Damarus
Damarus
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I had proposed the exact same thing, but you won't find much space for that, in a killer centric community. Killer mains keep saying survivors need to get nerfed and have more things to do, so them killers can always have a cheesy game, but will disagree with anything that would make survivors do something other than gens LOL Besides, the reasoning I see many doing here, @AnotherRandy especially, was the same I did. It is something a SWF group will always do, communicating about totems, especially now that NOED became the biggest no-skill perk in the entire game (and for those who will argue about that, NOED is an end-game perk, for those who were not able to kill survivors before they could finish gens). I always tell the friend I play with, when we play together, how many totems I've done. If devs confirmed they want to buff solo survivors to the point where they can know things a SWF group would know, because of communication, knowing how many totems are still up/have been destroyed seems to be only a matter of time.
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@Master said:
How do you counter ds though?It's pretty simple, and it varies on situation. There is almost no way you are going to down someone without a hook being very close. The main thing you can do is drop them on the ground every few steps you make towards the hook. If you do this right, they will never even be able to use their DS, effectively wasting a perk slot. The other way is to MAKE them use it, as when you position yourself to make them fall in the basement stairs. The other way is that of proceeding to hook them as in the first example, then mori them.
These aren't "true" counters, at least not in the way you would want them to be. But when something gets countered the same way by everybody, it actually becomes a counter. But I have to disagree with the "get out of jail for free" thing. Sure, they are freeing themselves and making you waste some more time, but I have personally run in very few instances where the DS guy was able to avoid the hook, after saving himself. -
@Damarus said:
@alivebydeadight said:
DS needs a rework and NOED is easily countered, NOED does not need to be removed your just salty about the perk, DS needs a rework because its a get out of jail free cardAs much as DS is easily countered, and just as much as NOED is a hook someone for free card

I despise both perks, but at least you need some skill or, better, timing to use your DS. The funny thing is that, since the update, there are more NOEDs into play than DSes. There is a NOED in every match, yet I see less and less people using DS.
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@alivebydeadight said:
DS needs a rework and NOED is easily countered, NOED does not need to be removed your just salty about the perk, DS needs a rework because its a get out of jail free cardAs much as DS is easily countered, and just as much as NOED is a hook someone for free card

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Blueberry said:
Firstly, I play both sides at rank 1, so I know exactly how it is as survivor as well. The reason a lot of people reference the way I have is because it shows something. While the ranking system is heavily flawed, if you don't get near those ranks on both sides then you firstly havn't experienced both sides enough to have a fair assessment. Secondly, if you are playing at those lower ranks and can't get to rank 1 then it shows you are playing poorly and I don't say that in a mean way at all, just a matter of fact. If you are using the tools given to you poorly, then you will then think things are weaker or stronger than they actually are, you're just using them incorrectly. That's why many of these opinions of yours are flawed and why many people say what I said.
Last post, just for you. You must have lost the passage where I wrote that, even though I was indulged into doing so multiple times, but I already am rank 1 on both sides, and I am speaking with common sense. It doesn't take a red rank to be able to say that camping is bad, anyway. EWIII duration and survivor's exhaustion perks cooldown aside, I am not talking about something being strong or powerful. While I appreciate you trying to be constructive at least, you're starting on false pretenses.
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@Rebel_Raven said:
Bbq doesn't do a thing for me. Not only do I not have it on every killer, I don't have it at all. What's your scheme got to do with me?Bbq also requires tokens earned by hooking people so camping doesn't work well on it short of getting tokens off altruistic people
You cannot punish killers into submission. They will quit when you squeeze too hard, and rebel until then.
Killers need a real reason, some profit to leaving the hook.
It needs to overcome the need to secure a kill. Especially when the gens are done and gates are open.
It needs to overcome the desire to punish a toxic crap.And yet more and more people pick BBQ and still choose to camp. Others even hook survivors one next to each other (of course, not in the basement), just so they can camp two people at once. You are saying killers cannot be punished into submission and will "rebel". The same is to be applied to survivors, my man. Why would a player keep getting camped and be alright with that? Why are survivors not allowed to express their dislike towards campers? Would you pay a roller coaster ride just to be on it, without the race ever being started? So why should you pay to be camped? And not only is the camped survivor not having fun, but he is even punished by depipping, if he gets caught and camped before being able to do much. If you want to keep things this broken way, while still retaining your "ability" to camp player who wouldn't prefer to play something else, you must at least demand them not to depip for getting camped. If they stay on hook while camped, just so they can let others do gens, they should gain points, and not just those trifling amounts you get for struggling. I am trying to voice both my survivor and killer experience here. I dislike camping and disrespect it, in any game. People who are skilled or just decent don't need it, kids and worthless players do. But, if you are fine with almost all players either switching to the easy killer side or simply playing other games, be my guest. Goodbye, I'm done here. If any mod happens to get by, you can close this thread. There is no reason to keep talking to walls.
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@Global said:
Extremely survivor sided. Have you ever played killer past rank 15?Oh, I keep getting to rank 1 on both sides, so yes. Have you ever tried not to be a jerk?
@Blueberry said:
There are just way, way too many things wrong with all these ideas to even try and tackle them all. Get to rank 1 on both sides and many of these opinions you have will change completely.
I can't really understand you people. Perhaps I can. I am pushing forward more limitations for survivors than for killers, yet all you care about is your precious camping "strategy". Not to mention there have been so many times in which I have seen killer hit through walls and windows. But of course no killer main is bothered by that, just makes the game even cheesier.
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@Rebel_Raven said:
So neuter killers to the point they may as well not he there and make the game absurdly survivor sided.I play survivor more than killer, bit both pretty evenly and this is an insane list.
By camping, you are deliberately forcing people into NOT playing and not reparing gens, they might as wel have left the game during loading screen. Why shouldn't a killer be forced into not camping and letting even others have fun? It isn't about neutering killers, it is about having and needing some skill. Too many people are just only able to get you on the hook because of instadowns (Billy, Myers, LF). One of these killers who downs you without going into insta-down mode (and not even trying to hit you normally first) is a much rarer sight than a rainbow unicorn. And the thing is, I'm not even asking for killers to get nerfed here, I just want everyone to have fun, not just cheap killer players. It should be a matter of challenge, not of how much you can camp. Killers can still run from side to side in a second, can put pressure on gens to the point that the last three gens will be one by the other, effectively stalling the game for survivors. But survivors are not even to be allowed to have fun? Not all survivors are cheap DS trash, you know?
