Chuckyyo
Chuckyyo
About
- Username
- Chuckyyo
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Comments
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If they change the flick so that it requires a lot more accuracy, it will be a nightmare to land on console. I hope there are better ways to tone him down, if at all necessary.
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This game needs a vampire at some point. A werewolf or a mummy would also be neat.
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I kinda feel like this game needs a Wererwolf and/or a Vampire as original killers.
But I also wouldn't complain about a dope license. There's still Jason, Pyramid Head, Pinhead, It, Alien... If we get any of these, I wont be mad that there is no original killer :D
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Very interesting idea. Surprise! would be an interesting perk for stealth killers as well. What happens after the 90 seconds for the Machete pass? Do you get it again if survivors pass another 13 rings?
Also, for the Machete, I think you mean DEcrease for vaulting, pallett breaking and pick up speed, right?
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Cote's comments in the behind the scenes made me think that they have something big in the bag for one of the next chapters... But the legal stuff seems bad. I'd love it, but I'd also love to see Pinhead or sth like that.
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Game isn't going too well against a strong Billy. One is dead, Billy has slugged a Meg and is chasing an injuried Claudie. I'm on may way to Meg, still a little away. I reach her just as the Killer downs Claudie and hooks her not far away. Meg is lying right next to a pallett, maybe she had hoped for a safe. I get to her, want to heal her... and drop the pallett. He got there in like 5 seconds. sigh.
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I also think that this chapter was the best yet. Not only because Spirit is a great killer, but also because of her perks. Spirit Fury is probably the greatest killer addition in recent history, absolute meta worthy, yet not unfair. Haunted Grounds a viable alternative that's also great for pure hex builds. Rancor is controversial, but at least it's interesting and not just forgettable. This chapter's perks did so much for killer build variety. Combined with Spirit herself, that's the best chapter for the killer side imo. I wish we'd get more chapters that are this well designed and impactful.
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I should start saying that my most wanted used to be Ghostface, and I'm really happy that we finally got him :) :D
The next wishes would be:
- Original Vampire Killer
- Original Werewolv Killer
- Pinhead
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@Raffaell said:
https://forum.deadbydaylight.com/en/discussion/comment/678028#Comment_678028
not after you read all the comments lmao, i ll just tell you it s not about the perks, it s about an unwanted feature or bug, however you want to call it, just read above, my pre last comment
Other than recalling the old borrowed time, I'm not only talking about the perk. I'm talking about the situation as a whole, and I find it fair. I think you had a chance to get away, didn't manage to and got caught. I wouldn't judge it as a bug, to me that's just smart use of his power. We can agree to disagree, but that's my opinion.
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I don't really see a problem here. I mean, the old Borrowed Time used to tick down even while you were in a chase, it only started not doing that recently once it was changed to Deep Wound. In this situation, the Perk still absorbed a hit for you and gave you a second chance to escape the killer. That's pretty good. If you don't get away from the killer during the chase that follows, I think it's perfectly fair to be caught here.
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Playing both sides, I find the new Freddy fair and fun on both ends. There's nothing OP about him imo.
The teleport is useful for map pressure and great to quickly start a new chase after hooking someone, but it gives survivors enough time to react and run away.
Neither Snares nor Pallets are that powerful, and both can be countered by waking up, which can be done three different ways.
I get that part of his powers can be frustrating to go against, but once you get a hang of it there's nothing overpowered about him.
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To me it's overcoming a group vurvivors who play well, but who also think they are very smart and try to bully and be toxic at every occasion. The kind of SWF where you start a chase and immediately have someone else clicking a flashlight at you, t-bagging at every occasion, 3 people coming to bodyblock on first hook etc. Nothing beats the feeling of succesfully killing of such a group one by one. You can literally imagine how their smiles slowly fade as they don't t-bag and mess around anymore but just run for their lives. And then you give them the slow up and down nod when they die :D
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Seeing that many people run Brutal Strength, is the time save better than with Enduring? I tend to go for Enduring on most killers because I find the reduced stun time more useful in chases. Is Brutal better on Freddy?
