GeordieKiller
GeordieKiller
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1752183#Comment_1752183
I’ll give you an A for effort trying to make Freddy seem like this very tactical and complex killer that requires you to completely change your play style and have this complicated thought processes to place 1 snare around a loop.
But... yeah no. Freddy is the strongest easiest killer even ahead of Spirit in simplicity that requires no investment from your part and allows you to wreck through competent survivors that would otherwise outplay you.
He definitely needs to be looked at and nerfed. He’s got crazy mobility with the teleport, insane passives, crazy mind games with fake pallets, huge slow downs with snares... he’s got basically a everything with no investment.
I really dont understand how he needs no investment from me as you do have to play smart with freddy especially in snare placements, map knowledge, tile knowledge, survivors normal routing etc he needs your knowledge of the game to be very effective.
His mobility is tied to uncompleted gens so his mobility gets weaker as the game progresses as gens will get done so he has less places to teleport to as long as the survivors (not freddy) dont 3 gens themselves also if the survivors manage their time in the dream world it means he waiting longer for his teleport, also less chances of them worrying about the snares or pallets.
Also have you played spirit ? she is not easy at all even with stridor and surround headphones you still need to be able distiguish sound distance and estimate where survivors are i played against those kind of spirits yeah they are challenging but i can still outplay them from time to time and even escape them.
so i strongly disagree with the whole notion that freddy requires no investment as its not true he does require your investment to be effective and that goes for every single killer they need your investment to be effective
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@Olising said:
https://forum.deadbydaylight.com/en/discussion/comment/1752124#Comment_1752124
what why? The whole reason I bought the skin was because it was glowing
No idea i do remeber seeing it on the patch notes but it was awhile ago sorry i cant pin point it maybe @MandyTalk can help?
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@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1752102#Comment_1752102
It really wouldn't hurt for them to eventually look at making Freddy a more interactive/engaging killer though. And maybe to remove some of the ridiculous amount of passive benefits he gets.
While I like that he was made into a strong character after his rework, he is now one of the most bland and dull killers of DbD (he's literally just an easier and stronger version of Clown, who is already a very straightforward killer).
From what I've seen in-game and on these forums many players seem to agree that Freddy is not fun, which IMO is worse than him being too strong/too weak.
Iam a freddy main so maybe a bit bais here but i find him very engaging and interactive in terms of playing him and against him cause
When i play against him he forces me to play differently and be more aware of my surroundings i can't treat freddy like a normal m1 killer especially if im in the dream world as thats a guarentree hook for me then. I also have to manage my time in the dream world and when its a safe time to get out of the dream world. He keeps me on my toes and i have to think what my plan where i find a vast majority of other killers its always the same tactic run to loop a and loop a number of times drop pallet and move to loop b. With freddy its like im at loop a oh hes placing traps i have to move to loop b do i have time can i make it take a risk or im at loop a ahh he thought of that loop i ran into a trap with already placed snares well played freddy let see if i can get out of it.
Also the passive sleep that fits in with the lore of him as freddy doesnt force them into the dream world he let the survivors( in film) do that by trying to stay awake as long as possible so they naturally go into the dream world and to the point where the body is so tired it forces you to sleep so the passive sleep makes sense and fits in his lore nicely
While playing as freddy i have to figure out snares placements predict survivors movement most likely areas that survivors run to prepare snares for them so i dont waste time setting up also manage my teleports as there will be times i have no info on which gens survivors are at so i have to guess.
Overall i find freddy more engaging and challenging which forces me to adpat and play differently which is great for the game as lets be honest if every killer has the same counters which some survivors want would it be a fun game for you as killer or survivor? but fun is subjective but i do hope you can see why i find freddy fun, engaging and interactive and why i believe freddy doesnt need a nerf , buff or changes to his base kit again only excepetion is the z block as that add on is really bad haha
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I used mainly the killer perks and i would say
Hoarder is fine its a niche perk does it job well,
Coup de grace not sure on that one im half and half with that one would perhaps change it from gaining and losing a token to just token base so each time a gen is done you permentalty gain a lunge bonus up to 100%
Opression like the idea of it but considering how weak base regression is and the huge cooldown not worth it they need to either buff base regression and massively reduce cooldown or that it has a neat side effect that if you run opression and pop the 25% regression hits the other gens aswell and keep the huge cooldown
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thats not a bug they did that on purpose think its in the patch notes cant remeber which patch notes though but not a bug im afraid.
