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Dabrownman1812

Dabrownman1812

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Dabrownman1812
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  • JoLo said:

    What do you think of this idea:
    Freddys dream transition is as long in seconds as many generators have to be fully repaired.
    So the dream transition is 5 seconds at the beginning of a trial and an insta-sleep in the endgame.

    Along with the idea of McLean to make the class photo global I would really appreciate it.
    I would also implement an addon that doubles the duration of the dream transition - maybe instead of the class photo.

    Very interesting, class photo isn't global in what he said, photo reveals sleep or not asleep survivors. Seeing all survivors who aren't asleep isn't the same. Freddy's strong points is seeing survivors no matter what, survivors will never be ok with killers like freddy and doc who track and hinder survivors
  • I think you should have enough RBTs to trap everyone twice and that they shouldn’t be able to see jigsaw auras until the timer starts. So no...you’re essentially asking forgiveness for tunneling a survivor that was not as strong of a player as the other 3. This happens to me all the time as a survivor and I don’t get upset; I’m still learning and my teammates are generally better players than I am.  
    Trapping twice is too powerful as they can be used more recklessly. Not seeing box auras ok, but 8 traps is a lot. Pro pigs just need 4, 8 is demonic as most characters are dead before needing two traps. 
  • Egonic said:

    I think any reasonable person can agree that there are imbalances on both sides, I do agree with the sentiment that the gameplay can be frustrating, though I believe both sides suffer from it.

    My biggest problem with pallets as a survivor is getting hit through them, which they are already going to fix, I have never personally felt that I need teleportation skills to drop a pallet, though I get a bit annoyed as sometimes I can't drop a pallet which seems quite buggy.
    Very long pickup times where the killer can't do anything but get flashlighted, as a killer that's so very unrewarding, it was a nice change by the devs.

    The fact that you "need" multiple exhaustion uses is a problem in the first place, and I don't see any easy fix for it, I think games are too fast with competent survivors, even with not so competent survivors, but in a 1v1 scenario that survivor is pretty much screwed, I have had countless of games as a killer where I play terribly and the survivor can't escape me, I miss swings, go the wrong way, get stunned, and still catch them due to the limited options of breaking line of sight in such a way that I can't track their trails and there are more than one way to go.

    Since you only want to focus on killers, my biggest complaints against killers are hitboxes and how hitting works, hitboxes everyone knows are bad, even if you remove ping as a factor, you hit through solid objects, I chainsaw halfway through trees and kill survivors, hatchets are horrible, they get stuck where they shouldn't get stuck, they hit where they shouldn't hit.... it's ######### for both players.

    I also very much dislike that I can do a 360 degree turn with a killer mid lunge, when competent players juke me and the only reason I hit is because this game has arcady physics, and bad hitboxes, it does feel quite unrewarding.

    With that said, survivors have too many lives, so the killer needs enough power to counter much more, I think that's a big issue, and I'd be very happy to see survivors die on their second hook in exchange for various killer nerfs that make sense, maybe even have survivors gain a % repair boost after the first survivor dies to avoid tunneling.

    Second hook deaths would be dumb as it would be op with ruin, tunneling would be super powerful. Game needs to be longer, not quicker. Add more objectives, not take away objectives from either side. Two hooks is relatively quick especially for tracking down injured surviors. That is nuts. Best if there were again. More objectives. A switch or lever randomly in the match to start gens, the killer cant see the switch to camp it and be a douche, but since it is random killers are away from the gens so would give trapping killers time to set up before the main event, slowing gen progress. 
  • Tsulan said:

    I'm not even bad though lmao, I have been rank 3 survivor and killer, but there is so much to this game that is getting worse and worse. You can also get hardware banned for being good in this game and looping people for whole games remember that lol.

    So not bait, just a ochido fanboy.
    No one ever got banned for playing to good. He got banned for calling out witchhunts and showing exploits. Oh and he wasn't even a good player.

    jamesdon18 said:

    If i drop a pallet on a killer I should not be getting hit as well because why use pallets to stun if you are just going to get hit anyway. I can't drop it earlier because then it wont stun and its a waste of a pallet.

