GeneralV
GeneralV
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- GeneralV
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077934#Comment_4077934
Back then we didn't unhook when the killer was near, and if the killer WAS near you did gens instead. To be fair gens were slightly shorter then, 80 seconds as opposed to 90. But the hook timer was also 60 seconds and not 70, so i feel it does balance out. In general i have seen the quality of survivor play continue to go down as more and more hand-holdy basekit mechanics are added for survivors.
We did, actually. Because just like today, sometimes the killer doesn't wander far. And when they don't, having a protection of some kind for the person who got off the hook is pretty much mandatory.
Ya know I generally have a preference for Old DBD rather than the modern game, would go back in a heartbeat if I could, but a QoL feature such as this really isn't any kid of hand-holding.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077828#Comment_4077828
Pallets are addictive once you start catching people with them. For fun, I suggest going upstairs in the main building of the Ormond maps (especially the newer one) and sniping survivors, it's a blast.
I'll give it a try at some point, friend!
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077896#Comment_4077896
When did i say hooking was them failing at their objective? And what about the survivor perks that reward them for getting hooked? The point is that killer perks tend to reward them for doing well, and survivor perks reward them when they aren't doing well.
Here's a great example, look at Hex NOED. NOED has been nerfed multiple times now because its unfun, because killers are "rewarded" for doing badly. Can you explain to me how getting basekit bt is not being rewarded for doing badly?
Well, friend, you brought up the question of "Did you play DBD like 6 years ago?". But that is your answer about basekit BT. It isn't an "anti" anything mechanic, it is something that has to exist.
Because, as you will certainly recall, every single survivor had to have BT because saving someone without it was straight up a death sentence for the person who just got unhooked. Basekit BT isn't a reward for doing poorly, survivors will most likely go down at some point (especially with the wave of anti-loop killers that we have), it is a way of stopping the killer from instantly hitting you as soon as you leave that hook.
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Please vote Freddy and Dredge.
I MUST know what happens if the game tries to mix the Dream World and Nightfall.
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@CountOfTheFog said:
Glad you came home. I'm still loving him, I love using the Dream Pallets. I honestly don't play against him very much but that's because most of my Survivor time is spent in 2v8.
Good to see you here, my dear friend <3
Happy to say I'm back!
Honestly, ever since the rework I've barely used Dream Pallets. I know they can be useful, but I prefer reworked snares over reworked pallets.
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@Nazzzak said:
I love playing him tbh, but after Myers got reworked I remember thinking to myself 'oh so this is how GeneralV felt' because I remembered how much Freddy's rework ruined him for you
@SoGo said:
I now know your pain because of the Myers rework.
As for Freddy, I played him back on the rework PTB, and found him quite boring.
I can't say that I like the current design, despite the unique parts.
Very true, friends.
No matter how bad Freddy's changes were, the Myers rework was so, so much worse.
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077777#Comment_4077777
Who is saying that killer side is wholesome and all survivors are toxic, other than a few one-sided players in the community? There is nothing to “move past” because this idea is not something that is a commonly-held belief in the community. I see people here all the time complaining about killers being toxic, this post being a prime example. This is simply another strawman that only serves to proliferate the “us vs them” attitude.
"Both sides have their unfortunate share of toxic players and they both have it in equal measure."
That is the opposite of an "us vs them" attitude.
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077797#Comment_4077797
Yeah, saying that it was once not a strawman would have been correct. But @GeneralV spoke about the past and in the past it was indeed seen that Survivors are monster coated monsters with monster filling and Killers are cute little fluffballs who just want to have fun.
It went past that, but not because there was a decrease in Killer toxicity. Both sides have a bunch of very toxic people.
Yeah, that is pretty much it.
Good thing it doesn't happen as often anymore.
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Glad we are moving past the idea that the killer side is wholesome and free of toxicity while survivors are all toxic, at least.
Both sides have their unfortunate share of toxic players and they both have it in equal measure. That has always been the case.
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Probably not.
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Probably to give a little help with map-specific achievements.
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@[Deleted User] said:
He's fine. I mostly enjoy playing him. He has enough uniqueness to him to make him interesting, and he doesn't have strong map dependency. Map dependency absolutely ruins killers for me. It's why I don't play Singularity or Billy.
Yeah, if there is one thing Freddy has going for him is that never once was he map dependent.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077693#Comment_4077693
id trade him for skull merchant 2 if i could. at the very least I'd like to see him in 2v8
I still want the Freddy + Dredge combo in 2v8 and watch the game crash trying to mix the Dream World with Nightfall.
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Jason, of course.
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@100PercentBPMain said:
nobody likes or plays Freddy, but i do it in your honour once in a while! I was actually sad Freddy got bugged in the last patch with Houndmaster because I was on a Freddy kick.