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Power struggle is going to be a swf bully squad perk especially if they dont fix the bug that allowed repeat uses as it does state its a one time use. (Will add if it is not a bug and that the perk is repeatable then that need to change). I ideally want to see them bump up the wiggle from 25% to at least 35-40% also as far as im aware it doesnt reduce stun time for killer its the same stun time as a normal pallet stun
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Red ranks are weird as there are times where i go how the hell are these survivors red ranks and there are times where its gg mate in 3 minutes (those kind of matches are awful btw)
There is alot of balance issues going on as i do believe the devs are balancing around mid level plays which in my opinion is a really bad way of balancing pvp/ comp games im a believer in balance for high level plays and let it trickle down to lower levels.
But red ranks do have it fun moments just it takes a few matches to get one haha.
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If you have a issue with freddy teleport and BBQ wait till you experience Freddy Teleport and Thrilling forces you to run from gen and you cant work on other gens for 16 seconds!
But in all seriousness freddy is fine where he is he doesnt need a nerf and doesnt need a buff but if there were anything it would be changing the Z block as its useless for a purple add on
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Honestly why are we even arguing about a dc penalty this should of been installed ages ago like right at the start. All games have a dc penalty or a deserter penalty of some kind.
Bottom line is the DC penalty is fine as is and we dont need a voting system or anything like that. Its normal for games to have a penalty just dbd took ages to add it for some reason, But if you really dont want to be in a game for whatever reason but you dont want to take the dc penalty then one hook yourself problem solved.
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Its tough what i do is i get a standard build that kinda works with killers universally but with one change i add noed reason why it can be mentally tough losing constanly cause you are learning new killer so noed is there to potentially get a kill and mitgate the constant losing. But once i start to get a grip on the killer i switch out noed as i more confident and understand the killer more to the point where noed is no longer needed.
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That was a bug which has now been fixed and it needed to be fixed as the directional sound of her breathing made it way to easy to avoid her and made her near impossible to play in red ranks.
looking at spirit she doesn't need major changes she has a high skill cap is tracking sounds is not as easy even with surrond sound headphones and there are counters to her (literally go to you tube and google how to counter spirit dbd and you get alot of videos detailing how to counter her). But while i do believe she doesnt need changes in terms of a buff or nerf. If the devs did decide to do something hopefully it will be her shards glow more brightly when she going to phase so instead of a sound indicater its a visual one which in my opopion would be much better for spirit.
oh little fact the directional sounds when phasing was included during her ptb stage but was removed due to people saying it was to easy to dodge her :)
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Sorry those suggestion is just going to kill freddy they are really bad especially with lunge range he has the same lunge as any killer it just due to weapon he uses but good tip when playing against freddy if you know any other killer can hit you if they lunge at a certain point then it is the same for freddy.
He just strong on shutting down long loops with the snares and the pallets means you have to remeber where pallets are and which one you use. so in a sense freddy power is based on survivors keeping a eye on the map and using their heads to know what is the most likely places that snares can be placed and which pallets are real also it is up to the survivor if they want to stay in the dream world and deal with his traps and add ons or get out the dreamworld asap.
I would argue the reason why people hate him so much is in part they try to treat him as a normal M1 killer and believe they can loop him for several loops. Best counter to him is when he setting up snares on loop move away from it cause he cant attack when he charging the snare there a chance for you to get away. If you stay there you will get hit or downed then that is survivors fault not freddy. Also you cant get affected by the snares if you are awake so if you are awake then yes loop him normally but if you are in dreamworld DONT treat him like a M1 killer cause he will shut down any loops if he place his snare correctly.
