FreddyVoorhees
FreddyVoorhees
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Freddy re-re-dework. Also Jason in the game.
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@scenicpickle said:
https://forum.deadbydaylight.com/en/discussion/comment/3215711#Comment_3215711
so you agree that DS and OTR should be enabled during egc? you know since your argument proves my point.
So you are saying that DS perk that was disabled during the WHOLE game and was doing nothing should be disabled when it is finally supposed to activate ? No. If the Survivor played with 3 perks and counted on the 4th one to prevent anyone from tunnelling it should absolutely serve him once it is time for it to do so. Like other have said there is still a chance to kill even if it is small. If you could not win against this survivor who was running with one perk less , just accept defeat.
They already got their use before the endgame. Now NWO gets to see its use. Are you agreeing that NWO should have an active purpose during the whole game too beside the end ?
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@scenicpickle said:
https://forum.deadbydaylight.com/en/discussion/comment/3215711#Comment_3215711
so you agree that DS and OTR should be enabled during egc? you know since your argument proves my point.
So you are saying that DS perk that was disabled during the WHOLE game and was doing nothing should be disabled when it is finally supposed to activate ? No. If the Survivor played with 3 perks and counted on the 4th one to prevent anyone from tunnelling it should absolutely serve him once it is time for it to do so. Like other have said there is still a chance to kill even if it is small. If you could not win against this survivor who was running with one perk less , just accept defeat.
But you can use those two during the trial though right ? Can you use NWO during the trial too ? DS and OTR are used during the generator phase and NWO is used during the endgame. I see no issues. Both have their use. It's just that your perks gets much more use than NWO. And you want to disable it even further. No dice.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3215736#Comment_3215736
Killer in a chase gets a down while 3 other survs are on gens, person downed dcs 1 gen pops then the 3 gens being worked on pop.
Killer is now on final gen vs 3 survivors. No thank you.
3 gens poping during the first hook ? Really ? Are you playing against swat swf squad ?
That is a rare scenario. Like one in 10 matches or less. Most of the time the killer hooks someone and sees no gens being done for a while longer. In fact it is common for killers to get 2-3 hooks before the second gen pops.
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@kingcarl2012 said:
So punosh yhe killer for sethimg that isnt their fault? Pass.
What on earth made you think that the killer is punished ? The killer is not punished. No . In fact the killer is still buffed by the DC. 4 players for 5 gens is the same as 3 players for 4 gens. But that is one player less for rescues and healing.
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Funi rock. I liek to toss it. It is great help. Works every time.
Unbreakable recently. It made me escape a few times during the endgame.
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So you are saying that that 4th perk that was disabled during the WHOLE game and was doing nothing should be disabled when it is finally supposed to activate ? No. If the killer played with 3 perks and counted on the 4th one to prevent anyone escaping it should absolutely serve him once it is time for it to do so. Like other have said there is still a chance to escape even if it is small. If you could not win against this killer who was running with one perk less , just accept defeat.
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Imagine if the Clown mutates and eats survivor's face during his mori animation .. it would take Coulrophobia to a new level :P
Actually , save this for Pennywise the clown.
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Like I said before , killers need an option for opt out of swf groups with 3 or 4 people. Group of 2 is not a problem.
Or simply put , if there are 3/4 friends playing together then there is a chance they might be using voice chat which gives them a big advantage so killer should get a small buff when facing organized teams.
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@Iron_Cutlass said:
Lightborn basekit, in any form, would be a horrible idea. I want survivors to waste their time trying to go for a flashlight save that they will eventually fail.
Also playing the game, using flashlights to your advantage, is not toxic; the only thing that is toxic is post-game or outside of match harassment since you are directly taking something that happens within the game and using it as a tool to attack people outside of the game.
But is it not toxic when a good swf team gets matched against a newer/less skilled player and do not even do the gens just constantly harass him with blinding until he DCs ? That is the primary abuse case with flashlights. No matter if such player gets lucky they will never let him do anything.
If my idea of progressive lighborn immunity is added then all issues would be solved. During the first half of the match you could get plenty of blinds but as the reppetition continues (if players REALLY blind too much) then the killer will become more and more resistant. Only the swf abuser squads would suffer from this, because even with normal play the killer would not get to progress too much with resistance. In fact matches and flashlight use would remain mostly the same.
