Avatar

GeordieKiller

GeordieKiller

About

Username
GeordieKiller
Joined
Visits
3,027
Last Active

Comments

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1287570#Comment_1287570

    This is probably some of the best advise and honest comment I have seen on this forum. I am curious how did it go for you as a Dev of the game when you stream? Like did you start small or did you explode due to the game?

    https://forum.deadbydaylight.com/en/discussion/comment/1287628#Comment_1287628

    Hit me up with a link I'll watch some. Always good to check out other killers and learn new tricks that person does.

    https://www.twitch.tv/geordieboysam/videos here it is hope you enjoy them :)

  • I tend not to but ttv in my name as considering i mainly play killer and i do come across some very toxic survivors where they would most likely harass me in twitch chat if they knew i was a streamer. What i do is keep playing always welcome anyone that pop up in the chat and be myself and if they want to follow great if not then thank you for at least having a watch :)

  • only thing freddy needs is a rework on the block's add on, the rest not a single change is needed he brings in a challenge for survivors and they cant treat him as a normal M1 killer he actually fun to play as and against as it beats the same old do gen run to pallet or jungle gym when being chased and loop for 5 minutes then escape.

  • If i spot them having a key then i will use a mori as clearly they dont want to be in the game to long so lets give them a helping hand ;P thats my primary reason to use mori the others are if i ran into that particular person/swf and i know they are toxic asf and if i had a really rough games with 4 man, gen rushed or just a bad game i tend to stick a mori on and a dirty build as a stress relief

  • Theres days where i do enjoy playing as killer and then there are weeks i despise it due to SWF and the same old meta perks which can say get really boring :/

    One of the reason why i still play and stream it is i get to play my favourite horror villan freddy kruger but that can only last for so long the stresses the killer games can cause is not fun or healthy and survivor is just so dull to play unless (the irony) its with friends

  • The main problem was this game was not designed at all for SWF, But due to increase demand it was added but they didnt do anything in terms of balancing the game to cope with SWF and now several years later it is a huge issue that is causing alot of issues.

    huge changes are needed to deal with SWF as op has stated its not about win rates it how SWF are removing the fun of this game.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264974#Comment_1264974

    Bring solos to swf level through information tools like a communication wheel, make chases a bit shorter, make patrolling gens a bit easier. Game fixed :)

    which they are already doing but yet we are getting killer shortages and doest address the issue of 4man swf or even three man to a degree if we arent going to do the reduce action speed then wouldn't it be fairer to actually put a limit on how many friends can be in a party that way the game wont be broken that is caused by a 4man swf group i would say a two man swf limit is fair on solos and killers.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264959#Comment_1264959

    We weren't arguing about anything you just commented. We were arguing about how fun it would be if gen speeds got increased.

    But you can see the problem SWF brings to the game that was designed around 4 solo players which was the original concept so if you believe increase gen times(or in op case decreasing action speeds bar vaulting) is not the answer how would you look into making the game more fairer for all sides.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264930#Comment_1264930

    Making survivors have more time on generators doesn't just make more time for chases, it also gives more time on generators.

    That does not make sense this is SWF we are talking about so they would have communication and would be able to organise for example "C: killer is chasing A can B go on Gen 1 and work on that while A try and delay the killer as much as possible" there has to be a drawback to SWF it cant be having very strong advantages with NO negatives and at the moment unless the devs can think of something better i strongly believe what OP has put is the best suggestion

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264890#Comment_1264890

    Hate to break it to ya...having more time on generators is generally not a fun time for survivors. I understand your error because it is a hard concept to wrap your mind around unless you yourself play survivor. Luckily I'm here to help you out :)

    okay just assume i never played survivor just cause my username lol so let me ask how is it fun to power gens in less than 5 minutes (i wish i was joking but it can happen) the main fun i would argue is the chasing and trying to escape the killer but the killer cant do that in less than 5 minutes especially against SWF the changes that OP are suggesting will make it harder for SWF but considering the advantages SWF have i think thats a fair tradeoff and i do believe it would make the game more fun and more rewarding then just being a repair gen simulation.

  • Im in favour of OP suggestion considering on what SWF brings with them but atm they have no negative drawbacks for doing SWF and for the people who says this is going to hurt casual can i ask would people who play casually with friends even care that theres a debuff if they just want to have a fun with friends and by slowing down the game it means you get more moments of thrilling chases close dodges and actually a fun time instead of holding M1 and then leave which in turns give you more bloodpoints!

