BloodMoneyMerc
BloodMoneyMerc
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@SneakySnek0609 said:
Maybe you should just make a tier list based on how fun you find playing certain killers ... Though opinions on that will be very varied...
I made one like that before. It hasn't changed much & I would honestly put Pyramid somewhere on the lower end of that list. His Cages & Final Judgement are cool, but I hate the way his ranged attack works. Super easy to juke & feels odd trying to use it. It needs a bit of a flick to it. Besides that, I find he isn't as fun since he has zero gen or map pressure. Every game goes by super fast to where you can't even have the time to enjoy the killer. But again, this is an issue for many killers.
@TheMajor said:
Trapper should move up 1 tier since his power is, in essence one to turn loops, a survivors strongest tool, into a crippling detriment.
Death slinger and wraith should switch. Death slinger has such a terribly small terror radius considering what his power is that he's disproportionately stronger than he should be. Wraith on the other hand requires a good killer player AND addons to perform well.
Mikey should be up a tier for sheer versatility. There are a bunch of different ways to play mikey because of all his different addons. Not to mention he's the only killer that can mori healthy survivors.
And finally Hag and Freddy should switch. If you're talking map pressure, Hag has Freddy beat. While Freddy can only teleport to unfinished gens periodically, Hag can teleport to any of her tripped traps in range with no cooldown. In chase, Hag can make loops useless by placing a trap whereas Freddy can only temporarily slow a survivor down. I think that his strongest ability in chase is the dream pallets but those require an addons and for the survivor to be in the dream state.
Trapper is a hit or miss. You either get survivors that fall for all of your traps, or survivors that dodge every single one of them. Deathslinger isn't really add-on dependent, but any good team knows how to play against him. Then he basically becomes a 110% speed killer who can't afford to miss any shots or else he could lose any momentum he may have. Wraith in the right hands is lethal. At base he is not the strongest, but he can secure some easy hits. Plus, if you aren't playing hit & run Wraith you are playing him wrong. Freddy just has much more to his kit than Hag. He anti-loops, teleports, mindgames, counters BT, & could potentially slow survivors action speed. Hag is also countered by flashlights. And Myers is just super susceptible to gen rush. It's why people have taken to playing him by slugging. His power needs an update because it is so old.
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It has more than 2 strong pallets. I've counted like 4 or 5 extremely strong pallets. But yeah the rest are absolutely garbage. And some really nasty windows. Some guarded by breakable walls, some not.
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@RockoRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1363791#Comment_1363791
I’ve experienced gens not having any sounds myself, but I wanted to make sure I wasn’t the only one before I added it. I’ve also encountered hook glitches, and teleporting around the map.
Don't worry, I noticed the gen sound issue too & made a forum post about it lol. You're not crazy!
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@BigBrainMegMain said:
Any video?
Nah, I don't have anything installed on my PC to capture videos atm. I might try to install something & see if I can encounter it again. If it helps 2 of the times it happened were on the gen in the Chemistry classroom.
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@USELESS said:
What is your base to select Wich tier the killer will go? Like, are you considering only their power or something else?
It mostly depends on how well the killer can actually apply pressure mostly. This is measured through time management, map/gen pressure (good means of mobility helps this), chase potential, & how consistent they can be overall. I take into account their powers mostly, & do take add-ons & perk build synergies into account for the killers.
@Quol said:
Nurse is no longer S tier. People keep pointing to the legendary 10k hour Nurse that can destroy you in 5 seconds flat with a blindfold on and one hand eating a sandwich, but I've never seen any post nerf. Sure there are still great Nurses but I see more Billy, Spirit, Freddy players that are more oppressive than Nurse players.
I feel like she has been the staple OP killer for so long it's hard for people to think of her as anything else.
Its based on her potential. She basically counters everything & has good mobility. Her playstyle completely alters how survivors play.
@DBD78 said:
So Clowns "huge" buff still lands him in the bottom..wow the guy have real problems. And Nurse still the best killer even with all her bugs? On console also the best? Perhaps but I'm not so sure, they need to fix her bugs.
She may be buggy at times, but I do not take that into account. & Clown's buff was good for him, but nowhere near enough for him. He needs something else that at least helps him reload faster & actually make better use of his bottles in chase. And if you want to get into bugs, Clown's gas is a bit buggy & acts very inconsistently as well.
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Killer: Anti-gen Freddy (with snares); Pop Goes the Weasel, Thrilling Tremors, Surge, Sloppy Butcher; Swing Chain & Paint Brush Add-on (keep people in dream & slower repair speed). Only rule, spam the hell out of snares at every loop you get to. Added bonus: have a crap connection or use a VPN so that you can dedicate some poor fools.
Survivor: Decisive Strike, Head On, Quick & Quiet, Iron Will; Purple Flashlight with 2 Battery add-ons. 2 rules: Must play as Blendette, Bunny Feng, or Nea with Pink Hair & Face Mask, AND Must click flashlight, T-bag, or point at the killer any chance you get. Added bonus: DC before the killer kills you.
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@Eleghost said:
Maybe move demo and deathslinger up a 1 tier i don't feel they're too awful. Deathslinger can counter loops and you cant drag people back to windows with his reel and hit them over the window. demo is pretty good at moving around the map with his portals.
I Wraith should probably be down 1 tier as at the end of the day he's a m1 killer.
