Dabrownman1812
Dabrownman1812
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I agree freddy was weak, but I wanted to have opinion of others. Freddy is my main and aware survivors simply didn't fall for certain things. Just because I made it to rank 1 with freddy doesn't mean he's viable, as every other killer can do what freddy does and more in my opinion. Freddy had a,double warning, the lullaby and the sleep cycle to reach a safe place as well.
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There's a disconnect between old freddy players and people who just survive against freddy, so was looking to see if there was maybe old stats or something that showed it
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/581502#Comment_581502
No it wouldn't, because survivors would have 1 less perkslot to fill with another meta perk. People could change that for adrenalin, iron will or whatever. It's a different story to have auto recovery in basekit or actually "waste" a perk slot for that
It wouldn't matter, of less slots are used but allows someone to loop forever they would use it as it gaurantees games won. It already happened before. Vigil-two exhaustion perks-selfcare. That happened already. To be honest there isn't much needed if that existed, adrenaline can be used instead of self care as your kit allows at least a 2 gen run against most killers.
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Except exhaustion while running lol
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@sanki said:
https://forum.deadbydaylight.com/en/discussion/comment/596743#Comment_596743
eh, I just want to hope that the vigil can be reworked at first, but I can't think out a better idear to deal with it,so I tried to let the vigil enables the exhaustion cooldown while in chasing, and hope the perk can buff like that. I didn't think much futher on the other ways.
Maybe if we put our heads together we can think of something. Maybe recover from status effects in 60 seconds, timer or not like sloppy butcher
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@Aikanaro said:
If everyone says ¨learn to counter him¨ there would be no OP killers, but at the same time there would be no weak killers, because they must ¨learn to counter¨ survivors too.
Incorrect, some killers have more counterplay. Those with more counterplay are weaker, those with less are stronger
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@sanki said:
https://forum.deadbydaylight.com/en/discussion/comment/594505#Comment_594505
Well, bro, this perk is not acting like streetwise, thought the description of the perk didn't mention that vigil is not stackable, but is working in that way. if U don't believe me, why don't go to the game Wiki of DBD to check it out ?
Vigil stacks I believe, and if it does or doesn't to be able to hold a killer all game is cancer. You take two slots but gaurantee a map run. The thing about dbd is the balancing. Things gotta be made in mind of the higher skilled players.
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@sanki said:
https://forum.deadbydaylight.com/en/discussion/comment/535571#Comment_535571
ya,no that way,buddy. I mean that if you want to make exhaustion perk trigger twice or more in a chase,you need to take two perks with you,one is "vigil" and the other one is your exhaustion perk. a survivor only can take four perks per match, to recovering form exhausted state will takes yo two perks, I think that is fair.....
That's what it was before guy too. Was still broken, spamming exhaustion perks. Even from a survivor perspective. Even just having exhaustion recover too fast is bad
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/595547#Comment_595547
I mean I have actually said we should be looking to make all maps designed like BadHam so we can remove blood-lust. As it was a band-aid fix. But you know those survivor mains looking to try and distract from the argument.
No, without bloodlust safe loops are gross. Rework maps maybe, but keep bloodlust lol.
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Also, spirits sword is longer than her hitbox, glad devs are looking into this because it got really bad after the legion patch,being dragged back to a window, etc. I want to host a dead by daylight tournament but I can't host one now in good faith due to connection and hitboxes.
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Also, latency. It's not a freddy thing. There's times where you I'm a survivor and the killer hits me when I'm far. The game literally hiccups and drags me to the window. Because this isn't dedicated servers. Killers receive information slower than they give it. Things like window distance, 360s, etc killers are behind on in general. Many times I was behind a killer and got hit, but the animation fixed itself but it looks awkward. That's why when survivors vault, if on the survivors screen both feet are on the floor it's safe. When you play killer, you can hit the pallet and miss the survivor while it seems like they are halfway in the pallet vault, but they are at the end of the animation on their screen. Also one of the reasons why dead hard fails and you get exhausted but dh doesn't do anything. Dh and killer hits activate at the same time which is what dh is for, but because killer gives info first it's considered a fail.
