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GeneralV

GeneralV

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  • No more 4.6 m/s Trickster is all I needed to hear.

  • I don't think 60% kill rate is terrible for the game, but I strongly disagree with the methods used to get there. Making survivor feel worse to play so kill rates will go up isn't a good solution.

    And if this was the only way to do it, then it wasn't worth it.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/429270/another-patch-another-miserable-experience-for-players

    Hey there. I think that you got a couple of things a bit wrong there, BUT I really don't like this forums dendency to take a total dump on anyone with a slightly non-conformative opinion, because thats pretty rude. By just antagonising everyone like you we will never reach any consense but just dig deeper and deeper trenches.

    You see, one of the big problems with the game is that its balanced about the highest level of play, and thus many low to mid to high tier players scratch their heads how this all makes sense. I might not be the very best killer, but I guess that I am pretty good, because I am consistently playing against survivors who, even though I am giving my best, are a true challenge for me to beat.

    I remember when I started, I was keeping notes on my performance and I thought that I was like one of the best killers, with a 75-83% kill rate; but that was just my MMR raising. At one point I broke into the upper echolons of the game, and from there on it was just a sweat fest that never stopped. So if you think killer is way, way too easy and they are never challenged, believe me, thats just the thin sugar coating on the ginormous sweat cake. If you wanna take a peak, I would glad to make a date with you were I stream on hour or two of my gameplay.

    The big problem this game faces, and that BHVR has yet to find an answer for, is this: the 6.1 update leveled the playing field, after the killer role had been the survivors plaything for way too long, and this pulled the rug under many survivors feet, who where clutching hard on way overtuned perks and safety nets, sending the whole survivor community into a 2 days blind stupor. BUT in true survivor fashion, most eventually shook off the shock, dusted themselves off and adapted. And boy did they adapt: many learned that chilling on a gen together was stupid, and they split up. And many learned that opening random chests or cleansing random totems was stupid, so they stuck to gens. This new breed of survivors stuck to gens and soon killers were faced with 3 gens popping after their first chase. This in turn lead to killers hardcore tunneling and camping and this whole cycle continued for a while, trimming and rendering all fat from the game, till all that was left was a lean, mean killing/surviving machine with no time for fun or fooling around or playfulness. Only the win!

    And thats where we are now: most of the good players (and even some of the bad) now are extremely efficient - they have to, because most games they will sink if they don't. Killers aren't mindlessly playing a zero skill game, they are used to racing against survivors who even shave of 0,5s or their gen while they are contemplating if they should loop left or right.

    And many, many survivors know every trick in the book, are sneaky beyond compare and know every tileset like the back of their hand, 360ing even seasoned killers till their head spins.

    And then ther are players like you, thrown into this Malstrom, never finding their footing. You can rage and curse the game, or join some of us to show you the ropes of the game - the real ropes. Its still, lots of fun, but you also need to play quite differently then the game worked pre-6.1

    And many seem to have forgotten about all of this, totally blind to the fact how much of a big, unwieldy beast DBD has become, with so many killer powers and perks and combos and techs to learn. What this community could need would be a bit more empathy, and I don't mean Claudettes perk, I mean the real life application.

    the 6.1 update

    I was reading through those patch notes yesterday and I concluded that it is my second most hated patch since I first started playing the game. There is literally nothing there that I liked.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819686#Comment_3819686

    Absolutely. If each boon could be used one time and the killer could snuff if permanently, like the Shattered Hope effect, then CoH would have nev34 been perceived as that unbalanced and could have kept its healing station effect.

    But even during the hight of the Boon era Shattered Hope was just incredibly bad. I had it equipped one evening and got so little value out if it.

    I think I only used Shattered Hope, like, once. I got some value out of it, but it was barely even noticeable.

    It is safe to say that the situation with Boon perks around Mikaela's release could have been better handled. Maybe they'll get some changes again, in a few years.