Hag should be up one or even two tiers as she is super oppressive if you get a basement hook or have decently placed traps.
Demo's portals are nice, but I feel a Demo shouldn't focus on portals too heavily. They're kinda weak & easily destroyed. His shred is decent though. Deathslinger has some clutch moments in chase, but missing shots is super detrimental. Plus he has zero pressure. Wraith at least can move around slightly faster with add-ons. His hit & run tactic is usually quite effective despite being an M1 killer. And Hag could debateably be bottom of A with Huntress.
@RaSavage42 said:
My opinion differs on some of the killers... But that's only nit-picking...
What I want to do is make a tier list with stats to back it up but it's hard
May I ask if you play all killers?
Yes, besides Nurse. I still play her, it's just very rare when I do. I just hate playing her because she is boring to me.
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@CosmicParagon said:
Clearly you havent seen Demogorgon's pink addons
I mean his pink add-ons aren't anything special but at least you can get some sort of value out of them.
@Flatskull said:
Nah. No way.
Is it conditional and makes you have to play more territorially. Yes. I can see it being arguably strong only with certain perk builds-like other undetectable perks-
But come on...the worst pink.
Deathslinger has a pink that lets you see survivors while your reeling someone in. But you're busy reeling someone so you probably won't get a good look around.
Pig has rule set number 2 that basically does nothing with pepper on top. No one cares if the boxes are hidden while the traps aren't even activated. It just makes people gen rush more. You can maybe squeeze value out of it if you combine it with tampered.
Oni got oni pink that makes people scream when he misses a rage hit in 12 meters. A pink so bad that requires you to run around missing hit in a timed state for a tiny radius notification.
At least the undectable allows PH to set up hazards and become effectively a stealth killer when in those zones. It takes set up but it changes how he plays in a gimmicky way.
While those add-ons you listed are not the greatest, I find they are a bit more useful than his & don't actually require set up. (Pig's add-on is actually terrible & could give PH's a run for its money on worse pink add-on)
@[Deleted User] said:
Would say Nurse's torn notebook is the worst. Mostly for the fact it makes her, already super buggy and inconsistent power, even more buggy and inconsistent.
Like, the thing literally doesn't work as it should.
Not to mention Nurse being able to blink through things is half of what makes her so good.
While it isn't the best add-on, it gives you an extra blink. Not saying that is remotely comparable to losing the ability to blink through collision, but it still gives the Nurse something that can prove useful.
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I want to say lower B is a perfect fit for him at the moment. I think he is relatively balanced with simple counterplay. If I were to guess, give it a month & he might be bumped down once everyone understands his counterplay near perfectly.
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Actually wait, that last corner has an area in one of the rooms where you can get upstairs by a ramp made out of the rubble that collapsed from the second floor.
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There is a third secret staircase that you can use but you have to break 2 breakable walls. It helps a bit more, but still leaves 1 corner with no means of getting upstairs.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/161073/how-to-buff-hex-the-third-seal
No. Blindness is not useless. Sure it’s countered by SWF on comms, but they’re not that common, AND blindness is still enough of a nuisance to get even SWF wasting time trying to find the totem, ESPECIALLY if they’re running OoO or a rainbow map.
You must be playing the wrong game because it is super common for me to go up against a SWF. And most SWFs are on comms so its rare to get one not on comms.
@lucid4444 said:
https://forum.deadbydaylight.com/en/discussion/161073/how-to-buff-hex-the-third-seal
Alternative buff to Third Seal- throw out the survivor's rule book, remove 'toxic' from your lexicon and slug away. All's fair in love and war.
:)
This isn't about balancing it around the survivor's rulebook. I just don't think toxic slugging builds are fun. No one ever really runs these kinds of builds either. And if they do, most likely they would just run Knockout instead since it isn't a hex. Blindness is a terrible status effect at the moment & serves little to no purpose. So either change what blindness does or start making different buff changes to perks/addons that revolve around blindness.
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The sound bug goes beyond just downed survivors. I've noticed that it can sometimes occur to injured survivors that are not even running iron will. And even times when they do have iron will but you have stridor. Some healthy survivors occasionally don't even make breathing noises. Certain maps have terribly low sounds on certain surfaces when survivors are running on them. Sounds in the game in general are just a mess.
But as for making Deerstalker base, I would say it is a good idea as long as it's a very short radius. It could have some potential abuse in slugging that the devs might want to avoid. Maybe like a base 8m of deerstalker or something to help with the issue, but to not the full tier 3 of the perk.
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It's one of those things that I welcome gladly as long as it doesn't feel forced. Characters in a game like this should represent various different backgrounds. You want to create diversity, especially among the survivors, so that everyone can find their own survivor that they feel represents or speaks to them. As for killer, I don't see how a sexuality preference is relevant for most of them currently, but it doesn't mean you can't add killers with an LGBTQ background. (For example, maybe their past reveals harsh discrimination against them that made them snap into a killer mindset or something like that). But that being said, you want to do it in a tasteful manner. It shouldn't be a common reoccurring theme in almost every new character. Sexuality in general shouldn't have to be explained for every character new & old. It should only appear when it sees fit to maybe develop a unique storyline for a character.
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@LALYTHIA said:
Killers asked for smaller maps. 7 generators and 5 totems have to go somewhere.
