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LapisInfernalis

LapisInfernalis

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LapisInfernalis
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  • @Feather said:

    Just simply add quick chat for survivours. Quick chat would contain sentences like:

    I'm making a generator! 68% (progress of gen)

    I'm being chased

    I will go for unhook

    I need healing!

    If I remember correctly, this was something the Devs liked a lot when they reworked the UI.

  • This is in the mobile version of the game. I don't understand why it's not an option in the main game. You can also see the items and addons.

    The killer only sees how many perks and what item (+rarity) with the number of addons.

    It would be so beneficial for people who use perks like Deliverance, Autodidact, Renewal/Second Wind, Unbreakable or Adrenaline. Even knowing something like Boons or OTR would benefit.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153186#Comment_3153186

    MoM also works and is probably better with the revert. Since you can bait the swing by canceling the unhook and taking the hit. Whereas with other sources of endurance you'll instantly lose it the minute you start the unhook.

    Ugh, yeah forgot about the new endurance stuff....

    And MoM too. That perk is just a meme since it got gutted about 2 weeks after it's release.

  • @My_Aespa said:

    I agree it needs some loosening up, they censor way too many words that don't need censoring. Too many sensitive people nowadays complaining and being easily offended by everything I guess.

    Don't start on all of those overly sensitive people....

    In German we say that these people "are made of sugar" and somehow the amount of these sugar people gets bigger and bigger🤔

    @Satsui said:

    So about a year and a half ago I made this thread (https://forum.deadbydaylight.com/en/discussion/241116/your-chat-filter-really-sucks/p1)that your chat filter SUCKS.

    Of course you moved it to the pits of Feedback and Suggestions, and then proceeded to ignore it completely although it seemed almost no one disagree that the chat filter SUCKS and it needs to be either disabled or toggleable.

    Fast forward one year and a half your chat filter still SUCKS. Even the excuse "it is constantly being updated" grew poorly with time as it seems that chat filter sucks as much as it did 1 and a half year ago!

    It still censors random stuff, and its still entirely unnecessary in a 18+ game where people are being slaughtered and mutilated on a game to game basis.

    The chat filter literally filters stupid things that makes it insanely hard to communicate or even make basic jokes.There are many many examples of legit words are being censored like its the end of the world. The chat filter even censor silly stuff like "pp" lol...

    Anyway, time to reanimate this topic. Your chat filter sucks, and its completely unnecessary. AT LEAST give us the opportunity to DISABLE this garbage. I think the majority of people playing this game would prefer to see what people write to them without 1) really mindless and stupid censor that literally censors the wrong stuff 2) don't really mind seeing some curses and slurs.

    So at the very least give us the option to DISABLE it. It's useless and unnecessary and works like crap and censors the wrong stuff anyway.

    Thank you for reading, I guess, as usually, my feedback will be ignored and nothing will happen but whatever, I think it's fair to say my expectations are already low from my experience with this game.

    The filter also censors stuff in foreign languages that don't even resemble bad words in English (or many other languages).

    Once I wanted to tell the killer (German like myself) that his slugging was very boring. In German. Somehow the word "langweilig" (just "boring" in German) was a bad word. It must have been something with the part "weilig" because I could write "lang" without problems.

    Also somehow the word "German" seems to be a bad word for this filter which is kinda funny. Other countries like Russia work for example so it can't be about nations either.... 🙄

  • @Alen_Starkly said:

    Could you in the future give us a survivor perk that gives you the enduring status effect while you're unhooking someone (and 1-2 seconds after the unhook)? It would help a lot when hook trading against a camping killer.

    What do you guys think?

    That was part of the ancient version of BT. It was completely broken and was removed.

    You could do similar with the Styptic agent wich gives you a BT effect

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148684#Comment_3148684

    While I see this a lot, and in a better world it would be viable, this literally kills any variety of nurse. This may look like a nerf, but in the end it'll just make Nurses run sweatier combos

    I don't think so.

    It would just limit her ability to use insta downs like Devour, Starstruck or Noed. Hell even Legion has to M1 to get value here. Nurse is a strong killer who doesn't need to have access to everything. Pyramid Head has rarely access to hook related perks OR basic attack perks. Does that slow him down or hinder his ability and making him more sweaty? No.

    I don't care if a nurse uses Jolt or Pop or DMS+PR as slowdown, but I care that a new perk had to get nerved just because something like Nurse+Starstruck exist.

    It's only broken on Nurse, not on Blight (whose rushes are special attacks) or other killers with mobility.

  • Why do I think I know this quote? ;-)

    It's true though. Awakened Awareness doesn't get nerfed because of being OP overall or with other perks, no: because 1 (I repeat: ONE) killer would be able to easily kill survivors with it.

