Joelwino
Joelwino
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- Joelwino
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@AAAAA said:
https://forum.deadbydaylight.com/en/discussion/comment/936985#Comment_936985
Probably The Spirit would try to kill The Nurse, The Nurse would blink away, and either The Spirit would tunnel The Nurse out of rage or give up and look for easier targets.
The spirit's yurei abilities would probably render her the best in a 1v1 to an unfair level
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@Jrfrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1067809#Comment_1067809
instant one down mori no offering needed entity already has trouble controlling her
Rancor, basically.
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@elvangulley said:
If one of the slowest killers that also hums her location across the map has an insta down thats fair to me the way you play against her doesn't change you just dont get to make as many mistakes if you can dodge her regular hatchets you can dodge iri heads
An instadown is fine, but having three chances to get an instadown on a survivor that's right in front of you? That's just stupid.
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@YaiPa said:
I could make the smartass comment, pointing out that there are so many god loops left, but I'm gonna make the smartass comment where I point out the fact that it took them only 3 and a half years.
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@[Deleted User] said:
Here I thought this was going to talk about character like Nurse becoming really unfun to play after their rework, guess I was sorely mistaken.
right here ->
@Joelwino said:
https://forum.deadbydaylight.com/en/discussion/comment/1189506#Comment_1189506
While what's fun or not is subjective, what isn't fun is pretty widely agreed on. Stuns, slows, handicaps. It's why your first game as the Nurse is so frustrating, or why playing against Freddy or Clown is so boring. Some people find Oni, Hillbilly or Huntress unfun, but quite a lot more people find the Clown, Doctor and Freddy unfun. I wish the devs would get rid of slowing effects and the like and replace them with something else that enhances the killer's abilities instead.
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@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1189687#Comment_1189687
Well maybe those killers shouldn't be so hard to learn and play not the other way around
Ok, sure. Let's make the nurse as easy as Freddy and see how that works out.
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This is the main reason why indoor maps are killer sided. No one can find any gens.
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I like it, it's a good idea. In the same vein, I want a "sniper" scoring event for huntress that gives you bloodpoints based on the distance your hatchets hit someone starting from 24m or maybe 32m
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1190930#Comment_1190930
Not even Oni wants to play Oni.
I'm pretty sure Scott Jund counts. He's put a lot of time into the Oni since his release even though his number 1 is still Huntress
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I know that iWilliamz is a really good spirit main, but he used the "r" word in one of his videos and that turned me off of his content.
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/1189721#Comment_1189721
Winning is what makes it fun. Going up against a huntress with iri heads who is lobbing them at you while your opening the gate is fun. Chasing that one survivor who teabagged at every pallet and hooking them is fun.
Holding M1 while your teammate dies slowly is fun? You don't even get a good chase in. It ruins the fun of the game.
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/1189382#Comment_1189382
So that's why we say do gens against a camper. Just like killers aren't entitled to kills survivors aren't entitled to escape. Quit crying about campers do gens and get out .
Okay, but what's the point of winning if you're not having fun?
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10/10 good ideas, losing tokens with no way of getting them back always gives me anxiety
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/1189632#Comment_1189632
and breaks the game for everyone else in the process
https://www.twitch.tv/polysypher/clip/GeniusCoyPeachJebaited?filter=clips&range=24hr&sort=time
This freddy was VPNing from China (no meme)
It's always Freddy. Why is it always Freddy.
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@GrootDude said:
Fun is subjective though so you can’t really make it fun for everyone.
While what's fun or not is subjective, what isn't fun is pretty widely agreed on. Stuns, slows, handicaps. It's why your first game as the Nurse is so frustrating, or why playing against Freddy or Clown is so boring. Some people find Oni, Hillbilly or Huntress unfun, but quite a lot more people find the Clown, Doctor and Freddy unfun. I wish the devs would get rid of slowing effects and the like and replace them with something else that enhances the killer's abilities instead.
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@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1189624#Comment_1189624
Its good hes not like nurse she was already hard to learn now she is hard to learn janky and not fun to play her use has gone way down
It's just frustrating to have a killer as easy and boring as Freddy do so much better than a killer that requires so much more skill does. A somewhat decent Freddy with a few hours in the game is already on the level as a experienced Huntress with five times the hours the Freddy player has.
