GeneralV
GeneralV
About
- Username
- GeneralV
- Joined
- Visits
- 10,623
- Last Active
Comments
-
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611150#Comment_3611150
Old DBD graphics! 😍
I am overcome with so much nostalgia even though I never got to experience the old Autohaven Wreckers. Still this takes me back to the days I actually considered this game scarry or atmospheric.
What I wouldn't give to play that game again...
Hahaha, I see the videos I shared have worked their magic, eh? Trust me, I know the feeling.
It is very unfortunate that you weren't here for old Autohaven Wreckers. As I said on another thread, you appreciate the horror atmosphere the old maps had. You would have loved to play on them, I'm certain of it.
And yes, that is another feeling I know all too well. Many people do not share this love that I have for the Old DBD, but hell I enjoyed that game. I'm telling ya, my friend, BHVR really should release a classic pack for us. There is no reason not to.
-
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611150#Comment_3611150
Ok, then it would make sense. I didn't know that. Thank you.
But there are quite a few instances of killers that don't use their own perks very well. So I doubt, they still follow that philosophy, if they ever did.
No problem, my friend! I'm glad to help. Whenever you wish to talk about Old DBD, i'm the person to call :)
And I'm not sure if they follow that philosophy now, but they did in the past. Perhaps not all of them, but most killers back then had actual synergy with their own perks.
-
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611128#Comment_3611128
Still, if the perks were meant to define the killer in that way, wouldn't they try to keep that in mind when reworking a killer too?
Another example of a killer whose own perks aren't good on him and therefore don't tell you how he is meant to be played is Bubba (Leatherface). Franklin's Demise and Knockout are both M1 perks. Playing Bubba effectively means to M1 as little as possible. BBQ, while not a bad perk on him also isn't that amazing on him. He has no mobility after all and walking 40 metres is more of a time than he can spare many times. I know he had a rework too but honestly those perks weren't good on him before that either.
Franklin's Demise and Knock Out used to work on special attacks, not just M1.
EDIT: Another demonstration. In the video, you can see that Bill drops his medkit after a chainsaw hit:
https://www.youtube.com/watch?v=Gakp3VYy9m0 -
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611140#Comment_3611140
Maybe introduce personal shrines. They know what perks you have unlocked, how about it guarantees at least one unlocked perk per cycle?
But where is the fun in that?
I like the mystery.
-
Hopefully Pain Res will show up on the shrine at some point.
I would like to test it myself.
-
@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611135#Comment_3611135
Yeah that was the thing his perks worked with him since it sorta worked his power. The reason why it's does work now is because of how his power is now I would suggest BHVR should have looked into his perks and altered them so they would at least match his power in some way.
Nah, his perks are okay they way they are... except Remember Me, that one needs a buff.
It is his power that needs a change. I actually have a thread about this, should you wish to read it:
@GeneralV said:
During the recent Reddit AMA, there was a particular question that got my attention:
Q: Hi, thanks to the dev team for making this Q&A possible!
When the first Sadako rework hit the live servers, a lot of Onryō mains were very vocally upset about the huge changes in how her powers work, requiring players to shift to fundamentally different playstyles, and also creating a more confusing experience for survivors. Is the upcoming Sadako rework aiming to make her more similar to the original version of the character, is it going to be just a couple of tweaks on her current iteration or will it be an attempt at "fusing" these two versions?
A: We have definitely heard the cries of anguish from Onryo fans. :D Our initial intention was to make condemned more relevant, but we've reassessed and yes, we are hoping to restore much of what players loved about the old kit while still enhancing it in some important ways. We sincerely hope her latest kit will resonate with killers and survivors alike. -Mike
And you see it, don't you?
we are hoping to restore much of what players loved about the old kit while still enhancing it in some important ways.
Whoever Mike is, he has the answer to Freddy. That is exactly, precisely what should happen. It is what I did with my own concept, and it is what I hope BHVR will do with him.
If restoring Sadako's old kit with improvements is possible, then why not do the same with Freddy?