  • @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819606#Comment_3819606

    MFT and COH were hated due to their infinite Value and reset if devs gave MFT haste a Timer like gain 3% haste for 10 seconds it would have been way less hated and Coh if they made them one time use like Hex perks or just made that killer boon kick perk basekit it woulda been fine

    Coh if they made them one time use like Hex perks or just made that killer boon kick perk basekit it woulda been fine

    I agree completely. The original effect would have been fine if Boons (or CoH in particular) could be permanently destroyed.

    @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819655#Comment_3819655

    I remember the hight of the COH discussions back in the day, because I was smack in the middel of it. One interesting sentiment during that discussions that was repeatet quite a lot by different people was this: "If the killer could just snuff a boon permanently and I could end up with a dead perk after 5 snuffs: no thank you, I would never equip such a perk.", yet killers Hex mechanic was always paraded around as "hur dur high risk, high reward. Just live with the fact that it could be gone in 20s or equip something else."

    While the discussion was quite dishonest, what wasn't dishonest was the feeling many survivors had: for a perk to have value to a survivor, it must be available all the time or at least most of the time, and there must not be an readily available option to take that power away from them. Infinite DH was loved by 75% of the player base, one DH per hook stage not so much.

    Some of it might be due to the fact that a survivor could be killed off by the killer rather quickly, so not having their full set of powers, ie all four perks, is seen as a real disadvantage, while from the killers role it is expected to have part of their powers counters, locked away till end game or even stolen from them within 20s of the game starting without any agency on their part.

    Yes, there was indeed a certain double standard during the CoH discussions.

    I remember that when I suggested that Boons should be permanently destroyed as a way to balance them without changing how the three Boon perks available at the time worked, I was told that it wouldn't work because of how different Hexes and Boons were from each other.

    However, I think many players didn't realize that CoH was strong enough to require a downside, or more accurately, a risk. The perk itself wasn't unhealthy for the game, it was the Boon mechanic around it that made it a problem.

  • I think survivor perk balance is tricky because, generally speaking, the community is very hostile towards survivor metas. Every time survivors get a new perk that has the potential to reach meta levels it is complained about, and the complaints remain until the perk is no longer seen.

    That doesn't mean those perks were perfect, but those reactions happen and they have real consequences. You can see it clearly with Made for This and Circle of Healing, two perks that could have received very different changes and adjustments than the ones they've received.

    So all that is left is to adjust the perks that we already have, but even that isn't easy to do. It is very difficult, if not impossible, to find a survivor meta which the community genuinely liked. The meta being dominated by the original iterations of Decisive Strike and Dead Hard was complained about, the DS + UB combo was complained about even in matches where it didn't have any use because the killer didn't tunnel or slug, Adrenaline was complained about even though it was not overpowered, and the list goes on.

    It seems to me that the idea nowadays is to make every survivor perk equally mediocre, so you can run whatever you choose to run and not feel the difference. Unsurprisingly, one of the most used survivor perks these days is Windows of Opportunity, which was generally seen as a beginner perk in the past. Its effect is nowhere near as useful as other survivor perks used to be, but objectively it provides more than the entire sea of perks that are either extremely niche, or have been changed to a point where they are no longer good.

  • @dwight444 said:

    when they fix the fundamental issues that drag the fun out of the game

    or you could just ironically feel entitled yourself that your teammate needs to stay in the game with you even though someone else threw way before they decided to go next. That works too

    And what are the fundamental issues that cause players to DC?

  • Funnily enough I just had a match where the killer had Blood Warden in her build, but it didn't matter because we didn't even get to play the game.

    Sable got caught early because of Iron Maiden (against Huntress btw) and tried to suicide on hook. I go and save her because I never let the "go next" players actually go next, and she runs directly towards Huntress. Said Huntress downs Sable again, kills her, then DC.

    Amazing experience.

  • @UndeddJester said:

    Short version, I'd like to see her become a genuine trap killer.

    We haven't had one since Hag, and her lore paints her as a brilliant tactician and an obsessive perfectionist who plans for every contingency well in advance. If anyone was gonna be a new trap killer for DBD, it's Skull Merchant.