My current is PGTW, BBQ, Discordance and Enduring. Discordance is amazing combined with the Teleport. I could probably drop BBQ, but I'm using it for the BP :D
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Issue: Lower floor way too dark
Platform: PS4
Map played: Gideon Meat Plant
Additional Details: Same as in the post above. Following people in the lower floor is frustrating to no end because you can't see anything to save your life. -
Issue: Too dark in dark areas
Platform: PS4
Map played: Groaning Storehouses, Ironworks of Misery, Lery's Memorial
Additional Details: Pretty much on all maps, you barely can see in dark corners sometimes. For Lery's, that's some of the rooms. Claudettes are basically invisible in the dark. (I played with the same settings before the update and had no issues, so it seems this is something that came with the new graphics). -
I mainly play killer, but I understand that it can be unfun to go down super fast against the Frank's Mixtape. As a killer, I don't like that I depend so much on a violet add on to actually do something.
If the mixtape isn't involved, I kinda disagree with the no counterplay argument that's brought up frequently, not only here. You can still pallet stun them and deplete the entire power bar. And, not seing scratchmarks, it's possible to juke him while using the power, you sometimes lose sight of people super fast (playing on console). He counters pallets and windows using the power, yes, but without the mixtape it takes ages for you to actually down someone. As long as you keep them in the chase and just loop them, you don't go down that fast.
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Exploit or not, it's currently the best and easiest way for them to get a kill if you don't play violet add-ons. This strategy is used by a lot of players who do well with them. I understand that it can be very annoying to play against. But if it was removed, it would require several buffs to balance out that loss.
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Since many survivors already feel annoyed by not having enough counterplay against Legion, it's probably best to leave that in. As a killer main, I don't find it super unfair. Often, you see what the survivor is trying to do and can still get a hit while they vault. It adds some mindgame potential for both sides. There are other areas in which Legion needs help more imo.
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Without liscenced killers, there's soo many horror tropes that are still "missing".
A (undead) pirate sounds super awesome, so does a Mummy. And honestly, I think we need a Vampire or Werewolf at some point. Vampire is probably easier to do visually.
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Most of my favorites won't make it, I think

Ghostface has always been my biggest wish, bit Legion is pretty similar to that idea, so I don't think we'll get him. Jason would be super awesome, but I doubt it because of the Friday game. I also love the idea of Pyramid Head, but no idea how realistic that is...
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When I first had that, I was also confused because I automatically assumed the survivor was at the nearest box. Idk how well you can estimate which box it is once you adjust to the change.
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@No_Cluie_Louis said:
but the game should be unfair for killers. There's 4 players on one team, and one player on the otherSo the game should put the side who fights 1 against 4 at a further disadvantage... yeah, that makes sense

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This is honestly so annoying. And then there's also those who jump back and forth over pallets just so that you come see them t-bag and leave. I mean, I get waiting for your teammates, I get doing totems or healing for extra bp, I even get a little trolling. But please don't waste the killer's time like that, once you're done just leave -.-
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That's really good to hear. When it works, the map is great, but 9/10 of my matches ended with either a total game crash or at least one dc. Thanks!
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@SmokePotion said:
The difference between them and the Legion though is this: Legion can force people to not do gens for about the same amount of time you chase. If you find a group of survivors you can force them to mend, keeping them from just jumping right back on that generator.
Everyone loves Ruin, because it adds about 7 seconds of no-gen time, per skill check (if the survivor can't hit greats most of the time). Legion gives double that when he applies his pressure. Sure he has to hit people. But I don't think anyone has said that hitting people with The Legion is hard.
I'm in the middle about Legion. I don't hate them, I don't love them. They're fun with some problems. But my experience on this aspect differs from yours. Mending doesn't take a lot of time. And in order to spread Deep Wound to more than 2 people, you also spend a bit of time. My experience is that, when you got 3-4 people with Deep Wound and start chasing the last one, the first 2 have already mended. So there's not much time gained, because you also didn't use your time to accomplish anything. Ruin or Bear Traps work because you can spend the time won chasing and downing someone. With Deep Wound, you barely gain any advantage. Plus, you're depending on survivors being close enough together.
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It seems like there are a lot of misunderstandings between devs and community. The devs don't get what the community wants at times, yeah. On the other hand, some feedback is formulated in a way that makes me understand why there's a disconnection.
