ChantyBoi
ChantyBoi
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- Username
- ChantyBoi
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Comments
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It doesn't tbh.
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Something I've thought about was implementing 2 add ons into his base kit. Specifically J. Myers Memorial and Hair Bow. It is frankly outrageous how much of a difference these 2 add ons can make. They genuinely boost him from a semi meme that can catch you unaware if you really weren't paying attention, to a significant threat who's tier 3 can become a game ender but at no point does it really feel unbalanced. Now obviously this won't happen. Last time we asked for an addon basekit they decided to nerf the killer, but it's a nice thought.
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If there is ever a scenario where bubba actually managed to down multiple people it is ENTIRELY on the survivors fault. If 2 or more survivors were near each other in a dead zone with nothing to break chase, NEXT to the killer, that's on them.
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@Spill said:
Who is this guy? What didgeridoo is he smoking?
Freddy's anti-looping isn't what makes him powerful. It is his objective and map pressure with teleporting.
Fredrick Kruger is the 1 killer who has MULTIPLE abilities.
He is partly invisible when awake.
He has a natural Borrowed Time defense when survivors are asleep.
He can fake pressure people off of gens.
He can travel the map in seconds.
He can waste time by making players travel to an alarm clock.
If you ever watch him move, he travels very fast with a deceptively slow walk animation
The knives on his model don't match his attack distance so he gets hits when players think they are safe.
His teleport wasn't changed which should be his main ability. He can't have 2 strong main abilities. Hence the nerf
"The one killer who has multiple abilities"
Just so long as you conveniently forget Doctor, Pig, Clown, Demogorgon, and pyramid head.
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Yeah I'm sorry but if the HALLOWEEN event for a self proclaimed HORROR game was lackluster and disappointing, I fail to see how the anniversary will be anything special. My guess is we get the crown thing again, bp hook/gen boosts and maybe some auric exclusive cosmetics.
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To be fair, thinking logically I would assume survivors would instantly die upon being hit by basically any of the killers attacks. At minimum they would be massively crippled. Point being logic isn't exactly the games strong suit.
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Actually DS is now completely anti tunnel. I hate to break it to you but if you're healing someone, unhooking someone, working on a gen, a totem or basically doing anything besides running, you aren't being tunneled!
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So firstly I'm someone who doesn't think Freddy is overpowered. He's not really fun but I attribute his high kill rates to survivor inflexibility rather than actual power. That said, I would have ZERO issue with Freddy being re made into a killer more focused around trickery with his nightmares. Imagine if he could do stuff like make a gen with zero progress look like it was almost complete or place fake entity blockers on windows. Freddy getting more of a "master of his dimension" thing would just be sick.
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It's SUPPOSED to be nearly impossible to escape at that point. If you reach that scenario you have HAD your chances. Your chance to do gens, your chance to keep your team alive, your chance to get out through hatch and you failed. If you get out through the gates good for you but it's not even remotely supposed to be easy.
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Couldn't say for sure but in all likelihood it's probably somewhere between Freddy, Pyramid Head, and Oni.
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If multiple people go down to a bubba at once it is entirely on those people. That means you GAVE him an opportunity where you were all grouped up in an area with little defense, knowing FULL well bubba has that capability.
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Whenever there is a scenario where the Bubba even has a CHANCE to down multiple people with his power, it is ENTIRELY on the survivors for that. The only way that happens is if multiple survivors are massively out of position and actively giving the Bubba that opportunity. As for 1v1's Bubba can easily be evaded by some fairly basic game sense. Hug walls, use windows, drop pallets early if you aren't confident enough to stun him out of his chainsaw.
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Map offerings in my opinion are overall unhealthy for the game. Generally they are used for one of two reasons. One the person is a killer trying to do a meme build that works best on a certain map (Jumpscare Myers on Lery's/Hawkins for example) Or they are blatantly attempting to give themselves and advantage. I see this tactic used massively more by survivors than killers as killers don't have that many maps that heavily favor them whereas survivors have several.
Overall I can see 4 solutions.
1.) Remove map offerings entirely. This is a fairly drastic one but not something I'd be opposed to if nothing else could be enacted.
2.) Limit map offerings to only be usable by killers. For the reasons I stated above offerings tend to benefit killers less than survivors. This is something that could work but not necessarily something I'd entirely abide.
