Haddix
Haddix
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you still need all of the same skill with blight. nothing about his skill cap was lowered.
you're being dramatic and refusing to play any different from game to game. time to start adapting :)
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Twins counterplay that everybody fails to recognize because they don't play Twins:
Lockers. You can waste an insane amount of the Twins time/completely evade them if you hop in a locker when you're far from Charlotte. If you're injured, you can ALWAYS hop in a locker with no downside, all you're doing is wasting their time and closing off the option to slug. Some generators are near lockers, others aren't. Work on gens near lockers.
Healing perks and items. I don't even have to explain this one. Always good to bring in healing items no matter the killer, but still not necessary against Twins. Literally, any perk that gives you faster healing is god-tier against twins.
Unbreakable, Soulguard, and other anti-slug perks. You can't predict the killer being Twins, but if you do have any of the perks or items listed above, you'll do great against them.
Sticking together. Group together, and when someone gets downed by Victor, kick him. If you can't heal in time, congratulations, the killer properly used their power and had good positioning. You cannot counter every single situation a killer puts you in. However, like stated before, if you do have something to increase healing speed, this can be extremely rough for Twins to deal with.
Holding Victor hostage. You can deny Charlotte her power for 30 seconds while your team progresses the game. If your team isn't doing anything, then that's not the Twins being OP, that's on your teammates being bad. This is the best option most of the time, but not always if your team is in need of your help.
Predrop pallets against Victor. He can't break them, and he has no lunge. He can counter most of these predropped pallets, but it's very easy to screw up a pounce and can waste a lot of his time OR allow you to kick him if he misses a pounce. Some pallets he can't counter AT ALL, and he's forced to leave.
Camp windows. There is no entity blocker with Victor. Some windows are completely safe against him, some are strong, and some are just minor timewasters if you need something to work with. Either way, do not ever LOOP Victor.
Crouching avoids Victor's Killer Instinct.
Holding W. If you have literally nothing to work with, hold W to the corner and let Victor down you there. You'll force Charlotte to slug you or travel all the way over to you, pick you up, travel to and put you on a hook, and get back into the rest of the map. Huge time waste.
If these solutions don't always work, good. That's how the game should function. Your goal as a survivor is to waste as much time as possible, and all of these things help you with that.
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killer in this game isnt that hard man. it's in your head.
you're not playing to learn, you're playing to win. that's your problem. change your mindset and you'll start enjoying and improving, and suddenly, these teams that you speak about will be once in every 50 games.
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@M1MASTER said:
https://forum.deadbydaylight.com/en/discussion/comment/2191569#Comment_2191569
I was joking on the fact that people still put Billy among the most fun killers to play against but now he's fun only for survivors, not to play as.
alright i gotcha, couldn't tell. but yeah, 100%. fun 1v1s don't mean a balanced killer lol.
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@M1MASTER said:
Old Billy without Tuning Guide/insta saw.
Now is the most "balanced" killer in the sense that anyone who's good at survivor can loop him for days
that doesnt make him balanced at all
people think billy is balanced because you can loop him for 2 minutes
yes, he has a VERY fun chase to go against, objectively THE most fun, but he's not balanced because his chasing power is dogshit. that means he's unbalanced, and not in a way that benefits him.
if this game were a 1v1, he would easily be the most well designed killer to touch this game. but it's not.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2190173#Comment_2190173
I forgot about Freddy and Doc, those are good choices. I’m conflicted about Clown because predropping pallets does hurt him a lot.
hurts freddy 2x more than it does clown
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@FancyMrB said:
There is an add on for Hag traps that increases the radius they can be activated. Maybe that was it?
which actually makes your traps worse, so if anything, this is a bad thing.
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the flicks are actually better than ever right now :)
old jflicks were balanced. these new ones, though? lol
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I think a cool idea would be enhancing the ambush's strength when it's used out of line of sight. So, while in sight of a survivor, crouching speed and the ambush stay the same, but when you're out of sight, you get a little visual change on the power icon, showing that your power is "buffed." You'd be considered out of sight by simply walking behind objects or crouching behind an object to the point where your body is concealed enough to consider you "out of sight." Think Ghostface's reveal mechanic. This would enhance your crouch at short wall loops that conceal you enough, even if a survivor is on the other side.
While out of sight, you crouch and uncrouch at combat strap speed, your crouch's movement speed is increased to 4.0m/s, your ambush's duration is extended, and the ambush's speed is increased a bit as well. You could even buff the charge time as well, but I know some Pig players apparently don't like increased charge time because it can mess with muscle memory. That's what I've heard from Scorpionz, lol.
