Haddix
Haddix
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@Crowman said:
It's not bugged. It just gives such an insignificant bonus that it is not worth using.
Yellow gives 2% and Green gives 3%.
so glad it has a downside too lol
especially when spirit, blight, twins, wraith (technically does, but not an actual downside), oni and demo have speed addons without downsides. not to mention, their speed addons are actually all significant, bubba's are tiny.
great addon design! : - )
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are you using speed limiter my dude
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@CountVampyr said:
To be fair this map is really small. Survivors needs something to slow killers down that already excel with map pressure. I had a match the other day where it took fifteen minutes to get the last gen done against a legion, and he was afk for the first 4. It wasn’t even a case of being 3 gen either.
that literally just sounds like a garbage team
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"Cigar box: why would I want a survivor to see their teammates auras?"
cause this addon is nuts. you go in your pee gas, you literally have free insane tracking and aura reading in loops. its actually rly good lol
who cares ab survivors seeing their teammates in 16m lol, use the gas for yourself, not them.
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@TheClownIsKing said:
That’s probably because you’re not a Clown main.
He is now an absolute beast in a chase. There are so many circumstances now where a set up with both bottles makes it IMPOSSIBLE for a survivor to avoid being hit.
what do you do against predrops?
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yeah, they changed this in twins patch I believe
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- Separate the bottles. 4 bottles of both antidote and tonics are dumb, Clown needs more.
- Reduce the Antidote delay to around 1.75 seconds? Maybe more or less. There needs to be a delay to add some strategy (but also help you out a bit as Clown) but the current delay is too long.
- I would personally increase the speed boost. I really want it to be a little more useful for mobility, as its currently not, and it still wouldn't be even with a 5%+ increase, but at least it'd be slightly better. However, its intended use IS using it in chase, and making it a little stronger in chase would encourage more use of it.
- Now that Clown has 2 different bottles, reduce the bottle-throwing cooldown. It's a little too long considering the fact that you have to throw multiple bottles now. Nothing too crazy, but just by a bit.
- This is iffy, but not because it'd make Clown OP or dumb (that's not happening lol), but I honestly kinda wish they made bleach (Increase of Tonic slow) base simply because I want Clown to have more chase advantages over Freddy, and I think an increase of the Antidote speed would compliment this well. Can be argued, but I don't really think it could be argued well, as like I said, it's not going to make Clown OP or anything, it's just not a completely necessary change.
I still think Clown would be underpowered, as he lacks map pressure completely still, but this would help him out significantly in my opinion.
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@lagosta said:
Don't think of the gen completion requirement as being dependent on survivors, but the intended number of times the perk can be used in a match. More impactful perks are meant to be activated less frequently (DS, H: HG, Adrenaline, etc). In a sense, devs want to use Coup up to 5 times in a match, just like Inner Strength for example.
On another note, the gen requirement is a better choice than hook IMO. If the killer is smashing and survivors can't get progress a game, the killer will get a lot of value to snowball the game. On the other side, if the killer can't get the hooks, the perk becomes useless. In a sense, changing the activation requirement as you suggest would make it a "Win More" perk instead of something that could really help you when you need it the most: turning the tide in a difficult match.
If the the killer runs a perk that rewards them for their actions and performing well (Pop, Ruin, Surge, Infectious, Devour, STBFL, Thana, Lullaby, Dying Light) that doesn't mean they're just going to win anyway and the perk does nothing, the perk might be one of the reasons you win the game despite already performing well. A clutch surge, a lucky infectious proc, not having your Devour cleansed and getting 3 stacks, getting a bunch of M1s with STBFL, just enough pressure with Ruin, etc, are all reasons you can win the game. In the case of Poop De Grace, rewarding the killer with a token, and them REALLY needing it in their next chase, which rewards them with a down, might be the reason that they win.
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@[Deleted User] said:
You still need to cleanse two hexes for Ruin and now all of your token-based hexes are stronger with Undying. Seems like a good change to me.
its been soooo easy to cleanse totems. every game, we cleanse rundying or devourdying so fast its not even funny lol.
there was a reason it was so strong before. totems are trash.