  • @Chicagopimp2019 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262784#Comment_1262784

    Haha...I just noticed who the OP was. I was going to suggest you as a hag main...lol

    never really play hag haha only time i would play hag is if someone spent channel points for me to play hag :)

  • Yay thanks hope you enjoy them :)

  • Can i be a bit naughty and put myself for freddy/legion thank you

    https://www.twitch.tv/geordieboysam/

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1255328#Comment_1255328

    I'm not trying to argue the logic here about what is considered a basic attack or not. I'm just saying I think Legion's feral frenzy should receive the benefit of Sloppy Butcher.

    oh i totally agree with you there it would be nice but unlikely to be fair legion needs more or less a rework :/ or some serious buff like being able to see blood when in frenzy or not losing 50% of your power if you m1 hit a survivor or reduce the deep wound time from 30 to 15 seconds to make it actually drangerous as if im correct BT has a 15 second time to heal from DW that is inflicted on you

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1255283#Comment_1255283

    Those perks work on Deathslinger though.

    I just think changing Sloppy Butcher to work with FF would be a nice buff for Legion.

    that because deathslinger does a basic attack so it would appy SB if the chain breaks without him doing a basic attack then no SB

  • neither does keys as i could work hard in a match got a survivor in a tough spot on the last 3 gens then boom 3 escape cause a key was in play both mori and keys are broken and both need reworking as they just cut the game short which isnt fun and lets face have you ever de pip for using the key to escape as you can depip if you use a mori.

  • @Ivaldi said:

    And here's a prime example of why keys are fair to spawn randomly.. Last week I went up against an Iri Head huntress running Knockout. All she did the entire match was slug us until she could get at least 3 down before hooking someone. The match lasted for close to 15 minutes and she ended up making 2 people bleed out. It was down to a 2v1 and the other person was being chased, I was trying to find a med kit so I stopped yelling but ended up finding a key. Killer downed the 3rd survivor and camped her waiting for me to try and rescue.. I escaped via the hatch.

    If a Killer plays that way, they deserve to be punished for it.

    It sounds like you still had a decent game and was able to do saves, heals etc as the match according to you lasted 15 minutes which is the average length of a dbd game. It also sounds like you and your team wasnt full adpating to her playstyle aswell or she was outplaying you, of course without knowing full details of the match like how many gens were done what perks were runned which map etc i can only guess on what the match was like but i would guess she was beating you and your team with a valid tactic and with some luck you escape

    so why does the killer deserved to be punished just because her tactic was working so well?

  • i have been getting lag issues aswell where i get teleported to a random place or it drags me back (As killer) i believe it might be due to the huge numbers of people in the servers atm due to the virus and the servers are coping well.

  • keys are a broken mechanic that needs to be either reworked or removed this is including mori's aswell. Both ruin the game for either side while giving the otherside in hindsight undeserved wins. while we can argue about which is stronger (keys are stronger than moris in my opinion) the simple matter of the fact is that it cuts gameplay down increadibly short and is un fun to both sides.

    So rework the keys or mori or remove them as they are ruining the game for either side.

  • @AhoyWolf said:

    Legion does have terrible stats without addons, and I think there is a big room for improvements, so here are some Legion buffs and QoL changes that will help Legion get better. (I will not count addons into these changes tho)

    Feral Frenzy

    Base-Kit

    • Removed the cool-down penalty when hitting a Survivor while not in Feral Frenzy. (Was 50%)

    This "feature" that only Legion has is now outdated, due to the amount of changes the Legion got, I think this penalty isn't necessary anymore.

    Cool-down

    • Feral Frenzy cool-down starts recharging at the beginning of the fatigue, not after. (Like Nurse's cool-down)

    I think the 20 second cool-down is fine for Feral Frenzy, the problem is that the cool-down isn't actually 20 seconds, it's 24 seconds, due to the long fatigue, with this change the cool-down would be 20 seconds, like it's suppose to be.

    Fatigue

    • Decreased Feral Frenzy fatigue duration to 3 seconds from 4 seconds.
    • Reduced the amount of "tunnel vision" while in the fatigue.

    Legion currently loses a lot of distance due to the 4 second fatigue, decreasing the duration and reducing the "tunnel vision" should help Legion close the distance they lost while in the fatigue and keep track of the Survivor.

    The "tunnel vision" before the patch 2.7.0 and now.

    https://us.v-cdn.net/6030815/uploads/493/KBFCV40KQTXY.png

    @Peanits @Almo please change it back like it was before the 2.7.0 update.

    Power gauge

    • Stabbing a Survivor while in Feral Frenzy that already has Deep Wounds will end Feral Frenzy, but it will not deplete your entire power gauge.
    • Picking up a Survivor while Feral Frenzy is active will no longer deplete the entire power gauge.
    • Missing an attack while in Feral Frenzy will no longer end Feral Frenzy, instead you will suffer the standart missed attack cool-down.

    I never understood why is the Legion's power gauge so inconsistent, this should fix some inconsistency.

    Deep Wounds

    • Reduced the bleed-out timer to 15 seconds from 30 seconds.

    With this change the Survivors will be actually forced to mend, instead of just fooling around and doing Generators until their timer hits the last 2 seconds.