There is a golden opportunity here, devs. Take it.
Please, take it.
-
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610473#Comment_3610473
Judging by that, wouldn't Freddy be an end game killer? That doesn't really work though because he literally loses his entire power against anyone with Adrenaline. No more teleports and Adrenaline wakes you up, so snares / dream pallets don't work either.
@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610893#Comment_3610893
His perks didn't change but his power did before his rework he more then likely was an end game killer I say was since a it was a while ago and I thought holding down the power button made survivors go to sleep faster in reality I don't think it did.
I never really considered him to be an end game killer, but there was an interesting little build you could do with Old Freddy and his perks.
Remember, the most prominent way to wake up against Old Freddy was using skill checks, but at the end game there was no way to force a skill check without being injured (as sabotage did not count). NOED skips the injured state.
Now you would have 5 stacks of Fire Up, 6 of Remember Me and Blood Warden on stand-by.
Using Old Freddy in conjunction with his own perks was never my preferred strategy with him because I strongly believe his power excelled at control, not relying solely on the end game. But he had far more synergy with his perks back then than he does now.
EDIT: Here is a demonstration:
https://www.youtube.com/watch?v=AVXbnrgVZlU -
I know for a fact that Old Freddy + Old Hillbilly was a devastating team in a 2v4. I think they would work well together in 2v8, if they were both reverted back to their previous versions.
-
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610949#Comment_3610949
The killer doesn't deserve a setback, no matter how minor, because the adversary played poorly.How about if the survivors make a bad play they all die instantly?
Mistakes should have variable costs. Hook trades mean survivors lose a hook state and the killer gets two hits that would have taken considerably longer to do in chase. To say that its a set back is crazy. It's not as strong as it once was, but the killer gets a free down.
Hook grabs were way too powerful, especially given they were ping dependent. They never should have existed in the first place.
How about if the survivors make a bad play they all die instantly?
There is no scenario where that happens. But bad plays and good plays have their consequences.
If there is a hook trade, a survivor walks away while another is hooked. There isn't as much risk here as there would be with grabs, and survivors seem to be rushing the hook more often.
That just doesn't sit right with me. The killer shouldn't lose a hook state on a scenario where the survivors made a mistake. If the killer made the mistake, then it is okay. Or if the survivors made a good play.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610875#Comment_3610875
So its more fair that Killers can proxy-camp and get insane value out of it? And this is CURRENT state. With Hook Grabs, it would potentially even more.
It is not always proxy-camp. Sometimes survivors rush the hook, we all have seen it happen. Not to mention all those times people unhook you during the chase because they think it is a good idea.
The killer doesn't deserve a setback, no matter how minor, because the adversary played poorly.
-
I think so.
My trials have been fine as survivor, but as killer I'm constantly being sent to fight against survivors who are clearly more skilled than I am. I don't know where the hell did MMR throw me, but I do not belong there.
-
Haha, it reminds me of this screenshot of mine:
That is the thing about playing solo. Sometimes you get lucky and everything goes well for you and your team.
Other times... well, not so lucky.
-
Finish the survivors, and go for Freddy when he gets better.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610794#Comment_3610794
A Hook Trade punishes a risky save.
What OP wants is to proxy-camp and then make it unable for the Survivor to unhook.
But the hooked survivor gets to leave, and that isn't fair.
Not when it was the survivors who made a mistake. You have to know when to save.
-
@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/400447/disgustingly-scary-game-mode
I hope they make an update to bring back the old Dbd atmosphere. From what I‘ve seen it looked far better back then.
It did, and it would be ideal to bring it back.
We can only hope they will.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610794#Comment_3610794
Hook trades do all of this.
But grabs do it better, because it interrupts the unhook.
In the trade, the hooked survivor leaves. The killer shouldn't have a setback, even if it is a small one, because the survivors played poorly.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610737#Comment_3610737
There is no healthy use of Hookgrabs.
Well, my friend, you can use it to punish a risky save.
