Avatar

Coffeecrashing

Coffeecrashing

About

Username
Coffeecrashing
Joined
Visits
0
Last Active
—

Comments

  • Wake up and Sole survivor should get nerfed, for the same reason Distortion got nerfed… because they encourage survivors to never interact with the killer. Pretty much every survivor that I've ever seen use Wake up and Sole survivor together, just wait for their teammates to die, so they can try to get a free escape when they are the last survivor alive. BHVR should not be encouraging survivors to commit to anti-teamwork strategies, before a game has even started, where a survivor purposely wants the other survivors to lose, so they can use their perks to escape as the last survivor.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825093#Comment_3825093

    yeah, would be nice to get hook counter for killers too. it's disingenuous to have UI designed specifically to deny killer crucial information to force them into playing nice. People who play to tunnel can focus and never lose track of a single person's hook stages, while good faith players must track hooks in order not to get screwed by bad target pick in the mid game.

    Hook counters aren't really a big deal, because we can easily track that stuff with a pen and paper next to our mouse.

    I'm talking about HUD improvements, like allowing killers to see the same killer power progress that the survivors see. If a survivor sees an infection meter on their HUD, the killer should see it too.

    The same goes for status effects. If a survivor is afflicted with a status effect like oblivious, then let the killer see that too.

    You know, give killers additional information that they don't have access to now.

  • @Rokku_Rorru said:

    Hi,

    These perks are fine as is and are some of my favourite perks in DBD, Vigil helps against debuff builds and is very useful, if you are going to change it at least let it keep the original effect, same with scene partner.

    Please do not ruin what unique utility these perks bring!!!

    Vigil is a problem in bully squads, when multiple survivors are running Vigil at the same time.

  • I hope Activity HUD Improvements involves the killer HUD too…

  • I hope Myers gets the instant kill addons deleted from the game. They are the most unfair addons in the entire game, and it’s not fair that Pig and Sadako got so many changes and nerfs to their alternate kills, but Myers can still alternate kill way way easier than Pig or Sadako can.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824329#Comment_3824329

    I'll chalk that up as an oversight, rather than being deliberate… however considering these stats were posted 15th Feburary 2024, covering the months of January 13th - February 12th 2024, and Trickster's rework being November 28th 2023, with further updates 13th December 2023 (which were mostly buffs), that is not at all a fair comparison of Trickster's play rate, and to claim it is would be rather disingenuous igven his rework was new and after the Christmas break.

    His rework was still new at that point in time with people still exploring and figuring him out. Also the stats are rounded so not really a good comparison. 3% could be 2.5% and would barely uptick over his normal play rate. That's hardly a resounding success of a rework.

    To try and be more fair, in the 2022 stats he was 17/29, which basically puts him in the bottom 42% of killers.

    https://forums.bhvr.com/dead-by-daylight/discussion/350586/stats-kill-rate-by-killer-and-mmr-september-2022

    Taking Nightlight for his modern pickrate, he is 2.11%, placing him at 24/37 in the killer list.

    https://us.v-cdn.net/6030815/uploads/DJF85QZACNVG/image.png

    That puts him in on the edge of the bottom 2/3 of killers, at 35%. Now I could say that his pick rate is lower and his overall position in the roster is lower, therefore he is worse… but that would disingenuous because there are 8 more killers to pick from added, and the landscape of the game is very different since then. The reality is his pickrate hasn't really changed much positively or negatively.

    So yes him being worse since his rework is not true…. but also your point of "he is more popular since his reworks" is also not true. He wasn't popular to begin with, and still isn't popular now.

    At the end of the day, my point stands. Trickster is spammy and boring, and as such he is not a popular killer, and won't be whilstsoever he remains as he is. His kill rate is bad, but he cannot be meaningfully buffed because his relative skill is low, and to buff him would make him brain dead, so this is where he sits.

    If you like that, fine, but the arguments posed by the Trickster mains who preferred accurate knives over spam, and want rewards for being accurate and deliberate with their knives are more compelling to me personally. So we'll have to agree to disagree.

    It’s not an oversight. Patch 7.4.0 was the major change patch, and patch 7.4.2 was very minor in comparison.

    Also, when working with third party data, you need to show a data trend over time. You can’t just give us one data point, because you didn’t prove whether or not there is a data offset between the official data and the third party data.

    Also, I don’t agree to disagree, because that is admitting both viewpoints might be valid. They aren’t. There was a small group of people claiming their opinions were more important than other people because of the number of hours they played, and they claimed they understood Trickster better than other people because of the number of hours they played, and they gave us a false story about a Trickster consensus. None of that is compelling.

    In reality, dedication and devotion don’t have a good correlation to how well a person understands Trickster. And the number of hours played doesn’t have a good correlation to a player’s skill with Trickster. In fact, Trickster might be the best thing that has ever happened in a person’s life, and that still wouldn’t have a good correlation to how well that person understands Trickster.

  • @BurnedTerrormisu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824385#Comment_3824385

    you can check the evidence by yourself on nightlight.gg. The numbers are off by over 5% for most killers.

    if you dont trust or like nightlight.gg, like i do, you might ask BHVR to give out the official numbers, like i did.

    Does the third party website show the kill rates have changed a lot this year, or are you only checking the current stats?

    Because although you might be able to argue there is a correlation between the official stats and the third party stats, you need to track if there are any offsets when comparing the data. For example, the third party kill rates might consistently be 3% lower than the official stats.

    TD;LR when using third party data, you need to track the kill rate trend over time, instead of just looking at the current data.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824031#Comment_3824031

    Trickster's identity is rapid fire gameplay, and BHVR literally said this to us

    You hang on this point a lot, and OK, sure, but that does mean he can't ever get any meaningful buffs to make him strong or give him skill expression, cause his power is very forgiving and easy to use unless survivors play perfectly. That is the trade off every time for every killer. Low skill requirement means low skill ceiling.

    If him just spamming knives and getting hits/downs through sheer attrition/brute force is the desired gameplay, he must always be weak because his power is woeful uninteractive. If you make him stronger with his knives, then he becomes oppressive, getting too much value for too little effort, i.e. the Skull Merchant problem.

    This is basically the point about rewarding him for skillful and deliberate use of his power. Spraying Survivors down is kinda boring, that's why Trickster is unpopular. It's not like Huntress where dodging an axe is a rewarding mind game to play around for both sides, Trickster has no need for accuracy or dodging cause he just spams.

