Karltastisk
Karltastisk
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@purebalance7 said:
It never affected the lullaby before(which is why i never understood people using Insidious on him) so why should it affect something now. I'll give you that the aura reading(the only reason you'd use M&A now) is being removed so maybe. Just going to make OoO even more meta.
I dont think you properly read his new power description. He has terror radius on awake survivors, so if you are invisible until you are within 24 meters that can be really good on him, but if this passive invisibility dont get affected by the size of his terror radius then there is absolutely no point in running it yes, so that is why im asking someone that can either test this with friends or a mod that knows perhaps @peanits?
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@BobTheBox said:
There are so many good proposals and so many proposals that would break the game.
Technician. ---
Flip Flop. I'd rather see a 75% conversion rate up to 75%. A 50% full wiggle bar almost never helps you out and it's almost impossible to get that far
Solidarity. Hood proposal
Windows of oppertunity. ---
Wake Up. I think this could work
Boil Over. This could become OP especially on certain maps. I don't think this would be a healthy change for the game
Buckle Up. ---
Deja Vu. Seing all generators removes part of the viability of the perk: knowing what generators are the best to work on. Seeing the killer aura every time they are within 12 meters of a generator is, simply put, overpowered
Left Behined. ---
Sole Survivor. ---
This Is Not Happening. Sounds like a wonderful change
Distortion. I assume the perk would then no longer have a 3 token use, but would instead become infininite?
Autodidact. ---
Adrennaline. I'll take any nerf on this perk I can get
Breakdown. No, we don't need old sabotage back. And since you can only unhook twice, I assume the 4 max is for every survivor in the trial? I say, keep this perk as it is, it has it's uses and it very effective at them
Tenacity. I'd like to see a buff to this perk, but giving you an increased recovery speed is not the way to go, 50% increase in recovery speed is more than unbreakable gives you
Slippery Meat. This perk would become OP, but even worse, this would become the most annoying perk in the game, of all changes proposed, this is probably the worst proposal
Up The Ante. I'd much rather keep it as it is since they are planning to make lick affect the loot you get
Vigil. The perk was nerfed for a reason, you're basically proposing to revert the balance change they made. It's not that hard to keep the killer running for 1 minute. Just think of the hell this would be for killers, getting hit by a sprint burst every 60 seconds. I might 5ake back what I said on Slippery Meat
Lightweight. Making your foodsteps quiet would make for a wonderful change, I don't think I like the idea of a 3 second delay on scratchmarks
Saboteur. Would become a little too strong, but worse, it would be annoying. I think a better change would be to just remove the -50% sabotage speed. Allow you to sabotage hooks at normal speed without a toolbox
Nice feedback :) after reading your post i agree with most of what you said. The only thing i want out of this is to not have so so many useless perks that doesnt even bring anything fun to the gameplay. :P
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Altough i like some of the new changes to freddy it feels like a completely new killer and removes my favorite killer from the game. I enjoy switching targets frequently to "play" with my prey, but no other killer rewards me enough for such a playstyle only old freddy does. All of the other killers you get severely punished if you don't tunnel down the healthy survivor, but with freddy that survivor you just left have to get out of the dream before doing anything else. And that is why i do not like this rework not because he will be weaker or stronger than what he is now, but the fact that i lose my favorite playstyle again, i had two things in this game that never failed to amuse me. And that is current freddy with a juggling kind of playstyle. And endgame piggy. So now in a few weeks they take away my freddy aswell. :(
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Im talking about you get there at the same time as 4 other people and you cant do anything but watch...
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Make more chapters like spirit's chapter. Good killer that relies on skill without many restrictions. All round decent good perks on both sides. It seemed like this was a passion project compared to some of the latest ones, especially ghostface's "chapter"
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@Kees_T said:
On my opinion, after the Survivor gets to the healthy state, the DS will be deactivated or the timer of the DS would be reduced by X seconds.