Regarding this specific issue, I think most people aren't asking for another Billy or Nurse. The last stream made it seem like the devs got that impression, but that's not the case. It's not necessary for a killer to be THAT good to be fun. But it's also not fun if a killer feels like, despite a fun concept, you are very limited in your opportunity to win games. So while nobody needs S+ Tier, I personally think it would be a good aim to develope killers around the strength of Myers or Huntress, maybe updated Spirit or Clown. These are competitive and fun - but not overpowered. It's okay that older killers aren't all in that category, but newer killers should rather be in that area than with Wraith, Trapper or... Freddy.
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@Janick said:
We will not remove the stun effect because the killer can cancel the Power at any time. We tried it during development and the cancel then M1 technique was used by some internally and we felt it was very unbalanced and very unfair.We are very careful at adding stun (cooldown, fatigue) effects on killers, we prefer to not add any (like the Spirit when possible) but in some case, we have no choice. The design principles, strategy, and gameplay of the game are based on cooldown and timing. It is very hard for new game mechanics to get away from it without impacting everything that was done previously.
Because getting the first hit is VERY easy, you would then just need to follow the survivor for 30 sec until they go down. We played that version for more than a week internally and it was absolutely terrible. Even Killer felt it was super cheap and unexciting.
We also learned this from the Pig Reverse Bear trap.
We also played with the 4.6 speed for a long time and to make him balanced, the power required to be WAY much slower than the current state (with longer cooldowns), this version was considered way less fun to play with and against.
Thanks for these explanations!
One of my problems with the Legion is that it's very hard to use the power for the second hit. The cooldown is only one of several aspects there. Another one is that it makes no difference if I hit an injuried or a healthy survivor with the power. After a frenzy hit, both are in the exact same state. So if I hit a survivor with a normal hit, I don't have much incentive to chase him with the power, because it makes the first hit feel wasted in a way. (Therefore, it also seems weird that you lose your power meter after a normal hit.)
The other option would be to catch up to the survivor with the power and then deliver another normal hit. But that's barely possible because a) you lose your meter and b), the cooldown makes you lose some of the distance you caught up. What's great about the Spirit's power is that you can use it so fluently. Hit someone, let them run, follow them with the power and down them after reappearing, all in one motion. Just in terms of fun and game flow, chasing someone with Legion is way more clunky.
So it's really hard to use the power for the second hit. Which is a shame, because the power is a lot of fun. It's super fun to chase someone at high speed and jump over pallets. Haunting someone down with 110% movement speed, on the other hand, isn't that fun. Which doesn't mean I'm asking for a higher base speed, I think the lower speed with a cool power is the right way. But because the power clearly is the more fun part, it would be cool to be able to use it in more situations.
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Issue: FPS loss
Platform: PS4
Map played: All so far
Additional details: Turning feels laggy, like the movement is lagging some parts of a second behind the inputIssue: Game Crash/Blue Screen
Platform: PS4
Map played: Mount Ormont
Additional details: Happened two times so far. Also, there were several survivor dcs when playing this map as killer(On the postive side, it looks really good when it's working)
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My number one wish would be the option to not buy some teachable perks/being able to block some in other killers bloodwebs. If you want to level up a killer and unlock more perks after level 40, you have to buy two out of their three teachable perks. Okay with some killers, but some have perks you really don't want. And after levelling several killers, these will show up in all other killers bloodwebs, making you grind through pointless perks for level after level...
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Tydytyme made a good point that 115% would make him less unique. With that, he would use his power to get the first hit, and then continue chasing like any standard killer. That would make him stronger, but not necessarily more fun. Theoretically, the killer would be more fun and unique if the power was his main tool to down people. Of course, that may not work in the current version yet. But I hope that, if they buff him further down the line, they'll make the power strong enough to carry him, instead of simply raising the movement speed.
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@AntiJelly said:
EDIT: I do recall for some updates that they did specifically release the update at 24:00 for each time zone, so the update came 1 hour apart for each progressive zone. To clarify.Ah okay. Thanks!
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@AntiJelly said:
@Chuckyyo said:
If the date is true, any idea at which time of the day? When do these usually drop?It can drop at one of two different times. Usually it's midnight, or sometime around noon (12:00-16:00).
Thanks! Which timezone would that be? Ontario/GMT-5?
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If the date is true, any idea at which time of the day? When do these usually drop?
