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@mintchapstick said:
https://forum.deadbydaylight.com/en/discussion/comment/2083543#Comment_2083543
Yes. It's not helping your message.
I am not sending a message, I am just telling the truth. The thing is, I understand this killer, or at least I've tried my best to. Allow me to share something with you:
Freddy has been my main ever since I first started playing, prior to his rework. Old Freddy was not as bad as most people say he was, but he did need a few buffs and QoL changes.
But we all know that didn't happen, and he got a full rework instead. Is he OP now? No, he is not. Never was, and never will be. At the end of the day, Freddy is a M1 killer. If you spam your Snares, that might cost you the match. Passive sleep doesn't make a huge difference if he doesn't have slowdown add-ons. And, if he does, it is easy to push through them and finish the gens. As for pallets... well, no one complain about pallets.
And that is pretty much it. There is no reason to ask for nerfs, never was.
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@mintchapstick said:
https://forum.deadbydaylight.com/en/discussion/comment/2083409#Comment_2083409
"This killer isn't OP!!! Promise! Trust me!"
Signed your local Freddy main.
Indeed! And a long time Freddy main, for that matter.
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@ActulCasul said:
https://forum.deadbydaylight.com/en/discussion/comment/2083439#Comment_2083439
The nurse and hillbilly buffs would be a nice start
You mean nerfs, right? And yes, they should be reverted. They were unnecessary changes to begin with.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2083470#Comment_2083470
I like his gold and teal outfit.
I my opinion, P3 Clown is the best Clown.
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I disagree with pretty much everything that has been said here, but you have my attention. Which killer buff should we revert?
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@Baby_Victor said:
Oh? Did you old Doctor Mains want to join us Old Freddy mains in our weekly meet n greets? We provide snacks and then reminisce about our past tribulations and triumphs.
Now that is a good idea. I would be down for Old Doctor mains to join us.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2083189#Comment_2083189
Killer has never been easier than it has been the past few months.
Sit down.
This sentence is very weird for me. It is like: I know it is easier to play killer right now, definitely easier than when I first started playing (2018), and I know the balance is better. Yet it doesn't feel better.
Perhaps winning against the more unbalanced stuff was rewarding, in a way. Or maybe I am going crazy... Who knows. It is just something I wanted to share.
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To be honest with you, I miss the Old Doctor. I really enjoyed how unique his was and the switch between Treatment Mode and Punishment Mode was one of the things that made him fun for me. Not to mention some of his old add-ons. And now...well, I haven't even played him enough to form an opinion, but the few matches I've played were not fun at all.
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Yes, he is lined up for a nerf. Unnecessarily, if you ask me. Freddy has been my main ever since I first started playing, prior to his rework. I guarantee you that he is not OP and definitely does not requires a nerf.
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I don't think so. I think the emblem system is a bad designed mechanic.
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I don't know how or why was a thread from 2019 revived. But I will share my opinion on the topic regardless.
My favourite mori is Freddy's. I love that reference to the way he killed Jesse in the film. And, my least favourite mori is the Trickster's. I dislike everything about this killer, and his mori is no exception.
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I agree. Badham is not a very fun map, and 1 version of it is more than enough. I still don't understand why did they decide to split it into 5 different maps. It doesn't make sense. But perhaps it is just another mistake of Patch 3.1.0
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I feel sorry for you, my friend. It has been a very long time since I've last seen a cheating killer. It was a Speed Hacker Ghostface on Disturbed Ward. Not a very pleasant experience, I might add.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2082529#Comment_2082529
Not really. I hardly play because it is too easy. It's either play killer and win or play survivor and lose.
I see. Well, my experience is pretty much the opposite. And, honestly, I wish it wasn't. I mean you clearly are more experienced than I am, but still I would love to have easier killer games and harder survivor games.
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@Sluzzy said:
I get this experience every time I play as survivor.
And when you play killer, which I assume it is either Billy, Nurse or Doctor (based on your statistics), do you get this experience?
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Sounds like a good idea.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2082471#Comment_2082471
If we enforce the timer instead of having people break totems, killer mains will complain about "genrush" more than they already do.
Perhaps. Or perhaps not, most survivors do not break totems anyway.
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Wait a minute... "Freddy main" is filtered? Now I feel offended!
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@Huge_Bush said:
You are blind or have zero taste if you think Claudette is Ugly. She is the best female survivor, no one else comes close!
She's smart, beautiful, kind, caring, generous, protective and powerful. Killers fear her power and abilities. Not even the entity can reign her in. She participates in the trials for fun, whenever she wants, only to punish evil killers. The entity tried multiple times to eject her, but her mastery of the shadows put her far above anything the entity can accomplish.
Agreed. Claudette is the best!
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2082422#Comment_2082422
I said nothing about a timer. The timer was a bad idea then and it still is now. If it were on a timer, people would just stealth for 2 minutes. That's what I always did back in the day.
