Kebek
Kebek
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@Kwikwitted So are you saying that he's too strong and needs nerfs or what ? You didn't really say the reason behind listing all his strengths compared to other killers. Yes he's strong and decently easy to play. I really don't see what is wrong with that. Why couldn't we have effective high tier killer that you don't need to sweat super hard to play optimally.
Many of freddy's strengths come from perks and addons so baseline freddy isn't problematic at all. Ofc when you play fully into all the synergies of killer's power you'll get far better results then if you didn't. Any of meta killer with best perks and addons played by really good player can do well and even far better then freddy. Good nurse or spirit with best addons/perks is many times deadlier then any freddy you'll ever face. He's still reling on mistakes and snowball as other M1 killers do. Snares punish surviors beiing greedy for more loops then they can allow just as clown. If you throng down the pallets he'll eventually have to break it or lose ton of times to build up BL.
I could see some small tweaks beiing made to him but any significat change/nerf would just put him back to low tiers which would be really sad to see.
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He'll stomp potatoes but good not even SWF rank 1 survivors will still beat him as long as they don't mess up too many times. If anything other weak killers should be buffed on his level. People just complain since they hate strong killers no matter who they are and the proceed to call them boring to justify nerfs.
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Just FYI, not just lockers counter this build but also visual awerness. Using the pink tombstone addons causes change in Myers's hand position. It goes if I remeber corectly from closed fist facing inwards to open hand facing outwards. That way you can tell that he's using this pink instakill addon just by looking at him once.
I may not be fully precise so if you want to be 100% sure go check the wiki, I'm sure it's better explained there.
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@Peanits said:
I'm not sure where you read that we were nerfing the Doctor. We tend not to use the words "nerf" or "buff" in general. We only said that we were going to get rid of some of the annoying parts for both sides, add some QOL changes, and review the add-ons.
I think the word you're looking for is "cube".
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Did you ever notice that there is a stealth category in evader emblem ? Since you get that while killer is near you and not in a chase so you'll be getting some eblem points either way. I've gotten iridescent evader emblem many times almost from stealth alone, about 60-70% if I have a good luck at evading the killer or I just do well.
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They do but all of them are quite a bit weaker and less swingy then ones that survivors have. Perks are designed to be useful (at least that is the idea even when reality isn't there most of the time) so any perk with good effect for both sides is kind of a second chance you otherwise wouldn't have.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1178969#Comment_1178969
I am not saying DS skill check is too hard to hit, I’m saying it’s too hard for it’s one time use ability. I think it should be guaranteed. It takes up a perk slot and it’s a one time use. That would be the game telling you as a killer to go find somebody else. That’s what you should be doing 😂
*by the way - I didn’t mean for this to be an argument. I’m simply pointing it out that I don’t think that’s necessary for doctor to tamper with DS skill checks. DS is a one time use separate skill check just like Brand New Parts.
Well that's your opinion, beiing 1 time use isn't excuse for making broken perks like during MoM fiasco. That was 1 time use perk also and it was most broken perk ever printed.
Also killers aren't told to do anything. DBD doesn't have clearly stated objective or ways how to "correctly" achieve it besides killing survivors for killer and survivors leaving the trial which end the match both by any means necessary. There is no correct way to play, only players themself define what are their personal victories and adjusting their gameplay towards reaching them. Piping is more of incentive and not real objective as it many times mark skillful actions and bad and unskillful/dumb as good. I would call it more of farming system then a ranking system since that what it encourages.
Devs as of late are slowly increasing consistency of many things in DBD so I don't see DS or BNP beiing excluded from beiing affected by Doc in any near future.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1178913#Comment_1178913
It’s sad that killer players ask for constant buffs but don’t want to get good either. They’re given so many short cuts such as ebony Mori’s and almost literally every ability known to man and still complain about can’t kill people Bc of gen speed. Always gen speed. Gen speed has to be fast Bc you can kill ppl so fast. Keys still require survivors to do all gens. Mori’s are crutches. All of your abilities are crutches 😂 I think killer players whine more than anything
You're like a broken record, whenever I see you post you always don't forget to mention how skilless and effortless mories are derailing the discussion and how easy killers have it, how about you go and play killer then if they're so OP. You're seething with bias and it's showing. If you put literally any thought behind what you're saying, you would see how ridiculous many things you say sound.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1178913#Comment_1178913
You’re funny lmao did you even listen to what I said? It’s the DS skill checks that I said are small. but YOU also missed the fact that I said against DOCTOR
Actually I've read it since luckily, there was no one to read it out out otherwise my ears would start bleeding. You've stated that DS skillcheck is hard and Doc makes it much harder. I've told you to gid gud which you obviously don't plan on doing since you're here whining insted of doing skill checks simulators.