So, in a jungle gym, you wouldn't be able to just crouch right behind a survivor and ambush for a free hit, but you could crouch out of LOS behind one of the walls, keep yourself concealed, and ambush from an unexpected spot with a higher chance of getting a hit compared to the normal ambush. It keeps the idea of her being a pseudo stealth and chase killer, but applies it to her chase and forces her to strategize a bit in order to use a stronger version of her ambush.
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2187817#Comment_2187817
It's something that will always be a problem no matter what because different factors go into latency like the servers and the players connection.
That's why when big gaming competitions happen they usually get the players all together and play on a private server so they don't have that issue. The devs can try their best but only do so much when it comes down to latency being an issue.
Right, this is known, but, either way, just because a problem may never go away entirely doesn't mean there aren't solutions to make that problem less frequent and impactful on gameplay.
They haven't done a single thing to redesign the functionality of Plague's vomit - which was created to work on P2P connections - on dedicated servers. Dead Hard is being touched because of the same issue.
So, yes, the devs can try their best, and they should. That's what we're requesting and hoping for.
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2185007#Comment_2185007
Latency impacts all killers, I've been playing for over 4 years and I've had it happen with all of them. Any range killer is going to be affected slightly more though because it takes longer for the hit to register, but while latency is an issue in online gaming there's only so much that can be done to fix it as there are multiple factors that contribute towards it.
The point of this post is to talk about Plague and how she needs some effort put towards adjusting the functionality of her vomit on dedicated servers. So, yes, I understand what you mean, but we're talking about Plague, not other killers, and how it has impacted her the most by far. This happens from the survivor POV as well, something I have not experienced against other killers.
Not sure what else to say. They haven't made an effort yet to fix it, and so we can't really determine what kind of fix is possible. We'd just like to see something happen. Not saying other killers don't need fixing.
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He's one of those killers that they very likely would've never made today because his power is so incredibly simple.
Stalk -> Power up -> Power up again to change some numbers in the code affecting lunge range, window vaults, apply exposed, and terror radius.
There's nothing visually interesting or unique about his power-up, it's just stronger M1 man. That's why he's outdated.
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2184937#Comment_2184937
It is due to latency though, I've played as trapper and had my weapon go through a survivor and do nothing.
This is specifically VERY common for plague though. It's not common at all to have your weapon phase through a survivor. This can happen to Plague, with both red and green vomit, every game, multiple times. Huntress hatchets can do the same, but not NEARLY as often as it does with vomit. Vomit was hit the hardest by the server changes and they haven't done anything about it.
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@Phasmamain said:
Great changes! Only thing I’d worry about is baby teeth since having blindness on a slug heavy killer could lead to potential problems
it's 15 seconds of blindess. that addon is trash and always will be, even with this proposed change.
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that's an interesting idea
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2182298#Comment_2182298
The stats. If this addon is used 80% of every game then it overpreforms addons should be used at a even rate no addon should be picked every game unless you like it
As Almo said, it's not very simple.
Just because an addon is used a lot doesn't mean it's overperforming. People can LOVE fun (or just plain good) addons and run them all the time, but that doesn't mean they're overperforming. If an addon is overused, that could also mean that the majority of the other addons aren't strong enough, and that overused addon is at the strength that other addons should be.
Addons shouldn't have to be used at an even rate. People should be able to use whatever they want. Some add-ons are going to be better than others, and this should be expected and accepted. I'd think ONE of the factors that plays into determining whether or not an addon is overperforming is the difference in match results it makes compared to matches used without that addon and certain perks alongside it.
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Not a Twins main, but I've played Twins a ######### ton right next to Blight.
They feel ######### awful. Very clunky, very slow. The bad thing is is that they've ALWAYS feel slow and clunky, and this makes it even worse. I don't know what they were thinking.
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@Almo said:
I will point out that Huntress's exhaustion addon now only inflicts it for 5 seconds. We're still watching this one closely.
how do you determine if this addon overperforms?
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Stop chasing with wraith.
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HELL yeah
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2177446#Comment_2177446
im pretty sure he got banned. Not sure what for though and I know we can't discuss bans much but wanted toclet you know it doesn't seem like he is an option
yeahhh I know he did, just living in my fantasy world where our king wasn't banished from the realm
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THE CLOWN IS KING!