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I like the idea for DS a lot. Giving it a condition to be fulfilled beforehand would make the escape feel more earned. Some survivors also complain that it's unfun to miss the skillcheck when it happens, so having a goal to work towards could more fun for both sides. And the perk feel more like it rewards playing well before, instead of being a get out of jail free card. I really hope someone reads this and thinks about it

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To me (as a killer main), the biggest frustration is the hatch standoff. I'm generally in favour of a hatch mechanic. It makes the game interesting until the end. If it wasn't there, a game where one survivor and three gens are left would be pointless and boring. If that survivor performed well but was let down by the team, it's fair to give them a chance.
As said, my problem is the standoff. If the survivor finds the hatch first, he can leave. If the killer finds it first, he doesn't gain much from it as he can't close it or anything. If I camp, it will either result in a standoff where he can't kill the survivor either, or the survivor can do the remaning gens. If I leave, the survivor can escape via the hatch. My best chance is to hope that the survivor gets sick of the standoff before I do, it's a no-win scenario.
It's known that they're reworking the endgame anyways, which is good. I think it would be a good solution if the killer could close the hatch when he finds it. The survivor could open it again similar to the exit gates. He would still have a fair chance as the killer still has to alternate between the hatch and gens/gates. But the killer would be rewarded for finding the hatch first and could win a standoff in that scenario.
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@Janick said:
This will allow us to tweak the base power of a killer much better, without fear of breaking his build when a players use a certain perk. The feeling of necessity to have specific perks on a character to make him viable is not something that we think is good for the overall balance, which is the reason why we are doing those changes.Thank you!
Thanks for this explanation. Even though I'm upset about the change it brings to the Doctor, it's good to know the reasoning behind it. I'm excited to see if killers like the Doctor or Freddy get adjustments to their base power in one of the next patches.
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I'll still buy Legion. I'm upset about the lack of buffs, but I'm hopeful that we'll get more down the line. It eventually worked out with Spirit. Also, I don't want to spend the next weeks complaining about something I haven't even tried myself. So I'll buy it, see how fun it is, and then hope for further changes.
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@megdonalds said:
I never play NC with doc and i never needed it. His tracking abilities are good enough, he never needed that minor change 1 year ago anyways. Stop being hypocritical about things that are pretty much irrelevant.It's more about the message this change sends. I also don't use Nurses on either Doc or Freddy, but there are some people that do. And it wasn't on anyones mind as a huge imbalance in that combination. People complained that Deep Wound isn't considered a healing action in that sense, and brought up Snap Out of It as an example. But instead of making Deep Wound better, they make everything else worse.
Perfectly fine to leave Deep Wound as it is for now and to nerf things that need nerfing. But these changes were totally unnecessary. It's the polar opposite of what people were asking for with their feedback. That leaves a bitter taste.
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@Wolf74 said:
@Master said:
SO the insane buff to BT stays, additionally they nerf doc.Im very dissapointed
I had the very same thought.
-We get a new still weak killer.
-An old meta perk gets rebuffed.
-A mediocre killer gets a nerf.
Pretty good job so far. :sarcastic:After just 2 patches that slightly favored killer, the Devs go back to their regular survivor catering.
Don't forget that there's a new counter perk to BBQ and Nurses, two important meta perks that were strong but not overpowered. I'm still hopeful that Legion will become better with the next patch or so, but this update is really one sided.
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I'd personally place Myers in A-Tier as well. The positition is debatable, but I feel like he should be in that category. His Evil Within 3, the terror radios and some of the best add ons in the game make him more comparable to the killers in that tier than to Pig and Doctor imo.
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To start with the (few) positives:
- I think removing the double stun is better than it's given credit here, it'll save a bit time and make catching up to survivors easier.
- Keeping 110% movement speed is the right call imo. With 115% and no buff for the ability, it would simply be your standard killer with another tweak. Theoretically, making the ability better instead of the walking speed makes him more unique. Sadly, that didn't really happen.
Negatives:
- The problem that it makes no difference if you're hitting an injuried or a healthy survivor with Frenzy/Deep Wound persists. That's still a fundemental flaw.
- Edit: Same goes for losing the entire power bar with a regular hit. Just doesn't make much sense if you couldn't down the survivor any faster anyways.
- With this and Deep Wound not being considered a healing action, a lot of perks aren't viable on him.
- Borrowed Time is still on steroids. The perk was okay before, no need to buff it like this.
- Why on earth are we getting nerfs for Doctor and Freddy? This was totally uncalled for. So instead of fixing the problem for Legion, we're creating the same problem for several characters...