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@ReverseVelocity said:
I'd love to see the Dream Beam come back. Freddy should be a killer that needs to micromanage and keep people asleep, but in return he becomes way more threatening to asleep survivors. I'd personally love to see aspects of his pre-rework gameplay return to his current kit, it'd make him way less passive than he is now, which is a good thing.
However, I'm not hopeful for what they're going to do to him. My guess is just a simple numbers change: a movement speed penalty on snares or a teleport cooldown increase. Freddy won't have his underlying problems solved with number tweaks, a more drastic change is needed.
Agreed 2000%.
I miss the hell out of old Freddy. Bringing back some aspects of him would be awesome. I really wish snares weren't a thing as well, they're soooo boring to use.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1925246#Comment_1925246
Yep,DbD isn't the right game for balancing towards high level players.Balancing around the more casual playerbase is the only option honestly.
I kind of agree, but I feel at the same time, the game should be balanced towards GOOD players, which aren't the casual players of this game. Balancing around higher levels, but not the highest levels, will give those casual players more of a challenge and force them to get better at this game, which is the norm with the majority of games, so why make it different here? Balancing a game around casual players is going to allow them to stay at a very low skill level for no reason. That's not how the game HAS to be balanced, it's just allowing people to be really lazy with their skill in the game because the game allows it. People need to adapt, we don't need to be building around them. That's going to lead to a very boring game (which it already can be honestly, a lot of players in this game are complete garbage, especially at high rank) for anyone who ACTUALLY wants to be good at it.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1924672#Comment_1924672
True enough but beiing revealed isn't big deal once you're close enough, besides they know you're near but don't know where. If you come from unusual angle, they might run into you.
Ghostface needs only mere seconds for a good stalk using walls and Michael gets most of his stalk during chase anyway. It's not the end of their powers if survivors know they're approaching, it just makes it a harder but still doable.
@Slashstreetboy Everyone knows Michaels T1 needs updates. It's terribly outdated which isn't spine chill's fault.
Ghosty's most ideal situation is pulling a 99% stalk off, get close, pop the stalk, and down.
Sure, you can still stalk them even if they know you're stalking, but that screws over his entire strategy without the survivor having to pay attention to it. Ghosty either has to leave the 99 stalked person, or commit to a chase which is not ideal at all, considering he's a stealth killer and his strength comes from surprise attacks.
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Haddonfield. Mother's Dwelling is also AWFUL (Huge size, good pallets and a strong main building with a generator that's difficult to patrol). Disturbed Ward is pretty terrible. Fractured Cowshed is also awful.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1923303#Comment_1923303
Bbbbbbttttt.
The problem with this game is that the killers are getting too complex with too many powers and some of them are overtuned like Freddy.
Myers is great because he is super simple but has so many ways to build him and he is fun to play and fun to play against!
Don't touch Myers and don't screw with his add-ons.
The only killer that has too many powers is Freddy, and he's not even complex. I don't even think Freddy is OP, he's just very annoyingly brainless and simple because of how many powers he has and how easy they are to use. I'd say he's easier than Myers - He's easier than every other killer. Otherwise, killers are absolutely not getting too complex.
The problem with Freddy is that, for some reason, they trashed a pretty decent concept for a power (OG Freddy) that they could've molded into being something really fun, but they decided to just go with the thought process of "Well, we definitely don't want to make old Freddy again! Let's make sure that this killer DEFINITELY has great map pressure and chase!" and they just gave him every ability that a killer needs.
Myers doesn't have to be that, man. For a Myers rework, all they'd have to do is KEEP what Myers is now (Stalking through tiers, with tier 1 being stealthy, tier 3 being aggressive, and tier 2 being a mix of both) but HONING IN on that, embracing it fully with adding in a unique power and giving him a little more strength. You don't have to get rid of anything he has, just add onto it. KEEP him the build master. KEEP him the knife man stalker of DBD. KEEP him simple to a degree, just add a little more depth to what he has.