Freddy is in a weird spot as he's really strong, has strong built in counterplay, and isn't very exciting so everybody just forgets he exists.
I just love using the Houndmaster perks on him to keep the extend-a-lunge Freddy meme alive. I use Jagged Compass to find the most progressed generator and then I jump off a cliff while teleporting to arrive with a big lunge with All Shaking Thunder.
my last match, I decided to tunnel a Nancy and she dead handed me good so I dropped her, which boosted her ego and she started spam vaulting, which i don't respond to. but this time I said "you wanna keep going? alright, stay right there..." and walked to the crocus prenn main building to jump off and teleport to her.
I've tried my best taking off the houndmaster perks but they're just too cozy to me for Fredster.
it just feels bad to get easy wins when I know the survivors simply do not understand how Freddy works I've never enjoyed winning like that
Ayy, thanks friend :)
What an honor that is!
And I gotta say I definitely agree with ya here. Strength wise he is fine, mostly due to people not knowing how to face him, but it doesn't change how boring he can feel.
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@Cetren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077619#Comment_4077619
I can't help but feel that the love for old Freddy is some very deeply tinted rose colored glasses. I still remember sitting next to someone working on a gen having to restart the process of pulling them into the dream world over 6 times in a row because they'd just let the skill checks fail, or losing out on kills in multiple matches because the autoaim would end your lunge on an awake survivor even though you couldn't hit them, while the asleep one ran just in front of them out the gates. New Freddy certainly doesn't feel as thematically accurate as old Freddy but I feel like as far as dbd gameplay is concerned new Freddy is definitely in a better spot.
I can guarantee, my friend, that it isn't the case.
In fact, his weaknesses always remained very vivid in the minds of those who mained him and wanted him back. I myself came up with a solution for the problem you've just described: Incapacitated status effect during the Dream Transition. Forces someone right off the gen.
The auto-aim doesn't really have a solution though, yesterday it locked me into a rock instead of the survivor, so nothing that can be done about it.
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@Aven_Fallen said:
Boring. I think that the most recent Rework for Freddy was not even that bad overall, but I just think that they did not do enough to make him feel more unique. And honestly, Freddy before the most recent Rework was also boring to play for me, so my expectations to the latest Rework were probably too high so that I was disappointed either way, since I hoped for something more in line with the original concept of Freddy.
But I think the rework overall was not that bad, especially if we compare it to something like Myers. That being said, I dont really like to play against Freddy and I dont really play him anymore myself. Strength-wise he is fine, but his gameplay is not for me.
This is indeed a good way to describe it, my friend.
I remember that we talked about what would happen to him while the rework hadn't been fully revealed yet, and we both brought up the idea of making him more in line with his original power or if they would do something more boring, closer to first rework Freddy.
Such a shame that the worst option won. And it still isn't the worst we have ever seen because Myers got an abomination of a rework.
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I would agree, but only if his reveal mechanic is ever made consistent.
As long as it isn't, then every opportunity to reveal him is a good thing, imho.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077410#Comment_4077410
Do you want my genuine opinion? Yes, either nerf one of the best combos in the mode or ban nemesis and oni in 2v8. Zombies make the mode unfun. Oni makes the mode unfun.
Trying to slippery slope fallacy your way into keeping those killers in the mode is very disingenuous. There is a reason Nemesis and oni are picked far more than any other killers in 2v8. That reason is just something you don't want to accept.
Honestly, I don't dislike Oni, but he really wasn't a good choice for 2v8.
Ideally, every killer should be in 2v8, but Oni should have been added only after they figure out the mode's balance.
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@UnicornMedal said:
Killer has the most autonomy by design. Typically what causes players to lean harder into more busted Killers is better results with less effort. It has nothing to do with agency at all.
This.
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I agree.
It is a good feature.
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It depends, really. Sometimes it is better to go for an immediate heal under the hook instead of taking the time to go somewhere else.
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I think Stake Out is alright, to be honest. Its only real value is its synergy with Hyperfocus, but even that isn't problematic or strong enough to warrant changes.
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Honestly friend, anything is an improvement for this perk because, as it stands, the preview is one of the worst perks ever designed in the history of DBD.
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@Mooks said:
i mostly miss the horror aesthetik.
Sure, the Visual upgrades are nice and models and textures look better. And gameplay-wise i get why they were stepping away from too much darkness as it was too easy for survivors to play stealthy without progressing the objective.
But imo these issues are now resolved with how the afk crows work. There is no real Need for players to be able to see across the whole map from anywhere and also see the edges of the maps.
Please bring back the original atmosphere, with the fog, horror aesthetic, lighting, this can work on Daylight maps as well.
Well said, friend.
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I'll be here to welcome you to the P100 Merchant club, friend!