    Sure 4.4 might not be the way to go, fair enough. The combo system I've mentioned could work perfectly fine with a Main Event that needs to be charged up through accurate use of knives, especially given he is a 4.6 killer now that can fall back on normal m1 gameplay if needed. A smart Trickster can hold his Main Event to pop it when they need it. That's a valid argument for 4.6.

    However I don't think dying on the hill of "he's supposed to spam, so don't take away his ability to spam his ult, as this helps low accuracy players get downs consistently" is particularly helpful...

    It is a direction... it doesn't mean it's a good one.

    Tricksters knives are purposely designed for rapid fire gameplay. That’s why the hitbox is so small, it’s why the travel speed is so slow when considering the hitbox size, and why he throws knives from two different locations. This is also specifically done so that the knives are a battle of attrition, where the survivors are trying to dodge as many knives as possible, and try to time out the laceration meter.

    Trickster’s knives are unreliable at mid range, even if the player has infinite skill in the game. Trickster’s knives would need to be redesigned if players are expected to have a higher accuracy requirement than current Trickster.

    image.jpeg

    Also, we were given the above stats earlier this year, and Trickster’s pick rate was fine. The whole argument that “Trickster is unpopular to play as because people don’t like his rework”, is completely false. In fact, his pick rate went up with the rework, because he was easier to learn and use.

    Every time I played pre-rework Trickster, I would think “Huntress would have gotten a hit there”, and “Huntress could have hit the survivor there”, and “Huntress could have gotten a hit there too”. Because when you have two killers that are supposed to carefully aim projectiles that work similarly.. and one of these killers has a projectile that only needs to hit once, has a much bigger hitbox, and is way more reliable to hit with, then what is the point of playing the weaker character? There wasn’t a point of playing pre-rework Trickster, and there wouldn’t be a point in playing any new version of Trickster that requires carefully aimed shots, because people would literally just be better off playing Huntress instead because she does that better.


  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823976#Comment_3823976

    But doesn't the fact there isn't a consensus and the fact he's still not popular mean a shake up of his power is still warranted? The fact he is so divisive surely means more ideas and thoughts should be expressed/explored, should it not?

    So why exactly are you so adamant to shoot a Trickster revert and/or a bonus for accurate knives down?

    No. The majority of people think he's more fun to play as 4.6. There are millions of people in this world, and a small percentage of them that think he's more fun to play as 4.4, isn't enough to consider moving him back to 4.4. And again, there's not giant divisive thing here. It was just a few people that were loudly complaining about the rework over and over.

    I'm adamant about rejecting anything that lowers Trickster's movement speed, or anything that raises the number of knives for a main event. Trickster's identity is rapid fire gameplay, and BHVR literally said this to us. And I'm still haven't seen an "accurate knives down" that isn't an overall nerf to the character.

    …….You know what would be a real accurate knives bonus, that wasn't an overall nerf? Keep Trickster the same, except if Trickster gets 6 consecutive knives hit on the same survivor, then it takes off a health state. That way, people have an "accurate knife bonus" that brings him closer to the pre-rework, without nerfing current Trickster. Or have a new additional mechanic called "Trick Event", where if Trickster gets 6 consecutive knife hits, he can press a button to unlock basekit Trick Blades for 5 seconds.

    And these new things can be added to current Trickster, without nerfing him, because the slow/accurate gameplay isn't optimal, and it wastes time, so it's fine to reward people that really want to have slow/accurate gameplay, because it's really just compensating Trickster players for purposely using sub-optimal gameplay.

    But, above all, we really need to think of the average MMR killer, that isn't going to play perfectly, and will miss a lot more knives than an expert player would, because they need to have a character that's still good at their skill level. 4.6 Trickster with 8 knife main events, is the best scenario for the average MMR killer, and the revert suggestions I've seen other people make are really just going to hurt the average MMR killer.

    Note: (And if the "6 consecutive knife hits" thing is too overtuned at close range, then add a minimum range requirement… Or a "minimum range requirement unless it's a special shot like through a hole in the environment".)

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823761#Comment_3823761

    The base duration of main event is fine, so it’s not very punishing if Trickster isn’t granted extra duration via the combo system. //...// Furthermore, there are addons that increase main duration time, so players could just use those if they felt they weren’t hitting the combo meter bonuses often enough.

    But let me ask you this... if succeeding or failing at the combo system doesn't make much difference... is there even a point in having it? Why does it exist if its entirely superfluous whether it is successfully used or not? If it really does nothing of significantly value, just remove it from his kit entirely.

    But a lot of the suggested combo systems involve delaying main event if knives are missed, which is extremely more punishing than being denied extra main event duration. //...//

    And no, it would absolutely not be more engaging to have less main events, since that is the only time Trickster has any base kit ability to deal with 2v1 situations, like a survivor that is trying to body block the person Trickster wants to chase.

    I don't believe the suggestion I shared does that. The suggestion I shared soesnt delay hia Main Event for missing Knives, it gives him significant bonuses if he does land combos. Trickster has a larger number of knives to charge his Main Event in this setup, but in exchange has a more powerful power for when he does get it, and he gets additional stats bonuses to make it count more often. He's also now a 4.6 killer, so it's entirely within his control to stack to 23 knives for his combo bonuses, then catch a survivor with his 4.6 m1 and have Main Event ready to pop on the next survivor, similar to how Myers does now with EW3. It doesn't seem to be something infeasible to use effectively.

    Most Trickster suggestions I've seen generally have been split by 4.6 = 8 knives, 4.4 = 6 knives.

    Main Event is also the only time where Trickster can try to hit survivors at mid range, without needing to worry about knife consumption, because the knives are so unreliable at mid range that it’s understood that Trickster would be missing a lot of the knives. At mid range, Trickster has to spam knives because the knives aren’t reliable at that range, even if the player had infinite skill in the game.

    The reason I'm not on board with what you're saying, is the original Trickster playerbase managed to be accurate with knives, and that was even with the recoil AND him being a 4.4m/s killer and having a harder time positioning. It's often cited from reading what former Trickster mains have said that the secret to Trickster was understanding when to pull up your knives to allow you to be accurate, more than aiming them super accurately at distance, which a number of them proved with doing it on console. This can only be easier to do now Trickster is a 4.6 killer, and had to be tempered by the need to land 8 shots instead of 6 as described above.