@ChesterTheMolester said:
Nice contradiction there.So, you're still being completely unconstructive and unneeded. Weren't you locked behind bars, anyway? Should give you a couple hints on how useful your presence is
I won't bother into answering you anymore.
I was hoping you could also give some valid points, if only you had them. Oh, perhaps you need me to explain what a point is? -
@Mister_xD said:
WHY DOES EVERYONE WANT TO PUNISH A CAMPING KILLER?!?ffs no one in here ever got the idea of rewarding not camping killers .-. (ive seen 1 post suggesting rewards for non campers and about 20+ posts that want them to get punished)
guys! punishing the killer is not a good idea!besides that, i have free movement. i can go wherever i want on the map, you cant forbid me to stay near a hooked survivor. lets be real here: survivors are like gens to the killer: when they are on the hook, the progress goes up. you wouldnt start a gen, get it to 33% and then leave and let the killer reset it to 0%, right? why should we killers do that then? at this point, the only difference between a survivor and a generator is, that the survivors are actual people, while the gens are just like npcs, they have no feelings.
No one gets the idea of rewarding a no-camping killer for many reasons:
- The chances you find one are close to non-existant;
- Killers already get lots and lots of points, especially with BBQ;
- You can't really reward someone for doing what he is supposed to do, which is the most important thing. You can't go to your job employer and ask him for money just because you presented yourself at work.
If there are that many posts about punishing camping, and devs are also VERY SOFTLY trying to do so, it should make a question mark pop in your head.
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@KingB said:
1. There is nothing wrong with tunneling a survivor by your definition. If the killer wants to waste time on one person that's enough of a punishment. Camping is also something that already has a punishment. Rarely have I ever (aside from ranks 18-20) seen someone camp for no reason. The plurality of times I have seen it the survivor instigated by being toxic.Of course, the error is always up to survivors. Wish I could talk to someone who doesn't main killer side, at least there would be some objectivity. But, in this community, where 90% of players main killer, it would be like asking water to a desert. A game is meant to be fun, for every single person. If a mechanic doesn't let people have fun, it should be taken out. I play at rank 1, both survivor and killer. As much as I can get frustrated for the long killer lobby times, I don't camp. You can deny that as much as you like, killers camp whenver they have the chance. By camping and tunneling, the killer is choosing the easy way, especially if he bases his whole game on that, running perks like Insidious. At least one of the survivors will try to go and help the hooked guy. What those like you say, "if the killer camps he is already punishing himself" is the biggest bs I've heard. You're not recognizing that because you want to play that way. There's a weapon that kills in one shot, do we nerf it, to make up for it? No, let's just make it available at level 1, so everybody gets access to it. If that sounds like clever reasoning to you, I guess you can stop going through this thread.
- Bloodlust was made to cut out infinites. It doesn't even trigger until you've already wasted enough of the killer's time. Bloodlust is fair and balanced.
It should only trigger when near infinites, if that was it's purpose. Or infinites can be closed, as far as I am concerned And 15 seconds isn't, by any means, enough of a killer's time. 15 seconds are not even a quarter of a gen done by yourself.
- Nerf Myers? Are you kidding? 60 seconds of instadown is the same as tier 3 of make your choice. So should we nerf that too? Myer'so doesn't need a nerf and if you want more variety trying to nerf killers isn't the way to go.
Except it is nowhere near close. While Make your choice only gives you an instadown, just like Haunted Grounds, Myers gets increased lunge range, increased movement speed, increased terror radius (which gets useful if you are running perks like Unnerving Presence). Might as well play a shooter in which you get an infinite ammo rifle that kills on one shot, without ever needing to reload.
- Every perk listed is fine except for DS. The only problem is it doesn't have true counterplay unlike all the other perks.
Wrong. Each perk listed is not fine. People who only want to see DS nerfed, with no other perks, are the same people who claim it has "no hard counter", but then forget that also NOED has no hard counter. You are one of those who run NOED every game, I assume. A hard counter is something that directly counters that thing, preventing it from happening in an easy way. Having to look for 5 totems and destroy them is just A counter, not a hard one. As dropping DS players is A counter, not a hard one.
- BBQ&C is fine as is. Yes hiding behind a gen is a counter, devs even acknowledged this by making surv aura same color as gen aura. Hide in the killers' terror radius, or simply walk one way count to for then turn around.
If hiding behind a gen was a counter, survivor auras would be completely invisible behind gens, because they would be of the exact same colour. If you had looked carefully, you would have noticed how easy it is to still spot said survivors, since auras are not coloured in the same exact gradiation of red.
- I don't really care if this change is implemented either way.
Which makes me understand, if all of the other things you wrote already didn't, you're a killer main. And you don't care, because you rarely play survivor, if you ever do. As a killer main, you like that, since you can get easy hooks without making any effort or needing any skill.
- No, survivors have more than they should when it comes to totems. Totems are already in horrible spots and survivors can spawn directly next to them. Huntress lullaby can be detected before it even gets any use. Survivors need a nerf here and don't need notifications when a hex perk triggers. It's easy to look at the survivors health in the lower left. If someone instantly goes down before exit gates are powered assume DH, and if someone gets instadowned after gates assume NOED.
So, you killer mains are always whining about survivors needing more things to do, yet you never want them to? I must have lost the meaning of this. I will be more encouraged to go seek totems, especially now that NOED got so ready for unskilled players of every rank. And it is one of those things which SWF groups can communicate to each other, while solo players can't. Following the logic behind BHVR's will to buff solo players like they did with Obsession, it would be only smart to have such an addition.
- Why should the killer be punished for killing (in a normal game with no DC's) 3 survivors before 5 gens can be done? Survivors got beat, killer performed well and should be rewarded with a 4k. Plus 4ks give I think 2500 bonus blood points. The hatch needs reworked, just add a 2 minute timer then if it's a hatch stand off the killer is gonna win and the survivor is gonna have to take an L. Which is 100% fair because the killer performed better than the survivors.