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@Araphex said:
First, I don't think blindness stuns should be stacked. Flashlight with stun grenades and such can really run a game, plus it can hurt the player's eyes if they are sensitive. I don't think a basekit Lightborn is the solution, but there needs to be work done on this because it does end up being abused at times. Maybe have a cooldown after the killer is blinded. Like 1 second after it's over, they can be blinded again. Not too long but not to short. Just so it doesn't stack or chain into what seems like an endless blind.
1s wont do anything. 4 flashlight squads will blind you every 10 or so , basically whenever you attempt anything. Pallet , pickup , locker , carrying, hooking , gen kick, even running. They will disable your entire gameplay . With an optional item .
Looking away is not an option vs multiple buffed flashlight beams from several angles in the same time. All taking barely over a second to blind. Flashlight abuse is the leading survivor toxic behavior in the game. It needs to be fixed. Until then , most killers will run lightborn and refuse to even bother.
Base kit lightborn with a specific cooldown or just gradual improving immunity will both disable abuse and still make it usable. The latter is likely a better option. The more you abuse the flashlight the more resistant killer becomes.
Same for face camping, slugging , hook hitting , gate tbagging ,etc. Leaving them unfixed will do full harm and no good.
Base kit unbreakable is an example of abuse being fixed. It buffs survivors so they should not complain when their own abuses are being fixed too.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3203302#Comment_3203302
No. If you have face camping bubba, styptic agent or flashlight are your only chances to get that survivor out. One by consuming it and being able to tank a hit even if it's insta-down, the other one by being able to distract bubba giving other teammates miniscule time to actually unhook.
Also this would turn off chain blinds (useful especially on pallets - you stun him and get 1st blind - killer will probably try to break the pallet to use that time which gives you opportunity to blind again from bigger distance) - really important for tunnel-vision (or outright tunneling) killers.
Sometimes you want to force killer to look down/up just to be unable to hard-tunnel your dead-hook teammate. This is also one of very few things you can do for your teammate (the other is body block, but that only prolongs the chase and does not solve anything - flashlight can make killer loose tunneled survivor).
Another thing - killer running only after me and ignoring everything. If I have flashlight, I can use pallets and when he tries to break them I can blind him - this can repeat itself multiple times per minute. Also legitimate use of flashlight without any toxic intention behind it.
Another thing - I tried to help my teammate so I blinded the killer. But it did not work out and my teammate got down in next 20 seconds. With your suggestion I can't even try to flash save, because killer has still 40s flashlight immunity.
As noted before - if you want to butcher another aspect of survivor, then give something back in return. Butcher camping the same way you want to butcher flashlights
You already suggested that there are solutions to bubba camp. The styptic agent would still work. If that fails due to poor play you would still be able to blind him once. That are two chances to unhook a stubborn bubba.
You also have a flashbang which could be excluded from the rules above (killers would never be immune to it thus making the perk valuable and survivors have a SECOND blind follow up play that could bridge the cool-down gap).
You do not need to chain blind so much. Once blind and loop him well with pallets/vaults/deadhard until he is vulnerable again. If you can loop a killer for 40s which is something many are capable of , you will be able to blind him again. That is a nice chunk of time for your team mates to progress their gens. Rather than just chain blind for 5 minutes.
As for flashlights against tunneling killers , that is a separate issue, the tunneling. That by itself needs its own fix. Either way , your flashlight will deplete or Franklin's will take care of it. Its not a guaranteed protection by itself. Over 85% of survivors do not have a flashlight when they run from the killer and still manage to loop them for a long time and often escape.
If you saved your teammate from the killer but they got down in 20s then you must admit the fail on their part. The killer not only lost them to you but still managed to hunt them down all over again. You can't expect to constantly guard your teammate with a flashlight. They need to work on their own to survive too. Save them once and do the gens or distract the killer. Otherwise both you and your teammate are not progressing your escape. It takes time for them to die on the hook. You will catch a chance to take them off it in a minute or less with your flashlight ready once more.
Survivors already got unbreakable buff on the way which will kill slugging. Killers will have to pick them up and hook them. That is where your chance lies to save them. Flashlight is only one of the ways to save your team mates , you can sabotage , body block etc.