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@BenZ0 said:
This isnt fixing Legions problem. Legions problem is the lack of lethality (downing survivors). Legion is the only Killer that has literally nothing to help them, even wraith can atleast cloak and get closer like that. So what this Killer needs is a secondary ability or something that makes it possible to down survivors somehow quicker.
wraith is a surprise attack killer, so his lethality comes from using surprise attacks and avoiding obvious play (stop chasing with Wraith). both get free initial hits, but wraith can get a free down as well. legion can't. that's his issue.
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@APoipleTurtle said:
Make its main effect work outside of chase and you're looking at a semi-permanent TR reduction of 16m at 4 tokens. Combine that with M&A like Hoodied mentioned and now all killers with Terror radii of 24m or less are stealth killers who retain their original power.
Imagine trying to deal with a Hag, Deathslinger, or even Trickster who suddenly never have a terror radius halfway through the match. Or someone like Bubba, Oni, or Blight who've shaved their own TR's down to 8m. It'd be pretty crazy.
Maybe they could tweak Furtive Chase to simply remain active for 30 seconds after a chase ends? Kind of like an alternate form of Dark Devotion that must be built-up first, but could then be activated with any survivor instead of only the Obsession. It'd be great if it didn't lose tokens when the Obsession died too.
even if it were permanent, I don't really see it being run over anything meta or close to meta.
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@Crypticghoul said:
They're letting Victor move after a successful pounce though which is potentially pretty huge depending on if he's at full move speed or not. This could actually be an overall buff.
Also huge props to Behaviour for the pleasant surprise change with an obsession being in every match now, regardless of perks. That's a huge change.
why would they make him move at full speed after a down? that wouldn't really make much sense at all. this is overall a flat, unnecessary nerf unless they, for some reason, make him move completely fine after downing someone lolll
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make it so walking on top of scratch marks reveals all survivors within ~24/32 meters with killer instinct. make scratch marks last slightly longer, which is typically a downside, but given the tracking ability the perk provides, this would be beneficial. disable it in chase.
there you go.
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carburetor tuning guide for bubba is hot trash. it decreases your speed by almost 5% (that's a third of your 15% speed boost, rendering it to a ~10% speed boost btw) only to give you 1.5 extra seconds of duration, which purple chili already does. it also consumes ALL of your charges when you break a pallet, which is a massive ######### downside considering that you can rev immediately after a pallet break with chili + speed and catch up, even with 2 tokens. that addon is ######### dogshit. change my mind.
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@Lx_malice said:
He's literally fine. The dude is an M1 killer at base still and still has to have basic chase gameplay like any other M1 killer. He's just faster now outside of that. I can't imagine how anyone would find any aspect of him to be "op"
you don't have to chase with him at all anymore. that's why he's strong right now.
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i think the overall problem with billy is that the devs are way too cautious with his lethality power as he has an instadown basekit ALONGSIDE mobility.
he should just have 2 chainsaw modes that he can switch between. one which charges faster, has lopro chains built in, but only single hits. the other would just be the regular chainsaw.
that's obviously not a fleshed-out idea and I wouldn't implement that idea as-is, but overall, he should have the option of being able to have a more oppressive chase tool as his current chase is dogshit, or an outpositioning tool which is his insta-down saw.
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underrated, actually really solid now
the opinion on him being bad (and him still being bad because his very significant buffs were apparently just QOL/didn't give him "anti-loop") is one of the most parroted ones in the community though. he's likely never to be seen as good unless streamers start saying it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2155420#Comment_2155420
Until you go against good survivors that stay in safe positions and prepare to loop while you're still uncloaking. Add in Dead Hard and Sprint Burst with this and Wraith is not that great.
i hear this a lot, but I haven't actually seen a game of it. that doesn't mean i disagree with you though, I'm just open to discuss it.
not saying that's not the counterplay, I'm sure playing safe and being really smart with positioning is decent counterplay, but i literally haven't seen this so i can't actually comment on its effectiveness against a true stealth playstyle. i need something showing this working in practice, not just the theory of it.
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@[Deleted User] said:
Map pressure is not equal to moving around fast. Map pressure is the ability of forcing survivors to get out of generators, especially by forcing actions like healing or doing unhooks. A Deathslinger can generate way more pressure than a Wraith because he has way faster chases.
being able to move fast, injure, cloak, force them to heal or stay vulnerable as injured, switch targets, switch back to them, etc. add in sloppy with this (and nurses, if you please), and you have some pretty good map pressure.
if you're chasing with the invisible stealth killer, I'm not entirely sure what to say.
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@deckyr said:
at the start of the game the survivors can choose to either spend 2 minutes stealthing (which needs to be done as a group otherwise it doesn't matter), or to come closer to you and play in a smaller zone, where your traps are more powerful due to area coverage.
i feel like the biggest counterplay to hag is harassing the ######### out of her. CI allows them to harass you without losing gen progress in the early game because their gens are where you are.
