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DocOctober

DocOctober

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  • @Detective_Jonathan said:

    https://forum.deadbydaylight.com/en/discussion/comment/586020#Comment_586020

    @Orion Well I sure don’t see that brain of yours putting anything useful in.

    @BlackMercury @End_of_Slayer

    https://us.v-cdn.net/6030815/uploads/660/BT6YGGXQ22SJ.jpeg

    This was taken from the DBD Tv tropes site, which tells a whole lot about the characters and what tv trope they fit. This goes along with the fact that she could be the key to defeating her (The Entity) But would require some kind of comprehension of the elderitch being.


    I agree with Orion on both accounts. The analogy is silly since strong emotions are nothing else but tasty sustenance for The Entity and Wikis that only rely on opinions rather than facts should be disregarded in discussions.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/584347#Comment_584347

    I didn't play back then. But OG Nurse sounds insane.

    3 blinks and 115% like damn.


    Let me just clarify this: Nurse. Never. Ever. Moved. At. 115 %.

    I don't get where you people keep coming up with that. She was never a 115 % Killer. She moved slower than old Tier I Myers before she was nerfed to move at her current speed, meaning she used to move at somewhere in-between 4.0 and 4.14 m/s. 115 % would be 4.6 m/s. Original Nurses didn't glide after Survivors if they couldn't hit ######### like some seem to claim, she would never catch up with the infinites of those days.

  • Why is this still on-going? Didn't you people realise that OP was baiting?

  • @MrSunbro said:

    Agreed, as crucial as bloodlust was it's a dated mechanic that too many people crutch on

    https://forum.deadbydaylight.com/en/discussion/comment/576090#Comment_576090

    I haven't gotten to activate Bloodlust in ages with all the conditions that reset its timer and the same goes for most Killer players (just have a look at streams for example). I think you're making something into an issue that it isn't.

  • I enjoy reserving them for obviously toxic Survivor groups.

    Profile names with "nice" messages for Killers? Enjoy your Ebony. 4 Flashlights or Toolboxes? Enjoy your Ebony.

    I'm not using Ebony Mris unprovoked, but if Survivors obviously beg for it, they'll get it.

    As long as we have a toxic community, I see no harm in using them or them being unfair. A skilled Survivor can evade being Mori'd due to its preconditions. A Mori doesn't automatically mean you are done for.

  • They get the satisfaction of buying their (smart) team mates enough time to get out, making the Killer lose.

  • Survivors are not meant to have any precise way of communication and there's a reason they are limited to only two gestures, that were implemented later on.

    It's part of the game's premise and immersion. SWF that voice chat with one another break that and since the game's not balanced around it, we have balance issues.

    Voice chat is not part of this game and better never be. I enjoy not having to deal with 12 year old kids screaming at me through a cheap microphone when I'm playing this game.

  • @Milo said:

    This is the only "guaranteed" flashlight moment tho. Also use ears please.


    And how is that supposed to stop you from being blinded at every safe pallet that you have to break in order to continue the chase with a chance of catching the fleeing Survivor?

  • You need a good old git gud.

  • @Shirokuro said:

    The PTB isn't even here yet ffs. If he is actually going to be as bad as people are saying here, he's gonna get tweaks and changes.

    Regardless of how he's going to be in the end, I personally don't like playing as nor against him.

    "He's gonna get tweaks and changes"

    Dead by Daylight's history has shown this to be wrong for the vast majority of its Killer releases and in the cases it was true, it was after months, if not years sometimes, not an acceptable time span in either case.

  • @Atrushan88 said:

    While I don't have a problem with old Freddy, I see a lot of people saying to either allow you to use both powers(one or the other) or make the new Freddy into an entirely different killer. Problem with this is, current Freddy isn't Freddy Krueger power-wise. Reworked Freddy is. Freddy's character is all in these powers. If a new killer needs one of these powers, it'd have to be current Freddy's powers, not reworked Freddy's.

    You said it yourself, several Freddy mains would prefer to still be able to play the current Freddy with the rework (I myself suggested two powers to choose from). So what if according to your opinion, current Freddy isn't Freddy Krueger, that doesn't matter to us. Why should that prohibit us from keeping the current Freddy as either of two options to choose from?

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/567494#Comment_567494

    It's not just me that finds the 7 seconds problematic. It's over 90% of the people that play Freddy that find it problematic. A system that voids your ability to defend and is right next to a garuntee that a survivor can get to a strong loop is widely considered problematic. If you're right on a survivor's ass in 7 seconds, that means you're not playing against skilled survivors while claiming expertise on the character that playing against skilled survivors is required to have.

