Atrushan88
Atrushan88
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1272152#Comment_1272152
Yes that's where I disagree he is boring, because I do think that's the meat of it, the chase is what makes this game fun to play.
Like I play Pig a lot, and I don't always use my ambush and I purely play her for the chase and her RBTs to stall. And I think Freddy is the same as that. His powers are just different.
I like chases, don't get me wrong. I just feel Freddy is extremely boring in chases. because it's the same thing I'd be doing if I were playing practically anyone else. I much prefer killers like Legion or Spirit(even though Spirit's still kinda OP honestly imo). I would like Nurse as well, if she wasn't a buggy mess right now and I could play her. Myers is probably my favorite killer, either him or Legion. There's just so much you can do with Myers. I'm never playing the exact same game.
Btw, the build I'm talking about with Freddy where the game practically plays itself is: Ruin, Huntress Lullaby, BBQ, and Dying Light, with Red Paint Brush and Blue Dress(you could also use Blue Dress and Green Dress but I use Red Paint Brush so that they can never wake up and every time they fail a skill check the generator basically triggers Pop Goes the Weasel). Of course this depends on your Huntress Lullaby not getting destroyed early game and allowing you to get Dying Light stacks, but survivors ALWAYS ALWAYS ALWAYS will miss skill checks every now and then, whether you chase them off when they get one, or they just miss one. No one has 100% skill check rate. This is basically Pop without needing to hook anyone. Well, maybe minus 5%. It's pretty damn strong if you can get it going. Once you get the Dying Light stacks you don't need the Lullaby anymore. If you have both blue and green dress, it's even stronger, but everyone has to not wake up for it to be viable. Basically it's Forever Freddy, but worse. BBQ also isn't necessary, I just use it for BP. Dying Light can be replaced with another perk if you'd prefer but you'd be giving up power once Lullaby is broken.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1272126#Comment_1272126
That's where we disagree then.
I think Freddy is fine where he is right now, if you find him boring, sure, but that's just you. But I doubt everyone shares your opinion on that. I honestly prefer to face him over everyone else when I do play Survivor because I do know it's not a slamdunk win for me.
I don't think everyone disagrees with me, either though, as there was a post not too long ago asking why many people called Freddy boring. I will say a lot of complaints on that topic were more about how strong he was, with some killer biased snarky remarks sprinkled in as well, but I'm sure others shared my sentiments.
As for where we disagree? Where exactly? Me saying that you could literally be playing anyone else and you'd basically be playing Freddy? Or where I said all the passive stuff did most of the work for him? Because you said yourself, "He is as pure of an M1 killer as it gets. Sure he has snares and pallets but if survivors stay awake then that'll be an issue for him", which is basically agreeing with my statement. You have even said that his snares aren't even that important, in which case he's literally just going to chase people around and slap them, just like any other killer would. Not sure where exactly we disagree. The only thing I can guess would be that purely chasing with nothing else is boring.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1272116#Comment_1272116
I personally think Freddy is as pure of an M1 Killer as it gets. Sure he has his snares/pallets but if he is versing Survivors who actually knows to stay awake, then that's going to be an issue for him. I think he is the one killer whose powers are relatively useless in a chase. I disagree with anyone that his snares are powerful (I think Pallets are because I keep getting tricked by them), but his teleportation certainly makes up for that.
But when he is in a chase though, it's his chase skill versus the survivor. If you're bad at chasing then you're bad at Freddy, simple as that. I think Survivors just makes the drasticly wrong decision to either not wake up half the time or avoid red pools like the plague when really they're not going to be that detrimental. I've rarely gone down to a Freddy with snares. You can still fast vault windows whille snared by the way, just in case you wanna mention that.
Isn't that the point? You could play literally anyone else and you would basically be playing Freddy. All the passive stuff does most of the work for him. That's more or less what I was saying, and why I consider him boring.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1272098#Comment_1272098
Nah I don't think he was running any buillds that had slowdown in it except with Pop. I think he told me his build was built around the chases more than that. Also, I'm pretty sure most people's complaints about Freddy is that he "Snares spams", meaning yes I'm pretty sure he is doing something other Freddy's aren't doing.
You only need 2 snares per pallet to make them force a drop and be practically unable to loop it normally. Honestly the fact that the puddles are the same looking could just trick someone into dropping a pallet early. I also forgot to mention the free omnidirectional terror radius when asleep. He's just full of a bunch of things that just make him a better killer without really doing anything to separate him from anyone else really. I do agree survivors are idiots a lot of the time, but Freddy doesn't necessarily have anything that expresses his skill, unless you count "placement of puddles" as expression of skill. There's no real need to THINK about where you place them because you don't lose movement speed for doing so, you can just place as many of them as you want in a chase pretty much without even thinking. I dunno, these are just my feelings(although really there isn't anything to think about in terms of skill expressiveness).
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1272074#Comment_1272074
Well, I know my friend who constantly plays him is the competitive type. But he doesn't dominate with just Freddy, he can do the same with Clown, Legion or any other low tier killer. Also he is a fan of the Nightmare on Elm Street series of movies so that might have something to do with it.
I disagree with all his abilities being passive bonuses though, the only thing passive is his micro sleep mechanic. Everything else still requires him to have input on it. Going back to my friend I mentioned though, he has been playing Freddy with Kid's Drawing add-ons, you know, the one add-on that makes snares effectively worthless to use and he still 4ks with it.