    While I understand fundamentally Trap killers are not really well configured for the pace of Dead By Daylight at higher levels, they can be immensely satisfying for players so inclined, even if they aren't strong. If they can work stealth in as well seemlessly, that would be cool.

    Perhaps something like she's a trap killer where drones are hidden and stationary on deployment, and any drone scan will immediately claw trap you (with no wound) and put you on her radar, and any subsequent scan then exposes the Survivor for so many seconds with a small hindered affect. I dunno, but whatever it is setting up and maintaining a web of drones would be far better received I feel.

    I agree with ya, my friend, this is a good suggestion.

  • Last end-game chat I had featured what I guess was Dwight saying how easy the match was, since he was the only who got hooked and chased (literally, Dracula didn't chase anyone else the entire game), me asking where the NOED was and someone replying in a language that I do not speak.

    And Dracula was the only one who wasn't Steam, so I am not sure if he even read it.

  • @Hex_Ignored said:

    Exploiting bugs =/= skill expression

    Just because some bugs got fancy names like "hug tech" doesn't change the fact that they were bugs and thus needed to be fixed.

    This.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819121#Comment_3819121

    On their release, Legion was way worse than Skull Merchant ever was

    This take is baffling to me. Yeah Legion's original design was bad, but I never got held hostage in one-hour matches by Legions for weeks on end after they released. In fact, I barely saw Legion when they released because noone liked them. Skull Merchant made the game completely unplayable for weeks. Every other survivor match lasted ~40 minutes.

    Of course there was that brief stint where Legion's mending add-ons were bugged, leading to ridiculously long mending, but I played against that maybe twice back in the day.

    Design-wise they were both absurdly offensive, but SM had a much greater impact on the game's playability IMO.

    While they were both terrible, I think Legion was worse because your match would be ruined earlier. With Skull Merchant, at the very least you could play the game until the 3-gen begins. With Legion, the moment they find you it is over because there is absolutely nothing to do against them, the killer had no counter.

    Though maybe there are some other details about SM that I do not know. I was around for original Legion, but with SM I missed most of the controversy. I thought DBD was in a bad state even before her release so I wasn't really playing, and when I got back to the game she had already been reworked.

    Either way, they both had to be changed.

  • @Dwight_Fairfield said:

    I honestly have no idea what its going to turn out like. With the track record of reworks it could go either way. It could be a W like Billy's or a complete L like Twins.

    I am hoping that they have learned from past mistakes. They know how anticipated a Freddy rework is. So they are putting 110% love into it. For goodness sake listen to PTB feedback. Same goes for Mikey's "bundle of tweaks" you all have planned.

    For goodness sake listen to PTB feedback.

    This.

    I am already prepared in advance to write a massive feedback post if needed. Whenever the PTB drops, I will try to play it as much as I can and give the devs the best feedback possible.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819094#Comment_3819094

    Then a different angle: She's boring to go against due to no real power. Just an M1 killer.

    Most have a personal issue with her, due to BHVR releasing her in her initial state and being tone deaf on anything around her. Holding games hostage, etc. You know the issues. I can't just 'forgive and forget'. She is a stain on the game and all hate she gets is deserved imo. Do better, BHVR.

    But if that was truly the case, then people would still DC against Legion. On their release, Legion was way worse than Skull Merchant ever was.

    No, at this point there are no more excuses for DCing against Skull Merchant.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818899#Comment_3818899

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818939#Comment_3818939

    So, in your opinion, the official stats are somehow not over performing devs goal of 60% kill rate? The data is literally right there. Denying those facts is the textbook definition of delusion.

    If so-called M1 "weak" killers are consistently able to blow that metric out of the water, and they've been near the top for at least a year or two now, are you saying they need buffs? By what basis?

    ETA: you're both missing the obvious conclusion that's also the same as SM here. These killers need reworked.

    These killers need reworked.

    This is true for Freddy, yes, but not because of kill rates. His kill rates have way more to do with the people who still play him than with how his power works.