    If I missed something just let me know! :)

    This is what legion needs this will make him such a fun killer to play and face against this is how you fix legion!!!

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204514#Comment_1204514

    I'm sorry for answering the question and giving a surefire and strategic way to completely avoid the situation, as I was asked to do. But user error is not a cause for a change.

    If you were to show me a situation where an unhooked survivor is working on a generator and hops in a locker whenever the killer gets close, I'm right there with you. That's something you can't really avoid and is totally justified. This, however, could have been avoided very easily.

    yeah what op did was wrong always go for 1st down but here's a common scenario you go back to the other two hook them up then get the jane boom DS and she rescue the other person who then goes rescue the other two why is that becuase its only been 30 seconds from the 60 time limit even though you clearly didnt tunnel and you played it safe. You are punished for being a good killer and captalising on survivors poor choices

    Also before you say should of waited we have no indication on time with a survivor perk we are literally guessing every time if it safe to pick up and even then we got to keep in mind of unbreakable so that scenario is common

    If you truly want it to be a anti tunnel perk and not a anti momentum perk then put the condtion that it deactivates when one of the following things happen:

    killer hooks

    someone else you do any action (healing,repair, hiding in locker etc)

    or you are healed by teammate.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189475#Comment_1189475

    I dont throw freddy with clown be cause believe it or not snare placement requires some knowledge of the map to get desired results..clown..meh..hes like legion but reverse

    Sadly i think he just dont want to listen/ read i literally did several paragraphs going into some detail countering his points but i just feel like he doesnt cares he just always going to believe freddy is a brain dead killer when in all fact he does take some skill in terms of placements map knowledge and reading survivors

  • @BillyAndStu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189194#Comment_1189194

    I do like the idea of marked survivors gaining the oblivious effect. However i think the speed burst AND the low stun duration is a bit much on top of that. Stalking someone successfully alshould yield a higher reward for how broken the detection on gf in nightshroud.

    yeah thats fair what about the killer instinct every 3 seconds yay or nay?

  • Legion they still need some work their changes overall to them was a "slight buff" which honestly is very poor hell they even admit they nerfed him to buff borrowed time XD

  • @dhealy646 said:

    His recovery rate needs to be drastically increased. In return slightly nerf his recovery Addons. Stalking also needs to be more powerful to encourage it.

    i did come up with an idea for his stalk would like your thoughts this includes everyone let me know what you think (this did come from a post i done)

    increase rate survivors become marked on base

    slightly decrease durition on them being fully marked

    survivors do not hear the noise notfication of them being stalked till its 50-60% done (dont know if survivors can actually get a sound notfication on when they are being stalked but just added it just in case)

    increase range of stalk

    Stalk:

    when survivor is fully marked they gain the exposed status and are not able to hear the heartbeat or red stain for the duration of the mark even if GF is out of night shroud.

    any perks that will normally alert survivors to killer (spine chill, premontiton etc) will be constanly on throughout the duration of the mark

    GF will gain killer instinct on the mark survivor every 3 seconds while they are marked for the duration

    (potential but not sure if it could work- if GF is chasing the marked survivor while in chase with that survivor he gains the bloodlust quicker then normal and reduce stun of pallets if hit by the mark survivor)

  • @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188283#Comment_1188283

    That would be a penalty to placing snares if snares were hard to place. Snares are like two square meters across, there's no way you'll mess them up. While snares don't stack, running across a second snare does in fact extend the time you are slowed for. And if the Freddy player placed them outside of a chase, then there is no slowdown at all. You say that we can't loop Freddy like a normal M1 killer, and you're right, that's why he's stupid boring. You have to throw down the pallet extremely early and no mindgames or jukes or use of any real skill come into play. You don't need to strategically plan where to put snares, since as I have already stated those things are massive. Just place them a little past the pallet and if the survivor runs through it then you get a free hit. I haven't even played Freddy more than once and I still know where to put the snares. You also get a really good stalling tool for free. As survivor you have to run across the whole map or fail a skillcheck to wake up, both of which aren't good. And the Freddy player does NOTHING to get it, you just get free stall simply by existing. Freddy is just too powerful for how easy he is.