3.) Revert map offerings to how they used to be where it only added about a 10% additional chance of that map instead of it being guaranteed. This would keep offerings in but would add a risk of them not working making it so you couldn't just slap one down for an immediate massive advantage.
4.) This is the suggestion I think would be best. A combination of solution 2 and 3. Make it so survivors only have the non guaranteed offerings. But killers have the guaranteed ones. This would allow survivors to still toss an input without the immediate massive advantage, and allow killers to still be able to do fun stuff like jumpscare myers. Naturally this would be subject to change but in the current state of the game the ratio of maps that benefit survivors vs. the amount that benefit killers is so colossally skewed that I think this would be a very fair option.
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By that logic the killer would be allowed to ban 16 perks? Sounds good to me!
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I've had an idea for this for a while which is really simple and would REALLY help. Well 2 things really. Firstly if a survivor works on a regressing generator while in a killers TR they are immediately faced with a regular skill check, failing this skillcheck will result in an instant 3 or 4 percent regression in addition to not stopping the regression state. This would work well to prevent survivors wasting killers time within a matter of seconds.
Another idea that I've liked is making it so that when a killer kicks a gen it instantly regresses 5%. This would do a number of things. Firstly it would make it so that kicking generators would actually be worth it without a perk like pop, overcharge, surge or surveillance. Secondly this would make it risky for survivors to tap like this. Think of this scenario. You're a survivor and have a gen at 60%, the killer comes and kicks it so you run out as he starts to leave for a second to stop the regression. The killer comes back and kicks it again, you've now lost 10%. It'd make it so that if you did stuff like that too much you could easily lose huge chunks of progress in addition to giving killers a reason to kick gens without a perk.
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I'm so sick and tired of working on generators being the survivor norm. They should abandon the most effective method of getting out to do something I want them to. They owe it to me to do everything I want. The sole purpose of the other team is to ensure my enjoyment.
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Outside of cheating there are exactly 2 things that can get you potentially banned. Basement bubba isn't one of those things. Keep living your truth.
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Variety of reasons.
BM
Payback for some way you annoyed them earlier
The reason I do it is because hitting a survivor directly after you hook them cuts off their screams allowing you to hear better.
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It's an absolute shame/ Cambells was one of the most balanced maps in the entire game and now it's an unfair hellhole.
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First off I think OP meant of the original realms. As for my answer, I can only assume it's because of how hasty and in my opinion, lazy, the design of coldwind was. If you ever have a moment I highly suggest googling images of coldwind with the corn removed. It's absolutely ASTOUNDING how little there is. It really seems like the devs just got tired and decided to fill empty space. But I digress. With such a stale map with one gimmick, what can they really change? Outside of reworking the whole realm (Almost guaranteed to not happen) there's not much to do because there is not much THERE.
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Essentially both maps had bugs in guaranteed tiles that allowed spots survivors could go through and killers could not. This made games nigh unwinnable for killers as if survivors ran here they would be completely safe. So the maps were disabled.
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Nice try dev team
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ScottJund has already made this point. But there's just no possible way it took months to do this. Then again looking at the other post from not queen the devs apparently only do 3-4 days of work in a month so maybe it really DID take months to make. But in all seriousness I entirely agree that they wouldn't NEED to undo "months" of work if they were more transparent about what they're working on.
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Aight by that logic killers should be allowed to ban 4-8 survivor perks!
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Literally nothing regarding survivors was intentionally nerfed this patch. In fact the biggest change was a nerf to one of the best killer perks in the entire game...
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@Mysterynovus said:
https://us.v-cdn.net/6030815/uploads/R8Z2GI7QB8L5/screenshot-20210210-211613-discord.png
3–4 days is what they had to make changes.
So in a month they only worked for 3-4 days got it.
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I... You do realize that's the point yeah?
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@alaenyia said:
I just played a match at the Meat Packing Plant as a survivor. Never again, I would rather DC and take the penalty that have to be on that ridiculous map again. They installed crap tons of those breakable doors that survivors have zero control creating dead ends all over the place, so chases were short and unproductive and there was a bunch of body blocking opportunity. That map was the worst before, but they have outdone themselves now. I won't be going back. But in all fairness it has gotten over all so killer sided, I don't want to bother much anyway. I was once a daily player, If I play a few matches a week now its a lot. With every patch and pro-killer upgrade, I play less and less.