There will always be a totem within a certain proximity to a gen...because maps aren't that big and totems, like gens, need to be spread out, otherwise you'd complain about that too. 😂
Also, totem hiding places have gotten EXPONENTIALLY better than they used to be.
Swear to god, you can serve this game to killers on a silver platter and they will complain the platter has a smudge.
Yeah totem spots have gotten better over the years, but that doesn't mean a majority of them are good. And I wouldn't mind an occasional totem that is really close to a gen, but that's not the case. What I have come to find (on most outdoors maps in particular) is about half the totems are usually visible from where the gen lies. And not even slightly visible, more like staring right at the gen (really so at TL loops & jungle gyms). So with how many are visible from being at an objective & with how visible they are in general, it becomes an issue where finding totems is not really active process anymore. Half the time, you basically find them all right by your main objective, & if a hex is meant to be a side objective for survivors that don't want to be cursed then they need to actually be hidden better. This isn't about having things handed to killers on a silver platter. It's about making this survivor-sided game fairer for killers that suffer way too much.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1341468#Comment_1341468
Easier, because there are fewer places.
I don't care how "out of sight" the hiding spots are. If there are 5 in total, given that only 5 totems spawn, then survivors know where 100% of the totems are. If there are 10, they know where 50% are. Is that clearer?
If totems are to spawn next to gens, at least cover them up so you have to actively check the spot of the totem. In most cases, the totem is literally facing the gen which is annoying. They should also reduce/remove the burning noise of hexes being that if next to a gen a survivor will generally hear it no problem & will find it real quick (in the off chance it ends up next to a gen but isn't easily visible).
They could also create more/new totem spots on tiles, or just create new tiles & change up existing ones (which would also alter how repetitive looping gets).
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@Flatskull said:
I use the shrine to get perks from killers I don't have and don't want to buy. Admittedly that's only meyers. I would of bought him if I knew I'd end up buying every killer as the years went on but now I have all his perks I don't really want to spend the money on the killer alone even though he looks fun.
I also use it from time to time for quick BP's.
I would recommend buying Myers, especially if you think he looks fun. I enjoy him & at least when you buy him you get something unique out of it (being his power & playstyle). It's not like buying a survivor where all you get technically is a skin. I will say Myers does feel a bit outdated in the current meta of the game, but still fun nonetheless.
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@hillbillyclaudmain69 said:
It's also painful to get 5 stack devour on an indoor map. Totems arent always survivor sided.
Totems shouldn't be survivor-sided, especially Hex totems. It's a killer's perk, so while it can be taken away it should require survivors to actively look for it throughout a map. That is why the newer maps, particularly the indoor ones, are some of the most fair maps in the game (in my opinion, unless you're a killer that benefits from more open space/grass).
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Could potentially do Sole Survivor too in place of Distortion.
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@Raptorrotas said:
Pyramid head lugging around that picture of his 😃
While customisation is nice, some powers simply arent that comüatible with this concept.
Yeah that's why I was thinking to have it alter smaller bits of equipment elsewhere on the killer. It would take a lot of thought into what each addon could alter, which is a bit tedious but anything can be possible.
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@johnmwarner This type of stuff should start seeing a little bit of change with the Rift outfits they are creating. With the most recent rift for example, they gave Adam a skin (in my opinion the best survivor skin from that Rift). They just need to keep giving these underused characters skins that will make people consider playing them. Jeff for example might have the weakest cosmetics in the game & it doesn't help his reputation that he's the guy that came alongside Legion. So give him something awesome looking because he is currently the worst designed survivor & maybe you'll see a small increase in Jeff players.
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@JHondo well I don't think they allow 2+ challenges being allowed to be worked on at the same time because of how much time each section of the tome gives people to complete it. A good portion of players that focus on the challenges can have them done in a matter of days. I just finished the 3rd section of this tome we are in currently in like 3 days. This is why I believe they are apparently adding 5 sections to the next tome (don't quote me on that, but I'm fairly certain I heard that somewhere).
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@BubbaMain64 after playing with Pyramid Head, I personally felt it was way more useful than Demo's shred. It comes down to personal preference in the end on which someone prefers. But I do think you are being too harsh on your judgement of his ranged attack. It isn't meant to be spammed like Huntress throwing hatchets because then yeah the killer will be heavily punished. But it still serves its purpose quite well in my opinion. You'll see the best results with it if you know how to get in a survivor's head.
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@BubbaMain64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1332020#Comment_1332020
But that's what my complaint is. The only thing carrying this is the Silent Hill name. If this were an original chapter it'd get blown out the water. And Pyramid head is no where near the level that Demogorgon is. A zoning tool is only so useful, but if you still have to play the loop with really nothing to help you other than mind games then. Demogorgon can apply map pressure with his portals by going to points of interest and using shred around most loops. Pyramid head has none of this. All he has is a gimmick that relies on the survivor being inattentive. There is no "learn how to use his power" because his power is terrible. You practically have to wait for the survivor to run into it if you really want to use it for its intended purpose. At best it's useful when you're guaranteed a hit, but that doesn't make the power inherently good, it's like a bubba chainsaw. It's a reactive power so you get no control in a chase with it and without that control you're at the mercy of survivors. He has almost no redeeming qualities to his kit and the singular one he does have requires a tedious process.
