GeneralV
GeneralV
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Same as Freddy's changes. Unnecessary.
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@Sluzzy said:
I can't believe there is no mention of fixing Huntress hitboxes?! "Don’t panic: We have not changed The Huntress’ base kit". Well, her basekit was beyond broken Devs. Play against her if you don't believe me. Impossible to dodge the hatchets.
It's still a good thing Iri-Head is finally nerfed. That's a celebration :) But the nerf isn't enough. The main issues with Freddy and Huntress are the gigantic and uncounterable hitboxes. Freddy wasn't nerfed enough, a killer shouldn't teleport directly to an objective using unfair perks like Tinkerer and BBQ. That's just broken. So the borrowed time change was actually good but why is the time being nerfed so much? A compensation for killers again? A compensation wasn't done with DS when it was slaughtered. Lucky Break also nerfed for compensation. Soul Guard nerfed. OOO nerfed too of course. ZANSHIN TACTICS killer perk buffed. Demo being buffed. Way too killer biased in every update.
There is nothing wrong with Freddy's hitboxes. My babe is a smol boi, so his lunge looks weird. But it is actually the same as everyone else's and this was confirmed by the devs.
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It is one of the weirdest, most unnecessary changes I've ever seen. Dream Pallets are not that strong, and they do not give you any advantages until the very last second when a survivor drops it. Reducing the number of pallets is overkill.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2102240#Comment_2102240
I feel it's warranted though, it sucks to have your favourite character changed but out of everyone I think Freddy & Spirit deserve it the most in all honesty, I hope you're still able to play him and enjoy him after the patch.
Thank you, and I assure you that I will. It is impossible to make quit Freddy, there is a reason why he has been my main ever since I first started playing DBD (2018). However, out of every single change only one of them was good.
And I don't think he needed a nerf. Spirit? Maybe. But not Freddy. The only he needs is an option to revert his power back to its original version, which is something that we didn't get.
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@GlamourousLeviathan said:
"We have made some Demogorgon's add-ons more appealing"
*Proceed to make Rotten Pumpkin a useless bloodpoints add-on that actually butchers the killer instead of buffing it*
And tell me one thing, why make Victor more time vulnerable after downing a survivor? If anything, he shouldn't become lockable at all.
"Also, poor Freddy mains. Ouch, this gotta hurt."
It does. It is not the end of the world, but it does hurt.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2102123#Comment_2102123
You may be right. Maybe saying they killed him was an overreaction on my part, but I still hate how they just straight nerfed him with no compensation.
Or maybe I am wrong and the nerf actually killed him. We will have to wait until tomorrow, but I agree with you on that one. A straight up nerf, which was unnecessary in the first place, is really weird.
And now I am even more desperate for an option to play as Old Freddy again because, whether this nerf kills him or not, I really don't want to get stuck with a watered down version of his new power.
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@GannTM said:
No Freddy mains will be the one complaining because this change kills him.
Well, this change doesn't exactly kills him, but it is not perfect either. If I may share my opinion on the matter:
-Reduced movement speed while placing snares is a good change. It actually brings him somewhat closer to killers such as Trapper and Hag.
-Reduced the maximum number of pallets and snares is a weird change, to be honest. I can see it working for Snares, since it prevents you from literally spamming them during a chase (something that you should never do). But pallets are not that strong, and they do not give you any advantages until the very last second when a survivor drops it. Reducing the number of pallets is overkill.
-Alarm clocks tweaks are pointless, in my opinion. I mean, you don't have time to actually protect them, and it is very possible that you will take longer than 30 seconds to find a survivor that just woke up.
-Add-on changes are extremely bad. Black Box is now a joke, and why on Earth, or Entity's realm, would you use an add-on that makes actions louder? If you want to counter Iron Will, there is Stridor and a generator being repaired is a loud action by itself.
-No option to play as Old Freddy = sadness
I will make sure to test everything tomorrow. But for now, my friend, this is what I think. Do you agree with me?
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No option to play as Old Freddy = sadness
If you allow me to share my opinion:
-Reduced movement speed while placing snares is a good change. It actually brings him somewhat closer to killers such as Trapper and Hag.
-Reduced the maximum number of pallets and snares is a weird change, to be honest. I can see it working for Snares, since it prevents you from literally spamming them during a chase (something that you should never do). But pallets are not that strong, and they do not give you any advantages until the very last second when a survivor drops it. Reducing the number of pallets is overkill.