    So 2 things can't happen at the same time? Killer can't hit you while the pallet drops?
    Pallets are useless when you can't teleport to the other side?
    There is an issue the devs brought up were the time for stuns are delayed after 2.0 patch fixed in the upcoming patch. The hit for hit is too long as the normal stun is late to end pallet animation on the survivor side, the pallet stuns end to after animation on the survivors side instead causing the killer and a downed pallet to occupy a space which is why it seems like the killer gets stunned and then warps to the other side of the pallet. From the killers side they see a pallet stun and a hit, they don't see the extra stuff that goes on. This is survivor sided only which creates a huge window for the hit for stun exchange that was never meant to be there. The removal of vacuum is good, but the animation for the pallet buggef the pallet stun time. Also the option to throw down a pallet sometimes doesn't appear when a killer is towards the center of the pallet.  So pallets are still buggy. But yes, it is possible to hit someone through a pallet but the window to hit a survivor is bugged.
  • powerbats said:

    @Mycroft said:

    Ok, 4 blinks max. I'll admit, no one needs 5.

    The only catch with Nurse add ons is they almost all come with some downsides. If we're talking about if someone can mitigate them are we punishing their proficiency?

    As I said 2 blinks base no addons needed with 1 additional blink addon either rare or ultra rare. But then rework some of her other addons and perhaps introduce new ones.

    As for @Dabrownman1812 I've played 3,4,5 blink nurse and so I now the difference and even at my limited skill level. If I play with 4-5 blinks I don't need skill because i can just rely on the crutch of those blinks in fast succession.

    Yes the fatigue is longer but it doesn't matter since I can get a hit in usually and with Stridor /Nurses/Bloodhound etc they're going down quickly. 4-5 blinks is like ds, it's a crutch and complete training wheels.

    All it does is reward bad gameplay and keep that person from actually getting better. The same is true of camping, oh sure you'll get that 1 kill guaranteed but 5 gens pop and 3 get out. Now you'llg t more of course is ppl don't punish you.

    That depends on skill of survivor, but sure
  • Master said:

    @Dabrownman1812 said:
    They said no already, not maybe maybe not

    They said no to clowns in DBD too. Look what we got last chapter :wink:

    Show me where they said no to clowns, seems like a rumour. No one could show me where.
  • popoles said:
    So I was playing as the Wraith today at rank 1.
    I had a build to make the Wraith somehow good (BS/Bamboozle/Ruin/NC and the uncloak + windstorm green combo).
    Ruin was destroyed early in the game-okay, I don't mind it. Then there was an annoying FL user with DS (which she missed, I was lucky).

    Now, 1 gen is remaining, 2 are dead and 2 are down.
    I pick up Nea, because she is in a second stage, so I have enough time to pick up Tapp (they were close to eachother). Both are also close to the hatch. You can guess what happened next. Nea DCd and Tapp escaped through the hatch.

    HOW IS THIS FAIR?!
    I was trying so hard to kill them, yet one press of a button takes 2 kills away from me and gives one survivor 7000 points.
    D strike getting changed, no need to complain anymore. Next midchapter patch. 
  • They said no already, not maybe maybe not
  • powerbats said:

    @Mycroft said:

    I always hear about these 3,4,5 blink Nurses and I myself never do it cause I don't see the benefit to looking at the ground for an hour. I don't use add ons. Nurse's add ons have been notoriously bad since launch.

    Nurse gets owned at any rank if they're bad. That line representing Nurse is extraordinarily high across most the rasnks, it levels off then goes back up in red ranks. In all honesty going by their numbers Nurse needs a buff, but that's neither here nor there.

    At it's core I view the discussions of Nurse's add ons a backdoor attempt to get her changed other ways. No one uses Nurse add ons. Not seriously any way.I mean we all remember a few patches ago when they made her useless, then reversed it, then said they'd re-introduce it at a later date.

    For me, when people ask for nerfs to something my standard is is it to change something game breaking. Nurse isn't game breaking. Nurse is a game alternative

    I run into 3-5 blink nurses at ranks 1-5 quite often and if the nurse can hit you within the 1st 2 blinks pretty regularly then they don't need the extra 2-3. I'm not looking to backdoor nerf her at all, if i want her nerfed into the ground i'll say it flat out.

    Similar to my statements on SC, SB and DS and how they needed adjusting. If you know how to 2 blink and have 1 extra one that's one thing but 4-5 blinks is just plain stupid. I mean given how game ignoring she is mechanic wise. Who cares if she has longer fatigue since she's got her people down rather quickly still.