If you try and treat him like a normal M1 killer you going to end up on the hook simple that is what he counting on, so play differently keep him guessing make it hard for him to read your movement predict his most likely snare placements and keep track on pallets if he running pallets. Hes a killer that actually forces you to play differently which is needed for this game different killers that forces you to play differently not the same old loop to pallet and loop again that is boring i want killers to be able to force you to play differently like Spirit, PH , Doctor, Nurse etc only thing freddy need is the block add on (especially the purple block) to be reworked.
Also the vast majority of his power is based around how survivors play so use it to your advantage he has counters use them will it be easy nope he a strong killer but he is not unbeatable just requires survivors to be smart and play to his weakness keeping awake and being unpredictable.
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Yeah base regression is so poor to put it in concept Ruin regress gens at half of a survivor repair speed while base does a quarter hence why people dont kick gens unless they have pop as whats the point to spend approx 3 seconds kicking a gen so it can regress at a quarter of a survivor repair speed to have it wipe in less that a second by a survivor.
In other word please buff base gen regress when kicked lol
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From the sound of the post yeah those survivors were holding the game hostage if they were refusing to progress the game. regarding the teaming with the other survivor from the sound of things normally yeah thats against the rules but i would believe giving the situatiation i would imangine that you might be off the hook there but dont hold me to that.
I would say if that was to happen again and lets hope not, slug them and let them bleed out probably a lot better option then trying to drag them to hook.
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Im hoping both i never had a good time on auto haven and ormond is well ormond.
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Yeah i have that issue aswell but here a temp fix channel the rites again but dont fully commit cancel it halfway that should get rid of the sound but you would have to do it after every full use of rites
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1717636#Comment_1717636
To be honest? The came might do better if certain perks on either side would be combined and the entire perk system get overhauled, but that's a different thread.
Oh i agree the perk system needs a overhaul especially the tier system but they need to do that first before even thinking about combining perks i can see alot of issues with doing that but yeah thats a different thread haha
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@CCClark said:
https://forum.deadbydaylight.com/en/discussion/comment/1717619#Comment_1717619
Bruh Haddonfield's my favorite :(
fair enough just for me it unfun to play in as a survivor i feel very safe no danger whatsoever and as killer if i dont have discordance or some sort of gen detect perk im going to have no idea what gens are being worked on as there no indication just makes it a nightmare on tracking.
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I would say no due to the fact if you combine them then you are freeing up a space to add another 2nd chance perk to the list and honestly that would be hell for killer especially if all 4 survivors are running the exact build. when it comes to survivors perks i believe you have to take into account the scearnio of what happens if all survivors are running it which i think sometimes the devs forget (looking at you desperate measures) and if you combine them then you have to take a look at what will take the free space and how thats going to affect the game, player enjoyment/frustration and balance. so i think if there were going to be any combine perks they are going to be a weakened version of them instead of two seperate very strong perks
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Hmm
balanced i would have to say badham preschool for me personally i find it a fun map to play in aswell (both sides)
unbalanced for killer it is ormond and then farm map and autohaven i never have a good time in those maps and for survivors hawkins is more killer sided then balanced.
Least fun map Haddonfield and red forest just so boring
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1715433#Comment_1715433
Why would you assume pre-determined locations?! That quite literally defeats the entire purpose of place-able totems. The idea behind place-able totems is that it does 2 things:
- Gives killers agency over where they want their totems and allows for more strategic planning.
- If your totem breaks, it's significantly more your fault than it is now, where totems can spawn next to a tree in a field on AutoHaven.
see:
https://forum.deadbydaylight.com/en/discussion/182997/place-able-totems-player-specific-totem-spawns
I've explained this in other posts, but with Undying, having a broken totem instantly respawn in the same place (maybe with a different color until Undying is cleansed?) lets a survivor know that they have to go find another totem first and they don't accidentally keep finding and cleansing the same totem in different spots over and over until only Undying is left. It removes the randomness of cleansing, which is a good thing.
