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  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/195849/anyone-else-think-med-kits-are-way-overtuned

    Can’t say I’ve ever been particularly bothered by medkits.

    If I see a squad with 4 med kits I use Doc and run Distressing, Coulrophobia, Overwhelimg, and Unnerving.

    How you like healing now huh, survivors?!

    Except you can't swap killers to respond to items anymore.

    If that were an option, we'd just play Plague.

    Now your options very well may be "Wraith with Sloppy/Franlkins" or "dodge".

  • Depends on the license.

    Something as niche as Candyman won't make a good license imo.

    You might be able to argue for something with a more active following (SCP or... shudders... FNAF) but those come with their own isses (legal for SCP, and "not pissing everyone off" for FNAF).

  • You can get the other two with Iridescent Shards.

    You can't get Freddy that way, and he's one of the better killers.

  • @Kind_Lemon said:

    I mean, OoO could just make the killer faster when it activates. eg. 7%

    Alternatively, OoO could make the survivor slower (-5%)

    A third option could be to decrease all action speeds (-9%) when OoO is active (like an inverse Spine Chill).

    Or, a combination of all of these is possible.

    Oh hell no

  • @ClickyClicky said:

    Why is everyone trying to gut Undying? What is even the point in that nerf? From 4 respawns down to 3, would it even matter? Thats only a worse case scenario anyway. For me Undying tends to go first the majority of times.

    Things dont need a nerf just for the sake of making a change.

    Also blocking pallets every 30 seconds as a non-hex?

    Actually, 3 respawns is what it gives right now.

    There are five total totems. Undying takes up one at the start, and you other hex takes up a second.

    This means there are three Dull totems remaining.

    I think the Hex respawn effect is balanced. Certainly on the strong side, but not OP or anything.

    The aura reading is just overkill imo. It would be a good addition to Thrill of the Hunt, though.

  • @xenofon13 said:

    0,5, 1, 1,5. make it more useless.

    I mean if they did that, better delete the perk. I don't mind honestly because i never use the perk and very rarely going against as killer.

    Sure, because reliably knowing where the killer is coming from is never a bad thing, and this has absolutely zero synergy with Laurie's other perks.

  • @TATAHARAMBE said:

    useless

    Yes, because clearly if it's less broken than Decisive, Dead Hard, or live Object, the perk has no value.

  • Either:

    1. Have patches with the current volume of balance changes, but every 2 weeks instead of every 6 (content patches still every 12)
    2. Keep on the 6 week patch cycle, but have at least 2 major and 10 minor balance changes in every single patch.

    The current volume of patches is unacceptable for the current patch frequency. One of the two needs changing.

  • @BigTimeGamer said:

    a. Most SWF teams are just friends playing together, not some sweaty de-pip squad.

    b. killers should have to work for their hits and not have times where, regardless of what the survivor does, they get a hit in.

    These are not mutually exclusive

    a. Most killers aren't 5k hour Spirit mains who can guarantee a win just by existing.

    b. Survivors should have to work for their safety and not have times where, regardless of what the killer does, they can't be touched.

    See how that can be turned around?

  • @Ilovezarina5 said:

    45 x 8 = 360

    60 x 2 = 120

    Also you can use pop more than twice

    Four things wrong with this.

    1. The active time on Pop is not the important part of the perk, so this is a bit of a faulty comparison. Regardless, the important value on Pop it's the regression, so in actuality it's more like 20x8=160
    2. Pop also requires a time investment of kicking the gen, which takes a bit more than 2 seconds. Even rounding down to be generous, and assuming that you popping a gen isn't giving a survivor time to get away (which it will) it's more like 18x8=144 seconds on the Pop side.
    3. You're assuming the killer even gets Eight uses of Pop, which is by no means guaranteed. The killer has to earn every Pop he gets, while you get DS as a consolation prize for failing, regardless of how well you're doing.
    4. You're forgetting that we're not talking about one person using DS per trial. The perk can be run by the entire lobby, meaning the numbers on the DS side are more like 60x8=480 seconds.
  • No, but barely any killers are good.