I would like that, what i tried with my post was to punish tunnelers more, but reward non tunnelers more aswell. So if a survivor goes to healthy state the DS timer would deactivate that would be great aswell! Nice constructive idea :)
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@Kagrenac said:
That's not a QOL improvement that's a straight buff
No its not if you hook another survivor first it will cancel out DS, so lets say you down both the DS user right after unhook. And another survivor within 10 seconds, if you first hook the new survivor the DS user that u just had hooked won't get to use his DS because it was not tunnel it was a bad play on the survivors side that you should not be punished for, but with the current version. If we have the same scenario, you hook the new survivor then go for the DS user you will get stunned for 5 seconds, maybe even the DS user will run to the hook with BT and now you have zero survivors on the hook instead of 2. even tho you played fairly and it was the survivors that made mistakes.
It is only a straight buff if you indeed are hardcore tunneling. maybe the increase timer was to much, maybe just increase the time if you are being slugged?
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"Whenever you put a survivor on your shoulder" gens are blocked blah blah You're welcome.
Only gens that are not currently being worked on tho...
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@GhostrickSpecter said:
https://forum.deadbydaylight.com/en/discussion/comment/501477#Comment_501477
Low Kill Rate doesn't mean she's the worst killer......
If that proves, then why Nurse not having the highest kill rate as she's the strongest?!
Okey maybe saying she is the worst killer is an exaggeration but she is really underwhelming her power gives survivors short free heals and as long as people act like she's a tier 3 myers while on her corrupt purge she is non threatening, I have faced maybe 1-2 plagues that have managed to be scary, but that has been more due to my team being garbage than her character being good. Nurse is a hard killer to master on pc so you will have lots of people that can't play her properly fail. And on console you will never see her at all unless you come across a truly dedicated player who does not get stopped by lagspikes, framedrop or the sluggish controller stick gameplay she has on there.
Edit: Or a new player that doesn't know she is nearly unplayable on console.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/501485#Comment_501485
You realise it highlights which ones are stopped, right?
That means you KNOW is survivors are working on them when this perk activates; that's not a waste of a slot at all.
I do know and since that basically is the only worthy function of the perk it is a waste of a slot compared to all the other TRACKING perks i mentioned that outclasses this perk by a longshot.
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@Mochan said:
Could someone give me the lowdown on the Freddy Rework?
So far what I'm getting is he has 3 possible powers:
* Teleporting to any gen wtih 5 second delay, making it spurt blood
* Can setup fake pallets
* Trapper style slow traps?
And he is no longer invisible (thank god)
Overall looks like a huge nerf to me.
Yes from what we have been told basically yes, also it is easier to wake up, and no more slow action speed in dreamworld and 60 seconds to get in dreamworld when within the terror radius, but we only know the rough stuff so we shouldn't get to heated until we have seen it in action, im going to bed now im getting to worried :P
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/501464#Comment_501464
It would be better than BBQ in a slugging build, though, plus the fact that it both tells you where survivors are if they're working on gens AND stops other gens from being touched gives it its own use; let's be real - most killers only run BBQ for the BP's.
But if you are running a slugging build you won't be wasting a perk slot on this perk. And most killers use bbq for points yes. And the option to give constant pressure, time not chasing survivors is time not breaking pallets and leveling the playing field into your advantage. And these gens that get stopped from being worked on is probably because there are no survivors near them and even if they are its 16 seconds, the plagues infection lasts 15 seconds and is so easy to just wait out with no reprecussions.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/501337#Comment_501337
I'm stoked about him... the work they put in to Freddy appears to be awesome!... I have yet to buy him and I've had the game for over a year and I wont buy it until the rework goes live and I see the condition hes in
He is quite good now, don't belive what people say that he is the worst killer. The worst killer in the game is the plague. wich was also proven with the recent statistics where she is placed the second worst on the sacrifice with below 50 % kill rate just above legion. As long as you embrace freddy's current playstyle and don't fall into temptation of camping and tunneling he is great, he has terrible defense so go all offence with him never try to defend hooks. or focusing on a single target.