The current Undying is a badly designed perk and is bad for the game. Defending a perk's design by just saying that since it makes matches longer, it must inherently be good, because longer matches means more chases. I would also like to clarify a position: "chases" are not the nature of the aspect that is fun about the game but "killer-survivor interaction", which chases fall under. Killer-survivor interaction comes in many different forms, and I am the kind of survivor who enjoys the non-chase parts of that. And when you talk about counters, sure. All that the undying prevalence is doing is making it so that I can't bring in hex totems casually into a match anymore because of the increase in maps I see or suspicions of a totem-detection perk I have. So, in addition to being sucky as survivor, the side effects suck as killer. Finally, when you mention that survivors have wanted more things to do, survivors are not interested in a longer task list or a sequence of somewhat meaningless (internally meaningless as opposed to externally meaningless, and in some cases even harmful) actions due to the random nature of totems. Survivors are interested in more things that are less linear or cause them to interact with other parts of the game with which they don't typically interact. Undying is far from that.
Reason i would assume pre determined spots would be for balancing reason so its not overly unfair for survivors who have to go and look for them best example would be the dream pallets you cant place them anyway it has to be in spots where pallets can spawn so i would imangine if the devs were ever going to do something like that it would be pre determined spots of where totems can spawn.
but again i think you missing my point on why im so against place able totems it is the matter of fact you are forcing the killer to waste time which they already have little of to find a place and place them for then giving the survivor a chance to break the totem so all that time placing them is wasted cause they found it and destroyed it. This idea is going to kill of hex totems builds as why would any killer bother to do it in the short time frame they have its not like survivors are going to wait for you to place totems before they work on a gen nope they are going to be on that gen asap. Of course seeing the counter argument well bring corrupt so basically if i want to do a totem build without a number of gens going i have to bring corrupt which only last 2 minutes then im already down a perk?
can you see the issue with placeable totems to much time consuming plus they can be destroyed still so all that effort and time you spent can be gone in a instant.
Undying is healthy for the game it does what it needs to do and that is slow down the game it creates more chases which i will always argue is the more interesting and fun part of the game, It gives survivors something else to do apart from gens but heres the kicker its still optional thing to do if it not bothering you then carry on as normal but hey if it is then get rid of the totems you have the tools to find them easily. Also yeah i know the risk of bringing two hex totems to a game especially with a team that has ways to find them quickly but it the risk im willing to take to have more fun longer games instead of games that can end in 5 minutes.
Its clear to me we both have different views on the matter and its unlikely we are going to agree with each other but in the end of the day we have no power on what happens to undying it is up to the devs but i do personally hope they dont change it as i do believe it has made the games more fun and balanced then it has been for awhile and it has been helping me improve my skills in pressuring map,gens,survivors etc as undying and ruin rewards killers who are able to pressure effectively.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1706572#Comment_1706572
okay, so, no. Undying is not a "good perk" in the sense of healthy for the game. It quite literally encourages the devs to not work on implementing more robust hex totem mechanics (such as place-able hex totems) because they can just point at Undying and say, "shut up, we gave you a perk to make up for what's wrong with the base game, so use it".
That's why I'm against Undying. It would also be better if Undying replaced the broken hex totem in the exact same spot rather than moving the hex totem somewhere else. That would already be a perk designed better.
Placeable hex totems? dear god no sorry but that is awful idea killers already have little time to work with from patrolling, chasing, gen def, breaking pallets and walls now while all survivors got to do is gens. If we were going to force killers to place totems it just upright going to kill hex perks as why would a killer want to waste the little time they have avaiable to go and place hexes in what im guessing is pre determined spots around the map.
Also the idea of broken hex just popping back up in the same spot is not a good one as survivors will go ahh ruin is back up let me head up to the same spot and deactivate it again.
So again the current undying is a good perk as it gives killers more time in the game so there are more chases, which is the fun part of the game btw not holding m1 for a number of seconds. But it also has stronger counters ie doing bones bringing map, detective hunch etc so undying and ruin doesnt have a permanet lose lose situation and hey get them both you just took out two killer perks out of 4. Also to refresh a point i made survivors have been asking something to do more then just gens well the killers who bring undying and ruin is giving up two of their perk slots so you survivors have something else to do bar gens.