That's the thing, he's not being punished. Not all games should end up in a 4k and not all games should end up in an escape. There's a reason why people give the hatch to the last person, even if they downed them. But, we all know how toxic this community is, so I'm not surpirised you can't get to that. Your whole reasoning, in every single aspect of your post, is " Killer is love, people playing killers are better than survivors blah blah blah". I just had a game in which I completed three gens on my own, with Ruin still on the go. That means I performed better than the other survivors, since they also did their first gen by the time I completed my second one. So I have to get it stuck up my a*s because you demand a 4k, just because you are playing killer? People keep saying survivors are the power role. While I don't belive that is true, I am sure it isn't so on PS4. Lack of 360s, bad frame rate, massive frame drops and less smooth gameplay make it easier to be a killer. Oh, and another thing. If you try to compare useful survivor perks to useful killer perks, the ratio will be completely in the killer's favor. Survivors really have few good perks which, again, makes it easier to play killer. But I'm sure you know that

If it gets done well, I am convinced Last Year: The Nightmare will destroy DbD. Lots and lots of survivors, tired of endless chases and camping, will probably leave to go play Last Year. By the time that happens, people like you will either have to understand what's wrong with their way of seeing things or end up needing more than a couple hours to fill their killer lobbies. As much as I like DbD (while disliking its community), that is something that is probably going to happen.
@ChesterTheMolester said:
"Freddy OP plz nerf"Lol. Stopped reading there.
Except I never said Freddy was OP, child
Innate aura reading is. Or should I assume you would like for survivors to always know where either you or your precious totems are, at any given moment? No need for you to answer, I already know. -
@ItsYourBoyGuzma said:
Never.The next chapter is non-licensed and will be released around winter.
On the morphing killer topic that'll never happen because SWF would destroy it and make it useless.
How do you know the next chapter is non-licensed?
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I'd like for survivors to have more (optional) things to do, but I can't say I agree to one of these. The only suitable one would be medic, all of the others would be unbalanced, in a way or another.
Engineer: I don't know if your idea was that of each survivor having a different class, as in each class is only available for one person at a time. Either way, gen rushing is already a problem, having someone doing it even faster would only be harmful.
Athlete: Killers already cry enough about people who pallet loop, when it is the only real way of escaping a killer, or make him lose time at least. People who are really good at looping, however, would bring this to a much undesired extent. And, for those who aren't good, there is Sprint Burst.
Technician: BIG issue here. You say you would want the technician to be the only one able to open exit gates, if alive. Let's say you've done all gens, and three people get at the exit gate, but the technician is being chased. You would have to wait for him to die, just so you could open the door on your own. Not only that, but this would push people to only play SWF, as you won't know what door this guy will open, if you are solo.
As I said, I'm not against giving survivors more things to do (again, optional), but that should not have anything to do with the end game. First and foremost, there is enough tunneling and camping during the whole match, it doesn't have to happen to find a key, too. After that, having to find a key would result in more time lost for survivors, more unjustified deaths and, as a consequence, more hatch escapes.
About Self Care, that's also a no. It is only right for a perk to take up a slot. Making Self Care base kit would also bring incompetent killers to whine about NOED needing to be such, too. -
I really like this idea, I'm all for it to be in the game.
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@CornChip said:
I agree something needs to change.. It is evolving into holding M1 for long periods of time and having shorter interactions with the killer.. The interactions is the fun part
As long as killers do not tunnel you to death and camp the hook, that is.
I wouldn't be against secondary objectives, like cankers, to be added, letting you gain more BPs or Shards. -
@Rex_Huin said:
i'm supposing you already filled your killer vial count, otherwise you are soon going to came back crying...
Killer lobbies on PS4 are fine at the moment. Can usually get a game going in a minute or so. As mentioned my problem is time to play.
Don't know what your rank is, but I have to wait more than 10 minutes to get just a single person in my lobby (I am rank 1).
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No, never happened to me. The whole reason I tend to find Kate, aside from carefully looking around, is the hair glitch she suffers from.
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I would be ok for some other optional objective to be added, I had some fun while farming vials. But I don't know if it would feel the same way. First of all, I dislike the idea of survivors having perks removed by this. It has to be something optional, you should not be forced to go for that, if you don't feel like it. As long as there is not something that takes a perk out of the killer's pool as well, this is not a good idea. The whole thing around farming cankers is that they give you free stuff. I was thinking about optional objectives that would take the same amount of time as these cankers, but could perhaps earn you some Iridiscent Shards. I'd say something between 250 to 500 shards. The rewards would be based on the time spent harvesting that very same objective, meaning that two survivors harvesting together, from the beggining until the end, would earn the same "points", while you woulnd't earn as much if you started harvesting it in the last few seconds.
Killers, or better, players who can put good map pressure will not really have a hard time. Time is enough, you just have to put it to good use.
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I would really be into having Predator, Alien and Alma Wade (from the F.E.A.R. game series) as three different licensed killers. Also, it would be cool to also have Jason, if it can ever have a chance of happening.
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There are a lot of things that don't work in this game, for both sides. I don't really main any of them, I like to play both roles, so I have at least some knowledge of what I am going to talk about here.
So, let's start with killers.Killers have, from what I can say, much more that goes up their sleeve. First of all, which is a BIG point, killers have access to Bloodlust, which is split into 3 tiers, each one making the killer move faster. The longer they are in a chase, the faster they become. Survivors, on the other hand, have none of that, they do not become faster for making the killer losing time on them. Since Bloodlust is so easily accessed, and making the decision to not lose it by breaking pallets is something even a newcomer can think about, killers will always end up getting the hook on the survivor they are so fiercely chasing. What I mean is that, even if a survivor is making you lose precious time, you will get him, eventually, when your Bloodlust begins to stack. Of course, you are chasing one out of four survivors, so the others will be working on gens. Making the chase be shorter is up to the killer's skill. What takes no skill at all, instead, is camping and tunneling.
Anyway, I appear to have a different definition of what other players seem to have about these two terms. To me, being camped is when the killer stays on your hook until you die, even if that is your first hook, just because he is utterly bad or you pissed him off. What doesn't relate to camping is waiting for a hooked player to die, if he is hooked near an open exit gate (or a hatch), and if you know other players are VERY close to him. What I call tunneling is chasing the very same person until you manage to put them on the hook, no matter what. Going for someone who has just been unhooked in front of you is not tunneling, as of course you will be going after the guy who is closer to death. If you keep chasing him for the whole game though, even in this case, that is pure tunneling. Both of these are a major lack of skill. Killers also seem to have many more viable perks, even with builds that are only done for fun being powerful (just take a look at Monto).Survivors are next on the to-do list.