  • I'll be honest, my friend, I don't really like Coldwind Farm anymore.

    The reworks really ruined this realm for me, both in terms of visuals and gameplay. Especially if I am playing survivor. If I go killer then it is bearable because the maps are really killer sided and Freddy's Dream World hides the sheer brightness.

    But it just isn't the same Coldwind Farm I knew.

  • Yeah, I haven't seen the BP bonus for killers in a while.

  • @ObsidianButterfly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818892#Comment_3818892

    Thinking that Freddy needs nerfs is…certainly one of the ideas of all time, I'll give you that.

    Not sure if it is even possible to nerf him any further. He barely has a power.

  • @rysm said:

    omg people will complain about anything now. In my little book of complaints i did NOT see wglf being complained about LOL

    Yeah, after all it is just a perk survivors use for Bloodpoint stacks right?

    …Right?

    (I hate patch 6.1.0).

  • @Royval said:

    2017 Freddy was so unique.

    The only flawless killer in DBD's history, imo.

    @JPLongstreet said:

    Freddy needs to be much more dangerous within the dream world imo. Long ago it taking 7-9 seconds to even put survs into there never felt right either.

    I can see an ability to transport to darkened shadows around the map. Hopefully not just a Gumby-like claw arm attack, but fluid whole Freddy attacks from such spots.

    There's so much that can be drawn from the various movies, depending on how the licenses are worded. Another mentioned messing around with a Boiler Room setting, perhaps like the portal-ish areas some events have used.

    My supreme wish is that whatever they do for Freddy, it is something our beloved friend GeneralV can be proud of and enjoy.

    My supreme wish is that whatever they do for Freddy, it is something our beloved friend GeneralV can be proud of and enjoy.

    Thank you, my dear friend, I appreciate it <3

    If I get my beloved killer back it will probably be my happiest moment in Dead by Daylight ever since I first started playing the game.

  • @DragonMasterDarren said:

    Given the recent track record of Reworks, I only have one word for how I think the Freddy rework will go, and that word is "Badly". I wish I could be more optimistic but after watching Trickster, Twins, and SM get completely steamrolled during their reworks I simply do not have any faith in Freddy getting his dues

    Now, if BHVR manages to surprise me and either give him a Knight-style touch up or, even better, a Doctor-style upgrade that makes him both fun and interesting, I am entirely happy to say I was wrong, but until it actually arrives, I'm remaining cynical, as much as it sucks to be so

    Good to see ya here, friend. And no one can blame you for not having hope for Freddy, there is always a chance his upcoming rework will be just as terrible as his first one.

    I just hope it isn't.

  • That doesn't seem like it requires a killswitch, it is pretty funny.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818623#Comment_3818623

    I dont as I had all the DLC's and they didnt show up in the bloodweb if you had it already

    I miss my last Glass Splinter so much... really should not have pretiged Freddy when I did.

  • @ArkInk said:

    I don't think the right design for Freddy lie with any of his previous iterations honestly. Frankly speaking, they all had a varying number of complex issues that made them utterly hated when they encompasses his skillset, for good reason in my opinion.

    Although aspects of them could be brought back for the new rework, my biggest wish would be that the devs treat this more like designing a modern killer power from the ground up than reworking an old killer.

    If there's any member of the classic cast deserving of having 3-4 abilities like Drac and Vecna, it'd be Freddy. Here's to hoping he's early on the map for 2025

    @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818478#Comment_3818478

    I feel like his original incarnation never really got a fair chance though. He was gutted almost as soon as he arrived on the scene.

    @SoGo said:

    If they want to go with satisfying the Freddy mains, I expect a partial revert.

    They will probably keep some of the new stuff in and just combine the two.

    @Xernoton said:

    I wasn't around when Freddy was reworked into what we know now, so I'm not quite sure.

    On one hand what he said about hoping that more people will like the rework than people hate the rework gives me hope that they will indeed go back to the roots because this has been a pretty common request on the forums. So a lot of people would probably like that.