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@TheGhostofZgor said:
Can his rework add his proper red and green sweater? I don't think it is right now, it looks red and black.
It is red and black. And the license holders wanted it that way (i heard)
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@Spirez said:
I agree with you. But they have to keep pushing out content, sooner or later they had to run out if ideas for good perks lol
They have been out of ideas (perk wise) for awhile now or they are just afraid of releasing good perks, i remmeber around the time doctor came out david (creative director) said that with every chapter they wished to change up the meta, but killer wise that hasn't happened since spirit with spirit fury and enduring combo, and survivor meta if you cheat and don't count mettle of man (wich is gonna be gone soon anyway) than you probably have to go way way back to bill with borrowed time or halloween with DS. delivarance is not meta so im not counting that even tho that is a great perk.
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@SunderMun said:
Just saying, Thrilling Tremors would be amazing on mobile killers and new Freddy would be included with that with his teleportation power.
bbq is still better and thats my point why essentially make the same perks but much weaker, bbq might not block gens but so doesn't thrilling tremors either if they are working on it. And also bbq will force survivors of the gens unless they want to risk getting spotted. Sp bbq does both of thrilling tremors effect but better and is the best bloodpoint farming perk in the game. it forces survivors of gens and finds them for you. thriling tremors does one of these thing either it finds the survivor for you (gen doesnt get blocked) or it blocks the gen from being repaired.
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@BlackMercury said:
It looks like waking up will be easy, but he can still attack you even if you're awake now remember, being asleep will probably only make you susceptable to his dream powers. They did confirm the action-speed reduction will be gone, but they didn't mention his tracking.
they said you had to be inside freddy's terror radius for 60 seconds to be put into the dream world so unless you love tunneling and or is really bad at chases you wont have many people in the dreamworld... ever since it getting removed on hook will surely still be a thing. (It's not set in stone i know just voicing my opinion :P)
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@TheShape78 said:
https://forum.deadbydaylight.com/en/discussion/comment/501440#Comment_501440
You know, this really puts it into perspective . When you get to this many perks in the game, you're bound to run out of ideas eventually . I mean, what is the point of having a lower terror radius during a chase,when you're totally exposed to everyone? It makes no sense.
That is kind of what i conveyed at the end of my post, they should start hosting community contest and the best perks get to be in their next chapter, because their track record on the last three chapters (counting ghostface) has not been great. make it four ashs perks are also really ######### except mettle of man, but that perk is getting a rework soon.
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I would like to see that battle :P
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@LordGlint said:
I'd imagine the Aura perk and obsession perk to go well together, so you can get the Aura perk to proc mid chase. Would be great to be able to see survivors trying to mindgame you on the other side of a wall. The obsession perk, I'm actually thinking of pairing with PWYF on Wraith. Everything obsession is saved, race after the savior with a REALLY short chase, who is also the new obsession.
That is true, but that means wasting two slots and you have to get a decent amount of tokens on furtive chase and someone close, but not too close and do a fast vault, not a slow vault something all experienced survivors will do unless they are in a chase, so again i feel all these perks dont serve any purpose in the game the way they are.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/501414#Comment_501414
I was thinking this as well. Killers already don’t have enough time, much less to set pallets. I’d rather just have the decreased action speeds back to slow the game down increasing the more you were asleep. Seeing as how it’s even easier to wake up now I don’t see the issue in that.
This is exactly what i think, but still before we get our pitchforks out we should see how he plays :P
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@HP150 said:
"We haven't had decent perks since the shattered bloodlines chapter"
Corrupt Intervention is decent on Hag and Trapper, as it gives them time to establish their area of control at the start of the match, when they are most weak. Infectious Fright is the best perk for Nurse since BBQ & Chili and it's pretty good on Hillbilly as well. The two top-tier killers. Both perks from the latest chapter.
The new perk "Thrilling Tremors" seems tailor-made for the Freddy rework and will almost certainly become his staple perk, especially if he gets add-ons to decrease his teleport time. Should also be fine on Mint Rag Hag as well.