Demos shred attack is crap compared to Pyramid Head's attack. Shred is way more of the definition of a tool you only use when guarenteed a hit. I almost never have an issue dodging it as a survivor (from range). It is only really reliable from close, but even then you could still miss if the survivor tricks you to use it at the wrong time. Pyramid Head's on the other hand is still dodgeable, but less risky especially if you can hold a survivor at the same loop. It literally goes through collision, so that in itself is a bigger benefit & poses a potential mindgame at tall walls. You need to understand a survivor's movements to land hits with it. You need to make them make mistakes by running into it. Now it won't always work, but I can guarentee you it will be way better than landing a shred attack. And yes Demo has mobility unlike Pyramid Head (though it is the weakest mobility-based power in the game), but Pyramid Head has anti-hook abilities. His trenches also act as a means of tracking with killer instinct. His kit is easily more reliable than Demos in my opinion. And no he isn't being carried by the Silent Hill name. His character in itself is super recognizable by many, & he invokes true horror that this game actually needs.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1332006#Comment_1332006
I think that's because they know no one plays Adam but everyone plays Yui
Yeah true. Yui came into the game as Feng Min 2.0 & really popped off with the anime fans/weebs of the community. But Adam has always been meh to play as because he never really had any good cosmetics. He has maybe 2 currently that are decent, while Yui is given outfits that got Asain culture lovers going uwu. XD
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Well for starters, the map isn't purchase required so I don't get how that is a factor in the purchase. The factors should be strictly the survivor, the killer, & how much of a dedicated fan you are towards the license.
When observing the survivor, you get 2 good perks & 1 situational perk. She also comes with the very first legendary skin, something completely new to the game. Her character is also very well-liked in the Silent Hill community. Overall, she is worth it for most ppl.
Pyramid Head is probably one of the biggest video game horror icons that DBD could obtain. Fans beyond just the die hard Silent Hill fans know who he is & can understand why he would be awesome to play. His power is actually quite good when you learn how to use it. You do not have map pressure with him, but you do have a means of saving time & bypassing some of the strongest survivor perks. But, you also don't want to overuse his cages. You have to know when is the right time to use any of his abilities. Overusing his ranged attack can be your downfall. You want to play him like Demogorgon or close range Huntress, & only cage survivors when necessary. As for his perks, 2 are underwhelming & the 1 is pretty good. He is about on par with Demogorgon with what perks he brings to the table. Overall, I would say he sits somewhere in the A/B tier & is worth it as well.
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I don't care for exactness on the 20/80 split. But for characters like Huntress, Hillbilly, Clown, & Ace, they deserve more shard-purchaseable outfits. Potentially, they could open up some older cosmetics to become shard-purchaseable. They should also stop focusing so hard on outfits for the same few characters. Like Yui is relatively new & already has more cosmetics than Adam. They should give underplayed characters a bit of love to entice people to start playing them more, though from a business standpoint I guess you would want to give love to the most popular characters.
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@AChaoticKiller said:
im just looking at the lists people have made and think well I guess i like playing killers no one plays often since i play Hag, demo, and plague most of the time.
I get why Hag isn't played since she requires a different play style and is generally a hard killer. Demogorgon i used to think sucked until i saw a demo pounce guide and since then i have played him a lot and have gotten pretty good at his pounce, however if you can't land your pounces then yea he sucks. I don't really get why plague isn't played tho, she is literally a killer where you either are 1 shot all game or easily downed at range if you cleanse. maybe it's the build i use or something because i do pretty good with her most of the time.
edit: my plague build is pgtw, blood echo, infectious fright, and bbq. I infect everyone, get a down and then most of the survivors become exhausted. bbq and IF are used to find people and if they cleanse a lot then i just keep injuring then at range and use bbq and IF to try to get more downs and blood echo pops off a lot even if they cleanse. Plague is a killer where your build has to work if they chose to cleanse or not otherwise you are at a disadvantage if they chose the option your not suited for.
On the topic of why Plague is not common, it could be that she is the hardest character to pip with. Double pipping on her is nearly impossible. Plus with dedicated servers I feel like her vomit has become a bit trickier to land on survivors. I used to like Plague, but now her vomit doesn't ever want to act right when I'm using her so I grew tired of that frustration. And I'm surprised Demo isn't that common for most ppl. Been seeing a large influx of Demo players in my region recently.
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@GreezyWeezy said:
This one is super EZ. Get balanced landing to help you get it safely. I got it in 1 chase just falling off the little mound with hook at top which can be found on every outdoor map. I jumped off got my 3 second 150% sprint, ran around and jumped off again, got hit, but boom challenge done in 1 chase. On to the next.
Well yeah I'm using balanced landing, but I can't always force a chase near the few spots that are capable of fulfilling this challenge. And there have been like 3 or 4 times while I've attempted this where it never counted or registered the fall, so I'm on like my 10th match trying to do this challenge. I had a chase on the steam boat in the swamp map where I fell from great heights 3 times, but by the end of the match it said I only did it once (& I was definitely in chase each time I attempted).
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And as a quick additional note, I know when to admit that I am not playing well against a killer. But the fact that I still generally lose no matter how well I play against a Freddy is very discouraging. Unless the Freddy isn't good at applying pressure or I manage to get a solo team that's very competent (which isn't the case a good amount of times), I am basically going into the match believing I won't escape.