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1189504#Comment_1189504
Sadly i think he just dont want to listen/ read i literally did several paragraphs going into some detail countering his points but i just feel like he doesnt cares he just always going to believe freddy is a brain dead killer when in all fact he does take some skill in terms of placements map knowledge and reading survivors
I already stated my points, running around snares is pointless since the distance you lose is basically the same. Freddy only takes the skill of a basic M1 killer, only less mindgames and moonwalking since his kit has an easy to land slow. His snares are really big and once you screw up once (like the window vaults interacting with the snares thing you mentioned) you never do it again since his snares aren't hard to place. There is not a high skill ceiling for Freddy like there is for Huntress or Nurse. Once you have the basics down there is nothing left to learn and you get stuck in a cycle of arriving at a loop, placing a snare and either getting a hit or breaking the pallet as the survivor runs to the next loop.
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The Freddy lunge into dc was the most relatable thing I've seen all week
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The Spirit's stacked passive phasing addons are ridiculous and I love them
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@immortalls96 said:
Kind if hard when the killers one job is to be tour opposition..now theres some reasonable things to be done to avoid a bad time however your expectations are synonymous with saying "makes the killer easy or it isnt fun" which is a corrosive mentality to have
I don't want killers to be easy, I want them to be fun. Freddy and Clown have really boring gameplay, but other good killers like Hillbilly, Huntress or Oni are fun to go against because it takes skill to outplay them.
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It's really unsatisfying 90% of the time, but the 10% where it's fun is 100% worth it.
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1188294#Comment_1188294
Ok lot to read there and digest so i will go through some parts you mentioned first you can mess up snares i have done that several times but that can be easily due to my connection, skill etc the running over 2nd snare thats more on you then killer you ran over it and they arent exactly small as you have mentioned. But they also not that hard to see in fact they stand out quite abit so plan ahead.
what im getting at with placing them before chases is that if you know a certain area is where survivors are more likely run to you place a snare there and if you so happen to chase the survivor to that location then you dont have to waste time placing snares there, you got them good planning freddy
Also thought i would mentioned something i only discovered this not so long ago, that if you place snares right next to the windows even if survivors go through it they can still fast vault that cause it takes a second or 1.5 for the debuff to take effect. So placement is key again
So because you cant loop freddy like a normal M1 killer thats boring?! sorry but it sounds like you just want all killers to be easily looped and run around circles which for me is very boring. Throwing pallets down early is still going to waste time which the killer doesnt have you are meant to eventually go down its up to you to waste as much time as possible freddy just cancel out looping but if he doesnt pre place snares (which is very effective and requires planning and knowledge of maps) as long as you know your pathing you can string freddy for 4 minutes and the rst of the team get gens done.
the sizes of the snares i will give are big but considering the one key fact that i will mention at the end they are fine as is and forces survivors to either take it so they can optimally go around the loop or go around loop not as optimally drop pallet and move somewhere else.
im assuming you are talking about dream world in the last bit the stalling is only apply if freddy brings the ropes which i think we can all agree in this current era where gens can potentially be done in 4 minutes there is alot of these ropes about so stalling is add on dependent what happens to you in dream world that isnt addon related is you can get affected by the traps.
there are four ways to get out of freddy dream world two you mentioned the third is another survivor waking you up which is the safest and less time consuming (again depending on how you use it as it does take longer to wake up each time it is used) and the fourth (not best situation granted) is being on the hook. But ultimately it is down to your choice do you stay in dream world or do you wake up, do you rotate with other survivors so there always less people in dream world so the effects are weakened it is down to you.
but the key thing is stay awake it maybe a challenge but if you can keep awake then the traps do NOTHING you aren't even affected by the chains and ropes (less so with the chains forgot it affects awake aswell but it effect mutiples per dream survivor).
in other words if you are in the dream world get out (granted it is a challenge but isnt that what survivors want as they are finding it to easy lol)
The stalling in the dream world I am talking about is the fact that you have to run across the whole map to get the alarm clock, fail a skill check, get hooked, or find one of your awake teammates, all of which can and will waste so much more time than they need to. The issue with running around snares instead of walking over them, is that since the snares are so big you lose the same amount of distance to Freddy that you would've lost if you had just run over the snare.
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/1187943#Comment_1187943
Ok now we are naming random characters meg...
Leatherface's power can hit multiple people at once, so if you stand at a hook with your chainsaw revved you can instantly down anyone who tries to go for the save and turn what would've been a trade into two free downs with no skill requirement.
