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GeneralV

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  • I still have my little theory that hatch spawns in Pale Rose specifically were chosen back when the map was the biggest in the game.

    And now they spawn in the same areas, but the map is smaller.

  • @drsoontm said:

    I main Claudette from a time maps were properly dark and being a "Blendette" was a thing.

    After the maps becoming stupidly bright, I decided there were no advantage to make a change.

    I really miss my Blendette tactics. Those were the days.

  • @NarkoTri1er said:

    so...what happened?

    Gore posting... again.

  • It is the second time this happens and, again, I wasn't lucky enough to avoid it.

    This needs to stop.

  • @Dreamnomad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816833#Comment_3816833

    I think you're wrong about that. 2018 is 6 years ago. I don't think I've been playing that long and I definitely remember living through those things. I tried to look for patch notes for proof but I can't seem to find any from that era. If I'm going to be honest here, I was one of the worst examples of a face camper when I first played. I really don't have any right to get mad at anything a killer does as I have a lot of karma to pay back.

    I am not.

    Actual facecamping was removed when Freddy released (October of 2017) and actual infinite loops no longer existed outside of Haddonfield with Balance Landing.

  • @Dreamnomad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816569#Comment_3816569

    I'm going to make the argument that what you miss from 2018 isn't all the stuff you mentioned. What you miss is the game feeling new and fresh. It's easy to look back on things with rose colored glasses and forget about all the things you disliked from that era. Remember true face camping? As in the killer could stand right in front of a hooked survivor and other survivors literally couldn't unhook them. True infinite window loops? There used to be areas on maps where many killers had no counter play options. If a survivor ran to a certain area then your only option was to abandon the chase. The game was absolutely not more fun or healthy back then. It was just newer.

    Both true facecamp and actual infinite loops were before 2018, though.

  • @ReverseVelocity said:

    Old Freddy was a genuinely good killer, it's just people couldn't play around his weaknesses when playing him.

    I don't think this is an unpopular opinion these days, my dear friend.

    In the past? Yes. Many players tried to play him the same way people used to play Wraith and then got really surprised when it didn't work. But now, at least in here, I think many looked back and finally saw his strengths and advantages.

    When we get him back, I doubt there will be people claiming he is weak.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816664#Comment_3816664

    only thing in Wesker's kit that can be actually considered a problem is Hindered status effect, tho at the same time it's his only way of pressuring the map.

    His hugtech and urobending have a way to be avoided and his power is basically much fun to vs in 1v1s than those of majority of other killers.

    You're entitled to your own opinion, of course. I just disagree.

  • @Nursenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816643#Comment_3816643

    But you never explained why you hate Wesker. Why do you hate him so much?

    Oh, I was there. It still wasn't enough. The cloth isn't good enough to filter the nano particles of dirt coming into her eyes.

    Because of how bloated his kit is, for a power of that nature. Hyper-mobility can be tricky to balance because of the way survivors have to play around it. They are powerful abilities, after all.

    Hillbilly and Oni are good examples of well-designed killers with hyper mobility. Hillbilly has the charge time to keep in mind and Oni has to build up his power, but in return they are gifted a good power. That is fun, and fair.

    Wesker in the other hand, is a perfect example of a horribly designed killer, for a power of that nature. He has barely any charge time to worry about, he can vault, he creates a countdown towards Hindered and he gets a notification of your location as soon as you get rid of the infection (which you have to do). Passive slowdown and information are good abilities, but they cannot be paired together with mobility. This is way too much.

    Even if you somehow play perfectly against him you will go down, because you will get slowed down and once you're fully infected he only needs to get you once, while not worrying about… well, anything. And it doesn't help that the few resources you can use against him are scarce, thanks to the map reworks, so regardless of which direction he throws you (which shouldn't exist as an ability to begin with), there is a good chance you will be stuck on a deadzone with nothing to use. His hitboxes are extremely inconsistent. Not to mention his incredible potential for tunneling, which thankfully isn't as intense as it used to be before his nerf.

    Also, he doesn't even contribute to the horror atmosphere and his voice-lines are annoying.

    He is not unbeatable, of course. No killer is. But I don't think his power is healthy for the game. I would be happy to never see him again.