    On the other hand, there was a reason they reworked Freddy at the time. Now, whether that was a good or bad reason, I will not judge. So there is a chance that they will go into a different direction altogether.

    What I hope for is that they will give us a more modernised version of pre rework Freddy. The idea that you have to pull survivors into the dream world manually is nice but of course this also came with problems at the time that can mostly be fixed with the implementation of the incapacitated status effect. However, I also like his teleport and the idea that you are rewarded for pressuring the entire team (even though it doesn't really work that way currently).

    As far as I know, old Freddy had literally nothing in chase though. I don't think this holds up very well in modern day DBD. So he would need at least some kind of chase ability. Out of the 37 killers in this game literally every single one has something in chase.

    The idea of survivors waking themselves up by failing skill checks never sat right with me either and if you have to pull people into the dream world manually, then this might not be a great idea. On the other hand, the alarm clocks couldn't grant you immunity to sleep anymore, so this could maybe end up a bit too oppressive.

    Either way, it can't get much worse than what we have now. Even if they tried to nerf him again, it would be kind of hard to find something that would actually affect him still. His addons are terrible, his power is controlled by the survivors and he counters himself most of the time.

    @Huge_Bush said:

    I only want whatever you want to be implemented. I don’t main him (Daddy Myers has my heart) so I don’t have any opinion on what a good rework would be for him. I just want you to be happy with your main.

    @Choaron said:

    Just polish/improve the current one.

    @Shroompy said:

    I want him to return back to the way he was, but with an "ultimate" ability with a similar function to the Void. Where he can send survivors to a boiler room once theyre tagged with sleepiness and stay in the Dream World for long enough.

    A survivor in the boiler room would be standing still asleep to other survivors, some one on the outside can complete an action to wake them back up and pull them back from the Dream World.

    Ive always wanted the boiler room to be included in some way since itd be real thematic, and theyve proven that its now possible.

    @katoptris said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818480#Comment_3818480

    Cause people didn't know how to actually played him. I get the frustration with the waiting 7 sec. He was more of a end game killer considering his perks. He was designed to waste time in my opinion.

    @CLHL said:

    He will be able to use blood pools and dream snare at once and they will call it a day.

    Thank you all for your answers, it is nice to see the different points of view and expectations here.

    Obviously I'm expecting at least a partial return to Old Freddy, because that is the reason why I am here. The changes to Hillbilly and, especially, Sadako were good omens, imho, but we still have to wait and see what exactly will be done.

  • Sorry friend, but on this one we don't agree. The Empress of Outworld is clearly superior ;)

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818206#Comment_3818206

    For your sake, I really hope the rework is everything you want it to be.

    I do hope he is in 2vs8, I just don’t want you to get your hopes up with BHvRs track record. It also doesn’t help his license issues are garbage.

    Thank you. I know I say that a lot, but the support really means the world to me. I appreciate you and everyone else who saw my Old Freddy campaign and decided to support it <3

    And yes, I know there is a solid chance he will never make it to 2v8. At least Quentin is available, so the modifier will never be utterly deprived of ANOES content.

    @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818206#Comment_3818206

    For some hope if you Know Mortal kombat, Cod and Fortnite licensed killers like Freddy, Myers, Leatherface, Ghostface and Leatherface fight against each other and other celebrity and licensed people so these will for sure come to 2V8

    I'm aware, friend! In fact, I played a lot of Freddy in MK9.

    Never been a good MK player, but I really tried my best to learn all of his moves and combos (same for Mileena, my favorite MK character).

  • @OtakaChan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817454#Comment_3817454

    To counter boons the killer should have been allowed to destroy bones too when stomped out. That way both sides could have a counter and be fair until all totems are gone on the map

    I can understand the fact that Boons and Hexes are different from each other, but I think CoH wouldn't have been as problematic as it was if Boons could be permanently destroyed.

    @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817610#Comment_3817610

    Medkits arent something that is directly "in your face" in terms of strength. Its why youll have some people swear that flashlights are the strongest items, because you clearly see the impact that its caused.