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1187916#Comment_1187916
you cant attack there is a second cool down if you cancel the placing, snares take 1.75 seconds to activate so depending on the loop enough time to do a lap slowdown last for 3 seconds so again depending on loop and placement of snares you can still get to the pallets and it doesnt stack as far as i can tell so that why im saying spamming doesnt work.
so again placements are key for freddy spamming does nothing but waste time and its down to the survivors and if they get themsef in that postion you describe that is their own fault you CANT loop freddy normally if freddy traps you with snares it cause you allowed it still thinking he a normal M1 killer. Also i find snares more effective when they are placed already instead of placing them mid chase
https://forum.deadbydaylight.com/en/discussion/comment/1188232#Comment_1188232
again there is some stragetic planning ie placements of pallets and snares predicting people potential pathing etc i will say he is perhaps easier than spirt and nurse and no offense but that 4k doesnt mean alot sadly as there alot of variables like the swf could be bad, you had a strong map and perks, you understand the tiles on that particular map very well so you knew where to loop/place snares im assuming you were using snare freddy. But thank you for agreeing hes not a brain dead killer especially as i am a freddy main
there are things i do agree like he is easier to potentially get a 4k then the nurse and spirit and the ease of placing snares but again spamming the snares is not that effective, but hes not brain dead you have to be smart on snares and pallets and survivors please dont treat him like a normal M1 killer cause hes going to destroy you if you do.
That would be a penalty to placing snares if snares were hard to place. Snares are like two square meters across, there's no way you'll mess them up. While snares don't stack, running across a second snare does in fact extend the time you are slowed for. And if the Freddy player placed them outside of a chase, then there is no slowdown at all. You say that we can't loop Freddy like a normal M1 killer, and you're right, that's why he's stupid boring. You have to throw down the pallet extremely early and no mindgames or jukes or use of any real skill come into play. You don't need to strategically plan where to put snares, since as I have already stated those things are massive. Just place them a little past the pallet and if the survivor runs through it then you get a free hit. I haven't even played Freddy more than once and I still know where to put the snares. You also get a really good stalling tool for free. As survivor you have to run across the whole map or fail a skillcheck to wake up, both of which aren't good. And the Freddy player does NOTHING to get it, you just get free stall simply by existing. Freddy is just too powerful for how easy he is.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1173769#Comment_1173769
*Laughs in Feng Min*
The journal entry about Feng Min
"A young woman surprised me the other day. She is another guest in this nightmare I can not seem to wake up from. She came running, passed by a wounded girl and didn’t stop. Just a glance behind her, and she was off again. With a determined look on her face, like she had something important to do. A lone wolf maybe? I am not sure what I should call this new person."
I love Min (favourite character and main) but just from this lore extract she doesn't seem to have any really care to help out her fellow survivors.
This lore extract also implies that there would be nothing detrimental for saving and helping this person it really wouldn't put Min at risk in the slightest she just considers what she's doing more important than helping others.
If you want a gameplay comparison she's the type of survivor will immediately open the exit gate and leave rather than helping the people who just got down.
I don't think she would leave someone behind and try to save people, but if the odds weren't in her favor she would abandon them and wouldn't be stupidly altruistic like Claudette or David might be.
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Whenever I run Autodidact I always get iridescent benevolence and max out my altruism points
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@Splitsecond27 said:
https://forum.deadbydaylight.com/en/discussion/comment/1187921#Comment_1187921
you know clown is the weakest killer in the game right? If you are getting 4k’s with him your definitely not playing like your brain dead, and as for Freddy if you hit a snare then drop the pallet, the slow doesn’t last that long you can still make distance it’s not like he’s placing snares in front of you while your running to a new loop there still is room for jukes just not at every loop and you can use those snares against him by mind gaming with them if your manage to hit one while your behind a wall or something he’ll probably try to predict where you go and you can run in the opposite direction, he just shortens loops it’s not a huge problem for good survivors, and he actually has decent map pressure teleports to gens can be mind gamed and require some skill you just have to adapt.