    There have been/are add-ons that focus on you being accurate to recover your knives for successful hits or giving you haste for consecutive hits... it's seems like it's not something that's as impossible as you say, just it seems to me to require a different mentality...

    To me it sounds like you prefer the spammy playstyle, which is fine, but the original Trickster playerbase does not, and Trickster isn't any more popular than he was before, so we're basically deciding which set of players to be catered to.

    To play Devils Advocate, its quite evident you didn't like old Trickster, and you like new Trickster. That's fine, but how you feel about Trickster being potentially reverted is how his original fans felt when he became what he is now... so why is your claim to what he should be more valid than theirs?

    Especially considering he is no more popular than he was before, and a number of them put in far more time to original Trickster than it would be possible for you to do on modern Trickster given the time frames involved...

    There's no "original Trickster playerbase" consensus. It's not real. It's not a thing. BHVR's recent Trickster feedback Reddit post proved this, and the comments are there for everyone to see.

    This entire time, it was just a few people claiming there was a consensus. But it's not real.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823600#Comment_3823600

    Fair point, him having his own identity is not something I disagree with.

    Though to be fair, you seem pretty quick to denounce the proposed combo system, but are also happy with the current combo system?:

    Combo Bonuses:

    • E Combo: +0.5 seconds
    • D Combo: +1 second
    • C Combo: +1.5 seconds
    • B Combo: +2 seconds
    • A Combo: +2.5 seconds
    • S Combo: +3 seconds

    Combo Thresholds:

    This refers to on how many consecutive Blade Hits are needed to reach each Combo Rank.

    • E Combo: 2 Blades
    • D Combo: 3 Blades
    • C Combo: 4 Blades
    • B Combo: 5 Blades
    • A Combo: 6 Blades
    • S Combo: 8 Blades

    The current combo system is worse is it not? You're punished with a shorter duration on Main Event if you don't land consecutive hits, and there is no buffer for missed hits on this either, so isn't this worse? Of course the reality is the extra duration often doesn't help you anyway unless you're in a dead zone or camping a hook... so isn't this current combo system rather unhealthy?

    This seems to hint that having to land consecutive rapid fire hits is meant to be a part of Trickster's identity already... except the Main Event is primarily just an ammo saving tool right now that you use to spam to save your ammo cause it's so spammabale.

    Like even if you dont revert Trickster, would it be more engaging to take longer to get Main Event, but he becomes a Plague level wrecking machine when he gets it?

    I would also imagine with his 4.6 speed being able to position to keep scoring hits consistent hits for a Combo wouldn't be too hard compared to old Trickster.

    Also regardless the combo needs to be displayed on his HUD better.

    The base duration of main event is fine, so it’s not very punishing if Trickster isn’t granted extra duration via the combo system. But a lot of the suggested combo systems involve delaying main event if knives are missed, which is extremely more punishing than being denied extra main event duration. Furthermore, there are addons that increase main duration time, so players could just use those if they felt they weren’t hitting the combo meter bonuses often enough.

    And no, it would absolutely not be more engaging to have less main events, since that is the only time Trickster has any base kit ability to deal with 2v1 situations, like a survivor that is trying to body block the person Trickster wants to chase.

    Main Event is also the only time where Trickster can try to hit survivors at mid range, without needing to worry about knife consumption, because the knives are so unreliable at mid range that it’s understood that Trickster would be missing a lot of the knives. At mid range, Trickster has to spam knives because the knives aren’t reliable at that range, even if the player had infinite skill in the game.

    Big combos in mid range, just don’t work, and punishing Trickster for missing knives just makes him unnecessary weak at mid range. And if a ranged character is only really good at close range, then what’s the point for him being a ranged character? Trickster needs mid range options, and currently frequent main events is it… And the giant pattern of all these suggested new combo systems, is that Trickster would be garbage at mid range.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823452#Comment_3823452

    Sure. Personally I consider just pulling up knives and spamming survivors to death kinda boring myself, regardless of whether you succeed or fail. I've not really seen a huge influx of Trickster since the rework... and lot of his original fanbase has kinda drifted off as well... I'd say he functional, but he's kinda dull.

    I just thought the combo meter, building to an empowered mode with some awesome music playing based on his combo scores was a cool idea that added some interesting things that would make him a little more fun and engaging to play. A bit like how Legion is fun to play with all the different tunes they play with the various tapes.

    Would have preferred it if there were elements of it that might be worth considered for discussion, but I guess not. 😒

    BHVR could add music to Trickster's current combo mode, without reworking how the combo system works.

    But unless BHVR wants to completely rework how knives work, to allow them to be guarantee hits at mid range if they are aimed perfectly, then it would be terrible to punish killers for missing hits. Because as the knives are now, they aren't reliable at mid range, and it's not a "maybe I could make it work if I practiced more" or "maybe I could make it work if I had more skill", it's literally "this doesn't work even if the Trickster player was magically granted infinite skill in the game.

    Also, Trickster had zero identity when he was a 4.4 killer that is supposed to careful aim knives, because Huntress does that better. The entire point of making Trickster 4.6, and giving him much more frequent main events, was to give Trickster his own identity as a rapid fire killer. And current Trickster is the only rapid fire killer in the game, and reverting him would completely remove that playstyle from the game.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823361#Comment_3823361

    It isn't 100% accurate, its afforded a miss between each stack, so as long as you land every other knife, you keep building a combo.

    Let's not forget, that this is buff over old Trickster where his Main Event is more common at 24 knives, and if you only hit 3 knives in 6 in my version and you're still getting a small bonus.

    Though I must admit, I personally feel like it's a little too harsh at 2 stacks, but I'm not a Trickster Main. Personally I'd drop the combo every 3rd missed knife, but I dunno how often realistically a Trickster main would be reaching S combo or not. I'd possibly even have a combo ender when laceration begins. This makes camping hooks a less effective method, as if just one of the survivors eats a knife, to block a hit, the combo is gonna be ended prematurely. This adds counterplay for Survivors more than just run between walls.

    The problem and discussion around Trickster is he has never been engaging to face as a survivor. If you dodge a knife or win a mind game, so what? There's another knife coming immediately behind it. You just run from him trying to keep walls between you and him, and survive as long as possible, never playing tiles or trying to bait a shot.