    • No mobility whatsoever
    • His reveal is coded so badly that you feel like you're lagging/glitching, but in reality it's fully intended that you can get revealed from behind a wall.
    • Countered by Spine Chill
    • Countered by Sprint Burst
    • A 30 second recharge on his power, which usually starts ticking around the end of your chase, meaning you can only sneak up on somebody in every other chase...

    That said, if you just so happen to be running his best possible add-ons (Pen and Address Book),get a small map, and aren't fighting good survivors, he's OK.

  • Removing hatch without changes just results in 10 minutes of immersion, as we saw in the days before shutting hatch when people got 4k'd before two gens got done.

    You could just have the gates be powered automatically when only one survivor remains, sure, but that isn't really any better than hatch since it's still just luck based.

  • It's better, but we're still talking a perk whose best user is Blood Echo Legion.

    Lets not get our hopes up.

  • I hate it.

    I'm a Clown player, and Clown needs to be able to do artillery throws over jungle gyms.

    If the walls are too high, he just can't do that.

  • Ash.

    Lets look at what these things do.

    Flip Flop

    If the killer slugs you, you can wiggle out a little bit faster.

    Meanwhile, Unbreakable or Soul Guard lets you actually get up.

    Buckle Up

    What's this?

    The auras of slugs are revealed in varying shades of pink/white? OH BOY SUCH VALUABLE INFORMATION.

    And what's more? Revealing the auras of the killer after you pick up a Slug? You mean in a situation where you'd absolutely know where the killer is?

    Mettle of Man

    Waste 48+ seconds healing on one health state.

  • Thunderstruck

    The last generator you have kicked is marked.

    When you put a survivor into the dying state, the marked generator will explode, regressing it by 20% and putting all survivors within 2 meters of it into the injured state.

    Upon triggering its explosion, Thunderstruck goes on a 75/60/45 second cooldown before you can apply it to a generator again.

  • Voice Chat for survivors.

    Optional crosshairs for killers.

    Both are allowed, but neither are a part of the base game.

  • Memento Mori Changes

    Cypress (Unchanged)

    Ivory

    • Once the killer has hooked survivors six times, the Mori activates.
    • Once active, you may kill one survivor by your own hand.

    Ebony

    • Once the killer has hooked survivors six times, the Mori activates.
    • Once active, you may kill all survivors by your own hand.

    MMR

    Matchmaking has been re-enabled.

    It actually works now.

    You have a visible MMR number.

    Solo-SWF equalization

    Survivors now have local voice chat with the other members of their team.

    They also have a radio on their person, which allows them to use a global voice chat, but you are limited in how much you can use that by the 30 second battery life on the radio.

    It will recharge over time.

    Keys

    Dull and Skeleton keys no longer have the ability to open the hatch.

    All keys now have the Mind Channel ability at base, revealing the auras of all survivors within 32 meters.

    Add-ons have been adjusted accordingly.

    Perk Tiers

    KIller perks no longer have tiers. If you've unlocked the perk, you have the perk at its full value.

    Survivor perks no longer need to be leveled up in the blood-web. They are now levelled in the trial.

    PUSTULA

    A secondary objective for survivors.

    At the start of the trial, all survivor perks exist as their tier 1 version. By gathering Serum from Pustula Plants, survivors can level up their perks.

    There are four plants in the trial at a time. A single plant contains enough Pustula for two perks to be levelled up.

    If a plant is harvested all the way, it will shrivel to nothing and another plant will appear elsewhere in the trial.

    The killer can stomp out plants they find. They will still reappear, but it will take an additional 30 seconds.

    Trial Startup

    At the start of the trial, all generators are blocked by the Entity.

    They will remain blocked until either the Killer initiates the first chase, or until the survivors collectively harvest four Pustula Plants.

    Survivor Perk Changes

    Decisive Strike

    • Stun duration reduced from 5 seconds to 3
    • Timer now ends immediately if you perform the Repair action, enter a locker, or if the killer hooks another survivor.

    Sprint Burst

    • No longer applies a haste upon starting a run action.
    • Now increases the duration of your post-hit sprint from 2 seconds to 4.

    Adrenaline

    • No longer "Wakes Up" survivors.
    • The perk will no longer trigger if the survivor was Exhausted.