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While I do agree that just saying a killer is boring isn't a good excuse to change a killer, it all depends on the reason why people are saying said killer is boring. Like I'm assuming this post is referring to my Freddy post in which you commented on. But 2 points I want to make real quick: I never said I wanted Freddy flat out nerfed (which is why I put it in quotation marks) & my reasoning as to why he is boring for me is because I rarely encounter a Freddy playing with a different playstyle. This is why I was saying I understand the hate Freddy gets from the community.
The people he is most frustrating to are solo survivors. Solos lack the coordination needed to handle a good Freddy (& more often than not the skill). Every time I am up against a Freddy, I alter my playstyle to be more hidden & very gen focused. But almost never can I beat him because my team can't help me in getting gens done. Which poses 2 things that could be changed: changing Freddy in some way that reduces how strong he can be against solos or by buffing solos. And what I deduced from my matches against Freddy is nearly all of them run the BBQ & Pop combo & can screw over a gens progress significantly compared to most killers. He is good in that he can put up a fight against the strongest SWFs, but he makes the solo experience miserable. And when you encounter Freddy significantly more than any killer almost every day it begins to get tiring having to go up against that same playstyle over & over again. Which is why I also hate that survivors are so dead locked on running meta perks, as they are only really defined by which exhaustion perk they chose most of the time with no unique playstyle.
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Survivor at high ranks is generally not too stressful. Killer at high ranks makes you want to die sometimes. I think this should answer your question!
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@Gomolazoli said:
https://forum.deadbydaylight.com/en/discussion/comment/1324853#Comment_1324853
Not every pallet is safe. It’s enough to bloodlust twice and the chase is done.
Well on certain maps you could potentially have good pallet RNG & get some insane loops back to back to back. It's not guaranteed that every pallet you get to is safe, but a pro-looping survivor would know the most efficient way of utilizing & running most tiles.
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If a killer has skill, they should manage to get a hit at some point due to bloodlust at least. The survivor can just drop every pallet if they want in order to prevent themselves from being hit, & if their teammates gen rush fast enough then sure there could be a chance the looping survivor gets out unharmed. But the odds are quite unlikely.
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What I realized is corn blindness isn't as intense when using a perk that increases a killer's FOV (at least for me). So maybe the devs can actually give killers a good base FOV. Still don't know why it's a perk to increase FOV when it should be a settings option.
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I'm at 60 right now. The grind is super slow when you finish all the challenges, but by the time tome 4 comes out I should finish easily.
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@OutcastEric said:
https://forum.deadbydaylight.com/en/discussion/comment/1322490#Comment_1322490
Well a solo survivor shouldn't be designed to go 1v1 vs the killer. What's the point of having 4 of you if and only 1 killer. The killer becomes an ai at that point and makes me glad that there are killers like spirit and freddy to handle such things. Let alone swf on comms running their meta builds.
Not saying a solo survivor should be able to 1v1 a killer. But against a group of solos with an anti-gen Fredward is a pain to beat. He is not hard to play, so almost anyone can pick up Freddy easily & play him efficiently. To beat a good anti-gen Freddy you need a team to be efficient & well-coordinated. Solo survivors lack the info that SWFs gets in order to compete against that.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1322469#Comment_1322469
Just for the record, statistically the only perk with an astronomical pick rate is Self-Care. There may be good reasons to change the perks you mentioned, but disproportionate pick rate isn't one of them.
Self care is like that because of lower ranks. It's not that common in red ranks. In red ranks, DS, DH, & BT are definitely wayyyy more common than self-care. Unbreakable & a few of the other meta perks are more debateable.
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@DrDeepwound said:
ah survivor main logic
Not a survivor main in the slighest lol. I'm a rank 1 survivor & rank 3 killer currently...
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1322469#Comment_1322469
You say that now, but you probably won't say that when the new meta will be just the exact same as before. People will always find a way to play every Killer as strong as possible and play Survivor as optimally as possible.
Honestly what new metas could there be that are worse than what exists? Literally most survivors are about second chance perks, while most killers are about anti-gen or time wasting perks. Take those away & you'll open up the potential to find some dynamic gameplay. And if something else heavily meta comes along just change that up eventually too. Most games always have a meta, but it tends to usually get shaken up way more often compared to DBD.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1322435#Comment_1322435
If a Freddy is spamming snares, you already know what his weakness is. T&L Wall Loops. A snare spamming Freddy isn't a good one and if you let him get the drop on you, that's entirely your fault.
When I said Freddy is how all Killers should be, I mean it.
I'm not asking every Killer to require thousands of hours to master, I'm asking every Kiler to be strong enough no matter who plays them.
Even if I go up against a God Tier Nurse, I don't feel like I am under constant threat because she still only has to focus on one Survivor at a time, same with Spirit, same with Billy.
That pressure is always on top of you when you face Killers like Freddy, Pig (who actually knows how to conserve her RBTs), Plague and Doctor.
You know why Freddy's kill rates are above 60%? (Which by the way, you should NEVER extrapolate your arguments from the dev's statistics, they themselves have said as much), it's because he is a noob stomper. The same way Hag is. The same way Hillbilly is. Against a competent team, even the most competent Freddy players will suffer because of how his power works. If he uses Pallets, he cannot use them in loops that has none of them, if he uses snares, he can only use them in loops that are straightforward and it has to be short and medium sized.