I think what he is trying to say is Snares aren't a problem, general survivor skills are. Because I am seeing it myself in Rank 1, literally no one seems to know how to run a loop and we both agree there's an issue of skillgaps. Freddy just makes that much more clear. Which is why a lot of people here are complaining about him, because they cannot counter him the same way they countered every other killer.
And about him being dull and boring, that's just your opinion, not counting the friend I mentioned, but I am in a server where a lot of people like playing as Freddy because they think he is fun. They're not even the type to play to win, just actually enjoys the killer themselves.
I enjoyed the Nightmare on Elm Street movies myself. Freddy is one of my favorite slashers. As for escaping vs Freddy, I don't have much of a problem, but his entire skillset is literally passive. Your friend likely isn't doing anything that any other Freddy wouldn't think of doing, that's why I said the traps might as well place themselves. It just forces an early pallet drop. The micro sleep isn't the only thing passive about him. He passively gets increased teleport speed for every asleep survivor, the micro sleep is literally the best thing in his kit against people who think they should wake themselves up. His addons as well, completely passive, outside of the one you just mentioned and his pallet ones. As for winning while using the addon that gives extra BP, I'm not surprised. I have a build that can make it where I don't even have to place puddles to win as long as my totems aren't broken too early. It's basically Forever Freddy V2, but far worse, it's one of the "cool builds" I thought up, but it again, just basically plays the game for me.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1272056#Comment_1272056
I doubt that is happening.
A lot of people still love to play Reworked Freddy, I think the issue is a lot of people take their own personal experiences and think that is what should be changed for the game.
How is he not boring? The only people who I think could possibly love playing new Freddy are people who play purely to win. There's nothing fun about actually playing him, as all of his abilities are passive bonuses, even his blood pools are pretty passive. They might as well place themselves. The only fun Freddy is Pallet Freddy but even then, it's just something he gets for doing something he's already doing. There's just no skill expression to him whatsoever. If you can play any other character in the game, you can play Freddy, and likely do better with him than your main. Even when I think up cool build ideas for Freddy, I'm just like "But this is just more 'the game playing itself for me'"
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Because a lot of people complained that he was "a bad killer". Once they found out he was getting reworked everyone was all "But I just learned how to use him, he's not ACTUALLY bad!". People were actually lamenting his loss before his rework even began, yet it was the most asked for thing on the DBD forums pretty much.
Honestly I think he needs another rework personally. He's far too dull to play now.
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I wouldn't say DISTORTION should counter Whispers, but maybe Calm Spirit to give it a bit more use and for Whispers to actually have a counter. I don't particularly think either are very useful to me personally, but I think Calm Spirit is much worse than Distortion and would actually make more sense as a counter.
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@Rin_is_my_waifu said:
https://forum.deadbydaylight.com/en/discussion/comment/1271981#Comment_1271981
How do you know that? Is he/she your friend?
Even if he is telling the truth, the survivors he/she played against performed bad judging by their scores. I repeat you can do this with every killer
How do you know they performed badly instead of OP just having that much pressure? Spirit was hardly touched. Not saying she needed to be, as bad spirits are still pretty bad if you know how to abuse them thanks to the changes, but isn't Autohaven one of the maps that was reduced in size? If that's the case wouldn't that mean Spirit would benefit as well as others(actually moreso)?
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Lemme guess, you brought an ebony and didn't get to ebony all four? While I'll agree matchmaking is crap, you're only 2 ranks off from the supposed cap that they set a while back. That's nothing like the 4 rank 1s vs a rank 16, or purple and greens vs rank 20s. People have been bringing up matchmaking for a long time and it'll never really get fixed. I think the last time I saw them speak of matchmaking they basically said they were going to hide ranks before they "fixed" matchmaking, meaning no one will know who they're up against except by seeing how they're playing, which sounds to me personally like they just want to pretend there'll be nothing wrong once they hide it.
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This is why I bring Iron Will all the time, that and it's a good perk anyways. It also helps that now that she isn't AS braindead as before you can start running the opposite direction(while in your scratchmarks and pass through her and make her waste her phase, but yeah, if she doesn't fall for it you're out of luck. I feel like you need Iron Will and Spine Chill to actually be able to outplay her through skill for the most part.
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@funnybone800 said:
I know most ppl dislike Indoor maps but I tend to enjoy them, it's a nice change, i think a map that was like a creepy mansion would be cool as hell, Especially with multiple variations. Idk if it'd come with a killer but a big mansion with like a dining hall/backyard/party room/guest rooms would be cool. Like a cliche murder mystery mansion from old t.v shows. Kind of like the movie Clue.
It'd probably be pretty big if it was just one map which is why the variations would be cool...idk what do yall think
I feel like that building of Crotus Prenn fits a mansion theme quiet well personally. It doesn't look like an asylum to me. Indoor maps are traditionally killer sided by miles. I would say that Lery's is the only one that is balanced and both killers and survivors generally hate it.
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@Dead_by_Gadfly said:
A group of Davids simply "Kings"
Yes. 100%. LF other David's, message me on PSN, lol.
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Sorry I can't understand what you're saying, but I'm saying if a slinger can shoot someone, reload and then pull them to them while shooting them again, it's a one shot possibility.