Survivors have less viable perks they can use (think about Adam, whose only really good perk was nerfed before he even came out. I am talking about Autodidact, fyi. Deliverance is too situational to be considered good). Nonetheless, there are some perks which I will point out at the end of the post, for both killers and survivors, that aren't any good for the game (and that make noobs of those who pick them). Personally, I don't consider Self Care to be one of those perks, as you will have to lose the killer first, in order to heal yourself for a longer time. The only way survivors have to actually survive when being chased is to do some looping. Hiding doesn't work most of the time, especially if you are facing a Doctor, which was designed to be anti-stealth. The thing here is, survivors do not loop just to waste the killer's time. As a survivor, you also want to think about your teammates, being in a SWF group or not. You can't take down every single pallet on the map, leaving other survivors too much vulnerable to a chase. And while windows are mostly on open spaces the killer can easily circumnavigate without losing much distance on the survivor, pallets are often an exception to that. I'm not saying you should be using every pallet to escape, but looping gives you a better chance to stress the killer and make him go for another target. The same cannot be said about camping, as survivors will be doing gens, if they see the killer standing still in front of a hook. On the other hand, there are survivors who are blatantly stupid, who will unhook you even if the killer is already coming, if not in front of a camping one, just to get points. Those survivors should also be punished as hard as a camping killer. Don't get me wrong, I also dislike too much looping as a killer, but I feel like the killer has so much more potential in his hands. The only thing a survivor will do is running in circles around pallets. As a killer, you have the great potential of mind gaming, making them believe you are going that way, to trick them into coming right whre you want them to be.Now, about perks and what I think about them.
Survivor perks that would need to be reworked are (just going to talk about toxic ones):- Decisive Strike;
- Sprint Burst;
- Dead Hard.
Killer perks:
- No One Escapes Death.
As you can see, I don't have too many pretenses on perks. I don't know why the devs were not happy with the DS change they planned, but I feel like that is the right direction to go. Dead Hard and Sprint Burst, I don't really have too many problems with them, but a 40 second cooldown is not enough. You can hook someone who just used his Dead Hard, and even before he gets to the struggle phase, he will already have it up again.
NOED is pretty self explanatory, I guess. With the many instadowns that are already available in the game (and tell me if you ever met, if not in extremely rare cases, a Billy, LF or a Myers who will downed you without that), NOED is just a "crutch" perk. But it is even going to be buffed. I would remove the instadown effect and, perhaps, just buff a little more action speeds. Also, Freddy needs a big rework, as he is very unfun to play against, being the perfect example of tunneling, thanks to that nonsense of his innate aura reading. And he is not really fun to play as, either. -
@DemonDaddy said:
@Damarus
If the new system passes the ptb, campers will be forced to patrol an Outer Perimeter. The post is in regards to objective balancing which is directly in Survivor favor. Every action a killer takes provides more time for survivors where the reverse is not true. I'm not saying it's an impossible for Killers to win, the game would be truly broken if that were the case. My point is for an asymmetrical game the rolls seem to be backwards in terms of time pressure and map control.I don't have any problems with that. There's a reason why killers get less points the longer a chase is and they have gens highlighted for the whole match. You just have to be good at predicting survivor movements and mindgaming. Improve yourself in those key aspects and you won't find it very difficult to hook people. There are some maps, like Swamp, who are just a tad big for killers, but you can get a 4k even on those. As survivors shouldn't always expect to escape, killers should not expect to always get a 4k or even a 3k. Learn where they will probably go, when to lunge through pallets and when not to, and you will be one step ahead. But again, this argument is pretty unintelligent, 5 gens are already enough for the time they take, without taking killers and gen perks into consideration. If you are having problems with that, improve your playstyle and try to push survivors into leaving three gens that are very close to each other. That will lower their chances of making it out alive.
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@Rebel_Raven said:
I read.
"It may be necessary sometimes, when you have to hook people near an open exit gate, but nothing more than that. "
So you basically gave one "point." Not several.You say not to make it a personal matter then go on to try and make it a personal matter dedicating a lot of your rant towards lobbing insults?
Unless by the time the first hook happens 4, or 5 generators are done, I basically agree that the person shouldn't be camped unless there's someone near by at which it's your discretion at that point.
Yes, I mentioned irritation towards matches that last 5 minutes or less. It happens, and it annoys me. It's why I avoid swfs mostly.Camping in response to high pressure, and a lack of willingness of the survivors to give the killer a fair shake, so to speak, I'm willing to forgive more.
Low pressure matches, it's less tolerable.
Problem is, I've seen it far more advantageous for the killer to hang around because survivors will swarm the hook instantly, so the killers will soak up the points.
Not everyone has bbq and chili, or perks that reward leaving the hook in bp, so they don't leave the hook.On a case by case basis, as far as trials go, my concern over the fun of others is in proportion to the fun they offer.
I'm more than willing to play the map, go on multiple chases, hook multiple people, and play the long game in general. As long as it doesn't say "entity displeased" I'm usually ok.I don't really have an opinion on Billy. I don't use him outside of rituals where he's necessary.
In general, the game does need to be fun for both sides.
There we agree then. Of course, if you know the survivor team is going to be overly altruistic, you camp that hook. Even though, I'd much rather patrol the vicinity and come back every once in a while, instead of just standing there. Killers have a lot more camping to go their way, as even the last three gens (while only one is missing) can be one next to each other, making the escape much more difficult. Survivors swarming the hook, that is the best thing that can happen to a killer. Not only you know that at least two people are not working on gens (and it could even be a full squad), you know where two people are, fair and square. So, you hook a guy and go check on other gens, then he gets saved. Now you know there are two people near that hook, and you will more than probably find at least one of them. I already validated your point on toxic survivors or overly altruistic teams, but that's just about it. Every other instance is pure camping, you can't deny that.
And let's not forget about those idiots who unhook just to get points, when the killer is making a clear bee line for them, resulting in the survivor being hooked again and dying soon after having been unhooked. Dodging is also a bad thing, just because you see people are together, maybe even in a full SWF, doesn't mean you can't take them on. After all, every match here is a ranked one, so killers shouldn't really be allowed to leave just because they don't want to face a SWF or a Laurie. Survivors, sadly, have to depend on the killer's internet (in my cases, it mostly sucks) AND on his fair play, which is almost non existant. Constant hook camping, tunneling until that person dies and lag switching are just some examples. Given that, plus the fact that survivors cannot know who the killer is, I'd see dodging fair, just because they are dodgind bad internet, most of the times. If not, even though I don't see any other way it could be, it also needs to be addressed. Last thing, I get your point on BBQ & Chili, but I don't have that either. As I hate camping, I don't need any encouragement to leave the hook. As I said, more saves get you more people to hit, near that very same hook. -
@Rebel_Raven said:
Oh, so killers are supposed to walk away from hooked survivors no matter what and give free unhooks?