    Ok lot to read there and digest so i will go through some parts you mentioned first you can mess up snares i have done that several times but that can be easily due to my connection, skill etc the running over 2nd snare thats more on you then killer you ran over it and they arent exactly small as you have mentioned. But they also not that hard to see in fact they stand out quite abit so plan ahead.

    what im getting at with placing them before chases is that if you know a certain area is where survivors are more likely run to you place a snare there and if you so happen to chase the survivor to that location then you dont have to waste time placing snares there, you got them good planning freddy

    Also thought i would mentioned something i only discovered this not so long ago, that if you place snares right next to the windows even if survivors go through it they can still fast vault that cause it takes a second or 1.5 for the debuff to take effect. So placement is key again

    So because you cant loop freddy like a normal M1 killer thats boring?! sorry but it sounds like you just want all killers to be easily looped and run around circles which for me is very boring. Throwing pallets down early is still going to waste time which the killer doesnt have you are meant to eventually go down its up to you to waste as much time as possible freddy just cancel out looping but if he doesnt pre place snares (which is very effective and requires planning and knowledge of maps) as long as you know your pathing you can string freddy for 4 minutes and the rst of the team get gens done.

    the sizes of the snares i will give are big but considering the one key fact that i will mention at the end they are fine as is and forces survivors to either take it so they can optimally go around the loop or go around loop not as optimally drop pallet and move somewhere else.

    im assuming you are talking about dream world in the last bit the stalling is only apply if freddy brings the ropes which i think we can all agree in this current era where gens can potentially be done in 4 minutes there is alot of these ropes about so stalling is add on dependent what happens to you in dream world that isnt addon related is you can get affected by the traps.

    there are four ways to get out of freddy dream world two you mentioned the third is another survivor waking you up which is the safest and less time consuming (again depending on how you use it as it does take longer to wake up each time it is used) and the fourth (not best situation granted) is being on the hook. But ultimately it is down to your choice do you stay in dream world or do you wake up, do you rotate with other survivors so there always less people in dream world so the effects are weakened it is down to you.

    but the key thing is stay awake it maybe a challenge but if you can keep awake then the traps do NOTHING you aren't even affected by the chains and ropes (less so with the chains forgot it affects awake aswell but it effect mutiples per dream survivor).

    in other words if you are in the dream world get out (granted it is a challenge but isnt that what survivors want as they are finding it to easy lol)

  • @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187726#Comment_1187726

    What are the downsides to placing snares? You don't get slowed or anything, and it's literally just one second which is not enough time to run to another loop. Don't forget that unlike the trapper, his snares are massive and survivors can't just run around them. You arrive at a pallet, place a snare, and either the survivor gets hit or drops the pallet and runs away. As I said, brain dead gameplay.

    you cant attack there is a second cool down if you cancel the placing, snares take 1.75 seconds to activate so depending on the loop enough time to do a lap slowdown last for 3 seconds so again depending on loop and placement of snares you can still get to the pallets and it doesnt stack as far as i can tell so that why im saying spamming doesnt work.

    so again placements are key for freddy spamming does nothing but waste time and its down to the survivors and if they get themsef in that postion you describe that is their own fault you CANT loop freddy normally if freddy traps you with snares it cause you allowed it still thinking he a normal M1 killer. Also i find snares more effective when they are placed already instead of placing them mid chase

    @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187726#Comment_1187726

    Freddy may not be a brain dead killer, but he is definitely easy to 4K with and takes no strategic planning at all. I played against red rank SWFs before and 4K'ed as a rank 8 Freddy with 3 perks.

    again there is some stragetic planning ie placements of pallets and snares predicting people potential pathing etc i will say he is perhaps easier than spirt and nurse and no offense but that 4k doesnt mean alot sadly as there alot of variables like the swf could be bad, you had a strong map and perks, you understand the tiles on that particular map very well so you knew where to loop/place snares im assuming you were using snare freddy. But thank you for agreeing hes not a brain dead killer especially as i am a freddy main

    there are things i do agree like he is easier to potentially get a 4k then the nurse and spirit and the ease of placing snares but again spamming the snares is not that effective, but hes not brain dead you have to be smart on snares and pallets and survivors please dont treat him like a normal M1 killer cause hes going to destroy you if you do.

  • freddy is not a brain dead killer especially in high rank. he just strong on shutting down long loops with the snares and the pallets means you have to require 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

    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.

    a good freddy actually plans on when to use his ability but it still comes down to the survivors and how they respond to them 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

  • at the moment cause of the sound issues where it works and sometimes doesnt in terms of survivors grunting and pain noises stridor is very weak but normallly it is just a increase of volume so survivors grunt and pains are louder.

  • Sadly this is the era of slugging and face camping for killers while it is gen rushing era for survivors both sides of the era kills alot of fun but should the person be banned for doing those nope it is part of the game it sucks but unless theres a huge shake in the core gameplay this is the era we are in sadly.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180655#Comment_1180655

    This response is just you being bitter and refusing to do anything to help yourself, pure and simple. It's a hell of a lot easier to whine about generator speeds than do anything to help yourself right?

    And please, "Persistent over the past few years" THE GAME IS ONLY A FEW YEARS OLD HERP A DERP. But then again this from the genius who looks at a four paragraph comment on a thread and claims it needs "more detail" while he offers a whopping two sentences to the conversation.

    And just because you see posts of people whining about something doesn't mean they're immediately right. There's posts all the time about how every killer is a tunneling camper, does that make it true? The vocal minority doesn't mean automatic accuracy.

