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FreddyVoorhees

FreddyVoorhees

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FreddyVoorhees
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  • Is basekit unbreakable still being worked on or did they abandon it ?

  • I was Freddy on Borgo and there was a Claudette that hid in the bushes all match. Like right away when I started the first chase by finding a player and her in the bush. I hit her while she was in the bush all 3 hooks. Later accused me of cheating, her teammates were on my side and stated that everything is normal.

    Funny thing though ... when you play against Freddy .... and you are asleep .... you literally GLOW to him ! I saw her halfway across the map each time.

  • Devs are afraid of Freddy so they are doing their best to forget him. That is how you fight Freddy, you forget him and he loses his power and ability to return.


    We should make them remember..

  • Force them to wait. 1 of you 4 of them , so they lose 4 times more time than you. It's a win in the end. Farm stuff on the map or go into the basement and see if one of them is crazy enough to get to you.

  • Comms for swf are also not part of the game but external software and they use it since it is allowed. They do not feel they are cheating. Same way for cross hair. Use if it makes the game fun or less difficult for you. Given that dbd is casual and non competitive , it does not really matter.

  • Wish Freddy has things like this to mess and scare survivors with. He is supposed to be a nightmare.

    • go anon
    • disable chat permanently
    • set auto decline friend requests
    • play to win
    • use lightborn if 3 flashlights in squad
    • wait until the last 5-6 sec with "leave" screen on to see if they do last sec switch , if they do then dodge
    • if they get to the gates , turn back and break pallets doors etc, them waiting will give you time to clean the map
    • tunnel weakest survivor early, toy with 3man casually afterwards
    • force p100 to do gens while doing the above one
    • ???
    • profit and gg

    Don't beg for nice players , force the game to be nice instead. It's your free time to enjoy. Tunneling is lame but it is the most powerful and the most effective/logical strategy there is for killers.

  • Meanwhile everytime I play :

    As survivor : we all doing gens , when available even all four of us at the same time , killer gets 4k anyway

    As killer : chasing one of the survivors and when I pick up 2 gens done already, 15 sec after hook 3rd done too

  • What is stopping bhvr from creating advanced tutorials for new players ?

    All mentioned plus everything else like :

    99 the gates

    Dont unhook right away but use time for gens

    How to loop well

    Avoiding 3 gen situation

    Detailed status effects

    Dragging out the game by using your own hookstates too

    Detailed hex totem guide

    Etc etc..


    If this and much more was part of the main tutorial, soloq would be in far better state.

    Same can be done for killers too.

  • Forget reworks , dude needs a chapter.

  • @HPhoenix said:

    I really hope BHVR does another Freddy rework BUT with Robbert Enguld's Freddy with the actual voice actor.

    I know the actor is done with acting but I am sure he can throw in a few voice lines for the game.

    He has a cameo page so he is still doing voices, it would be no problem I guess.

  • We should start a petition for bhvr to remove him from the game. They have done a great disservice to the licence and it should not exist in this state. Right now it is just a mockery to the character. If this is what licence owners are seeing than it makes sense they will not allow og Freddy to return. It would damage their license.

    Either dedicate a full chapter for him and bring the OG actor in and remake the char from scratch or just disable him.

    He is not scary not very lore accurate right now.

    This is not Freddy Krueger , this is Garry Krueger.

  • Like everyone already said , this is disgusting but yeah , it's behavior after all so no surprise. Nurse flies over the loops , clown tosses bottles over the loop , Freddy can't and even half the time survivors are awake so it does not matter anyway.

  • @Mooks said:

    Meanwhile Jason Vorhees cries in some corner as he is still not invited 😢 and won’t be for the foreseeable future because some greedy and probably already very rich people cannot agree to get more money together

    Nobody wins nor earns money with him staying out of commission. So sooner or later he will be in the game.

  • I just went against 3 flashlights in the lobby and picked my lightborn. By the time all 3 figured out I have lightborn it was too late. I tried to avoid the beams so they could still run around me and not do gens. Many hooks later they realized and jig was up.

    It is the primary way of the lightborn. Fake you don't have it while it will save you if they actually manage a beam save skill.

  • If they flap it means the killer is camping so I leave them hanging and do gens instead.

  • @Skillfulstone said:

    While the sentiment is nice, it wouldn't fix anything and could potentially punish people for situation out of their control.

    If pressing "ready" was permanent, people would still lobby dodge but would do so by looking at items & cosmetics instead and would simply "dodge" by more drastic means such as force-closing the game. Survivors that want to bring beamers would always do and in turn this would destroy build variety for Killers since they couldn't adapt to items, almost every Killer would bring Lightborn/Franklin's Demise on the off-chance they end up against an obvious 4-man with full toolboxes or beamers.