    Dead hard

    • No longer causes you to dash and become invulnerable.
    • Now causes you to gain the Endurance status for 0.75 seconds.
      • There is no associated Deep Wounds timer. MoM style Endurance.
      • Note that you still retain collision. If you are struck, you get a speed boost instead of the attack going through you. You cannot Dead Hard through a killer. Dead Hard will not allow you to pass over a Bear Trap unharmed.
    • Animation changed from a "Dab" to a white glint passing over the survivors body.

    Killer Changes

    The Trapper

    • No longer has a limit on the number of Traps he can carry at once.
    • Now starts with 3 of his 6 traps in-hand.
    • The other three are no longer scattered around the map. Trapper will gain one every two minutes as the trial progresses.
    • The Trapper can now recall distant traps to his hand, remotely disarming them and returning them to his inventory after a 30 second delay.

    The Wraith

    • Increased cloaked movement speed from 5.06 m/s to 8 m/s
    • The Wraith now has free pathing while cloaked, allowing him to fly and walk through walls.
      • He can only uncloak while he is not inside a wall and his feet are on solid ground.
    • The Wraith's uncloak haste is now an active ability that is refreshed upon cloaking and is automatically used on uncloaking. When the ability is ready, hold M2 for a single hit of the bell to gain a 1.5x speed multiplier for 1 second. 10 second recharge.
    • The Wraith is now fully invisible while cloaked.
    • Bone Clapper is now baseline functionality
    • The Wraith is now immune to detection perks while cloaked
    • "The Serpent" now allows for attacks immediately after completing the action.

    The Nurse

    • Fixed all the goddamn bugs with the blink.
    • Updated her add-ons... some of these got hit way too hard.

    The Shape

    • Now uses the same stalk paradigm as Ghostface
      • It is more lenient for what is considered "stalking" and does not have stalk fall off with distance.
    • There is no longer a limited amount of Evil available in the trial.
    • Tier 1 renamed to "Stalker State"
      • Undetectable
      • Immune to detection
      • Stalk 30% faster, but cannot stalk beyond 75% progression to your Rampage.
      • Move at 4.2 m/s
      • Press LCtrl at any time to change to the "Slasher State"
      • Stalking performed in this state is now kept as progress towards Rampage (tier 3), not towards Slasher (tier 2)
    • Tier 2 renamed to "Slasher State"
      • Reduced TR
      • Normal Speed
      • Normal Lunge
      • Slightly increased vault
      • If it has been at least 30 seconds since you last exited it, press LCtrl to enter the "Stalker State"
      • If you reach 100% stalk progress while in "Slasher State", automatically enter "Rampage".
    • Tier 3 renamed to "Rampage"
      • Also provides increased break speeds
      • No longer increases the duration of your lunge, now increases your speed multiplier during the lunge

    The Doctor

    • I won't go into specifics due to just how much work this killer needs, but I'd like to see him reworked again, this time centered around tricking people with Madness induced hallucinations (which was supposed to be his schtick when he released) instead of just spamming shocks and preventing pallet play.

    The Huntress

    • Reworked Iridescent Heads. They now allow hatchets to pass through one piece of terrain before being stopped. No longer reduces your ammo count.
    • Huntress can now recover missed hatchets from the ground, the same way Trapper can pick up Bear Traps.
    • Added a Crosshair in the options menu.

    The Nightmare

    • Reverted Sleep paradigm to old Freddy, where he has enhanced tracking on sleeping survivors but cannot attack awake survivors. Kept aspects of current Freddy (Sleep Cycle and Alarm Clocks) while leaving some aspects of old Freddy dead (action slow, skill check wake up).
    • Renamed Dream Snares to Dream Pools. They do not interact with survivors, and survivors cannot see them. Freddy can see their auras. Freddy can place Pools the same way he places Snares now, but Pools work on a charge system and must be recharged if used up.
    • Dream Projection can target Dream Pools, destroying the pool on arrival. CD reduced to 12 seconds. Can no longer target generators.
    • Add-ons overhauled. Dream pallets do not exist anymore.