If you 4k with the clown, the you're not going against very good survivors. I just can't see any way skill is involved with using the Clown's power, except maybe the one pink addon that exposes survivors who get hit directly. I know that Freddy's power shortens loops, if I try to loop anything against him before dropping the pallet I have to take a hit because of his snares placed around it. Like looping against the Clown, I have to drop the pallet immediately and I can't get a few loops out of it first. I have no knowledge of any skillful mindgames you can pull off with Freddy, since holding the teleport button and letting go at the last second is in no way skillful. His snares are massive so there's no skill in the placement of them, they're probably a good foot or two bigger than they look and thus can't be run past in a loop unless you want to lose a meter or so of distance, which will get you hit anyway.
I don't know if you read my full comment, but I said that I prefer to be able to move freely against the killer and have the opportunity to use skill to outplay them. There is no skill in playing as or against Freddy or Clown. There is no skillshot or precise timing like Huntress or Nurse, there's just a really easy to land slowdown that forces survivors to drop the pallet instantly or get hit. I'd rather prefer a killer's power make the killer more powerful instead of making the survivors weaker.
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It could be like that one perk on reddit that makes you oblivious the whole round but you get 200% bloodpoints
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The spirit takes full advantage of her floating limbs and now has a map wide lunge which consists of her disembodied hand zooming off into the distance and stabbing a random survivor.
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I want to be able to kill the last survivor if the other three are all sacrificed. That would probably make sense, right? The quote on the cypress mori is the entity telling the killer that since they did well they can kill the last survivor.
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Camping is fine after all the gens are done, the hooked survivor is the only objective you have left to defend.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1186724#Comment_1186724
Until survivor requires actual skill I'd say theres 0 room to complain
Looping efficiently as survivor does require skill, even if it's less skill required than playing killer. Clown's power removes all skill based gameplay from the situation and forces them to throw down the pallet immediately or take a hit. So I could say the same to you, be quiet about how easy survivor is and maybe play a killer that survivors can employ skill based gameplay against instead of the braindead garbage that is the Clown.
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@Ryuhi said:
you know how you beat a clown? hold M1 while someone else is running around throwing pallets early and wasting his time. Thats it. If you're that person being chased, you just waste as much time as possible, and your teammates will pop lights left and right. Freddy is a decent killer who has a bit more map presence, but he also has to break away from chases that go on too long to utilize it.
With literally every killer the chase mentality is the same: "the longer he spends on this chase, the worse his chances of winning." you're playing in seconds while they play in minutes. You'd be amazed what you can accomplish with windows alone when run correctly.
Ok, but my point was that no one is having fun in that situation. Throwing down every pallet immediately isn't fun, chucking bottle after bottle in a survivor's general area isn't fun, and holding M1 on gens isn't fun. People forget that the point of video games is to have fun and not to win. Sure, winning is fun but if the gameplay is so uninteresting for all parties involved then what's the point? I don't mind dying if I know that I did well that round. If I helped my teammates get out or ran the killer around for a while and got a good chase out of it. A good chase is looping, mindgaming, juking, not throwing down every pallet as soon as I get to it. The Clown and Freddy just don't have fun gameplay. And I don't care about winning if I'm not having fun.
PS - Most of the clowns I get have bamboozle, which sort of nullifies the window argument. And even if they don't have it, I can't fast vault while intoxicated so the window related gameplay is really limited.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1187932#Comment_1187932
There's also no room for mindgaming as killer with half of the loops regardless, so... ok? Would you trade every god pallet/farm loop/the-entirety-of-thompson-house's-gauntlet, etc for a few killers to not be able to force pallets in exchange for having zero map pressure in their kit? Priority seems a bit skewed when all you're giving up is exploiting collision boxes and the environment, really.
I never said I liked to run safe loops, maps like the Game put me to sleep just as much as Freddy or Clown. The best loops are the ones that can be mindgamed, and that's where the most fun occurs. I'm just sick of being slowed and left with no options or skill requirement to counter the killer. Against the Huntress and the Nurse and sometimes the Spirit you can outplay them with your skill and your movement, like faking out the direction you're going to make the Nurse mess up her blink or spinning back before you reach cover to bait a hatchet. There's no skill or mastery of movement versus Freddy or the Clown, just throw the pallet immediately or get hit.
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Leatherface...
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@TwinPrinces said:
K so it's the endgame and the gates are open so I have to camp. I'm punished for playing good now?
I think that that's the only ok time to camp. You have no other objectives left to defend at that point except for the hooked survivor.
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@Ryuhi said:
"either the survivor gets hit or drops the pallet and runs away. As I said, brain dead gameplay."