    I also can't count the amount of times I (or one of my friends) got separated from our SWF mid-loading and had to back-out of the random lobby we ended up in to join our friends back because the party system broke (almost every day we play together it happens once). If I couldn't back-out it would force me to either force-close the game or DC after the game has started because of things outside my control, screwing over the other people in the lobby and giving me an undeserved penalty.

    And this is without taking into account the possible real life issues that can happen.

    The number of people that would dodge by closing the game and restarting would be very small. In fact far smaller than current dodges which are rampart. Because that in itself would be no different than DC penalty as the game needs a few minutes to go from restart to a matched lobby. So it is far more good than bad.

    Survivors who would bring flashlights right away rather than last second switching would help killers.If they bring Lightborn and Franklin because of that than that is good. They should not be at a disadvantage here at all. It is their right to use those perks. Many killers tend to punish fast switchers by hard tunneling them out of the game. So no more fast switching means less toxic behavior to a degree.

    As for the issue of group separation that is up to BHVR to fix. Rather than keep less desirable mechanics in that bring their own issues. Ultimately both killers and survivors can be allowed to do 1 dodge before having to play the next match or face a few minute time out.

  • Tunneling happens early on so the best defense is to just be hidden and shield against aura readings. Also do not start working on gens until a chase happens somewhere. Calm Spirit perk is essential as it protects against Ultimate Weapon. At least one exhaustion perk like Lithe is useful too to make chases longer.

  • Practice the main loop :

    1. Fast first hook (try your best)
    2. Proxy camp and wait for the rescuer
    3. Chase the rescuer , this forces the 3rd survivor to get off the gen
    4. Down the chaser and repeat

    After a few hooks go for whoever is on the death hook and remove them from the game. Repeat the process but now nobody can be on the gens when 1 is on hook , 2nd rescues, 3rd is running from you.

    Gens still go too fast but this is the standard method. Survivors can push this if they are patient and do not rescue right away. But then you can camp a bit to trigger 2nd stage on the hook to punish them before chasing the rescuer.

  • As little as it changes it should be in the game. It adds a bit of variety given that all nemmy players are using the same look atm..

  • Just turn off the chat. And voila ! Nobody can say anything in the end chat. No need for the "next".

    Also strange to see that many players are abandoning the game if they get killed early. In years I played since I got the game, to this date there has not been a single match which I did not watch to the end regardless when my char was killed.

  • @Nightmarefan said:

    All the time it makes me change my gameplay up and keep it fresh though I usually keep it simple.

    For example most of the time I play Rebecca she's a healer with Botany, Desperate and BitetheBullet/Empathic.

    For Mikaela I often go all 4 boons which is really fun when it works well(which sadly isn't very often).

    Fun its all that counts :D

    Escaping can only bring so much on the other side, which is often less.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558542#Comment_3558542

    I don't know, Nemesis is still a (slightly above/above) average killer. He is not completely horrible despite needing those 3 gens and since the whip is rather versatile the hits are possible on a whole lot of tiles, but sure it does not make much sense that the virus does nothing. How about some mechanic that makes Nemesis stronger the more people are infected? Wesker has something similar about the cd of his charges and as far as I am aware Singularity gets longer over locked the more survivors are slip streamed...

    The only problem about Nemesis is I don't really know what to give him? Longer range is not really a good idea, less cool down also seems a bit much, so maybe just make the zombies faster/have a bigger detection radius the more survivors are infected? I guess it could be something stronger, but then they would need to add more vaccines to make it balanced again...

    Also I would like an interaction method for the zombies that does not involve a pallet, flashlight or head on(if that even works), how about if the zombie chases someone you can go behind them and destroy the zombie, it would require two players and some coordination as well as involving the risk to get hit, but at least you don't have the annoying situation of the zombie patrolling your hen and one survivor having to walk the zombie on a leash so the Gen can still be worked on. I would greatly appreciate interaction that involved some form of skill/teamwork. I mean you can still do the leash thing, but this would be quicker even though riskier...

    I think that the zombie attraction tech is already in the game , since infected survivors cough and that is noise so zombies are attracted to noise. I think that they need to make zombies have a larger noise detection radius in all directions , like 20m 360 , specifically for the cough. It would make the virus much more trouble than it barely is atm.

    Naturally devs have no time for some major reworks so this stuff seems like something they can do at least. It is mostly number changes. I wish they would rework his add-ons and make zombies be replaceable with 1 mr.x or 2 zombie dogs etc. But that would take much more work.

