GeordieKiller
GeordieKiller
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im looking forward to seeing the new killer shack when the graphic update hits as it looks like a completely new killer shack and feels more threating and dangerous instead of a strong loop for survivors :)
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Quick question regarding the new power description does legion still play like normal legion as the power description sounds like no stuns from frenzy even the loss of power due to basic attack is gone from the description
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@Deadeye said:
The farm maps recently got a lot of changes. So I guess nope
Shame but thought they would redo the farm map like they did with the doctor as the old hospital didnt really need changing (but i do like the new one much better but it wasnt that high up in maps that i would like reworked personally). Be a missed opprtunity to at least not do a few tweaks to the map ie less corn fields ;P
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@GodNap said:
https://forum.deadbydaylight.com/en/discussion/comment/1402233#Comment_1402233
dying light is an awful perk xD
i would normally agree however it seems to work with legion as it put survivors in a weird postion they heal quickly but you dont want to do that with legion though so if they heal then you just giving legion a reason to use their power but if you dont heal then your making it easier to be one shotted and wasting the bonus that Dl is giving to you which in turns lets you build up on the stacks quickly combine that with ruin to slow things down its bit devasting for survivors as i have been 4king with the build i mentioned
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i would say dying light is for some reason really good for legion combine that with ruin i been getting alot of 4ks with it i normally run stridor bbq ruin and dying light normally go with the nasty blade and add on to extend the duration.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1402042#Comment_1402042
If we're being serious here:
Monstrous Shrine:
Your fervant care of the hooks surrounding the map has aroused the interest of The Entity.
Monstrous Shrine is applied to all hooks on the map. Hooked survivors can no longer attempt to escape, and will have their hook states progress 15% faster.
Hooking a survivor prevents entry or exit to the Basement for 20/25/30 seconds, and all survivors in the basement will scream.
[For clarification, that 15% faster hook state progression is equal to 9 seconds, compared to the 9% (or ~5.4 seconds) we have currently.]
Could even add that it changes the struggle to skill checks and each time they fail the skill check it gets faster in the hook progression (but the skill checks from MS will not be effected by madness or any perks that mess with skill checks)
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@TheEvilShape said:
I'm newer here, so please forgive any ignorance, but I feel like he's a weaker killer. As a survivor he annoys the crap out of me cause his hit box is so large (again, terminology might be off?) but it seems I can hop a window, be on the other side of the map or planet honestly, and he still somehow manages to hit me. It doesn't make sense. It's like that for a few killers but Freddy is the most frustrating one. Minus that, most Freddy matches are a breeze. Just frustrating cause he makes impossible hits.
Just to clarify on his "impossible hits" actual he has the same range for getting succesful hits as all other killers it just you are getting sub consciously fooled that since he has a small weapon he shouldn't be able to get you from a certain points but actually he can.
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its fine as is no need to give it a cool down or a fixed radius as @NursesBootie said its good for snowball killers
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you still lose points if you are face camping it just affects the emblem system not the bp but in all honesty any killer who face camps from start to finsih will be only getting 5-10k worth of points. But there's nothing that really going to stop killers who just want to face camp to face camp it is just you do gens and get out or die on hook if you aint a swf
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i tend to find we'll make it more of a swf perk if anything as the main issue using it solo is some survivors run off in a different direction before you can heal them
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I like that idea especially except for the add on bit i would prefer if they move the key out of the bloodweb and just make them chest only as i do see mori perhaps moving to being built in for killers but in a similar manner to PH mini mori so that would be a fair balance on the two most broken aspect of the game.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1370753#Comment_1370753
Honestly I prefer the Nancy's sketch/Masterpiece and a rope combo, or double Nancy's Sketch/Master combo, it's really strong and I feel like less of a ttryhard when I do so.
I like not using add-ons at all though tbh. If I can do that I feel like I win at life.
those are interesting combos will check them out to be fair i think the reason alot of people use the rope chain combo is cause their games go way to fast without it also can we get Z block reworked haha
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1370734#Comment_1370734
If you gotta rely on ropes & chains then you gotta get better.
Also a freddy main lol
i find the chain and rope combo a bit meh honestly i prefer the brush and chain combo as i keep survivors in the dream world longer so the chain effect is at it strongest for the majority of the match and yay fellow freddy main :D
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1370719#Comment_1370719
Well, yeah my bad with the maths, but I'd still prefer pop because it leaves addons and more perks free. Plus, it's dependant on your success, not their failure.
yeah think pop would have more vaule but it not a bad idea for another freddy build that isnt about the ropes/chains (freddy main btw)
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That actually a really good balance change gives a clue to survivors that its been activated but keeps the stealth aspect of it cause you dont know where it was kicked so you on alert for the next 16 seconds and more prone to mistakes.