    The Pig

    • The key is no longer randomly placed. It is now placed manually (and remotely) by The Pig. To prevent camping a box, there must be two correct keys. To compensate for this, increased the number of boxes and decreased the death timer duration.
    • Increased movement speed while crouched, decreased crouch/uncrouch times.
    • Traps now activate upon regaining control of your character.
    • If there is a ticking trap, the Endgame Collapse will pause.

    The Clown

    • Clown can now choose between Underhand (same as live, heavy upward momentum) and Overhand (same as Huntress, mostly forward momentum) throws.
    • Direct bottle hits now apply a 2.5 second action lockout, same as Doctor.
    • Increased slow from 15% to 20%
    • Decreased reload time from 5 seconds to 2.5 (add-ons adjusted)

    The Spirit

    • Removed passive phasing. The Spirit can now manually initiate a mini-phase by pressing LCtrl. This effect has an 8 second CD.
    • The Spirit's footsteps are now more audible to survivors, including in phase.

    The Legion

    • Fully reworked into a multiplayer killer.

    The Plague

    • If survivors cleanse enough to fill all your pools of devotion, the auto-corruption will cause one pool to be consumed rather than all of them.

    The Ghost Face

    • Power CD reduced from 30 seconds to 20. Add-ons adjusted.

    The Demogorgon

    • Updated the Upside-Down. After digging into the ground via a portal, you can swim around blindly in the Upside-Down at a tremendously increased speed before erupting into the real world at a time/place of your choosing. You can emerge faster by exiting through a portal.

    The Deathslinger

    • Added a crosshair in the options menu.
    • It is now possible to cancel your reload action.

    The Executioner

    • Reworked Torment. Build up torment on survivors by forcing them through Trails or by damaging them. Survivors who reach maximum Torment can be killed by your own hand. To get rid of Torment, survivors must enter Cages of Atonement of their own accord, causing them to drain away their Torment over time in exchange for reducing their remaining time on a hook. They can leave whenever they want, but if the Executioner comes within close enough range of a survivor in a cage to strike them with Punishment of the Damned, he can lock them into the cage, causing them to require the assistance of an ally.

    The Blight

    • The Blight can now perform attacks during his Slam period without having to Rush.
    • The Blight now bounces backward less after a Slam.
    • Increased The Blight's movement speed during the Slam period.


  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648774#Comment_1648774

    1. For a good reason
    2. The two builds I described negate many of the downsides of hex perks. Indoor maps generally have well-hidden totems, and hag can defend her totems relatively well.
    3. That depends where you find them. At many generators, there will be no place they can get to in time. This is especially the case on Midwhich, which I think might be the best Blood Favor map.
    4. It doesn't need to.
    1. Not really, since the Hex thing and the requirement for you to damage a survivor already limits how many times you can use it.
    2. If you're running a build to protect Hexes, there's no reason to use that build to protect such a weak hex.
    3. You're missing the point. When you M1 somebody, they will open a gap that is large enough that they can cover roughly 74 meters before you get a second attack (barring powers, running into walls/corners, or stbfl). Seeing as pallets spawn at 14-20 meter intervals, and Blood Favor only has a 16 meter range, it's not gonna stop them.
    4. The current duration is so low that on some tiles, they can just play windows for the paltry 15 seconds and use the pallet anyways.
    1. It has a cooldown
    2. It's a hex
    3. Survivors can completely avoid its effect by just holding W with their post-hit speed boost to get to a non-blocked pallet
    4. It doesn't even last very long

    No, it's not a good perk. Maybe you could argue for it on Huntress, or with STBFL (assuming you even get to 8 stacks before you lose the perk...)

  • @WhatUpWithThat said:

    Why is anyone even running spine chill? Rank 1 and I haven't ever used sc since install of 16'.

    1. It hard counters stealth killers.
    2. It helps players know whether it's safe to do gens in the killer's terror radius, since if the killer is looking away from you, you're probably not in danger.
    3. It gives a visual warning that is perceptible sooner than the terror radius audio. This is useful against killers with faint edge TR audio (Like Oni) and killers who can threaten you very quickly after you enter their terror radius (Like Blight).
    4. It provides 6% bonus vault speed, which can be stacked with Resilience for a very strong 15% buff.
    5. It can give info on whatever the hell Spirit is doing in Phase
  • @SleepyWillo said:

    Then what would be the point of Spine Chill? Every other killer has a terror radius so the perk would just be pointless then? Nobody would use it for the speed boost. Unless you buffed the boost to work in the TR and not just when the killer was looking?