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@SeanLeo97 said:
https://forum.deadbydaylight.com/en/discussion/comment/595449#Comment_595449
Maybe it’s just hit-boxes that are broken, just always seems like Freddy lunges really far
All lunges are the same unless an ability alters it, his weapon is small as it's a little glove thing. Respect the hit box, not the weapon.
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@Slaymore said:
https://forum.deadbydaylight.com/en/discussion/comment/594120#Comment_594120
LMAO - you caught a killer being their usual selves - hypocrites. None of them stopped to ask how many games vs Freddy I had played - my point was that the pink add-on was just too much on top of new Freddy. His ability to put traps down as fast as he does is ridiculous.
Bottom line - this game caters to the killers... just look at the bugs forum, killer bugs are resolved pretty damn fast and usually in PTB. Look at all the survivor side bugs that have been there for months (not being able to heal others, etc.). Maybe if the devs who stream played survivor they'd actually see the bugs and give a ######### about fixing them.
It isn't too much unless you're low rank, higher ranks don't find it too bad. The blackbox arguable does almost nothing when compared to the paintbrush. Paintbrush is good but it doesn't stop people from waking up and freddy cannot have all of his powers at once, if he had all at once then maybe I'd agree, but he can carry only so much stuff.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/77186/badham-preschool-v
Honestly, Badham Rework has been some of the best map designs I have seen so far. I really don't see how it is super survivor safe. The only issue I found was with bad RNG placing 4 loops/vault combos in a line. Which I think would be a rarer occasion so it is fine.
Prob just one of those rare occurances, thanks!
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@Mat_Sella said:
your interpretation of super safe is based on number of pallets and not safety of pallets, they can loop you once at most pallets, if that. turn around for half a second and the survivor is unable to tell which side you'll come out of until its too late.
Depends on the survivor to mess up once again, if the survivor doesn't fall for it they're gold
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@CoffengMin said:
just what i suggested on another thread with peanits in it
Great minds think alike!
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I wish the game had a definite win con, id v has two survivors dead is a draw, more than that is a loss and less than is a win.
However, by not helping others (idk what rank you're in) but you're gonna eventually screw the team and yourself over. Not everyone will always make out. Devs didn't plan on voice chat (big oversight) but they did plan on swf which was noted in a stream.
Also idk what rank you're in, but the less people on the map, less other targets to murder other than you. And with tracking perks and killers out there with just good movement speed, killer closing hatch is viable making the hatch popping up not a reliable option.
For altruism you don't have to set up any kind of way, just save or take aggro to move killer away from hook. No loadout us needed.
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@tehshadowman33 said:
Unless you're running a stall build, good survivors don't use fountains, period.
Word, also depends on the build and rank you play in but definitely mostly don't heal.
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@tehshadowman33 said:
Unless you're running a stall build, good survivors don't use fountains, period.
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Nope, not worth using.
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@ThirdSealOPplzNerf said:
Really? I break him out easily people think they just have some big square on the screen and it instantly breaks him out no. You have to have your screen centered directly at him and you have to track him in the middle of your screen for 1.5 seconds and there has an m1 killer that will be nerfed in the next week.
I have video of me doing that, center of screen up close literally following him. No break out in multiple games. Sometimes it works, sometimes it just doesn't work. Also, being directly in the center of the screen is kinda bad even if it worked consistently. Like og legion, camera and "chase" are finicky, unreliable, and exploitable terms of mechanics.
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It never goes off, and the time that you lose is so great from going out of your way, you literally might as well not run the build. The devs seemed to have pulled a freddy nerf situation and listened to the loud noise. We will see as time goes on.
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@Dabrownman1812 said:
https://forum.deadbydaylight.com/en/discussion/61217/so-clowns-the-least-lethal-killer-on-pc
The clown is fine, he just doesn't do well at low rank due to well, him not being there or people playing him being new to the game and learning his power. Killers played in just high rank or towards high rank aren't killing a huge pool of players, killers played in a wider rank spread gets more kills.
Good note, most people don't understand how those stats break down, and what's included with those numbers.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/517840#Comment_517840
Even then, the one thing his kit does, chase, doesn't even do it as well as half the killer roster. I would argue that a skilled Doctor cuts off loops better than a Clown over the course of trial due to not having to reload or deal with random bottle bugs.