I like it nice one there :)
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1370696#Comment_1370696
I wouldn't say its stronger than PGTW. That's a 24% regression unless you use lullaby, a Hex perk which can get deleted, whilst PGTW is a 25% regression. Dresses need them to fail skill checks, PGTW needs you to get a hook so it's much more in your control.
Also, PGTW is one perk slot. Dresses need both add-on slots, maybe a perk slot for overcharge and maybe one for lullaby.
it would be 28% without counting lullaby both have the same vaules just increase in auras duration and yeah the condtions of it would make it harder to pull off more the pgtw but if the regression does stack plus lullaby oh dear god is that going to be a time consuming build for survivors
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1370675#Comment_1370675
Well the regression might but the aura definitely doesn't.
yeah can probaly see why though 10 second aura why use retribution haha although i am curious if they do stack regression as looking it up on the dbd pedia the dress does a 14% regression so stack them up that stronger then pop
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@GoodBoyKaru said:
AFAIK blue and green dresses do not stack, but they do with overcharge and lullaby.
They could do, I'm not entirely sure. The aura reveal definitely doesn't.
could be the case with the aura but the regression does stack unless a dev can confirm this but normally if the add on states it does not stack then they will not stack if they do not have that in the description they do stack
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Wont work with ruin but with huntress lullaby and the genral rule is that if the description of the add on does not state that it does not stack then they stack so blue + green + Lullaby is a good combo as long as totem is still up and you get a couple of hooks in.
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Cages only stop Hook related perks not offerings best thing is to correct the description of mori to mention it applies to cages aswell
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1356509#Comment_1356509
When I look at the average number of kills for Legion, it's right in the middle. They're not the best, they're not the worst. This is across all maps, all ranks. That's as much detail as I can go into on this.
I think the person was asking your thoughts on the idea of reducing the stun time from 4 to 3 but its good to know they are average
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as much as i hate OoO as a freddy main i think its a fair trade off considering that survivors who do hook rescues while in the dream world will not have BT working and that is a god send sometimes
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@Onyx_Blue said:
@GeordieKiller of course endgame is a good way for a killer to get points. In your example, they played like garbage and it's now endgame, they literally get free hits and hooks via trading. Plus, slug pressure draws people back in. Not to mention that even that hiccup of 1-tapping a door to open it does still hinder the survivors escape run, they literally have to pause fractionally to open it. So, if we're using explicit examples here, then if the lever is on the side that involves them running past the main door to get to it, of course it is gonna slow their escape; as opposed to just hugging the corner and into the exit.
Of course endgame in it's current state is repetitive, it's the way it's gonna stay for a good long while, so gotta get used to it and understand that it is a good way for killers to draw on some pressure, get points and more kills via camping and slugging. And in the case of "no-gen-pressure-gamers" NOED comes in godly for them lol
please do not assume that im new at the game im a rank 3 killer with 600 plus hours on the game and some of the points are incorrect endgame is not a good way for killers to get points it never has been, there hasnt been a single game that i had that i pipped or gain a high score cause of end game at best its black pip with an average of 10-15k points that is not good at all. and 1 tapping the gate doesnt slow them down at all it is the same princeple as gen tapping in chase it doesnt slow them down. i do see we have some common ground that endgame is repetitive and boring but to say it is fine when it encourages bad taictics camping and slugging is not fine i want to do more chases i want more action not camp or do slugging those are boring (while nesscary cause of the current climate of the game) things. Endgame should have more pressure especially when it comes to gate plays but atm gate plays are completely in survivors favour and cause no pressure on survivors and it encourages boring gameplay and bad tactics ie camping and slugging
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@Onyx_Blue the hook trading doesnt really benefit you at all in terms of points especially in terms of endgame you are still most likely to lose a pip and at best black pip and if they have to pause that means they havent done the 99ing correctly as the 99ing we are talking about is the same thing with gen tapping where it doesnt take a pixel to stop the gen regressing it is used for gates aswell so they can avoid the pause and escape. Also i might personally add hook trading is one of the most boring methods to do and forces killers to camp so i would rather they change the gate/ endgame where its a bit more fun and add pressure on survivors not killers while im not sure on regressing gates and i think the devs have stated not going to happen i would prefer egc to happen when last gen is done you can increase the time length to compensate but that added pressure now they got to get that gate open quickly make survivors think on their toes on what to do in scearnios where someone is on the hook would make it much more fun. of course blood wardern and other end game perks would have to change which is fair enough.