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Spine chill is okay but the one thing that bugs me is the huge radius is bigger that a standard TR so if there were going to be a change to SC just knock the radius down to 30-24 meters but other than that its okay.
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You do realise the biggest counter plus the biggest downside is just do bones it is a hex perk aswell if you are having trouble bring a map, small game and detective hunch.
but let me throw this in so if i read this correctly your issue with undying is that if you get ruin not undying 1st it waste your time trying to find another lit totem and hope that its undying then finding ruin so it takes time away from the survivors trying to do their objective.
If that is the case would it be fair to say that DS or UB needs a nerf as it takes away killers time on doing their objective, cause if you down the survivor before 60 seconds since they got off hook the killer is unable to do their objective as they cant pick you up or slug so those two perks waste time for the killers to do their objective aswell.
Undying doesnt need a nerf or a buff its a good perk and it gives something that i have noticed a few survivors were asking another objective to do instead of just doing gens. So in a way killers are giving up two perk slots to give survivors something more to do in the game.
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I would still like to see exhaustion add ons as i would think they would be some nice add ons to run sadly we are seeing the death of exhaustion addons, which is a huge shame would love for killers to have some exhaust add ons for example freddy z block could be where if survivors run over the snares or drop fake pallet have a 6-10 seconds exhaust. Would add some more varity to add ons instead of having a purple add on for hemorrhage.
I think if we are to have exhaust add ons two things need to be certain regarding them
1st they need to be a high rarity they cant below purple
2nd they have a short duration max 10 seconds (the max duration could be changed but thought a max of 10 for add ons seems fair) considering how powerful exhaust can be but cant be like 3 seconds otherwise why make them a purple add onso looking between 5-10 seconds.
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I would still like to see exhaustion add ons as i would think they would be some nice add ons to run sadly we are seeing the death of exhaust addons which is a huge shame would love for killers to have some exhaust add ons for example freddy z block could be where if survivors run over the snares or drop fake pallet have a 6-10 seconds exhaust. Would add some more varity to add ons instead of having a purple add on for hemorrhage.
I think when it comes to exhaust add ons 1st they need to be a high rarity nothing below purple and 2nd they have a short duration max 10 seconds considering how powerful exhaust can be
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I like this DS it seems on paper very fair i would point out to the 1st post about how it could lead to survivors trying to bodyblock getting into chase with killer etc that would actually be a intreresting gameplay for the killer on how to handle that situation cause you know the survivor cant do any interaction or even be healed so you can let them be the annoying fly as you know that one person less on gens or anything else or you can slug them and if another survivor heals them up or i would imangine using UB or soul guard would deactivate ds aswell boom ds is gone.
Overall this would be the best version of DS in my opopion Nice work hope the devs do this kinda of change to it :)
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OoO issue is mainly the amount of free information it can give to SWF as if they need anymore haha its a pain in the butt to deal with as i say it gives SWF free information constanly and yeah it is broken if the killer is freddy. It not bad on solo but broken in SWF so it does need changing hopefully soon
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Legion is in a weird place hes okay at best but does need some big improvements for example reduce the stun from 4 to 3 and take away losing 50% of his power from basic attacks. But i have a sinking feeling legion is going to be play less due to one perk Desperate Measure, this one perk basically make legion almost useless as legion is great at damaging mutiple survivors very quickly but that one perk will just undo all the damage in a heartbeat vast majority of my games if i use his power to the fullest it can be undo in 3-5 seconds legion now has to use his power in small burst to reduce the effect of DM which just weakens him further
Hopefully the devs give legion proper buffs but im not really expecting it at the moment.
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freddy is not unbalanced and does not need a nerf at all. He just strong on shutting down long loops with the snares and the pallets means you have to remeber where pallets are and which one you use. so in a sense freddy power is based on survivors keeping a eye on the map and using their heads to know what is the most likely places that snares can be placed and which pallets are real also it is up to the survivor if they want to stay in the dream world and deal with his traps and add ons or get out the dreamworld asap.