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Steadfast might be the worst perk in the game, if not one of the worst perk ever designed.
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@Donkeybqlls said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076866#Comment_4076866
These might be the worst killers to add in my opinion ... Knight is fun in 1 vs 4 but the npcs just make it 2 hard for survivors unless you'd really slow them down to a point they'd be pretty much useless ... Nemi's zombies only are an option because they are slow and can be blinded or hit by a pallet. Either way, love knight, but sad to say I don't think he'd be fun in 2vs8
Skull merchant could be ok at the start of a trail, but as soon as some survivors are dead, she quickly controls way to much of the maps which makes the trail impossible to quickly for survivors
But that's just my opinion, I'm happy to listen to your arguments :)
Truth be told, my friend, I don't have any arguments.
I just would like to have a killer to play in 2v8, and these two are basically the only killers I play these days.
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We should have Knight and Skull Merchant.
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@KingKongBubba said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076562#Comment_4076562
You can write a whole essay when I only have to write to you this game has MMR and everything you just wrote is meaningless.
A system that is hidden, barely functions, and was initially heavily disliked by the community doesn't say much, tbh.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076548#Comment_4076548
Sadly, I don't think there's time to improve this game between now and then
I agree.
And even if something does get fixed, it is way too little and far too late. Besides, for every problem fixed a new one appears. It has been an unfortunate truth for years and it is unlikely to change anytime soon.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075471#Comment_4075471
Yeah. I tested Fast Track and for me it was worse than any of the regular Perks I run. I just think it is a shame that we have a Survivor Meta from 2018 or so, simply because newer Perks or changed Perks are either not good or when they become better it gets complained about them.
I agree, my friend.
Now we add Fast Track to the list of survivor perks that were complained so much about that they will never be useful again outside of very specific scenarios.
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To quote a very good Star Wars show, "I suppose that's the final humiliation".
Just gonna leave this here.
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@Aven_Fallen said:
This is what Killers wanted, an overnerf. And this is what happened. So where is the issue now?
I mean, BHVR even did "a period of observation and assessment" in their own words. They forgot a "short" or "too short" in front of it, but this is what you get if you complain just enough. A Perk which was somewhat decent is now useless again, because people could not wait with their complaints until new toy syndrome wears off and BHVR listens to the loud parts of the community, like always.
Classic.
The second a new survivor perk makes it into the meta, it is complained about until an overnerf happens and the perk gets sent to oblivion. And I'm not saying Fast Track didn't need changes, but it is tiring to see the same thing happening over and over again.
DBD was shaped by the original survivor meta and those perks are the only ones allowed to be decent. Nothing else can join them without backlash.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075254#Comment_4075254
I'll never understand why Myers was reworked in the first place.
Honestly, I think the main reason why they shoehorned this Rework in (if I remember correctly, it wasnt even on a Roadmap), was because they lost the license. And with the Rework and making Myers like he is, they ensured that basically everyone would buy the Killer before he leaves DBD.
And they also could go crazy with the Rework, because what would the license holders do if they dont like it? Take away the license?
But yeah, thematically he was very fitting and now he does not fit at all. And I repeat, I am very sure that his original concept could have been buffed without issues.
That may very well be the case, my friend.
Still, what an awful send-off. Going from a killer with thematic excellence to what can only be described as actual dashslop.
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I'll never understand why Myers was reworked in the first place.
We are no strangers to terrible reworks. Even the word "rework" is a bad omen. But Myers was almost universally agreed to be one of the most thematically perfect killers in the game.
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@albertoplus said:
I always have wondered why people do not like the stunlock animation with Ghoul but seems to not have a problem with Wesker?
Ghoul locks your movement but at least keeps you in place, so you can keep your original path. Meanwhile Wesker not only locks your movement but also moves you against your will, but people never did seem to have a problem with it at all.
Keep in mind im talking just about the stunlock animation, not about the free hit that comes with hit. Discussions about the free hit are different.
Happy to say I've listed this in my list of reasons why I think Wesker is one of the worst designed killers in the game, if not the worst.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060403#Comment_4060403
Look at it this way, if they do a good job you get a pleasant surprise and if they don't you get to say "I was right".
Being able to say "I was right" doesn't really feel good, my dear friends. It never really has.
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@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060331#Comment_4060331
Until it happens, no way of knowing. BHVR have hit enough to make a game we all put this much time and passion into, so there is a non-zero chance they actually make her fun to play without being busted. A tech-based killer can work. We have Singularity, who isn't entirely awful?
Good point, friend.
It is just a bit difficult to have such hope after so many disappointments.
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@Dark_Vorahk1 said:
She has the equivalent reputation of Meg from Family Guy. She's never really done anything wrong and is actually fun if you get to know her. But for some reason it was popular to hate and bully her.