    Terrible killer design.

    Oh, I was there. It still wasn't enough.

    5 blinks were not enough?

  • @Nursenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816620#Comment_3816620

    You made numerous comments that you hate Wesker. What's your obsession with blonde males?

    10 blinks for Nurse is fair with all the bugs and buggy tiles.

    You made numerous comments that you hate Wesker.

    Of course, because I hate him more than any other killer. We are all here to talk about DBD, that will naturally include the things we dislike.

    I guarantee I have way more posts detailing how much I love Freddy than posts explaining my hatred for Wesker.

    As for Nurse, the suggestion of 10 blinks is definitely more unpopular than the fact of Wesker being terribly designed. I am not sure if you were here for that, but for a really long time Nurse used to have 5 blinks (and 7 on-release, but that was 2016 only), which was strong to the extreme.

    I think it is unlikely she'll ever get it back.

  • @Nursenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816607#Comment_3816607

    "Wesker is a terribly designed killer" That sure is a Hell of an opinion, which is extremely wrong. Thank god you're not a developer.

    This is a thread specifically made to talk about unpopular opinions. You can't really come here expecting to agree with what you'll read.

    Also, I wouldn't be so quick to scream the things you just said. Especially after requesting 10 blinks for Nurse:

    @Nursenjoyer said:

    Give her 10 blinks, thank you.

  • -Wesker is a terribly designed killer that should have never been added to the game, and if he is to stay then he needs more nerfs.

    -The EGC is a terrible and unnecessary mechanic.

    -Old DBD was better than modern DBD in every way.

    -Camping at the end game shouldn't be normalized.

    -Not a single iteration of Freddy was weak enough to be considered the weakest killer in the game.

    -Fun should take priority over actual balance.

    -DBD isn't a competitive game and it never will be.

    @[Deleted User] said:

    This game was more fun and healthy back in 2018 than it is now. Competitive attitudes and terrible killer design are hurting the game more than imbalanced perks, lack of QoL, etc. ever could.

    I agree.

  • Well, for most of my time in DBD I've been a Claudette main.

    She is a perfect, flawless character.

    She is beautiful, has a short but very interesting lore, her starting perks are pretty helpful, Blendette was an iconic chapter of Dead by Daylight's history and she is an OG.

    Thought recently I should also mention my second main, Mikaela.

    She was actually the last character I got to P3 before the prestige change. That was at a time when I was really unhappy with the game, and Mikaela was the only reason I decided to stick around for a little longer before taking a break, so she is special to me.

    I don't have a P100 survivor yet, but I hope to reach that milestone with both of them.

  • @Xernoton said:

    My favorite Nurse build: Starstruck, Devour Hope, Dragon's Grip and Haunted Grounds.

    Starstruck Nurse…

    images (1).jpeg
  • I wonder what happens if you mix the brightness of the Dream World with the darkness of Nightfall.

  • @KerJuice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816108#Comment_3816108

    now that’s my kind of party…cause ill be the fourth killer.

    Cool, it would be fun! Still hoping I will be able to play Freddy and team up with other killers at some point.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/429453/would-you-be-interested-in-a-4-v-16-game-mode

    Such a map would be the size of Europe, and would likely just melt a Switch trying to run it.

    Imagine going against Freddy, Plague and Doctor.

    You would be asleep, sick and mad. You wouldn't even see the fourth killer coming.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816012#Comment_3816012

    Except as others have said, if the killer runs off to look for other survivors, they are giving an easy unhook and likely the doors will get opened and everyone will get out. So it really is a case of either camp (again, anti-face camp is TURNED OFF BY BHVR) or else risk losing entirely. You can not 'appreciate the assumption' and claim that isn't what you said, but whether you said it in actual words or not, that IS what you are saying in practice.

    That would only happen if the killer fails to find anyone, which can happen. But, for example, Dracula there had BBQ, he knew where to look. And unfortunately I do not have them recorded, but I had trials where the killer still hunted and got hooks at the end game without camping.

    It isn't matter of expecting the killer to give up, otherwise I would give up myself when playing killer. It is a matter of wanting the endgame to be the same as it used to be.