    Saying there is more than one successful way to play Freddy doesn't mean anything. You could literally stare at a wall, wait for survivors while holding M2, and then chase them down for hooks. Do it enough times and you'll eventually get a 4K. Congrats, you played him successfully, but that doesn't even remotely mean that it's a good way to play him and you've developed expertise with him since you can pull it off.

    This all boils down to looking at the bigger picture. What makes Freddy powerful is his ability to stall the game and his aura reading. Now stalling the game is a powerful tool, but it's significantly weakened if Freddy himself gets stalled in the process. Stalling the killer is 4 times as effective as stalling the survivor. That's why it's such a huge problem that survivors can run a killer for the duration of multiple generators. His aura reading is highly useful, but dependent on being able to get multiple survivors into the dream world before it becomes useful which is more dependent on how the survivors play than how Freddy plays.

    What's ignorant isn't your way to play Freddy, but your adamant refusal to admit his obvious weakness. My honing in on it isn't remotely ignorant or any form of refusal to widen my horizon. It's just the ability to recognize reality.

    You missed the point. I said my way is the way that gives me 4 kills most consistently against all sorts of Survivors. Facing a wall with M2 pressed for dozens if not hundreds of games until you get one lucky 4k does not fall under consistent. I guess you want to argue for the sake of it at this point.

    I'll end the discussion here. We agree to disagree. As far as I'm concerned, you were ignorant and still are and I frankly have better stuff to do than to try to convince you otherwise, since you obviously don't want anyone to do that.

    Just realise that more people agree with my statement than they do with yours.

    I wish you the best in the fog and do hope that you'll be a bit more open in the future of the diversity of successful playstyles.

  • It was easier when Perks shared all five Rarities instead of just 3, since the devs could never be bothered to fix the Bloodweb's spawn rules properly.

  • you answered your own post

  • Dark red rank: 2.0.0 PTB Kate

  • Shocking a cocky Survivor's ass into oblivion until they finally break as they realise the futility of their situation, giving up.

    I know it's mean, but with how the majority of Survivors I encounter behave these days, it teaches them a good lesson.

  • @noneofyourbusiness said:

    https://forum.deadbydaylight.com/en/discussion/comment/567511#Comment_567511

    You're wrong, i don't play survivor, bc they're weak and i don't like to be a meat for guy who spend 50 hrs to master top tier killer, i don't think this is fun at all. You miss your shot, try again

    I didn't miss anything, you PERFECTLY reacted the way I predicted you would in my previous two post. At this point, all you're doing is just further undermining your own credibility in this matter.

    We both have proven my point. Quod erat demonstrandum.

  • @noneofyourbusiness said:

    https://forum.deadbydaylight.com/en/discussion/comment/567292#Comment_567292

    Like i said before that's the problem with this community, bc no one understand YOU CAN'T BE A GOOD SURVIVOR AGAINST GOOD NURSE. People have really much trouble to understand that. If even this people see viseo when Nurse stomp survivor's making easy win also eating breakfest, people tell me"nah...this survivor's just are potatoes" if this is tru, so...after 700-750hrs on Nurse i just meat only potatoes

    Usually when everyone disagrees with you, it means that you're most likely wrong.

    Your problem is, that you don't want to be convinced otherwise, hence why you so vehemently insist on your point of view, even when presented with arguments that go against it, you just dismiss them.

  • Listen, it's obvious what your actual problem is: you don't like strong Killers.

    But instead of improving yourself as a Survivor, you want the devs to nerf those Killers, so that you'll have an easier time going against them. I mean you literally answered a different thread with "Survivors are weak af". It's quite clear what you're trying to accomplish here, it's nothing new. Survivor mains have been doing it for the past 3 years. You don't want to adapt to the game, you want the game to adapt to you, and so probably does that Tofu guy. I mean, no one, unless they have a bias against the Nurse, would honestly judge her strength using trials that would have been a cakewalk with any Killer, even the weakest ones.

    I have a suggestion for you that would be much more beneficial to the game's overall health if more players would go that way.

    There has been some advice on how to verse the Nurse here in this thread and there are a plethora of guides and useful tips and tricks on versing not just the Nurse, but all Killers in the game. I suggest you read through those and try to adapt what you've read to your Survivor play. I promise you, that it'll make the game much more enjoyable for you, once you succeed and get good at versing those strong Killers, that have every right to be in the game in their current form.