    Gonna use Sprint Burst and Dead Hard as a comparison. Dead Hard was complained about since it was able to extend chases for quite some time, wasting a lot of time for the killer. Sprint Burst on the other hand, has always been able to even start lasting chases that shouldnt of even happened to begin with, and because of this it wastes WAY more time than you realize.

    I agree, but even then I think the current strength of MedKits isn't enough to require a nerf. And I think it never was, unless CoH was being used.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818197#Comment_3818197

    Brother, he doesn’t need to be in it. All he needs is your desired rework to come sooner than later. Asking for more from the Devs is too much and setting yourself up for disappointment.

    I suppose that is true. I really wish he was eventually made available in 2v8 because I think it is the best modifier we've had, but as long as he gets a good rework I'll be happy.

    Though, I must admit I am worried. Towards the end of the video, around 56:38, Cote talks a little bit about Freddy, but not a lot of information is given. He just says "some people will hate it because they are changing something, and others will love it". And that talking about gameplay changes like this is "delicate". But Freddy has such a low pick rate and has been neglected for so long that announcing the direction the rework will go shouldn't really have any negative repercussions.

    I really wish I could ask someone at BHVR the question: "Do you think Forum user GeneralV will like the upcoming Freddy rework?". Because a simple "yes" or "no" would tell us A LOT.

  • @Huge_Bush said:

    Meh, not a big deal. It’s an alternative mode that needs to have limitations anyways. I can’t imagine someone like Mr Baldy (Pinhead) being allowed in just because of Chain Hunt unless they delete the box all together.

    I would be sad if Myers and Ghostie don’t make it since I prefer to jumpscare people but it’s not the end of the world.

    Freddy probably won't make it, friend…

    :(

  • @[Deleted User] said:

    For me it's 7-12 split hooks against a killer that isn't busted strong in the chase. Both sides are trying but neither side is running a meta build and letting it carry them. I like some drama around the last gen, maybe an endgame save attempt because the killer isn't face camping. I don't care if it finishes as an 0k or a 4k after that.

    Matches like this are rare nowadays, but you can definitely have them. My first killer game was like this yesterday. I played Myers with no slowdown and got a 9-hook 2k on the swamp. I didn't proxy camp the hook or tunnel; I just patrolled gens. There was an unhook and break for the exit in the endgame that resulted in a trade because I gave them a bit of space to try for a save if they wanted and they made a coordinated attempt.

    ggs in the chat, and (I think) fun was had by all. This is how many games used to be, because everyone was not a sweat lord.

    I had a match like that yesterday.

    At first I thought it was going to be sweaty because one of the survivors used an Ichorous Loam offering. But surprisingly the match was pretty chill. I spread hooks, the survivors got some saves, a couple chases. I even got to use the finisher mori!

    Overall I think everyone had fun! This is closer to what DBD should be, imho.

  • Chucky is… an interesting one.

    He fits the game, as most horror icons do, and that is already a massive W. His pseudo-stealth and footsteps are awesome, they really help with the horror atmosphere, which is an important aspect of the game.

    3rd person point of view and the ghost of Charles Lee Ray appearing when hooking a survivor are unique aspects, and we all appreciate having unique killers. I'm not the biggest fan of his voice lines, but I understand why most people like them.

    However, when we get to the aspects of his power that got changed due to balance… well, I think both versions were terrible. I am really tired of movement based killers (and M2 zoning, but that is for another discussion) so regardless of what they do with Slice & Dice I don't think it will ever be fun to go against.

    Edit: There are polls on the Forums, friend:

    Need a quick show of hands? Make a poll!
  • @Langweilig said:

    • I wish for a Sadako/Onryo revert to make her more like her first version
    • Pig buffs more trapp focused and reduced terror radius to 24m
    • Doctor buffs to his illusions, so they move and do stuff
    • Ghost face buffs
    • Clown hindered nerf
    • Freddy rework like @GeneralV suggested

    Thank you, I sincerely appreciate the support!

