DelsKibara
DelsKibara
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- Username
- DelsKibara
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I honestly would love these to be added, playing Survivor by itself and not getting into chases is already rather dull. So having to worry about enviromental risks seems like a step up to me.
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@Aura_babyy said:
Imo the best nerf freddy can get is making all the clocks usable to wake a survivor. The only catch is that they kinda work like plague cleanses, and they won't respawn until x amount of time passes.
This way it's practically your fault as a survivor if you're asleep, but won't have to run across the map just to wake up and run back to a timer starting again.
If that's the case I don't think waking up from the clock should give a bonus to staying awake. It should be the same as missing a skillcheck or being woken up by a teammate, because you could wake up from anywhere.
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@Fibijean said:
He hasn't played any DBD in at least four months, I assumed he'd given up.
Thank god.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1285151#Comment_1285151
Never? I have seen tons of Freddys doing that. Instead of breaking a Pallet, they run around and spam Snares. Very entertaining and engaging gameplay.
Yes, never. I of course cannot prove that but every Freddy player I've face has never done stuff like that. So maybe it's a regional thing.
And even if that is the case, I find that to be a very lackluster strategy for him to use. You can still fast vault the pallet regardless if you push yourself through the snares.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1285133#Comment_1285133
I said reverse-bloodlusting. Slowing the Survivor down while not breaking the Pallet.
Maybe I haven't played against enough Freddy's but I've never seen a Freddy do that. Snaring a loop/pallet when it's down.
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@nancybestgirl said:
https://forum.deadbydaylight.com/en/discussion/comment/1285118#Comment_1285118
Uhh? Still dont know what you're talking about.
Last time I played freddy I was able to gain bloodlust.. dont know if they fixed it in 3.7.0
Maybe he's bugged or I dont know
It's in one of the patch notes, a hotfix.
That happened months ago.
If you use snares at any point, you won't gain bloodlust.
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I hope not, the last thing I want is to see a Killer getting nerfed because most people find them more "Boring" than "Unbalanced.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1284899#Comment_1284899
Great news, I'm also on steam lol
I'll comment my Steam profile link, see if we can arrange something.
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@PigMainClaudette said:
All killers have the same lunge and if @DelsKibara is on Xbox, I'll even devote a whole day to proving they're all the same.
I also love how all of these threads are about FREDDY's lunge, yet there are killers like Pig or Hag who could also be considered to have ridiculous lunge ranges.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1284881#Comment_1284881
Depending on your platform and region I'd help with that one.
@op Freddy has the same lunge as everyone and should stay that way. Other killers with small lunges include clown and leigon, but we don't wanna be nerfing them anytime soon. Lunges should be standard across the board.
I'm on PC, Steam.
Edit: I'm also in Western Australia.
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No no, his lunge is the same as everyone else.
It's just his animation that makes it look like it's longer.
sigh, at this rate I'll need to ask someone to help me create a "Killer Lunges" video in a KYF.
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I tried playing Spirit purely using her phase because I was playing against a Twitch streamer and I thought that might be fun.
BIG MISTAKE, that streamer read me correctly the entire time and I made an abyssmal performance as a killer.
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I literally finished this without a thought, it's not that bad.
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@ChildofGod said:
https://forum.deadbydaylight.com/en/discussion/comment/1284328#Comment_1284328
Do you play killer as well? If so which side seems to be worse for you. I play survivor in red ranks and its not too bad, but my matchmaking for killer is ridiculous
I also play Killer extensively. I have gotten games where I faced a Baby Survivor who is obviously a baby. But they tend to just be one or two of them, and not the whole group.
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Most of my games are fairly... Well, fair.
But I also have been getting Killers who should not be facing me as a Survivor.
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No, Freddy cannot see your aura in the Dream World. That's OG Freddy. However, I highly advice you to be very careful with being in the Dream World. Because that's when he can use his powers on you.
Although in my opinion snares aren't an issue compared to his other power, Dream Pallets, it can definitely hinder you enough if you're not careful or if he wants to trap the ever loving heck out of a loop.
Here's my advice:
If you see it's Freddy, start immediately working on Generators. He is an M1 Killer at his core, so he doesn't have any ranged attacks and his power only helps him in immediate chases or prepping for chases.
His snares reduces your movement speed by 15% for about... 1-2 seconds-ish. I don't know the exact number, but it isn't very long. It's generally better to run through his snares rather than walk/run around it because that wastes way more time. Especially in a loop. You'll most likely still be able to get to the pallet and stun him before he can snatch a hit in on you unless he already is way too close for comfort. If he is spamming snares around a loop, immediately abandon it and run for the next one. He is especially weak against the T and L Wall loops because snares doesn't stop you from doing a fast Running Vault. Remember to always disarm the snares when you're not in a chase though, because he can make strong loops short if he traps them in advance and you're not expecting it.