No killer in this game has ever needed a Freddy-style rework, and I certainly don't think Myers needs one.
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Only nerf: Spirit
A single sound indication when Spirit begins a phase, like a yell from the Spirit. I don't think Spirit is OP, but I think her current stand-still mindgame requires very little skill, where actually phasing on players requires good prediction while healthy. Forcing you to actually learn how to predict survivors rather than just standing still, watching to see what survivors do, then using that information, information that they don't know if you even have, will make Spirit a much healthier killer in my opinion.
Buff: Wraith
I honestly think that they need to embrace invisibility on Wraith, or just give up on the concept. The invisibility on Wraith is trash. It's pure garbo. It's like it doesn't even exist, honestly. The new changes the devs are making will help, but they need to either buff it, and make him fully invisible up to a very close range, or just add some ability that can make him temporarily FULLY invisible (And this ability can be a short burst of speed that renders you invisible during and 3 seconds after or something). Also, green/purple windstorm and bone clapper basekit. Wraith would actually be a solid killer, then.
Buff: Trapper
Another killer that has a lot of his issues solved by addons, but the problem is, you can only run 2 addons. A trapper bag or stitched bag base would be nice, honing stone would be great base kit, making him immune to aura reading with a trap in hand would be nice, recreating the trap's model to be more effective in new maps, reworking the early game as a general change to the game would be great, and decrease the speed at which survivors free each other, as its a bit too fast currently. New RNG stuff is cool, but I don't know how much it'll help him. Overall, it'd be nice if he got a little more of a rework, like an extra ability on top of this, but without creating an entire ability concept, this is good for now IMO. I hate going against Trapper too, so I don't exactly like typing this, but for the sake of the game being better, I have.
Buff: Billy
This is controversial, but I'm still gonna type it. Either buff the overheat dissipation back to what it was on release of the midchapter (thanks for nerfing it, devs), or literally just REMOVE IT. The overheat is generally highly disliked. Trash it. Then, this is a really hot take, but remove the downside from Tuned Carburetor. But THAT'S IT! No more charge time addons besides that - you get one, and that's all there is. Can't stack 2 charge time addons that have 3 extra effects on top of them and have instasaw, you just have a single nice charge time addon. On top of this, rework the overheat addons to have different effects, and perhaps tone down or remove some of the existing downsides to current addons. Like Death Engravings, make the charge time penalty slightly less than what it is, cause there's currently 0 reason to use Death Engravings unless you're stacking them with Doom, and that combo is just...eugh.
Buff: Plague
I really want to see this. Plague is very frustrating. Plague has the potential to be really strong, and FAR less frustrating, and the changes to make this happen are very simple. First, increase the charge rate speed of her vomit. Increase the effectiveness by a bit. Remove or tone down the slowdown you get when canceling/finishing your vomit (oh my god, it's so irritating). Increase her speed while CHARGING her vomit. Rework her Corrupt and Vile purge to work better with the current dedicated servers (HUGE CHANGE!!), because your corrupt or vile purge hitting survivors, but not actually hitting them, is such a huge and common issue with Plague. Sliiightly increase the projectile speed of vomit. To address no-cleansers, add a penalty to staying injured for long periods of time. Every 15 seconds (And this can be changed to a higher number, I'm very open to that. This is just a concept.) of interacting with Generators, Totems, or Healing will increase your sickness level, up to a maximum of 3 times. Every level of sickness adds a Hindered penalty of 5%, up to a maximum of 15% in the last level of sickness. Still allows you to progress the game while sick, but will punish you if the Plague finds you out-positioned if you commit to doing gens. If this all ends up being too much, you could totally nerf Corrupt Purge to have a shorter timer, removing some of these buffs, etc.
Buff: Legion
Keep Feral Frenzy. Give him another ability that ONLY benefits you once you have multiple Feral Slashes. An ability that is powerful and can help you win chases quicker, but have it reward you for using Feral Frenzy well. Perhaps hitting 4 unique survivors with Feral Frenzy will charge up this ability, or have this ability only be effective on survivors who have been hit with Feral Frenzy. Something like that would be nice. I don't think the current Legion's appeal should be taken away from Legion mains, it should just be developed more as Legion's original concept was heavily flawed.