And we all know what the average DBD player is like, I mean come on, I'm pretty sure people have complained more about their teammates than any particular Killer in the game. The Killer that kills you the most is not Freddy, it's not Nurse, it's not Spirit, nor Doctor, none of them. It's your teammates.
If his best counter is a Gen Rushing SWF, THEN GOOD, most Killers should be like that. They need to force the Survivors to either complete their objectives quickly, or force them to be good enough to waste the killer's time for long enough. That's why people have been asking the devs to buff Solos to SWF level and buff the killers accordingly. Freddy, Doctor and even Pyramid Head are them trying to find that perfect balance of a SWF's power and a Killer's power.
I've played enough Killer and Survivor matches to know that the majority of Survivor Players do not deserve to be in Rank 1, they do not even deserve being in Purple Ranks or even Green Ranks. I keep seeing the same mistakes done over and over and over again, it gets especially frustrating whenever I play as a Survivor and my objective is to win, yet my teammates can't even hit a skillcheck to save their lives. This is especially prevelent on players who always run the same 4 perks over and over again because they think it'll give them an easy win, just because of how Meta they are.
The amount of games I had where not a single gen gets done, or only 1 gets done before it snowballs into anarchy is also staggering. I should not be winning this many games without a single generator getting done. It should literally be impossible if I was being teamed up against a team that is of the same skill level as me. But thanks to Matchmaking, that isn't exactly the case, is it?
Thank god for the MMR change, because at least by then we can see more accurate kill rates. Because right now rank means nothing, and if a Killer is a noob stomper (and is easily accessible), they will obviously have higher kill rates than other killers.
Also, I'll just say this again somewhere in here, but "Fun" is never a reason to nerf something. Fun is subjective. Everyone has fun with different things. Just because you don't find something fun, or boring, to play as OR against, doesn't mean others don't find that thing fun. And to nerf something not because it's strong, but because it's "boring" is such a silly concept that I can't even begin to understand where that sort of thinking makes any kind of logical sense.
Tl;Dr, you're probably not as good as you think you are, Freddy is easily counterable and is one of the only Killers who actually poses a constant threat throughout the whole match. Not just when he is chasing you. Every killer should feel like that, and I'm glad the devs agree if we're going by how they initially designed Pyramid Head.
Killers shouldn't be designed to compete with hardcore SWF, because then the solo survivor community would be miserable. That's a terrible logic to have. Unless they do decide to buff solo survivors, but until then that's a terrible idea. Also, I don't mind a dream pallet Freddy. Dream snares aren't the end of the world either, until it's added on top everything he is capable of. If a Freddy spams them, it doesn't neccessarily mean he is bad at TL walls. It just means he knows how to force a pallet out of you if you don't want to go down right away. And Freddy is a good example of what killers should be, but maybe a little too much. His kill rate was also around 80% based on the devs data (which shouldn't be a sole basis on judging him, but it definitely shows that he might be a bit too strong in some cases).
I'm not saying nerf him into the ground, but find a way to not make every Freddy nearly identical in playstyle. Yes he is a noob stomper, but he basically seems to be a solo stomper as well. And hey I'm by no means a perfect survivor, but I consider myself good enough one overall. And the only killer I ever struggle this hard against is Freddy. Why? Because the solo experience against him is atrocious. Yes I can blame my teammates, but at the same time they aren't on comms & keeping everyone informed like a SWF. So you can't just entirely blame solos for having a tough time against him.
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@DelsKibara said:
They can't just nerf meta perks, because then new meta perks will pop up.
There will ALWAYS be a meta. It's just on how much variety there is to that Meta that is the question.
At least a new meta will be refreshing. It will also fix how common these metas are. The pick rate of some of these meta perks is astronomical compared to most perks, which isn't a healthy sign.
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@Frankie said:
DS/BT/DH/AD need a "nerf" to fix how boring they are.
Agreed. Never said they didn't...
@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1315319#Comment_1315319
Wheres The skill in ds bt adrenaline unbreakable etc.
There isn't, which is why the devs need to nerf most of the strongest perks. It's why the game is so unbalanced. Certain perks have too much influence, & gen speeds of course.
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@EntityDrudge said:
The Patriots habbit of winning is just too boring and unfun. They need to be nerfed. I suggest not allowing Bellicheck to call plays in the 4th quarter. Also, they should be limited on how many points they can score early. Because their late game is so OP. Not saying they're OP overall just unfun. They win every game by a field goal. Running the same winning formula. Constantly beating me.
This is how you sound.
Literally 2 different things. Football requires skill & talent. Freddy requires basic knowledge of his abilities & hoping you aren't up against an extremely efficient SWF. Literally his best counter is a gen rushing SWF, so doesn't that say something about him?
@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1321249#Comment_1321249
I like having a constant threat or paranoia when facing a Killer. Especially during a chase. There are exceptions to that rule, like The Trapper (Since I don't like getting one-downed because I stepped in an unfortunate trap)
What you're describing to me is a typical game of how a game against a Killer should be, they should get the drop on you if you're not paying attention to fake pallets, they should get the drop on you if you're mindlessly dropping pallets (because news flash, snares aren't that big of a threat), they should force you under constant pressure just with their powers alone, that's one of the reasons I personally like versing Hag and Plague, and you could relieve that pressure from you, but under the risk of not getting anything done for a short while, and under the risk that he might pull you back in making all of that time wasted.