Then you're playing clown wrong lol. It's arguable clown is much better, as with the doc if you keep running around the loop a doc can't do anything. Clown, if you faced any good oned, they break loops by slowing the survivor down as opposed to the doc slowing himself down. Also the clown requires thinking in advance in which many killers let's be honest don't do. Most killer and killer players just react.
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@Bossgirl774 said:
Also i've tried playing killer its boring to me i play nurse if anything and GAMES NEED TO BE BALANCED its not A fun game when im staring at a killer and hearing them breath in my ear for the whole game... I dont need advice to be killer i need advice on how to wreck campers.. i would moon walk but im atill working on itJust gotta accept it sometimes. It sucks I know but it's also a team game, run kindred and hope other survivors are smart enough to just do gens and leave. Depip the killer, keep those campers in less skilled ranks.
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No more broken mechanics to exploit, no reason to play legion for many. Lol. Rip all the p3 moonwalking or downward facing sloppy butcher legions.
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@GhostrickSpecter said:
Sleeping Survivors can woke themselves up by interracting with Dream Object (The Closet thingy).
Paint Brush is strong but Survivors can still counter it, I like it!
Not as brain dead as Huntress' One-Shot Hatchets and Spirit's Prayer Beads, but strong!
Also in reality it's not bad as it's weak for a ultra rare if used solo as it actually doesn't do much by itself but it could have very strong combo potential. For example sleep at base just makes survivors affected by your dream traps. So using an ultra rare makes you a little less effective than base clown who can always slow survivors down without add ons.
The ultra rare has no impact on chases unless survivor isn't observant and runs into you since you have the lullaby gimmick but you still have the lullaby warning. The ultra rare does very little on its own unlike all the other ultras but I do like the combo potential as it allows freddy to paint his own nightmare with different effects so the combo with another add on could be strong.
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I kinda like bamboozle because it is really good with shack, jungle gyms and some strong windows like the one in Macmillan. I never even tried Spirit Fury yet.
Depends yo, also depends on maps. Sometimes bamboozle works only for shack due to map but spirit fury will proc more often but normally is combined with enduring for a gauranteed revenge hit, especially on someone like mike who has an extended lunge. Bamboozle is insane with tier 3's natural vault boost.
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@HatCreature said:
OMG that's sick! Looks like I get to keep my favorite build on him now 😈 I like to use Sloppy Butcher, Knockout, Thana, and Remember Me.
Idk why I made this thread a question lol. But word. Some peeps don't like the lack of aura reading but with slow downs, slow traps, gen teleport he doesn't need to have a built in aura reading unless it's an add on (pray class photo reveals auras in some kind of way)
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@HatCreature said:
WAIT! Where are the add-ons?! REVEAL YOUR SECRETS!
Devs revealed some information some I guess.
Unicorn block inflicts blindness so I guess each block is a different status, I hope z block is mangled.
Redpaint brush:
All survivors start the trial asleep. Survivors cannot wake up by failing skillchecks.
Chain/ropes: decreases survivor action speed in the dream world.
Chain/ropes with paintbrush gives him a gen slowdown that is global and cannot be negated.
Also he retains some tracking, if survivors go to sleep due to distance than you will most likely have the sleep indicator and it can act like psuedo whispers.
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@HatCreature said:
@TrueKn1ghtmar3 Oh yeah man! We still got time XD I'm going to make the very best of it before the mid-chapter.
Actually his rework seems solid, with add ons he can slow everyone in dream world who are on gens, and with my 60 red paintbrushes survivors don't wake up from skill checks and they all start asleep. Meaning he is the only killer with a global gen slow down meaning ruin is an option, and imagine the slowdown stacking with ruin and thanatophobia?
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/513270#Comment_513270
@Dabrownman1812 With Behavior's track record, any sort of update will probably be more bad than good.
Her add-ons needs a revamp but that's it. Her power shouldn't change one bit.
Actually looking at the recent record they've been good to killers, looking at it realistically not emotionally. Clown, spirit continued to get buffed and adjusted. Plague (people fail to talk on it, but the add ons that specifically mention vile purge also buffs her corrupt purge giving her a braindead machine gun build which I contacted the devs and they kept ignoring me) legion needs some work but they are moving things forward for the better. Freddy rework etc. Giving in to people complaining about mettle of man even though it's not worth running anymore now lol.