    The terror radius tells you if the killer is nearby.

    Spine Chill tells you if you should be worried that the killer is nearby.

    Also, people would absolutely use it for the speed bonus. The informational aspects of the perk aside, its role in Vault Build alone makes it insane.

  • It's a good combo, but the CD's on the perks are really prohibitive.

    60 seconds on Trail of Torment and 80-110 seconds on Dragon's Grip.

  • @Brhoom said:

    WTH do DS and Unbreakable have to do with PGTW???

    Why is it always the same argument with you guys?

    ''WAAAAAH they nerfed something, please nerf something from the other side''

    DS is overpowered.

    Full stop.

    An utterly disgusting perk that any competent balance team would have nerfed into the ground over a year ago.

    Pop is not overpowered.

    It's barely even good.

    This isn't a one-time occurrence either.

    These devs have:

    • Removed Trapper and Hag's ability to trap under hooks.
    • Nerfed Brutal Strength (number hit)
    • Nerfed IG (number hit)
    • Nerfed Nurse (cooldown, add-ons)
    • Nerfed Hillbilly (overheat, add-ons)
    • Nerfed Myers (rip spine chill immunity)
    • Nerfed Spirit (blood in power, collision in power, vault animation)
    • Nerfed Oni (turning, power activation speed)
    • Nerfed Pyramidhead (rip zoning)
    • Nerfed Pig (rip endgame)
    • Removed instasaw
    • Removed instant windup hatchets
    • Removed instant stalk (via reworking Tinkerer)
    • Removed omegablink
    • Removed multiblink (except for one ultra rare that makes your power nearly worthless)
    • Removed the Machine Gun build
    • Nerfed "Forever" Freddy (lul)
    • Given survivors I-frames when they get unhooked
    • Nerfed BBQ (via locker aura blocks)
    • Nerfed NoED (via Hex)
    • Nerfed Pop
    • Nerfed Ruin
    • Nerfed PWYF
    • Nerfed Compound Twenty-One

    Were some of these changes justified? Sure.

    That said, the fact that they've found the time to do all this, but still can't find the time to balance DS after FOUR ######### YEARS is pretty telling.

    The devs feed killer mains a slow drip of reasonable balance changes to keep most of them from quitting outright, but keeps the game solidly in the survivor's favor to make sure the ratio of survivor to killers is 4 to 1.

  • @jackal470 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1639931#Comment_1639931

    You do know in Nightmare on elm street they pull him out of the dream world and kill him while they are awake, Right? And he does injure survivors while they are awake but it's at the end of the movies....just commenting on the idea that he doesn't harm until they are asleep in the films

    Freddy can't go into the waking world willingly (or if he can, he either doesn't know or doesn't want to).

    Freddy hunting people in their sleep is the defining aspect of the character.

    Without that, he's not Freddy. He's Sharp hand Joe.

    image.png


  • Survivors have tons of downtime and more room for error.

  • If they boop the snoot, I will play the game out as normal.

    If it comes to a decision of whether to give them hatch, the individual's snoot booping history may be considered.

  • @ZCerebrate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641971#Comment_1641971

    Latency with her vomit has always been notoriously bad. Watch this clip posted by @adsads123123123123 at 0.25x speed. That Corrupt Purge is just going through Meg

    https://www.youtube.com/watch?v=8B1iIrzRZto&feature=emb_title&ab_channel=TriHard

    That one likely isn't latency, it's just how Purge is coded.

    Plague releases a "glob" several times a second, which are very small projectiles made easier to aim by their quantity.

    These "globs" are independent projectiles that are connected by "links".

    Only the "globs" actually apply the effects of Purge; the links are purely aesthetic.

    What likely happened here is that this Plague was flailing her camera around so much that all of her Globs ended up on either side of Meg instead of actually hitting her.

    Slow panning in a narrow arc is fine; flailing like this is asking to whiff.

  • Gen speeds need to be hit, but only in the early game.