    Ultimately I wish they would just send him a single crate drop in the map with a single use ammo. Something like this : :P

    Resident_Evil_3_Remake_Nemesis_Rocket_Launcher_Boss_Fight_Nemesis_Encounter_4_RE3_Remake_2020.gif


  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558532#Comment_3558532

    For Wesker it is mostly slowdown for the survivors whereas for Nemesis it is more about balancing, the devs stated that if his tentacle only ever needed two hits to down, it would be problematic...

    I feel that the balance went a bit too far into the negative given that a third health state is a bit too much. At least the T-Virus should be more potent to even it out.

  • @Akumakaji said:

    That's actually a pretty elegant and fluffy solution, that doesn't sound too bad. It also encourages survivors to not hold on to their vaccines until the endgame and make Zombies more then a dice roll mechanic to see if they do anything useful.

    Indeed, it would make zombies more useful and less random.

  • @ARTRA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/393417/why-no-in-game-personal-stats

    In a recent interview ( a few days ago) M. Cote sad(in short), that it could make some people annoyed because that means start from 0 even if you played 10k hours.

    They dont have individual stats of how many pallets you throw or times a killer is stuned and stuff like that.

    If they create something like that everyone would start from 0.

    Efficiency stats would be no problem for that. Stats that track in percentages like escape rates , kill rates etc. They only go from 0% to 100%. So no matter how long you played it will be the same.

  • I have not seen one since release. I went against one once and that was it. I have seen two twins so far , even one demo but no xenos...

  • If there is only 1 survivor and gen has some progress , then I will kick it first. The survivor wont get far and I usually get them in less than 30s. Most of the times nobody returns to that gen right away. So the whole time I was chasing and downing the gen was regressing and if finally someone got to it , by then I was already back from the hook to chase them too.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550559#Comment_3550559

    They tested an iri add-on spawning in a third zombie while they were developing Nemesis. It tanked game performance so badly they scrapped the idea and changed the add-on.

    So assuming they test their stuff on badass PC's, imagine running that on a Switch? Or my ol' venerable Xbox1?

    That was many versions ago, now we have up to 4 ai bots running around . Zombies are far more primitive so it might be do-able now or easier to fix.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547810#Comment_3547810

    There's no way there could be two Nemesis killers because the game cannot run a third Zombie, let alone four of them.

    Given that players have done 2v8 number of times on youtube it would be interesting if they attempted two nemesis killers. That way we would know for sure.

  • It's probably too late to fix things at this point. Survivors are gonna ezz and tbag , killers are gonna camp and tunnel.

    Unless survivors start putting their teammates down in chat after match for being disrespectful , it's going to perpetually spin the bad-player factory manufacturing line. Good players need to speak up to shut down the abusive minority of bad actors. It should become a trend in the community.

  • Meanwhile I play Freddy and wonder why BHVR has forgotten me ...

    "Being dead wasn't the problem , but being forgotten ?! Now that's a bi**h !" - Freddy

  • @UndeddJester said:

    Myers strikes me as a god here whoever he is paired with: -

    • 80 points of stalk on the table.
    • More survivors to find for stalk.
    • Global exposed when in Tier 3.

    If you combine him with someone like Spirit.... Yeesh...

    Given that 2v8 was a thing for a while now in a private server dbd , you can check some youtube videos of Myers teaming up with Ghostface on Larry's. It's quite fun as they worked as a team :P

  • @Dustin said:

    I feel that hex combos would be out of control with two killers on one team personally. You have one killer playing defend totem all game while the other killer goes around mass murdering with no worry to use time defending totems.

    A gamemode I'd like to see is a capture the flag mode where there's a killer on each team defending a flag and the survivors on their team has to steal the opponents flag. I feel that's the main potential for multiple killers in a game without having balance too out of the window.

    1 Killer + 2 Survivors vs 1 Killer + 2 Survivors. Could have a flag similar to how Knight's Banner works.

    I think that it would be difficult for a single killer to defend against 8 players. Gens would fly too quickly. Perhaps your own hex only applies to your own killer ? Not to mention a pool of 32 survivor perks in a single game would be quite a challenge to face against if done right.