His pallets are more about a game of memory. You need to remember which pallets have been broken and which has been placed down by him. Sometimes it's super obvious and you'll often times see tiles with two pallets spawning right next to each other. Be sure to drop the Pallets as it would force him to replace them again and again which would waste his time. Keep in mind that you might be playing against a Pallet Freddy if he is being extra territorial with how he plays, since he only has 10 pallets to spare.
As for his Teleport, I suggest keeping track of the sound he makes while he is teleporting. There's a sudden gush of wind that feels like it's just right above your head when he is teleporting. If you don't see blood spewing out of your generator, then stay there. If you do, immediately find a spot to hide from him because he typically won't waste time to search the place. Never run and leave scratchmarks, you don't want to give him an easy time in chase.
One last thing I like to mention, try to wake up as much as possible. Missing a Skillcheck might cost 10% generator progress, but it is faster than being woken up by your teammate and faster than running for the clock which spawns at the farthest point away from you. It gives Freddy your location, but since he is an M1 killer, he would be always busy being in a chase to really care about teleporting to your generator right away. He might fake a teleport, but if he is in a chase, you should be safe to continue working on the generator even with blood spewing out. Although, I still advice just hiding for a bit to make sure you are safe. If he tries to teleport to your location again after faking a teleport, I suggest just staying there and committing to the generator. Because the less generators there are, the weaker Freddy is. because he would have much less locations to teleport to.
I think that is basically all I have for advice on how to play against him. Hope you have a fun time facing him in your future games!
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I'll let this picture explain itself:
https://us.v-cdn.net/6030815/uploads/810/381210_20200427125202_1 - Copy.png There was an error displaying this embed. -
This is personally the build I use whenever I want to be chased around by the Killer, wouldn't say it's the best but it has helped me get better at being chased around by the Killer:
Dead Hard - Objectively the best Exhaustion Perk in the game.
Object of Obsession - To bait the Killer into chasing you and ONLY you.
Windows of Opportunity - Helps you keep track of pallets and windows, especially when playing Solo.
Adrenaline - Helps you finally escape the Killer at the end of the match.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1284109#Comment_1284109
As I said, I don't find Freddy fun to play because most of his kit is just passive bonuses and he's basically the epitome of an M1 killer. I also prefer balance above all else so I'm not gonna suggest something purely like "Make Freddy all around weaker".
I can understand why you wouldn't find that fun to play, though I'm sure there are others who enjoys that kind of gameplay. Mainly because I know someone who mains Freddy. He is still a good Killer in his own right though, having mained Freddy way before the Rework (He got to Rank 1 using nothing but him), so maybe he just still plays Freddy because he just wants to play the Killer. Not so much their power.
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@Atrushan88 said:
Remove the "falling asleep then waking up" thing entirely and make it so that you're always in the dream world, but that has no effect on him or the survivors, and is purely visual. That's always been his biggest problem even from OG Freddy. Change some of his addons(namely the ones that do things while survivors are asleep, since they'd always be "asleep", and these like most of his kit are just passive bonuses for being Freddy) into different things, like perhaps maybe allow him to teleport to his traps like Hag, but with a longer delay than Hag's teleport, with no visual notification to survivors(they can't see traps, but can trigger them), using them to find survivors to chase, not to slow them down, just more things to use his powers differently like pallets. Probably make Freddy slow down when casting/charging his snares so that he wouldn't become overpowered from survivors always being "asleep".
This is the kind of suggestions I've been looking for. It feels fresh and original while still keeping the spirit of the Killer alive.
I would love to see this change added, though of course with the dev's approval and testing.
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I don't see Demogorgon listed here.
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Currently on Level 36.
I haven't finished all my challenges yet though.
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I always assumed it's the same way you pronounce Wither.
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@Stinde said:
I personally don't think Freddy is necessarily boring or OP but playing him does not require any skill whatsoever and is therefore very unrewarding to play against. Changes that would require more skill from Freddy players could be, for example, increasing the passive sleep timer to 90 seconds (from alarms to 120 seconds), the timer either slows down or stops when getting chased and placing snares has a cooldown and/or slowdown so it requires more strategy from the killer. To balance this, successfull hits and hooks could hasten the sleep timer of survivors by a certain amount.
I watched Otz's stream yesterday and someone on his chat asked him
"Who is the killer that you hate the most?"