  • @noneofyourbusiness said:

    https://forum.deadbydaylight.com/en/discussion/comment/566796#Comment_566796

    People like you will not change anything in this game, it's the argument of every killer main "these survivors just played like #########", but I will tell you something, you can not be a good player against a nurse, you can just hope she is weak, and about addons i agree

    So my personal opinion gets discarded, but yours somehow counts? Right...

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/566963#Comment_566963

    That's not what micromanaging is. The term you're looking for is stalling. And yes, obviously you should put as many survivors into the dream world as possible. That much is brain dead obvious. But what else is obvious to those that have enough experience is that putting survivors into the dream world isn't super simple nor intensely impactful.

    To say that the 7 second delay means nothing if you can put them to sleep from far away is the most ignorant thing that's been said in this thread so far. That 7 second delay means absolutely everything with Freddy and to even remotely claim otherwise shows an overwhelming amount of ignorance. That 7 second delays allows free unhooks, free heals, the ability to jump right back out of the transition before it finishes, free positioning at a powerful looping setup, and whatever other massively crippling problems I'm forgetting.

    New Freddy will also be invisible to survivors unless you're going to face camp or stand in the most obvious of positions. The difference is that he can actually do something about unhooks if he's patrolling.

    The fact that you mention Dead Hard being used after the transition is complete kind of goes to show that you actually don't know what the real struggle with Freddy is. If you have a survivor that's still out in the open by the time dream transition is done, you're going against easy to deal with survivors so Freddy's crippling weaknesses don't have that much an effect on you since the survivors aren't using them against you. And in case you're been led to believe otherwise, Freddy's height isn't changing with the rework. He'll be just as short then as he is now.

    Again, it's a good idea to put survivors to sleep whenever possible, but you mention you should interrupt whatever you're doing to put a survivor to sleep. The only time going after a survivor would be an actual interruption is if you're in a chase with a different survivor. And you should not drop the chase against an injured survivor or a survivor that's about to be hit if you need to go a few tiles over in order to put another survivor to sleep. You've just given the survivor you were chasing a free escape and chance to wake themselves up in order to only start a dream transition. It's a decent trade off if you hadn't made any progress on the first survivor, but a waste of your time if you did. You should only put another survivor into transition if you can do so without breaking chase on the first one in those situations.

    It's true that skill check failures will regress gen times but the extra time they need to repair that gen to where it was is shorter than the extra time you'll need to catch up to them and put them back to sleep again. As for giving away their location, just being in the dream world does that. You're better if they're asleep than if they fail a skill check.

    This isn't quick decision making or micromanaging. It's obvious decision making and stalling. Decent for getting Gatekeeper, that much I can admit, but still more difficult than any other killer to get victories with.

    Maybe let's agree to disagree? I know my stuff with Freddy. As I said, I mained him for months by now, played him successfully on all ranks. Maybe you find the 7 seconds problematic, I don't, since increased range is my go-to Add-on series to pull them in from far away. There are few scenarios I personally encounter in which by the time I'm on their ass, they are still in the transition. And so what if they unhook and get away? I know exactly where they are, the aura-reading is the most powerful tool he has.

    Don't you ever call me ignorant, I take that as a severe personal insult. I suggest you widen your horizon a bit and realise that not all mains play Freddy successfully the same way. I did not claim that my way was the only way to go and everyone else's is wrong. My way is one way, out of several, to go and the one that works best for me, and with which I get the most consistent 4k rate against all sorts of Survivors, which is the only result I personally consider to be a win for me.

    Actually, looking at what you said, the ignorant person in this scenario is not me, but is you. My way obviously isn't your way to play Freddy, yet instead of accepting that other Freddy mains have different ways of playing him, you immediately jumped to the conclusion, that I'm ignorant about Freddy and don't know how to play him. Shame on you, quite honestly.

    You do you, I do me, someone else does themselves. Be a bit more open next time.

  • @Jonathanskilz said:

    Havent seen the freddy rework but i heard that you can hit survivor without them being in dream world so besicly a free hit GREAT

    Going by that logic every M1 hit is a free hit. I need a facepalm emoji here.