Just because a perk is only good on few killers doesn't make the perk itself bad.
Corrupt intevention is not a good perk on any killer, if you need to time to setup traps you use hex ruin, but only trapper needs this, if you rely on that on hag you are playing her wrong.
I will admit that infectious fright is good on nurse, but only nurse not hillbilly, you dont get the notification on a chainsaw down only basic attack downs.
And what you said about thrilling tremors i dont quite get? How is it tailor made for him? him teleporting to gens doesn't activate the perk and getting a grab on gens will only happen on low ranks or in the beginning of the rework release since the survivors get a 5 second warning that he is coming when he is using is teleportation.
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@StarMoral said:
With the aura perk, HUGE hit to Quick and Quiet
With the gen perk, simply picking up the survivor would give you the benefits, so if you don't make it to a hook or God forbid get DS, they can't do much else other than lead you to other survivors.
With the obsession perk, I feel it's a little gimmicky, but could be used in some funny obsession builds.
Quick and quiet will be mostly unaffected by this perk since it only activate "outside" the terror radius. So if you are being chased you can still QaQ like before.
Thrilling tremors will mostly only be used for its tracking potential since it doesn't block gens that survivors are working on. So the perk effectively does nothing but give you a lead to where the survivors are at. That is why it should 100% occur when they are getting hooked so you can scurry over to where the gens didnt turn white immediatly.
And furtive chase is like tinkerer, it will only be wortwhile if you use a smaller terror radius killer 24m and under and if you happen to chase someone past a generator that has someone working on it maybe you can get a grab, but as tinkerer this is so exremely situational it is not even fun to try doing it. If they where to maybe keep the reduced terror radius for 30 seconds after the chase ended that would be a whole different story but as is... Not impressed.
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@YamiTheFurry said:
Well we are used to underwhelming perks, but maybe in the PTB they will change them? I think the tremors perk is okay because it gives information and can stop random surviors from hopping on a gen but it seems okay at best.
I think it would be cool if it blocked the gens the surviors were working on and forced them to do something else an try an get the unhook
If they changed the perk to maybe block gens that are not being worked on for 16 seconds after you have hooked a survivor this would be better because then you could actually capitalise on the information this perk gives you.
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Maybe next chapter we can get a perk called underwhelming: survivors gain the exposed status effect for 15 seconds when leaving throught the exit gate... This seems on par with say iron maiden :P
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@TAG said:
Being in the dream world makes Freddy's Heartbeat become the Lullaby, and it makes you suceptible to either Fake Pallets and/or slowdown traps, depending on which one the devs implement.
I don't see how fake pallets that you most likely have to manually setup. And be near a survivor for 60 seconds before you can take advantage of said fake pallets are better than 50% reduced action speed (even the gate) and map wide aura reading outside your terror radius that can be dimished by perks and addons even furter. I mean doctors addons does the same thing, but automatic. And can be used instantly. And used as a way of tracking survivors just by going around in threatment mode. The only redeming power they showed was the teleport, but i swear if it has a 1 minute cooldown and slowdown and stun on teleportation i will be so so dissapointed.
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@Elegant said:
The thing I want most from Freddy rework is for him to be fun to play and fun to play against. His problem now is that he's not very strong, but he's also not fun to play against at all. Which is why they couldn't just buff him. Hopefully they avoid a super annoying mechanic with his rework.
By fun to play against i hope they preserve how he is currently, where you want to go from target to target instead of tunneling, if they take away that and make him a tunneling killer i will be displeased :(
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@ABannedCat said:
The survivor in me wants more stealth so bad. The killer in me not so much. A balanced compromise for me would be that the survivors get more places to hide, but the killer needs to spend less time checking those places. Like faster animations, to counteract the now more diverse stealth system. Even in the current state lockers are highly effective against some low map-pressure killer on certain maps, because lockers take so damn long to check, and your field of view is so restricted while doing so. And since sound is so busted right now, you can easily sneak away while the kiler is locked in the locker animation.