A survivor should know when to save someone. If you went there while the killer was nearby, there has to be a risk.
-
Add that to the colossal list of changes I disagree with.
It just keeps growing.
-
Why does this thing even exists?
-
@Tostapane said:
I wonder why people realized this only now... This kind of BEhavior (pun intended) from the devs is going on since the changes of old ruin... I stopped playing dbd and writing on the forum since April, but i returned here to write only one thing before disappearing again: leave this game as soon as possible, it's not worth your time and effort... There are far better games out there...
P.s: waiting for the devs to cancel my comment as always
I still don't understand why they changed Ruin. Old Ruin was such a cool perk, I loved it.
It didn't need a change.
-
@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610652#Comment_3610652
yes a few update ago it's dumb I mean you hit them and just stop them doing the unhook animation
normally end in a trade unless the survivor gang up on you.
Jeez, that is awful.
If you go for a risky save, you deserve to get grabbed.
-
Hook grabs were removed?
-
@ili said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610433#Comment_3610433
aura reading, teleportation on generators, pull survivors into the dream world, it would be the best thing to happen to Freddy Krueger, i hope this concept becomes reality.
I am really really happy to read this, my friend :)
Old Freddy has always been my favorite killer, ever since I first started playing DBD all the way back in 2018.
As I've said, I wanted this concept to fix the issues other Old Freddy mains had with him while keeping the killer unique, viable and fun.
And it is really good to see that people like this idea!
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610448#Comment_3610448
i really miss unlimited wall-hack of his kit. i hope they return that whenever they buff freddy. it was by far his most unique mechanic that no other killer had.
Agreed.
It was an interesting concept, and there was plenty you could do with it. I remember my Spooky Freddy build, for instance.
Rest assured, my concept won't ever get rid of it.
-
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610430#Comment_3610430
No 3 gen? ☹️
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610450#Comment_3610450
https://us.v-cdn.net/6030815/uploads/Y7VEF7DJJAUD/download.jpg
Which of SM's previous versions weren't you around for? Both were terrible but one even more so than the other.
Incredibly based.
Edit:
Which of SM's previous versions weren't you around for? Both were terrible but one even more so than the other.
There was more than one?
I didn't know that.
-
@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610448#Comment_3610448
yea he didn't work for me,him now I can do fine but boring.
Very unfortunate.
Hey, if my concept ever becomes reality, and that is one big "if", please give him a chance. Just one.
I promise ya won't regret it.
-
I have a soft spot for Skull Merchant because she is from Brazil, and I like the representation (of course, she doesn't quite reach the "Jetstream Sam" levels of Brazilian representation, but close enough), though I gotta admit I still don't know what I'm supposed to do against her.
My teammates have a tendency of giving up against SM. And I wasn't around for her previous version, so I don't even know where that is coming from.
-
@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610433#Comment_3610433
i understand but time where killers can't atk at all was a little OP on survivor side and I don't think they bring back aura-reading into dreamworld that was what mean him OP or feel OP and he got add on for slowdown,I do think he needs a better power then what he got.
Don't worry, there are improvements here.
The Incapacitated effect during the Transition prevents a survivor from finishing a gen or unhooking someone right in front of you, so that time you cannot attack is well spent with mindgames. Besides, skilled Old Freddy's would almost always get a free hit from the transition.
As for the aura-reading, it is an important aspect of his kit. And if you wake up, it is gone. It isn't difficult to fight against it, I don't think anyone would consider it OP.
But then again, it is okay if this concept just doesn't work for ya. Everyone is entitled to their own opinion.
-
@NekoGamerX said:
Freddy needs buffs but I don't want have to bring survivors into dreamworld to hit them they so easy to wake up.
Bringing them into the Dream World has other advantages, namely built-in slowdown and aura-reading.
And I can't really remove a method of waking up. If people stay trapped in the Dream World endlessly, the killer will win every time. There has to be a chance to fight back.
-
@OrangeBear said:
The only changes that i dislike that they've done since may 2021 (when i started playing)
Is the nerfs to Hex : Ruin and Hex : Thrill of the Hunt.