    So since the cordial response wasn't good enough for you, let's start laying out some harsh truths. The fact is, there is still plenty of killers who play at red ranks regularly, I happen to be one of them.

    Current screenshot showing Rank 1 taken at 8:02 PM 3/27/2020

    https://us.v-cdn.net/6030815/uploads/269/AGQSRILR5UUB.png

    Steam Achievement for Legendary Killer: January 27th, 2019

    Most of us haven't ran Ruin for many months and that was BEFORE it was reworked, because simply put it wasn't worth it at red ranks for most killers because survivors at those ranks can hit a great skill check. It was much more valuable to either use a direct regression perk like Pop Goes the Weasel on a more mobile killer, or eschewing generator perks altogether and focusing strictly on chasing potential to reduce chase times and exert as much kill pressure as possible.

    So now riddle me this batman. How is it that I and many other players like myself as I am hardly unique in this, have managed to climb to red ranks and even rank 1 month after month, are we just getting lucky with nothing but potato survivors every single game? Yeah I WISH. I get optimal survivors in 75% of my game. You think it's frustrating to get red rank survivors as a yellow or green rank? That's my normal playtime. And I seek that particular challenge out, why? Because that's the only way you learn what works in this game and what doesn't.

    Hex: Ruin was a crutch that allowed a lot of not that great killers think they were better than they really were. Hex: Ruin covered for longer than optimal chase times because survivors were looking for totems or having trouble hitting great skill checks. Well guess what happens when you get to red ranks like I did? That doesn't work anymore, survivors either find the totem immediately, or just power through it like it's not even there.

    So what was the answer? Cry? Whine on the forums (not naming any names here?) or learn how to get better? I chose the latter, I played game after game trying to maximize my chase times on multiple killers, learning how to optimize loops and end chases as quickly as I possibly could. Would I still lose? At times of course, but a funny thing happens when you start getting better and better at ending chases quickly. Generators stop popping, because you are occupying multiple survivors through either hooking them directly or forcing their teammates to come unhook your people. Then I learned about juggling, slugging for slowdown effect, when to proxy camp and when not to. I got BETTER when I got rid of Hex: Ruin than before I used it, because I didn't have the crutch to rely on.

    If generator speeds were an issue across the board, why do killers have absurd kill rates on maps like Hawkins and Way Worse on maps like Ormond or Disturbed Ward? If generator issue was the only problem wouldn't that kill rate be constant? It's because the MAPS are the problem. Mercifully BHVR has started to realize this with their new maps if nothing else. Saloon is actually quite balanced, Hawkins is pretty killer sided but I wondered if that was them experimenting with a map of all unsafe pallets.

    Does that mean there AREN'T any balance problems? Of course not, there are issues, some killers need some help, particularly if they are setup reliant, the emblem system is a mess, and matchmaking is atrocious. But no, generator speeds, IN AND OF THEMSELVES, are not the problem.

    TL:DR: Hey scrub, I get to Rank 1 every month being deaf in one ear and with reaction and game skill levels for a guy in his mid-30's. If I can do it, you sure as hell can do it if you put in some practice.

    In short.

    GIT GUD.

    think theres been a bit of confusing i was actually supportive of what you are saying it was the one line from clickyclicky which i should of have seen as a troll post my bad there, wasnt in the best frame of mind had a run of very bad games so my bad for being in the forum with that mind set.

    HOWEVER the fact you went on a personal attack on me without fully reading what i was saying (however short it was) cause if you did read it you would realise that i was saying the same thing as you that certain MAPS are the key issue but i saw other issues aswell never did i once complain about the gen times in that post. Honestly i think gens time are alright and would not support a increase on gen times as it is boring to hold M1 all the time. the ISSUES i have were three things:

    1. Toolboxes
    2. Gen repair speed perks
    3. Map sizes and distrubution of pallets and windows

    1 The toolboxes i disagree with the current set up less charge but faster speed as what i have seen being a rank 5 to 4 killer is survivors being able to use the TB to get the final 10% work done in seconds and you have to times that by potentially 4 if they all brought TB. I would be more in favour of high amount of charges but slightly to Moderately speed increase as when ever i use a toolboxes in real life i dont repair things in 44 seconds by myself. But on TB i will have to endure and adapt which i have been doing as they arent get changed anytime soon.