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@Gandor said:
Ok. But make killer unable to use both M1 and M2 near hooked person. This effect should linger for additional 10s after unhook happens.
If you want to gut flashlights, then I want to gut camping. Campers are inherently toxic anyway.
They already buffed unhooking with extended endurange and haste time. They could power it more , though flashlights have little use when unhooking someone. Also with the cooldowns suggested above you will still be able to blind a killer at least once a minute. That is 15 or more blinds during a match. Ask yourself , how many times does a killer gets blinded on average ? Even with my suggestion you could still deplete a buffed flashlight. But you will no longer be able to abuse with it though.
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Even better suggestion : allow killers to opt out of being matched with 3 or 4 swf.
You cant force people not to play with friends , the same way you should not force killers to play against swf teams. Karma, even grounds, problem solved. Who wants to play against swf will play, who does not want will not be forced.
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Why not have an AI that will measure and monitor all objects in the game and flag anything abnormal ? It will know how fast everyone is running , what abilities people use,which perks they have etc..
Cheating should become near impossible with a server side detector like that. All possible instances of cheating that people have complained by now would have been detected hours before players even got to blink.
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Cmon ... it's long overdue. He needs to have a tail though.
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I think that even if we implement any of the above ideas to a certain degree it is likely to cause more good then harm. No need to wait for the perfect solution. Improve with every update.
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3198096#Comment_3198096
Maybe, but even so this would only punish camping on weaker killers anyway. Nurse, Blight, and Billy can be outside of the radius and then be on top of the hook in seconds. Huntress and Deathslinger can both proxy camp from a pretty big distance (Huntress moreso). Oh... and then there's Hag, who can camp from up to 40m away.
It's a good idea on paper but it just doesn't work.
Maybe if we combine bloodlust with this it could work. If the killers did not chase in a while the survivors will be buffed. It will literaly force killers to hunt them down.
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3198082#Comment_3198082
This would potentially help solve the problem, but would also give the killer free information. It's a valid play for a survivor to lurk the hook and wait for the killer to leave.
In fact, this would be stronger than basekit Whispers, because Whispers procs on any alive survivor, including hooked survivors. Whispers would not tell the killer another survivor is near, but watching the hook timer would, and it would only take a few pixels for an observant killer to determine someone is nearby and start looking for them.
So one could argue that progression should only revert to 100% while in chase, but there's times when I've hooked someone and I know there's another survivor nearby so I stick around a bit to try to flush them out. So that would punish the killer for paying attention and sticking around by making the entity progression slower until he finds the hiding survivor.
The problem is that what actually constitutes camping is subjective enough that you can't really create a bright-line rule to decide what's camping and what's not. As soon as you create the rule, one side or the other will game the rule to their advantage.
The ONLY way I can see this working is if you just hide the hook timer from the killer, which seems a bit silly. The killer already can't see hook states; taking away even more information I think is a non-starter.
I think that moving about outside a colored 20m radius should help find or flush out lurking players , or even slug and check first. 50% slower sacrifice could be gradual (increases during 30s), its revert too so it would not be as obvious. Gradual slowdown would also give you time to scout.
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@TheWheelOfCheese said:
There would have to be conditions on this. It couldn't apply once all gens are done (killer has nothing else to patrol) nor when there is a survivor within some meters of the hook, otherwise survivors will intentionally loop near the hooked survivor to extend their hook timer, which buys the team more time to do gens.
But, that would effectively give the killer basekit Whispers if they are observant; they'd be able to tell if there is a survivor nearby by watching the hook timer.
I don't think slower entity progression while the killer is near is feasible.
If a survivor is also within 20m then sacrifice goes at 100% speed. So no abuse. I believe we can craft a system that works.
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It's also lore logical , the entity would be mad if the killer did not chase the rest of the survivors but also if survivors did gens too quickly. The entity wants feelings to feed off and you get that from the constant struggle and interaction between both sides rather than just idling at objectives.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3195288#Comment_3195288
There's a perk in the game called Deadlock
Ah , I see .. :P
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@Krazzik said:
Deadlock is way better than Freddy.
Are you referring to a character/movie named Deadlock ?
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Actually Sweet Tooth has a similar body type as the Clown or nearly the same. It would be an easy premium skin.