    It's like a Billy with no cd on chainsaw and charging across the map at full speed and oh give him super steering while you're at it. (slight exaggeration there but the point is there)

    Sound like someone who can't run a nurse. 4-5 blinks, most nurses don't run 4-5 so that is irrelevant. Most run 3 at most. Nurse ignores mechanics but isn't without weakness. Learn guy. If you know how she works you'll know why 4 blinks could be an issue for the nurse. Idk if you played nurse but play a 4 blink nurse and 3 blink and feel the difference. 
  • @SovererignKing said:
    However, what about locker Dwight who hid in the basement and literally did nothing? He gets found right at the end, and Adrenaline saves his butt after he gets unhooked when he got caught for the first time. He escapes... and... he’s at the bottom of the score board with 8k points. Meanwhile the guy who died first, has 11k points.

    He still managed to not die the whole trial, so yea he deserves to have his Adren proc. And you walk out with more points and probably a pip, where he most likely will get a safety, MAYBE a pip if he is lucky. Death as a survivor =/= loss every game. If you pip, that's a win no matter what happens. My NM build is proof of that, I can easily pip and be the first one dead because I play for points and know how to rank up. I even let the killer kill me and still pip. Conversely, you can escape as a survivor and not pip if you play like how this Dwight supposedly did (if he didn't do gens, make saves, or get chased he's not going to pip).

    Your questions are very loaded to make Adren seem broken BTW. Adren isn't something meant to punish failure, it's meant to reward success, you have it backwards. I run the perk a lot and it will proc about 1/4 games, but most of the time I'm not injured nor am I being chased. The rest of the games I don't get to endgame, either because I die or it's a hatch game. Of those games where it does procs, it would be maybe another 1/4 where it saves me during a chase. It sucks to face as killer, because you always see that guy's 1/4 of 1/4 of those games, but it sucks as survivor to get hit by something like Devour Hope in the same way. When you see that Exposed icon, it can totally change the flow of the game and completely shut you down as a survivor especially if you are the unlucky one to get hit first.

    @Master said:
    Check out the official tournament or the marth depip squad experiment :wink:

    Not actually valid because in both cases, survivors are playing to escape and nothing else. If you do that you don't pip, which is what defines a win/loss in this game. If all you ever do is gens and escape, then you need to do 2 whole gens by yourself and a third mostly by yourself, and escape without going down, AND no one can die on a hook. If 1 person gets hooked and dies, like how a lot of Depip Squad games would end (as they would just leave) they lose their bronze Benevolence and won't get a pip. This is besides the fact it is mathematically impossible for you to get that pip in the first place if all the other survivors do gens like you do. At best, 1 player will pip and the rest depip. If they share properly, the best they can all hope for is a safety pip.

    Its the same questions that lead me to feel NOED is OP. Same questions that lead me to say DS is OP. They aren’t “loaded”, just the ones that I ask for every perk. Survival is a reward for playing well, not a reward for basically letting your team mates do all the work for you. 

    You could also say Adrenaline rewards failure on the Survivors part by being found and hit. Not to mention the free Sprint Burst it gives. Even if you’re not injured.
    Noed can be nullified, how is it op? Killers perks can be countered or nullified by survivors, survivor perks can't be worked around so well. And they have greater chances of triggering in useful situations.
  • Zanfer said:

    @powerbats said:

    @Domblade said:

    I hate to be one to call someone out, but you've entirely supported my points towards a lack of stealth meta whilst simultaneously complaining about it as if it's the Nurse's fault. The fact these perks (Iron Will, Calm Spirit etc) aren't chosen in the first place, means there is perhaps intention to sustain stealth throughout the game (as always is with arguably most survivors at the moment, me included.) The fact there is a lack of stealth meta is perhaps a large contributing factor to the Nurses current strength (I'm not saying entirely, but it's strong, there are many variables), because, as I previously stated above

    the Nurse is weakest, due to the reliance she has on line of sight.

    As stealth meta lacks, the Nurse has plenty of room to strive in gameplay is what I'm trying to say. It can't exactly be her fault that the current survivor meta benefits her to a large extent, yet here people are complaining about her strength, not accounting for their gameplay and how it could perhaps be their change which would be more beneficial to their survival, rather than damaging the Killer.