    2 Gen Repair speed perks solo fine no issues there but stacked theres the issue combine with the Toolboxes can potentially mean you can get a gen done in less than 35 seconds. But i will admit this is only a issue due to SWF so im not going to hard on this one as if they do something about SWF then this issue would be lessen however the third one is what im advocating for

    3 This is primanily focused on the old maps up to stranger things as i think from then on the maps they put out since stranger things have been balanced really well each giving advantages and disadvantges to both sides. The problem is how the old maps still have areas (god loops, infintes) where no matter what you do your not going to catch them at all and it is easily abused where the killer will have to leave you and you get off scott free to do whatever you need to do. Also the sheer amount of unmindable pallets and how easliy they are to go to one pallet to another wasting killers time and causing the gens to be done in quick succession. Now partly that is due to killer own skills but also why are there so many pallets or locations where there is nothing you can do but to either leave or break the pallet. I would be in favour of either sheer reducing of unmindable pallets either removed or replace with mind gameable pallets where a killer has a chance to get the survivor thereby ending chases sooner and then applying more pressure on gens. Also sizes of them most likely need reducing to give those killers who dont have high mobility a chance to apply pressure on gens.

    I will admit that the last post i made was not the best post i have made cause i wasnt in the right frame of mind which i can own up to as my fault. But i will not take that kind of response that you made that you assumed i was a lazy person who just wants everything handed to him no i do put time and effort in getting better at looping, outminding the survivors, learning when to chase or to break off etc to the point i have started to enter red ranks and this is without ruin aswell btw. I have never once in this post or last post insulted the person i was talking to regarding the last post the issue i was having was he just put one line with no room to debate or discuss like it was trying to shutdown the converstation never did i insult him by calling him bitter or lazy or even a scrub. I actually ASKED the person to put more detail in why he thought gen times were fine to have a discussion/debate instead of trying to shutdown this discussion.

  • @ClickyClicky said:

    Here’s a fresh take on it - gen times are fine

    Dude they really arent its stupid how quick they are. But that is due to the three keys things that i did mention in this thread but here it is again

    the issue is three fold 1st are Tool boxes and their "nerf" really isnt a nerf at all especially in high red ranks. the 2nd is gen speed perks that survivors have, solo they are weak but then you times it by 4 then you have a problem :/ and thirdly map sizes and amount of pallets and jungle gyms etc its to safe theres no real risk only hawkins and the saloon are fairly balanced maps.

    and here is Kwikwitted post that actually goes into more detail and actually even been helpful and give a few tips on what we can do in the meantime till the devs actually take a serious look at the gen speed situation.

    @Kwikwitted said:

    The issue isn't generator speed. The issue is map size. Hex: Ruin was a band-aid on the problem for a while but after it's rework the issue has become more prominent. Also when you remove Ruin, you remove really any incentive to directly hunt for totems, so survivors really have nothing to do now except get right on a generator. Add in on some maps it can take upwards of 50-60 seconds for a killer to walk from one corner of a map to another it's not shocking to imagine generators popping VERY quickly.

    As a killer, your best bet is to make sure your perk builds maximize your killer's strengths. If you are high mobility and can utilize direct generator regression better than most killers, so for example Freddy or Hillbilly it may be worth it to run things like Thrilling Tremors and Pop goes the Weasel, as you can hit the priority generator before it pops more often than other killers. Killers who need setup time should be running Corrupt Intervention to force survivors closer to them and also protecting three generators furthest away for 2 minutes.

    The best pressure a killer can exert right now is kill and hook pressure, you need to be downing and hooking as often as possible and maximizing your chase times to the best of your ability. It's very much a race in the current meta to get your hooks before they get all the generators and you should be approaching it as such, some targeted generator regression can help but don't let it distract you from your primary mission which is to get people on hooks, early, often, and always.

    Another thing is don't immediately go for a pickup after a down, take a second, look for another survivor nearby, getting two survivors on hooks simultaneously is GLORIOUSLY powerful against a survivor team as the team is basically forced to attempt rescues at that point. Anytime you can turn one down into multiple, even if it's only having an extra person on the ground for a while, you're still forcing someone to go pick them up or burn their unbreakable.

    these one lines that you done are not helpful in these discussions and debates. This issue of gen speeds has been persistent over the past few years and only been made worse since the ruin "rework" where i have laways seen 5 plus posts talking about gen speeds or map sizes.

    So please put something useful or even go into more detail on why gen speeds are "fine" instead of this one line no room to debate or discuss

    thank you

  • @asparagus said:

    It wouldn’t make sense to fix gen speeds. They’re already slow enough when your a solo, and if I’m being honest I do not wanna be sitting on a gen any longer than I already am, and it’s the killers fault for gen rush, if there’s 1 mistake it will change the match, like if the killer tunnels 1 survivor all game, or doesn’t patrol gens properly that will end up in a gen rush, but in no way does a gens speed need to be nerfed, they already nerfed toolboxes and I’m not wanting that happening to a gen.