DS skillcheck isn't hard and if you miss it you deserve to not get the reward of your low risk high reward perk. God forbid that killer that is designed to make skillchecks harder makes hitting skillchecks actually harder, who would have though, better nerf him just in case.
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When you can't hit DS skillcheck even after it was made larger. It's so sad that players like you demand more buffs to extremely powerful perks only because you don't want to gid gut.
Would this be large enough for you to hit or would you still miss ?
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@Oicimau said:
https://forum.deadbydaylight.com/en/discussion/comment/1178801#Comment_1178801
Walking backwards makes the reeling faster? Any place you read that or just impression? I use to do that to get them out LOS blockers, but never realized the reeling was faster!
Unfortunately, I have no real proof then just gameplay observations. From experience walking backwards made them get reeled faster then just walking towards them no matter the distances. I've kind a stopped walking towards them unless situation calls for it so I've lost track of how it feels to walk towards them in long distance shots with no LOS blockers.
I would say that on 80% it's faster since from many shots that I've landed on groups of survivors, walking back pretty much always shuts down bodyblocking. They just can't get infrot of the reeled survivor if I walk back so my guess is that it faster but as I said, no real proof or testing was done on this by me at least.
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I've played him basically only him since his release (since I for some reason love his gameplay even thou I don't really like shooters) and I'd say probably 3 things that I noticed during that time help me the most. Ofc I play red ranks and unfortunately you'll get game with really good survivors where you're not doing so hot and you'll lose but that' life of red rank killers, happens with every one.
So, the first most important thing is reeling while walking backwards. If you get a hit with Redeemer you'll in about 75% of scenarios want to go backwards if not all the time (for a full pull) at least a little bit, especially if the hit survivors is far away and there are potencial LOS blockers that they could use to break the chain and deny you the hit you've almost earned. Walking back while reeling strongly diminishes survivors ability to struggle to sides and makes them get reeled towards you much faster which is extremely important for long distance shots. If you have a short loop and can shoot over it, wait for right angle so that you can walk and reel easily to earn that hit.
Second is pure and simple aiming. You gotta be really precise with Deathslinger and not only at aiming right on to them but with predictions. Even with Redeemers projectile speed, some shots are just a little too slow to connect perfectly if the survivor move even sligtly to the side. If you've got time, wait and either sliglty spam the aim down sights or just purely hold aiming and wait for perfcet shot. Also, if there are not loops around, it's better to not go for a shot if you can earn it with just walking. You might miss and that can potencially make you lose a hit that you could have easily earned through just walking and slapping them.
Thirdly, it's basic killer knowledge when to drop a chase. As 110% killer, sometimes it's better to just try to go for the early Redeemer hit and if you miss, don't chase after them. You'll lose ton of time catching up and there is no guarantee that you'll even get them in time before gens pop. Learing map/loops layouts is essential to know what you can shoot over/hit over for playing Deathslinger. For example you can shoot survivors across Hadonfield fences, reel the close and get a hit through the fence. I bet there are far more much trickier places that you can get cheeky hits like that but unless by acident it's pretty tough to find them.
Overall if you want to play Deathslinger, the biggest issue to get better at is aiming. If someone was able to hit 100% of hits the are possible in every case that Deathslinger could have shot, reeled and connect a hit that would make him A+ killer. Unfortunately that's like finding nurse with 100% blink accuracy and probably even harder. You'll probably have a really hard time at first but once you get good at aiming you start to feel that he's not as bad as many people claim he is. I hope this helped at least a little.
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He may be boring but only reason why people don't like to face him isn't because of the "boring" aspect. They dislike he specifically because his "boring" gameplay is also very effective. Survivors can't get over that decently low skill ceiling killer is also good. In their eyes killers have to be extremely skillful to play otherwise they can't be strong. We as killers can't enjoy chill gameplay with killer that you don't have to focus on super hard and still get more then decent results.
