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BadMrFrosty

BadMrFrosty

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BadMrFrosty
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  • @FayeZahara said:
    BadMrFrosty said:

    https://assets.change.org/photos/5/aq/mn/sFaqMNCjgDAvAiR-800x450-noPad.jpg?1509711311

    This guy. Please and thank you! I'm probably gonna do a write up for the killer board on how he'd work.

    He maybe not so unorthodox seeing as he has his own franchise. But maybe his powers of flight is a bit unorthodox. Kinda curious how they could make him work

    Honestly, if they did it right? He'd be top tier easy, maybe even close to nurse if he could take full advantage of a flight mode.

  • https://assets.change.org/photos/5/aq/mn/sFaqMNCjgDAvAiR-800x450-noPad.jpg?1509711311

    This guy. Please and thank you! I'm probably gonna do a write up for the killer board on how he'd work.

  • Survivors do not feel threatened by Freddy at all, and there's many ways the devs could remedy this. I posted a giant list of suggestions in one of the Freddy buff threads, and I believe a lot of those alterations would make him at least mid - upper mid tier.

    If Freddy could pull survivors off of objectives while invisible, this could also add to his threat level and would solve the "lol, just finish the gen and SB away" problem. People would hear the lullaby and make a choice: risk getting yanked off an objective to finish it, or book it out of there. Done, survivor successfully threatened.

  • There is some validity to what you say here. Camping or tunneling down survivors can offer some measure of control to an otherwise powerless role versus optimal survivors. Now these strategies are not always guaranteed to be successful, but more often than not, there is solid logic behind severing the weakest link (tunneling) or camping a hook (pressure on map, baiting altruism, etc).

    What you said about killers feeling powerful in the situation is true to some extent, and it's one of the very few times where they have some small level of control over the game. Or at least their chosen victim. I agree that killers need to be buffed, and I think the power role needs to be bestowed upon the single entity who is otherwise outnumbered by four vastly superior and overwhelming opponents (this doubles in severity with things like Discord, etc).

  • I feel like this perk will take way too long to ramp up, thereby nullifying its effectiveness.

  • I realize that tinkerer is one of those perks that's either useless or amazing depending on the killer. That said, this rework is awful, and there is no real reason to even consider using tinkerer on any non-mobile killer. 8 seconds reduced terror radius when they're about to pop a gen? Uhhh.. ok, I guess. The notification is nice and all, but I can only see nurse/billy even thinking about using this version. Every other killer probably won't have any use for it.

  • Survivor Objective Rework:

    • Generators cannot be repaired without parts.
    • X amount of parts spawn on the map, and at the start of the match, the survivors have to look for them.
    • When they find a part, the survivor can go to any generator and begin repairs up to a certain % until they need to scour the map for another one.
    • This keeps the survivors on the move constantly, giving the killer more chances to intercept them but also making their role more active in case they're not being chased (better than holding M1 at a generator all game from the start and never seeing the killer).
    • Generators have icons that tell survivors which parts are missing (red icon w/picture) and which it has (white icon w/picture).
    • When all generators have been completed, the survivors must now look for the two levers that are missing from the gates. Once found, the survivor can install it after three quick skill checks and begin to open the gate as normal.
    • Survivors will hold parts in their hands and drop them if they are downed

    How's that?.

  • Freddy Add-On Ideas:

    Charred Teddy Bear (UR):

    • Every 25 seconds, a random survivor will enter the dream transition, seeing a brief glimpse of Freddy behind them with his power activated.
    • 10 seconds before a survivor enters the dream transition as a result of Charred Teddy Bear, they will hear the lullaby.
    • Survivors that exit the dream world initiated by Charred Teddy Bear cannot enter it again via the add-on for 45 seconds.
    • Prioritizes the obsession over all other targets, if available.
    • No more than two survivors may be put into the dream transition by Charred Teddy Bear.

    Demon Demon's Grasp (VR):

    • Slightly increases Freddy's lunge.
    • Removes the movement speed penalty when putting a survivor into the dream transition.

    Disturbing Photographs (VR):

    • You become obsessed with one survivor.
    • Your obsession performs the 'wake up' action 15% faster.
    • Your obsession enters the dream transition 2 seconds slower than all other targets.
    • When the exit gates are powered, your obsession cannot exit the gates or leave through the hatch if they are in the dream world.
    • In the dream world, you always perceive your obsession's aura (ignores terror radius).
    • If your obsession dies, reduce the dream transition by 2 seconds for all other survivors.
  • I understand where you're coming from with this idea, but I'm afraid I have to disagree with any changes to BBQ. If more perks were like it, killers would actually be in a far better place.