I would argue the reason why people hate him so much is in part they try to treat him as a normal M1 killer and believe they can loop him for several loops. Best counter to him is when he setting up snares on loop move away from it cause he cant attack when he charging the snare there a chance for you to get away. If you stay there you will get hit or downed then that is survivors fault not freddy. Also you cant get affected by the snares if you are awake so if you are awake then yes loop him normally but if you are in dreamworld DONT treat him like a M1 killer cause he will shut down any loops if he place his snare correctly.
If you try and treat him like a normal M1 killer you going to end up on the hook simple that is what he counting on, so play differently keep him guessing make it hard for him to read your movement predict his most likely snare placements and keep track on pallets if he running pallets. Hes a killer that actually forces you to play differently which is needed for this game different killers that forces you to play differently not the same old loop to pallet and loop again that is boring i want killers to be able to force you to play differently like Spirit, PH , Doctor, Nurse etc only thing freddy need is the block add on (especially the purple block) to be reworked.
Also the vast majority of his power is based around how survivors play so use it to your advantage he has counters use them will it be easy nope he a strong killer but he is not unbeatable just requires survivors to be smart and play to his weakness keeping awake and being unpredictable.
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One of the most unbalanced maps in the game for killer the connecting pallets keep in mind some varations have three pallets in the space between two jungle gyms so all of them connected and then the main building it self plus all the sound issues that map cause. Im looking forward to the day they do a graphic update on that map as it will be getting a balance update at the same time like they did with badham and yamoka estate
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When i stream i mainly talk about balancing issues of the game and i do sometimes give praise where they use dead hard smartly but i would call out dumb moves from survivors like healing bellow a hook... happens way to much in red rank.
When i do get survivors TTV i tend to find majority of them just talking horribly about the killers there are some nice ones but i hear oh look hes camping what a loser, yet on my persepective i see track marks around the area so i know someone is near so why would i leave.
guess it just showcase what kind of streamer you want to be
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yeah its a bug as it doesnt work on all killers it mainly work for huntress as far as im aware and enduring use to but not anymore it was the reason why DS was buffed to 5 seconds till they changed enduring but didnt bring the DS to its orginal vaule.
As much as it was nice for killers to see a bug that affected survivors as killers have alot of bug issues...looking at you sound bugs i know it will be most likely fixed in the next hotfix patch or at the latest mid chapter patch.
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while i dont think dbd can ever be a good tourmament due to the rng nature of the game and how you have to put rules in for example only 2 DS is allowed for survivors. I take issue how people are dismissing the 1% or the tourmament players and saying we cant balance the game around them but actually you can, alot of games are balanced around the top players and the 1% because the top players shows more of the balancing issue then anyone else.
Take overwatch for example and the introduction to Brigg she literially changed the meta in the overwatch league to the the infamous GOAT meta ( 3 tanks and 3 support) before they had to nerf her and introduced the 222 system to try and balance the game so DPS can be used. Also at the current moment they are in the process of balancing Moria as she is heading to the same way as brig was. If it wasnt for the top players players who know how to fully utlise their powers we would never see any balance changes as mid or lower level players wouldnt showcase the balancing issue that those characters cause.
It is my view that balancing should be focused on balancing for the top of players so it trickles down to the bottom then you get a even playing field not balance it around mid level play that goes for any pvp game regardless of competitve or not if it has a ranking system/ mmr or its a pvp game i strongly believe you balance the top end so it trickles down to the bottom to create a fair field for both sides.
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buff
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1615444#Comment_1615444
Balancing killer addons around SWF is just a really bad idea and makes solo survivor even harder than it already is.
This addon is basically a waaaaaaay better i'm all ears without a cooldown.That's not okay.
Reduce the range on it to 12m,only apply the scoring event if a survivors aura is revealed and apply the aura reading only while you are slammed against a wall/object.
This would encourage strategic play rather than getting huge amounts of information for free
Thing is you do have to balance around swf but they should be buffing solo survivors aswell which they have done like kindred but could do alot more.
i dont think personally it need nerfing it just need bumping up on rarity thats all. and the add on does encourage strategic play as you have to decide what to do with the information it gives you and can i point out how you saying how its unfair that a add on gives such free information but it fine for swf to have that such information arguely more free information?