Are you mad? Gideon is now quite possibly the most survivor sided map in the game. The walls limit killers patrol SIGNIFICANTLY and the maps update has left it with the highest number of good pallets in the entire game. There can be no less than 8 god pallets at any given time with the rest of them only being incredibly safe. Killers have no chance to outplay or mindgame at the tiles due to how safe they are. The game also doesn't take floors into account for hook spawns so killers can have colossal hook dead zones. The only killers who do really well there are wraith and god damn jumpscare myers.
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I almost always run a houdini build. Quick and Quiet, Dance with Me, Lithe and Iron Will
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Putting aside everything else, I just want to point out how hilarious it is to have a defense of "It makes us feels safe" in a game where you should NEVER feel safe as survivor because you're being hunted by a literal murderer
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The only time leatherface is sawing through multiple people is when the survivors have COLOSSALLY screwed up and are way out of position.
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Leatherface is good at 3 things, those three things HEAVILY depend on survivors massively messing up. Diving hooks, being greedy, and being out of position.
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Leatherface is good at exactly 3 things. Facecamping which you can ignore and do gens to leave. Greedy saves which is your own fault for running at the guy with a chainsaw. And being out of position which is also your own fault.
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Okay!
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Trying to gate bm a deathslinger is usually a recipe for disaster. It's always fun to slap some cocky survivor down with NOED.
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Tinkerer is STRONG yes. But it isn't even close to overpowered. Once you know tinkerer is there you just need to be more aware of where the killer is. Could the killer be nearby? Don't bring the gen past 70% unless you're confident. Tinkerer is a perk that just makes it so you need to be cautious about when you decide to finish a gen.
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Freddy is not remotely overpowered. The issue that survivors have is that he can't be messed around with like a lot of killers can and he's relatively simple to get the hang of. When up against a Freddy you have to respect everything he does or you WILL die but he is a longshot from broken. Consistency is such a joke in this game that a consistently good killer can be considered overpowered.
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@gibblywibblywoo said:
They just need to remove Evil Within 1. Games are significantly faster than they were when he was added. EW1 is outdated.
https://forum.deadbydaylight.com/en/discussion/comment/1855450#Comment_1855450
Bow would make him worse if they kept EW3 gain the same. You'd get less overall EW3s and everyone outside of the 1st person you downed would hide it out.
That's why I also said J Myers Memorial
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Wholeheartedly disagree. Simply integrating J Myers Memorial and Hair Bow changes myers by such an insanely drastic degree. If those two items were integrated into his basekit it would make him FAR more viable and possibly even a threat.
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It is NOT reportable. It would only be reportable if there was no way for the game to end. Your team can leave, the game can end, not reportable.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1823472#Comment_1823472
I didn’t even say what the survs would be able to do though?
and of course the game would need balancing around this.
It doesn't matter. If a survivor dies, they are dead. Good game, 3 strikes, move along. It doesn't work with dead by daylight to bring people back in any way in the same sense it doesn't work to allow killers to undo finished gens.
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The funniest thing to me is that DS was originally given 5 seconds of stun because Enduring worked on the DS stun. But they removed enduring working on it and just never reverted the 5 second stun.
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This is the equivalent of asking for killers to have a mechanic to revert a finished gen.
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Devs already tested something like that once. It was HEAVILY abused by survivors so they removed it.
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I personally think greens didn't need anything and pinks should only have worked if EVERYONE had been hooked at least once.
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Pretend you're playing keyboard DDR.
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I've always thought that Dwight looked like someone Mark Ruffalo could perform.
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Sorry but just no. As a survivor if you reach egc as final survivor you have had your chances. You failed to do the gens, you failed to get hatch. If you DO manage to get out in EGC good for you! But it's not something that should be guaranteed or even likely.
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Not to mention the lore specifically stating Victor was dead before charlotte was a teenager meaning he can't possibly be any older than 13. That's also worth mentioning. To avoid any mod action I am not claiming anything, just bringing up what the lore says.
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A lot of killers after having gotten a match to a point where 2 are dead and one is down, (rightfully) feel like they have earned a 4k. They are perfectly within their rights to use the 4 minutes to hunt for hatch or the last survivor. Or maybe they just need a BBQ stack or something.