    A change as stupid as doubling the time on all gens would kill the game, because it would become impossible for a competent killer to lose.

    On top of how some perks would become overpowered as ######### (Pop would give you a 40 seconds regression and surge would give you a 12.8 second regression), the game would go from survivors being able to hold W without using pallets and winning anyways to killers being able to eat every pallet on the map and still have three gens left.

    Survivors would quit because they wouldn't have a fair shot at escaping, and killers would soon follow because the challenge is gone.

  • Don't you love it when you puke on a survivor and they flail/moan as if they were getting hit by the vomit, but they just don't get infected?

  • The fact that a survivor can hold Shift W and go down without using any pallets and still buy their team enough time to complete two and a half gens.

  • @MegHasCuteFeet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1639688#Comment_1639688

    All I said was that Freddy has worse chasing than clown, especially after latest clown buff.

    He is obviously far superior because of his teleport and other passive effects.

    OP claimed that Freddy has no counterplay in chases, but by that logic people would also complain about clown alongside Deathslinger and Pyramidhead right?

    I said he had no meaningful counterplay.

    Nurse and Spirit have "no counterplay", since if they play right there's just nothing you can personally do to avoid getting hit other than burning something like a

    Killers like Freddy and Pyramid have no meaningful counterplay. You go down if you try to play tiles. You can hold Shift W in the opposite direction and buy enough time to win the game, sure, but if that's the option survivors are left with as counterplay, that's a problem.

    They aren't in the wrong spot strength-wise, it's just that they take away interesting counterplay options for survivors and leave both sides with the boring hold W experience.

  • It's used because it's a new build, not because it's particularly good.

    Find Undying or three Dulls before cleansing Ruin and the build is null.

    But hey, I guess if survivors are incentivized to do anything other than rush out every gen within four minutes, it's a travesty that needs to be nerfed, right?

  • @Tricks said:

    Everyone who has ever complained about Freddy only does so because:

    • They haven't bought him so they don't know how to play as him therefore they don't know how to counter him

    And that is all.

    Or maybe Old Freddy was one of my main killers and the current Freddy spits in the face of everything the character should be.

  • @ElementDoom said:

    I wanna love any idea that involves Freddy actually having a dreamworld mechanic again but this idea sounds pretty terrible tbh. Unless I read this wrong you want to reintroduce his massive weakness of having to pull survivors into the dreamworld while removing half his aura range and his slowdown which were the main strengths meant to counterbalance it.

    In exchange for this Freddy would receive... demo portals?

    Not quite.

    Demo portals:

    • Take ages to set up
    • Are semi-permanent
    • Can be destroyed by survivors
    • Require the killer to stand still on top of one portal to go to another
    • Don't allow the killer to cancel their teleportation once the travel begins.

    As such, they're decent for map control but borderline useless in chases.

    The proposed pools:

    • Can be set up in seconds without having to stop.
    • Can be destroyed/replaced by Freddy if he wants to reconfigure.
    • Cannot be destroyed by survivors at all
    • Can be teleported to from any location without stopping your movement
    • Allow the kilter to cancel their teleport at any point, right until the moment they arrive.

    These are more a fusion of his current Dream Projection and Hag's Mint Rag add-on. With the current Freddy, one of the only skillful things you can do is to teleport to a generator ahead of the survivor you're chasing to cut them off. It's fun, but so niche that it barely happens. With this version of Freddy, you can do this constantly, which has decent synergy with his aura reading.

    You can also use it to mindgame at loops by placing pools on one side of the pallet and making the survivor guess on whether you're going to go through with the teleport.

    The aura reading was nerfed and his slowdown were removed for good reason.

    Since Freddy was given the means to cross the map in an instant, and skill checks no longer wake up, I had to remove his ability to detect survivors across the map. Otherwise, he could set pools at Alarm Clocks and go there whenever he saw somebody start waking up. It's not like this cripples him or anything; seeing survivors between 24 and 48 meters (or 16 and 32 with Monitor) is still crazy good.

    The slowdown was removed because skillcheck wake-ups were removed. It's now impossible to wake up without going out of your way. Being vulnerable to a teleporting stealth killer with wallhacks is pretty threatening, so he's still gonna have decent slowdown just from forcing people to run crosscountry (or find a friend) to wake up.