-Alarm clocks tweaks are pointless, in my opinion. I mean, you don't have time to actually protect them, and it is very possible that you will take longer than 30 seconds to find a survivor that just woke up.
-Add-on changes are extremely bad. Black Box is now a joke, and why on Earth, or Entity's realm, would you use an add-on that makes actions louder? If you want to counter Iron Will, there is Stridor and a generator being repaired is a loud action by itself.
And thats it. I look forward to test everything in the PTB tomorrow.
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Not particularly happy, but not that disappointed either. But then again, I was expecting the worst.
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And where exactly is the toxicity?
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Feels bad :(
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Wait... PTB Tomorrow? Really?
Edit: It is tomorrow. Developer Update confirmed it
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@megswifey said:
date night on coldwind farm, who gonna husk corn wit me 😳
So...Wanna live the dream? 😳
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It is too bright in my opinion, but it looks good.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2100774#Comment_2100774
I'm sure the sunrise is straight out of a dream anyway
It most certainly is.
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@Spirez said:
https://forum.deadbydaylight.com/en/discussion/comment/2100774#Comment_2100774
Way to ruin the sunrise for everyone else. Another thing to add to why people hate freddy. Lol
What if I used a Heart Locket with a Red Paint Brush?
haha jk jk... unless?
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I play Freddy. There is no sun, there is only the Dream World.
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@Yords said:
The effect it has on solo queuing survivors is amazing. It gives them the most important information they need when they need it through aura reading.
Aura reading should be limited to the use of perks or items. Aura reading base kit seems a bit too much for solo queuing survivors as well. I know that solo needs a buff, but I just don't t think making it base kit would work. After all, it only helps to an extent.
I think solo queue needs something else, something to spice things up that won't break the game.
I agree.
The thing is, DBD is "balanced" around 4 solo survivors and the killer. That is why we have perks that give the player select amounts of information, such as Bond and Alert.
That is why SWF is an unsolvable problem. Using comms is a huge advantage, where it shouldn't be. -GeneralV
Very good point
Thank you! I am glad to see that you agree with me :)
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2100649#Comment_2100649
I guess we can only hope that when they nerf Freddy they give us away to play as the older version of him.
Yes, and never lose such hope. Maybe the devs will do the right thing.
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You do know that Freddy has a daughter, right? Or at least he used to, as the remake kinda messed up the timeline.
Anyway, here it is:
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My babe is a versatile killer, so you can use pretty much anything you want. I will see if I can help you:
- Corrupt Intervention for early game pressure
- Discordance for information
- Dying Light. Use it together with Swing Chains and Jump Rope :)
- Brutal Strength if you don't like pallets
- Haunted Ground or Make your Choice for that extra lethality
- Sloppy Butcher to stop healing
Among other perks. I am sure you will love to be a Dream Warrior.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2100540#Comment_2100540
As weird as it sounds, a couple days ago I had a dream about playing as Old Freddy on Haddonfuck against a swf, and somehow winning. It made me really miss Old Freddy.
I wish there was an add-on for him that got rid of his snares and passive sleep timer in exchange for giving him his old power back. Honestly if the devs really wanted to, they could probably do that; since I find it pretty unlikely they completely just erased the code for his old power.
Ah, that truly is a good Dream. Which could have been real, at some point. It was possible, yet difficult, to win against a SWF on Haddonfield with Old Freddy.
Yeah, there should be a way for us to play as Old Freddy again. Get rid of Snares, Pallets and Passive sleep. Dream Projection can stay. And give us our power back. Please, devs!
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2100303#Comment_2100303
Mmm I get what they're saying though
First of all, RIP old Freddy. Bring him back. Thanks.
Secondly, I genuinely do not think Freddy is THAT strong, he's just completely braindead with VERY little room for mistake, which is why he's so effective and high on the kill rate stats. With having literally everything in his kit but requiring no effort to use any of it, he's always going to be a pubstomper as he is now.
However, I think there are plenty of killers that are stronger than him, they're just a lot harder, more complex, have different playstyles depending on the map, etc. This gives them a lot higher of a skillcap but a lot more room for mistake, which as humans, we will always make. The best Nurses and Blights ######### up their blinks/rushes plenty, but they're still far stronger killers.
So, you could bring Freddy to Blight level of strength, but make him 3x more difficult. His POTENTIAL is higher (as his current kit is just bloated and simple, not necessarily super strong), but his kill rate would likely lessen by quite a bit as he wouldn't be the "pick up and master immediately" killer. It'd feel better to play as him, play against him, etc.