Could definitely do more, but these are more high priority changes in my opinion.
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@NateyBoi said:
Hello DBD community! I bring a new series called QuestionForCommunity.
I will try to post this often, approximately 2 days apart idk.
But, here is my question: is Deathslinger fun to play with/against, why or why not?
Make sure to comment your opinion below!
I find him oppressive in chase, to the point where there isn't SO MUCH that I can do, but I still feel very satisfied after leading a good Dslinger on a long chase (for Dsling standards) and eventually allowing my team to do gens, which is a lot of what his gameplay is. Predropping some pallets and splitting gen pressure works really well against him.
The thing that I despise about him is his super low terror radius combined with Monitor. It's not busted, I don't think it needs a nerf, quite frankly I think he needs it considering how comparable he is to Huntress, and this gives him a huge edge, but man it can get obnoxious.
Overall, really not that bad as people say (and I'm not using bad Slingers as my reasoning, good Slingers can be very annoying but they're not unbeatable. You can still fight against him just like any other killer as long as your team knows what's up).
I feel he's quite underrated when it comes to the popular killer main opinion, but very overrated when it comes to the popular survivor main opinion. Playing both as and against Slinger has given me really good perspective on his overall strength, and I think he's a pretty balanced killer that just lacks chase gameplay but still has plenty of counters, just may not be in the form of looping him for 5 gens lol.
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@REL1_C said:
https://forum.deadbydaylight.com/en/discussion/comment/1923007#Comment_1923007
Not a clue 😂, it's an iridescent so I assume it's powerful. Sorry if it's weak, nerfing "brand new part" is necessary though. I don't actually run flashlights so idk....LOL
ok, so you're nerfing something without even knowing how powerful it is.
nice. nerfing just for the sake of nerfing. sounds like what already happens in this game.
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yeah, i agree. i think he's way too simple in design, super outdated.
he doesn't need to be some insane skillshot machine, but giving him more depth is what he needs, or at least EMBRACING the versatility that he already has, and doing more with it.
they're not gonna buff him cause stats, but at least some type of significant change to keep his current appeal, but making him a better and more interesting killer, would be really nice.
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@golubushka08 said:
https://forum.deadbydaylight.com/en/discussion/comment/1920947#Comment_1920947
What is the Point of 1 min protection if I can't do anything!
lol. what.
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4.4m/s killers are killers who need to use their power to get downs on survivors.
Hag's power is ALWAYS usable at any tile, granted you have a trap down. It's very strong in chase. Thus, you can, and must always use your power to get downs.
Spirit's power is ALWAYS usable at any tile and in between tiles. It's very strong in chase. Thus, you can, and must, always use your power to get downs.
Huntress power is ALWAYS usable at any tile with the exception of a select few on specific maps that are getting reworked. It's very strong in chase. Thus, you can, and must, always use your power to get downs.
Deathslinger's power is ALWAYS usable at any tile. It's extremely strong in chase. Thus, you can, and must, always use your power to get downs.
Nurse's power is literally always usable and insanely stupidly strong anywhere. It is, and should be, literally impossible to get downs without it.
Billy's power is ABSOLUTELY NOT usable at all tiles. It's weak against good survivors, and nearly unusable at certain tiles without Bamboozle if the survivor you're playing against is good. There are times when you simply need to use your basic attack to deal damage. If you're 4.4m/s, it's going to be extremely difficult in chase for Billy, when his chase is already really punishing and weaker against people who have brains and good experience in the game.
Again, 4.4m/s killers are killers that are DESIGNED to only get downs on survivors with their powers, because their powers are VERY strong in chase and reliable no matter where in the map you are. 4.6 killers are killers who cannot always use their power to get downs. You have to get basic attacks at certain tiles with them OR get assistance from perks, like Enfury and Bamboozle.