    You can not 'appreciate the assumption

    I can. And I do.

    It is the same as if I assumed you just expected an easy kill and expected survivors to give up and leave their teammate to die. I didn't and wouldn't do that, because it clearly isn't what you said.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815396#Comment_3815396

    What else should the killer do? Go patrol the completed generators in case the survivors… go back to make sure they are repaired? Really there is nothing for the killer to do except wait for other survivors to attempt a rescue, or the other option is to give up entirely and let all the remaining survivors out which I am sure is what you think the killer should do, but that's just not reasonable to expect of most killers.

    the other option is to give up entirely and let all the remaining survivors out which I am sure is what you think the killer should do

    And when did I say that?

    Or when did I say that I, as a killer, always let survivors go?

    I don't know if you were here for it, but the endgame in DBD used to be more than just camping and rushed actions. That doesn't mean they never happened, but generally speaking it was a part of the game where there was still time for people to do things.

    Endgame camping wasn't normalized, it wasn't something you would expect to happen every single game. Killers would often go for another chase and another hook, it happened. And that is how it should be. I can understand the thought process behind doing it, but endgame camping is not fun for anyone involved, it isn't something that should have been normalized.

    There is a very clear difference between the old endgame and "giving up and letting survivors go" which I clearly didn't say. I do not appreciate the assumption.

  • Yeah, they went too far with Skull Merchant, this is excessive.

    I've only played against her twice after the nerfs dropped. The second got lucky with a 3-gen and a DC, but the first was literally powerless against us, there was nothing she could do. Skull Merchant barely has a power, and it is awful to think she'll be stuck with this terrible state for a year, at best.

    But then again, this isn't anything new. I know better than most how it feels to have your favorite character left to rot for years. The only difference is that, throughout the five years he has been left in a bad state, Freddy wasn't always weak. At first he was just boring, now he is weak AND still boring. And, funnily enough, also scheduled for a rework in 2025.

    Freddy is a perfect example of what not to do with a character if we look at his history: nerfed a week after release, reworked into something that completely deleted his identity and playstyle, nerfed again and then left without changes for a long time. SM got part of that treatment, a treatment that clearly should be avoided at all costs because it only creates bad situations. There is a reason why no one likes Freddy's current iteration.

    And considering the history of reworks we have, there is a chance the changes will fail and nothing will be fixed. I don't wanna be the bearer of bad news here, but the situation definitely isn't looking good.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815396#Comment_3815396

    This is the result of the game being focussed on kills. In end game, killers just want to get their kills and wrap it up. Most dont go away and try to get hooks.

    If hooks where a more central aspect of the scoring system, then End game camping would certainly become less popular. At least i hope it would.

    I think, my friend, that it is the consequence of the end game being changed from an actual part of the game to a timer.

    That is primarily the reason why I've always hated the EGC, ever since it was added to the game. It deleted the slower approach to the end game when there was actually time for things to happen, and instead it promotes situations like the ones I've encountered yesterday.

    Not saying end game camping never happened, because it did, but honestly the best memories I have from the end game are from before the EGC. Good where the days when the killer could go for another patrol or another hook.

  • @PreorderBonus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815396#Comment_3815396

    Bro wants killers to take a stroll around the map when all gens are done

    Yes, and enjoy the view of the downgraded reworked maps with zero horror atmosphere while they are at it.

    /s

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815396#Comment_3815396

    I understand your perspective but many people here find it fair game. A lot of good survivor perks deactivate during this time to make way for end game camping. I’ve never really understood it but it’s normalized here.

    I guess the other survivors could have attempted a save but honestly against Dracula that would have been a throw no matter what. The Plague had those survivors in a bad spot as well because one was injured and couldn’t heal without cleansing too far from hook. Yeah, you were pretty much doomed either way in both games.

    I can understand the thought process behind doing it, but I strongly disagree. This wasn't always normalized. It did happen, yes, but generally speaking the end game was more than scummy tactics and rushed actions.

    Funnily enough, my teammates did manage to save me against Dracula, but only because that Lara spun him and he missed his fire attack. Against Plague I wasn't so lucky.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815387#Comment_3815387

    What is the problem? Those killers appear to be camping during end game.