I hate that people want to get Freddy nerfed only because they consider him easy to play which for whatever reason should mean that he can't be strong as he is. Why couldn't we have a killer that's strong and pretty simple to play ? Because having fun without super tryharding is unfair to survivors with their extremely diffucult and frustrating gameplay, I think not. Better question is why aren't there any survivors threads asking to significantly buff/reowrk other "boring" but weak killers such as Clown or Legion. No, let's better ask to nerf strong boring killer then buff weak boring killers. That takes priority in their minds.
It seems that they don't find Freddy boring as much as they find losing boring imao.
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@Peanits said:
The great thing about Myers is that you control how fast he gets his power. If you're careless and let him stalk you a lot, he's going to get his power really quickly. If you're careful about it and break line of sight as much as possible, he'll have to chase you around at 4.2m/s.
Don't forget about lockers and the mori hand telltale. These are the tools of great survivors to completely destroy Tombstone builds since they know how they work and what indications and limitations they have.
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Just as a side note, you could have easily reeled that survivor towards you without him getting to that hook if you just reeled and walked backwards all the time and didn't stop. It would significantly diminish that Dwight's ability to struggle and make him get reeled in faster. Not saying that attack assist isn't BS and robs killers of many hits they should have hit, only that you could have prevented that situation from even happening.
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@Dreamnomad said:
I like him. I wish he had increased map mobility outside of a chase. There also seems to be some weird inconsistency when it comes to speared survivors. Like when I'm speared, it seems like I can barely shift my position as I'm dragged by more than a foot. Then when I play as Deathslinger there are a number of survivors that after getting speared will almost instantly shift position by 4 feet or more. Maybe it's dedicated server nonsense but it doesn't feel like it. It just seems like some survivors have figured out some trick to get extra mobility while speared.
As from what I learned playing him it all comes down to the way you pull. If you want to give surviors least amout of ability to struggle you need to reel them towards you while also walking back. That causes them to get pulled to you faster and makes them also push around obstacles them put in the way easier. If you just spear them and reel while walking toward them, they'll be able to wiggle far more then when walking back.
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After playing dozens upon dozens of Deathslinger games since I really love him and found in him my new main I'd say that he's pretty balanced and doesn't need many changes.
The main buff that I would love to see would be increase in Redeemers lethality. Something along the lines that harpoon hits on surviors who have deep wounds status effect on them cause it to decrease by 50%. That would solve his inability to beat some of the strongest long loops since he would eventually down survivor running it at the cost of it taking more time (basically 3 harpoon hits on the same survivor would always down him no matter whiffing attacks or breaking chains after landing it).
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"He takes no skill."
I pity you, so so so so so so so so so much. Can't believe you just said that.
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They were probably afraid of survivor backlash if the new map had medium loops that were breakable to make them even worse as well. I hope that at least they'll implement breakable walls into the most BS loops at asap, possibly even in next midchapet patch. I don't think it will happen but one can always hope.
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Just an idea for making it more anti tunneling perk then free immunity without any indication.
So, first I'd give a survivor that has active DS that white outline (it could be changed to like red or something) like in Freddy's dream world to indicate that survivor has it. Then I would increase it's timer on 2 minutes but with more conditions that disable it. So those would be that any interaction besides selfhealing, vaulting, dropping pallets causes it to be deactivate. In other words you can't do gens, enter lockers, heal others, do unhooks, sabo or anything that would progress the game in any way besides getting yourself a new start by getting healed in those 2 minutes that you have it active.
That would completely eliminate all BS factors that it has ( at least for me ) while keeping it very strong anti tunneling perk that can't be easily abused.
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Cheers, I´ve finished my P3 on Deathslinger 15.3.2020. Had ton of BP stockpiled in dailies, BP limit and all non main path challenges. His P3 is so pretty, I´m glad I managed to get it this soon.
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1162307#Comment_1162307
Just a dumb question but when a match starts how can you tell if they are gonna be good survivors or potatoes? I only ask because if they are potatoes slugging them is even less fun because overall the game is over in minutes then. I am not saying do not play your way but you are only slugging because you are having some games with really good survivors and then when you get the bad ones the poor survivors do not stand a chance then. =( I just play and if I lose I lose and if I get a kill okay too. =) lol
Tbh I'm sorry for survivors I decimate too hard but that's really much more ranking's fault then mine. I expect to get good surviors on rank 1 so I play as well as I can as should they. Sometimes I if I wreck them too hard and I feel like game's gonna end too early I'll give them some breathing space and leave the are where I slugged last 2-3.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1162296#Comment_1162296
Ruin is still viable if you can consistently scare them away. Works with his base perks Dead Mans Switch and Retribution.