    This combo system adds a layer of value to dodging hits, since just spamming a survivor down doesn't play into building your Main Event.

    All that said, even if you scrap the combo system, or purely make it an aesthetic thing, having Main Event pop and you become something a little like Plague where you're a monster with a unique TR/glow for a brief time that who wants to go out and make use of it while you have it would be really cool. Something like.

    • Main Event charged duration is 30s.
    • Main Event charged grants 10% haste for the duration.
    • Main Event charged duration pauses while carrying a survivor.
    • Main Event charged grants Killer Instinct for 6s on any survivor that hears the TR for the first time. Maybe pauses the decay for 6s.

    The idea has some interesting options to explore for old Trickster.

    The problem and discussion of Trickster is that a few people were spamming posts, claiming there was a Trickster consensus, and the Trickster consensus agreed pre-rework Trickster was better. They were also repeatedly telling us how many hours they’ve played the game, or how dedicated they are to this killer, as if that makes them an authority figure.

    Do you remember BHVR repeatedly telling us that played time doesn't have correlation to skill, which is why grades aren't an accurate measurement of skill? When someone tell us they've played a lot of hours in a character, that isn't an indicator of skill, and it doesn't mean they understand that character better than other people.

    And no, giving us a margin of error for the combo meter doesn’t work either. Trickster should never be punished for missing knives because his identity is supposed to be rapid fire gameplay, and asking people to slowly aim every shot completely goes against his identity. The current Trickster already has a combo meter that rewards consecutive shots, and that is perfectly as far as a combo meter should go.

  • @UndeddJester said:

    With the revert, I rather liked Revvium's ideas for Trickster, especially the combo system.

    https://forums.bhvr.com/dead-by-daylight/discussion/410064/regarding-the-future-of-the-trickster

    Revvium is (or at least appears to be) a highly skilled player though, so the combo system is quite reserved and focuses various Trickshots to be able to tap into his power, and a number of cool features... you can read in full if you're interested, and I recommend it cause it's good (the only questionable part the laceration decay).

    However for a streamlined version, the highlight for me was the combo system, a bit like the Devil May Cry combo multipliers. When Main Event is charged have Trickster glow, like Plague or Oni does with their power, and and have more ramped up audio to his Terror Radius based on his current best combo.

    This is the stripped down version lot of the more intricate ideas stripped out to get the idea across and to keep it simple to understand. Basically old Trickster, but: -

    • Main Event requires 24 knives to charge.
    • Main Event remains charged for 20s.
    • Main Event has a base duration of 6 seconds.
    • Combo system - Whenever the Trickster misses 2 knives consecutively he breaks his combo chain.
    • Combo system - Unbroken chains grant ratings for from D(4) - C(6) - B(10) - A(14) - S(16)
    • Combo system - While Main Event is charged/active, each rating grants an incremental +2% haste +2% action speed increase. Extra bounce and faster throw speed for A and S ranks.

    This gives Trickster a unique flavour to play, encourages going for accurate knifes rather than unga bunga spamming, and it actually makes juking knives for survivors worthwhile to deny his combo power ramp up. What's really nice is getting a charged main event also serves to help Trickster traverse the map, even if you don't get to use Main Event it still helps you get back in chase....

    With that in mind, I would personally stick with Main Event charged duration at 30s, and might also recommend a pause on the activation window during pick up.

    Maybe even Killer Instinct for 5 seconds the first time each survivor hears his Main Event TR for the first time. I'd also consider dropping the knife combos to D(3) - C(6) - B(9) - A(12) - S(15), just so console/newer players can feasibly reach A rank more often.

    However this combo system to encourage accuracy seems a very good direction to me.

    That entire idea doesn't work, because 100% accuracy with Trickster's knives isn't a skill based task, because that's not how his power works. Trickster's knives have a very small hitbox, and their travel speed is so slow, that even if BHVR programmed an aimbot that aimed every knife perfectly, Trickster still wouldn't get 100% accuracy against a survivor that knows how to dodge the knives, if the survivor isn't in close range.

    Trickster isn't even supposed to try for 100% accuracy if the survivor farther than close range, and instead is supposed to repeatedly turn his camera left/right, to throw the knives in a small spread, similar to what Plague does with her puke when the survivors aren't close to her….. And that is a good comparison. Asking for 100% accuracy with Trickster, would be like asking for 100% accuracy with Plague's puke. Even with infinite skill, it's not a realistic goal.

    Also, because of the recent Reddit Trickster feedback post, we now have proof that there never was a Trickster consensus, and that way more people think he's more fun to play as, when he's 4.6.

  • @Langweilig said:

    Recently the devs asked, what our opinions of reverting him are and the only real complaint was “We want 4.6m/s, 4.4m/s is too weak/slow”. Most people agreed and like, that his power would get reverted.

    I personally think 4.4 is fine, but his main event should not require 30knives, it should be 20-24knives.

    Trying this might open up, having more killers with different movement-speeds, which I find a cool and interesting concept.

    No. BHVR asked players to give their opinion on whether or not current Trickster is more fun to play as, because a few people were claiming there was a giant consensus that pre-rework Trickster was more fun to play as, and BHVR wanted to check if this consensus was actually true.

    And if you check the comments on that Reddit post, you can notice that the number of people saying that 4.6 Trickster was more fun to play as, is way higher than the number of people saying that 4.4 Trickster was more fun to play as. This means there never was a Trickster consensus. You can even see Reddit comments where other Trickster mains are clearly saying they want Trickster to stay at 4.6.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823001#Comment_3823001

    Then the game design is already horribly inconsistent as some killers have great low rarity addons and useless higher tier ones

    I think a better game design would be to have less clutter but more usable stuff without power creep or imbalances


    especially considering that most of the useless stuff isnt being used and its literally just clutter and nothing else. I cant be the only one seeing only actual useful stuff being used by my opponents (not a complaint, just observation)


    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823000#Comment_3823000

    so its a buff because you will use things that you wouldnt have used otherwise? So.. the matches will not be different since you wouldnt have used the weaker stuff?
    i guess that could also be worked around by just not converting the weaker stuff into the new ‚averaged‘ stuff but instead into BP/just retire as already happened with other things. And add different useful (not overpowered/strong) things to the bloodwebs to help against too many of one specific item

    Idk. At this point i really need to know why we need clutter that no one uses..