I'm not opposed to it at all. I don't think he needs a flat nerf. Ideally, I'd love for him to get a full redesign that brings his power closer to the original power, but that's never happening. He just needs to be far more difficult but kept at the same strength OR given more potential which would make him stronger, but in a fair way.
"but that's never happening."
Don't lose hope like that. I am sure me and other Old Freddy mains will get our killer back eventually.
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Unpopular opinion: solo queue is fine as it is.
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Everyone who says that Freddy is unfair to go against does not understand Freddy at all. He definitely does not need another rework or more changes. Unless they want to give him his old power back, that is change I would support.
Now, back to the actual topic. I think Myers could see a change. Maybe getting his multi-stalk back.
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@JPLongstreet said:
But, but they only touched the gens right? Not the precious bones too?
Filthy survivors ruins it. I hates them...
Worse. They were sabotaging hooks!
How dare they touch my sweet hooks?
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My personal favourite is the Pustula Flower
"A vibrant flower, weeping with a mysterious substance, signaling the season of a new blight."
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@Superyoshiegg said:
https://forum.deadbydaylight.com/en/discussion/comment/2099775#Comment_2099775
I definitely agree. I really enjoyed the Winter Solstice 2017 menu background and theme, and even though it wouldn't fit 11 months of the year, I would probably rock it if I had the option.
Ah, such a beautiful sight to behold! My personal favourites are All Hallows' Eve from 2017 and Winter Solstice from 2018:
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@Homemade_Cookies said:
https://forum.deadbydaylight.com/en/discussion/comment/2099774#Comment_2099774
Yeah, and I found an entitled killer who wants everything revolving around himself.
Why should hexes be a treasure hunt?
It's your obligation to secure those totems if you chose to play risky tactics. That's why you see the god damn totem the entire time.
Yet you blame the survivors for cleansing what's there?
Pathetic to say the least.
It must be a treasure hunt because killers do not have time to protect totems. If they had, you would see Hex: Thrill of the Hunt every match, which I doubt you do.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/2099737#Comment_2099737
Unfortunately some disagree with that, they want to end the game as soon as possible, by extension they want a challenge. Sometimes though seeking a challenge comes at the cost of limiting your expectations, which ALSO ironically limits what you consider is fun.
That is...deep, yet accurate. I've ran into such teams before and it is always a very unpleasant experience. I don't really seek a challenge, I just want to have fun. And fun in DBD is not fast-paced.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/2099705#Comment_2099705
I dont have that issue with the frame drops, so unfortunately I can't relate.
And I can understand why you like the perk, it makes sense that the Killer wants the trial to go on longer so he can continue to play, rather then a team ending it as soon as possible. Which ironically makes the game dull if it just ends within 6 minutes or so.
Wish I could say the same, but I always have to deal with little frame drops every time Sloppy Butcher comes into play. They are not that bad, just annoying.
And yes, the fast and sweaty type of DBD is the worst type of DBD. If I want to play killer, that means I want to enjoy a nice and slow game. Fast-paced trials are just dull and boring.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2099714#Comment_2099714
Good ol' lighthouse hex totem
Remember this from Patch 2.5.0:
- Totem placement improvements: Recent upgrades to the totem interaction method allows the level design team to place the totems closer to other objects and as such, totem placement and hiding spots will be continuously improved starting with this update.
I wonder how did this particular comment aged...
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What do you mean? Totem Spawns are perfectly fine :)
/s
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My only problem with Sloppy Butcher are the small frame drops when the killer hits you with it. Other than that, I really like this perk.
As others have already pointed out here, Sloppy Butcher is a decent perk that rewards you for basic attacks. It works well with other perks and survivors can basically ignore it if they want to. A very balanced perk.
There is another reason why I like this perk, but it isn't very relevant to the discussion. If you allow me to share: I really like Sloppy Butcher because I absolutely despise fast-paced trials, so anything that slows the game down is a win in my book.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2099646#Comment_2099646
you are not everyone, its unbalanced in the long run
And why is that?
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2099651#Comment_2099651
Well we can agree to disagree. This map comes so close to Haddonfield for me.
That would be Dead Dawg Saloon for me.
As for Midwich, I love it for its aesthetic. Midwich has that scary feeling to it, which the rest of the maps now lack. And I enjoy its gameplay too! Especially when it gives me room for some Dream Projection mindgames.