But isn't stealthing around better than people actually trying to destroy your perk? Besides, we both know that some survivors aren't that good at hiding.
And I know you never mentioned a timer. I just thought it was a good suggestion based on your idea. I think it is better then an endless, uncleansable NOED, like the original version was.
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So, you want NOED not to be a Hex perk... but you don't want it to be "OP". Where have I seen this before?
Ah, yes! I remember now. I have the perfect solution for you. How about we reject modernity, and embrace tradition?
Problem solved.
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Honestly, I love everything about this game. But if I had to choose one aspect, it would be DBD's creepy ambience / aesthetic. Although, I think it used to look way better:
I know it is just my opinion, but do you see what I mean? The old style is perfect, but the new one... just doesn't feel right.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2082355#Comment_2082355
Dead Dawg isn’t the worst map imo because it is at least small, but man those breakable walls are so annoying.
Honestly, I hate that map. Seeing a "Dusty Noose" offering just makes me silently shed a tear.
And, regarding breakable walls, I agree with you. I didn't mind then when they were exclusive to the Dead Dawg Saloon, but now they are everyone it is so damn annoying!
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2081886#Comment_2081886
My gosh people are so cruel. I bet that was painful af.
Yes, it was. Didn't get a single kill, as expected. It might be an old story (Early 2019, if I am not mistaken) but it was one of the reasons why Haddonfield was my least favourite map. Until the Chains of Hate Chapter released and introduced an even worse map.
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Borrowed Time, Sprint Burst, Adrenaline and WGLF.
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In my opinion, this perk used to be a life saver. Infinite loops such as Ironworks of Misery and Disturbed Ward were countered by Bamboozle. Nowadays, with most (not all, most) infinite loops gone, this perk has fallen from grace. At least I don't see it too often anymore.
Nevertheless, it is a good and balanced perk.
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/2081933#Comment_2081933
Even then most of his power was a passive. You had to click to put people to sleep. The end.
His power was simple, yet one of the hardest ones to use effectively. And that is what the difficulty ratings are about. That is why Nurse, Oni and Myers are also rated hard. Their power are easy to understand, but it takes time to learn everything they can do.
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@VexTheHex said:
Honestly I'd put 0 thought into those ratings. Trickster is Easy while Freddy and Spirit are Hard. Also Legion is Intermediate, the same difficulty as Huntress.
Not sure about the others, but I can answer for my main. Freddy is rated "Hard" because the difficulty ratings were introduced together with Patch 1.9.2 back in 2018, which was prior to his rework.
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Haddonfield and Trickster in the same sentence already sounds painful. I am sorry you had to go through that. Trials like this one are usually the worst.
I remember a very old trial of mine on Haddonfield. I was playing Old Leatherface against a 4 man SWF Team, and all of them were running old Balanced Landing... You can imagine how that went.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2081855#Comment_2081855
😨
Oh that patch.
One of the worst patches in Dead by Daylight's history, if not the worst one. I got lucky, and missed it by a few months. But if I had started playing just a few months earlier... well, it wouldn't have been a pleasant experience.
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@Mr_K said:
Difficulty ratings in general are worthless. A pointless addition no one asked for.
That doesn't surprise me, considering that they were added together with the infamous Patch 1.9.2
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Regarding farming, I don't really like it. It is nice when Bloody Party Streamers come into play, but sometimes you just want to play the game.
However, in my opinion there is an exception: events. During events, I am more than happy to farm with killers and survivors and earn as much bloodpoints as I can.
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Steves and Fengs are the most toxic survivors. Same goes for Neas, but in post game chat.
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@WiiFitTrainer said:
I've seen maybe like 5 in the past 3 days, playing probably 15 or so games a day.
For some reason I've been getting A LOT of huntresses, about half of which had iri head. Good times.
Same, but without the Iri Heads. Just a lot of Huntresses in general.
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Yes, the emblem system must go.
Reject modernity. Embrace tradition:
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@Phasmamain said:
I like current DS a lot actually but there’s just two things I would change about it
- Remove the skill check. This was added when DS was a “hard” get out of jail free card. For the sake of new players who have to deal with tunnelling they might as well make it automatic
- Let it be used on both hooks stages regardless of if you used it before. If the killer is hard tunnelling that one survivor why shouldn’t they be DSed twice?
Problem solved.
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Not often at all. That is why I never use Unbreakable. I don't need to.
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@sad_killer_main said:
https://forum.deadbydaylight.com/en/discussion/comment/2079279#Comment_2079279
Those stressful moments for finding hatch were horrible my dude
I understand that many players didn't like it, but I did. I loved that tension of "Should I watch the hatch? Or hunt the last one?". And the, if both had found it, there was the tension of "Who is going to act first?" Now, you just find the hatch, close it and patrol gates. It is bad, in my opinion, and I would love to see EGC removed.
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@sad_killer_main said:
Remember the times when we didn't have EGC and games were infinite?
The moment when you actually enjoyed hatch standoffs...