Giving slinger the option of both reloading AND shooting again while pulling someone is a one shot possibility.
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@Godzilla said:
https://forum.deadbydaylight.com/en/discussion/comment/1271737#Comment_1271737
Plague and Huntress only need to hit an injured survivor once at range to down them, under these ideas, the Slinger has to spend time reloading then shoot again. From what I've been told, good Slingers won't spear a survivor unless they know they can reel them in so am injured survivor who is speared is usually hooped already. This just gives him the ability to down a survivor across a dropped pallet like the killer shack pallet, something two other killers can do already so it's not an overpowered ability unless you think Huntress and Plague are overpowered
Here's the thing, your suggestion is to shoot them while healthy, reload while they're healthy, and hit them again, while they're healthy downing them. That's ridiculous. That IS a one shot, and would make other one shots useless.
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Probably not? I dunno, I don't use Steam very much, only when my friends ask me to.
As for the "different perspective of an instadown". I'd say hitting someone from range, and being able to hit them again without them being able to react is still an instadown. But if you want to believe it's not, again, "Okay".
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@Falkner09 said:
Unless a killer is stronger than Hillbilly, they dont need nerfed. Doctor is not as strong as Hillbilly, thus no need for nerfs.
So you agree Deep Wounds is a bullshit scenario with him, right?
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@Entity_Hugs said:
There is.
And if they added any actual punishment aside from depipping, Survivors would ruin it and abuse it.
How do I know? This has already happened, back in the games early days.
So every time you get upset that facecamping does not have a physical (so to speak) punishment, you can blame Survivors who abused the system.
Honestly, you can blame the company for not doing the punishments right. They were lazy.
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@Godzilla said:
https://forum.deadbydaylight.com/en/discussion/comment/1269278#Comment_1269278
Nah man I'm feeling great about this whole discussion i've gotten from folks responding here. I may actually be slightly swayed in my opinion on the Slingers viability, might continue that way, might not, but I always keep an open mind.
Never intended any personal attacks/insults, tis only human to be scared or nervous to open up and present you and your attempts at a craft. I feel it about my career. And yeah I would say that saying I should not post any ideas is an attack, it's not saying I'm stupid, but I am capable of reading between the lines. Lets not pretend otherwise.
What experience do you have that makes you say you know about game balence? (not being snarky, just wanna know what leg you stand on rather then being just some internet rando to me)
I would have thought it would be clear I don't have experience balancing a game (see discussion title and the number of posts beside my name). Even if the ideas I put forth are totally off, tis no reason get worked up or be in such disbelief at such suggestions. Yeah, I have zero experience in balancing games. But I do play this game alot and care about it a metric crap ton. Putting out some ideas, no matter how bad they may be, does not mean I don't care about this game or its balance. You've been pretty active on these forums so you obviously care too, and if you do know so much, then can we not be chill about discussing how my ideas would be unbalanced?
I can tell you got worked up cause no where in my ideas was there a possibility of a ranged 1 shot insta down. In my ideas, shooting a speared healthy survivor would cause them to be injured but free from the spear and the Slinger would have to reload.
Anyways, I hope you manage to get some of those projects off the ground and into something. I can tell you that making something with your own hands and putting it out there is a good feeling, even if it is kinda crap. I've done it, had said work judged by a very skilled person in that field, and walked away hopefully having learned from it. Tis how we grow.
I'm not sure what you're talking about being scared, but okay I guess. As for saying you should not post any more ideas being an attack, I guess if you were thin skinned enoough you could perceive it as an attack, but it was to preserve the idea of balance rather than attack you. Like the ideas you put forth were probably akin to "Make NOED last all game and not be a hex totem". Like there weren't even any promoted negative impacts to any of your ideas.
I've worked on games that were put out there, they weren't anything big or even likely well known, but it was enough I think to formulate an opinion on balance. Hell I literally refused to put some things in that the owners of said projects asked for.
That said, yes, your suggestion IS capable of a one shot insta down. You said he should be allowed to reload WHILE pulling survivors in, but ALSO shoot them while they're pulled in, AND that injured survivors should be downed. That's a one shot, no matter how low of a chance it is. In fact your idea as you said was LITERALLY based on extra chain strength add ons, making that more of a possibility.
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@Godzilla said:
https://forum.deadbydaylight.com/en/discussion/comment/1269211#Comment_1269211
"If the Wright brothers had attempted using theif first airplane from the get go that didn't work, they would have died as well and never got to try again, so your comparison is rather silly." HA, no. Their first successful flight was a low speeds, 3 ft off the the ground. Sure potential for death was there, but just being injured is a million times more likely, they were hardy people back then.
I can tell your feelings are hurt, its ok. I titled my DISCUSSION "a goof with gunslinger ideas", how serious do you think I am about becoming a game developer? If my ideas would be terrible in practice, I'm perfectly happy with that. Is there anything harmful about something tossing out ideas about something they enjoy? (The answer is no, if the proffessionals at BVHR know these would be bad ideas, then they would never put them in. Relax son, take a breath, getting worked up over something like this is not good for your health)
"I may have only worked on small projects that I never put out into the world, but I'm familiar enough with balance to tell that these ideas are so off the unbalanced that you likely will never get the idea of what would be balanced, with the suggestions you're bringing to the table."