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@Onyx_Blue said:
@BaroneMaximus Killers can open doors, plus, end-game is a nice part of the match for a killer to get some more points, and kills, if they struggled earlier in the match. It shouldn't be base-kit for that very reason. EGC makes survivors rush to the exits too early and harder to bait them back in for rescues. This is why 99ing doors most of the time benefits the killer. If they are encouraged to open them asap, the killer is pressured too much for making on the spot decisions as to go for hits and commiting to a possible down instead of potentially being strategic with it all.
that really doesnt make sense at all 99ing the door only benefits survivors because then they control when they want egc to happen when it actually benefits them ie going for rescues, killers opening doors is actually even worse for killers they lose points if gates are open due to the emblem system so why in hell will a killer open it. i really cant see how 99ing benefits the killer and that notion that encouraging to open it asap only puts more pressure on killer is weird as i would argue if egc started earlier it would put survivors on more pressure especially if theres a survivor on hook.
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Its a bit sad that you decided to be a bully but even sadder that you are gloating about it. What have you shown is your own weakness that you need all those perks as you are just not strong on loops or chases also the fact it was a 4 man swf is another thing so you stack yourself with all the advantages that has no real drawbacks and now you think your a "good player" and its fun to be toxic. Without the perks you will be just a toxic rank 20 with very little skill.
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for me personally i hate how 99ing counters blood wardern rather the condtions were changed to when last gen is done but you were able to hook a survivor then the exit is blocked for a minute when gates open makes it more interesting and adds a bit of a challenge for survivors when it comes to gate plays.
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@JustCats said:
The thing is, camping and tunneling being a problem isn't a survivor vs. killer issue. It's less fun for everybody. But you can't fix it by further limiting the only gameplay option that the killer has, as that's where the problem comes from in the first place. The obstacles in front of killers aren't challenging, they're frustrating.
Getting smacked in the head with a pallet - don't feel like I missed a challenge I feel frustrated. I can't block a pallet with a well timed button press, I can't dash through and beat the pallet coming down. I am helpless in that situation. All I can do is stand and wait for the survivor to decide to use it (a win for the survivor) or run foward and take the stun to force them to use it (a win for the survivor). The only way to turn this somewhat to my advantage is to somehow eat enough stuns early enough (without losing too many gens) that there aren't enough pallets for survivors to use later if they need them.
Running around a pile of trash trying to cut my big fat character model as close to the corners as I can - doesn't feel like a challenge it feels frustrating. I can't take an inside track, bloodlust only helps so much; I can't really do anything but wait for an LOS block or for the survivor to look away and reverse direction on which way I'm running. It's only a "mind" game for the survivor as they're the only ones with any real options (except Nurse/Spirit/Freddy).
Getting flashlight stunned when I'm stuck in an animation I can't control - doesn't feel like I made a mistake it feels frustrating. I can't do anything about it if I've already started the animation.
Getting bodyblocked trying to do anything - doesn't feel like I'm getting outskilled it's just frustrating. I can't do anything about it except what the survivors want me to do instead.
Having a chase extended by a "gotcha!" second chance perk - doesn't feel like a challenge to overcome it just feels frustrating. I've already done my thing, and they just serve as a take-backsie. I can't do anything to prevent them from triggering except to play around their trigger conditions entirely, if I know the survivor is running one. And normally the only way to know is to have it trigger once already.
All I can do, as killer, is show, chase, hook. I have no other options. And I am at the complete mercy of the survivors in being able to do that. Virtually all of the "counterplay" in this game is given to survivors with methods that are completely passive as far as potential response from the killer. Again, it should not be surprising that killers resort to camping or tunneling as those are the only two scenarios where they have any real control over anything, and the only scenarios where they can be proactive and force the survivors to respond (albeit in a limited way).
From a game design standpoint, you want each player to feel like they are in control over their approach to the objective. At the start of the match, every player should be on an equal footing in terms of playing proactively and determining their approach to trying to win. Killers in DbD start off on the back foot, and are forced to play almost entirely responsively to the decisionmaking of survivors. The survivors get first turn in the tic-tac-toe game every time, and killers just have to hope they're not paying attention or make a mistake.
This is not entitlement, this is objective criticism. When I play survivor, I know I have a multitude of options in front of me for how to deal with completing my objective in the macro sense. In the micro, I know I have a number of opportunities that are up to me to utilize well. That is healthy game design. As a killer, I know I have one thing and one thing only I can do about my objective in the macro sense - show, chase, hook. I might be able to make that easier by tunneling, camping, or slugging, depending on the survivors. In the micro, I know I have zero real options except to wait for survivors to miss an opportunity. When your macro options are only variable if you use "scummy" tactics and your micro options are virtually nonexistent, that is frustrating and unhealthy design.
