most advantage a stealth killer would otherwise have. With Spinechill, you know a killer is looking at you, but you dont know from which direction, so you might end up walking straight into them, giving them a free hit. As for the skillcheck, just let it happen, a 5% regression tends to be better than a hit unless you're running Resillience.

    SB SC combo is extremely strong against stealth killers for a reason.

    Usually when you hear GhostFace's boots it's too late. The only stealth killer who you can reliably hear is Myers or Wraith. Also there are FAR too many gens that have a lot of blocked off sights. There are a few in the open, and on some maps that are just bad for stealth killers(Dead Dog Saloon) there isn't much of a reason to not use Sprint Burst, but that's all randomized and nothing you'd know before going in unless you played a map offering. Most gens have things blocking your view from some or many angles. Any stealth killer who isn't just walking right at you will likely get a hit if you don't have Spine Chill, Sprint Burst or not.

  • @MadArtillery said:

    https://forum.deadbydaylight.com/en/discussion/comment/1303279#Comment_1303279

    Sprint burst is still a better counter to stealth than spinechill. If a whole team is running spinechill as a stealth it's not a big deal. If the entire team is using Sprint burst I may as well afk as a stealth killer.

    There is no way Sprint Burst is better than Spine Chill against STEALTH killers. Other killers like Oni, sure, but Sprint Burst cannot guarantee you'll get away from the killer in time before he gets his first free hit off. Spine Chill does. You can't always see all around you, and then there are those obnoxious moments when you get skillchecks and have to stop moving your camera. That said, I guess I could see why you'd think that, unless you were playing Ghost Face, as he is the only real killer who doesn't have to alert survivors before he attacks. Well, Pig can too. Wraith can sort of catch up to a Sprint Burster though as he gets his own.

    As for my most annoying combination, I'd probably have to say Sloppy Butcher/Thanataphobia on anyone,or Corrupt Intervention and Plague.

  • @seki23 said:

    those that can be looped easily cause they are m1 killers like wraith for example.

    Why would anyone LOOP with Wraith?

  • @Hex_Stalk said:

    I have 7 iridescent heads, so I figured for that "Hit 2 survivors survivors with a charged hit from a hatchet" that I'd have a little fun. Literally the second the first person was downed, him and another person disconnected. I am a rank 10 right now and every survivor was rank 4 (So yeah, matchmaking working as intended I see)

    Do people really hate it THAT much? It ain't all that common to go against so I just don't get it.

    The thing is, they always run Infantry Belt with it. It's not hard to hit one out of 3 hatchets if you're patient enough. Not to mention Huntress currently has beach ball hitboxes and hit registration is also very ridiculous right now(I've gotten hit by a Huntress Hatchet while we were parallel to each other facing different directions. She was at a pallet, I was at the side of a tree that was connected to a rock connected to the pallet, where if you removed those obstacles we would have been shoulder to shoulder). It's no wonder why people hate Iridescent Head, obviously because even bad Huntresses will hit hatchets because Dedicated Servers currently swing the favor in their direction for hit recognition whether they actually hit or didn't.

  • @Hex_Stalk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1290776#Comment_1290776

    They literally couldn't pick them up. That is an exploit, bleed out timer or not. Needs to be fixed.

    What he's saying is that this "isn't holding the game hostage" because they bled out and the game could technically end. A lot of people claim anything that people do to force the game to SLOWLY end is not holding the game hostage because of things like "It's just two minutes", and other such "arguments".

  • Object doesn't necessarily mean they're in a group. Before killers started resorting to purely farming every time I ran it, I'd use it to practice looping. That said most people tunnel the obsession until they're dead. If you use someone with Undetectable they can't see you, so there's that. Their perk will light up if you're facing each other though. You will still be able to see them.

  • Survivors are also getting mismatched constantly, you know.

  • I do when it's a Doctor sometimes. I occasionally do other times but generally I hit it. I haven't run DS in a while though. Usually I'll have some good games and then have some ######### ones where I get tunneled to death constantly, put the perk on, then don't get tunneled or they just slug me and I never get to use it nowadays though, until I take it off, and then the cycle continues.

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1287293#Comment_1287293

    The way I'd do it:

    Until 2 gens are complete, no one injured can work on a generator.

    This would encourage healing.

    No, this would encourage Sloppy Butcher/Thanataphobia/Nurse's Calling and make Wraith the most OP thing I could ever think of existing.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1284107#Comment_1284107

    That just sounds like a worse version of Hag/Demogorgon, and his dream world doing nothing? please. I don't want to tear your suggestion down but this would gut him and only make him barely better than the OG Freddy. Freddy has solid counterplay, especially if you're a good runner who stays awake. The clocks are some of the best tools survivors have against him and they take almost no time to use. Yes, you have to take the time to get to them but that's the trade-off. I know it hard to do things other than hold M1 on a generator but if people actually put effort into it they'd realise that they can actually fight back against him. I've went against many survivors who don't try to fight against the dream world and those that have. The ones that do can usually get a 3 man escape, 4 if they are godly (or have OoO).