This is a direct quote of his answer:
"Old nurse was pretty bad, I didn't like it. I hate how easy and stupid Freddy is at times. I've seen a lot of Freddy players that are just so mediocre and they just have a killer that's so strong and the addons can carry you as well, the good ones. Probably Freddy then, if I have to pick one killer that I think is the most "broken". At least if you play Nurse you have to be good."
Here is a link to that stream:
https://m.twitch.tv/videos/622805833
The timestamp for that question is 7:07:57.
Now I know that his opinion is not the absolute truth just because he's a streamer but I also have seen that many forum members values his take on these matters. The fact that he has so much knowledge and experience of the killers in this game gives his opinions a lot of credit. The claim that Freddy boosts mediocre players does not come from nothing and seems to be a rising topic among the dbd community.
Edit. My final take on the topic of fun:
How can you have fun when you cannot outplay an opponent who is worse than you?
I guess that is a fair take, I personally don't mind if he is easier to play with than other Killers. As a Survivor my main concern is to have fun and get into chases, it's why I personally don't find playing against Trapper to be fun. At least with Hag she still has to chase you by teleporting to her traps.
I do think, however, that the concensus that Freddy boosts Mediocre Players is less due to the fact of him being easier to play and more on Survivors not keeping themselves awake for long. I've never had issues with his snares (just his pallets), but I know my own experiences aren't absolute either. I don't think Freddy has an issue right now, but that doesn't mean that he can't be changed in a way to make him seem more broadly fun. Without nerfing his entire basekit. Which is basically the whole reason for this thread.
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The devs don't want to encourage "Tactical Disconnects". Or just Disconnects for that matter.
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I don't like to see breakable walls while using Windows, because it's just visuall clutter.
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@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1283762#Comment_1283762
My problem is that they are claiming "unfun" and "boring" just to get him nerfed. What Freddy does is ask them to change their chase playstyle. That is not boring in the slightest, quite the opposite. They are mad that they just cant keep doing the same thing over and over.
Now, if they were complaining that LEGION was boring, I could get behind that because all Legion asks you to do is mend yourself a bunch. THAT is boring.
I do find him fun to play against, don't get me wrong, I love going against him. He is probably my second favourite, close to Spirit in terms of how much I love playing against. I just want this thread to be more of a compromise, at least in the forums so peopel don't feel like they're getting unheard.
I don't want to perpetuate that Freddy has a problem though, like what Seiko300 mentioned. I honestly don't think he does. But if this keeps up the forums will just be nothing but these threads over and over again without any kind of actual discussion being done.
I do agree Legion is a borefest though, because you're not really interacting with the killer. No chase, nothing. Just mend and mend.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1283762#Comment_1283762
No it's not actually, it is by far not better these threads crop up every few days and they perpetuate this idea that "there is a real problem with Freddy" when there is seriously NOT.
By creating more of these threads you are quite literally stoking the flames, fanning the fire, adding wood on the pile, literally any and every phrase I can think of that has to do with creating a bigger problem, COMBINED!!!
^^;;
I just am very wary with how the forums are going right now, mainly because it just seems like people always fight about Freddy and other Killers.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1282291#Comment_1282291
Yeah but cant you camp with Freddy and it not register because of no heartbeat?
You actually hear his lullaby.
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@Orionbash said:
1) Reduce his lunge.
2) Remove teleporting to gens. He can teleport to his boxes.
3) Waking up via boxes laats longer.
4) Snares are an add on. Pallets are base. You get 5 pallets.
Then he'd be enjoyable killer.
1) His lunge is the same, I'm making this thread about how to change him to become more fun, not to make him worse than base when compared to other killers.
2) That honestly would be more dangerous imo, because then he has constant map pressure because you cannot destroy clocks.
3) I can agree with that.
4) I wouldn't want that to be honest, because to me Pallets are more dangerous than Snares. I have a rough time keeping track of them myself.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1283741#Comment_1283741
This is the real answer here. ^^^
Freddy does not need any more changes beyond the ones he has already been given, I mean seriously, the singlehandedly biggest and best rework in the history of DBD and people want him to be changed again?
Edit: Not "people" in general, it's survivors. It's basically only survivor mains complaining.
If Freddy does get changes in the future it's not gonna be for a good *ss long while. There are other killers that need far more serious attention than Freddy who's only apparent problem is "he's boring" (oh please). My man Clown is in desperate need of a buff / rework and Leatherface, Pig, Plague, Legion, all need some serious love as well.