So if you've been too scared to show anyone anything you've worked on, how do we know you're any better then me?
I gotta go for the night, try and relax my friend, you do better wen you are relaxed and focused. Take care.
Again, you haven't hurt my feelings, I can just tell that someone who puts ideas this imbalanced doesn't CARE about balance enough to make suggestions about balance. If my feelings were hurt, If my feelings were hurt, you would know. It takes a lot to get to me, a lot more than you have, and when something DOES get to me, I go off. I haven't went off, so obviously I'm not hurt. I also haven't resorted to any personal attacks to lead anyone to believe I "have my feelings hurt", unlike you.
As for me "being too scared" to show anyone anything I've worked on, it's more that I'm very bad with completing projects because I always end up bouncing from one thing to another constantly and have no focus, especially considering I don't have the funds to pay people to do artwork and the like, and am generally scared that I might start paying someone for artwork and then bounce on to something else. I'm a very unfocused person, it's a problem, I'm aware of it, but I certainly know more about balance.
As for the Wright Brothers, as I said, they already had the knowledge, and they started with gliders several times before testing a full on airplane. You're jumping into a prototype airplane with no previous experience or testing. Maybe it was a little overboard for me to say "You just shouldn't post any ideas anymore", as again, I don't NORMALLY say this, but your ideas are unbalanced to the point of basically comparing it to saying "Nurse should automatically lock on to her target every time she blinks".
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@Godzilla said:
https://forum.deadbydaylight.com/en/discussion/comment/1268998#Comment_1268998
Yes, such stellar advice you offer. "You were terrible at something you tried for the first time so never do so again". Stupid Wright brothesr should have stopped trying to make airplanes when the first one failed, god what a terrible world we live in due to their persistence and unwillingness to give up. We should all strive to be like you and give up at the first sign of a mistake.
On the other hand my ideas seem to have really upset you and hurt your feelings. I'm sorry for not being aware of how sensitive you are, I didn't know some text on a webpage about a game would get you so upset.
Your suggestion was to completely top the balance of a killer around so hard that another killer was useless by design. If the Wright brothers had attempted using theif first airplane from the get go that didn't work, they would have died as well and never got to try again, so your comparison is rather silly. They were also already familiar with the topic of what they were going for, whereas you are not. I may have only worked on small projects that I never put out into the world, but I'm familiar enough with balance to tell that these ideas are so off the unbalanced that you likely will never get the idea of what would be balanced, with the suggestions you're bringing to the table. That's why I said I don't normally say this to people, in fact you may be the first.
You didn't hurt my feelings, I just was completely in disbelief at your idea and how you thought it would honestly be balanced in any way, shape, or form.
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The only thing I'm worried about if it is a licensed killer is that it's based off of the ORIGINAL work, not any remakes. For example if it's Chucky I'm officially quitting if they use the remake. That movie is not Child's Play. Same if they go off of a Candyman movie. Original works of fiction should be respected. Knockoffs that are not even somewhat accurate should not.
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I think they did something because I feel like the only problems she used to have was that she couldn't blink past tires, which was one of the big defenses against her. I played her yesterday and I also had some situations where I would fully charge a blink and it'd barely move me forward despite next to nothing in my path. Not sure if she's experiencing some bugs or what but it was really weird.
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First off, WHETHER THE DEATHSLINGER DOES OR DOES NOT pull a survivor to him, he injures them, unless he basic attacks WITHOUT hitting them. So basically you're saying "If the chain breaks, immediately allow him to shoot again once the stun ends, WHILE INJURING THEM". This is basically saying "Give the Deathslinger an extra benefit of an extra shot aside from the injured survivor losing a health state for NOT doing what he's supposed to with his weapon, aka reeling in the survivor to basic attack them". That's silly in itself. This would make him able to down people without pulling them to him regardless and he would literally be the same as Huntress, but more instant, closer ranged, and able to hit two people at once. They penalized his ability to not fully reel in survivors on PURPOSE. You're giving him BENEFITS to this via being able to simply reload, and pull survivors to him after reloading. They'd get less distance due to the reload being in with the stun. He'd likely be within range to shoot them, reload, pull them in, and then shoot them immediately after the stun because of how close they'd be to him. That's ridiculous and you have no idea about balance. Heck you're even giving him benefits to missing his shots completely.
Not only that you're giving him the POTENTIAL(no matter how small of a possibility it is) to give him a RANGED ONE SHOT. You'd literally be killing Myers with that idea. What'd be the point of having someone have to stalk to the potential of one shots if someone can do that BUT RANGED in their BASIC ABILITY INFINITELY?
I'll say it again, you have no idea about balance, and I don't think you should post any more "balance" ideas. I don't normally say things like that but this is one of the most ludicrous "suggestions" I've ever seen.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1265529#Comment_1265529
The main problem I have a decisive strike at least with me anyway isn't when I tunnel if I tunnel I get hit with it that's my fault.
It isn't the locker trick vectric has counterplay especially if you're someone like Trapper or Amanda as the former can just trap the locker screwing you over when you try to leave and the letter can literally just let your reverse bear trap timer tick down whilst you hide in the locker.