  • @CaulDrohn said:

    Some changes that came up my mind:

    • Prevent unhook spamming by removing unhook canceling, so when you initiate the unhook, you cannot let go until the unhook is completed. With unhook grabs removed, there is no reason to let go during unhooking anymore.
    • Lose collision when body blocked for some time. If a player cannot move bc some other blocks them, they should be able to clip through the blocking player after like 10 seconds. That would not interfere with "intended" body blocking, but a survivor being blocked into a corner by another survivor or killer could free themselves.
    • About tbagging / waving / pointing: No small change, but what if these action when performed during a chase increase the rate at which blood lust is gained? It normally takes 15 seconds to gain BL1, and with every "offensive" action by a chased survivor (crouching two times in quick succession, waving and pointing), one second would be shaved off. This reduced timer would PERSIST for the chase, so even when doing actions that remove BL like kicking a pallet, BL would be gained sooner (the total thresholds decrease with every offensive action, not the current BL timer)! The BL thresholds would only reset when the chase is finished (so either surv got away or they got hit).

    Quite decent suggestions there :). This is the stuff I was talking about , small fixes that make big changes in the long run.

    @Tsulan said:

    Remove dying after failing 2 struggle skill checks.

    Make the "did you have fun" and "upvote the other players" buttons actually meaningful. Players should be able to reward other players (non friends). With bonus things like shards for example.

    Also decent stuff. Rewarding good play is cool.

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/389024/what-should-devs-do-to-fix-cripple-toxicity

    Then Killers will only hit you once, it is enough for them to show you tbag or dislike on you.

    Then Survivors will still tbagg you all match long. Survivors will still press one crouch button before leaving, showing you tbagg to you as well. It doesn't have to be 4646854 times for the other side to notice it.

    Auto bans where filter thinks saying something like "oven, rabbit, etc." or even character names gets instantly censored, nice. I would never trust Devs with auto ban system.

    See? this would fix NOTHING you are trying to fix. It would just make both sides adapt and it would just add more complicated rules and mechanic into the game. Even worse for new players.

    I get you trying to fix toxicity, but you can never do it even if you are dev. People will always find new ways to tbag or be toxic to other side. It doesn't even have to be in chat.

    Single hit or tbag are vastly less impacting than the stronger variants this would fix.

    Imagine a killer slugging everyone and than spends 2 minutes hitting you on the hook. This would no longer be possible.

    Single crouch is nothing. No impact. Tbagging during game is not a point now. This fix is about the gates and it would fix it. Crouching once at the game is nothing. But no more constant spam.

    Chat censor being bad is not an excuse to leave it like that. It can be fixed and toxic chat can see bans at the spot. 100 bans may only see 1 ban for accidental input. Its up to players to be careful what they type to others.

    The game is pretty much in a bad toxic shape now. Leaving it so it wont become worse is not a good argument. It can also become better.

  • Chucky would not hook people. Only slug. It could work. Special abilities would help that.

  • I wonder what BHVR thinks about these people literally burning the money they would have gained from this player in the future. And the word of mouth to friends burning even more.

    Untitled Image


  • "Being dead wasn't a problem, but being forgotten ... now that's a b***h."

  • @SlowLoris said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518937#Comment_3518937

    I'm gonna say this in the nicest way.

    You do NOT want survivors that run beamers to be sabo goblins. Like, sabo is so much more annoying than beamers. You'll probably say, "no it isn't", but I promise you, a good group of people taking turns with break out / sabo? You're never hooking a single person and there isn't much counter play to that other than just mass slugging everyone.

    I don't mind a sabo here or there, but when I have someone constantly sabo every hook, or I"m having a rough match and they sabo my first down? That's mald inducing. Beamers I can easily counter.

    As for your point about pretending you don't have it, then staring at them. Most of the time they know you have it, they're just confirming you have it, and honestly, they aren't "shocked" when you stare into their eyes as they go for a beam, they're just like,....cool..I guess I'm just gonna do gens now, so I maybe get to a killer that wants interaction with me instead of me pushing gens fast and stealthing all match.

    I went against bully sabo squads that did not do a single gen. Annoying but less toxic. Flashlights are much worse impact wise and they annoy your vision and the clicking sounds , the other just denies you a win. But there is starstruck for that one.

    @CatnipLove said:

    Was there a large movement to nerf Lightborn? I only saw one thread so I didn't bother thinking about it much.

    There are 2 threads in the first page.

  • @Emeal said:

    I dislike that a perk is able to prevent a tool, I much more prefer something like 90% so that it has an effect but there are never an immunity.

    Idd much rather prefer the game like that, but this isnt my biggest peeve with Dbd.

    Prevents 1 out of 5 tools. By wasting a killer perk slot. Killers give up more than survivors in this scenario.


    @UndeddJester said:

    Just want to say as someone on the fence. There are 2 valid arguments for Lightborn: -

    • It is a hard counter that completely removes the flashlight item from the game, which is effectively a survivors equivalent of a killer power. Imagine a perk that just flat prevents a survivor from using medkits or toolboxes at all in the trial. This kind of thing is never healthy game design.
    • Lightborn is not overpowered, as the times where it actually helps you can almost always be achieved by sensible killer play, either by slugging to push away survivors from good angles, and/or facing away from them/into walls. It is a underpowered perk that simplifies the killer game to help low level killers get their feet under them as they learn the game.