    Endgame camping is the problem.

    I have always been extremely against it. I refuse to do it as killer, and I hate seeing it as survivor.

    It is something that I don't think should have ever been normalized.

  • Well, I played a few games as survivor earlier today.

    Here we can see the "fun" and "engaging" gameplay for both sides that I was able to experience:

    image.png

    And here we can see it again:

    image.png

    Amazing.

  • Blessed are the Freddy mains who are free of such temptations.

  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814986#Comment_3814986

    Unfortunately I'll still play her regardless, she's so cool :

    Good luck friend! I know better than most how it feels to have your favorite character left to rot.

    Don't give up, you got this :)

  • All Things Wicked because I thought it was a small step in the right direction towards making DBD a horror game again…

    Well, safe to say I was wrong.

  • No problem, friend! Sorry for the trouble here, I just mentioned the event because they usually have a certain influx of players.

  • Honestly, I will be very surprised if I see Skull Merchant during the event. They went way too far with her nerf, this is excessive.

  • I must say(ble), I'd like if she got her own Iron Maiden shirt. I have it for Claudette and Mikaela, it is a nice cosmetic.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814269#Comment_3814269

    yeah, how long have that been now?

    I started playing in 2020 and Freddy was already bad by then, and they said that he will be reworked in 2025, that is at least 5 years.

    I have a hard time understanding that priority, knowing that every 3 month they release a new chapter. I wish that BHVR would acknowledge their loyal and long lasting fans, by putting one of those teams that work on new chapters, into maintaining and improving old stuff and then release a new chapter every 4 month instead.

    Freddy was reworked in July of 2019, and back then it was already a problem because his reworked power was never healthy for the game. The only difference was that he was strong back then, unfairly so at times.

    So he got a nerf in early 2021. And that's it, he has received no further changes to his power since that nerf in 4.7.0, except the changes to the Block add-ons, which are just a worse version of Nowhere to Hide and barely worth mentioning.

    Freddy has been in a bad spot for a really long time. This needs to change.

  • 77, if I am not mistaken.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814379#Comment_3814379

    If someone disconnects because they have an IRL emergency, would they then be considered a poor sport? How about a bad internet connection? Subjectively, I think those are valid reasons to disconnect, but the system does not. A player is penalized regardless of the reason; however, in reality the situation has nuance that any system cannot accommodate for. Nobody is disagreeing that you won't get penalized for disconnecting, the topic at hand is trying to diagnose why, despite a penalty, people continue to do so.

    If someone disconnects because they have an IRL emergency, would they then be considered a poor sport?

    Nope, but I said that on my previous reply. These things happen from time to time. The problem is that DCs / hook suicides are happening way too much these days, and it is very unlikely all of them are caused by irl problems.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814360#Comment_3814360

    Would you consider slugging out for 4 minutes poor sportsmanship? I would, but it is not an actionable offense that leads to bans. What you consider poor sportsmanship and what another considers poor sportsmanship is subjective. It is objectively true that you will get banned for poor sportsmanship because the rules based on subjective viewpoints are there.

    Therefore, disconnecting is objectively poor sportsmanship in DBD. Hence why your account receives a punishment when you do it.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814312#Comment_3814312

    It isn't objective by the definition of the word. They are the rules put in place by the developers based on their subjective view of how the game should be played. The issue is that people WANT to play these matches, but they want to have FUN.

    But there is no room for it to be contested here. Disconnecting is objectively a bad thing to do, it is poor sportsmanship. Hence why many games out there will punish such actions.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814272#Comment_3814272

    I'm not going to agree or disagree with you. I'm simply stating in that situation, I would not advocate DCing. There are plenty more things that ruin perfectly fine games than people DCing. The actual source of the problem is boring killing builds/overtuned killers/bad maps/bad ping/etc. What someone "should" or "should not" do in that situation is up to someone's own subjective view on the matter. It is different for everyone, and someone's personal ethics of whether or not it's okay is way beyond the scope of this thread.

    I don't think it is subjective. Leaving your teammates behind is objectively a bad thing to do. That is why we have punishments for DCing.