  • @Malkhrim said:

    Indoor maps are fun and also good for the game: less holding W because you can't see where the killer is coming from; good oportunities for mindgames and intercepting survivor due to the low visibility; stealth is more viable for killers, which benefits the weaker ones; slower map traversal for top-tier killers like Billy and Blight; and finally, more opportunities to counter the nurse, since it's easier to hide from her line of sight and mindgame her (I'm aware that Midwich and The Game are good for her because of the double floors, though). In other words, they mostly make high tier killers harder to play and low tier killers better.

    Well, friend, there are reasons why Old Léry's was and still is my favorite map in the game.

  • Yeah, I'm having this issue.

    And I already have to play with a somewhat lower sensitivity because I cannot handle the sudden changes in direction from higher sensitivities, so this is just making my life as killer harder.

    As if being a Freddy main wasn't hard enough.

  • In light of recent events (last match), I think I am changing my "second most hated killer in the game" from Artist to Trickster.

    He is so rare that I had forgotten how just utterly miserable it feels to play against him. And I just had an extremely boring and unfun reminder.

  • Good matches of DBD?

    Definitely those trials that could only happen in the past when killers would prioritize their BBQ stacks over actually killing survivors and Ruin prevented the generators from being rushed.

    Not every game was like that, of course, but when they happened they were amazing. The game wasn't fast-paced, everyone had time to do the stuff they wanted to do and that is how it should be.

    Peak Dead by Daylight.

  • @Huge_Bush said:

    I’d like to see Scratched Mirror Myers get a speed boost of 150%. 😘


    Trapper to get faster trap setting speed and a base-kit movement speed boost for 7 seconds after setting a trap. Maybe boost his speed every time a Survivor disarms a trap instead? Let them test both.

    Doctor hallucinations run at Survivors.

    Nemesis Zombies instantly teleport to a downed Survivor and start t-bagging.

    Trickster gives up the knives and gets an machine gun.

    Skerchant gets reworked to stand on her drones and flys around the map. She laughs maniacally as she throws pumpkin shaped bombs at Survivors.

    Wesker gets a shirtless cosmetic.

    Freddy gets the rework @GeneralV wants.

    Love ya <3

    Thank you, my dear, I sincerely appreciate the support!

  • They went way too far with her nerfs, it was way too much.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816059#Comment_3816059

    Well, end game isn't going to be the same as it used to be. I'd like for them to bring back the ability to open the hatch early so that I can get the damn "Open the hatch with a key" challenges done without waiting for the killer to close the hatch, then hoping he doesn't find me before I can reopen it, assuming even then I am the last survivor. But that's not happening either.

    As for giving up and leaving your teammates, sometimes that's the best thing to do. I recently had a game where Ash had an active Reverse Bear Trap on his head. One survivor was already dead, Claudette opened the gate and dipped immediately. Jill stayed around in the exit gate because she was a "team player" (she told me so, along with how bad a killer I am and that I must be an only child because I don't know how to be a team player) and so I downed her and hooked her near the end of the EGC. She went tried to Kobe, failed, and then started struggling. The Ash's head popped and… they both died. Now, if she had dipped when the Claudette did instead of sticking around, Ash would have had a chance for hatch. But because she stuck around, he did not… and they both died. So yes, sometimes players should take the win they can get and not try to get everyone out.

    It isn't just a matter of BHVR reverting changes, it is also about playstyles. The EGC makes playing like the old Endgame difficult, but even if it wasn't around (and it shouldn't be, because there were better ways of preventing survivors from holding the game hostage), it doesn't change anything if someone still decides to facecamp.

    Dracula didn't have to camp at the end game, even if it failed. The old endgame requires changes to both the game and playstyles, which is why we shouldn't normalize endgame camping.

    As for the second point, it isn't even what I am arguing here. Just said it to give an example of an assumption.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817517#Comment_3817517

    I LOVED using class photo with the green beam range addon. Good times.

    Amazing add-on combination, my friends!