Something i just thought of that would be really fun is. Destructible hiding places, så the killer can destroy said hiding place through an animation, but it takes a little while like 5-6 seconds but then it wont be usable again this would add another mindgame layer on the stealth factor. And satisfying as the killer since. Who dont like breaking things :P
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@Mochan said:
We need a cardboard box.
If you could move around slowly that would be cool too :P
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@prayer_survivor said:
Killer can see you when they hook someone, when you heal, when you are near crows, when you exit the closets, when you are dying, when you are close the killer when he hit someone or put someone in dying state, when you cleanse totems, when 2 or more survs are in the same gen, when you stop the gen regression, when you are the obsession, when you are near the killer ...
I would LOVE to see 1 form of hiding from the killer
This is not a whining discussion, just what i wish for, and some of the things you mention are just plain false. And also a killer can't have every tracking perk eguipped at once so there's always 1 or more ways to hide. But as i mentioned in my post i would love to have more ways, since stealth is my prefered playstyle.
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@AetherBytes said:
I feel like he'll get a rework that'll make him viable, but not fun.
Im afraid they have focused more on the survivors aspect of fun rather than the killer, as we have seen with the two latest killers (legion and plague)
Edit: Just specualtion of course i can be dead wrong :P
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That would be nice, freddy is my favorite movie character so i would love to see him getting some love. And hopefully this upcoming rework will make him stronger and more fun and not a plague 0.5 :P
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Its a way to make the game like a monthly subscription type of game unless you have a really strong will, and dont care about FOMO. (So its a bad thing for rational people)
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I just checked myself and indeed it is red and black ingame, but original freddy and remae freddy both have red and green sweaters
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He could max his deviousness category really fast on release so instead of toning it down to a acceptable level, they do what they always do when they nerf stuff, they overshot by a mile.
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That may be true, but myself who play killer 60% of the time and the other 40 % survivor rarely get a disconnecting killer but as killer there is a 90% rate in my matches that atleast 1 survivor dc's so it is after my statistics mostly survivors who does the dcing.
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@MegaWaffle said:
I know they will be able to change how they implement punishments for DC with the new dedicated servers but I'm not sure how soon we will see results as this issue has ballooned to epic proportions.
I hope they put in place like small soft punishments for every single dc like 5 minutes until you can play again and then maybe 10 then 20 and so on.
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Thx :P
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Yes this is what im assuming is what its for but just listing bodyblocking is to unspecified considering there are many legit ways to bodyblock if a mod could give final answer it would be appreciated.
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Actually the plagues movement speed during corrupt purge is only 110% movement speed and she is so easy to loop and/or stealth. During the ptb however it was actually 120% movement speed, but you know the devs. If something needs a slight nerf they tend to overcompensate... By alot.
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@Peanits said:
We do listen to feedback, however, not everyone will feel the same way as you. This is an asymmetrical game with many different playstyles, not everyone is going to see eye to eye on every change. While you may not like the changes personally, there were many more who supported the changes.
With that said, I wish you the best and hope to see you back some day.
There was overwhelmingly many people saying it was to rough. We where happy with the removal of the moonwalk cheese and having some counterplay, but not with the complete destruction of his power. This i saw lots of feedback about. And gave alot of my own so feedbak have been given... plentyfull.
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@twistedmonkey said:
The egc being implemented meant some things needed balanced to not guarantee easy kills and make things overly strong.
The pig change yes is a major nerf but unfortunately it was also needed, they did kill her mechanic at end game with the egc so hopefully they can buff her in other ways to make her stronger and give her more pressure.
It's time to give feedback on what may help brinb her back into a good place, like faster crouch speed, make her more hidden, lower her terror radius, longer ambush lunge etc let's float some ideas around instead of dwelling on what has happened.
They where presented with a simple fix that would make everyone happy. Pause the EGC timer when there are active RBT's. There problem solved, but instead they remove the ONLY strong thing about the pig, denying survivors to leave the match, the rest of her kit is a worse wraith (Ambush attack), a worse freddy (Slow down with traps). When big changes like this is done they need to balance it out immediatly, imagine if they cut gen repair speed in half but didn't do anything to extend the game, its basically that, but for one killer.