It's the people who normally go for generators totems or hook saves with the full knowledge that decisive strike would bail them out. I'm sure you've already been victim to the hit a healthy survivor who's working on a gen only for them to just continue working on it whilst you're in the hit cooldown and pop it in your face if I choose to grab that survivor instead decisive strike. Same thing goes with hook and totems
There's counterplay to that as well. It's called lunging, not grabbing. It takes 16 seconds to fully heal a health state in most situations without any killer perks(that are commonly used) that make healing harder, I think the least amount of time that takes is 8 seconds and that's if you had inner strength, broke a totem previously to being hooked, and didn't heal from it. 60 seconds is a very small amount of time, in all honesty, I've had tons of times where I barely got anything done and the killer was right on my ass, right as my DS ran out. You have to account for the time it takes traveling the map, being healed, etc, so the chance of a FULLY HEALTHY player having DS and unhooking in your face, would have to be extremely slim. If they're NOT fully healthy, all you need to do is lunge at them and they're downed, and your person on the hook is still on the hook, or may have gotten off, but that's still one down and another in chase. If they ARE fully healthy, you have two potential targets to chase, the one you just lunged at who is now injured, and the one who just got off the hook(though I'd consider that a dick move). I don't see how this is a problematic situation at all.
@afroboi said:
https://forum.deadbydaylight.com/en/discussion/comment/1265499#Comment_1265499
just saying dont tunnel isnt enough this perk is so damn strong and in endgame its lowkey depressing and the problem with it now is that 4 people can use it 20 seconds if used from 4 people you literally get outplayed by a perk and thats just sad and having 60 seconds of immunity is way too much in my opinion make the timer 30 or 40 but it can be used more than once yeah the stun will be bad and all but it will really stop tunneling just my opinion
Only if the timer pauses while in the downed state. Otherwise you're just nerfing it for the sake of nerfing it. DS already has extremely clutch timing if not used aggressively. Btw, allowing multiple uses would make end game stronger, as then you couldn't use the CURRENT COUNTER of getting rid of it early. Your idea without my suggestion would just make people use it aggressively more.
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@premiumRICE said:
https://forum.deadbydaylight.com/en/discussion/comment/1265546#Comment_1265546
I pick flashlight a lot and mori is quite rare tho
In my situation it's a lot more common. That said I play on PS4 so maybe that's the issue? Basically every killer I see on the forums has some sort of hate for seeing flashlights from my experience as well. So I'd rather be safe than sorry.
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@Onyx_Blue said:
People suicide on the hook for reasons other than points. Most of the time it's because they can't take being outplayed or don't like vsing a particular killer/style of play. Making a survivor get points for being hooked isn't a healthy idea. By that logic, killers should get points passively just for patrolling the map outside of a chase.
Also, a survivor does get points for being healed and unhooked, if they are the ones to do it to themselves. People should be awarded for helping themselves and their teammates, not by being helped by others. Point score events are fine as they are. Only things about points, for survivor, I would add are: 300bp for great skill-checks in all categories, not just repair; get a few Boldness bp for avoiding a basic attack with Dead Hard - score event can be called 'elusive'; and get bp for resetting a pallet with Any Means Necessary - score event can be called 'defense reset' or something of the sort.
BP for evading attacks with Dead Hard the 30% of the time it actually works? As for doing the action, people do this with BT to farm BP off survivors, doesn't show very good sportsmanship. Honestly BP for staying on the hook should go to survival, because you're keeping your team alive by doing so. Killers already still on average get much more BP I'm sure, and Survival itself doesn't have a lot of conditions to help you gain max in it. It's potentially going to give them more points.
The reason people do it, or at least I do it, is that if I only get boldness from running the killer and then get stuck on the hook with the killer staring there slapping me, I'm only getting 8k BP max. There's no point for me staying in that game. I don't get to actually play it once I'm put on the hook that ONE time(despite the game giving you three chances normally). Or killer brings a mori and it's the same issue. What fun is there for that person on the hook? They're going to have the killer crab walking left and right around an area empty of resources waiting for you to be unhooked so you can be put out of the game. Much better for me to just end it myself. Game's over for me regardless. Incentives might get some people to actually stay in the game. They'd at LEAST be a start.
Personally I'd prefer one hook deaths with a buff to survivors being able to lose killers in chases more(as in more line of sight blockers and other things to hide from the killer, or perhaps removing scratch marks alone might even do it). It gets rid of the nasty behaviors, killers don't really have much to complain about from it either because it takes out 8 hooks from them, and there's more fun involved for everyone. No one has to sit on a hook for 2 minutes. It'd also solve the issue of hook suicides.
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1265521#Comment_1265521
The reason why people kill themselves on hook is relevant because you need to understand that in order to incentivise against it. If people who killed themselves on hook cared about points, they wouldn't be killing themselves in the first place, they would be staying in the match to try to earn more BP. So it doesn't work as an incentive.
Furthermore, it makes no sense to give players points for doing literally nothing. As @Onyx_Blue said, at that point you may as well introduce a mechanic whereby players passively gain bloodpoints just for walking around. And it would promote divisiveness and resentment among the survivors - if you get points the longer you're on the hook, you'll want to stay on the hook as long as possible without being rescued, and might be upset with your teammates for unhooking you too soon. At that point, it's just completely antithetical to the spirit of playing survivor to begin with.
I agree that survivors could use some easier ways to get bloodpoints, but I don't think this is the way to do it.