Or if you want to keep your low TR, Furtive Chase could come in handy instead of M&A. Monitor is only good for the surprise phase.
If you don't switch up your build, you won't know what you can do.
Tbh I don't think any perks can help all that much if you face 4 good survivors. Unless you do pretty much 0 mistakes against them and pressure gens perfectly, perks won't make that much difference. As I said, I'll just improve my aim via more chases due to slugging and when I feel that I'm more precise then I'll start hooking again to see if I can keep up with good survivors.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1162307#Comment_1162307
I mean, slugging is a viable tactic too. As it definitely gets people off gens. But sometimes no matter what you do the gens will pop. It can depend on the team, the map etc. The screen-cap I posted of my 32K was from yesterday. On that same day I also had a match where I only hooked one person before the gens were done. As I just couldn’t find anybody or pressurise the gens as the map was too big. It just happens sometimes. Have you tried experimenting with killers too? As some of them just don’t work for me. Whereas others like Deathslinger do.
Sure I know that sometimes it feels like it's inevitable to stop gens poping left and right. We can't always have good maps with perfect early, mid and late game. But whenver I get those 6-8 min game it leaves my with bad taste in my mouth that I didn't almost get a chance to improve my aim in chases before everyone leaves. And yeah I play almost all killers but it's the same thing. If you get good survivors and bad map you're not allowed to play any less then perfectly. That's probably why I started to play a lot more survivor lately. It's just less demanding and you can use meme builds without having to worry that you're lowering your chaces of winning as much as when you use meme builds as killer.
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@TragicSolitude said:
I know what you mean. Hooking seems to benefit survivors more than it does me, 'cause they get to run up and get the quick save after I've spent all that time picking up and carrying someone to a hook. Naw, it makes for a more fast-paced match to put someone on the ground and immediately move on to another survivor. It puts more pressure on them to slug. Rather than me wasting my time getting them to a hook so they can get a two-second save (or Deliverance off) and possibly have 60 seconds of immunity to work on a gen or make a save in my face, survivors have to waste their time with recovering.
Exactly, if I do too well I get punished. Since there is not HUD that tells me who I hooked last I don't really pay mind to which survior was hooked last and because of that I sometimes just randomly down several people in succession waste time bringing them to hooks and stuff and then randomly get struck by DS. That is the worst kind of feeling, especially when it happens twice in one game as It did to me a few times during those days playing Deathslinger.
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@TheLastGreatStar said:
In all seriousness though, you just need to practise. You can still win a match regardless of what the survivors perks are. You win some. You lose some. It’s just how it is. However, hooking is definitely not useless. If all the gens are popping before you get your first down, that just means you need to get better at chasing / downing. But that’ll come with time. Just don’t give up or you’ll never improve. This was a match I had last night against some of those perks you mentioned. This isn’t to brag, it’s just to show you that matches with perks like those are still winnable.
I know what you mean and I'm not saying that I'm losing all the time on the contrary. My shots can be spot on already a lot of the time and I win decent portion of games I play, probably around 60%. Yet I realise that I won those games only because surviors sucked. Litterally, when I play good surviors with meta perks who loop and gen pressure well then hooking feeling like wasted time.
Improving is also the reason why I started to purely slug. With hooking I lose a lot of time that could be spent in chases or protecting gens thus improving my gameplay. Slugging allows me to get a lot more chases before gens pop so right now it's just more fun.
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@Tactless_Ninja said:
Your perks were.....
Your add-ons were.....
There's some missing info. A lot of perks capitalize on hooking.
Well I don't speak about 1-2 games but about results of several games over a few days. But if you need to know what I used the most then it would be STBFL, PGTW, sloppy and monitor. I don't use addons almost never unless I take BP offering which I almost didn't.
It doesn't matter really, against good survivors most of the time when I hooked someone and tried to pop a gen that was crusial to win I never managed to get there in time. I understand that I probably could have played better those games but overall I just got tired of having to manage all the perks survivors have that prevent me from capitalizing on their mistakes. With slugging I at least have to worry only about unbreakable which I don't mind since chases are all I want when I play like that.