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@Flawless_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1613056#Comment_1613056
Dude stop with the EvErY tEaM i Go AgAiNsT iS aN eLiTe 4 MaN sWf argument. You sound like a certain streamer people talk about here sometimes. Everyone knows at this point it doesn't work like that and you rarely ever encounter a legit tournament squad people use as a case in point in this forum. Why is it such a taboo to play killer more than survivor and still recognize when a game mechanic isn't fair for the other side? I'm not talking about you specifically but I see this attitude way too often and it doesn't really make things better for either side.
The entitlement is real.
Did i say elite 4 man swf nope i say swf in general never said tourmanent squads i just said swf even if the swf is not elite they still have advantage on information on killer that is a fact.
I play both side but prefer killer i play survivor with friends casually but even then i notice how even casually playing the game im telling my friends where the killer is or am i getting updates on what going on with my friends regarding gen progress or killer location etc.
Regarding C21 i need to ask wheres the harm in a killer add on giving similar kind of information? that all swf have avaiable to them for free does it need to be a higher rarity yes i wont disagree there does it need nerfing no, while it does give you strong information its up to the killer how to respond to that information and make correct responses if they make wrong response to it then thats wasted information.
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@SadLegion said:
https://forum.deadbydaylight.com/en/discussion/comment/1612424#Comment_1612424
Your thought or Tru3Ta1ents thought? Cuz thats exactly what he just said on stream lol.
Yeah that addon is kinda busted, im sure they will change it. But hopefully devs wont mess with Blight himself and other addons. Because they are known for their ability to make useless addons and unnecessary reworks that ruin everything.
This is the first update in a long time when im actually enjoying this game, and i think they unironically did a pretty good job.
Both as i been taking in different view points and yes tru3 is one of them but it doesnt matter as if you look at c21 and compare it to swf then you would make the same conclusion aswell.
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1612424#Comment_1612424
The game isn't all 4 man SWF though.
This addon easily gives waaay too much info considering it's rarity.
It's too strong in its current form.
The game is vastly 3-4 man swf though and you cant ignore that fact when you are looking at perks or add ons swf has to be taken into account before saying something is OP or to strong.
HOWEVER i have been testing it out with different combos and even tried the purple version of this type of add on to see if the purple is better that c21 (the one where while rushing the aura is shown in a 8 meter radius) it wasnt. I do agree that it not a green worth add on its a purple level and need to switch around with the other add on that i mentioned. HOWEVER thats it there no changes need to it as it not busted and not op just that it is in the wrong rarity that is all.
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c21 is a strong add on that gives killers good info on survivors location on a near constant basis do you know what else give good info on a near constant location SWF on comms so how is it fair for SWF comms to have near constant information on killer but its not fair for a killer add on giving similar information?
if the game was just solo survivors then you can make a argument that it might be to strong but since swf exsits then its not as strong as people are making it out to be
just my thought on c21
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so far strong chase with good map mobilitiy just the turning range is bad way to easy for survivors to dodge atm loop wise not brillant would not reccomend using it in loops at all. add ons are actually decent bar the adrelaine one that is a bad one but other than that and placebo tablet some really good add ons.
Perks people seem to be finding my undying so easily lol but when it works it works like a charm, dragon grip got to fix that bug where survivors dont scream so for the mean time run survillance to help see if anyone touch the gen and blood favour is the weakest out of them all small range with meh duration and cooldown on a hex perk?! either remove the cool down or make it a non hex with a slight increase range 20-24 meters then it useable
overall not a bad killer but improve the turning range and he will be perhaps one of the strongest chasing killer in the game.
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@cloudface said:
https://forum.deadbydaylight.com/en/discussion/comment/1600853#Comment_1600853
😮 how does someone misspell balanced as "ballenced"? I just tried to misspell it a dozen times and couldn't.
https://forum.deadbydaylight.com/en/discussion/comment/1600874#Comment_1600874
"That is how in my opipion balancing should be done balance the top"..😮😯
Your "opipion"? Sweet baby Jesus do all Geordies have to fit the Geordie stereotype?