    It's not like the aspects of Old Freddy that are present in this were unilaterally nerfed.

    • As was already mentioned, skill check wake-up is gone. No more 7-second invulnerability windows from self care skill checks.
    • Baseline Dream Transition went from 7 seconds to anywhere between 7 seconds and 1 second, depending on how sleepy they already are.
    • Dream Pull range was essentially doubled, meaning the tactic of holding your power out to scan for awake survivors behind walls is better.
    • Dream Transition movement speed is no longer a thing (a buff to his baseline, but technically a small nerf to what Freddy could do with stacked speed add-ons)
    • Awake survivors can no longer "bodyblock" for sleeping survivors by having hit detection choose them.
  • Undying is fine.

    It's pretty good, but you can still get unlucky and have ruin knocked out in the first minute of the match, and all it takes to beat this perk is for one guy to run Detective's Hunch and hunt down three dull totems before breaking Ruin.

  • Camping

    This one is simple.

    If you camp, you pressure one guy.

    You might get the kill (though between BT, DS, and Bodyblocks who knows), but the 120 seconds it takes somebody to die on hook translates to 360 man-seconds of work that can be done on generators, out of 400 that are required to power the exit gates.

    You also lose rank and get next to no points for it.

    Tunneling

    The killer should tunnel if given the opportunity.

    Thing is, DS exists, so that opportunity rarely arises.

    Always go for the easiest target.

    Mori

    It's boring.

    You get no points.

    You lose rank.

    They're expensive in the bloodweb.

    NoED

    Because the perk just isn't very good.

    Especially with Undying in the mix it's pretty common to see people run Detective's Hunch now, so NoED likely won't survive to endgame.

    Even if it does, this has all the weaknesses of a Tier 3 Myers. If you catch everybody clumped together on the same gen and get a 4-man Slug in the endgame to turn it around, GREAT. That's almost never gonna happen though. You're still pretty easy to loop, and most of the time you're probably gonna get one down (if that), and there's a decent chance they're already injured anyways.

    Why run NoED to maybe clutch the endgame when you can run Haunted Ground for the same number of downs, but at a point in the game where you can still snowball off of them?

  • If it isn't:

    • Straight up cheating
    • Making it so the only way to end the game is to DC
    • Threats, Harassment, or Bigotry

    ...it isn't bannable.

  • There are several things in this game that happen, but are unlikely.

    • You're fighting a top tier sweat squad
    • You're fighting a cheater
    • You're fighting somebody who is so hell-bent on ruining your day in particular that they will gladly lose the game for it, even though you did nothing to spite them

    But there is one thing in this game that is so rare... so MYTHICAL... that some say it impossible.

    • You lost a game and it was your fault.
  • Pig needs an overhaul.

    If the devs give her a tiny buff like this, they'll just say "Job's Done" and forget she exists for another two years.

  • It's free info on the killer's location for your entire team at all times with no real downside.

    Everybody knows who you are at the start of the trial, so they know how to play against you. Legion or Myers? Don't group. Ghostface? Keep an eye out.

    If you're playing Hag, Trapper, Huntress, Deathslinger, or Freddy, you'd may as well Alt-F4 right then and there.

    You can't make rotations without the entire survivor team knowing about it, so you'll never catch people off guard.

    It's also a giant neon sign that says "HEY IF YOU DIDN'T KNOW, WE'RE IN A SWF", which doesn't exactly make people happy.


    For all this, the only downside is that the killer knows where you are...

    ...on a generator across the map. What a surprise.

  • @Alphaphalt said:

    Old Freddy main here, I miss him so much.

    Microsleep is dumb, I just want Old Freddy but remove skill check waking up and use the alarm clocks instead. Generator TP can stay but your snare rework idea is also really cool.

    Will never happen though because we need our 3IQ strong killer for those who need him.

    I feel you.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1638316#Comment_1638316

    ^

    Freddy might have some issues, but the idea that he isn't skillful and "boring" is massively blown out of proportion. Even while asleep in the dream realm you can still loop a Freddy through his snares or if you've actually been paying attention to dream pallets. While you're awake he's a pure M1 killer with a teleport to generators that has a decent cooldown, so constantly waking yourself up (whether to remember pallet locations or avoid Dream Snares) is vital against the killer. Thankfully survivors have numerous ways to wake themselves up, running across the map, waking each other up (although you probably only want to do this once or twice), or failing a skillcheck.