That's what it sounds like you're asking for.Sometimes we know others are there. Sometimes the gates are open.
Sometimes the decoy was too annoying.
Sometimes the survivor was toxic as hell.
Sometimes we have to thin the herd, and slow your team down.
Maybe you have 4 gens done and can't really pressure the killer to leave due to the pace of the gen rush.It's a valid tactic. It's not fun for the survivor but a short, dirty trial isn't much fun for the killer.
Giving up points it's always fun for the killer.And here we are, already starting with the usual salt. If you weren't in such a hurry to prove that camping is a "tactic" (and I'll have to try my best not to laugh here), you would have read my post. There are points with which I say that sometimes you can't avoid it, when people are close to exit gates. Should I have written that too, since it is that obvious? Do you still need people to warn you about looking both sides, before crossing the streets? Survivor is toxic? Fine for me if he gets camped (but that's totally up to interpretation; for some people, a survivor may be toxic just because he was better than them). If you camp someone who was just put on the hook for the first time, and I have seen that done even to people who just started moving, YOU are the one who is being toxic. If you hook people one by another to camp them better, YOU are the one who is being toxic. And for the "free hooks" thing, of course. I do never camp, as I hate people who do (and who prove their skill level to be much below zero), and that's the whole thing about it. If you are good enough, you will get them anyway, before or after some other survivor. And there is a reason why so many people slug the last survivor they downed, when only two are left. You people need to look at things for how they are, instead of making it a personal matter because that's the only way you can play
"Camping" someone hooked near an open door, or even a hatch, is different. I'd see that as securing a kill, which would otherwise result in the survivor escaping. Standing in front of someone hooked far from an open door until he dies, on the other hand, is actually camping. If you are any good (but, should I judge things how easily as you do, it would look like you are not), you should wander the map to put pressure on every single gen. Or do you believe that Hillybilly is top tier just because of instadowns? Oh, should I also add to that the fact that hooking a survivor more than once gives a lot more points? I guess the tutorial was pretty clear on that part, but I know some people skip even those. And one last thing: I find it very interesting you noticed how "short trials and giving up points" isn't fun for the killer, yet you don't seem to care for survivors who don't even get to safety pip because they have been camped until they died, on the FIRST hook. -
@Rebel_Raven said:
As a killer, I'd like to have a decently long match as close to the original spirit of the game as possible.
A decently long match, some chases, some hits, some hooks, hopefully a sacrifice, or two. 3 or 4 is nice, but i don't expect those to be common.
The less the survivors can communicate outside of perks the better.As a survivor, I'd like it if lithe wasn't going to become less and less useful. I hate sprint burst until i can suppliment my non running speeds.
Can't really complain about much. I'm terrible at evasion, and decent at stealth.I'd like it if the trial was treated like a date. Don't rush to penetrate, and don't make a dash for the door asap. Lets both enjoy the chase, and have fun.
As a killer, I love when I succeed into mind gaming one of those who I am chasing, whoever the killer I am using may be.
As a survivor, it gives me some thrill to escape a chase.
Before anyone starts calling names on me, I am not a survivor nor a killer main. I play both almost equally, resulting in just a little more survivor matches when I am with a friend (a friend, NOT three friends).
The problem is, a LOT of killers either camp or tunnel you to death. I have just played against a trapper who put three survivors hooked next to each other, on the Swamp, and camped them to death. As soon as one was unhooked, in a little time frame, he started tunneling again.
Killers camping is something that has to change, no matter what people say, that is not a strategy. First of all, a strategy requires thinking, planning, and I don't see much planning into staying near a hooked survivor until he dies. It may be necessary sometimes, when you have to hook people near an open exit gate, but nothing more than that. As a killer, I never camp people I hooked unless, as said, they are near an open exit gate. And I expect others to do so, or to get penalized to oblivion. I don't care if the person being camped is me, a friend or just a guy who I don't know; by camping, you are making the game unfun for that player. And people claiming that "it's not the killer's job to make you have fun" are just stupid. As killers find it toxic and blame survivors for flashlight saves or teabagging, survivors may have the same opinion on them camping. And since this is a game, it MUST be designed to let both parts have their share of fun.
The difference is that a hooked survivor who is being camped has no chance to do anything else, but the killer can always catch a DS noob or someone who has just been flashlight saved, often without a minimal effort, in a matter of seconds.
I feel like they are going in the right direction by penalizing killers who camp and making both pallets and hooks be farther from each other, but it still isn't enoug to prevent camping. And now, we get to the part where people, as above, say that killers have to hit suvivors twice each.. Many still forget that the majority of Billys, Myers and Leatherface players will only ever go for instadowns, not even trying to hit people with a normal attack.Survivors, on the other hand, need to avoid teabagging (unless the killer was a c**t). I would like to say pallet looping needs to be avoided too, but there really isn't much a survivor can do to escape a tunneling killer, especially since they can rely on Bloodlust to catch up, being encouraged to tunnel even more. I think, to prevent pallet looping, that survivors should also have a way to slow down a killer, perhaps placing traps in a similar fashion of those the trapper uses (with a big, noticeable visual difference). Again, they are probably going in the right direction, by making pallets more distanced one from the other. Oh, and people who farm, unhooking survivors just to get points, when the killer is already in visual range, should also be penalized in some way. maybe losing more points than those they gain for such a save. Now, killers keep complaining about Self Care. I don't really have any problem with that, since I can usually find survivors before they are fully healed. If you are having problems, A Nurse's Calling is your solution. Again, I don't really feel like putting a limit to the times you can heal yourself with Self Care, but the devs have already made it so healing requires more time in general, on the PTB, and that sounds just about right.
Overall, there is just a general unbalance on both sides, with the killer having a little upper hand. If you think about that, Myers, Billy and Leatherface have a built-in instadown (and rarely do I see people hooking survivors just by hitting them twice, with said killers); Huntress, Trapper and Clown all have ultra rare add-ons that make them instadown with their powers; and a Nurse with 3 blinks is already the most powerful killer out there, let alone with 5. Survivors do not have the privilege of having something, at their disposal, to make the killer instantly lose them Well, this is my take on the game, I still love the game itself, I only wish people would be more sportsmanlike.