Also if a Freddy pops your generator, and he finds you immediately after, that's 100% on you and your team, and not on the Freddy. Pop has great synergy with Freddy, anyone with half a braincell knows that, so why wouldn't they use that if they want to win?
That's like saying Demogorgon shouldn't use STBFL because he can save stacks with his obsession by using his shred instead, or Nurse shouldn't use Shadowborn because an increased FOV is really useful for her especially during blinks, or Doctor shouldn't use Distressing/Monitor and Abuse because a larger Terror Radius benefits his power, or the Oni shouldn't use Infectious Fright because his snowball potential is really high.
You're quite literally asking why a Freddy uses Pop, is that boring to you? Is the meta for Killers stale? Because I sure as hell could say the same with certain Survivor perks.
If a Freddy gets Pop Goes the Weasel, that means someone got downed, if he gets that OVER AND OVER, that means your team is losing. If your team is losing, your team needs to get better at the game. I've had multiple games against Freddy where all 4 of us escaped, in solo, and some even used Forever Freddy. Just because you don't find yourself having fun versing a Killer who puts a constant fire under your ass, then I'm sorry, but you're not always going to get games against an add-onless Wraith.
I'd say with the start of Rework Freddy, the Killers are finally catching up to how they should've been all along. A constant threat for the Survivors with the ability to apply Map Pressure with decent Chase Potential. I mean, isn't The Doctor also being seen as boring by the forums lately? He has the same things Freddy has, fake pallets, a power that stops you from using a pallet, and the ability to regress generators with the right build. He also puts constant pressure under you with his Madness, which he can easily constantly reapply with Static Blast, which also reveals your location if you're not hiding in a locker or outside his terror radius.
People don't find him boring because of his kit, people find him "boring" because it's an uphill battle to win against him, that's what the word Boring is used for anyways. It's a codeword for "Overpowered" except you don't have anything to back it up. How is Freddy boring but Clown is underpowered and needs buffs? They both do the same thing, in fact I think Clown is more effective at slowing down and downing survivors with the right bottle toss, and his screen gas makes it so it's hard to see where you're going, making it easy for you to disorient where the Killer actually is, making you incredibly easy to mindgame.
Sure the one thing he lacks is map pressure, but that's Freddy's territory. Not his. Clown specializes in downing Survivors fast and end chases faster, or entrapping a Survivor with his Bottle Throws forcing them to either suck it up or take a hit. Freddy specializes in punishing Survivors who stay asleep and having a constant threat throughout the whole map, not even generators are safe from him. That's why faking a teleport works, because Survivors panic.
Personally, I know some people prefer Old Freddy over Reworked Freddy, and those people have valid arguments as to why he is more fun to play as compared to how chase heavy Reworked Freddy is. But Reworked Freddy should be a baseline on how strong a Killer is. Do I think he needs some changes? Yeah maybe, have it so that the dream timer stops if he is chasing you would be a good one for me. Because it forces Freddy to get a hit in first before he can use his power or waste time waiting for everyone to fall asleep.
But hey, the original question is why is Freddy fun for me?
TL;DR, he is fun because he makes me cautious and afraid, I can't feel cocky when facing him and I know every decision and every second I make in a chase against him counts.
His snares can be spammed & stack in slowing you. So your point that they aren't strong is invalid. Demo with STBFL is strong, but that also makes up for the fact that he isn't the strongest killer (while Freddy is strong). Doctor actually takes skill to prevent survivors from using pallets/windows because if he mistimes it the survivor still gets it. Clown literally has one power that is just a weaker version of one of Freddy's abilities (Clown has to reload & only gets so many bottles at base, & has to hope the gas actually works since it won't register a slowdown sometimes). By your logic, Clown is just a small percent of Freddy (Freddy gains additional buffs from his addons, from his Oblivious status, has a teleport, forces survivors to look for ways to wake up, has a flickering model when out of range, & can mindgame with pallets & teleports).
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@Hex_KillerMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1318583#Comment_1318583
Certain perks makes him OP. Doc Carter has some advice for you guys who think Freddy is OP. He was good at the beginning, then he got nerfed and nobody played him as much. And then they decided to give him a rework which was a buff. Then they nerfed the slow down add ons (which was needed.) But the funnier thing here is Freddy doesn't need a SWF to win against. If the solo players know how not to waste early game time healing and would work on gens instead then he's not going to do as well. Not only that but if people would use the wake up mechanic more, then he's just an M1 killer. His power recovers faster with each person in the dream state. Do you know how slow it takes when people keep waking up? He's a solid killer and anyone who plays a killer well enough then they're most likely not going to survive with a SWF.
https://us.v-cdn.net/6030815/uploads/6S6IFT4A9V8X/screenshot-18.png
Let me just waste time running to the farthest possible clock to wake myself up or look for an awake survivor somewhere in the map or just fail a skill check & give away my location. Not to mention getting out of sleep only lasts 60 seconds, then you're back in it. Oh what's that? Freddy is using the addon that prevents waking up from missed skill checks? Now I'm basically torn between doing the objective while asleep or wasting time running around the map to stay awake. His passive sleep mechanic might need some looking into now that you mention it.