    If aren't going to play the match, then don't click "play". The exception is if something happened irl and you have to leave, but some cases are clearly rage quits.

  • Oh, I have one to tell!

    It is a story I've shared with the Forums before. It is a tale from the Old DBD, but it will always remain fresh in my mind.

    So there I was, playing survivor on Old Shelter Woods against an Insta-Saw Billy. Said Hillbilly was easily one of the best killer players I've ever seen: full P3 and extremely aggressive, barely gave us any time to do our objective.

    But us survivors did not back down. Even as Solo Queue, we would prevail!

    We hunted for the Ruin totem, we took chases, we fixed gens, we saved each other. We fought tooth and nail, really gave it our all. That trial was definitely a test of skill, for both sides.

    In the end, only two of us escaped. That was the outcome of one of the best trials I've ever had in DBD.

    And at the time it was a victory to be proud of! Now… well, now it is just a treasured memory from a better time... and a better game.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814041#Comment_3814041

    Pain points being: balance, core game design, meta killer builds, camping, tunneling, frequent killers due to dlc releases, etc. That is more than simply just balance alone.

    Not every trial will go your way, I agree. I also believe that every game should have the ability to be fun for every player, regardless of outcome. Please tell me how running 4 slowdown on A+ tier killers or weave attunement + franklin's is fun for any of the survivors involved. I am not advocating DCing in that situation, but this is essentially the point that's being made. People want to have fun. These situations are not fun.

    "We should never encourage, normalize or think the scenario where someone leaves because the match isn't going their way is something that just happens."

    I think this is a bit melodramatic. Nobody is encouraging or normalizing anything. The majority of people will not disconnect if the game is fun for everyone, even if you lose. You will still have people that disconnect for extraneous reasons, but that will always be the case.

     I am not advocating DCing in that situation

    Then we can agree that no one should DC / suicide on hook simply because they didn't like the killer / build / map / result of the first chase. Because this is what ruins perfectly fine games.

  • Hello, friend, it is good to see ya! It has been a while, hasn't it?

    Well, I must say I never have faith in reworks here. Me of all people would know just how terrible and damaging they can be. A single patch and my favorite character was gone, just like that. It wasn't fun, it wasn't fair, and it was bad for the game.

    As for Skull Merchant, it is hard to imagine what exactly they'll do to her. Honestly, the only problem I was having with her before the recent nerfs was my teammates leaving the game for absolutely no reason. When they decided to stick around and actually play the game we would often win.

    @jesterkind had a really good concept for her, btw, but there is no way to know if that feedback was ever read or acknowledged.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813561#Comment_3813561

    Essentially the game has become more macro-oriented over time, and the macro game is like 5x more in the killer's favor when it's a solo queue team, and 2x in the survivor's favor when it's a full, competent SWF, give or take the number depending on map setups (which the map pool has arguably become killer sided lately due to poor pallet design/poor loop distribution & replacing jungle gyms with garbage tiles on old maps). It's pretty incredible that all of the survivor nerfs over the years almost explicitly made solo queue worse and barely affected SWF at all. Because all of the survivor nerfs made survivors less self-sufficient and more reliant on their team to do basic tasks, so of course it was easy for SWF to adapt when they can ask Timmy to come heal them over at shack and ask Molly to go get Jimmy off the hook in the meantime.

    And yeah, @GeneralV, people give up against pallet Freddy. Because they're not bringing the mindset of "oh it's pallet Freddy" into the game. They're bringing the mindset of "oh, my past 4 matches have been absolute dogwater, and my teammates over there are doing nothing in an age of 90 second gens and slowdown stacking, great, guess it's GG". People bring tilt into their future games all the time. And they continue to play because the game is an addicting grind fest these days, and DbD still has 0, absolutely zero competition.

    But if a survivor is going to give up because of something that happened on a different match, why bother hitting "play"? At least let their teammates have someone who will actually try.

    I'm heavily against the idea of leaving the game because you dislike the killer, their build or the match isn't going your way. Before Wesker was released I had never left a match because of the killer, and even against him I've only done it thrice.