I get that, but I want to at least herd the tension a little bit by letting people vent out what they think should be changed to Freddy to make him more "Fun". It's better than letting them be.
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@chase131119 said:
https://forum.deadbydaylight.com/en/discussion/comment/1283636#Comment_1283636
The more survivors that are asleep, the faster the cooldown is for Freddy's teleport is, that's pressure.
If I remember correctly, that is. I could be wrong, so correct me if I am!
You are given so much info of when he uses his teleport. That's not pressure, pressure is making your opponent slip and panic by constantly being up your butt and denying you the ability to do anything that makes haste od your objective.
Pressure is the gen kick after the teleport, pressure is being hit after he teleports. One of which you can completely avoid by not leaving scratchmarks everywhere.
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I'm not a fan of Claudettes.
I've faced too many Blendettes today that I kinda stopped wanting to play Killer and play Survivor instead ^^;
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@elvangulley said:
This is the proof of how selfish and entitled survivors are they constantly cry for nerfs for killers but will defend their overpowered bs to the death.
Yes because everyone is so selfish and entitled to want to have the ability to play with their friends without getting hindered.
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Kindered & Spine Chill are basically the two perks you need the most for Solo Q.
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I'm going to have to hard disagree with this one, sorry.
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@Lumionesty said:
I 100% agree decreasing the grind is needed because it can be ridiculous. However I’m not sure simply increasing BP gain is the answer. The biggest part of the BP grind is getting perks. So instead I would heavily increase the occurrence of perks in the bloodweb.
These are the changes I would make:
Teachables at:
25-30-35
Perks at:
1-10: 1 perk
11-20: 2 Perks
20-30: 3 perks; Entity takes 1
30-40: 4 perks; Entity takes 2
40-50: 5 Perks; Entity takes 2
50+: 6 Perks Entity takes 3
Shrine:
8 Perks
The problem with simply making a BP gain increase is that it would inflate the rest of the bloodpoint economy. There would be a huge increase in MORI’s, OP items and OP add ons. You would have Huntress’ with Iri head and Ebonies and Spirit’s with Mother Daughter-Amulet combo with Ebonies every game. Meanwhile survivors would be running why syringes and maxed out flashlights every game. Most brown add ons would see 0 play time. It would inflate the market. So if they were to add BP gain increase they would need to also make OP add ons, items and offerings a lot rarer. At Lv50 there’s an ebony like every 3 bloodwebs.
Honestly? I'd rather go with the BP Increase + Actually making Ultra Rare add-ons.. You know, rare.
Because right now they're too common for them to be called "Ultra Rare". I see BPS much less than I see UR add-ons.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1282509#Comment_1282509
"You spun me 3 times" lol the excuses for this are endless
I vividly remember the face of The Doctor that tunneled me because I saved a teammate with BT. I didn't even know you could get tunneled for using BT until that day.
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Though you have to admit, both Quentin and Meg could look better in some ways that doesn't make them look Goblinesque.
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@Fibijean said:
The character designs are what they are (more unfortunately in some cases than in others). The most you can do is make your case in the Feedback section (https://forum.deadbydaylight.com/en/categories/suggestions), but bearing in mind that there are some people that like Meg's model as it is and will disagree with wanting it changed.
There are also people who like Quentin's face as is.
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@ZarinaKindaThick said:
https://forum.deadbydaylight.com/en/discussion/comment/1282531#Comment_1282531
That's all of what discussion and brainstorming is for. I do personally believe that would you had said originally in the post is a good idea on its own, being that multiple afflictions like Mangled, Hemorrhage, Blindness, Hindered, etc. It would be the ultimate "you're screwed" past just going down instantly.
tbh, imo the biggest "You're Screwed" status effect combo is just Exhaustion, Mangled and Hindered. Because not only are you slowed from Hindered, you also cannot rely on your exhaustion perks, and not only that, but healing will waste a lot of time so you're better off being One Hit rather than waste time healing with Mangled.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1282513#Comment_1282513
With the idea of madness, what if it did similar to the nurse addon for screaming? Any survivors around the point that your hatchet lands lets out a scream.
It needs to be a large area though, because you don't typically use your hatchet and throw them around willynilly.
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@ZarinaKindaThick said:
Given that it's a hatchet head molded from the fog itself, I believe it should still have the basic mechanic of injuring healthy survivors and downing injured survivors, but also give an affliction akin to that of Madness, since the Fog has been displayed to cause madness and uncontrollable fear since it is one of the manifestations of the Entity besides the Tendrils.
Imagine suffering from Madness from The Huntress.
It honestly would create some pretty interesting builds now that I think about it.