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The fact with Freddy is that he plays both sides, balance wise. He is weak, in the sense that he has to put survivors to sleep BEFORE he can actually hit them, but he is also powerful, because he has innate aura reading abilities that make him see survivors outside of his terror radius and highlighted in red. So he feels weak for those who don't get put to sleep first, but for those who have this bad luck, he is gonna tunnel them to death. I have yet to see a Freddy player who does not tunnel... All you can really do is gen rush and try to hold him as much as you can, while others do gens. Sadly, he is very badly designed. Keep in mind though, that (again) he can't hit you until you are asleep, so you can always try and bodyblock him, while he is carrying another survivor to the hook.
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We had no news about Freddy's rework for the mid chapter patch. Is it still possible for him to receive said rework before the patch goes live, or will we have to wait more?
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@Kebek said:
So you want to make viable killer not viable ? I guess you would also like billy to have gas to replenish for his chainsaw and nurse to collect breathers around the map ro refill as well right.How about replacing DS with UE insted of whining.
And again, another guy who gives things for granted. Never once have I used DS yet, and I do not plan on doing so. How about you let the sarcasm for those who need it and quietly walk away from things you don't reason about? Anyway, seems like forums are, once again, useless. When will I learn that the most toxic people a game has to offer are found on the forums? Well then, sayonara boys, not going to waste any more time here, since Orion seems to be the only one capable of phrasing his thoughts without offending or giving them a true thinking. I'd say I wish you well, but I'd be lying.
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@Orion said:
The power role should be the one allowed to make the most mistakes.Perhaps it is so. But not in a game. Games should be balanced for both sides. Would it be ok if, for instance, there are two teams, Red and Blue. From the lore, you know Red team is the most powerful. So you give players in the Red team the ability to one shot everybody, while those unlucky enough to be in Blue team have to hit them 5 times? Not at all.
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@MojoTheFabulous said:
These ideas give me the impression that you haven't played the Hag. You don't need to place any more than 1 trap near a hooked person as that is certainly enough. Anything above that is simply making the rest of the map much safer.The trap decaying idea is just stupid and absurd with the times you suggested. The Hag is slower than most other Killers, she is meant to rely on her traps so having them swiftly disappear would just tank her viability.
Honestly, she's fine as she is.
I am not talking about my experience playing as the Hag, I am talking about what the majority of players does with her. Traps get spammed because those things can also bodyblock. And surviviors who are stupid enough will run as soon as they get unhooked. But, quoting what I read in another thread, this is a killer-centric forum, so I kinda knew what was going to be said from the beginning.
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@HellDescent said:
I don't think she needs a nerf she's already slow. And the fact that people place 5 traps in the same spot doesn't change any thing they are just wasting their own time. Hag is more of a mind game character that will prevent you from looping and slow down the game. And being able to erase it with flashlight is a must have otherwise you remove the only counter while walking or running. And they shouldn't disappear since with hag you'll prepare your traps at the beginning of the game before looking for survivors. Since she'll want to put her traps at the windows and pallets to compensate for her speed. If she's not chasing you her traps are useless and once you get her totems she just become regular killer with 110% speed.It would be a soft nerf, not touching anything else. As previosuly said, she shouldn't be able to spam traps whenever the player feels like. Sure, she might be slower than other killers, but she is also shorter, putting to good use some walls and objects to cover her before surviviors can even hear the heartbeat. And once you get in a chase, Bloodlust makes that "being slower" of her mostly unimportant.
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@Orion said:
1. Could be an add-on.
2. This is a ridiculous nerf and would make her absolute garbage.The thing is, it shouldn't be just an add-on. She has to become strategic, as other killers are, not just be the easy to play type. Too much room for mistakes usally equals an unbalanced character. And while she may not be completely unbalanced as is, nobody should be given the option to spam freely.
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@switch said:
No, i like actually going up against something else besides Nurse billy nurse billy nurse billy ....
Probably you dont know that you can crouch over her traps and make them useless, yes i know mindblowing.Does that phrase where I wrote "most people will just start running as soon as they are unhooked" tell you nothing? I already knew that, some people just happen not to have more than a neuron to work on a logic basis, I guess. Try to be less of a jerk and more of a constructive guy

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Well, she's a witch, and the thing she carries is a catalyst of some sort. Even magic needs to be recharged, you could look at that as needing mana to cast her spell. Concerning the timer, 30 seconds is the maximum amount of allowed time I was thinking about. This would also serve the purpose of denying camping or her particular form of "fast camping", in which she can move around and quickly get back to tunneling as soon as a trap is activated. Don't know you, but I hate people who camp, be it in DbD or other games. And sadly, no, people I've met up to now never did that because my teammates were over altruistic. They just did as soon as one was hooked. Back to the Hag, though, I feel like both my propositions could do. Maybe the first one would be a little less complicated to put into work.
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Gameplay-wise, yes. But yours isn't a useful answer at all.meshugganah said:Damarus said:So, tomorrow is the day for PTB to go live. Being a console player, I will only be able to watch others play it, gathering as many info as I can that way only, which is pretty sad. But my question is, will there be a delay between PC and console release of the DLC? If so, which I hope not (but I can bet the answer will be yes), how long does it generally take?
you must be new? -
@Iceman said:
What console are you on? And if it is Kuchisake-Onna or inspired by her it would be scary if she have long black hair in front of her face. That would freak me out. It is already bad enough that I jump when a teammate flash the flashlight at me out of no where.LOL. I am on PS4, anyway. If it truly turns out to be Kuchisake, I doubt she'll have hair covering her face, it would be too similar to Samara Morgan from The Ring, possibly even denying her as an eventual new killer.
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@Iceman said:
If it is not released the same day as pc then I will say a week at the most because this upcoming chapter is not a massive update like the curtain call chapter.Well, I sure hope so. I am saving my BPs for Kuchisake-Onna, because I think I might like her... But the (videos from the people playing) PTB will hold all of the answers I need about that.
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Honestly, this way of thinking is plain stupid. Not only console players have no way to access the PTB, something the devs don't care to address, but people just have to wait for the PTB to go live, in order to gather some info. And for those like me, who are console players, we will need to wait for those who can play PTB to post videos or screenshots. They could have put their livestream to good use by showing us the new chapter, but no, too simple. Ubisoft does that for every single season, why can't they do the same?
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I sure am happy about him getting reworked. That innate aura reading he has is OP, and it needs to go. Other than that, I'd love him to give me the same feeling I get when there is a MM in the game, be it me or the killer chasing me. When there is a Michael Myers, I have lots of fun, doesn't matter if he kills me or if I end up killing just a few of them. If the new Freddy is going to give that same thrill, I'm all about it.