    **Oh i agree totally on the lack of stealth meta but then you go stealthy you get doctor and even with calm spirit you still jump up in the air and scream, silently but you're still visible. My point was that some are suggesting that's how you counter nurse is with those perks well you run those and you go against someone else that counters those. You don't know you're up against a nurse at all so to say run those to counter her is disingenuous.
    I'd love for a stealth style game but Doctor and current maps among other things make that really difficult. I've run super stealthy builds before and the killer will let 5 gens go just to tunnel and hard camp me. When I'm in games with someone running a super stealthy build the killer tunnels and hard camps them.

    The real question is who is harder to face: Nurse or Doctor.. Perks are up to you to choose and if you struggle against doctor more than run perks against doctor cause apparently doctor would be harder than nurse for that individual person. Vice versa for nurse, if the person struggles more against nurses than run perks to help against her if you encounter her.

    The doc is easy to go against, it just means you have to learn his power, survivors who know how his power works don't have an issue. Nurse is strong because she is proactive and doesn't rely on survivors messing up to get a hit. Most killers rely on survivors messing up. The doc is easy mode, he doesn't stop pallets as long as he's shocking but he guards windows decent. Perks aren't truly killer specific or countering. 
  • @KiraElijah said:
    I think he’s just fine, why do so many people want a buff?

    The concept of the killer is fine but you need to base power off their default build without add-ons. His power makes you wait 7 seconds to hit a survivor meaning they have a huge chance to escape or heck even wake themselves up while in transition. It also makes his endgame (gates powered) nearly impossible to protect a hook. You can wake people up faster than Freddy can put you too sleep, its ridiculous.

    With the current game he just isn't viable beyond matches in the lower ranks or against players just messing around. He does need some sort of buff and I believe they are at least making self-care no longer knock you out of dream state. I would also like to see them revert the change to waking up when healed from a "downed" state.

    Not every Killer needs to be Nurse tier but Freddy (like Wraith) need to be viable when you start facing optimal teams.

    Word, dude said doc is bad which is true, but he gets survivors saltier than any nurse player. When survivors are hindered and can't hide they get salty. I don't get hate mail unless I played clown with gin bottle and pinky finger or as freddy. I play them, pig, nurse. I could thrash survivors with nurse no hate mail, slug with freddy early game and get hate mail. Survivors just hate freddy and doc due to mechanics, not due to strength. I agree not every killer needs to be nurse level, but the spirit should be because she has horrible draw backs that not even the queen herself has while having a weaker power with a higher skillcap. They just need to give freddy the wraith treatment, qol and add kn adjustments. He's an endgame killer so make him an end game beast. Freddy should be juggling often and slugging. Removing his ability to see asleep survivors out of his radius is killing him, and a snowball effect can only happen end game anyway. Be interesting to see the devs take on the rework.
  • Dead hard as devs said suffers from the dbd online dedicated server latency. It doesnt bug, just latency.
  • Freddy doesnt need a rework, just qol changes. No channeling actions except hook rescues (like madness 3) during dream transition, no self care wake ups. Tracking killers that hinder progress will never be fun for survivors, idk if devs learned that from the doc. Doc is fun to play as and not against. 
  • Orion said:

    @Dabrownman1812 said:
    Billy getting consistent 4 mans? Nah meng lol. Make it so survivors do gens 90%slower for 3 minutes after getting hooked. For start.

    More like Survivors playing smarter instead of acting like they have infinite lives. Your suggestion would give everyone carpal tunnel.

    Word, idk a billy that consistently 4 mans unless survivors are doing some dumb stuff, even in rank 1.
  • Zanfer said:

    @Domblade said:

    @Zanfer said:
    I read the whole thing and finally someone talked about it in detail. It is like going against other killers. All killers have thier weaknesses and just because you can't loop a nurse, try other things. The examples you gave are exactly what I do to nurses. Line of sight is her biggest weakness so making her have to choose multiple directions vs one will help the survival of (you) the survivor to a greater extent.

    !! I'm glad someone knows about it, it feels like it gets ignored a lot of the time, but I may be wrong lol

    it gets ignored because most other killers don't suffer heavily from los compared to nurse. Which is why people never do it to other killers and totally forget to do it against a nurse..