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I love Demo, I used to main him, I still preach his strengths, I do think he's very underrated, but his main issue is that he definitely doesn't compete with the strength of the best killers. He's also got the issue of having the same strengths as better killers, but those strengths being weaker (since he's a jack of all trades).
Take Blight, a killer that I think is very comparable to Demo. Mobility off the bat, power is overall similar to a slower shred, but a shred that gives you high mobility around the map AND has an instant charge time, that also has a lunge at the end of it (that you can flick, flick Blight main here), and it also breaks pallets. Blight also has amazing catch-up, so there's a small window of time between each hit. This alone just makes Blight a better Demo.
You can also compare Freddy to Demo. Freddy has a teleport that brings you right to gens with no setup time. Great anti-loop. Passive stealth. Passive slowdown.
Pyramid Head as well. Power similar to Shred, but one that you move faster in while charging, and sends out a shockwave that goes out through walls, pallets, and windows. He has a little bit of setup with trails, but not much to the point where it's really inconvenient. Wastes less time with caging (rather than wasting less time with mobility with portals) and can avoid the perk meta.
Hell, even Victor. Moves at 6m/s base, has a super fast charge time, and pounces fast to pallets and windows. He's almost like a mini Demo that moves super fast, is very stealthy, can't break pallets or vault windows, but gets a muuuuch faster rate of downs. He's amazing at snowballing once survivors are injured.
Huntress. Charges attack around a corner, throws a hatchet and can attack through pallets, windows, and at a super high range. She just doesn't have a secondary, but a far stronger chase. Also slower, but again, fast chases.
Slinger. Instant charge time, attacks through windows even when survivors vault them, can injured through pallets, and can attack from a very high range and is undodgable. He's just also slow.
A lot of these powers are similar to Shred, but just objectively stronger. The upside that Demo has over all of these powers, with the exception of Freddy and Blight, is suuuuper high mobility around the map with portals, but with the cost of a lot of setup time, the risk of them being disabled, and having to be on top of a portal to go to another. The portals aren't amazing, and as his chases are similar but much weaker to other killers, he's just lacking because of his weaker strength when compared to others.
Also, a downside of any killer is having to land one attack, then hold W and land another. He can't instadown or close the distance really quickly (Like Nurse, Spirit, Blight, Hag, Huntress, Oni, Bubba, etc). STBFL makes this MUCH better for Demo, but without it, or at low stacks, it's going to be difficult for this to not be an issue.
Being a jack of all trades is just not a great thing, because it leads to the issue of "why not just play this killer?" Still, love Demo, I think he's a decent killer, but there you go.
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Best designed killer. Perfect power, extremely strong, great addons, his chases don't feel irritating to play against like Pyramid or Slinger (And Blight far stronger than both of these guys!), though his chases are super good. It just feels better to get hit by a Blight rather than some other killers, since I have a bit more respect for Blights using their power well.
I like playing against oppressive killers personally. I don't like going against killers that might be annoying in chases but still consistently have gens done against them, it's just unfun because there's not much gameplay whether I'm in chase or holding M1, but I'm still winning. He's the good type of oppressive, good in chases and pressuring the map, but not to the point where it feels BAD to play against him. It's a real challenge but still possible to win, and that's what going against a killer should be. In a way, going against a good Blight feels like going against a better-balanced Nurse, while still being one of the only killers in the game that are really close in strength with her.
I don't think they'll ever make a killer that's better designed than him.
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its ok mang, you have the reverse tracking perk, predator!
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I play both.
The reason that I would argue that it's not the same is that gen rushing is literally just doing the objective.
If the killer is halfway across the map and is taking a while in chase, there's literally no reason for me to not be on a gen. If I'm in a good team, I'm going to take advantage of that. Playing with awful teammates is so common as survivor, so I'm just going to enjoy having an optimal team that does gens.
Is there much that non-top-tier killers can do about it? Nope. There isn't. In a way, I feel bad going against a Pig, a Myers, a Clown, a Billy, a Bubba, or any killer that's not a mega chase/mobility/snowball killer that can't handle going against survivors who take advantage of lack of map pressure/slow and non-intimidating chases that the 5 top killers don't have.