    I also believe that the devs said they wouldn’t nerf gen speeds ever!

    sorry how is it killer fault for gen rushing when chasing can be extended by the sheer number of pallets and loops plus huge map sizes and sure killers cant make a single mistakes but how many mistakes are survivors allowed?

    the issue is three fold 1st are Tool boxes and their "nerf" really isnt a nerf at all especially in high red ranks. the 2nd is gen speed perks that survivors have, solo they are weak but then you times it by 4 then you have a problem :/ and thirdly map sizes and amount of pallets and jungle gyms etc its to safe theres no real risk only hawkins and the saloon are fairly balanced maps.

    i do understand how boring it is just holding M1 but do you understand how boring it is to potentially lose 3 gens in 2 minutes for 1 chase

  • @ThisGuuy83 said:

    Stalking is pretty much pointless unless there on a gen and you can do the peek stalk without them seeing you, because it builds super fast. By the time they notice, it's too late, and it's a free down. Other than that, it's pointless, unless your on huge maps where you can see pretty far, then try hills. It's amazing what the stalk can see that you can't. What I don't like is how you can't stalk through the Cornfields or parts if the swamp, but they can almost instantly reveal you.

    think thats more to do with dedicated servers my issue is theres not that much of an reward for stalking as like you said most of the time its pointless. i just thought those changes that i mentioned would give it more of an incentive to actually stalk as it rewards you for getting the stalk off.

    @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180038#Comment_1180038

    What seemed like the biggest risk for that tactic is the time burned if it fails.

    If you get the stalk and the down, you've saved some time (or a LOT of time if the survivor you took down is good at dodging chases) but if you don't get the hit, that's a lot of time you've now kind of thrown away with nothing to show for it.

    I'll be curious to see how well it goes when I actually try it out.

    let me know how it goes :)

  • @tippy2k2 said:

    I've loved using Ghost Face but I am absolutely awful with Stalk. The GF I just played though was really good and I think I'm going to just copy what he did.

    Generally, he would just stalk from farther away (ideally on like...a hill or something high up). I assume there is a range of some kind but he was able to be pretty far away it seemed (relatively) and still hit us with the stalk.

    I generally try to get close before I stalk but survivors rarely let me (since you know...I'm close enough to be relatively easy to see) so his tactic of getting high up, getting you hit by exposed, AND THEN chasing you seemed to work really really well. I actually rarely even bother with stalk with my technique because like you said, I can usually get the hit without the stalk (or if I'm really lucky, get the interrupt) but I'm going to try that opponents technique and see how well that works.

    aye the hit and run tactic is very popular with GF atm but i do like the stalk but like you said its bit meh to use just thought that with those changes it gives more vaule to stalk the main issue with the other person is the distance he stalks he has to predict your movements when you get exposed which could lead to him losing you and all that stalk wasted but will give it a go and see what its like.

  • im not ignoring your points im actually disproving them cause you dont want to face facts that freddy actually takes some skill especially in the high ranks, placement is key spamming them does nothing as you waste time and any smart survivor would know if he is spamming the area you move away and head to the next pallet.

    your points just tells me you mainly deal with begginer freddy which leads me to believe you havent face a high rank freddy

    im actually a p2 freddy main so the fact you are dismissing me is offensive im trying to give an insight and help you and other understand that freddy despite all the notion he a braindead killer actually is a challenging killer to play.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164609#Comment_1164609

    You place snares as you loop, you dont lose distance as you do it, you recycle old snares

    they ISNT any risk to placing, you cam spam them and bloodlust people to death lmao

    from the sounds of things you try to do the same tactic as you do with any m1 killers run around the loop freddy can shut that down so instead running around a loop drop pallet and run somewhere else.

  • @Mrjuice said:

    Well the new Freddy definitely requires less skill. I would have loved the old Freddy w/ some tweaks and maybe a secondary power.

    New freddy takes more skill then people realise again its all about placement of the snares for example if you place a snare right next to the window the survivor can actually fast vault cause it takes a second to make them slow vault so placing them right next to windows is pointless so you place them on where survivors most likely run to get to window so you got to predict their path.

    New freddy needs so much skill there is a reason why he classed as hard and not easy.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164583#Comment_1164583

    It really is easy to place snares

    drop them as you loop since you can constantly place them without movement speed reduction, whereas someone like Trapper has to go and get his traps, stop and place them and then can keep going

    His snares can be spammed without any risk or forethought

    disagree on the non forsight you have to keep in mind that they have 1.75 sec activation slows them down by 15% for 3 seconds but can still drop pallets or vault so spamming it gives really no vaule so you have to place them well to get vaule. i hate the nontion that hes a braindead killer he's really not he does require some planning

  • hey freddy main here

    hes not boring at all he can do so many builds just the issue is due to the current climate of fast gens freddy main tend to stick with slow everything down (even then it doesnt always work especially with high rank survivors). also he offers a different challenge for survivors instead of the same tatic that is used in vast majority of killers run around a loop constanly freddy can shut that down fast.