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@Delfador said:
I think that for some reason they want it to be a surprise.Surprise or not, following the First Cut teaser it seems quite obvious it is going to be Kuchisake-Onna.
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@Legacy_Zealot said:
Dbd is poorly optimised and would obviously run into problems changing the map, heck on xbox it takes literally 2 minutes to load into the map.Yeah, I know. But solving that is something the devs should look up to.
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Gathering news on the new content (map, killer and survivor) is the only reason why I watched the stream. I had hopes for them to at least give us a sneak peek, but nothing. I just wasted my time watching all of the stream. But, I must admit, Janick failing every skill check gave me good laughs. Anyway, I thought the whole purpose of the live stream was to reveal the new content, and not doing that was a mistake. I'm sure I am not the only one who was there just for that. Add to this the fact that I won't even be able to play PTB because I am on console, so I will have to wait for somebody to upload videos about it. Cherry on top of the cake.
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@Greater_Cultist said:
@Damarus said:
So, I came up with an idea on how to balance Freddy, in both ways (from a survivor's perspective and from the killer's). One of Freddy's powers (and I am talking about movies, not DbD) is that of having full control over his dream world, which means he can change the environment at will. What if you replaced his current skill with the ability to change the map. Say, someone is repairing a generator. Freddy activates his skill, which would be limited to 2-3 uses per match (or have like a 150 sec cooldown) and he changes the whole map. Survivors get repositioned somewhere else, generators swap their position or even end up in new ones. Since this would be enough of a time waster for survivors, I think it would actually help onto making him more balanced to play as AND against, possibly making him one of the killers you would pick in high level matches.I also had an idea which I posted back in march on the steam forums
""Freddy has been the worst killer in the game for a while now, he's quite the joke considering it takes 7 seconds to even interact with a survivor, and a simple skillcheck wakes them right back up, so therefore I have a suggestion on how to potentially fix him
Power: Dream Demon
Hold M2 to channel your power on one survivor at a time, slowly pulling them into the dreamworld
While channeling Freddy has a 30% slower movement speed (85%)Stage 1: Awake
all survivors start awake
Freddy cannot interact with survivors while they're awake
Survivors can pull others out of stage 3: asleep by performing a wake up actionStage 2: Drowsy
After channeling your power for 10 seconds, the channeled survivor enters stage 2
Survivors cannot get out of stage 2
Survivors can now see Freddy
Freddy can interact with survivors
Freddy's lullabye is replace with a 24m terror radiusStage 3: Asleep
After channeling your power for 10 seconds, the channeled survivor enters stage 3
Survivors can get out of stage 3 and back into stage 2 by doing the following actions:
Failing a skillcheck of any kind, exception to Self Care, Overcharge and DS
another survivor performing the wake up action on them.
being hookedFreddy's terror radius is 16m to all survivors in stage 3
Freddy can down survivors in stage 3 in one hit
Freddy can see survivor's aura if they are in stage 3 and outside his terror radiusAdd-on changes:
Class photo only applies when channeling survivors in stage 1
Pill bottle makes Freddy invisible if you are not in his terror radius
The "block" add-ons makes channeling time shorter.
The range add-ons are the same
Add-ons increasing his speed after sleeping now increase movement speed while channelingI feel like these changes could make Freddy stronger and perhaps elevate him to the mid-tier
Please let me know what you think of all these changes and if you think something is UP/OP, please tell me!""
Hmmm... As I said, innate aura reading is truly OP, so that has to go. I don't like the idea of Freddy downing in one hit either; MM and Hillybilly do that too and it could start to be unfun seeing that put into every killer. And I don't see the point into waking survivors up, while Freddy is still able to hit them. Even if your idea is well explained, I don't really like this overall, and I feel like Doc_W__HOLLIDAY's idea fits better into what he should become, with the changes I suggested too. But of course, you might not like what I'd like. But, it seems the devs have something in mind for him, and we'll see what that his on the PTB, the 28th. That said, I like my idea much better: make DW permanent while he puts someone to sleep and remove aura reading from his skill. Of course, permanent DW would also mean taking away the action slow that comes with it, or at the very least reducing it to just a minimum. And, as previously said, he should be slowed while chasing transitioning survivors, without triggering Bloodlust on that very same chase, at least until they are fully asleep.
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@Doc_W__HOLLIDAY said:
-Reduce Dream Transition to 3-4 secsThis should result into him not having add-ons that lower the dream world transition time furthr, though.
-Can grab people off gens, Windows, totems, etc. in Dream Transition
-Significantly lower skillcheck chances in DW. Literally half it
As per before, this should result into him losing another add-on that prevents skill checks from triggering.
-Remove aura reading in DW
-Self-Care does not wake you up
-Power becomes an AOE
-Freddy exits the DW when the exit gates are powered just like he does in pretty much all the movies.
-Maybe remove the darker DW look from Freddy's vison? Not too sure on this because it doesn't bother me, but I hear others complain about it.
I like your thinking, and I pretty much agree with everything, just need to add a few key points, which is what I did. I'm not a big fan of his DW look being removed though, that gives him somewhat of a special feeling. The only other thing that should be added here is for him to be slowed down while survivors are being in Dream Transition, as devs said he should have been. This, and the fact the he should not go into Bloodlust, when chasing someone whitout them being fully asleep (not really sure if he does, atm).
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The thing here, Lycan, is that Freddy needs to be reworked. A game needs to be fun for all those who are playing. Not just for the killer nor for the survivors. Now, I mainly play videogames related to war, and have played Black Ops III, so I know people will almost always choose what's easier to play. But the main purpose of a game is that of letting people, EVERYONE, have fun, simple as that. I have fun when I am facing MM, even if he kills me, because he works well. He's not frustrating. Freddy is more than just frustrating. If you took some time into reading what this thread was all about, instead of immediately trying to prove how much of an OG you are, you would have noticed we are trying to propose a solution to make Freddy not only more viable but also somewhat more fun to play against.
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@TheDarkLycan said:
So your telling me that consistently winning matches with Freddy at rank 1 takes no skill?First and foremost, this is not a discussion about which killer (and its relative player) has it bigger, and it doesn't need to be turned into that. As Orion said, no, being low tier does not necessarily mean something requires skill. And again, as previously said, Innate aura reading abilities are much stronger than what you'd like to make everyone think. It completely removes the purpose of acting stealth and allows the killer to tunnel a single player, getting really frustrating. So no, if Freddy takes skill to play, then I am Cinderella. But, to be fair, there aren't many killers who require skill. The only exceptions are Hillybilly, Nurse, Trapper and MM. Even the Clown and the Pig require little skill. Being low-tier here only refers to the fact that he is less likely to be picked, either because he is part of a paid DLC or because people tend to prefer other killers. If what you are trying to say makes Freddy a high-skill killer, let's put it this way: I rarely ever see a Quentin. As such, he becomes low-tier. Does that make him a high-skill survivor? I think not.