Ruin is just garbage now i regret every single time i go into a trial with it.
Thrill of the Hunt lost it's notification when a survivor started cleansing a totem. This perk was great for hex builds because it allowed you to defend totems. It doesn't notify you anymore and only increases cleansing/blessing speed which doesn't really help if you don't have the information to interrupt it anyway.
I'll never understand why Thrill of the Hunt was nerfed.
It wasn't even meta!
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610215#Comment_3610215
I did go for this too... I want the Spoopy.
Though the other game modes certainly interest me too.
Yes, the spooky mode sounds really cool.
-
@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609781#Comment_3609781
To be fair current Freddy is still the weakest and easiest to counter killer.
Old Freddy was weak and I can see why some people wouldn’t find him fun to play. He was fun to some of us though and it sucks that we can’t play that killer ever again and instead got stuck with a killer who is still bottom tier and is also the most boring killer to play.
I honestly don’t care if Freddy stays the worst killer in the game, I just want him to be fun again. That doesn’t have to mean old Freddy returning, just make him fun and feel like Freddy Krueger.
Yeah, Freddy got hit hard with those last nerfs.
Old Freddy though... ah, those are sweet memories. My very first killer who will always be my favorite. I miss him so much.
That is why I talk about him everywhere. I need my killer back, even if he were to return without any of the QoL improvements that everyone wants I'd still play him.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610215#Comment_3610215
Bring back the old amostphere...
Exactly!
It is what we all want. What they proposed makes me think of the Murky Reagent and the New Moon Bouquet, but I would rather see them in the actual game.
-
@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610222#Comment_3610222
Perfectly.
You gave a good example of this in your point about killer design.
"Killer design is getting less and less creative, usually a repetition of anti-loop killers that you can only counter by holding W and pre-dropping pallets, while the older killers suffer with unnecessary changes."
How do you change things if the player base lament change while at the same time call for innovation.
You could say that DBD doesn't really need any big shakeups as its a pretty tried and true formula. Though that does lead to designs that need to fit into the tried and true formula. Because when it doesn't, its often remarkably unpopular or at least one group really enjoy it and the other endlessly complain about it.
There should be chase killers, stealth killers, gen defense killers, hook defense killers and BHVR try but the community response is always everything sucks but chases... make chases! Well you get what you ask for.
How do you get an innovatively different thing that works exactly the same as the thing that came before it? Because that's what being asked for and its nonsense.
I see.
Interesting points here, mate. I'll see what I can respond.
How do you change things if the player base lament change while at the same time call for innovation.
You don't, thats the thing. Just because something can be changed, doesn't mean it should. I have a really long list of things I think shouldn't have changed in DBD. The demands for innovation can be answered by the newer content, because they are the root of the problem. Killer design getting less creative, as I've said.
You could say that DBD doesn't really need any big shakeups as its a pretty tried and true formula. Though that does lead to designs that need to fit into the tried and true formula. Because when it doesn't, its often remarkably unpopular or at least one group really enjoy it and the other endlessly complain about it.
I'd say DBD had a tried and true formula, an excellent one, but it was treated poorly.
There should be chase killers, stealth killers, gen defense killers, hook defense killers and BHVR try but the community response is always everything sucks but chases... make chases! Well you get what you ask for.
Here I'll demand bragging rights for being someone who doesn't complain about everything except chases. I like killer variety, I really do. And it is there, but again, you see it more with older content than the new one.
Chase killer - Hillbilly
Stealth killer - Myers
Gen defense - Old Doctor
Hook defense - Leatherface
But then you get to the new additions: Chucky, Skull Merchant, Xenomorph, Artist... endless cycle of pre-dropping pallets and holding W. Sadako is a rare exception, which explains how happy people were when she released without an anti-loop power. But, as you've pointed out, there are complaints.
How do you get an innovatively different thing that works exactly the same as the thing that came before it? Because that's what being asked for and its nonsense.