I can't keep on track with this argument with all these well written statements to work through 😧...I'm pretty stupid so I have to read things out loud and I'm making no sense when I hear myself 😢
So instead of adding your own constructive feedback you insult people grammer and spelling. Very helpful and what a great way to progress this discussion :/
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@mostlyghostly said:
https://forum.deadbydaylight.com/en/discussion/comment/1600898#Comment_1600898
well, if you are talking at competitive level play, then you can knock out doctor,oni,huntress and hillbilly from that list
huntress, oni and hillbilly i would agree personally i think doc would do very well in competitve as he shuts down loops, able to passively stop survivors on gens once they hit madness 3 and is able to find survivors the fastest espeically if you combine it with whispers the only issue with him would be mobility around the map so he would be more map indepedent but wouldnt be a bad choice for comp
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@mostlyghostly said:
https://forum.deadbydaylight.com/en/discussion/comment/1600868#Comment_1600868
I am saying that the game is not balanced because the only way a killer can stand a chance at a top level is if the play nurse and camp/tunnel and get a 3 gen along with 3 gen slowdown/stall perks. I think there should be more killers viable
viable killers are normally Spirit, Nurse, PH, Freddy, Doctor, Oni, Huntress and Hillbilly but yeah the current meta for killers in red ranks and top plays are gen slowdown perks even then its not enough
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I stopped caring when i had survivors who are trying to use this dumb non exsitant rules of the game. I even had survivors telling me i was playing the killer wrong best one is dont use freddy teleport as a decoy basically i had her running to me as she thought i was teleporting to the gen in front of her haha easy bait :P but yeah play the way you want to play and if you have to play dirty then play dirty your the killer your main objectives is get survivors hooked doesnt matter how just get them on that hook for the entity.
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while i dont think dbd can ever be a good tourmaent due to the rng nature of the game i take issue how people are dismissing the 1% and saying we cant balance the game around the 1% in fact you can alot of games are balanced around the top players and the 1% because the top players shows more of the balancing issue then anyone else.
take overwatch for example and the introduction to Brigg she literially changed the meta to the the infamous GOAT meta ( 3 tanks and 3 support) before they had to nerf her and introduced the 222 system to try and balance the game so DPS can be used. Also at the current moment they are in the process of balancing Moria as she is heading to the same way as brig was. If it wasnt for the top players players who know how to fully utlise their powers we would never see any balance changes as mid or lower level players wouldnt showcase the balancing issue that those characters cause.
That is how in my opipion balancing should be done balance the top so it trickles down to the bottom then you get a even playing field not balance it around mid level play that goes for any pvp game regardless of competitve or not if it has a ranking system/ mmr, i strongly believe you balance the top end so it trickles down to the bottom to create a fair field for both sides
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im not sure how that pop works as a timer to ds as pop activates when you hook and ds activates when you get unhooked so the timings is going to be off.
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Nightmare im amazed how many times survivors try to treat him like a M1 killer when they are in the dream world easy kills lol
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1594156#Comment_1594156
Matchmaking doesn't exist and lower rank killers don't ever slug so it's usually a waste of a perk slot.
yeah but op post is looking at red ranks so the top rank so it doesnt matter about lower rank this is top ranks we are looking at like before ruin change 80% of RED ranks uses this perk so op is looking at what survivors in top rank run hence my surprise UB is lower in the red rank survivor list as i come across it alot in my red rank killer games.
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Like the blood wardern idea would give the perk more vaule and would be a very useful perk to add to a build. The current version is very bad and gives very little value so this change would be awesome
Not sure on Remeber me would prefer it to boost timer to 30 seconds and remove the obession immunity or ideally change it where non obession survivors takes 30 seconds to open but obession takes 60 seconds that would make it intresting
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What i find interesting is how low UB is i expected DS to be top as it is one of the most powerful perks in the game but thought UB would be higher up thought 3rd or 4th