P.S: Anyone can say anything, on a game that still has no online stats. I could say I always escape when alone against the killer, without ever being hit. Would that make it true?
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@El_Sneako said:
What about Freddy gets stronger for each person in the dream? I know Freddy is supposed to be a dream demon who will literally die if no one remembers him. What if Freddy starts the match invis as he is, and for each person in the dream he gains a small bonus like faster movement, or faster action speed, etc. After one person is in the dream he is visible, with a Micheal size terror radius, and each additional person increases the radius up to normal with four asleep and gives you one shots. Lastly, nerf the aura reading to only when performing an action (I.E. healing and fixing), but failing a self care skill check doesn't get you out.Well, I'd second this, but only if his add-on for skill check negation gets removed, or at the very least, highly nerfed. If not playing all together, which almost never happens, survivors will have a really hard time getting out of the dream world. And his aura reading should, if left, be relegated to perks he may or may not choose to use. Innate aura reading is OP. Why would survivors have the option to crouch and hide behind certain covers, if he can see you anyway?
It would be the same if he had innate knowledge of when or where you are repairing. Maybe add this to your idea: you can't get out of the dream world while failing a SC skill check, but if you get fully healed (from yourself or another survivor), you snap out of it.
About the terror radius... It think it should be normal range with two people inside the dream world, not all four. -
@TheDarkLycan said:
How bout.... No, as a legitimate Freddy main with 1200 hours clocked in only playing Freddy, he does not need that, he doesn't necessarily even need a buff, he is fine as is. Just think of him like nurse, high skill cap with a high payoff, typically 120k bloodpoints a match for me as my reward
I was trying to take you seriously, but then I read "Freddy" and "high skill cap" in the same phrase...
The most probable option you have to get out of dream world (which, by the way, should slow Freddy down .. And it does not) is to fail a skill check on purpose, as other survivors will be busy rushing gens or trying to save you from the hook. Not only he can make use of add-ons that make skill checks almost non-existant, but he will also track you when you are far enough from him, resulting in what is called tunneling. Freddy is just the noober version of the Wraith. -
@S0ckenSchuss said:
I think the Engine and the map-generator are not able to get moved while players are in game. Everything is placed while loading screen. even the hatch.but maybe he could change moveable/useable objects. like pallets. not really move them, but drop them by far or set them back up to pass. maybe he could be able to reset the exit gate switch to zero when a surv need to get off it before it was fully loaded and the gate opens.
maybe he could block windows by far or open lockers while driving by.
Hmm... I wouldn't suggest for him to be able to reset exit gates, but he could maybe create some spikes that prevent survivors walking over them, blocking their path just like when a survivor jumps through the same window three times in a short lapse. Of course, the survivor needs not to be just above the area he would like to block and there should also be some sort of visual and auditive warning.
I think the most weakness is, that survs can still work on the gen/exitgate/heal while they got put asleep, but dont entered dreamworld. that 7 seconds. i think it would be helpful if all actions would be stopped when freddys power hits a surv do get him into dreamworld.
And that is why I would opt for the dream world to be active from the start. Freddy is not used in higher ranks due to the fact that he needs to put survivors to sleep, before being able to hit them. And that also prevents him from hitting those who bodyblock him on his way to a hook. Permanent dream world puts a stop to this, making him a little more fun to play as. But, in this case, the dream world would just be a manifestation of Freddy, without making survivors slower in any case. And it would serve to warn survivors, from the start, that they are going against Freddy. I know, not letting them know who the killer is serves as a big part of the latter's playstyle. Make it like this, then: he can activate dream world, to be permanent and without slowing suvivor actions, whenever he wants. Let me explain that better. The match starts and you are Freddy. Dream world is not active, so they still do not know who you are, and you are invisible. You patrol generators and find a survivor. At that point, you activate the dream world, without coming back to "normal world" for the rest of the trial, and every single survivor ends up in it, no matter the distance from Freddy. From now onwards, you can hit them.
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zirumiox said:
Power that is even worse of a gimmick than the one currently is a stupid idea. Freddys issue is that that his power is very different and therefore hard to balance already.
Not to mention how often the game would crash on people with this kind of power. DbD being as terribly optimized as it is, something like this in an already high cpu load game would just cause nothing good.
Criticizing is easy, giving out ideas after that seems like something not all folks can achieve. The way I see it, something more related to the character like that would bring way more fun for the players, be them the killer or the survivors. I have fun while playing as and against Michael Myers, and that is a concept that works, more or less. Having Freddy track you from afar is just a stupid idea, put there because other ideas were lacking. Sure, an ability that would change the map overlay would requiring CPUs put to hard work, I won't deny that. But it is up to the developers to make their game better under certain aspects only they can manage. We, as players, can give ideas on how to balance certain things, or on which killer (licensed or coming from folklore, like Kuchisake Onna seems destinted to be) we would like to see added into the game. And I think that is already enough of a helping hand from us. After all, Freddy is a paid DLC killer. Why would you want to pay for something you're almost never gonna use? -
Well, this is just a base idea, of course more could be added to it. I felt it would have made things funnier for both sides. And, by the way, my idea would be that of removing his stupid tracking too. The dream world would be permanent, thus not requiring him to get survivors to sleep, because it would also be active from the start of the trial.Milo said:@Damarus said:
So, I came up with an idea on how to balance Freddy, in both ways (from a survivor's perspective and from the killer's). One of Freddy's powers (and I am talking about movies, not DbD) is that of having full control over his dream world, which means he can change the environment at will. What if you replaced his current skill with the ability to change the map. Say, someone is repairing a generator. Freddy activates his skill, which would be limited to 2-3 uses per match (or have like a 150 sec cooldown) and he changes the whole map. Survivors get repositioned somewhere else, generators swap their position or even end up in new ones. Since this would be enough of a time waster for survivors, I think it would actually help onto making him more balanced to play as AND against, possibly making him one of the killers you would pick in high level matches.Em okay? It would be interesting to say the least. Just make all survivors in dream state appear somewhere on the map. It would be kinda cheap sometimes. SOMETIMES