You try to please as many players as you can. You keep the chasing killers viable, while also keeping that variety in. It isn't easy, but it can be done.
-
@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610215#Comment_3610215
That’s my favorite one too
Yeah, Disgustingly Scary is an actual good proposal.
-
@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610118#Comment_3610118
Whether a change is overpowered can be completely independent of whether or not its innovative, I didn't equate them I gave an example of innovative design and you answered in the exact manner I stated the community does in my example, with a complaint about it being overpowered.
A lot for the complaints about killers who switch up mechanics are typically that they have no "counterplay" and when you read between the lines "counterplay" means "can't be looped like other killers." So whether or not something is overpowered is independent of whether its innovative. Don't confuse the point.
Nurse was an example of innovative design and how poorly it can be received by this community, and your immediate "overpowered" reply demonstrates my point perfectly. I'm well aware of her age and it doesn't change the nature of her design. With respect to that I ask again... "do you want innovation or simplification?"
As for your examples of "innovative changes"
- We have one daytime map, we have multi-level maps, I'm always up for more variety but neither of these suggestion are innovative they are just asking for more currently existing stuff.
- We have some dynamically changing maps, the Game and Hawkins get more accessible as completed generators open doors, more things like this would be good. Again no specifics provided with what you mean by innovative dynamic changes.
- Creativity with killer powers - The Nurse example leads to people calling them overpowered and hence forth is a great example of wanting simplification not innovation so I don't think you are genuinely calling for innovative powers if you immediately go to "overpowered" as the counter point for an example of innovative design... but I've already covered this above.
- Better graphics is hardly innovative, its just an update, but there has already been graphics and animation updates.
- Consistently updating killer perks is a request for timeline changes not really innovative change, its more of a scheduling suggestion.
So again, innovation makes for a great buzzword, but if your examples of innovation are actually supplicative and your response to a genuine example of innovative design is "well that's overpowered", then the original question still stands unanswered.
"What exactly do you, and additionally a lot of folks who have replied with the same "they refuse to innovate" comment, want from the game that would be in your view an "innovative" change?"
"What exactly do you, and additionally a lot of folks who have replied with the same "they refuse to innovate" comment, want from the game that would be in your view an "innovative" change?"
My point in the thread was a bit different than everyone else's, because my primary concern is the way content was handled, instead of asking for more innovations.
Does that fit your line of questioning?
-
That one proposal that would make the maps darker and with a ton of fog sounds awesome.
-
That one proposal where the map would get darker with a lot of fog actually sounds extremely fun.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610102#Comment_3610102
1) Developers are allowed to change their minds over time.
2) The majority won't agree, as the majority won't even comment on this. Instead, we'll get Billy's fanclub rushing in to tell us the nerfs were unnecessary. Most people don't rush in to comment about Billy, because they're happy that Billy is garbage when most people play him.
3) Billy's curving was a problem with the maps back then. It was nerfed for a reason. It was nerfed for the same reason that Blight's large angle flicks were nerfed, and the same reason why Chucky's large angle flicks were nerfed. It just created way too many situations where the M2 power was a free hit.
1-) Not if they say it on the day they nerfed him, which was exactly what happened.
2-) You can test it yourself. Just make a thread. I still think most people won't agree with Billy's nerf.
3-) That is just your opinion. And if I may share mine, I had no problems with curving Billys whatsoever. That doesn't mean I never lost to one of them, of course not, but if they got me it was fair.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610062#Comment_3610062
He really wasn't the one character everyone liked to go against. Curving was mostly just "can you control a killer's movement for the short period of time where the game gives you something like 9,000 DPI". It was mostly just muscle memory.
And now that we have the map reworks with the awful collision, he needs to worry about that... but so does Blight, and Blight has a much higher skill ceiling because Blight sometimes needs to plan bump paths, which is much more involved than "I want to curve around an object".
TD;LR Billy's skill ceiling was always massively overrated, and didn't justify how powerful curving used to be.