As killer, the only time I will go out of my way to tunnel is when I am straight up losing and I have the opportunity to tunnel. Even then, if I'm losing, it's very likely a good team running meta. So, I'm probably still going to hold back from tunneling just because I don't want to get hit with BT, then have to slug with DS just to get someone out of the game.
Going for more chases as killer is fun. Same goes for survivor, except survivor has less choice over the matter because the killer dictates what chases happen a lot more than survivors do. Like I said, if a killer is all the way across the map chasing someone else, I'm not going to go search a chest and cleanse bones because I'd be a useless teammate that's not helping out in completing objectives.
In short, tunneling is something you have to go out of your way to do. Not fun to do, not fun to go against. "Genrushing" is NOT something you have to go out of your way for, it is literally just how the game is at the highest level. You're only doing what you're being asked to do - doing gens.
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/1904888#Comment_1904888
People say he's the third strongest killer in the game if played right. Why so against it?
cause he's the third best. okay? a strong killer that's not super brainless. good.
blight is dumb fun, and a really good blight isn't complete misery to go against. I've played against ascension a few times. it's a very tense match. he's an oppressive killer when mastered, and that's what a killer should be.
super fun to play, fun to go against, very very good when mastered, great set of addons. mwah.
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legion is dominant at low ranks (and even high ranks, cause "high ranks" in this game aren't #########. doesn't actually indicate skill level of players) because people don't really know what to do against him, when he's one of the most easily counterable killers, but only when you're better at the game.
first, people have no clue how he works. they're gonna hide against a legion who's recently stabbed someone in frenzy. they might even jump in lockers. they're also probably not going to split up, because they're bad. this is great for you, as you can easily chain hits.
people will often drop pallets against a legion when healthy, they'll drop pallets against a legion in frenzy, they'll drop pallets against a legion while injured, and even while in deep wound. the only time you ever wanna do this is if you KNOW you 100% have a stun on him, but that's it. low ranks don't know this, they just panic drop pallets.
then, they'll heal against legion. they'll mend, which takes 8-12 seconds, then do a full heal, which takes another 16 seconds, 32 with self care (which low ranks will use). that's, in total, a 24-44 second full heal. at low ranks, gens aren't getting done anyway. add on a time waste of 24-44 seconds, woof.
however, if they DON'T heal, players are really bad in chase. legion is great at getting injures, which means that you're going to be going against players who are bad at looping, AND they're a 1-shot cause they're injured. super fast chases, cause they're bad.
now, against good players, none of this ######### matters. they're gonna know when to use pallets, they're gonna know when to split up, they're not gonna bother healing and just split up and stick on gens, denying your time waste, and they're gonna do just fine in the chase because they're good at the game, they won't care that they're injured.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1891791#Comment_1891791
Now your just overreacting I literally played Billy and got a 4K in under 10 mins that’s bull he’s still the best killer even with the overheat
you mashed potatoes my dude. you dunked on bad players. if you're going to tell me that they're red ranks, i'm going to tell you that means nothing.
you can get a 4k with literally any killer at any rank. that proves nothing.
get a 4k against ACTUALLY GOOD players? consistently? then we're talking. billy cannot do that.
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@hatchking said:
I was going for adept Cheryl when I played against a smurf huntress with iri heads with ruin maxed out 2 of my teammates got downed instantly then I got chased and downed the killer slugged so I got to use soul guard by throwing my hooked teammate under the bus to save the last 2 then die on first hook
Probably a scroll wheel Hag while only playing in a duo. Was actual pain.
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Very weak, and really boring to use after the first couple times. The power is pretty much just point and click, even worse than Snares. Gets super old just like the rest of Freddy.
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@landromat said:
Billy is fine. I i would make his chainsaw instantly overheat if you down a survivors but it's fine as it is now
...what? billy is already easy to go against.
