Jallybwan
Jallybwan
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- Jallybwan
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The devs know there are Killers in this game?
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@Almo said:
New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.
Come on, dude. If you play the game as much as you say you do, you would be able to see how this logic doesn't hold up.
It's not a sin to ask high-skill players (Fungoose, Otzdarva, ZubatLEL, ScottJund and Umbra would be my top 5) to test your game for you if testing it yourself leads to pissing the entire community off. We wouldn't be mad at you for not playing your game, what we're mad about is that you guys make these really weird changes with equally weird justification that doesn't hold up - doesn't matter how the game is fixed, it just needs to be fixed.
I'm personally not even mad about the Ruin change, I just think it should either combo with Surveillance or not be a hex perk. I don't understand how this makes sense to you, because it doesn't to me, and a brief glance at this thread tells me that it doesn't make sense to anyone else either.
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@Ghoste said:
It makes no sense for it to be a Hex still, I agree.
Btw how would Lullaby be balanced without a Hex? So after 5 hooks skill check sounds are permanently silent? Haha that would be nutty.
Lullaby skill-checks aren't even that hard to hit, and as previously mentioned, I am a Killer main playing on a laptop - I have worse FPS than most people. You just have to focus on the centre of your screen. I actually rather like running it on Pig, because people stop looking around and just keep their camera still so they can react to Lullaby skill-checks. Easy grabs.
Well, they were easy before dedicated servers.
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@MyNamePete said:
but OG freddy wasn't just changed because he was 'bad', it was also because OG freddy was annoying to go against and it encouraged stuff like tunneling and camping because you couldnt see him
I did address the tunnelling and camping part in my reasoning. His power made it harder to camp, and actively discouraged tunnelling.
I do also know quite a few people who enjoyed going against old Freddy, although I can definitely see why some people disliked him.
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@Kagari_Leha said:
An interesting idea
but it's unlikely to happen. Plus, I don't see the community who asked for him to change be okay to go back to him
and to go back on OP's idea, it would mean you sacrifice an add-on (or even multiple) to do this, which would not help.
The addon sacrificed makes it so you get 200 extra bloodpoints for having a survivor interact with your snares, but the snares themselves basically do nothing. It's Speed Limiter Freddy. I specifically picked the useless addon.
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@OnryosTapeRentals said:
I don't see why the developers would do this considering the amount of effort it took to rework Freddy in the first place. It just seems like a lot of work for a small benefit.
I actually love the reworked Freddy! That's why my idea makes it possible to have both, instead of sacrificing one for the other.
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@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/965096#Comment_965096
And I realize it would also require the add-ons for "New" Freddy to work with Old Freddy, unless you cant put them together.
I personally don't care too much if we get old Freddy's addons back. The Killer is what I'm after.
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@TAG said:
If it was worth keeping in the game, it would not have been re-worked in the first place.
I disagree. Perhaps the vast majority of the community (devs included) believe that, but isn't that what feedback and suggestions are for? I think that if we want to see a change implemented, we should tell the devs about it. It's really easy to say "why aren't they listening to us?!" but obviously they can't listen if we're not talking.
I think it was worth keeping for the sole reason that some people found old Freddy fun, and spent many hours learning to play him well as a result.
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Bump.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/957430#Comment_957430
Adrenaline didn't create that meta, just helped it. Even without adrenaline optimal play involves not healing and doing gens
Ehhh, depends on the killer tbh.
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@SkeletalElite said:
devs have (thankfully) already said its not happening.
I believe that if the devs are given enough reason to implement this change, they would. BHVR keeps getting a lot of crap from this community because of the changes they put in place, and I think that's unfair - they're human, and I genuinely believe they're doing their best to try and make everyone happy. This is something that will make a lot of old Freddy mains happy at no cost to those who enjoy new Freddy, so why not?
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@Thomasthetrain said:
https://forum.deadbydaylight.com/en/discussion/comment/957793#Comment_957793
You convinced me, I'm with you!