Sums up half the game. The rest is survivors playing pattycake with their gens until its time to go home~
Are you familiar with the concept of looping? Or jukes, mindgames? The point is that the survivor has to drop the pallet immediately against killers like Clown or Freddy. There's no room for juking, mindgaming, looping or anything else there. Just throw down the pallet immediately or take a hit. It's no fun for anyone and promotes a braindead playstyle.
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@Pennywise2000 said:
simple as this for survivors if the killer is hard to loop they are broken. not saying killers should be broken but a survivor should not be able to run a high ranking killer assuming they know how to play killer for 3-5 gens.
The difference between Freddy or Clown shutting down loops fast compared to killers like Nurse or Huntress is that you can at least move against the latter two. Sure, a good player can down you easily but at least you get a chance to outplay or juke them. With Clown or Freddy, you don't have a chance. You're slowed down and all forms of juking or outplay are removed in favor of a boring playstyle that requires no skill on either end.
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@GeordieKiller said:
freddy is not a brain dead killer especially in high rank. he just strong on shutting down long loops with the snares and the pallets means you have to require to remeber where pallets are and which one you use. so in a sense freddy power is based on survivors keeping a eye on the map and using their heads to know what is the most likely places that snares can be placed and which pallets are real
I would argue the reason why people hate him so much is in part they try to treat him as a normal M1 killer and believe they can loop him for several loops. Best counter to him is when he setting up snares on loop move away from it cause he cant attack when he charging the snare there a window for you to get away. If you stay there you will get hit or downed thats is survivors fault not freddy.
as freddy you have to keep in mind on snare placements which is crucial as spamming it everywhere is a huge waste of time as a survivor will just run to somewhere else if you are spamming it. also pallets on when a good time to place them as if you do it in front of survivor they are going to know and if they are comms say bye bye to surprise pallet hits.
a good freddy actually plans on when to use his ability but it still comes down to the survivors and how they respond to them if you try and treat him like a normal M1 killer you going to end up on the hook simple that is what he counting on so play differently keep him guessing makie it hard for him to read your movement predict his most likely snare placements and keep track on pallets
What are the downsides to placing snares? You don't get slowed or anything, and it's literally just one second which is not enough time to run to another loop. Don't forget that unlike the trapper, his snares are massive and survivors can't just run around them. You arrive at a pallet, place a snare, and either the survivor gets hit or drops the pallet and runs away. As I said, brain dead gameplay.
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@WeenieDog said:
I think that overall, That's what they are trying to do. But it's harder than it sounds
I like Oni but there are some people that will say "there isn't anything I can do against him", " He runs too fast "," he just slides on walls then insta downs you", "infectious fright makes his power too good " and that makes them feel like options are being taken from them even if people consider him balanced.
I'd imagine that, Introducing new and exciting powers/interactions, making those powers definitive during the session , and not making them completely frustrating, a bit hard. All while being constrained to ideas that not only fit the theme of the killer, but are also within the limit of what resources you have.
You're right, developing a game is a lot harder than it looks. The issue with the Doctor and Freddy though is that both of their powers (or at last the parts they use in chases) are only debuffs to the survivor and nothing else. While a killer like the Oni could be considered unfun, you still have full control of your character while versing him, which still leaves you with some counterplay or at least a feeling of control even if you go down to him. Killers like Clown, Doctor, or Freddy cannot be considered fun by a majority of players, not just a small few like with Oni or Hillbilly.
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@Schmierbach said:
Fun is subjective. Just because you don't like the recent reworks doesn't mean thats the general consensus.
Honestly I also remember posts saying Old Nurse was boring, Spirit was boring, Hillbilly is boring, Pre Nerf Huntress was boring, and even recently Deathslinger is boring.
It is better to say you are having a hard time dealing with certain killers and ask for advice instead of just labeling them "boring".
I really think that Clown and Freddy are really boring. They play the exact same in a chase and the only way to counter their abilities is to throw the pallet down immediately and run away. I know that fun is subjective, but I'm pretty sure most of the players in this community agree with me, especially about Freddy. Actually, here's a poll that votes Freddy as the most unfun and boring killer to go against -> https://forum.deadbydaylight.com/en/discussion/134293/what-is-the-least-fun-killer-to-play-against/p1
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@BlueFirebilly said:
Wooo only one killer perk 😑, when there is more useless killer perks
Usually different killer perks are good for different killers. Sloppy butcher might not be very good on Huntress, who mostly uses her alternate attack in chases, but it does very well on killers like the Oni who benefit from survivors staying injured for longer. If you judge a perk only by how it performs on your main killer, then there are a lot of "useless" perks that go really well with other killers.