  • Not on console myself, but I'd say not having Keyboard + Mouse will make playing certain Killers more difficult (Huntress, Nurse, Legion)

  • @PolarBear said:

    Only thing with current Freddy I dislike is that he relies too much on rng. Even if you put multiple survivors to sleep if they get lucky they can wake up really fast.

    Then put them back. As often as you can.

  • @Redcum said:

    https://forum.deadbydaylight.com/en/discussion/comment/566822#Comment_566822

    I keep seeing that kind of bullshit. How about you finally show us how to play Freddy instead of your usual "Just google it".

    With such an audacious attitude I shouldn't even bother.

    But, I'm in a good mood, so I'll humour you.

    A good Freddy micromanages the ######### out of Survivors. It should be your goal to put the Survivors in the Dream World as often as possible, that means even putting them asleep mid-chase if you're chasing another Survivor, should the occasion arise. The Aura-reading allows you to keep tabs on all Survivors, allowing you to plan strategies and approaches without having to waste time on searching for them.

    The 7-second delay means absolutely nothing if you can put them to sleep from far away, since by the time you caught up, they'll be in the Dream World already. In that case, there's no such thing as "you have to wait 7 seconds before you are allowed to hit them".

    He is invisible to awake Survivors, allowing you to position yourself at vantage points to put Survivors to sleep that attempt rescues. He flickers during the Dream Transition, allowing for mindgames at Pallets or around corners.

    As for Dead Hard Survivors, I never hit those directly after pulling them into the Dream World. Most Survivors will dash right when they transition, wasting their Dead Hard and I'll get a hit a two seconds later.

    He's short, which causes Survivors to misjudge his speed and lunge range, I get many more hits at pallets with him than with any other Killer.

    Generally, pull Survivors in as often as possible and whenever possible. See an awake Survivor somewhere even if you're doing something else? Interrupt what you're doing and pull them in. It stalls them immensely and buys you more time than using Hex: Ruin for example ever could.

    Even if they keep waking themselves up with gens, that'll cost them 10 seconds repair time each time. With Self-Care? It gives you their location. Again, no need to search for them that way, they basically tell you where they are.

    Playing Freddy requires a lot of quick decision-making and micromanaging, but it pays off.


    And my point remains: unless you play Freddy at the level of us Freddy mains and stop being ignorant of his potential, you have no right to ridicule us.

  • @Someissues said:

    That depends on how many ppl play Killers

    also ranking as survivors is too hard

    High rank as killer u wait 15 minutes, hf

    Too hard? You gotta be joking. The devs just made it even easier with the last Patch. Any more and we'll be back to the original ranking system in terms of ease. If you still find it too hard, you're simply not a very good Survivor, sorry.

  • How can it be a downgrade? A trapless Trapper is better than he currently is.

    That just shows that you have no idea how to play current Freddy.

    I suggest you don't ridicule the opinion and experience of those that have spent weeks and even months getting good with current Freddy and eventually mastering him, if you aren't on that level yourself.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/566181#Comment_566181

    The thing is that given how fast the pickup is now that the killer would almost HAVE to see the survivor waiting to do a blind/stun before pickup. Its not like before where you could run from behind cover to implement it...

    The difference between old and new pick-up is just 1.3 seconds. You can still run up from behind cover just like before.

    The change in 1.9.2 was so cancerous that the devs reverted it just 4 days later in 1.9.2b.

  • The Plague's passive are pretty much nullified by Survivors ignoring them completely, just powering through gens and then letting Adrenaline heal them back up.

  • @Slayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/566543#Comment_566543

    You dont get it. People use it like dead hard. Just imagine being able to sprint whenever you want just like dead hard.

    If there is a bug with it, it's not a well-known one at the moment. The devs didn't ban for abusing Wake Up, so they probably won't do anything about Sprint Burst either until a hotfix.

  • @Zarathos said:

    Considering ohtofu put up a video about nurse being broken its inevitable we see a nurse nerf. Seems like behaviour is selective about who they listen too. They need to seriously balance red rank survivours otherwise you will have a mass exodus of killer players if any of the top tier killers are hit.

    Why should anyone care about that video? That guy used fallacious evidence. He didn't play Nurse against Survivor teams that knew how to play against a Nurse. The games he showed had disconnects and mediocre Survivors, you could play any Killer in that situation and claim them to be OP.

    All that aside, the Nurse's base kit is fine. It's her Add-ons that have the potential to make her broken and the devs know that. She's up for an Add-on pass (devs confirmed that) like they already did with Trapper, Hag and Wraith, but that's it.