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Unfortunately that would be positive QoL change and devs don't like these. I hope I'll be proven wrong.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1157460#Comment_1157460
Clown is boring. Clown doesn't have a bloated basekit though. And at least you have to be mindful of your bottles. You don't see anyone really complaining about him because yeah...no one plays him and everyone knows he's laughably weak. Go figure, people don't complain about things that they don't see often.
Old Freddy was way more interesting because his power was more interactive. Blowing up gens to wake yourself up, desperately looking to fail a healing skill check moments before he reaches you, never knowing which direction he's going to come from. Honestly if we just had old Freddy, reverted that initial nerf and gave him the teleport, he'd be so much more fun to face and play. Right now it's just die to snare spam, fake pallets that you had no idea about because you weren't at that side of the map when your teammate wasted the real one, or run across the map every 90 seconds or less and have your gen instantly get PGTW'd every time someone goes down. It's just too much, and none of it's particularly skill-based on either side. The only thing that's even remotely skill-based is remembering which pallets you personally threw and which can't spawn naturally.
Again, I'd rather face a Billy/Nurse/Oni any day.
I'm sorry that you find so many killers boring, that must suck. I enjoy facing both but if someone doesn't well, we can't do much about it can we. You do you I guess. Tbh I still think that people complain about Freddy only because he's strong so they want him to have more drawbacks which I disagree with. Killer's power imao should not be hindering him but help him catch surviors unlike popular belief that killer has to be 100% on point with each use of his power or he gets screwed monumentally.
As for waking up against old Freddy, you can still do that know you know. Skillchecks mid chase happen against new Freddy too and it screws him over royaly. You don't get those 10s of immunity which was total BS. I think there shouldn't be any discussion about getting 10s of complete immunity from killer only due to getting random skillcheck, a bit busted wasn't it. Also pallets have easy counter. Just wake up and count the amount of real pallets in general area around gen you'll be working on. Then you can safely loop without any drawbacks. PGTW issue is more of that perk beiing really good then Freddy beiing strong. Without it his teleport wouldn't have nearly as much power as it has.
Well I think we won't really reach understanding since our views on this differ far too much.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1157373#Comment_1157373
survivor ideology mf omg stop i'm crying seriously this is annoying you people are annoying as sin stop with this survivor vs killer nonsense holy f i hate you people sometimes
Rant aside, the fact that he's an M1 killer but just objectively better than pretty much every other M1 killer with aspects that come from other killers is exactly why he's boring. And yes, being slowed down/stunned and/or disoriented sucks. It sucks in any game. That's why people hate CC in Overwatch, Echo in Siege, Caustic (both enemy and friendly) in Apex, frost mages in Skyrim, and so on and so forth. It's annoying, and when you have to deal with it over and over again it becomes tedious.
I miss old Freddy. I miss playing old Freddy. I'd love for him to be reworked again.
Literally every killer power hinders you in some way. Why don't you hate on Clown how boring he is since his power slows you down even more then Freddy's and also distorts your vision. I don't see anyone calling Clown boring or unfun to play against. Probably because almost no one plays him since he's discount super weak version of Freddy hat is in desperate need of rework to make him actually dangerous like Freddy is. Seriously everyone just cries how something they don't like makes their matches harder.
if anything old Freddy was definiton of boring. There was only 1 viable playstyle against him and that was to loop him. Nothing else worked, no juking, no stealth, no mindgames, NOTHING. His power denied almost all aspect of DBD except boring running around a piece of wood against killer that had no chase power whatsoever. If that's the kind of gameplay you enjoy then I can easily see why you don't like new Freddy.
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/1157373#Comment_1157373
What makes a killer boring is that there's no time when the survivor wins an encounter. With Huntress, you can dodge 5 hatchets and force a reload. With Billy/Bubba, you can cause him to miss a chainsaw or bump and get away during the cooldown. Even a basic killer like Wraith you can force a cloak because he needs to make distance back up. With Freddie, you never win. You drop a safe pallet in front of him? Literally all he has to do is spam 6 traps around it, and you can't even make a loop without him catching up, There's no cooldown or punishment for using traps, but they're incredibly powerful against the survivor, so he wins just about every time. Combining this with the fact that, even if a chase goes on for more than a minute and a half, likely no gens get done because he has built in game slow. There's no mindgames or outplays required. Just spam traps, m1, hook survivor, gen teleport, PGTW, and repeat.