To be fair, you could easily just give them the full sum. You're rewarding them for staying in the game. If they stayed long enough for someone to unhook them, they might as well get the full points regardless and it'd fix your hypothetical issue. Also like I said, people will farm you off the hook immediately with BT as well. That hasn't been changed and it's still "antithetical to the spirit of playing survivor".
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@LALYTHIA said:
I feel like the only way so many of the female characters have such terrible hair/makeup is that the designers are primarily male. LOL Clearly none of them have watched a youtube beauty tutorial in their lifetime.
No it's because they're appealing to the blue hair brigade. This is one of those hair styles that's celebrated among those people so they do as much as they can because they're part of it. Anything that stands out as "unique" is what they'll go for.
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@premiumRICE said:
tbh its something I never understood, if I want to use flashlight i jsut pick it straight away, also what difference would that make for a killer? not like they would pick shadowborne lmao
They generally pick ebony moris just for seeing flashlights. It's why I do it.
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@matchmakingworksfine said:
Read the entire post before commenting.
Ive been seeing many people on the forums discussing ds being confirmed not to be anti tunnel and just have to say. OK? Ds not being anti tunnel doesnt address any of the problems the perk has when it comes to its imbalance of lockers and gens. A survivor can hop into a locker with ds, head on, and inner strength and end your career. If enduring still counted for all of these stuns I would be perfectly fine with this. I'm not trying to get a nerf to ds. It's great for solo players who get terrorized in this game. I'm just saying something as simple as giving enduring a slight effect on it would even out the playing field alot more. that way both sides would be happy with the change. That way survivors can keep their perk and killers aren't hit with 2 huge stuns in a row.
Edit thanks to @Kebek if it weren't for this comment I would've never made this post.
I have to ask...how is being able to USE the perk bad? From every complaint I hear about DS, it's "I can't IGNORE the perk". Thing is, you actually can. There are many ways to do so. Why should a perk be balanced around "I can't make it unable to be used"? This is literally the argument I am hearing. The stun isn't that long, in some instances you can actually down the person right after their DS.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1262449#Comment_1262449
Again, no, it's not the hitbox. We have a great visual example in the stream we did about this: https://youtu.be/A8SwqJJKlaY?t=1135
You can see how it looks wildly different from the killer and survivor's perspective. For the killer, the survivor is in the window and it's totally a fair hit. For the survivor, they appear to be through the window and safe. This is not because the hitbox is massive (the hitbox used to detect hits is actually smaller than the survivor if anything: https://youtu.be/A8SwqJJKlaY?t=454), and again, it's not because the hitbox is flailing around uncontrollably like a deflating balloon. This is because of latency.
Latency is also not necessarily a server issue. Latency is an issue with the internet in general. Because you're not physically sitting in the same room as someone, it takes time for you to send information to each other. Data isn't magic, it's can't instantly teleport from your system to someone else's. It needs to physically move through cables of varying speeds and zigzag across the country (or even continent, where applicable) to get to them. This means that no matter what, there's going to be delay.
A server will add a tiny bit of delay to take in, handle, and send back out information (a few milliseconds), but the vast majority of it is due to distance. You can have a magical perfect server that instantly receives and immediately sends back out information and you would still have latency.
This is why I suggested that you did like League of Legends and try to form a system where you worked with other ISPs to make the connections more stable and reduce the time it takes to send packets between each other BEFORE you did Dedicated Servers, but that was not even looked at. Even then, why are killers' detection determined over the server itself? This makes it essentially the same as P2P.
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There's no point. DS stun is relatively short. Head on stun is relatively short. You can usually get caught right after a stun if you're in an area where resources are used. If there are resources, you might be able to get away, but generally you will be caught if there are no resources. This would make it where other stuns would be useless. Head On is already an exhaustion perk, DS is one time use. I don't see why they should have lower stuns from Enduring when they generally only have a limited amount of use per game(for DS' instance, one use).
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I go with Other and give you Iron Will or Spine Chill, if by broken you mean most powerful. If not, Dead Hard, because it often will exhaust you while you still get hit.
@BunnyTheHutt said:
DS. I don't think it's even a discussion point.
I had a game as Hag where I hooked a nea, while she was saved I downed and hooked 2 other survivors, found the nea in a locker and got DS'd, and she got hatch. It's incredibly stupid that DS is as stong as it is with little to no word from the devs on it's upcoming change.
I can't imagine you chasing and downing 2 other survivors while someone was on the hook. That sounds like you trapped the hook, teleported back, person saving was already injured, another person tripped a trap, and they were already injured, and you just snowballed out of control. I have never downed 2 people, then managed to chase and down the unhooked person a second time, all within one single minute. Still sounds like you had a good game despite that one DS.
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You mean having a bunch of loadouts you can save? I'm all for that. Wonder if BHVR are capable of doing it, lol.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1262786#Comment_1262786
You engaged with me first. And I tried to explain to you why this game has issues.
If you won't take my word for it, ask any of the veteran players. Many of them will tell you the same thing.
Once you acquire thousands of hours like me, you've already experienced everything this game has to offer. Which is why I'm confident with my statements.