The developers said themselves they were happy with the way Hillbilly was performing. There was never any reason for a nerf, especially not curving.
You can ask around here if you want to. The majority will agree that his nerf was not needed.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609979#Comment_3609979
Overheat was a necessary nerf because maps used to be filled with loops that were curve-able.
The actual reason why overheat was partially un-nerfed was because the anti-Blight map updates removed most of the curve-able loops.
Does everyone remember that most loops used to literally be smooth vertical objects with perfect 90 degree angles?
I'll have to strongly disagree on overheat being necessary.
Hillbilly was the golden child of DBD Killer balance, the one character everyone liked to go against. They took that character, and ruined him.
There is a reason why his rework is widely hated. I guarantee only a minority of players felt like Billy needed a nerf. A very small minority, in fact.
-
@ratcoffee said:
What do you mean "tunneling generators"
"Waltuh, put your flashlight away Waltuh. I'm not juking the killer with you right now"
-
Claudette will always be the best.
I love her <3
-
Healing should have never been nerfed.
-
@KaTo1337 said:
Money rules.
This counts for Otzdarva as well.
The overall frustration around Base-Players is very (!) unverstandable. I mean, little things take ages to arrive, while DBDMobile is showing heavily how you could move on.
Little things like a return of OG Freddy with Adjustments is taking FOREVER and gets delayed till eternity, while small things like the HUD gets hyped... which isnt that big of a deal. Its nice, it should have been around sooner, but everything just TAKES FAR TOO LONG for the devs to do.
It feels (!!!!) like all that matters is pumping out new chapters for money, copy&paste. It feels like the biggest part is creating killers and cosmetics, while gameplay gets abandoned besides small things.
They need 6 months (!) to adjust a perk, like WHAT?
Little things like a return of OG Freddy with Adjustments is taking FOREVER and gets delayed till eternity
Never give up, my friend. Never.
-
@A_Skinny_Legend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609549#Comment_3609549
I was one of the people that asked for a cool down ability to be implemented for Billy, and I thought that it was necessary to do so as he had too much going for him. He was able to travel long distances quickly and down survivors with one shot, all while having the minuscule penalty of missing his target.
Now that he has the cool down implemented, the killer must be more thoughtful about when, how and where the ability should be used, e.g. to travel long distances quickly, or save the ability in the event that you encounter a survivor that is nearby.
I think that it is unreasonable to characterize the people that asked for this change as people that complain about everything. We pointed out a valid problem that was happening too often in matches that involved Billy, the developers noticed and agreed that the complaints were valid.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609577#Comment_3609577
I don’t understand your rationale, if the community stops supporting the game financially then the game is more than likely to die as a result, unless you are expecting for this extreme, cave to my demands or suffer financial consequences/ruin approach will somehow lead the developers to some awakening which will get them to listen to the portion of the community that shares the perspective that you hold.
If the portion of the community which shares your opinion is dominated with such an extreme, dictatorial mentality, then it is no wonder why the developers are less responsive to that portion of the community, it’s unapproachable.
My advice would be to take a less aggressive approach so that the developers can become more receptive to what you, and anyone else which shares this perspective, has to say.
Also, I think that the community could benefit in recognizing that the developers clearly know what they are doing when it comes to prolonging the lifespan of the game, it has been around for nearly a decade and it is still doing quite well for such an old game, especially in a time period where games/ technology in general becomes old and outdated in a short period of time.
EDIT: My original response seemed a bit harsh, so I'm editing it.
Why didn't you focus on learning Hillbilly's counters? It was perfectly possible to escape against him.
There was nothing wrong with Billy, save for one specific add-on combo and even that can be debatable.
-
Third Seal.
It can be deceptively strong.
-
@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609787#Comment_3609787
Not really, because the main problems with him was not being able to attack anybody unless putting them to sleep and the easy skill check fail counter and and even in your rework it is still a thing.