    I personally can't get a constant supply of Alex's toolboxes because of their rarity, because I don't pour that many bloodpoints into any one survivor. And even with most killers, I don't spend enough bloodpoints on them to have a constant supply of very rare or ultra rare addons. I have a lot of killers that are limited to just common/uncommon addons, and a small handful that are limited to common/uncommon/rare addons. And only my current main killer, or my previous main killers, actually have a decent supply of very rare items. So, yes, the rarity percentages actually does affect people, because there are a lot of games where they can't bring the actual useful stuff, if they split up where their bloodpoints are spent.

    And with your suggestion, BHVR would have to decide if 100% of the sabotage toolboxes are Alex's, or if 0% of the sabotage toolboxes are Alex's. Which means that BHVR is either allowing survivors to bring Alex's Toolboxes to 100% of their games, or to 0% of their games. That's a major difference.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822963#Comment_3822963

    well.

    I don’t expect anyone (especially not you) to agree with me and its really okay that way.

    But frankly, i don’t think this is a well reason to justify overbloated garbage in a game and i don’t see that as good Game design. I also doubt thats the one and only truth behind these things at all

    It's the same reason why Very Rare and Ultra Rare addons have such a low percentage to find in the bloodwebs, and it's the same reason why one of Billy's recent addon changes was to bump up the rarity of some of his addons.

    Survivors and Killers can be given powerful items and addons, and it's balanced by the fact that they have a much lower percentage to be found in the bloodwebs. For example, the best sabotage toolbox is Alex's, and it's specifically balanced by the fact that it's Very Rare, and survivors can't easily get a constant supply of them if they are splitting their bloodpoints across multiple characters.

    Likewise, the bloodwebs are filled with random other junk that most people don't care about, to further limit how often players see the powerful items and addons.

    And although an argument could be made that it's bad game design to lock the powerful stuff behind a huge bloodpoint requirement, a lot of people would complain if their opponents were allowed to easily bring the best items and addons to every game they play.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822906#Comment_3822906

    You claim that your idea is good

    i really didnt claim that…

    Its my personal subjective opinion that i don’t need to explain to you especially not if you come in as rude as you did

    Another commenter also didnt like the suggestion but instead of complaining about something that wasnt even part of my suggestion they asked for clarification

    Also, i don’t need your approval and you are not the one to decide if it happens or not

    Your idea will never work. Erasing item rarities would either be a large buff for survivors or a large nerf for survivors, depending on which items were picked. Item rarities specifically exist, to limit the number of best items survivors get. That's literally the point of why the killer and survivor item/addon/offering pools are so over-bloated with garbage.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822878#Comment_3822878

    you were coming in here complaining about something that you just assumed.

    Its just a simple suggestion and i don’t need to give you an example for my suggestion at all

    Your suggestion is inconsistent. You claim that your idea is good because "the different rarities are either too similar to one another", but then you refuse to give us example toolboxes. If you really truly felt the different rarity toolboxes are too similar, then it should be really easy to pick example toolboxes.

    So no, your idea shouldn't happen, because the various toolboxes have way too much of a gap in usefulness.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822869#Comment_3822869

    You are asking this as if i had implied it myself already. Why?

    So you complain when I assume you want all the toolboxes to be the best toolboxes….. then you complain if I ask you if you're cool if none of the toolboxes were the best toolboxes.

    Like, for reals, what do you want? Give us an example of a repair toolbox, and an example of a sabotage toolbox, that you would be cool if 100% of the toolboxes were those two toolboxes.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822840#Comment_3822840

    where did i mention that they should default all of them to be the best?!?

    Just commenting like that feels so unnecessarily antagonistic…

    https://us.v-cdn.net/6030815/uploads/1LVO2HRB9YOJ/image.gif

    So you would be cool if all the toolboxes were Mechanic's Toolboxes and Engineer's Toolboxes?

  • @Mooks said:

    At this point, i think the different rarities are either too similar to one another (medkits, most toolboxes) or there is one low tier item which is kinda useless (Green map and key) and i feel like future changes are bound into this direction anyway

    My proposal: Pool them all together and only have one tier per item (maybe two for toolboxes, one sabo one repair) and Rework addons accordingly to make them closer resemble Killer powers.

    And then make the Event items skins for the items! I am kinda not using my Event stuff because i am collecting (and fear that when i use the items i forget to unequip and then use all of them 😱)

    Making them skins would bring additionally the opportunity for other item skins also for the in-game Shop and rift

    So you want to buff survivors, by giving them the best toolboxes, every time they find a toolbox in the bloodweb? Really? So instead of having a high chance of getting the bad toolboxes, they always get the best toolboxes?

    So instead of having a 1 in 5 chance of getting the super great sabotage toolbox (which is currently a very low percentage to find because it's very rare), we'll just literally have 50% of the toolboxes be the super great sabotage toolbox?

    BHVR should be doing a toolbox review instead. Commodious and Event toolboxes are currently overtuned because they have 32 charges, which gives them too much value when stacked with other generator addons and perks.

  • @Marc_go_solo said:

    We've found out via data miners the MMR exists. There are still some who doubt this, but no amount of evidence will change their mind, so no reason in persuading otherwise.

    It's not SBMM. It works like a sports league, where the better the result the higher they go. The issue is there are a fair few variables which impact MMR. Maybe 4K gives the best result, but the time within the trial or how long it's been since someone played that role, impacts on how much the rating goes up. Really, it's RBMM (Results-Based Match Making).

    As for people who still use the argument that someone "must be low MMR", fortunately fewer do it, and they are mostly mocked for even trying to use this. I doubt anybody gives any credibility to these sorts of comments anymore. Nobody cares, because it's the internet. I could claim I have beaten Ayrun every time I faced him (obviously, I haven't - not even faced him once!), and other than likelihood, there is nothing to prove or disprove otherwise. People should rightly laugh at those claims, and pity somebody who clearly feels insecure enough to bring it up.

    Yet finally, even if we knew our MMR, it doesn't lessen the importance of what they had to say. There are some elitists out there who want it shown, so they can put weight on those who aren't doing so well and give them more value (or so they think), but it makes little difference. The game should be balanced where the most players are. Balancing it because someone in the top 2% says so isn't representative. The whole MMR discussion just needs forgetting about, really

    Actually, there have been people on these forums that we can definitely tell are lower MMR or average MMR, from their streamer videos.