However, there is one map I like more than Midwich, which is Old Lery's. In my opinion, pre-rework Lery's was the best map in the game, and I was extremely disappointed when the rework ruined it.
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To be honest with you, my friend, Midwich is my favourite map :)
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No, it is not. You just can't use Dead Hard or Lithe. I don't see a problem with that.
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@GannTM said:
I'm hyped for more of these. This series is very interesting and it's fun being able to talk about the state of the game with others. Can't wait to see what Yords has to say.
I can say the same. I am loving this series!
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2099623#Comment_2099623
He’s fine.
If he’s invigorated before Intoxicating a survivor, they can’t get away even with an exhaustion perk.
I know how dedicated you are to Clown, so if it is you who is saying then I believe. Still, I don't think it was necessary to remove them. Exhaustion add-ons are nice.
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They shouldn't have removed his exhaustion add-on, in my opinion.
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@WarmingEmbrace said:
https://forum.deadbydaylight.com/en/discussion/241739/killer-is-now-way-too-easy
I will ask again Sluzzy, have you ever tried playing Killer? If so, was it at the higher ranks?
Yes, Sluzzy is a Rank 1 killer. And a very good player too. I mean, 39k Blink attacks sounds really impressive.
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@FrenziedRoach said:
https://forum.deadbydaylight.com/en/discussion/comment/2098643#Comment_2098643
We called it "Dribbling" back then and most killers would do it. You used to be able to dribble a survivor indefinately, but the devs decided to give the survivors free struggle when you drop them which was probably for the best. That still allowed you to dribble them 2 or 3 times, but you couldn't grief with it by doing it indefinitely anymore.
For some weird reason, I never called it "Dribbling". I don't even know why.
I remember it all too well. Especially because of my failed "dribbling" into a pallet stun into a Self-Care skill check mid-chase as Old Freddy. A terrible situation, but funny in a way.
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@Dopamean80 said:
https://forum.deadbydaylight.com/en/discussion/comment/2096742#Comment_2096742
I don't even remember how it was that we used to deal with the old decisive strike. Did we really just take a decisive strike to the face all the time like that?
I think in those days I didn't know enough and wasn't in red ranks yet so I didn't realise how impactful it was.
We kept juggling the survivor to avoid the stun. At least that is what I used to do.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/2098551#Comment_2098551
Yeah...that's what I'm worried about. Gods I hate breakable walls. "They're tactical" And by tactical they mean time wasters on top of safe and unmindegameable pallets.
And they bring infinites back (looking at you, Groaning Storehouse). Where is the "tactical" aspect?
"Oh, so you don't want to deal with the same infinite loops from 2016-2019ish? Well, then go waste your time and break that wall!!"
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@Fmulator said:
https://forum.deadbydaylight.com/en/discussion/comment/2098536#Comment_2098536
I think he’s talking about the reliance part not which one was more Broken
Ah, well.... I wrote this for nothing? Feels bad :(
But my point still stands.
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Worry not, the rework shall fix it:
-Breakable Walls that create infinites
-Safe pallets everywhere
-Broken windows
It will be a very balanced map :)
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I disagree. In my opinion, there is one big difference between DS Nerf and Hex;Ruin nerf, which is the counterplay.
I wholeheartedly believe that Old Ruin was better than New Ruin, because of its global effect. With New Ruin, you can make 1 gen loose a lot of progress, which is great. But it is one, just one gen. Old Ruin affected every single generator in the map, meaning that you could actually chase people without worrying about 3 gens being completed. You still had to effectively pressure gens, of course, but it was much more manageable.
However, both Old Ruin and New Ruin are Hex perks. If you cleanse the Totem, they are gone.
With DS, however, there was nothing you could do. Imagine the following scenario: you are playing your favourite killer on Gas Heaven, and you see a recently unhooked survivor, which happens to be the obsession, working on a generator. What do you do?
-Attack them and slug? Unbreakable and they are up again.
-Grab then? DS
-Leave them be? Gen gets done.
The recent DS nerf is a good thing because it removes the full invincibility. But it targeted a perk which had zero counterplay to begin with, unlike Ruin.
In conclusion, the DS nerf was needed because there was nothing you could do about the perk. The Ruin nerf was not needed because Hex perks have counterplay.
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Chapter 1
Hex: Ruin and the art of slowing the game down... just a little bit