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@KurtKobainFreak01 said:
I would say clown and Bubba but there's not really anything to do about them. For bubba pretty much the only thing they could add for him is extended chainsaw or decreased revving time. For clown they can only pretty much increase the range or expand the area of the toxins. Clown and leatherface are probably the killers they regret making the most.
While that clown buff would be more balanced, I don't think it would be that fun for anyone. Like the Freddy rework, just because something's balanced doesn't mean it's fun or healthy. I wish Clown's power could change completely and have an intoxication system like the doctor's madness and maybe the survivors would have to detox or else their UI would be obscured or something. The clown's current kit is boring as ######### and I don't want another viable boring killer that takes no skill to play and can still consistently kill you. (cough, Freddy, cough)
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I play on console, and while the grabs are really inconsistent I don't freeze up at all like what other people have experienced. I think the game performs pretty well on console and any version of this game is still chock full of bugs, maybe you just experience them more on console. Usually the hitboxes are a latency issue, and Xbox doesn't have dedicated servers yet so usually it's just poor connection to the host or other players.
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@BeHasU said:
10 rift fragments for 1 tier is kinda much, especially when you get 1 rift fragment for 800 xp, i mean you have to play 20ish games for one tier without any challanges, this is insane.
Plus a rift could probably be just 50 tiers if they got rid of all those useless charms
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@HollowsGrief said:
No they are not. Moris can be countered in one way or another, even if it is extremely hard to counter, keys cannot be counted at all.
They can be countered, just tunnel the key user.
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@FichteHiro said:
Back then, there used to be common and ultra rare perks.
The patterns used to be: Brown - Yellow - Green
Yellow - Green - Purple
and Green - Purple - Pink.
The rarity patterns exist because rarer perks should cost more BPs than more common ones.
When they removed pink and brown rarity perks, why didn't they just make all perks yellow-green-purple? It would be a lot less confusing that way
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1184830#Comment_1184830
Yeah, but then again Dwight at least has two paragraphs of lore, Ace has 1
How is that more compelling??
I mean sure, we've seen multiple characters get stories in the same Tome so it's not impossible to see both Dwight & Ace get expanded upon, but still...
Idk, I feel like the devs are gonna stick to the 1 girl, 1 boy format they've established. However, there are 6 female survivors without a tome, 5 male survivors without a tome, 6 male killers with no tome and 4 female killers without a tome if you omit the licensed characters. So the devs might double up on one gender per a tome, but it'll most likely be female survivors and male killers doing the doubling up.
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@Lexilogo said:
https://forum.deadbydaylight.com/en/discussion/comment/1185141#Comment_1185141
No, it might break other stuff. If you remove the reference for "key" from your game, all the stuff in your game that references "key" will now cause serious errors or crashes because the game now has no idea what "key" is supposed to be and yet the code's telling it to get a reference to "key".
Anyway, such a discussion isn't really the point. Disabling moris/keys would be a pretty simple endeavour from a work POV, but what about all the people who invested BP into them, use them, ecetera? There's a LOT of new design considerations.
There's a reason why a game designer's solution to something is almost never "delet it!!!" and such an action is essentially the nuclear option for a feature deemed completely unworkable.
The simple reason why these addons exist is for match variance. The idea is that URs are, well, ultra rare, but give a significant advantage and make you feel more powerful than usual for a match.
The question is how much is too much, and what's tolerable for both sides. How do you make Ebony Moris feel like a powertrip for the Killer without making the Survivor feel like the match was pointless? How do you make Keys feel like a clutch escape and special without the Killer feeling cheated?
Regardless of what you think the answer is, it's a discussion that goes deeper than "just remove them lol" and simplifying it to that will accomplish nothing except get people to rightfully ignore what you're saying.
What if thy were temporarily disabled until they got reworked? Like how event offerings get disabled but not deleted when the event ends? Or like how the moon offerings are technically still in the game but unusable?
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I'd love to see changes to the clown, but if they do to him what they did to Freddy and make him even more boring to go against I'm going to have to say the Pig.