    It doesn’t matter if MMR is a hidden number. We can easily tell from videos, by how the killer is playing, and how the survivors are playing, if the lobby isn’t anywhere near high MMR. And, of course, we look at multiple videos, to make sure these are the types of games that killer is normally getting.

    The real problem is when people try to claim that players are a certain skill level because of the number of hours they’ve played, or that a player is an expert with a specific killer because of the number of hours they’ve played that killer. That is far more damaging to the community than guessing someone’s MMR.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822132#Comment_3822132

    Pretty sure the influx of hackers forced them to reveal how it actually worked. A few cc’s started interviewing hackers who claimed to have knowledge of how it functioned, which lead to that knowledge ‘breaching containment’, so to speak. Players then used that info to make wholly unsubstantiated claims, which couldn’t be debunked without evidence from the devs themselves.

    But there’s also the inherent entitlement that comes with actually sharing the exact number with the player. There will be players who will use their number to “support” their balance takes, whilst also using it to disregard others’ opinions. They mentioned this as the main reason why they keep the numbers hidden. It doesn’t result in anything really productive.

    The reason why the game hides MMR is so players can believe they are better at the game than they actually are.

    That’s the real reason why the game still has an aim dressing bug that steals hits from the killer. When survivors 360 and the killer misses a hit, the survivor might think they outplayed the killer, and they did a skillful move…. but in reality the 360 triggered a game bug that stole the hit from the killer. There wasn’t any outplaying happening at all, just a game bug.

    And imagine if this bug ever gets fixed. Many people would complain 360s got nerfed, and that lowered the excitement from their games, and that chases feel “hopeless” if they can’t cause the killer to miss a hit.

  • I still only know one person in real life that plays this game, because literally everyone else I know that plays PvP games, only likes ranked mode, and thinks this game’s lack of a ranked mode is 100% proof this game isn’t skill based enough to play.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821855#Comment_3821855

    The thing about the bombs is that you’re also (weirdly) blinded. And because killers can still hear you, if they’re half decent they won’t lose you because they can’t see you for a few seconds. It’s basically like playing Spirit or any other killer who relies on sound cues to find survivors.

    …Sound occlusion is still massively bugged, and survivors are often completely silent when the chase music is happening. Spirit is a completely different situation, because phase mode allows her to chase survivors without the chase music, so she isn't as affected by the current sound occlusion bug.

  • image.png

    Before MMR, the average kill rate at red ranks was 68.19%, and 7 of the killers had over a 70% kill rate. Is that what you want?

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820769#Comment_3820769

    I’m pretty sure, they will reduce the main event to 24knives or a bit lower if he gets reverted, so it would be more available. 8 is far too low and 30 too high.

    A thing I want them to try at least is 4.5m/s speed, it would be a nice middle ground and maybe we get more killers with different speeds, which I find interesting.

    While the reworked maps have a lot more clutter, they also became a lot weaker and smaller, which overall makes them easier to deal with for him than it was in the past.

    6 knives to injure and the old throwing system was stronger and more useful than what we have now in my opinion. 4.6ms makes his m2 is often less worthy than a m1, which kinda defeats the purpose of his ability and 4.4ms encourages to use his power, which l enjoy more to play around.

    I’m pretty sure if they revert him he will get some more changes, that help him out.

    I think the main takeaway is that when BHVR collects data from the Reddit post, they need to look at why each comment was made.

    It wouldn't be good to just tally the number of comments that want to keep 4.6, and compare them to the number of comments that want to revert 4.6, because this whole experiment is to discover if people think Trickster is more fun to PLAY AS before or after the rework. When people want the rework reverted because they want Trickster nerfed, that shouldn't count as a vote for "thinks Trickster was more fun to PLAY AS before the rework".

    In fact, when collecting data based on Trickster being fun to PLAY AS, many of the Reddit comments aren't actually answering this question. Comments like "current Trickster is miserable to PLAY AGAINST", or "Trickster needs to be nerfed", aren't even discussing whether or not current Trickster is fun to PLAY AS.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820744#Comment_3820744

    Do you think a revert would be a nerf? You made it sound otherwise.

    I personally think a revert would be a large nerf. Trickster was heavily nerfed by the map reworks, when BHVR decided to add way more line of sight blockers to the maps. He needs to be 4.6 speed, to deal with the heavily increased number of loops where he literally can’t use his knives.

    And Trickster needs to have lots of main events, because it’s the only time he has any basekit 2v1, 3v1, or 4v1 ability. If Trickster isn’t in main event, then it’s extremely easy for other survivors to heavily extend chase times by bodyblocking Trickster.

    Current Trickster is objectively better at higher MMR than pre-rework Trickster. He can currently better at winning games.

  • So far, it appears the Reddit comments are in the following groups..

    1. People that want Trickster to stay 4.6
    2. People that want the Trickster rework to be reverted, because they think this would be a nerf, and they want Trickster to be nerfed
    3. People that want Trickster to be reverted because they think “it’s what Trickster players want”
    4. People that want Trickster to be reverted because they actually think the killer was more fun to play as, before the rework.
    5. People that want Trickster to be reverted, because they want their favorite (not Trickster) killer’s changes to be reverted too.

    Groups 1 and 2 are by far the most popular responses. This is interesting because it shows the majority of people actually think Trickster would be nerfed if the rework was reverted.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820021#Comment_3820021

    may i ask why there seems to be a general shift towards Reddit as a main platform for Feedback?

    I mean, I get why Reddit is a good Platform for this (many active users, seemingly of diverse skill/knowledge ranges etc.) and i appreciate a shift away from Twitter, but wouldnt it be still possible to have an official thread for this topic here on the official forums as well as there are many users here that don’t want to create a Reddit Account just for DbD?

    The data on these forums is really bad, because these forums are very small (compared to reddit), and a few Trickster mains posted giant posts on these forums, where they claimed that Trickster mains have a consensus, and they all want the rework reverted. And too many people on these forums actually believed them.

    Because if you go to Reddit, you'll notice there actually are a lot of Trickster mains that want 4.6 Trickster to stay. There never was a Trickster consensus. But too many people on these forums have the attitude of "I believe Trickster mains all want the rework reverted, so I'm going to support them".