  • If I'm farming blood points, hillbilly. If I want to just mess around and have fun with meme builds, Freddy or Michael.

  • Clown gas now forces slow run over pallet. That'd be nice.

  • @Cetren said:
    I don't know. Clown was kinda dead in the water when he first came out. 

    People are expecting BVHR to provide a killer on par with the trifecta (Nurse, Billy, and Huntress). Instead, they continue to provide mediocrity which does little to challenge the current loop heavy, gen rushing metagame of DBD. Most people will just default back to playing one of those three killers for their point farming or what have you. Granted, two of his perks are legit (bamboozle/pop).

  • New players will learn and old players will adapt, as they always have. Whenever I suggest changes, I go.. "what would make me ######### my pants if this killer had it?" If all those were implemented, Pig would probably climb to upper mid tier.

  • Problem with clown, like a lot of other killers, is that he's fairly add-on dependent. Aesthetically, he's brilliant, and I like his concept. As far as overall viability and power are concerned, he's a mid tier killer. Nothing that'll challenge the popular trifecta of nurse, billy, and huntress.

    1. Death timer on hats decreased by about 15 - 20%.
    2. Survivors that fail a skill check on a jigsaw box are trapped in the box and can only be freed by another survivor (the pig receives a notification when this happens and the trapped survivor is highlighted). Additionally, survivors that fail their jigsaw box skill checks lose 1 health state, going into the dying state if previously injured (even if rescued).
    3. Pig no longer roars like a lion during her ambush attack, instead, her scream only comes out as the charge begins.
    4. Improved pig field of view considerably while in ambush stance.
    5. Survivors with hats can no longer escape via the hatch unless the hat is removed.
    6. Broken add-ons are finally fixed and function as intended.
    7. Jigsaw box skill checks are now the equivalent of decisive strike's current check.

    How's that for a start? She's seeming just a bit more threatening now : P

  • No, you do not -have- to play the nurse. Would I recommend learning her for the purposes of bloodpoint farming and SWF demolition? Of course. I need to learn her myself.

    At the end of the day, us killer mains have to stick together, we're all in the same pile of imbalanced sadness. Nurse players are literally the only thing in this game that remind survivors that yes, they are in fact the victims in this tale - empowerment was never on their menu, and its inclusion was accidental from the start due to questionable balancing.

  • ^I would kiss you on the lips in the most hetero way possible. Well written.

  • If self-care no longer wakes up, then generators would be the only hope. In Freddy's world, you don't make progress if he doesn't want you to. Generators will still wake up survivors, but Freddy won't let them continue making progress on the objective while they sleep. I hope that's better : )

  • I just say gg and move on. What can I say that hasn't already been covered thousands of times over? Survivor is the power role in the game.

  • As somebody that plays very unconventional Freddy builds at high ranks with mixed success (add-on reliant), here are some of my suggestions. Bear in mind that I'm attempting to bring Freddy up to the level of the other high tier killers (Nurse, Billy, and Huntress). This will look absolutely mad, but when a killer is this weak, drastic measures must be taken to make them a threatening presence at all times.

    Freddy Buffs:

    • Survivors in the dream world no longer make progress on generators, however, they can still trigger skill checks as normal when working on them (lengthens the game).
    • Dream transition reduced to 4 seconds (add-ons adjusted to compensate).
    • Terror radius of Freddy lowered from 24 meters to 16 meters - lullaby remains the same.
    • In the dream world, X number of pallets are converted to phantom pallets that a survivor can interact with, but they cannot stun or interrupt Freddy as he just phases through them (these are highlighted for Freddy).
    • Survivors in the dream transition have all actions interrupted and/or frozen.
    • Survivors dragged into the dream world for the 3rd time and beyond gain the 'Exposed' status.
    • Survivors in the dream world cannot recover exhaustion (you're asleep).
    • Freddy gains a 3% movement speed boost for every survivor brought into the dream world.
    • Survivors on the ground must be woken up before they are healed.
    • Awake survivors can no longer heal other survivors in the dream world.
    • Freddy's auto-aim will now prioritize injured characters in the dream world.
    • Awake survivors can no longer perceive the effects of Freddy's movement in the dream world (sounds, shaking grass, etc).

    Any of those would make me super happy, and if all of them went through.. holy crap he'd be strong, even in this loop heavy meta.

  • Most killers wouldn't camp if there was a late game present. Thus far, the second those gates go up, you have 2 choices - gamble on a borrowed time save (which I've seen a lot more of recently) or camp. Killers are helpless throughout the game, but especially in the end game if they don't have NOED.

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