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@jakesotto said:
https://forum.deadbydaylight.com/en/discussion/comment/2145856#Comment_2145856
I don't know why it is so hard for people to grasp the fact that faking power does not equal a deserved hit. It's the problem with spirit, it's the problem with slinger and it's the problem that pyramid head used to face. It's unbalanced.
didn't you just say rat liver should be basekit?
I'd personally like it to be, but rat liver is used most for zoning and faking your power. that's an inconsistent argument.
why do you want rat liver base? because bronx said he wants it base?
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@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/2141516#Comment_2141516
Because they have no strong counter argument. They basically parrot the "devs said it's not intended" and "the devs said they're removing it", despite the facts these are the same devs who thought pallet and flashlight saves were always intended to work during ANYTIME of the pick up animation. That was quickly reverted.
That's all I hear. I'm seeing nothing but parroting and people plugging their ears for no reason. It seems like people don't actually want to argue against the counterargument, they're just repeating the same arguments every single ######### time the topic comes up lol.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2140003#Comment_2140003
I mean ngl yea fixing him on console would be great.
Maybe trades? Remove J flicks for him to get 90 degree on console? I'll be down for that. 100% Down for that.
- That's not a trade. You're just limiting PC players and then benefitting console players (which should happen, console Blights need a lot of help with the controls they're given!). That's just 1 downside for PC players, then 1 upside for consoles.
- You don't have to trade. There's no point in trading here. Consoles and PC players are not some opposing sides. At the end of the day, we're all just players on different platforms with different controls. Benefit consoles. Don't take stuff away from PC in turn.
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I love how the argument of some here is that "I'm not gonna watch the video, but the Jflick is uncounterable."
You don't have a place to argue about something that you're not actually going to properly look into. The comments here show the exact issue with the entire argument against Jflicks, which is ignorance.
There's no thought put into the argument against them besides "It's an exploit = It's bad, it should go, and it's uncounterable." The lack of effort in looking at the topic from any other angle than that is the most boring way of thinking imaginable.
You won't actually address points from the counterargument. Why?
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2135722#Comment_2135722
If you don’t want to run enduring don’t run the add on. Charge time add ons need huge activation requirements since it’s so integral to how billy is countered effectively
He’s still really good with enduring anyway. That probably wasn’t intended
i dont think having crazy charge time addons is the way to go with billy, but you're acting like a 12% charge time boost on billy was some insane crazy stuff.
if ur a good player, you can force a billy to m1 you in every chase you're in with him. excessive charge time values removed counterplay in a lot of situations, but with how he currently is, the base charge time has so much counterplay that he can't even use his damn power to hit you if you know how it works.
I'm aware he's good at mashing the potatoes you get matched up against in pubs, that's the case for literally every killer that's not actually very strong, but if MMR is actually going to function properly like it did when it was tested, billy is screwed.
his basekit chase is garbage, and his chase even with addons is still bad, but better with chains. i think he's just outdated and completely outclassed by bubba and blight. bubba for instadown chases that are 20x better than billy and blight for the exceptional single-hit chases with mobility that matches billy's and is even better half the time.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2134929#Comment_2134929
I don't know because the perk doesn't exist, but in theory it sounds too strong on some killers. Most DBD matches last around 10 to 12 minutes, so as killer you want to be downing people on something between 45~60s, so 30s of almost all vaults of a map blocked seems very meta imo. We are talking about TLs, jungle gyms and shack staying with the windows blocked in a chase. In fact, it's better than Bambozlee in this version.
For 30 seconds though. You could be doing ANYTHING during this time. It'd be nice in chase and all, but it sounds way too unreliant and not worth running because its potential effect isn't worth the unreliance.
Bamboozle is still better in this case. You get control over where and when a window blocks. This relies on a generator condition, you being in a chase, you being in a chase that's around an unfinished generator's location, and you being in a chase with a survivor looping a window. Meanwhile, all I gotta do with Bamboozle is just...vault the window.
Thinking about worst and best case scenario with this perk, worst case would be far more common given the restrictions and conditions. I think you're thinking best case too much.
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@Altarf said:
Cruel Limits:
When the survivors complete repairs on a generator, all windows and dropped pallets within a 24/28/32 meter range of the generator are blocked from being vaulted until the next generator is fully repaired.
When the Exit Gates are powered, all windows and dropped pallets within a 16/18/20 meter radius of any completed generator are blocked from being vaulted for the remainder of the trial.
that's what I think it should be. if they really want this perk to be picked over others, something along the lines of this would make it a good choice. the timer sucks.