    I'm slightly annoyed at the people who insist Freddy requires another major (or at least heavy duty) rework, most all this issues about his lack of skill or just "being boring" are all perceived and / or opinion based. They also serve as a massive disservice to the incredible job the dev team did reworking a character that originally WAS boring and nowhere near consistently viably playable (the higher the rank you go). There absolutely is a skill cap with Freddy and there's a limit to what you can do with him, unlike characters like Spirit, Nurse, or even somebody like Huntress, the built in limitations already set into his kit keep him fairly balanced and I don't buy this idea that he is broken, or even poorly designed for a second.

    ESPECIALLY when there are killers that ACTUALLY are in desperate need for reworks and changes. Clown first and foremost Legion, Pig, Plague, you could argue Myers needs a little bit of love to push him a bit further, you could argue Spirit needs a bit of attention to be toned down, arguments can be made that characters like Deathslinger and Pyramid Head may need some tweaking to their fundamentals and base mechanics because these characters (in theory [as opposed to in practice]) are hypothetically broken in chases. It'd be nice to see Trapper buffs, it'd be nice to see Wraith buffs, something has got to be done about Demogorgon because I haven't seen one in like 4 months and other players report a similar trend of a distinct lack of Demo, etc. so on and so forth.

    Freddy (especially by comparison) does not need changes.

    Clown and Myers can be fixed with simple number changes and code tweaks. The fact that they're as bad as they are after this long is an embarrassment.

    Legion and Pig are complete trainwrecks that need to be reworked, but it would take a long time to do so due to the sheer amount of work that has to be done on them.

    Freddy is stronger than those other walking dumpster fires, but he's no better as a design.

    The reason I think he should be updated before those others (except Clown/Myers... that should have happened a year ago) is because it would take so little effort.

    The rework I described has very little in the way of "new assets". The sleep mechanics are a mix of Old and New Freddy (both of which are already coded), Dream Projection is practically unchanged as far as how it actually works,

    Hell, it doesn't even have to be nearly as intensive as this!

    You could literally just take old Freddy, fix his bugs, and slap on the live version of Dream Projection and you would have a better design than what we've got.

  • @Pipefish said:

    Didn't Freddy already go through a massive rework though 🤔

    Yes.

    It was a terrible rework.

  • No.

    Dead Hard just gives survivors a get out of jail free card for any misread they make in loops.

    DS+Unbreakable means you've got two 60 second windows per match in which the killer can't even try to pressure you.

    BT makes it completely unnecessary to be smart when you're going for a save, since you can just go in dick first and get both people out anyways.

  • @MrPeterPFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634577#Comment_1634577

    1. 2 seconds does not give you enough distance at all.
    2. The killer can still tunnel you even if you’re at a pallet or window.
    1. If you're using it well and are intentionally going down at a tile, it gives you enough time.
    2. If you go down immediately at a tile, that's 100% a "you" problem.
  • Add them back in for survivors to stop them from leaving to screw their teammates or open the hatch.

    Don't add them back in for killers, since if they don't want to play they'll just walk into a corner and go AFK, wasting even more of everybody's time.

  • @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629235#Comment_1629235

    It is somewhat instant. Compared to Huntress, theres basically no cooldown between cancelling his power.

    "somewhat instant" isn't a thing.

    Pyramid takes time to pick up his knife after canceling his power. It isn't very long, but it's long enough for survivors to use.

  • @NaughtiusMaximus said:

    Would love to see OP cry when one of his precious killer perks gets bugged 😂

    The DS bug is great because the devs unintentionally fixed one of the most broken perks in the game (if only for a few killers) resulting in a generally better game.

    Seeing as there are no perks of comparable power on the killer side (maybe Undying?) to bug out, I fail to see how disabling any one of them can result in an improvement to the game.

  • @darryl said:

    im not playing until fixed

    If you can't play at your current level without DS, maybe you just aren't good enough for your current level.

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