Yes, and my engagement was NOT about who has what. My engagement was that you CAN loop Freddy, when you said a very snide comment about survivors "not liking being unable to loop a killer". It had absolutely nothing to do with anything that you've brought off topic. I don't count my hours either, because experience isn't anything if you don't have the data. You only see your experience, but again, not important because you're just trying to derail the thread into "survivor AT MY VERY SPECIFIC RANK have it too easy so all balance should go toward MY experience". You're just trying to poke at people on the other side. Now that I've addressed what MY engagement was about and how it was not similar to yours, I'm done with this.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1262770#Comment_1262770
There are four survivors. All it takes is one weak link to bring the whole team down.
I've played this game at rank 1 on both sides for a long time. With that experience, I've learned why DbD has balance problems. It's because the devs refuse to balance around good players.
And what you are saying, with your completely off topic tangent, is that non experienced survivors should always die regardless of whether or not they are more experienced than the killer. Because we all know a rank 20 killer vs rank 20 survivors will always get a 4k as is, but now only rank 1 survivors should live because clearly the maps need to be catered to the best killers. Either way, if you're not gonna talk about the topic, then I'm just gonna stop replying. So continue to go off on your off topic survivor vs killer tangent if you wish, I'm not gonna be here for it anymore.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1262766#Comment_1262766
I'm sure there are boosted killers as well.
Okay, then why does it matter? Boosted killers also skew the numbers. There will also be games with boosted killers vs boosted survivors. That makes the data accurate? Either way, please stop devolving the topic into meaningless drivel. It's about Freddy being boring, not anything about "good maps for killers" or "good maps for survivors".
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1262755#Comment_1262755
Here's the thing. There are a lot of really bad players that muddy the numbers. Many of these players should not be ranking up, they need to stay in brown ranks.
When good survivors are involved, the balance of DbD changes drastically. Unfortunately, the devs balance around bad players.
Are you saying that it's impossible for there to be bad killers at higher ranks as well?
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1262662#Comment_1262662
Oh, so you don't even account for all the really bad players that muddy the statistics. No point in carrying on the conversation then.
Have a nice day.
Those statistics were at rank 1 I believe? If you're talking about bad rank 1 players, then they're still at the top of the list. It's not like they can go any higher. And again, that had nothing to do with this conversation to begin with. You're just stating an OPINION with no backed up facts but personal experience(which is not a fact), to derail the conversation into "survivors have it all". The conversation was about Freddy being boring, and he is, which I have mentioned several times WHY he is.
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@gatsby said:
Both these perks are amazing time savers and help you make smart plays as Survivor. They also add a level of coordination to solo queue that doesn't exist without them.
Bond helps you know where teammates are and what they're doing so you can easily find generators, healing and take chases without interrupting people. It also lets you know if you're safe when you hear the Killer's terror radius because you can see if someone is being chased or if it's obvious the Killer is coming for you.
Kindred gives you an idea of where the Killer is headed after the hook, think of it like a reverse BBQ. It also keeps people from going to struggle or dying on hook because teammates know if they need to go for the save. And finally it keeps two people from both getting off generators for the unhook and wasting time.
Kindred and Bond are legitimately good and aren't overrated. Add one of them to your Survivor build they don't disappoint.
If you wanna see who's being chased, why not run Empathy? Bond doesn't always let you see people, as there are times where people are so spread out that it's impossible. I'd rather run empathy if I run any kind of aura reading perk. I find very few times where bond helped me with anything.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1262699#Comment_1262699
Good point, I would also they rather not make DS deactivate so easily.
Let's be honest, we're not really talking with people who don't tunnel though(for the most part). I rarely ever encounter DS, and when I do, I usually deserved it.
Anyone who's complaining constantly about it generally probably gets hit by it quite often, which says something about them.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1262517#Comment_1262517
THE DS TIMER DOES NOT ACTIVATE WHEN YOU ARE BEING TUNNELED
The gen and locker change would be reasonable, but if you have gens and lockers might as well go all the way and add unhook animations as well.
I don't think the gen/locker change would be reasonable. I once had a game against a Clown who hooked me, I got unhooked and he had stayed JUST OUTSIDE of range of the hook for me not to hear his TR. I got unhooked at the last second before stage 2. I had to interact with a generator because there were no lockers nearby, he was right back on my ass within seconds, and he was stupid enough to grab me. He re-hooked me, I got unhooked again at last second and he was right there again ready to hook me a third time.
The best idea I've ever heard to make where it doesn't cause problems for killers who don't tunnel is this:
30 seconds DS timer, if you are DOWNED within the timer, the timer is paused. This would make it so that the killer cannot slug you and go after someone else, the timer is HALVED, and lockers wouldn't be a problem. Just if you DID decide to tunnel, you were punished for it no matter what unless someone picked that person up off the ground. Honestly though killers will usually bring you to an area you've already exhausted resources from if you're downed, so once they eat the DS you're just gonna go right back down anyways.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1262616#Comment_1262616
I assumed you were playing devil's advocate. Point is, I don't get all the Freddy hate. Sure, his power isn't the most interactive.
But people should absolutely not be calling for any nerfs (I'm not pointing the finger at you). Most of the maps are survivor-sided, which is why I think killers like Freddy are needed.
Again, disagree. Most survivor sided map before map changes was 53% kill rate. That's 2 kills on average. Many things have changed in favor of killers SINCE those changes, so I don't see how that makes much sense. Doesn't matter though as this is just an opinion, none of this is fact aside from the statistic I just mentioned.