  • that was tested and abused to bits. So no.

  • Sounds are now 100% perfect for me.

    3.0.1 for me had layered heartbeat, no ambient music, severely muffled chase music, and a plethora of other sound bugs.

  • @ASpazNamedSteve said:

    I just don't like how they use the 'walking on hollow metal' sound effects no matter what you're walking on now.

    Used to be that they had different sound effects for what you're walking on. I assume it's a bug? But it's been a thing for SO long now...

    Maybe that's a Killer-specific bug. When I played with the Shape today, footsteps changed to the appropriate material sound.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/565748#Comment_565748

    He's already well established his bias. It is in almost all of his comments on this forum.

    And what is that supposed to mean?

  • seems like a good old git gud is required.

  • Last time the devs showed those stats, the difference was just 1,000 Bloodpoints, which Survivors made more than up by usually getting to play more games per given time period than Killers due to the inherent nature of Killers hosting the Trials.

    Survivors have all the same tools to max out Bloodpoints as Killers, if they don't use them, then that's on them.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/564948#Comment_564948

    The change is useless great on paper poor in practice.

    I care to disagree. It maybe not a huge buff, but it would be easy to implement, making it more likely to become a thing.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/564836#Comment_564836

    Then I simply am not convinced that your claim is reality.

    Again, I don't care.

    The devs made the stats, they know about them. That's ultimately what's important.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/564826#Comment_564826

    Again you are referring to swf. If someone is running knock out 95% of the time they are slugging and using deerstalker. This means the killer knows where you are anyway. Why would you move when you can't see anything. Especially in a swf?

    What exactly is it that you have against the change?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/564787#Comment_564787

    One generally does not ask the other side to prove their argument for them in a debate. :P

    I don't care in the slightest. I do more than enough research for the Wiki already, I'm not going to dig up stats for you that you can google yourself.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/73878/knock-out-buff-idea

    I think they would know in the map where they got downed. @DocOctober like when do you go down in a map and be like "Uh what map is this where am I" By then they already would say "Going down by killer shack" etc.

    Most crawl away from the Killer in a scenario in which they are left alone (more likely if Knock Out is in play). I know it wouldn't work each time, but it would help.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/564780#Comment_564780

    I'd like to see those stats, please. Beyond that, it's not common sense because depending on the gap between Survivors and Killers, the amount of games needed to be played to make up the difference may not be reasonable for anyone outside of hardcore BP grinders.

    There's this thing called Google.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/564757#Comment_564757

    As I asked earlier, what is this claim based on?

    Stats the devs released some time ago. The average Killer gained just 1k more than Survivors per game, but already back then Survivors gained more per play session as they generally get more games per hour than a Killer, by inherent design.

    Other than that it's really just common sense if you think about it.

  • @Ember_Hunter said:

    Wait, what about spirit beads spirit?

    You have eyes. If you see her Husk standing around, assume she's phase-walking to you and adjust accordingly.

    I think it's better to lose a couple of seconds on a gen, but remain hidden and unscathed, rather than being yanked off of it and hooked.

  • @thesuicidefox said:

    LOL I wish downvotes were still a thing.

    Killer mains complain about EVERYTHING.

    And not surprisingly, you missed the point.

    OP doesn't complain about Survivors getting more points as such, but rather why the devs don't just generally up the Bloodpoint gain to lessen the grind for everone.

  • @Riddick said:

    https://forum.deadbydaylight.com/en/discussion/comment/564728#Comment_564728

    I feel like people tend to forget that a lot of people actually wait until the end of the game, especially when playing with their friends. Furthermorr, BBQ is way easier to stack than We're Gonna Live Forever.

    That doesn't change the fact that Survivors have the chance to earn more than a Killer over a certain time period.

    If they don't take that opportunity, then that's their problem.

  • You don't move for the time she's phase walking. She'll then have to guess where you are as it could just as well be that other sounds have overpowered the footstep sounds.

  • You keep saying that there is a threat in being in the Dream World, but the same was said about Deep Wound or Vile Purge, and Survivors found it not to be threatening in both cases as soon as certain metas emerged.

    What makes you believe that that won't happen here, like with Survivors just powering through gens thanks to no more default action speed penalty?

  • @Peanits Are you guys taking into account that Survivors currently make more Bloodpoints per, let's say hour, than Killers because they get more games thanks to their lower queue times and not being bound to stay in a trial until the end?

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