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@RoKrueger said:
OK I'll give it a shot:
*Worst:
Pig: You don't need the approval of a man to give value to your life, be you own person. It is fine to have people inspire you but don't get killed for their sake.
Legion (Julie): I guess love sometimes blind us and make us do crazy things, but don't follow some crazy guy around.
Legion (Susie): Don't give in to peer preasure girl! Get a hold of yourself.
Huntress: You are a strong self made woman, you don't need to follow the stereotype of the old housewife and get yourself a kid to validate your life. On the other hand, if you want to make a family that bad then go for it!
*Best:
Nurse/Spirit/Hag: These girls were victim of patriarcal pressure and violence. They fought as best and hard as they could but there were just so much they could do. I don't know if I would have been so strong as they in their place. Stop violence against women!
Plague: This is a woman that rose from nothing an became the leader of her community in their time of need and tackled that challenge head on. She did the absolute best she could. Respect!
Hag and nurse isn't patriarchal violence. Maybe nurse, but hag was captured cannibals, and the cook book is "grandma's" so yeh. Nurse just had a bad job and wasn't respected.
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Stop assuming changes are bad, killer nain here saying killers get emotional real quick. They said she lacks ultra rares.
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@Kalec84 said:
Minute 51:08 he talk about nurse changes priority...
Update, doesn't mean bad. They mentioned ultra rares and her lacking them
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@IMhereRUN said:
The people who claim Freddy’s weak, just don’t know how to play him properly. He’s not the strongest, but he is good. With his add-ons, he’s GREAT. Against low-mid ranked survivors (10-20), you should get a 4K every time, or 3 with 1 hatch escape. This applies to mid/low ranked survivors only: they don’t respect Freddy, so they make dumb mistakes, like unhooking a mate right in front of you...2 easy dream pulls, easy tunneling opportunity. Tunneling is frowned upon, but who cares. If they’re going to make a mistake that dumb, they should pay for it. And imo, Legion is top 5 killers...best map pressure killer in the game.
Yes, freddy is weak. Good for midtier survivors only sucks,I main freddy and trust me, it's really up to survivors if you do well. I'm a fan but weak is weak. Maybe you're lucky and face derpy survivors who can't loop lol
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Not a nerf, the best killers don't need aura reading. He had the ropes to slow down gen progress while survivors are asleep, red paintbrush makes all survivors start asleep and can't wake up from skill checks. Aura reading isn't needed since he can slow down the game, teleport, have slow traps for chases. Map pressure and gen slow downs is great. Spirit can't see people at all and she does well. He's gonna have so many tools who cares about aura reading.
@DoubleTap said:
If your asleep you can be affected by Freddie's dream snares and pallets
Also it's super foggy and hard to see what your doing.
Unsure if they're removing Freddie's aura reading?, if so that's a HUGE nerf and takes away from the paranoia aspect of Freddie's always just a few steps behind you even if you lose him.
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Hello, I read about the new micro sleep and wake up mechanic and I wonder, why would I want to wake up at all? Is the Lullaby so confusing?
There's an add on that makes people do gens slow while asleep, so he's the only killer that can run paintbrush and a rope/chains add on and have a global slowdown of gens for all survivors at the game's start. So waking up will let them do gens at regular speed again. We also don't know what the other add ons do, which we will find out closer to ptb I take it.
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Give freddy cosmetics, give him the new nightmare get up. Instant buff.
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At red rank literally every Spirit uses this dumb add-on. Too many boosted killers using it, can we please get some sort of drawback to it?
One of the most powerful and underrated counters to stealth killers is spine chill. There is a counter readily available but survivors don't use it. Beads spirit never snuck up on me cause I use spine chill. As a spirit player, I laugh when more and more killers with stealth comes out and now ghostface too and survivors refuse to use spinechill.
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Yeah, it's just a matter of taste, but it was a little disappointing for me. He would be scarier with the classic looks.
Maybe they have the license to use certain things and use certain designs. The devs normally go for classic iconic look so if they don't get it, prob can't get it. The model they have looks amazing, I don't like ghostface but I'll play it.
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Highest and Lowest Kill Rates This chart shows the deadliest (yellow) and least deadly (red) Killers per platform. These stats are an average for all ranks.