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@[Deleted User] said:
That seems too strong imo. A hook at 4~5 gens would block basically all vaults in most maps. This on a Bubba or Billy would be a nightmare.
Maybe change it to completed generators? Or reduce the range?
it would last 30 seconds mang
do you REALLY think this would replace Ruin, Pop, Undying, Corrupt, Sloppy, Tinkerer, Monitor, STBFL, Discordance, Infectious, Bamboozle, etc? Do you REALLY think this would actually replace any meta/semi-meta perk? Honest question.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/244422/just-buff-the-sheet-out-of-the-clown
But he’s already fine. The only thing survivors can do is waste pallets quickly, only to still go down quickly.
Clown played properly means the survivors can’t get gens done fast enough to exceed the frequency of downs he’s getting.
This means Slugging is an excellent tactic with him because it wastes so much of the survivors time with how often 1 or 2 survivors are on the ground.
would you ever be willing to upload gameplay? i don't mean to be repetitive, but I'm really struggling with clown and would love to see some high level clown gameplay. none of the videos i have found out there are very helpful.
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Lack of gameplay. There is nothing interesting whatsoever about pallets that are designed to be immediately thrown to grant temporary immunity.
It is extremely boring to play as survivor and killer. The chases of this game are fun because it's enjoyable to play with/around a killer's power and react to each other's mindgame. There is literally no mindgame to short wall pallets with massive loops and instathrow god pallets with little windows on the map to play around with in conjunction with pallets. That's AWFUL map design.
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i want this so badly
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they are not a tall.
no way out is highkey underrated.
it has given me value on blight every single game the gates have been powered, and i don't have to play any differently for it.
the perk will save your ass if you get any information in the endgame. can be the difference between +2 hooks/a kill or not (or a 4k)
remember me adds 16 seconds on a gate for BASIC ATTACKING your obsession. used to be ok, now it's just hot trash. no way out is genuinely decent.
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I love her idea of being a pseudo stealth + chase killer with game delay after getting downs, but it's just currently not there IMO. I don't think her power would've been designed in the way that it was then if it were implemented today.
I'm aware that her kill rates are high, and this is very obviously because her head traps make already inefficient solo queue survivors into even more inefficient solo queue survivors. Players are also weak to M1 killers because they're not great at chasing. I think she needs a buff to have higher lethality against GOOD players, but the fact that the developers think she already has that because they use statistics largely consisting of matches with good killers vs average Timmys that shouldn't even be against those killers because matchmaking is awful as a way to understand their game is the reason she's probably never gonna get a real buff.
Either way, I think her traps are good for the most part, she just needs her stealth to be more efficient and her chase to be scarier.
I would try to increase her ambush dash duration by 0.5 seconds and increase the speed to 8.0m/s while initiating it out of sight, which allows her to travel a maximum of 20 meters in 2.5 seconds with her dash (an increase of 6.2 meters), which is pretty strong. Considering the strength of this, the charge time, missed attack cooldown, and crouch speed (risky change) could all be changed to avoid this being TOO brainlessly strong and usable for mobility. However, her ambush being stronger when dashing out of sight would be an interesting little mechanic IMO.
On top of that, an increase in crouch speed would be nice. The problem with increasing her speed while crouching is that she can just follow and keep up with a survivor that has an active headtrap if she's as fast or faster than them while crouching. If her crouch speed were 100-105%, they could make it so her crouching can start a chase.
With an increased crouching movement speed and a stronger dash when using it out of sight, I think this would give her a viable strategy in loops to conceal herself, have the ability to keep up while crouched, and ambush from out of sight without fear of the survivor leaving the tile as easily. At short loops, it would essentially be the same thing but stronger. These changes are very risky though, so I'm not entirely sure how I feel. The ambush isn't a skillshot, and allowing her to move that fast in such a short amount of time without it being very difficult is...something I'd play around with. These might not be the right changes, but something along the lines of this would be neat.
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######### is this survivor mains dont cry thing lmfao
not a survivor main but that's really cringy, just sayin
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@ItzZane_ said:
Old freddy was unique but now He's a mix between trapper and doctor with a gen TP power with alarm clocks
not even
he's just....put thing on floor, thing slow. click on objective to teleport.
wow. insanely fun power. so creative.
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i want old freddy so badly man.
why does "put ######### on floor" man still exist.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2117103#Comment_2117103
Meh,i feel like those addons are more placebo than anything
Is that actually based on using them this patch