She's been changed nearly 10 times now and her most recent nerfs have finally killed her. But some of her earlier iterations aren't recognizable from the current version. Double beams, multi floor drone fields, battery recharging claw traps, claw traps applying a pallet break, survivors being alerted to her gaze, having to manually wait to disable a claw trap or drone... for awhile she was the gift that kept on giving. Every patch made her feel fresh.
But the issue was never the strength of her kit. Oddly, she was blamed for perks that didn't even release with her. And many basekit changes that currently exist would have shut down whatever imagined strategy players believed was exclusive to her (it wasn't.)
So now we are stuck with a shell of a character. Her drones on make a single beam, easier to dodge than ever, with numerous bugs, and now only gains Undetectable if she destroys her own traps. She really is in a pathetic state right now. I'd give anything to revert her most recent nerfs.
Like many Skull Merchant players, I am incredibly anxiously awaiting her next rework. I hope it preserves her dual identity as a trap setter/stealth killer. But I can already foresee the community lashing out. Never because it was a problematic change, but because Skull Merchant was mentioned.
I am dreading it, tbh.
After so many bad experiences with reworks, I fear her next one, if it even happens, may turn out worse than we think.
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@ConsAnthroid said:
She is one of the if not THE WORST killer in game.
She does have one thing going for her: she has been changes so much that survivors genuinely have no idea what she can actually do so if you take time to master her you will have quite easy games.
The thing is… at this point you can start mastering someone actually lethal and have much better results more consistently."she has been changes so much that survivors genuinely have no idea what she can actually do"
Good point.
Truthfully, a significant portion of her strength comes from this lack of understanding. The fact that she is a rare killer to encounter make this effect even more powerful.
Not only many players don't know what she does, the ones who do often lack experience playing against her.
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Well, my friend, there isn't much for me to say that hasn't already been said. This whole thing with Skull Merchant basically boils down to a problematic release, which was fixed through a rework that did address pretty much everything that had to be addressed, and still fell victim to an unreasonable wave of hatred.
It is very difficult to put it any other way, I'll say.
One thing that I don't see being mentioned as often as it should was that we did get two design previews for what was supposed to be a next rework and they were genuinely awful. They basically removed her identity, replacing it with something else that had nothing to do with who Skull Merchant is. The community was very vocal about it, and thankfully it seems that feedback went through.
With the way things currently are, she is, well, weak. Although, I personally consider her the most fun killer in the game. I even have her P100! If you like Skull Merchant it is easy to have fun with her, it just isn't easy to win games, or at least not as easy as it is with other killers.
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Thank you very much, dearest friend!
<3
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Good news!
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Pop basekit.
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989655#Comment_3989655
General my friend, thank you for asking. I am just going to copy pasta what I said in another thread.
As a long, long time Mikey main my first impression is these are awesome.
He gets undetectable base kit, something he always should have had. He is still a creepy stalker to charge up his new ability. He can tombstone death hook survivors. They're still keeping his identity which was my biggest concern that he would lose it.
They have now given him some solid anti loop in his kit. I mean as good as you can give an M1 killer. Faster pallet breaking and endures stuns quicker, while having base kit coup and keeping the fast vault speed.
Obviously I need to see all this in action but I am loving what I am reading.
Thanks for sharing your thoughts, my dear friend, I appreciate it :)
Honestly, I liked most of it. From a "fun to play against" perspective, I should add, as I rarely play Myers myself, but he is one of my favorites to go against and I think most of these changes are good.
Except the new attack. In my opinion it leans too much into dash territory without being an actual dash, and since I hate dash attacks in DBD… yeah, not the best addition, imho. But everything else is perfect.
@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989655#Comment_3989655
I think so too my friend. Getting rid of cheese tactics will actually make the killers play smarter, and not turn matches into an insta-3v1 ordeal.
Well, I am not @Dwight_Fairfield but in my humble opinion, I think the Myers changes looks really interesting. As long as they don't touch his Scratched Mirror, I am fine with the changesIndeed a pretty good job on the anti-slugging and especially the anti-tunneling, dearest friend.
DBD will feel much better to play with these changes, or at least I think it will.
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Anti-tunneling and anti-slugging both seem pretty good, nice changes overall.
@Dwight_Fairfield your thoughts on Myers, friend?
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Congrats, my dear friend, well done!
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Still possible to win and, in my opinion, the most fun killer in the game to play as, but also pretty weak.
As long as you keep in mind that you might be playing a pure M1 killer most of the time, I would recommend playing her. Waiting for a rework is not a good idea, imo, simply because it is possible you won't enjoy the rework.
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It is fun to play killer with someone else.
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Yeah, it should have been a new class, imo.
I loved the previous Guide class, because I like doing gens. The new one is kinda useless.