The clown is fine, he just doesn't do well at low rank due to well, him not being there or people playing him being new to the game and learning his power. Killers played in just high rank or towards high rank aren't killing a huge pool of players, killers played in a wider rank spread gets more kills.
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Everything but exposed works on it because that's gross, nurse level survivor defense ignoring power without the need to calculate or think ahead and no skill. No exposed on feral frenzy dash, fatigue comes and no exposed with the attacks because that is beyond nurse level stuff.
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@GodDamn_Angela said:
Honestly? I am for the most part. I just don't find it as fun as playing Survivor. And its way more stressful.
Hell, the last game I played as a Killer the Survivors popped 4 gens in less than 2 minutes and then spent most of the game teabagging me. Super fun.
I wish the collapse activated when the last gen popped because only activating when the doors open and slowing down with people on the hook just makes people teabag you for 3 minutes. Maybe a rememebr me rework, every hit takes a couple seconds off of the collapse countdown?
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@Jigmac said:
https://forum.deadbydaylight.com/en/discussion/comment/421810#Comment_421810
Why were these changes made? The only thing it does is make legion worse if not EVEN WORSE THAN FREDDY.
Gauranteed first hit and reliable tracking, that alone isn't worse than freddy. Not to mention instantly breaking pallets and even without that the fastest bamboozle blocking tech in dbd
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Also, at op, high rank legions don't normally miss their first frenzy strike, only noobs who spam their m1 or people not so good. The killer had really low skill and beyond nurse level rewards with gauranteed downs with no thinking or outplay potential. Even without moonwalking.
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Legion is one of the only Killers I actually have fun with the changes will make him/her fell too heavy to use.
See how the new legion is first before you complain. Legion was fun and easy for peeps but had no counter play in a 1v 1 match up, the changes can actually make him interesting, able to get gauranteed first hits, the irridescent button buff makes him break pallet faster than the wraith with his add ons. You seem to miss that on paper so far, it seem he has counter play now but can end chases quicker. Wait to check out the update to add ons first before complaining.
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What do you guys think about the new feature?
The countdown happening after the gates are open doesn't help with endgame pressure too much except for new players I think, since the gate is open already the survivors all know that 1 door is safe at least. The 3 minute timer is a lot seeing a door is open, 2 minutes might be better since once again a door is already open. Hatch closing collapse could require the 3 minutes I admit.
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@Mystaria13 said:
I had a 5 gen run against a legion yesterday and he's very weak. One strategy I probably use the most against a legion is when they go into their frenzy, I'm running to a pallet and I always try to time it where I take 1 frenzy hit and I drop the pallet which completely drains their bar. Then I loop them like they are a normal killer until they go into frenzy again then it's back for another stun or I keep vaulting to keep from getting hit. This strategy may not work for everyone but this is how I counter a moon walking legion. I go to a pallet and immediately drop it and stand on the opposite side to where they are coming and I start mending. When they come they are trying to not initiate a chase so they walk around the loop and I vault the pallet and continue mending. If the killer is smart he would just break the pallet and down me but Legion mains won't break the pallets. Using this strategy usually gets me out of the deep wound state but makes the killer mad at the same time because I didn't go down easy like everyone else. I've gotten a lot of salty messages for it and had a few of them tell me that they reported me when it was the killer who was playing slimy and using the moon walking exploit. 😂🙂
Update coming soon! Also, moon walking legions move their camera so chase never pops up, bad moonwalkers will have the moonwalk broken. Maybe those are low rank legions you're playin. There's legions that moon walk lookin down at sloppy butcher blood. You pumped for legion change?
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@Master_Bad_Guy said:
- The Deep Wound timer pauses for survivors within The Killer's Terror Radius–regardless of whether they are in a chase or not.
- The Deep Wound timer pauses while Mending.
Now the survivor, having received a deep wound, will continue to mock the killer, running around the palettes.The meaning of making a deep wound disappears, you will need to catch the survivor with the usual blow
I think the issue isn't deep wound but borrowed time being changed to deep wound. Borrowed time didn't need to be changed to deep wound at all. It allows me to get a free loop at killers, it is anti tunnel which is nice. Some killers will be just out of sight and come after someone saves. The killer can lock survivors from ever playing the game, something survivors cannot do to killers as consistently.