    @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813988#Comment_3813988

    I never said that balance was the only reason people disconnect. Freddy is an extremely boring killer to play against for some people, pallet Freddy even more so. Trials may be winnable, but at the end of the day, this is a game made for fun. If someone isn't having fun, there is no way you can keep them in the match, despite everyone else wanting the full team there.

    That being said, from what I've seen, most survivors DC against killers they don't like, 4 slowdown, awful ping killers, etc. They aren't disconnecting because they lost a chase to some random Freddy with 2 gens left and only 3 hook states.

    From my understanding it seems to be what your comment implied:

    Things aren't "evening out" they are swinging heavily to the killers favor. DCs are a sign that the survivor experience is suffering with key pain points,

    To be honest, I don't agree with your comment here. Yes, the game is meant to be fun, but not every single trial will go the way a player wants it to go. We should never encourage, normalize or think the scenario where someone leaves because the match isn't going their way is something that just happens.

    They aren't disconnecting because they lost a chase to some random Freddy with 2 gens left and only 3 hook states.

    This is unnecessarily harsh and disproportionate to my comment, I was merely sharing an experience that I've had.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813990#Comment_3813990

    i abuse that hook for camping now. it has made ormond such an easy map for killer to win on. ormond used to be way more challenging without that hook. now it is semi-free win. it is like eyrie of crows hook on top side that is super easy to camp.

    Yeah, the main complaint about that hook is indeed how it allows for an easy camp. But as long as Boil Over exists, I think it is necessary.

  • @Ayodam said:

    But what about Boil Over and Flip Flop or whatever.

    I thought this hook existed specifically because of Boil Over.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813849#Comment_3813849

    My initial comment was clearly humor. Hardly hypocritical unless you take everything at face value.

    Do you remember when the killer could mori with no hooks? Do you remember when ruin regressed a generator unless you got a great skill check? Do you remember release legion?

    Things aren't "evening out" they are swinging heavily to the killers favor. DCs are a sign that the survivor experience is suffering with key pain points, just like it did back then.

    I don't think that is the case, though.

    It is very unlikely that survivors giving up is being caused by the game's balance. That doesn't mean the balance is perfect, far from it, but several disconnects or hook suicides have nothing to do with scenarios where survivors are at a disadvantage.

    As I've mentioned, I've had people give up against me while playing Pallet Freddy. I've had teammates who abandoned trials that were clearly winnable. And recently this has been happening way too much.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813744#Comment_3813744

    Agreed. Like many DbD opinions, players will still cling to the 2016 notion that killer is the more demanding role. That's not necessarily the case anymore depending on the killer. I'd also add that it's frustrating to lose to what are essentially auto-pilot killer abilities. For instance, I despise Vecna. I think Mage Hand is probably the single dumbest killer ability in the game. And it took me all of 2 or 3 games to learn Vecna vs dozens for Wesker, Blight, etc. So many killers post-2021 feel incredibly cheap from the survivor perspective. Abilities are passive, set-it-and-forget-it, M2 zoning, or just work on a button press without any technical input.

    That's not necessarily the case anymore depending on the killer.

    Cries in Freddy.

    And I definitely agree with ya regarding killer design, friend. I think it really went downhill after Pyramid Head. There are one or two exceptions, but overall killer design was definitely better in the past.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811805#Comment_3811805

    I sincerely hope Freddy, Myers and Legion are on that roadmap.

    Same, friend. Same.

  • To be honest, my friend, I was kinda expecting to get the Freddy rework before the Halloween event.

    …Well, I'll go through the event with his current power, it seems.

    Other than that, I am excited. This is the first Haunted by Daylight event I'll actually be around to play. The other two happened while I was taking breaks from Dead by Daylight. So I am looking forward to see if it is actually fun, and if it compares to the excellent events we used to have.

    Also, I hope they bring back Mikaela's Witching Hour cosmetic, because I really want it.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813415#Comment_3813415

    Y'know, a few years ago, I'd have disagreed.

    But sometimes I do miss just how different the maps felt. I can't find the right word, but I think I finally understand what makes you say that.

    I am happy to know that, my friend!

    I think sooner or later most players will prefer the old visuals.

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