    Its also i like to add that playing freddy placement is key for his snares so hes not that easy as people are making out

  • i really hate the condition that it activate when the exit are open kinda sucks as at the moment the gates are 99 or killer has to open it which is kinda pointless and it only blocks for a minute so high risk opening the doors for low reward which is why im more in favour of two ideas

    1. the condition moves from to when exit are open to last gen being done and you hook a survivor
    2. it moves to a token base system where each survivor you hook gives you a token and each token you gain adds time to the exit being blocked max a minute so base you have 20 seconds and each token adds 10 seconds to the timer till you hit the minute mark (can be changed this is so you can get a rough idea of how it would work)

    personally i want the 2nd one as it fits well with the theme of the nightmare perks you get stronger as the game progress

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126589#Comment_1126589

    There was no change to blocked generators. They did not regress while blocked from the start. It was purely a placebo effect making people think they were regressing even though they weren't.

    Do you think it might be wiser to actually tell us at the start? or even when we were discussing the ruin changes and what could work with the changes might of been nice to go hey guys and girls just a heads up the new ruin wont work with TT as TT stops regression. Instead it came out in a random post thats just not cool.

    also can you clarify on why you thought that was fair to do considering TT blocks it just for 16 seconds i would understand if it was 45 second like the deadman perk (the new one) but to pause regression for 16 seconds seems a bit pointless

  • @Iron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125199#Comment_1125199

    I think that would be fair to have it activate on hook after last gen, have the timer start counting after gates are fully open. I was just stuck on a really high amount of tokens in my head or maybe I just misunderstood something

    so the first idea was based around devour hope that each hook you get add a token to a max if i recall devour is 5 and i said 6 for BW and if you get all 6 tokens BW block the exit for 1 minute max and it doesnt stop the EGC would like to hear @Peanits @Almo on that idea as due to 99ing the gate BW is kinda pointless atm

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125172#Comment_1125172

    If you work in a gen, unhook someone, start to heal someone else, or start to cleanse a totem, then yes, it should deactivate. If you get slugged and they hook someone next to you, then no. The point is to give the survivor a chance to do something. If they throw that away then that's on them. I also think the time should pause in a chase or if slugged.

    It's simple to avoid. Go after someone else.

    which is what the changes will encourage more (the go after someone else) and get rid of the issue of it being abused as a minute of immunity which you have to times by 4 i disagree that it should pause if you are in chase or slugged theres a reason why there a time limit which i hope @Peanits can explain

  • @Iron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125127#Comment_1125127

    I feel like that would just turn into a win more mechanic, maybe I'm wrong but it just feels like dying light for gates, by the time it's useful everyone is dead

    was thinking of treating it more like Devour hope and have it set to maybe 6 token to get a minute but i would also suggest that instead of it activating when you hook someone when the gates are open it activate when all gens are done and you hook someone would that be a fair change?

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125134#Comment_1125134

    The only one that could stand for an adjustment is Adrenaline. DS and BT are entirely in the killer's hands whether or not it does anything. Hook, move on. If they unhook, ignore it. Pressure a different survivor. I don't even run these perks since 9 games out of 10 they are absolutely useless.

    DS is so not fine its 60 seconds of immunity plus a anti momentum it was designed to be a anti tunnel perk so im in favour of the condtion of that it deactivate when killer hooks someone else or you start working on gens

  • the frustrating thing is im not saying killers should get more kills from EGC if EGC is activated that means game is ending and it should be ending no matter what, not slow down just cause a survivor is on the floor or hook :/ but i understand to some degree what peantis was saying which i suggest okay slow the timer down but not to a crawl as it gets rid of the pressure that EGC had

  • i think it should move to a token based perk so my idea is each time you hook a survivor you gain a token each token you get will add time to how long the exit are blocked once the gates are open maxium i think should be a minute as freddy perks are meant to be it gets stronger as you play the game and certain actions are done like remember me requires you to hit obession fire up are gens getting done so BW can be done for getting hooks what do you guys think?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125065#Comment_1125065

    It's meant to end the game when the game should be over. If there's still someone to be rescued, it's not over yet. Again, the point is not to give you more kills by forcing people to leave instead of going for save, it's meant to stop people from hanging around and making the game drag on way longer than it needs to.

    Okay i understand the If there's still someone to be rescued, it's not over yet part but what im trying to get across is why do survivors get a massive reduction on the EGC timer when i managed to catch a survivor before they get to the exit it relive them off a massive pressure that they are on a time limit to get out and they can drag the game on longer then its need to be. Wont a fair comprimse be reducing the speed reduction of the egc when a survivor is down so the other survivors can try the rescue but still keep some of the pressure of the EGC has.

    Also realised we gone off topic here lol so regarding the post about regression of gates i do find 99 frustrating but not a 100% sure if regression is the right choice would it be possible to put it in the ptb at some point so we can test it and let us advise if it something that we might want to potentially put into live.

1 … 5 6 7 8