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- Hag
- Trapper
- Huntress
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I think going against Head On is funny. It happens, I go "Oh #########, nice play lol" and then look out for it later.
Dude, I will take Head On over ANY other exhaustion perk.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1885371#Comment_1885371
Yeah, here's hoping that they return to the original concept with his changes. I'm ready to be disappointed, though. Knowing BHVR, they'll just slap a movement speed penalty on him when he places a snare, which would make him boring to play AND play against.
That's exactly what I'm expecting as well.
The killer is already boring as hell to play as, even at his current strength (a pubstomper). Adding clunky movement speed penalties to activating your power and whatnot will only make him more boring and uninteresting, but as they think he's OP (and "OP" = fun, right?), they're likely not going to mind that.
They're unfortunately probably going to never bring back old Freddy, and it's a damn shame, cause the concept really was there.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1885340#Comment_1885340
He needed some minor tweaks, but he was a lot better than people thought he was, he just required a different playstyle. I'll never forgive BHVR for removing everything that made him unique. Unless they add him back, of course.
I don't know why people called him a tunnel monster though, current Freddy is WAY better at tunneling than the old one lmao.
He WAS a lot better than what people thought. He needed tweaks and some smoothing out, define his power a little better, and he would've been fine. Hell, could've still given him the damn teleport. Just...why snares and pallets?
Current Freddy is good at tunneling cause no BT, but the fact that you could just make the game a 1v1 and ignore everyone else was something people hated. I got tunneled by old Freddys, and nobody could really help me out except just doing gens and leaving. He was simply just BETTER at tunneling than most killers, but once he'd dedicate to you, you could still waste his time if he was bad and didn't use the transition to mindgame (the fun part of Freddy, what they should've focused on with a little rework IMO).
But overall, old Freddy could've been a far better designed killer, but they just abandoned him. His rework didn't have to completely keep his power, but man, it could've at least been something creative, something that other killers don't have. Clown already fit the concept of "slow survivor movement speed in chase," why do it again? It's trap form, but it doesn't matter. The effect is still there. The fact that he slows survivor movement speed is his chase power, the gameplay is TOO similar to another killer, yet they went forward with it. Mind-boggling.
Plus, current Freddy's addons. #########?
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1885311#Comment_1885311
I'm not asking for current Freddy to be replaced with the old one, I want an option to play the old one. A lot of people miss him, including me, but I understand that a lot of people love playing the current Freddy. The Kid's Drawing addon isn't doing anything useful at the moment, why not use that if the devs don't want to implement an option for it? I'd rather have a button to switch between the two though, a lot of his addons were really cool and I'd love to use those.
Maaaan do I wish they just made old Freddy a good killer and not a tunnel monster. They COULD'VE kept pulling people into dream, being invisible, etc. That didn't have to go. He didn't have to turn into Clown with traps and 10 more easy abilities. Idk how that rework ever got through. They made the simplest, most boring, and uncreative killer out there man.
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red addons kinda suck doe lol
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LMAO
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She's not even THAT hard man lol. She's got bugs, some blink deadzones, but overall it doesn't take you that long to get into Nurse, you just have to accept your losses for around 15-20 games.
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/1872097#Comment_1872097
Another kinda Blight main here and the other guy has a point actually. I can use my power in most tiles but in any buffer pallet Blight's ability is useless. His height makes it so you can't even see above the object you are looping and it is very hard to track the survivor. I use Enduring + Spirit Fury exactly because of this since this is one of his biggest weaknesses.
Come on BHVR fix his height already!
I mean, a lot of using blight's ability at tiles IS prediction, which height doesn't save at all. It's like a flick Billy, except you have a LOT more control and can fight against unpredictability. I do agree height needs change, but I don't think he's useless due to it at the vast majority of tiles. Also, compound can help with this.
Also, are you a flick Blight? I flick as Blight, and it does give you an edge at even more tiles, though you don't NEED it.
What exactly do you mean by buffer pallet, though? Like short wall pallets?
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@SkerpiTwitch said:
He has a nice catch up mechanic, which is handy ofc, but on loops he's one of the worst killers out there. Even clown is better at loops. Seriously map and addon dependend.