The only killers that approach healthy design are the ones that let killers be somewhat proactive in the chase scenario (Nurse, Spirit, Freddy). And instead of complaining about tunneling/camping/slugging with them - they're OP cause pallet looping doesn't bother them as much so survivors can't use their favorite tactic to frustrate them.
TL;DR - Killers need more options to do something in a chase and more macro strategic opportunities to accomplish their objective. They're too one-dimensional from a gameplay perspective and that's why camping and tunneling are problems. The solution isn't to give survivors more help, it's to make killers more interesting to play.
i have to say that is a very well thought out explantion to why killers camp and tunnel and i was reading this and i was agreeing to every bit of it i think you truly have hit the nail in the head and hope alot of people see this post and have a understanding on why i would argue a vast majority of killers have been camping or tunneling and it has reevaulated my stance on being a player issue rather than a balance issue i think it now a bit of both as there will be players who are just going to camp and tunnel regardless of what devs do to make it less appealing but then the balance issues that has cause killers to resort to camping and tunneling is also a contribiting factor.
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Can say when keys are getting a rework honestly both need reworking as they cut short the games but you cant change moris without changing keys at the same time as they counter each other so both need reworking
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@chenais didnt say they didnt care about it just that it is very low on the list of look into. Balancing the game is more imporant then player issue hence the map reworks that have been done and more incoming also looking into gen speeds and early start of the game, matchmaking and of course perk balancing aswell. those take more precident then killers camping or tunneling and you like you said theres a chance to counter those tactic and escape still and who knows maybe when the game is a bit more balanced you could see a reduction in camping and tunneling
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camping and tunneling are punished in terms of bloodpoints and perks to counter them. they wont be changed as even the devs say its a valid tactic for killers to use even though they are bad ones also camping and tunneling are more of a player issue rather than a balance issue so its unlikely it will be looked into especially when there are still balance issues with perks (both sides) maps (ormond is still need balancing out) etc as much as you dont want to hear this it is highly unlikely these player methods are going to be touched and so what even then if a killer is going to camp the killer is going to camp if the killer tunnesl then they are tunneling regardless if the devs do anything to make it less appealing.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1342590#Comment_1342590
dammit my ruin + dead mans switch combo is useless and I thought I was being smart
yeah i was thinking about that but then peanits dropped the bombshell honestly pausing the gen regression cause its block is the dumbest thing ever done
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its 16 seconds so doesnt really make a difference to show the timer only thing i would say it need is a reduction on the cooldown to 30 seconds
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@Peanits said:
A few things to note:
- The game does not use the colour of your rank for matchmaking, it's based on the actual number. It's normal for a rank 6 to get rank 4 teammates/opponents, they're only two ranks away. Even at rank 7, rank 1 is still within the acceptable 6 rank range for matchmaking.
- You seem to have lumped in draws and losses together, but you haven't done the same for draws and wins.
The second one in particular seems to be the issue. You're counting a draw as a loss when it's really not, it's a draw. You neither ranked up nor down, you're staying right where you are. It sounds to me like it's more a perception issue in this case: You're doing well and you're winning about half your matches, and as a result, you rank isn't increasing higher than it should (or dropping any further and giving you easier matches).
I would strongly advise against using rank as a measuring stick. You don't need to be rank 1, not everyone should be rank 1. It's a number used for matchmaking, it's not something that everyone is expected to do.
I got to ask why a 6 rank difference it is way to much and makes the games unbalanced 3-4 is much fairer and fits in around the players levels instead of games where a rank 6 is going against rank 1 survivors as that just going to be clearly a unbalanced match if it means a longer wait time then yes that is fine if it means fairer matches and actually fun matches
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dcing for the hatch should be punished as you are giving the survivor a advantage and its exploiting the game as mentioned it bypass the normal waiting time of the scarfice to complete so it is bannable lets put it this way if the killer dc before you reach the exit and you lost those surivial points would you say thats fair
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dear god no spirit is one of the hardest killers to master but when you do oh boy does she destroy teams
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1334515#Comment_1334515
Why do you think moris are fine the way currently are?
They make the game much much easier for the killer.
Imagine if survivors had ultra rare offerings that would make repairing gens faster.Would that be fair?
they do have that it just add on not a offering brand new part :P but back to topic in hand you cant do anything to moris until you do keys at the same time both are broken mechanics that make the game end sooner than it should and they both counter each other weirdly lol so till keys are changed at the same time moris should not be touched.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1325248#Comment_1325248
People say staying awake is his counterplay,but you will still fall asleep even of you were awake all the time before.So how is this fair?
cause its how you manage the sleep and awake time and freddy in movie and game is all about getting the people to constanly fall asleep so lore wise it makes sense
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1325175#Comment_1325175
The Adrenaline your body produces when being in a life threatening situation would easily keep you awake.