    Using the clocks is a waste of time. It's much easier to just blow a gen up, you end up wasting the 30 seconds you'd save getting TO the clock. They are not good uses of time. Anyone telling people to run to clocks is asking for people to act selfishly and risk losing the game more than if they just dealt with his power or blew up a gen. The only time this isn't the case is when he runs Red Paint Brush, in which case the only way to wake yourself up is to use those clocks. That said, it'd be stupid to just be like "Ooh! I fell asleep, time to run all the way to the other side of the map and wake myself up!" If you're not being chased, there's no danger, use them when you're near them, not when you fall asleep. Doing anything other than that is killing your team. If you ARE being chased, it's no different than if he injured you, because eventually you're going to be asleep in a chase anyways. If everyone's going to clocks while one person is running him around, then that survivor is running the killer for no reason. Other survivors are WASTING that person's sacrifice. I've noticed it's always people who are PLAYING Freddy telling people to use the clocks. Pretty suspicious if you ask me, considering I've actually TESTED using a clock at every opportunity(just to disprove that whole myth that you should use clocks to keep yourself awake) and can tell people with a straight face that if you do that, you're killing your team.

    As for "worse version of Hag/Demogorgon", I'm not sure how. As I said, those would be addon suggestions, removing all the random PASSIVE bonuses he gets, not changing his power. as for "removing the dream world", this would be better for Freddy if you think about it. Survivors would have no way to counteract his power(his puddles/pallets would ALWAYS WORK). In order to make this more balanced however, there would have to be drawbacks, like slowing down instead of having normal speed while spamming his puddles. Otherwise he'd be overbuffed. The dream world doing something has ALWAYS been a problem with Freddy. It'd be much better if it were just ASSUMED people were in the dream world and had the visuals, but removed the whole in game mechanics of it. Freddy isn't supposed to be able to do anything to anyone who is awake, which thematically would make more sense while assuming everyone WAS in the dream world. The only thing this would nerf on Freddy is his ability to counter Borrowed Time, which if you ask me is stupid to begin with. He shouldn't counter Borrowed Time, no killer should. It's used to counter campers, something the devs said they do not want to become a GOOD tactic. See where I'm going with this? Nothing I've suggested would make him BAD or WORSE than Hag or Demogorgon(who are not bad killers to begin with).

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1284113#Comment_1284113

    I can understand why you wouldn't find that fun to play, though I'm sure there are others who enjoys that kind of gameplay. Mainly because I know someone who mains Freddy. He is still a good Killer in his own right though, having mained Freddy way before the Rework (He got to Rank 1 using nothing but him), so maybe he just still plays Freddy because he just wants to play the Killer. Not so much their power.

    Honestly old Freddy was actually a lot more fun. The aura reading + sneaking up on survivors was ridiculously fun to play. You could have survivors running straight into you. I would love to have an addon that made it where he got that level of aura reading again, but maybe couldn't use snares. Also I'll complain about the current lullaby until the day I quit DBD. Make children sing the song dammit.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1284107#Comment_1284107

    This is the kind of suggestions I've been looking for. It feels fresh and original while still keeping the spirit of the Killer alive.

    I would love to see this change added, though of course with the dev's approval and testing.

    As I said, I don't find Freddy fun to play because most of his kit is just passive bonuses and he's basically the epitome of an M1 killer. I also prefer balance above all else so I'm not gonna suggest something purely like "Make Freddy all around weaker". The slow down while casting/charging snares would also make him more outplayable for survivors, but being asleep all the time gives both killer and survivor counterplay to each other. It's a more balanced idea than current Freddy who just can spam them whenever he wants and doesn't have to realistically think about his decisions. Skill expression is another thing I always like to see. Removing all the stuff Freddy gets for "just being Freddy" would be my overall goal in a rework like that in order to give him more fun things to play with rather than just "I'm Freddy, so now your gen speeds are slower, or I get a free Pop Goes the Weasel if you're asleep, miss a skill check, and I have Huntress Lullaby".

  • Remove the "falling asleep then waking up" thing entirely and make it so that you're always in the dream world, but that has no effect on him or the survivors, and is purely visual. That's always been his biggest problem even from OG Freddy. Change some of his addons(namely the ones that do things while survivors are asleep, since they'd always be "asleep", and these like most of his kit are just passive bonuses for being Freddy) into different things, like perhaps maybe allow him to teleport to his traps like Hag, but with a longer delay than Hag's teleport, with no visual notification to survivors(they can't see traps, but can trigger them), using them to find survivors to chase, not to slow them down, just more things to use his powers differently like pallets. Probably make Freddy slow down when casting/charging his snares so that he wouldn't become overpowered from survivors always being "asleep".

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