I didn't call for nerfs, and I don't think this original post said anything about nerfs either. If anything I think Freddy needs to be reworked again. He's not fun, he just wins because a lot of things are in his favor just because. He's the Darius/Warwick/Caitlyn/Lux/Soraka(with even less skill expression of all of those champions) of Dead By Daylight, but with a likely better win rate. I'd like to keep the pallets, but all the other passive bonuses are just boring and there's no real reward for playing him because he doesn't have any skill expression at all.
I think it'd be better if the dream world was just automatically implied instead of had anything to do with his actual abilities. Just more like a "Freddy is the killer, so you're automatically in the dream world". Not "Oh but you have to go all the way across the map, or fail a skill check(if he isn't running a certain addon) to wake up and etc etc etc". Just because he can only kill people in the dream world in lore, doesn't mean you can't just automatically assume all players are in the dream world in a trial. That would solve both the issue of old Freddy and new Freddy, and then he could get more interesting addons.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1262601#Comment_1262601
So what if you have to throw down the pallet early?
Many pallets on the map are safe you know.
Did I complain about throwing the pallet early at all in my post? I will respectfully disagree on the second comment though. If anything I complained more about USING Freddy than playing against him, but go off I guess?
Freddy is just a surface level killer with all animation and no actual depth.
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@Mister_Holdout said:
Survivors don't like it when they can't loop the killer.
You can loop Freddy, you just gotta treat him like Clown. He's literally just boring. Most killers even complain about M1 killers(or used to), and Freddy is exactly that, so I'm not sure why survivors are the only people who would be saying Freddy is boring. I used to play him a lot, and I have a combo that can make me get a 3k for doing mostly nothing. Doesn't make him any more fun because that combo, like everything Freddy uses, is just passive bonuses. He's basically Myers without an instadown, but without all the things that makes Myers interesting, except WITH a bunch of things that swing the game in his favor without him actually doing anything while also having Huntress' Lullaby with no Terror Radius.
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@Entity_Hugs said:
Honestly, I feel New Freddy is a little weak.
His teleport ability takes 3 years to complete, and smart Survivors just crouch walk/walk away. Even without Urban Evasion, they can crouch walk across the map twice before he finishes teleporting.
Plus, it becomes completely useless (if it even HAD use) on completed gens, which means endgame, he's just a-walkin' around. If the Exit Gates are far apart; GG.
I honestly wish his teleport brought up a low-rez map of the game area, and he could teleport anywhere. Just rise up out of the ground in a pool of blood. Then you could do it out of sight of generators; Survivors would have to listen for the blood noise instead of see 'LOOK! FREDDY IS TELEPORTING RIGHT HERE, TO THE GENERATOR YOU ARE CURRENTLY WORKING ON! FEEL FREE TO CASUALLY WALK AWAY SO YOU DON'T LEAVE SCRATCH MARKS!'
Or, at least, reduce teleport time, so he can catch Survivors who don't immediately move. As it is, they can 50% a generator in the time it takes him to fully teleport.
There is so much exaggeration here I'm not even sure how anyone could possibly respond to this. I never knew people could exaggerate THAT hard. crouch around the ENTIRE map 2 times before Freddy teleports? It takes 6 seconds max iirc, lol. Yes, survivors can crouch walk away, but if the generator has enough progress on it, and there are no scratch marks, that means they did. Now Freddy knows they're nearby because they couldn't be too far eithout Urban Evasion. You will generally find someone if they crouch walked if you pay attention. Freddy is one of the most successful killers, even if you can't "find someone" at a generator when you teleport to it, that generator progress was halted, besides, who said you HAD to teleport to the generator? If you're close enough you could easily just spurt some blood out of it and watch them from afar running straight into you. Teleporting to Generators in my experience is something you usually use to cut people off in a chase.
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I think the most boring thing about Freddy is that he gets rewarded for barely doing anything. A lot of his power is just passive bonuses. His traps require no skill, his pallets are his only fun and even that just feels like a passive bonus for survivors doing what they already do. When he first got reworked he seemed fun and interesting but once you realize that most of his power is just passive, it's kinda boring.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1261056#Comment_1261056
it isn't easy. even Everquest doesn't have anything where they can run a set of code data to JUST see what happened. and EQ has been around since 1999! it'd be great, but it's a good want, but the devs can see what the code interaction is doing.
I was pretty sure League did this for things like inting but I could be wrong.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1260985#Comment_1260985
some streamers have direct contact with the dev team as they tend to play the game in a public forum and have video proof more often than not. Also they have been around the devs at conventions. I know how to contact one and I still use the support ticket and in game report. I might put a bug into the dev's ear that i know to look at it but i never expect it to do anything.
https://forum.deadbydaylight.com/en/discussion/comment/1256308#Comment_1256308
I don't know how they have it set up, but they have access to the raw data depending on what the dedicated server retention rate is, but it's not easy to put that into a video format that can just be viewed. think of it this way: you can get a book from a library and read it, but you can't turn it into a movie or tv show without changing it and removing things. you can't just take the vhs movie and watch it without the device that reconstitutes the data into the video on your screen. thus why the video is requested, makes it easier and rightfully so.
I would imagine they could still set something up like that though.
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Don't worry, soon you won't be able to even see the rank disparity so everything will be totally fixed! /s