Let's make Freddy great again! 😁
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@Thomasthetrain said:
As much as I miss Old Freddy (the first killer I P3ed)he shouldn't come back.
Because he was unfun to play against for some people and not a good killer in general.
There are people who loved playing against old Freddy,yes,but how about those who did not?And they are the majority of the community.
Old Freddy will never come back; it's a sad truth we should accept 😣
Most people I've talked to don't enjoy going against new Freddy either - not to mention Spirit. Chances are, we'll see way more Spirits and new Freddies than old Freddies, since they are both far more powerful than new Freddy. Survivors would maybe run into one old Freddy in a four-hour session. (And let's be honest, even old Freddy is a welcome change from Spirit after Spirit after Spirit.)
I don't think it has to be a sad truth, though! BHVR has been getting much better at listening to the community. We're never going to see it happen if we just give up. The bloodpoints you spent getting old Freddy to P3 will mean something again. Plus, what do we have to lose? Worst case scenario, we get a confirmation from the devs that old Freddy will never return - things stay as they are. We lose nothing.
Best case scenario, we get a beloved Killer back, and one more reason to love BHVR.
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@Milo said:
No. I don't remember exact words but they reworked him for a reason.
And what would be the point to keep the old version alive? They would have to do buff and nerfs for that other version too.
Of course the devs had a reason to rework Freddy. They have a reason for every single buff, nerf and other change they make. That doesn't mean I agree with the reason, or that I can't try to provide a solution.
The point? Allowing people who loved old Freddy to play him, and allowing people who loved playing against old Freddy to do so as well. Yes, they might have to do buffs and nerfs, but honestly I think most old Freddy mains would just be happy to have their favourite Killer back. Myself included, although I only mained him for a short while.
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Also, I just want to confirm with @Peanits whether or not this will ever be possible. I see little reason why not, but I'd like to ask a dev for his opinion.
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@thefallenloser said:
I think adding two Nightmares would be fine.
OG Freddy = OG DBD Freddy
New Movie Freddy = Reworked DBD Freddy
They could even make their faces a but different and I think that'd be great.
I like this! It might be a bit more effort on the devs' side, and they've got enough stuff on their plate for a while now, so I wanted to keep my suggestion as low-effort as possible.
If they do find the time, that would be a great idea!
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Remove the instant heal from Adrenaline, not the speed burst. That way, "just don't heal and do gens" will be less of a thing, so medic builds will actually exist.
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Servers are broken as #########, this is not new. Sucks to hear that, though - hope you get better luck in future games :)
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All these people in the thread like "lol just do more altruistic actions and gens"
GROOT WAS BEING CHASED FOR MOST OF THE GAME.
ˢᵉʳᵛᵉˢ ʸᵒᵘ ʳᶦᵍʰᵗ ᶠᵒʳ ᵇʳᶦⁿᵍᶦⁿᵍ ᵃ ᵏᵉʸ
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For clarification, I don't mean resetting the pallet and then stunning the Killer with it. I mean just the act of resetting the pallet.
Also, should you be given extra bloodpoints if the Killer is later stunned with a pallet you reset?
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doing gens and running away when I chase them
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Where's Clown? Kappa
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/913421#Comment_913421
Well... again, I defer to others since I'm fine with both options. That's all.
Fair.
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@Raven014 said:
I don't know the answer to this. I'm fine with either way, tbh.
Unless Shadowborn is fundamentally changed, similar with M&A, I don't think they should be just because of those perks being made less useful (or pointless in Shadowborn's case).
I mean, some people physically can't play without Shadowborn or they'll get sick. They have to waste a perk slot in order to play. I personally can't play Nurse, Legion, Billy, Demo or Oni without Shadowborn (don't own the latter two but I played on PTB).
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Well now the majority of votes is "Killers shouldn't have an increase to FOV", but could someone actually explain their point? I've had exactly two people put forward an actual argument, one of whom has stated that they'd be happy with a base FOV increase. What is so horrifying about allowing people with motion sickness to play with 4 perks?