    The spirit does, she loses all sight :o
  • I'd like a killer with a power similar to the Molded from Resident Evil 7.

    In RE7, the Molded could come out of anywhere that had mold, whether it be the ceiling, wall, or floor. It could even block doorways.

    For the killer, the power would allow the creature to place residue from it's body down on gens, windows, the wall, or the floor. 

    If residue is placed on a gen, survivor's can't interact with that gen until they remove the residue. The more survivors there are to remove the residue, the quicker the action is. A lone survivor removing the residue would take 14 seconds, with add-ons able to increase the removal time.

    If a window has residue on it, it inflicts the Hindered status effect, as well as causing the survivor to slow vault. Once a survivor vaults the window twice, the residue is automatically removed. The residue can also be removed from windows before a chase, but will inflict Hindered on the survivor who removed it. Removing residue from a window would take around 6 seconds, with add-ons able to increase the removal time.

    Placing residue on the walls and floor would simply act as teleportation, while running into the residue causes the Hindered status effect. If a survivor is affected by the residue's Hindered status effect, they also vault pallets slowly.

    The creature will also be able to teleport to any generators or windows that have residue on them at the expense of it using up the residue. The residue gets reused like Hag's traps.

    Not sure if the residue should be based on charges or a set number. I also don't have a name yet, I'll edit in a name if me or another forum user comes up with a cool one.
    That's prob not gonna happen lol
    Not in a million years, but it would be the next killer on the roster if I were in charge.
    Good thing you're not. Dope idea, but hag+clown is a bit much. 
  • Orion said:

    @Delfador said:

    @Orion said:

    @Delfador said:
    It is basically giving killers an ebony mori for all the matches.

    It is the definition of being overpowered.

    Memento Mori don't require you to carry a Survivor to the hook a second time, which eats up precious time.

    Yeah but it takes 10 seconds.

    Game is unbalanced but not that much imo. + there are killers like nurse and hillbilly who get 4k consistently.

    The game is unfun because of how short it is. This suggestion will make the game even shorter which is a mistake. Also it doesn't require the killer to put something into the game. It is a plain buff with no drawbacks.

    The game is really hard if you try to play fairly. Hexy for example does anything to win the game and gets 4k with the weakest killers like Freddy, Wraith, Pig almost in every game.

    We need more consistent, longer games in order to balance this game and make it more fun.

    The game is short because Survivors don't have enough objectives that are worth doing, resulting in gen rush. A band-aid fix would be to make it so it takes less time to kill them.

    Billy getting consistent 4 mans? Nah meng lol. Make it so survivors do gens 90%slower for 3 minutes after getting hooked. For start.
  • I'd like a killer with a power similar to the Molded from Resident Evil 7.

    In RE7, the Molded could come out of anywhere that had mold, whether it be the ceiling, wall, or floor. It could even block doorways.

    For the killer, the power would allow the creature to place residue from it's body down on gens, windows, the wall, or the floor. 

    If residue is placed on a gen, survivor's can't interact with that gen until they remove the residue. The more survivors there are to remove the residue, the quicker the action is. A lone survivor removing the residue would take 14 seconds, with add-ons able to increase the removal time.

    If a window has residue on it, it inflicts the Hindered status effect, as well as causing the survivor to slow vault. Once a survivor vaults the window twice, the residue is automatically removed. The residue can also be removed from windows before a chase, but will inflict Hindered on the survivor who removed it. Removing residue from a window would take around 6 seconds, with add-ons able to increase the removal time.

    Placing residue on the walls and floor would simply act as teleportation, while running into the residue causes the Hindered status effect. If a survivor is affected by the residue's Hindered status effect, they also vault pallets slowly.

    The creature will also be able to teleport to any generators or windows that have residue on them at the expense of it using up the residue. The residue gets reused like Hag's traps.

    Not sure if the residue should be based on charges or a set number. I also don't have a name yet, I'll edit in a name if me or another forum user comes up with a cool one.
    That's prob not gonna happen lol
  • Thank God DS is getting dumpstered very soon. That perk needed to go a long time ago.

    Self Care didn't need a nerf imo, so I'm glad they dropped it.