Don't know what is your definition of safe pallet but mine is that such pallet can be vaulted from each side safely since you have full view of the killer thus you don't even need to loop it. Freddy needs to break these as all other killers do. Also you counter his snares as you do with hag's traps. Don't run the same loop 10 times. After he starts to set them up and if you're at unsafe loop just throw down the pallet early to get some distance and move to another loop. The slowdown isn't as sever as people claim it is since then clown wouldn't be considered as one of the worst killer in the game. People lose to the snares because of greed for more loops then they deserve, everything else are basic M1 mindgames.
Calling his snares incredibly powerful imao is like calling Clown A tier killer. Once the pallet is down if Freddy (same as Clown) doesn't break it he won't be able to catch up most of the time unless he fully bloodlust you which makes it already a good chase since he had to waste a lot of time to build BL up. Bad survivors might get hindred by them but good ones who know their limits won't care as much. Same with his passive sleeping. If you know what you're doing he won't be able to get much bonus time from it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1157154#Comment_1157154
Yeah I'd rather play against Nurse/Billy than Freddy. At least those two take skill. Freddy's just boring as sin.
I don't get the survivor ideology of "boring" killers. Like what abot him is boring ? That he slows you down while also beiing able to move fast over the map to apply preassure. He's got completely same standart M1 playstyle as so many other killers.
Literally the same mindgames and loops as you do with Wraith, Shape, Bubba, Clown, Legion, Plague and Ghostface just a little less greedy. Nothing really extremely different or deep about all of their playstyles either. Are they all boring ? If so then that's pretty sad since then you won't be having much fun in DBD if you don't enjoy classic chase gameplay.
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Survivors don't like killer that give them hard time = having mobility and good chase power. Freddy has that and small slowdown inbuild too thus making him pretty strong. Still, good survivors won't be greedy after getting hit by the snares and just rush gens so that's that. Unfortunately noobs will scream the loudest for nerfs to him even when he has just enough counterplay to not even be S tier like a spirit or nurse (really good one). Doesn't stop them from whining thou.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1155343#Comment_1155343
Another person who simply read the title and not the rest of the argument. Its not a buff. Its not even enabling genrushing. Having a 4 man slug and the killer not picking up anyone, is in fact a form of holding the game hostage, and the ability of that even being able to be used should be fixed.
Let me make it clear for you again:
- its a skillcheck comparable to BNP, even tinier in my view, which is not a guaranteed hit. Tons of people go through BNP without even hitting one single skillcheck.
- if failed, it REGRESSES your recovery, maybe even fully resetting it, meaning it will take another 40-ish seconds before you can even try again.
- Again, if failed, it notifies the killer, giving information that the survivor is trying to pick themselves up, giving the killer 40 seconds to go back and pick that survivor up and hooking him before allowing a second chance at picking themselves up. Because
- You need to be OUTSIDE of the killer terror radius to pick yourself up, meaning that if the killer is nearby, you cannot even perform it.
- If succeeded, you recieve the broken status for at least 1 full minute, and the killer has the option to do a 180 and go back and chase you again.
NONE of this is realistically usable in a normal game.
Yes giving survivors free no mither without any drawbacks isn´t a buff sure. You know that balancing the game around survivors who can´t hit skillchecks is exactly what we don´t want ? Good survivors will never miss small skillchecks otherwise skillcheck Doc would be a meta build and not complete meme build. I have no idea how you can call this anything else but a buff since it´s massive anti preassure nerf to killers. Either you´re new and have no idea how preassure works or just incredibly biased.
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You need toolboxes to win so much ? If so that's pretty sad. I almost never use items and I do just fine.
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Yet another extremely ridiculous request for incredibly, I mean INCREDIBLY huge survivor buff to make gen rushing even more prevalent. I honestly don't know how can someone even come up with ideas as ridiculous as this, especially as main argument beiing that beiing slugged is not fun and "hold the game hostage" which it clearly does not.
While we're at it let's make gens repair themselfs since that's boring too. Ohh and don't forget that losing is not fun as well let's remove that too so that survivors can have their much desired "fun".
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Pity that Devs will nerf this since it will feel "unfair" to survivors.
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Not like this wasn't expected. Still, I had hope that feeback will reach them this time, pity.
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"I think that either we should be able to tell whether they have NOED sooner than finding out when you get smacked down and left on hook or make the killer actually work for the perk."