    Though I gotta say my favorite was Nancy's Masterpiece with Blue Dress.

    Increased range and less skill checks was my jam! I miss it so much.

    @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817444#Comment_3817444

    Yeah, it's ridiculous everyone has to be asleep for his add-ons to work

    And even then, they barely do anything. It isn't even fair.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817505#Comment_3817505

    Im saying theyre still too useful

    The nerfs were 100% warented, and I dont even think having access to 2 self heals with a medkit should be a thing unless you have perks

    Too useful?

    Honestly, MedKits aren't giving me much trouble as killer. If they aren't going to be reverted, then I don't think another nerf is required.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817444#Comment_3817444

    The answer is Freddy. Pill Bottle is a purple add on. One of his ultra rares only blocks exits if the survivor is asleep. His other ultra rare just gives him a power. 3 add ons are dedicated to changing snares to dream pallets.

    And to think he once had some of the most interesting add-ons in the game. Remember the original Class Photo?

    Freddy's tale is a tragedy.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817454#Comment_3817454

    Medkits have and are still the best item a Survivor can bring by far. Being able to get several self heals is nothing to scoff at. Its why CoH was so strong, medkits were and still are basically just that but map wide.

    Even nowadays some one can get 2 self heals with add ons. dressings and gauze arent even the best combo as you have the green needle and gauze which still allow you to get 2 heals (assuming you can hit greats) while also doing so faster.

    Not to mention styptic and syringe which are two of the strongest add ons for Survivors, arguably the best.

    The nerfs were very much waranted, one could even make an argument that it wasnt enough

    They aren't useless, of course. They can still be useful, but they could be more useful.

    I don't think there was really a need to go as far as they did with the nerfs, especially after CoH was changed.

  • I think Med-Kits were overnerfed, they could use some changes.

    No one had a problem with healing until it was allowed to reach extreme levels with the original iterations of Circle of Healing, which seems to have been a perk created with Hexes in mind: a powerful effect which can be removed from the trial. But Boons cannot be permanently destroyed, so that perk was unquestionably overpowered and I agree it had to be changed.

    But the Med-Kit nerf? That I think was too much, it shouldn't have happened.

  • Freddy's add-ons are terrible. RPB and Z Block are slightly better than the others, but only slightly.

  • @DrHyk said:

    For a moment I really thought they went back on the single scan line and gave us two back. When I loaded into a Custom match to see how her new haste feature worked, I was shocked when I discovered you have to get a survivor scan within 5 seconds of a drone placement to get it. This makes her weaker than the knight. You can literally just hold W and you won't ever be caught.

    Having 1 scan line makes her drones that easy to avoid that you're basically just an M1 killer now.

    I have nearly 6k hours in dbd. 50/50 Killer/Survivor and all the time I spent on killer was Skull Merchant. Now I have to wait probably longer than a year before her actual changes come through.

    As a lover of Dead By Daylight, I'm filled with sorrow and my motivation to even touch this game have dwindled.

    From the OCE's inclusion to SEA servers, making every game feel like a sweat laggy toxic filled session, to the only killer I actively enjoyed playing being gutted beyond recognition. I don't know if I want to dedicate any more of my time to this game, because you never know when your favourite aspects of the game will be gutted and changed.

    This was not a good job Devs…

    because you never know when your favourite aspects of the game will be gutted and changed.

    Welcome to my world.

  • It can be salvaged, if it is properly done.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817180#Comment_3817180

    Considering the gens used to spawn literally against the trial walls until recently, I think that goes further than just hatch spawns. I remember they essentially just sliced off the edges of the map to make it smaller, so assuming they never updated spawns along with it, it’s not very surprising that spawns were weird across the board on it.

    Gotta say those gens that spawn against the wall were some of my favorites to get as survivor. The killers I played against rarely ever patrolled them.

  • I hope so. Honestly I never liked Breakable Walls, I always thought they were a failed concept.

  • Good luck friend, this is one hell of a difficult challenge.

    I hope Freddy gets his rework before your journey to P100 with him.

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