But trying to apply logic on video games doesn't work anyways.
But why would you be against that simply change?
It would make freddy much much more fair to play against without making him too weak.
because freddy is fair to play atm he has counters and also he giving you alot of power to decide how strong he is cause you decide if you want to be in the dream world or not. Granted he is more challenging to play as/ against than some other killers but that is what the game needs more challenging killers to force you adapt and change your playstyle not do the same thing with ever killer. the only thing i would ever suggest is to change the block add ons
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1325070#Comment_1325070
Honestly,if they would just make it that the sleep timer pauses when starting a chase he would be fine.
Rewards players for staying awake and punishes those who didn't do so
it wouldnt make sense how does being in a chase running making yourself exhausted keep you awake in fact i would say that it would speed up sleep time again freddy is not overpowered not boring in fact he a killer that actually challenges survivors forcing them to be aware and adpat to the situation which should be the case for all killers freddy stay awake spirit backtrack and reduce noise when she phasing hillbilly turn a tight corner when he using chainsaw
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best way to put in low ranks its easier to play killer than survivor in high rank its easier to play survivors than killer
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1324714#Comment_1324714
https://forum.deadbydaylight.com/en/discussion/comment/1324683#Comment_1324683
Could you please explain then what the actual counterplay to freddy is?
Because staying awake doesn't really matter if you get pulled into the dream world anyway without freddy having to do anything for it.
(Not trying to sound rude,i'm just interested in your opinion)
as much as your going to hate to hear this its staying awake using any mean neccseary if that means failing a skill check fail a skill check if it means heading to clocks head to the clocks if that means survivors waking you up survivors waking you up freddy is depedent on you staying in his dream world as then his powers will affect you or they make his swing chains alot stronger also keep in mind of potential snare placements keep track of pallets and how freddy behaves around pallets as that can give clues on if they are fake or not. alot of freddy power is dependent on how survivors play and as i mentioned if you try to treat him as a normal m1 killer then that a gg hook for you
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freddy is not unbalanced especially in high rank. 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 if the survivor want to stay in the dream world or get out 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 window for you to get away. If you stay there you will get hit or downed thats is survivors fault not freddy.
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 makie it hard for him to read your movement predict his most likely snare placements and keep track on 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 only thing freddy need is the block add on (especially the purple block) to be reworked
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not going to lie when i first head about this perk i was like "oh ffs another 2nd chance perk" but in the ptb i find it meh it did cause one person to escape in my games but other than that its meh i think they done this perk to try and encourage survivors not to do hex totems so quickly lol ( another bandaid fix to a killer issue)
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All lunges are the same on every killer freddy just looks longer cause he has a short weapon but all lunges are the same for every killer
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freddy is not a overpowered killer especially in high rank. 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 if the survivor want to stay in the dream world or get out 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 window for you to get away. If you stay there you will get hit or downed thats is survivors fault not freddy.
as freddy you have to keep in mind on snare placements which is crucial as spamming it everywhere is a huge waste of time as a survivor will just run to somewhere else if you are spamming it. also pallets on when a good time to place them as if you do it in front of survivor they are going to know and if they are comms say bye bye to surprise pallet hits.
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 makie it hard for him to read your movement predict his most likely snare placements and keep track on pallets
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@shadowman0105 said:
https://forum.deadbydaylight.com/en/discussion/comment/1314585#Comment_1314585
For slinger if you get the sharpshooter event score it translates to his maximum range. It will definitely be nice and rewarding if huntress had a similar score event.
ahh ok but to be fair alot of people myself included dont notice it and thats normally after the shot im just saying before the shot just a audio cue might be nice and helpful
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@Almo said:
Tiles are 16m on a side. So if you know the tiles, then I think you have a good sense of 15m. :)
You can make it easier especially as 15 meters is still hard to predict especially as one of deathslinger addon is to shoot 15meters cant survivors glow when zoomed in or a sound clue like a evil laugh to signal oh hes 15 meters go for the shot?
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its most likely SWF as there is no rank difference limits unlike overwatch where if you are 1000 SR less then your friend you cant play comp this loose rank difference does seem to mess up the MM alot :/
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if its pinhead and his power has something to do with chains and being able to drag survivors much better then deathslinger im down for that but its most likely going to be candyman and maybe pennywise