    Both statements are not inaccurate, and are valid arguments on both sides. I don't disagree with a single point raised in this thread... however any statements of my own regarding nerfing Lightborn comes from the fact you can also argue that survivors learning to use a torch is very hard for a new player... and this perk flat out prevents the survivor from learning a genuine gameplay mechanic.

    Flashlight bullying is never pleasant, Sabo squads, Head On squads, even a Flip Flop/Power Struggle/Breakout/Unbreakable duo messing around with flashlights to stall for pallet hits.... every killer has experienced it at some point, it is a trial by fire. Playing against it is rough, and a harsh lesson, but one we needed to learn at some point.

    I myself see it as... yeah it kinda sucks, but it is what it is... Unless you make it a perk that allows a flashlight sstun, but then empoweres the killer somehow, it;s current form is the best it can be. I am reserved to the fact it's a rather inelegant perk. A hard counter that unfortunately even as a hard counter doesn't provide enough value to warrant changing it.

    Neither survivors nor killers are prevented from learning flashlights/counter because lightborn is mostly used when lobbies bring 3-4 of them. Not to mention that it is rarely used in higher ranks. Bringing a single or two flashlights will not get a killer to put lightborn on most of the times. It disables the mechanic at a high cost too. One perk slot less. It's not without a cost for the killer.

    @SlowLoris said:

    Beamer saves are not toxic. They are 98% of the time very easy to counter, unless you're running Shadowborn, then like 96%. People last second swap, because killers bring lightborn or franklins when there isn't even a beamer in the lobby anymore, but "just in case". It gets tiring to not be able to attempt a flash bang save multiple games in a row and just becomes a gen simulator.

    Lightborn does not need a buff. If anything it should make blinds "darken" your screen instead of brighten to help with sensory problems and be only partial immunity with the auras.

    It would be extremely rare to run into a group of people good enough to duo/triple beamers against Lightborn. Even when Lightborn wasn't 100% it still led to massive snowballs, because people still tried for beams, even if they failed most of the time, because they couldn't coordinate good enough.

    How about instead of making survivor a predrop pallet / gen simulator, we stop removing mechanics from them. If you want people to stop "rushing your gens", don't delete something that is very easily counterable. Even in the open, simply running up to pick up and instantly doing a 180 deals with most saves unless running background player and if they're running it, you now know to be ready for it.

    It's never a gen simulator. As I said before there are many ways beside flashlights to counter killers. Sabotage, body-blocking , pallet drop save etc. It does not prevent a save from a survivor.

    Even if killer is using a lightborn there are ways to prevent the hook.

  • Get devs to buff Freddy. And all of your maps will be quite darker I can assure you ..

  • I wonder if its coded to appear different to different mmr levels.

  • Use the killer counterpart Zanshin Tactics and know where not to chase them towards. But a timer would make sense.

  • I am sending Nemmy a package. Start praying.

    Resident_Evil_3_Remake_Nemesis_Rocket_Launcher_Boss_Fight_Nemesis_Encounter_4_RE3_Remake_2020.gif

    Honestly though ... this item would be a single use rocket launcher. You could dodge it ... blast radius of 6m would down anyone if it hits a wall. Only one crate on the map.

    Also the flamethrower. Small fuel tank so it would be close range but slower walking speed.

    All of these would work.

  • As a Leon main I go either bad or great. I never really see myself be good. Must be a curse.

  • DBD will lose Bubba fans but keep mostly everyone else.

    Also what depth can TCM have ? What more can they add to the game ? They mostly covered the films and chars. Unless they completely move to an original setting they will get stale fast.

  • They could make the red paintbrush include immunity from adrenaline. That way if the original suggestion was op this would balance it out. But Freddy needs a massive rework, both visually and gameplay wise. Which they did announce. Just hope it comes soon and not in a few years.

  • This is what they should make it :

    Start the trial with 3 tokens.

    Once in chase with the killer the perk activates for 30 seconds.

    Consumes a token.

    After that is on cooldown for 60 seconds.

    Once all 3 tokens are consumed , the perk deactivates for the remainder of the trial.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513830#Comment_3513830

    that guy sounds like a guaranteed 4k in end game. completely counters stealth claudette play-style.

    True , while he would be easily avoided during the trial , his value increases during the end against hiding players. This could help against players just hiding and holding the game hostage.

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