    …And Twitter/X isn't moderated enough to be good for data. Like half the comments are completely unrelated to the topic, and it's so bad that it's not worth trying to clean up.

  • @TragicSolitude said:

    That's so much… why not revert things in small increments? See if a couple changes have a ripple effect or if more needs to be done rather than doing so much at once?

    (I'm still annoyed how so many changes were made to Legion at once. I was never thrilled by Legion's gameplay, but as an M1 killer he should be decent for console… except whiffing takes him out of his power. So poor FPS and controls on previous gen consoles destroy him before survivors even get the opportunity.)

    I think BHVR is trying to figure out if there really is a massive percentage of people that want 4.4 Trickster back, or if it's just a small group of people spamming complaints about Trickster's rework.

    Because if it turns out that the majority of people think 4.6 is better, then we might not need any changes reverted at all.

  • I think it's important for BHVR to ask for feedback around the Trickster changes, because it gives a much better perspective of what the majority of the playerbase actually wants.

  • Trickster really should be 4.6 movement speed, because of the increased clutter in the newer maps. There are so many loops where Trickster literally can't use his power, and looping those as 4.4 is miserable. And massively raising the Main Event requirements, is a huge nerf to Trickster, because it's the only time he has any sort of basekit ability to handle 2v1/3v1/4v1 situations like survivors bodyblocking for each other. The current Trickster is objectively better at high MMR than this early preview Trickster.

    Also, the current Trickster fulfills the the whole point of the character, which is rapid fire gameplay, because he gets lots of main events, which is as rapid fire as it gets. And if BHVR adds back the ramping movement speed debuff, that would be the exact opposite of rapid fire gameplay, because it super punished Trickster for trying to rapid fire knives, and it made it unnecessarily tedious to hit survivors with multiple knives if they were near any sort of line of sight blocker.

    And let's be clear here. Many people want 4.6 Trickster, and it's just a small group of very vocal players than keep spamming complaints that they want 4.4 Trickster back… and some of these people are disgruntled Sadako/Freddy/etc players that are upset about their killer's rework, and want Trickster's rework reverted so they can later argue that their (completely unrelated) killer's rework should be reverted. The arguments for 4.4 Trickster are often based around people that want to make "trick shots" through holes in the environment, which is the exact opposite of rapid fire gameplay.

  • The game, since the last patch, has been having major latency or desync issues.

    And the major latency or desync issues is causing the aim dressing bugs to happen more often, which is why the game keeps forcing attacks to whiff, because the game is forbidding the killer from making a full lunge even though the survivor is too far away to hit with a short m1 attack.

  • @Jaysax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817296#Comment_3817296

    Thankyou, but I specifically wanted to seperate this report from any issues that may or may not exist before the 8.3.0 patch. Despite those, I have noticed a significant difference since this patch, as have many others, and I want to avoid confusion about that so the scope of any fix that might get done doesn't go too far and break the game more than it fixes it.

    More specifically, the game, since the last patch, has been having major latency or desync issues.

    And the major latency or desync issues is causing the aim dressing bugs to happen more often, which is why the game keeps forcing attacks to whiff, because the game is forbidding the killer from making a full lunge even though the survivor is too far away to hit with a short m1 attack.

  • @Coffeecrashing said:

    Killers are forbidden to lunge if they are too close to a survivor. It doesn't matter if a killer is holding a direction and the M1 button at the same time, because the game will force a short M1 tap attack if the killer tries to attack while right next to a survivor.

    I'd even claim that many of the aim dressing complaints involve this short M1 tap bug, because if a killer is expecting to be able to do a full lunge attack, and they purposely turn their camera toward an object because lunges have zero object collision (and therefore they are expecting to be able to curve around objects with their lunge), that when the killer is forced into a short M1 tap attack, they can easily hit an object next to them and think the problem was aim dressing.

    BHVR should also look into the possibility that the game might be forcing short M1 tap attacks, even though the survivor might be out of range by the time the hit validation snapshots are taken, which means that the forced short M1 tap attack might be stealing a hit, because the killer could have reached the survivor if they were allowed to lunge attack.


    This is the same issue as the bug report I entered over a year ago.

    The game makes proximity checks, that are completely separate from the actual hit validation checks. This means the game can force a lunge to turn into a short M1 attack (or force the lunge to end early), and then when the actual hit validation check happens the game can declare it a missed attack because the survivor was too far away.

    There have been times (for me, it’s usually the really laggy PTBs) where the issue gets so bad that I can clearly see the game stealing hits from me, even when I’m in an open area with zero environmental objects near me. Because when the game forbids me from lunging, and then says I missed an attack because I was too far away, the game is stealing a hit from the killer, because I would have gotten the hit if I was allowed to make a full lunge.

    And yes, I've seen this happen with killers other than Pig, since the last patch.

  • @Hex_Ignored said:

    That would just make it far too easy to body block survivors again, which is the main problem the change is trying to address. The better change would be to just remove gens that are in rooms with one entrance.

    image.png

    That's a good point. If the small generator room is "too unsafe" and needs a window, then the generator should just be moved to the other side of the upstairs, somewhere in the above picture, so the upstairs doesn't need a new window. The upstairs currently has 3 windows, a hole, and a staircase. Do we really need that many ways to exit the top floor?

    And if BHVR really wants the generator to stay in that room, can we at least get rid of the hole, or the upstairs window that's next to the small generator room?

  • Yes. The second picture shows that a survivor can fast vault the new window, when they are looping around the upstairs.

    If the small generator room window was moved to the wall left of it, then survivors can still use it to escape if they got stuck in the small generator room, but it would not longer be fast-vault-able by survivors looping around the upstairs.

  • @Royval said:

    wish I could see the window 😡

    @Langweilig said:

    What window?

    I just added pictures to the original post above.

  • The killer queues were so bad the last time 2v8 happened, that BHVR had to do something dramatic to encourage people to queue as survivor.

    Survivors will probably get more “ways to fight back” tools, until the queues are actually balanced.

    You know what would really help balance the queues? Give one of the survivor classes a Head On ability, and when the survivor is in a locker with while the Head On ability is ready, highlight the locker to the other survivors.