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2079208#Comment_2079208
Pfft... I wonder if they said that knowing Freddy was already burnt alive.
In all seriousness, sorry you had to deal with that #########.
Yeah, I wonder...
No worries, my friend. In the end, it was nothing more than a salty player. But, it is bad to read something like this, you know?
Not to mention how pathetic the situation is. I mean, what kind of person insults someone because of their favourite character?
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/2079152#Comment_2079152
Just imagine current Kindred or Empathy.
Kindred: As long as you have one or more hooked, you'll see all other Survivors' Auras.
Empathy: See Injured & Dying Survivors from the other side of the map.
Damn, that would be evil. Especially Kindred. You can see what everyone is doing, and intercept the rescuer.
Kindred new meta for killers.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2079035#Comment_2079035
Y'know, if a genie offered me three wishes, my first would be to make you a nicer person.
"It's a part of online gamin-" No. It's never right to tell someone to kill themselves, nor is it ever right to use a slur, and if you think like that you're part of the problem.
Agreed. The only problem is that there isn't much you can do about it.
For example: yesterday, someone told me that I should kill myself and burn alive because I main Freddy. It definitely wasn't pleasant to read that, but what can I do? I reported them, of course, but if they don't get banned my report was literally useless.
This kind of toxicity needs to stop.
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@Boss said:
Oh, the title reminded me of the times where one side could equip the other side's Perks.
Man, Bond on Killer was something else...
Anyway, i'll change my favorite Perk!
fuel hope
The hope of other Survivors ignites your altruism.
Each time you rescue a Survivor from a Hook when the Killer is at least 24 metres away, Fuel Hope receives 1 Token:
- 2 Tokens: 10 seconds after unhooking a Survivor, gain a 3/4/5% Haste Status Effect for the next 10 seconds.
- 3 Tokens: Survivors put into the Injured Health State in any way gain the Endurance Status Effect.
- 5 Tokens: You are granted the ability to revive dead Survivors at their body's location or at the Hook they got sacrificed on.
- (On bodies, it'd be the exact same as healing a Dying Survivor, but instead of healing them from Dying to Injured, you heal them from Dead to Dying.)
- (At Hooks, it'd do the "Cleanse Totem" animation, and it'd simply make the Entity put them back on the Hook, after which you can unhook them.)
- (If the player who controlled the dead Survivor has already left the Trial, the AI takes over. (It's something at least, right? Might be good enough for a small distraction.))
- (Their Hook state is NOT reversed, the next Hooking WILL kill them again.)
Once you have been hooked, the Perk loses all Tokens and deactivates for the remainder of the Trial.
Killers get a visual indicator once they start a chase with you, signaling to them that you have this Perk on.
I've seen a video about this glitch. Quite insane, to be honest. Imagine if it still worked. How broken, yet fun, it would be?
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I feel bad for the others survivors, as it is extremely unfair for them to lose a game just because one of their teammates decided to give up.
When it happens I usually try to sacrifice the other survivors as fast as possible so they can move on to their next trial. Luckily, it doesn't happen too often. And I main Freddy, mind you. Lots of players complain about him, but at least they stick around and play the game.
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Technician:
You are apt at handling machinery.
Damaged generators regress at 105% / 110% / 115% of the normal regression speed and are blocked by the Entity for 10 / 15 / 20 seconds.
"The beast isn't just breaking our machines. It is breaking us" -Unknown, Notebook
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Early 2019, I spawned right next to a Doctor on Groaning Storehouse. I thought he was going to have mercy, since it was extremely unfair for me. He quickly switched to Treatment Mode and proved me wrong.
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@NomiNomad said:
Ah, yes. Bring back hatch-standoffs, arguably one of the least fun parts of the entire game when it existed.
You've done it again, Sluzzy!
Well, I really enjoyed it, but I understand that some players didn't.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2078248#Comment_2078248
I severely don't miss hatch standoffs...
I'm glad it got removed a long time ago,
If it came back. i'd just quit 100%
Fair enough. I understand some players didn't like.
But, by the Entity, I loved it. And when you managed to grab that one survivor... most satisfying thing in the game.
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Ok, I must say I am happy that someone agrees with me regarding EGC, but I don't think it is a "killer sided" mechanic. I think it is a bad mechanic overall.
I know it is a very unpopular opinion, but I really miss hatch standoffs and that endgame tension and decision making: "Should I watch the hatch? Or hunt the last one?". Now it is just find hatch and patrol gates. I really don't like it. Besides, that timer is weird and annoying.
And I miss being able to use properly use Blood Warden. It still is a very strong perk, even stronger if you know the correct timing, but way more situational since no one opens the damn gates until everyone is safe.
With all that in mind, I would love if EGC was completely removed. Remember, that is just my opinion. If you like the mechanic or think it is healthy for the game, it is fine. I respect it.
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I don't really mind the Twins, to be honest. I think of them as a very good idea, but poorly executed.
Besides, they are one of the rarest killers for me.