This is so funny. I wish people like you applied this logic to both sides. Imagine if DS made you glow so that killer knows that you use it or you had to for example make a safe unhook before it can be used so you aren't rewarded for failing at escaping the killer.
Ever tried to not run straight to gates revealing yourself to the killer and rather look for NOED after the gens are finished ? Obviously not since all survivors like you seem to want is to nerf anything that breaks your safety nets and makes you see killer as a threat.
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Too many to write. From top of my head = vacuum nerfs, entity blocker, 2 blinks for nurse as base, no more traps under hooks, exhaustion, freddy rework (the anti stealth nerf of it = no more aura reading on his power).
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This is tricky question. It is and also isn't bannable if I remember correctly how it was explained by the devs.
The main question is if the killer is still trying to kill you. If he's still slowly but eventually trying to down/hook any of you then it isn't bannable. But if he's only shocking you and kicking the gens having no interest to hit you even if you straight walk towards him wanting to kill you then it is bannable.
This is mostly the decisive factor in most scenarios where killer uses some weird tactitc. If he's using it to kill survivors then it's 90% of the time legit, if not then he'll eventually get banned.
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Survivors make insane amount of mistakes that should have killed them 4 minutes into the game but that doesn't matter since the killer won/pipped in the end right ? No, I don't think so. Potatoe survivors getting carried from 4 gens into powering gates isn't balance were're trying to reach.
This is actually perfect example of horrible survivors giving hard time to player with superior skill to them only thanks to their perks. Even arguing that if he used real build isn't really an excue to the fact that potatoes should have died to that very bad build in 4 min and not be able to almost win.
Pity that people do their best to ignore the match itself and better focus on the scoring insted of thinking what good players can do with those perks if potatoes can get carried so hard by them.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1122444#Comment_1122444
Are those the MAPS you hate? XD
Lol, excuse my inability to read, dunno how I managed that.
Probably Ormond, it's freaking huge and it's tiles are confusing, also not enough snow for our only snow map. I wish it had more snowy and mountainy vibe to it.
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Giving up = DCing/suiciding/AFKing
I hate it with burning passion as both sides. If you can't handle everything the game has to offer then go play something else and don't ruin it for others just because you're a little wuss.
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@Peanits said:
It would certainly be interesting. I think there's a lot to learn by watching what other people do. "Where did they go?", "What did that mindgame look like to them?", "What did Meg do all game?" etc.
Any idea how much work from the team it would take to implement this ? And while you're at it reworking "custom game" into practice range that even single player can use.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1118025#Comment_1118025
Just get in a 4man swf. Should be easy.
Solo is a nightmare for this
Exactly, I don't play nor intend to play SWF so I'm never getting that one. Not that I care, only stating that it's far more nightmareish to get.
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Where did they go (if that's the name) is much worse (the 4 survivors escaping through hatch in 1 match). Evil incarnate is sooo easy compared to that.
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That's like asking for bringing old 30% unrelenting back in return for old Deja vu.
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@Aura_babyy said:
Honestly the people who say they run into 4 man toxic swf are just lying to themselves.
How do you exclude toxic Solos.
If you get 4 toxic Solos, these people would assume that they are a swf.
Imagine getting upset over teabagging tho. It's literally playing into what a survivor wants you to do... Get mad and make a mistake.
I do agree that SWF isn't the problem people are making them out to be. Coordination can happen quite a lot in Solo Qs too. Those who have played survivor long enough pretty much know the Survivor MO and will almost instantly recognize coordination opportunities.
Example,
Teammate vaults shack window towards the inside but gets downed by a hit from the outside. Simply point or wave at nearby pallet, ez pallet save
And that's why we should have some kind of indication in the post game screen to tell us how many and which surviros were actually SWF. But devs for some reason want to keep it a secret.
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As a long term player and killer who faces insane amount of Deah hards I say don't touch it. Imao it's perfectly balanced perk that has advantages and disadvantages and rewards skillful gameplay and good timing unlike so many other survior meta perks. Yes it can be used to cover mistakes but those happens most of the time due to dead hard which makes surviors greedy for more loops then they could normally aford. If you remove the bonus distance all it will make is just force surviors to play more safe and give you less chances to force them to use DH at bad times and get downed themselfs for beiing greedy.
If DH gets nerfed I'll be pretty amazed and certainly complain about it on behalf of both sides.