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@CashelP14 said:
I love seeing it as survivor. I find it funny that someone can get that irritated especially if you do nothing to them.
"But you ran me around for 5 gens!"
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1282384#Comment_1282384
I was thinking more blood lodge but rotten fields seems a better example. At least Lerys have the edges and the doors have a good distance too. Oni's ultra rare is another that only works on certain maps (indoor maps).
I'm just imagining facing a huntress with multiple status effects hatchets. Personally I would just see it as another Exhaustion add-on tbh. Blindness, Mangled and Hemorrhaging wouldn't bother me since they don't affect my ability to loop.
Then again I don't play a lot of huntress so maybe it's stronger than I think. If your idea is added as another ultra rare then that's fine but for me iri head should still hold some sort of instadown quality. One that rewards the killer for having good aim.
I feel like BHVR really needs to make Blindness and Hemorraging much more useful because those two status effects tend to be the ones you ignore because of much more darn powerful Mangled and Exhausted is. They both can literally deny the Survivor to use the perks they brought or severely hinder them
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Going back to the actual topic of the thread before it gets really derailed:
One thing that kinda annoys me with the fact that you can hit survivors on a hook is when "Aim Dressing" prioritizes the Survivor on the hook rather than the Survivor you want to hit.
It makes it even more annoying because as far as I can tell, STBFL doesn't really register hits from I-Frames.
I wouldn't mind if BHVR took this ability away from the Killers, but I guess it makes sense why it's there. Though I don't really agree with letting out your frustration by smacking your opponent who is only playing to win, which is what you're also doing anyways.
Smacking them once you won, sure, that's basically asserting your dominance over the game. One final smack to signal the end of the game. I can understand players like that. It's something small but it can make them feel better about themselves that they've won.
But doing so while the game is still ongoing is kinda... I don't know, BMing a bit? Like you aren't doing it to play the game, you want to do that to annoy your opponent which is something I am always against for both sides.
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Most Killers who do that just hit the hooked Survivors out of frustration.
Or sometimes they do that because they already won and want to hit you again to celebrate.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1282030#Comment_1282030
How'd you know that the killer is red rank before NOED activated?
https://forum.deadbydaylight.com/en/discussion/153304/why-bad-killers-hit-red-ranks
Do you really say NOED is the only reason why bad killers hit red ranks?
https://forum.deadbydaylight.com/en/discussion/comment/1282071#Comment_1282071
uhm... lol? Where did you read that rule? XD
https://forum.deadbydaylight.com/en/discussion/comment/1282123#Comment_1282123
I think that one point you need more for a pip doesn't completely negate it. Double pips are hard to get in red ranks, but I'm pretty sure bad games with just 4 hooks + NOED don't let you pip in purple ranks. The only thing NOED gives you is maybe one extra point in the sacrifice emblem. If you pip after failing all game long, it is over altruism when the team doesn't think you deserve a single kill and rushes to hook exchanges until all got out (or more likely 1 or 2 die). And then the problem isn't NOED, the problem is the team, that boosts the killer
Because I am red rank myself as a Survivor?
Of course I'm going to assume they are my rank until proven otherwise in the results screen. And they usually are my rank.
Here's an example of a game I had right after Rank Reset:
https://us.v-cdn.net/6030815/uploads/322/381210_20200516071947_1 - Copy.png There was an error displaying this embed.If the Killer is Rank 6, then it's easy to assume they depipped and from Rank 5 (which is where you reset to if you've were in Red Ranks.)
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@CashelP14 said:
Personally I believe it needs a range for the instadown. 20m but with 3 hatchets instead of 5. Makes no difference in close quarters anymore but rewards good distant aim.
So basically it's going to be useless in Indoor maps.
I think I would rather go with Glint's idea. To me a good Ultra Rare add-on works well in any map, doesn't matter what it is, because they're meant to be powerful.
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Wow, that looks amazing!
I love the details in every single room, you can easily imagine what everything is in DBD.
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@Shocktober said:
Doesn't help that the survivors are so overpowered in that game that the only viable option is to play turret spencer. Let's nerf that but not the completely invincible tank survivors who can literally stand there getting melee'd by the bio-weapons and not care, permanent stunlocks, or the jill rocket launcher on like a 2 minute cooldown that clears out 8+ zombies at a time or basically 1 shots the bio-cores. Actually, let's just give the mastermind a rocket launcher now too.
It's funny how people told me that the Mastermind is the "Bully Simulator" of the game back w hen it first came out.
Just goes to show how little most people outside these communities know about the Asymm Genre, huh?