    Getting nerfed indirectly with longer heal time.
  • The devs did good work on the killer, they might give her adequate tracking on day. Amazing designs. New killer idk, maybe someone like the feaster.
  • Nah, no broken for sloppy. I'd rather have another perk, maybe add it to hex the third seal for the swf groups or empathy users, or another new perk, where after you hook someone your next attack will inflict broken for 120 seconds. Just walking around putting people on free broken is nutz on someone like freddy. Broken works because he breaks a bone to get off. Maybe a new perk to inflict broken.
  • Infinite wouldn't be good might be a bit much since can zoom gen to gen. Maybe tremendously decreases fatigue time
    And one to considerably increase blink chain window and blink movement speed.
  • Dead hard is superior, gets you to pallets, windows, and lets you run over bear traps. Also helps against nurse or if you're at a straight run to the exit gate and if you haven't used the dead hard it for sure grabs some secure exits. 
  • As I think about this, I think its a really good idea - and I typically play Survivor.

    The game needs more variety. I think the ease of unlocking "teachable perks" and creating all the same survivor with optimized load outs really dulled it down. The characters on their own were kind of balanced and served specific roles. If they had worked with that to make each character as unique as each killer, it'd be really cool (which I think is what they're trying to do with death garden).

    So make claudette the healer type, but give her some better stealth and finding skills, since she wouldn't be your main "gen runner". Make one of the characters the distraction master, dodging and out running the killer. Etc. Then... probably don't let more than one character in a match at a time.

    That kills variety as people can't play who they want to play, sounds kill but kills it. What happens when two claudettes come in a lobby? Character traits creates tiers and the ones who heal or have better running/juking traits will be used more.
  • As I think about this, I think its a really good idea - and I typically play Survivor.

    The game needs more variety. I think the ease of unlocking "teachable perks" and creating all the same survivor with optimized load outs really dulled it down. The characters on their own were kind of balanced and served specific roles. If they had worked with that to make each character as unique as each killer, it'd be really cool (which I think is what they're trying to do with death garden).

    So make claudette the healer type, but give her some better stealth and finding skills, since she wouldn't be your main "gen runner". Make one of the characters the distraction master, dodging and out running the killer. Etc. Then... probably don't let more than one character in a match at a time.

    More stealth? She's the most stealthy of all survivors. Lol
  • They are balancing but one patch at a time lol
  • Towards, not to wards lol. This gives sloppy butcher a nice buff as it takes a long time to heal now. 
  • Watch the dev stream, they covered both
  • They are thinking of increasing time it takes to heal, up to 16 seconds, which is 24 seconds with self care and to wards 30 seconds with self care mangled.
  • One blink nurse is horrible, this clickbait horrible stuff. How is billy overpowered? Hate saying noobs but billy's aimbot is pretty bad, besides that not op, just map pressure but could still get looped. Balanced killers tend to be weak. 
  • Denson381 said:
    I really wish Dead By Daylight would listen to this but it will probably not happen. Passive abilities would be awesome.
    Creates a meta, in high rank the best survivor traits will used. 
  • Examples: Meg- can keep running and get exhaustion to go down
    Laurie- Increases your chances to become the obssesion and not leave blood puddles (make it so only the obssesion can use DS,no nerf needed, I like DS and mostly on Laurie because it is really unique to her from the movie)
    Dwight- See the aura of survivors for 10 seconds every time a gen is done and once the exit gates are open, you see the survivors aura at all times, red aura if hurt
    etc
    But once the survivor is chosen by another player in the lobby it can’t be chosen by anyone else, only one survivor of each.
    If only obsession uses d strike that's an overhaul and might as well not be a perk, and this creates tiers, gonna see more megs and claudettes. Id v has these on game and certain characters are unusable in high rank. A good trait is balanced with a bad trait.
  • MegMain98 said:

    I’m sorry if this has been brought up before but will the Charity Case DLC ever be released on console? I’ve seen some of the cosmetics and think they are pretty cool. It was released last year around this time I believe? It was never released on console however, just PC :/

    Not saying consoles players are entitled to the cosmetics, just curious on if there was ever a conformation on whether or not it would be released on console.

