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Dark_Alex

Dark_Alex

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Dark_Alex
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  • @Stabby_Widdershins said:

    Just going to let you know, OP; Camping, tunneling, and slugging are not 'dishonest' any more than hitting great skillchecks on gens is 'dishonest'.

    I'm tired of this BS stigma of 'Killers are bad and wrong for making Survivor overlords sad'.

    ...

    I'm here to offer solutions to your problems, friend.

    Kemp, all you want, but do you like it?

    Tunnel all you want, but do you feel superior if you take one out of the game first and only then start playing? (IF you start.)

    Yes, these are strategies, I know. But these strategies are unpleasant for either side. My entire wall of text can be summed up in one sentence: "The game would be better if the killers were stronger."

    Don't you think so?

  • @WeaverReaver42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312399#Comment_3312399

    this is alot what old freddy was like. And from what I understand the only people who struggled against him literally didn't know how he worked at all. It simply wouldn't be good. Also, the changes I propose wouldn't diminish the importance of his power at all. his power would be the same except now he benefits from it more often. that makes it more impactful, if anything.

    You underestimate the tiny size of puddles. The survivor will not stand on them. He will run past and most likely will not return to the area.

    The situation will become even worse if it means activating the trap.

    The situation becomes more ambiguous if we remember that there are still pallets of sleep. How can you keep the balance if one of the options for strength literally makes the strength more effective?

  • @FFirebrandd said:

    So... couple things.

    First, post unhook endurance does have counters. You can wait it out and grabs completely bypass the effect.

    Second, the patch that made that endurance effect be base kit also added 10 seconds to each generator, gave killers faster kicking gens and pallets, faster recovery from successful hits, shorter post hit speed boosts for Survivors, and a bit of instant regression when kicking gens.

    I don't know which side came out on top with that patch, but it isn't nearly as cut and dried as you are portraying.

    Same with this patch honestly. Yeah... Nurse is getting nerfed, but the Knight is getting some pretty nifty looking buffs and new Eyre of Crows looks a lot less mean to killers.

    But hey... Parallel to this, ALL survivors got a buff.

    The most important part of the game is information and it wasn't fair that the group was getting an advantage over the singles because of the huge flow of information.

    However, instead of equating groups with singles, the developers decided to equate singles with groups. Have you ever been bullied by a group? Now it will happen much more often.

    How about to fleetingly give a huge advantage to killers? I don't remember this happening. Only averaging out a very strong meta and an overall buff because the previous situation was disastrous. Seems like bhvr don't learn from mistakes.

  • @WeaverReaver42 said:

    I'm going to be honest. I feel like freddy's main weakness is his power's reliance on people being asleep. It was his problem when he was 'overpowered' as well. If people aren't asleep you aren't nearly as effective. Honestly, if trying to use his pallets/moving over his puddles speed up the time to fall sleep temporarily, I feel that would be a significant buff. Instead of just relying on survivors to fall asleep eventually and not using clocks or failing skillchecks, you could whittle them down with your power. (I know you can hit them to make them fall asleep but that requires you to find them and chase them just to get your power on ONE PERSON and that doesn't even mention they can remove it in 3 ways. the clock's immunity would be unnaffected to keep it being useful, but survivors who don't use it will find themselves walking over random puddles and falling asleep. this would speed up his teleporting much more as a bonus, and make his puddles not useless on awake survivors (which justifies using them outside of chasing a sleeping survivor). I feel like this small change has large ripples to make freddy hugely more fun to play. His 'traps' may not be as strong as trappers (as weird as it is to call something in trapper's kit compared to another killer, his traps are far more useful at stopping survivors in their tracks) but they help you in ways outside of getting a down.

    Agree. The Nightmare cannot use its power while the survivors are awake. This is problem. The importance of sleep is not balanced properly. 


    However, since the Nightmare is all about dreams, I think it would be wrong to reduce the value of a sleep. Instead, I suggested an option with increased importance of sleep. 


    Only in a dream the killer can fully interact with the survivors. This would be connected with the lore of the character. 

    Now, to balance. If Freddy can interact with the survivors less than usual, it's more like a nerf than a rework. Survivors should also feel the importance of the night. What could be more important than teamwork and generators?


    A carefree existence outside the dream world must be compensated by the horrors of the dream world, and Freddy is the only source of horror, so he needs an advantage in the chase or in another important aspect. For example, in information. This can be left for addons. 

    (We believe that sleep pallets and sleep puddles do not exist.)

  • @WeaverReaver42 said:

    I'm going to be honest. I feel like freddy's main weakness is his power's reliance on people being asleep. It was his problem when he was 'overpowered' as well. If people aren't asleep you aren't nearly as effective. Honestly, if trying to use his pallets/moving over his puddles speed up the time to fall sleep temporarily, I feel that would be a significant buff. Instead of just relying on survivors to fall asleep eventually and not using clocks or failing skillchecks, you could whittle them down with your power. (I know you can hit them to make them fall asleep but that requires you to find them and chase them just to get your power on ONE PERSON and that doesn't even mention they can remove it in 3 ways. the clock's immunity would be unnaffected to keep it being useful, but survivors who don't use it will find themselves walking over random puddles and falling asleep. this would speed up his teleporting much more as a bonus, and make his puddles not useless on awake survivors (which justifies using them outside of chasing a sleeping survivor). I feel like this small change has large ripples to make freddy hugely more fun to play. His 'traps' may not be as strong as trappers (as weird as it is to call something in trapper's kit compared to another killer, his traps are far more useful at stopping survivors in their tracks) but they help you in ways outside of getting a down.

    Agree. The Nightmare cannot use its power while the survivors are awake. This is problem. The importance of sleep is not balanced properly. 


    However, since the Nightmare is all about dreams, I think it would be wrong to reduce the value of a dream. Instead, I suggested an option with increased importance of sleep. 


    Only in a dream the killer can fully interact with the survivors. This would be connected with the lore of the character. 

    Now, to balance. If Freddy can't interact the survivors, it's more like a nerf than a rework. Survivors should also feel the importance of the night. What could be more important than teamwork and generators?


    A carefree existence outside the dream world must be compensated by the horrors of the dream world, and Freddy is the only source of horror, so he needs an advantage in the chase or another important aspect. For example, in information. This can be left for addons. 

    (We believe that sleep pallets and sleep puddles do not exist.)

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