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Potentially unpopular opinion - I think what BHVR should do is add voice comms into the base game for solo queuers, and then buff all killers to be able to deal with it. Then they won't have to worry about nerfing SWF without making solo queue even more unbearable.
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A L I E N
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@TheRockstarKnight said:
[BAD WORD], I clicked the wrong one.
I want the base FOV increased, but no slider.
The limited FOV is only a hindrance and those who don't increase it will be less capable then their peers that do the same.
Ahhh, unlucky. You should be able to change your answer after you've voted, tbh.
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I see 17 votes for not increasing the base FOV, and yet only three people - one of whom has presented an argument with no backing - has given a reason why. What is so horrifically bad about increasing the base FOV?
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Wow, three people posting within three minutes on a thread that's been dead for over 8 months. Are we all here from Otz's newest Trapper video?
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/397348#Comment_397348
Yeah I need a genius to help me with the maths behind it. Normally when a survivor gets hit, with a normal cooldown, they can get a ton of distance, but with STBFL they get way less. Can someone clarify the numbers for me though?
Huge necro, but I did the maths a while ago to help people with where to place their Hag traps.
https://docs.google.com/document/d/1eW5M2NCnOkwk7rtL-XfyXJgu1bYaL8jC7u4WTxsx2DQ/edit?usp=sharing
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@SilentSpectre said:
FOV is everything in this game -- that's why shadowborn is and always has been an S tier perk.
Please do explain.
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@BunnyTheHutt said:
Legion simply needs an entire rework. No matter how they buff/nerf him he'll either be uncounterable and miserable to fight or he's super weak and miserable too play as. Until he gets the Freddy treatment he's gonna be broken in both aspectst different times.
I think the original concept of "pretends to be a Survivor" would be fine if voice comms didn't exist.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/890670#Comment_890670
Vision is overrated.
Removing FOV entirely would make Killer take actual skill Kappa
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@Yung_Slug said:
Would flashlights and stalking also be changed?
I see no reason why. Stalking falls under the "Killer can just move their mouse" argument, in my eyes.
Nice vote, btw.
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@SilentSpectre said:
FOV is everything in this game -- that's why shadowborn is and always has been an S tier perk.
Could you explain how Shadowborn is S tier, and why FOV is everything in this game?
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/890282#Comment_890282
I wouldn't have a problem with a base FOV increase mainly for the sake of those who have actual health problems playing with the current setup, as long as stealth gets buffed in other ways to compensate for the change. It's already not the most powerful strategy, I just don't want to see it get devalued even further.
I still disagree that stealth would be impacted very much, if at all. I do stand by my "the Killer can just move their mouse to capture a Survivor on the screen" argument - I understand the "well let's just give Killer 360 degree vision" counter-argument, but I think that within reason it would have zero or very little effect on stealth.
That being said, I agree stealth does need a buff - specifically, stealth should be easier to be productive with. Right now, it can be quite challenging to be stealthy without being useless (immersed), and I think that needs a change. Killers do have adequate means to find a survivor, if not through their base kits then by perks like Whispers, Thrilling Tremors, Infectious Fright and BBQ (although BBQ has plenty of counters that render it useless against someone who is aware of how to avoid it). This is coming from me, and I absolutely suck at tracking, even with Whispers :P
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@rhodamia said:
As this is all opinion, I hope you take no offense. But I believe more vision is a buff (even a slight one). Since it takes you from a disadvantage to normal, the majority of players will take it from normal to advantage. If that makes any sense. And in an effort to keep things balanced for the majority. I see the change as unfair. (And don't get me wrong, I'm all for killer buffs. If they called it a buff I'd be fine with it. But call it what it is). Again. My opinion. I hope you find a way to enjoy the game without motion sickness in the future! Good luck friend.
Obviously, being able to see more is an advantage. I'm arguing that the advantage is extremely slight and would have little to no impact on gameplay, even when talking about stealth.
You've stated that you "see the change as unfair", but "if they called it a buff I'd be fine with it." Do you mean that calling the change anything other than a buff is unfair?