    No most likely, due to legal nuances of how many parties are involved and adding more parties.
  • @Dabrownman1812 said:
    TheWhoosher said:

    @George_Soros said:

    I very much like playing the Nightmare, despite (or because of) his weakness: twice the challenge, twice the satisfaction! And people out there who keep demanding a buff for him seem to forget one thing: although he's probably the one killer with the most 0K games, he also has great potential for turning a 2K into a 4K. Without Deerstalker or other perks, it's very hard for a killer to get the fourth survivor when the third one gets his/her final hook. But not Freddy. With him, it's a stroll on the beach. Aside for some minor changes (like making it harder to use SC to wake up), I don't think it's a good idea to do a complete rework on him.

    If there's a real unanimous view that he needs some stronger buffs, I think some penalty for being repeatedly pulled into the Dream World may be ok, similar to what you suggested here; but I'd say Exposed is way too much. MAYBE with some pink addon, but not by default.

    Some killers are just weaker than others. Instead of asking for buffs, enjoy the occasional success with those ones.

    That's just my opinion though.

    I was a Freddy main, and I was thinking the same thing, but, how many time did you play against Freddy ? Tbh I'm pretty sure the devs have taken the worst ideas they had to make his power

    His power isn't that bad prenerf, just needed certain things like no gen progress while asleep and can't interact during dream transition to do channeling actions besides hook save. Pre patch his slug game was strong, asleep survivors could not pick up downed survivors because you had to wake people up before healing them up, and sleep cant wake the sleep. Him being invisible does not break the game, you hear his footsteps, his blades, see grass moving, you have lullaby, within the lullaby you know or should know to get to a safe loop spot because he has to wait 7 seconds after finding you to strike. Fun fact, you can loop and vault when he finds you, since you aren't in a chase the vault counts for the entity block doesn't start until you're fully asleep. Most people I see, they lose to freddy because they hear him coming and either dont hide or hide where there are no pallets in the corner. Survivor mistakes. I main freddy, and most survivors aren't encouraged to think about timing because they have sprint burst to run last second. People get caught be freddy because of the reliance on sprint burst. With windows of opportunity out, you can know ahead of time if you're running into a dead zone. With lullaby and sleep time, you have at least 10 seconds to find a safe place, and with opening exit gates, if the 7 seconds doesnt sleep you by the time the door opens you leave.

    His power was bad since release, yes he was a really good slugger, but you need to think about both side, and his power can't be tweak to be fun playing as and against him.
    I'm not talking about "He is invisible, he is op!", but more because of his invisibility, he lack of pressure (no terror radius [Same goes for wraith and tinkerer if you're a little bit to far away] and his 7secs)

    tbh I feel like you're thinking too much as a killer, you need to think about both side when balancing

    I am, I'm a survivor main, just play both high tier. And I make most freddy's cry, and most survivors mid to high tier do. The last escape rate they showed, freddy had a horribly low rate of kills. I forgot how low it was, but basically you had an extremely good chance to leave when the killer is freddy. I play freddy well because I know his counters, he isnt fair to noobs as they havent learned map scouting and juking and rely too heavily on stealth. Freddy's ecape rate is so unbalanced mpre so than other killers as he destroys noobs but experienced players crap on him unless he's running a particular couple sets. As I said his power was bad on release but just needed certain tweaks which I wrote already. He is an end game killer so killing quick without slugging shouldn't be viable with him, he plays differently than other killers and this should be kept in mind. He has bad map pressure but most killers have bad map pressure, that's something common and not a freddy exclusive weakness. The wraith actually has ok map pressure due to his speed boost, killers who travel faster has more map pressure. Wraith just doesnt have much else besides speed and invisibility. His aura reading isn't bad, he is a tracker, he tracks. It is only op for noob or unskilled players. Not being mean, but his rate of getting kills shows this. If he can see you, doesnt stop getting looped, he is actually a great killer to face when learning how to play because you have to juke him, and outrun him so it forces survivors to learn, which makes them fair better against other killers in a chase. Also, the exposed effect I love but is idk, a tracking killer that can expose is a lot. As killers stong in a chase don't tend to have tracking tools outside of perks. I like the idea and maybe q midway between your suggestion and what freddy already has.
  • @George_Soros said:
    I very much like playing the Nightmare, despite (or because of) his weakness: twice the challenge, twice the satisfaction! And people out there who keep demanding a buff for him seem to forget one thing: although he's probably the one killer with the most 0K games, he also has great potential for turning a 2K into a 4K. Without Deerstalker or other perks, it's very hard for a killer to get the fourth survivor when the third one gets his/her final hook. But not Freddy. With him, it's a stroll on the beach. Aside for some minor changes (like making it harder to use SC to wake up), I don't think it's a good idea to do a complete rework on him.
    If there's a real unanimous view that he needs some stronger buffs, I think some penalty for being repeatedly pulled into the Dream World may be ok, similar to what you suggested here; but I'd say Exposed is way too much. MAYBE with some pink addon, but not by default.
    Some killers are just weaker than others. Instead of asking for buffs, enjoy the occasional success with those ones.
    That's just my opinion though.