    Maybe give one of the classes the ability do use blast mines, smoke bombs, flashbangs, and chemical traps, and give them the “Vecna spell selection” thing, so they can choose which item to use. And give them the items for free, with separate cooldowns for each item.

    Basically, all the stuff that’s way too obnoxious for the regular game mode, can be given to survivors as incentives to queue as survivor.

  • The biggest "L" are the smoke bombs. Bully SWFs will have the survivors take turns using them to ambush a killer that is in a chase.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810206#Comment_3810206

    The reason why survivors automatically get pulled into the Dream World, is because that feels a lot more fair, than getting chased by an invisible killer with a non-directional lullaby.

    That wasn't the case, though. I do not know if you were playing DBD when his rework happened, but survivors passively failing asleep was not added because it feels more fair for survivors. It was added as a "QOL" change to make him feel better to play as, and make survivors more vulnerable to his Dream powers.

    Same reason why he can hit an awake survivor, which in my honest opinion should have never been a thing.

    Speaking from personal experience, the dream pulling mechanic was perfectly fine as it was, and no changes would be needed. I'm confident it can, and will, safely return exactly as it was.

    If BHVR reworked Freddy to be closer to his original version, but gave invisible Freddy directional audio, would you be happy with that compromise?

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810163#Comment_3810163

    Survivors would need counterplay to being pulled into the dream

    No, you are not supposed to spend the entire match awake, and that goes for every iteration of Freddy.

    Eventually you will be pulled into the Dream World, and that is whole point. The lullaby is enough, as I know from personal experience.

    Infinite duration aura reading outside of the terror radius is way too overpowered for modern DBD

    It isn't. Not when it is designed to work with his power.

    And then BHVR would probably sprinkle the map with alarm clocks that any survivor could use, so that survivors can wake themselves up without failing a skill check. And Freddy wouldn't be able to see the alarm clock auras, but survivors would be able to see every alarm clock aura.

    They wouldn't. Freddy isn't Pig.

    Having an active RBT will kill you after the time expires, the Dream World has more to it than that.

    The reason why survivors automatically get pulled into the Dream World, is because that feels a lot more fair, than getting chased by an invisible killer with a non-directional lullaby. The dream pulling mechanic was frustrating and non-interactive for the survivor, and it will never ever come back in its original form.

    If Freddy gets his dream pulling mechanic back, it would 100% need to be interactive on the survivor side, so survivors would feel like it's a fair mechanic. Invisible Freddy would need directional audio, and the dream pulling range would probably get shortened to grab range. That would allow some sort of chase to be involved, where both sides of the game could feel like they are participating.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810148#Comment_3810148

    That seems a bit excessive.

    Dracula and Spirit have powers that can be used in chase. Freddy doesn't, and he shouldn't have.

    It isn't the same situation.

    Survivors would need counterplay to being pulled into the dream, and a non-directional lullaby isn't good enough. Invisible Freddy would need directional audio.

    Also, it would be likely that if BHVR ever did bring back original Freddy, the aura reading on sleeping survivors would need to be severely nerfed (or removed). Infinite duration aura reading outside of the terror radius is way too overpowered for modern DBD. BHVR would probably do something like nerf it to 3 seconds of aura revealing every 30 seconds.

    And then BHVR would probably sprinkle the map with alarm clocks that any survivor could use, so that survivors can wake themselves up without failing a skill check. And Freddy wouldn't be able to see the alarm clock auras, but survivors would be able to see every alarm clock aura.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810141#Comment_3810141

    That Freddy will lose the game. By pulling only a single person into the Dream World, that Freddy would deprive himself of the slowdown, and aura reading. Besides, he lacks a chase ability because his kit is not meant to be used that way.

    This is the same as playing Singularity and only using your power against a single survivor. A good killer wouldn't do that. At best you get one survivor.

    Edit:

    How will an awake survivor know where to run, to avoid being pulled into the dream?

    By paying attention to the lullaby, which is heard by awake survivors.

    Survivors would avoid invisible Freddy by paying attention to a non-directional lullaby? After what BHVR did to Spirit and Dracula, they would surely give Freddy a very loud directional audio when he is invisible.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810131#Comment_3810131

    He was nerfed mostly because of complaints from people who had never played DBD before. Mathieu Cote himself regretted that nerf, as people didn't even have time to learn how to play against him.

    There was never a need to change his power extensively.

    What I did was keep the teleport and add the Incapacitated status effect during the Dream Transition, which in my opinion as an Old Freddy main fixes the few issues he had.

    What are survivors supposed to do, if this Freddy decides he wants to hard tunnel one person out of the game, and only pulls that one person into the dream, which means that Freddy is invisible to everyone else? Do you think the average survivor can help bodyblock, when the killer is invisible? Do you think the average survivor would know how to flashlight save, when the killer is invisible?

    And how is the tunneled survivor supposed to avoid being tunneled, if Freddy is invisible while they are awake, but Freddy can see their aura if they are asleep? How will an awake survivor know where to run, to avoid being pulled into the dream?

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810099#Comment_3810099

    Miss one skill check and the penalty is gone. It isn't bad, it never was bad.

    So you're well aware that original Freddy got a lot of complaints, that a lot of people really hated original Freddy, and he was nerfed because of the number of complaints?

    What changes did you make to original Freddy, that you think are large enough for him to be accepted by the community?

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809944#Comment_3809944

    Probably not, I used it to get other players' feedback and see what they think about it. A suggestion for Freddy cannot be done simply with what I want for him in mind, I wanted to come up with a concept everybody would enjoy.

    And thank you for your kind words, my friend, I sincerely appreciate it <3

    If you'd like to see a post with my ideas, here it is:

    https://forums.bhvr.com/dead-by-daylight/discussion/399441/nightmare-an-idea-for-a-freddy-change-again

    Just disregard the suggestion for Black Box, I still need to come up with a different effect for that add-on (also thanks @UndeddJester for pointing out the oversight with the suggestion, I appreciate it!)

    ""Once in the Dream World: Survivors suffer an action speed penalty of 50%"

    "While Survivors are in the Dream World: Applies a moderate (-6%) Action Speed penalty to Repair, Healing, and Sabotage actions"

    "Survivors suffer from an increased Action Speed penalty of 60% after 30 seconds in the Dream World"

    This sounds absolutely miserable.

1 … 32 33 34 35 36 … 94