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@KateLover said:
The PTB isn't for community feedback, it's to test the changes and find bugs in them before going live. Not that this really works either. They play lip service to community feedback but generally respond with any sort of actual feedback with "we've done our own play testing and...blah blah blah".
I guess it is. I used to feel behaviur was one of the best companies out there. And would always listen to what their community wanted, but since the store was implemented i feel they have gone from making the game the best it can be. To just trying to make as much money as possible not caring for what is good for the game or not. Im not saying i don't like the store, but the decisions lately have been very... Corporate.
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@SmokePotion said:
https://forum.deadbydaylight.com/en/discussion/comment/448155#Comment_448155
what i'm saying is that Ash evens out the roster, because we already had Leatherface on the killer side who didn't have a survivor.
We have had 2 standalone survivors (Bill and ash) and 1 standalone killer. Also the game started with 4 survivors and 3 killers so there are currently 2 more survivors than there are killers.
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@Peanits said:
There seems to be a misunderstanding here, by no means is a Killer not supposed to kill. The key is that you need to make sure that both sides always have a chance to win, even if that chance is very slim. To use the pig, as an example, if you got chased for a minute after the End Game started and then trapped, you simple would not have a chance to remove your trap escape by the time you get saved (especially now that the End Game timer is two minutes). You would have to win the lottery and remove your trap on the first box.
If you create a situation where someone has no chance to win, it feels like a waste of time. If you know you're going to die and there's nothing you can do about it, it's going to feel awful. You'll just want to get it over with as fast as possible. The same would go for the Killer side as well. If you were in a scenario where you could not possibly win, you would have a miserable time.
It's a tricky to strike a balance in an asymmetrical game, but it's important to make sure that everyone in the match has a chance up until they win or lose, whether losing is dying or getting sacrificed, or if losing is all the survivors getting out the gates.
This i agree with, but still i feel if you just simply pause the EGC timer when a survivor gets an RBT on we would solve all of our problems and everyone will be happy, pig players get to extend the game and still play the fun endgame playstyle and survivors still has a much of a chance to escape that they currently have.
In the recent Q&A stream Horvath mentioned that they first considered pausing the EGC timer on bloodwarden, so why can't we just do this to the RBT's?
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Pig changes: No
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@ItsYourBoyGuzma said:
https://forum.deadbydaylight.com/en/discussion/comment/438461#Comment_438461
did you read that survivors can just escape the exits with RBT's on?
this is literally the equivalent of playing tag and tagging one person and they go NAW DOESNT COUNT I HAVE AN INVINCIBILITY SHIELD! DOESNT COUNT
Man im gonna miss the days when you catch a survivor at the gates and put a trap on them and be like, nah you staying until i tell you to go :P
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@HavelmomDaS1 said:
Hopefully these are all stuff they will fix after the PTB, Endgame pig with Endgame collapse would be overkill, I think that's the reason they changed her. Left behind wasn't used anyway, so who cares about the numbers.
The reason i care is because when they announce the will "Rework" the endgame perks i expect them to rework them give them good and bad things but in the end turn out ot be worth taking, not just heavily nerfed or in left behinds case literally no change since you will almost never even get to use the perk, so in the end we got a killed perk (remember me) which is what we will say in 2 years when they maybe buff it again and left behind that is still left behind...
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RBTs only become active whenever a generator is completed. Inactive RBTs will no longer trigger when attempting to leave via an exit gate.
In no way shape or form is this a buff to the pig in anyway whatsoever. Im open to the possibilty to change or tweak the RBTs when the endgame collapse is in effect, but it needs to be neutral change not a nerf, This killer is a low mid tier killer and does not need any form of nerfs.
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will the legions bloodpoint scoring events be increased/adjusted since the occurence of Feral Frenzy will be decreased?