Don't get me wrong, you do you and I'm not going to say what people should like or not, but I think that if what happened then proved something is that as cool and lore friendly that design was it is not viable, much less today were there is less casual players and more people would know how to counter him and gens going on so fast that adding a minimum of 84 seconds (7 seconds to sleep * 12 hooks, counting you only needed to put a survivor to sleep 1 time per hook) on top of a normal chase time would mean survivors would get the gens done before you could kill anybody.
Add to this all the other problems this design would bring (i.e. being unable to change targets without losing those first 7 seconds to sleep the first survivor, forcing you to commit to that single survivor until you down him) and as much as I like the concept I still don't see how bringing it back can benefit the killer in any way.
But I don't think that wasn't the main problem with him. The main problem was being unable to interrupt survivors doing stuff right in front of you, and this change fixes that. As for the skill checks, people need to wake up. Alarm Clocks are awful so they're out of the question, and I can't keep people trapped in the Dream World until they get hooked or find someone else. There has to be an escape.
Besides, there would be add-ons to decrease Skill Checks, as he actually used to have those.
Thank you for respecting the opinions expressed here, that already makes this better than many discussions out there. As for the rest, this depends on the playstyle. The thing about Old Freddy is that you weren't supposed to play him the way one would play Wraith. If you do that you lose, of course.
My strategy with him, and hell I wish I had my own footage to show you, was more inclined towards control. It worked back then, and I'm sure it would work with this concept.
If I do get my way, and that is one big "if", I'll try to expand more on possible playstyles, as we would be seeing him in action once more.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609480#Comment_3609480
It’s thematic but it seems OP. Just like old Freddy. In your video he’s targeting survivors from at least 20 meters away. And if he’s forcing survivors to sleep he is interacting with that survivor. There doesn’t appear to be a counter to this (besides trying to find a survivor who is awake to wake you up—built in slowdown). He’s intermittently visible more like Onryo than Wraith but it doesn’t matter because he casts this spell at a range. Looks like it can be done over loops and pallets. And he still gets..
- pre-nerf eruption
- three stacks of Thanatophobia (that can presumably stack with other slowdown perks)
- Permanent lethal on all survivors (outside of his terror radius)
He can presumably target multiple survivors with this power? And the counter is to randomly find sleeping survivors to wake you up or basically go down to the killer (get hooked, notify him of your location by failing a skill check). You don’t mention any cool down for this power and in your clip it does not look like there is one.
it needs a better counter than hope for the best & you need to scale your figures back (40% thana, incapacitated, etc).
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609787#Comment_3609787
I read your post which is how my critique is so pointed. I pulled everything from what you said. But what I didn’t say was that you want him to become Old Freddy. I’m pointing out your suggested changes would make him overpowered—like Old Freddy. You can’t give him 3 built in perks and a half-ass “well go find someone to help u” counter that’s really just passive slowdown for the killer. The rework is thematic but Freddy was changed precisely for a lot of the things your rework does for him.
Okay, now this reply is for you.
First of all, I'm sorry for the little confusion up there. I make it crystal clear that I want Old Freddy back WITH QoL improvements and people still come here and claim otherwise. It is extremely annoying and it gets on my nerves. So I apologize for that.
So... I must confess to being a bit shocked. No one has ever deemed this concept overpowered before, you're the very first.
As you may or may not know, Old Freddy (not the pre-nerf one, the one in the video I shared) was considered by many people as the worst killer in the game. As someone who mained him, I disagree completely, but I understand he had issues which needed to be fixed.
This is what this concept aimed for.
The Incapacitated status effect is there to prevent a scenario where a survivor would finish a gen or rescue another survivor right in front of you and there was nothing you could do about it. Now you can no longer do that, but you can interact with that gen / hook after the Transition.
The built-in slowdown is only for the Dream World, it disappears as soon as you wake up. The same goes for the aura-reading.
Survivors being unable to interact with the generator targeted by Dream Projection is something that I think should've been given to current Freddy, but this in particular could be removed if the majority decides so.
I definitely wouldn't call it overpowered. It is stronger than current Freddy for sure, but then again, most killers are.