@ThisGuuy83 said:
Freddy is fine. The only people that find him "boring" are survs that rely heavily on looping and can't do nothing else. Every killer playing Freddy runs pop and BBQ because it's 2 of the best perks you can use w him. Just like everyone runs M&A on Myers, hag, deathslinger, etc. It's boring every match because of every survivor running DH or DS also. It's boring getting blinded 75% the time I break a pallet, but you don't see me wanting all those nerfed do you? Find different strategies besides just running to loops. That doesn't work on freddy.
Honestly the best thing to do against Freddy is be immersed. But once you're in chase with him what else can you do? If you don't loop then you're just running around mindlessly & dropping every pallet you get to immediately...
@OutcastEric said:
https://forum.deadbydaylight.com/en/discussion/156912/freddy-needs-a-nerf-to-fix-how-boring-he-is
Nah hes fine, The only survivors that really complain about him are rank 10-15s in my experience. Hes pretty balanced if you think about it. Hillbilly can do the exact same thing and so can an Oni with his power up but i never hear people complain about those things.
If those 2 were comparable to Freddy, why aren't their kill rates as high as his? Granted they also make good use of Pop & BBQ, but they kinda need it compared to Freddy because they have actual counterplay.
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/1318148#Comment_1318148
Almost every killer in the game use that two perks, people are slowing the game down because of the gen rush, weaker killers can't even compete
Yeah I know. It's a two way street. But people wonder why Freddy has such an insane kill rate & it's because he can utilize those 2 perks so well that the only people who can beat a good Freddy is a sweaty SWF. I'm just saying as a solo survivor who encounters Freddy all the time, it's a literal Nightmare going up against him. No one knows how to do a gen & whatever gens end up getting progress generally lose it fast because he's teleporting left & right with pop. Plus he is one of the easiest killers to play, yet his kit is stacked with an answer for everything.
@Hex_KillerMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1318148#Comment_1318148
I mean, BBQ is a good perk on Freddy. I just use brutal strength, pop, bbq and save the best for last. With nancy's master piece and the jump rope. But you're complaining about a killer being able to use a lot of pressure in the game. If you can't deal with Freddy as a solo player then start playing with friends. I went against a good SWF once as Freddy and two escaped because they were confident in their skills enough to not worry about healing early on in the game. You can't expect easy wins against all the killers
I don't play SWF. I don't have ppl to play with currently either. So I'm stuck on the solo train. And just saying play SWF isn't the answer because some ppl prefer to be solo. Solo queues already have the game rough with lack of communication compared to SWF, but Freddy is balanced around strong SWFs so it leaves solos at a massive disadvantage. They can't be as coordinated in countering him with gen rush, which is essentially the only way to really counter a gen protection Freddy.
@EvilJoshy said:
If you think Freddy is boring now. You should have seen him when he first released. Being unable to hit survivors until 7 seconds after you tagged them with your power. F tier was named after him. He was the worst killer in DBD until Legion came along.
That's boring to play as him, not boring to go against. (Which I mean it still kinda was being that he was a pushover)
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@DwightOP said:
But moris are fine.
You're comparing a mori to a map offering? That... makes no sense... what about keys my guy
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@NinjaDette1 said:
To be honest I don’t think it’s any of your concern of what kind of offerings people bring.Even if it’s a map you don’t like you shouldn’t tell others they can’t bring an offering you don’t like.
This post was mostly a goof. I'm not telling people how to play the game. Just had to say something after having survivors use those map offerings on me all day lol.
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@th3 said:
I don’t find him op or boring. I just think facing him is more of an endurance test because gens will take longer, and the match will take longer to the point where it shifts to the killer’s advantage. It requires thinking “oh I can’t throw down pallet after pallet” but I have never felt like “I don’t know how I could have done better” against a Freddy compared to a spirit.
This is as a survivor main I feel this way
I just find him boring because every Freddy I go against is the exact same. Others in this thread have their own grievances, but why I made this post to begin with is because every Freddy is just using an ultra gen protection build majority of the time. As a solo survivor, my win rate against him is abysmal because other solo survivors don't know how to just do an objective. He is balanced around handling SWF groups, which is fine & necessary most of the time. But in my case as a solo survivor, he becomes aggressively strong because solo survivors can't coordinate like SWF
@Hex_KillerMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1315305#Comment_1315305
And what freddy is always the same? Using ultra slow freddy?
Yes. At least for me. Freddy is one of the most common killers I go up against & it is always relatively the same build. Pop & BBQ are an almost guarentee. Generally they have at least 1 slow down addon (I do see double slow down addons quite a bit too btw). The other 2 perks of theirs usually also aid in slowing down gens (or Sloppy Butcher to slow down healing, which in itself results in slower gen progress). And being that I play solo survivor, it makes playing against him much worse when I can hardly rely on my teammates.
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@oh_0k said:
This is ridiculous why should we nerf something just because you find it boring
Many people find clown boring to play against so does that mean we nerf him?
I put nerf in quotations... I even said I think he is generally fine, but with his meta build he becomes unfun since it's all I ever see. As a solo survivor, it only becomes harder to beat this kind of Freddy because I can almost never rely on my team. At least with Clown, you see more of a variety of builds out there. Plus Clown isn't stacked with a crazy kit like Freddy. He has one ability that is super inconsistent as is.