    I was a Freddy main, and I was thinking the same thing, but, how many time did you play against Freddy ? Tbh I'm pretty sure the devs have taken the worst ideas they had to make his power

    His power isn't that bad prenerf, just needed certain things like no gen progress while asleep and can't interact during dream transition to do channeling actions besides hook save. Pre patch his slug game was strong, asleep survivors could not pick up downed survivors because you had to wake people up before healing them up, and sleep cant wake the sleep. Him being invisible does not break the game, you hear his footsteps, his blades, see grass moving, you have lullaby, within the lullaby you know or should know to get to a safe loop spot because he has to wait 7 seconds after finding you to strike. Fun fact, you can loop and vault when he finds you, since you aren't in a chase the vault counts for the entity block doesn't start until you're fully asleep. Most people I see, they lose to freddy because they hear him coming and either dont hide or hide where there are no pallets in the corner. Survivor mistakes. I main freddy, and most survivors aren't encouraged to think about timing because they have sprint burst to run last second. People get caught be freddy because of the reliance on sprint burst. With windows of opportunity out, you can know ahead of time if you're running into a dead zone. With lullaby and sleep time, you have at least 10 seconds to find a safe place, and with opening exit gates, if the 7 seconds doesnt sleep you by the time the door opens you leave.
  • Sound is a big thing, it's resources and unless peeps use headphones, the sounds will be coming from one screen, one near the killer and one far both will hear heartbeat. It's not designed for split screen. To have one play on a linked screen and another on another screen then alright, but one screen nah. 
  • @Peasant
    Oh people are starting to now offer up shards this is getting good.
    Offer auric cells and now we're talkin
  • Lol tinfoil
  • Peasant said:

    I'd put 1500 Iridescent Shards on the killer being the "Japanese scar-faced woman". Then I'd put 500 Iridescent Shards on the survivor being the Samurai. However, if the leak is true then we'll likely get a female survivor with our female killer.

    What leak
  • @Touken said:
    Dr_Trauts said:

    ...clown is balanced, just learn how to play against him like every other killer

    Could you plz answer my questions? So have you faced a clown? Do you know how fast he can catch up to you? even without his atonics? I kinda know how to juke the clown  a bit but it's only temporary.

    i played as clown lol , he is worse then wraith in terms of speed , with laggy survivors i can hit them thru the pallet as wraith , while clown is a fat and slowswinging poor guy.

    His swing is the same speed and he runs at the same speed as trapper. His swing animation due to the direction and shape of it can have it's range underestimated.
  • @Dabrownman1812 said:
    I think it would be better to hear the entity like in whispers if you're found or something. Talking can be spammed and it won't be scary so it will take away from the chat, then the voices have to think about translation and all kinds of issues. If there was killer chat prompts, I think it's better if the killer can't do it on demand, if it activates under a condition because people can spam and chat spam is an issue in games that has that. It could potentially make people take the killer not as serious or just imcrease salt levels in killers/survivors.

    You can just make an option to disable the chat , and rep for chat spams resulting in 1 or 2 days chat ban then

    Once again, that's added layers of complexity for little gain since 3rd party programs already offer direct chat. 
  • I think it would be better to hear the entity like in whispers if you're found or something. Talking can be spammed and it won't be scary so it will take away from the chat, then the voices have to think about translation and all kinds of issues. If there was killer chat prompts, I think it's better if the killer can't do it on demand, if it activates under a condition because people can spam and chat spam is an issue in games that has that. It could potentially make people take the killer not as serious or just imcrease salt levels in killers/survivors.
  • Works on both I believe, the perk description will tell you. 
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