If you do think more FOV is unfair, why is that? I have seen many people insist that an FOV of exactly 87 degrees is integral to DBD's balance, but I have yet to see any argument that proves it's something that would radically affect the game. For example, would you consider Shadowborn to be overpowered? If not, I do not see how increasing the base FOV without the use of Shadowborn would be overpowered either.
I am personally not one of the people who gets motion sickness without Shadowborn, but one of my favourite Twitch streamers - an extremely skilled Huntress by the name of Umbra - is. She has put thousands of hours into Huntress, being one of if not the best Huntresses out there, and yet she is limited to essentially having three perks due to motion sickness. This is out of her control.
As for a survivor's perspective - I am a Killer main, so I realize that I must ask someone on the other side for their view - I have asked Twitch streamer and YouTuber Ussylis for his opinion on Killer FOV. He has expressed full support for an increase to base FOV for Killers. Similarly to Umbra, Ussylis is among the best survivor mains out there - personally, aside from Fungoose, he is the best I know - and I believe that if he is okay with it, it would not cause a serious lack of balance.
Thank you for being respectful! I appreciate the discussion. ^-^
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/885652#Comment_885652
I read your reasoning. I think it will affect stealth more than you realise.
As you stated yourself, "the only difference is when the Survivor is inside the Killer's FOV or outside the killer's FOV" - and that is a key aspect of stealth gameplay. A good stealth survivor knows when they are inside the killer's FOV and is able to use that to their advantage, a skill which would be completely negated by the introduction of an FOV slider. Yes, the killer can "simply move their mouse to change that" but by that logic, we should just give the killer 360 vision at all times and be done with it.
Then, if not an FOV slider, would an increase in base FOV be acceptable (say, to 100 degrees)? The survivors who are truly dedicated to stealth would get used to Killers being able to see more.
As for "let's just give the Killer 360 degree vision", I should've clarified that the FOV slider would remain within reason (perhaps 120 degrees at the absolute max, if not less).
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@Fibijean said:
While I understand and sympathise with the motion sickness argument, and would love to see a different fix for that if possible, I don't agree with forcing players to play a certain way in games in general on principle, and in the case of DBD I don't agree that stealth should be made even less viable a tactic than it already is just because looping and being aggressive is the meta right now.
If there were some way to increase the killer's FOV to help with the motion sickness while simultaneously buffing stealth so that it doesn't suffer as a strategy because of the change, I could get on board with that.
It doesn't really affect stealth, though. I covered that in my reasoning.
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That's fair.
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I clicked the wrong category when making this, my bad - could a mod please move it to the right board?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/882450#Comment_882450
No worries, this thread is pinned anyway. If you click the arrow next to the "New Discussion" option, you'll see the option to make a poll instead.
Thank you! ^-^
Is it possible to create a new poll that isn't in Polls?
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Ruin is good for early-game pressure, but if you want a perk to help with that, just run Corrupt Intervention.
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Sorry for the bump, but how do you create a poll?
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"Just wake yourself up" doesn't matter, because if Freddy hits you, you fall asleep immediately. This is likely what OP means by "try facecamping."
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He could also use a base yellow Windstorm and Swift Hunt, maybe Shadow Dance as well ^-^
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bing bong bump
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It's already incredibly time-inefficient to facecamp, and yet some killers still do it. No matter how many incentives there are not to facecamp, there will always be facecampers.
There's also the fact that facecamping is not bannable, nor should it ever be bannable - securing a kill is a strategy that some killers follow, despite it being inefficient.
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It's a little redundant to measure the state of the game with "survivors op, survivors up" when there are so many killers of so many different power levels. Against good survivors, I will agree that the majority of killers range from "barely able to keep up" to "why bother". Against a killer like Nurse, however, the balance shifts from "a good survivor team always wins" to "a good Nurse always wins".
TL;DR - Survivors aren't underpowered, survivors aren't overpowered, each killer needs buffs or nerfs depending on strength. The main issue in my eyes is survivor-sided map design, not survivors themselves.