Definitely not. Blight main here. Power is very very usable at the majority of tiles. Learn positioning and flicks, you'll be fine. He's not just a catch-up killer. He has great anti-loop, you just can't think black and white, you HAVE TO be creative and understand the capabilities of Blight. He's not an easy killer, so for most, yes, catch-up is going to be what's good.
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4 meters, and unlimited duration of aura reading. Not bad.
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@thesuicidefox said:
Yea I don't get this logic either. I'm 100% going to run to the area with a pallet and not a ######### dead zone. What survivor would ever choose to run a dead zone? Sure you get 10% movement speed but so does he so the effect is basically moot, you're literally just running to a dead zone and giving him a free hit. I'll take my chances that I'll reach the pallet through the tonic cloud thanks.
Exactly. Even if there's a pallet that you can reach going through the antidote, he's ALSO going to go through it and move faster than you. Why would you ever leave guaranteed safety for a 10% movement speed boost that the killer wants you to go through..?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/218397/why-would-clown-ever-lure-with-antidotes
They mean in the sense if Clown creates a damned if they do, damned if they don’t scenario. If Clown has been smart and placed a tonic at one part of a jungle gym, and an antidote in another part with the intention that the survivor doubles back to avoid the tonic and hopefully out run Clown by using Antidote, only for it to be a red herring and still allow Clown an easy hit.
I see what you're saying, I still don't think it's what they're saying at all
"So, if there's a dead-end over here, and there's a pallet over here, you throw a yellow here, and the survivor's like 'Do I go for the pallet? Or do I go for the yellow'"
The example they pair with this is Clown randomly chucking a yellow bottle, then a Jeff runs past an extremely safe long wall JG pallet and into the gas, which is in the middle of nowhere. Like...what?
Now, what you're saying makes more sense, but why not just predrop the pallet in that case? Using the yellow as a lure to NOT predrop and try to loop the JG? If so, again, I just can't see this thought process of "This thing the killer threw out was meant to benefit me! Thanks Clown!" ever actually being the case.
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@chieften333 said:
Yeah, the only thing I see his antidote being useful for is map mobility. Even then it kinda sucks at that because it's only 10%, maybe better with addons, but we'll just have to wait and see.
I see it being usable in chase. Map mobility kinda sucks with it, I'm pretty sure the boost is equivalent to base Wraith speed, which is nothing. Addons could change yeah, but I see it being more usable in chase.
Then again, PTB isn't open, so we'll see.
I just cannot, for the life of me, get how the designer believes people are going to ditch pallets for an effect that the killer threw. This is mind-boggling.
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@AggressiveFTW said:
I would say Doctor is one of them which I sometimes struggle to get a hit with, the distance with his weapon to me seems so weird.
ghostface for sure.
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cause trapper is by far the most rejected killer to this day
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1859193#Comment_1859193
I believe the exact time between bottle impact to the gas being active is 2.5 seconds (you can see it here: https://youtu.be/c49bZQ3a2UA?t=373)
After that, once you touch it, the effect kicks in immediately.
With a little practice, you can use this in a chase while running between loops by tossing it ahead of you. The survivor won't get the effects since the gas won't activate yet, then it'll kick in so you can catch up.
Wouldn't you still just predrop pallets against this?
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@NimaKh1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1857776#Comment_1857776
Yes! It would definitely make gameplay much scarier, and you'd feel as if you're actually in the game yourself.
that's quite the immersion
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A good nurse, a good Oni, and a good Blight. All super ######### intimidating.
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@GhostMaceNotCrusty said:
Because if they made knockout activate with special attacks. then they gotta make things like Franklin's work with special attacks. Then they would also need stbfl and pwyf to also be affected by special attacks. It just makes it easier having it only work on basic attacks
currently, i think franklins is actually triggering on special attacks. they removed the "basic attack" part of the description (check in-game, not wiki), and it's working on bubba's saw for me.
and to no surprise, it's not really an issue lol.