    BlinkAttacks=SpecialAttacks

  • SBMM did not make it easy. All the new content doesn't make it easy. That is true.

    Me? I'm somewhere in-between casual and competitive I would guess (playing almost every day for 3-4 hrs, almost 4 years and 5000hrs total). And even for me the game got sweatier. But I have the time to adjust and find a new way to deal with the changes, even if they hurt (the last midchapter update completely ruined my 3 year old well working and faithful survivor build). I can'T even imagine how that would be for true casuals who play maybe 2 times a week. I feel sorry for you and I hope that you will have fun again.

  • @popoles said:

    Before 1.9.0, Nurse couldn't "cancel" her blink. If you overcharged it, you had to teleport the whole distance. You couldn't look down or near the chased survivor to correct your blink.

    And IMHO the fact, that you can mess up and still have a chance to correct it, makes her too easy.

    (Keep the blink cooldown if needed, of course.)

    Also, making her unable to look up to teleport to higher levels (like in Midwich and The Game) could make her not so powerful on these maps (she still could blink on these levels, just not go there directly from lower ones).

    I feel like this could make her harder to master, while giving survivors more chances to mindgame her.

    Did you think of the long stairs of RPD? Or any height difference for that matter? That would be bad if she could only walk. Just make her blink attacks special attacs. That solves a lot of problems

  • @Ganoniroth said:

    Just got done reading the dev update and it looks amazing! All of the changes are fantastic and I'm really excited to check out Wesker. But BHVR, I think you forgot something. Hyperfocus, Stakeout, and a Toolbox allow a gen to be completed solo in 40 seconds on the PTB. This is way over tuned and needs to be addressed before go live.

    That is a whole perk buld dedicated to do gens in the killer's TR (for Stake Out). So no SB, no UB, no Adre, OTR or other meta stuff. Yes it is a bit easier against Wesker because of his 40m TR but many killers have 32 or 24m which makes it a lot less effective. I might even play Ninja Wesker (DD, M&A/Tinkerer, ToT, Plaything) in the beginning just to deny people his TR.

    In this case I want to wait how it plays out. Maybe it's time for Franklin's again....

  • @supersonic853 said:

    Actually had a chance to scare facecampers. Now you have to leave a gen. Get within 6 meters of a hooked survivor (which on its own could be suicidal). To stop the duration for 30 seconds. Pretty useless on its own. And i like how they even say that itll make it pretty much really effective with multiple people (embracing swf play). Coulda gave the survivor on hook a option to deny it. Or disable it at end game. But you actually nerfed its best aspect. Moment of silence.

    They just had to make the cooldown longer (to 60s) and disable it in the endgame, but no, now Bubba can laugh again.

    Maybe they should have fixed it being usable from other floors too, since finding that survivor might be difficult, but that's debatable.

    But this nerf is just too much. Just like MoM (ok that one was really OP) and Boil Over.

  • This bug exists for Idk how long. It's a funny one though.

    The first time this happened I had to laugh because I saw Spirit's butt zoomed in on my screen.

  • I noticed that too. Usually these were players who died early and left the lobby.

  • As a Deliverance and SB user, I can confirm this happens every time.

  • @HexSweetie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122421#Comment_3122421

    To prevent 3 gen situations as well as bad gen placements, but also make it lose 30% to not make it abusable.

    You only need 2 people to harass the others. Not counting that hackers could spam this.

  • Why would I want to regress a gen by 30%? That would be a trolls wet dream.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121909#Comment_3121909

    the issue is that all you need to do is put a tiny amount of torment under a pallet or near window. his torment prevents you from looping(going in circles) if you try to avoid it. In term of his anti-loop, his weakness is holding-w and changing tiles, but there is only so many tiles you change until you accept that your going to get tormented. Since the survivor perks do not work on his cages, his cages min-max and optimize the killer's objective.

    its just that his 1vs1 became weaker after his negative changes.

    It is always so fun to watch survivors avoid your goo like it is something that instant kills. That is why I use perks which are triggered by hooking (like Pop or PR) but also use perks that just work with a down (like Infectious) or are completely passive. This way I can utilize both possibilities.

  • His add-ons lack variety and they need a bit more diversity and usefulness. But his basekit is fine. He is THE killer who can prevent a lot of (powerful) survivor perks from triggering: DS, OTR, BT, WGLF, We'll Make It, Deliverance etc. And I think exhaustion also doesn't reset, but I could be wrong.

    So your goal is it, to get people tormented, get them in a cage find that cage at the opposite side of the map, then down them and hook them again. Yeah. you read that right. PH is THE killer for tunneling.

    I don't do that regularly when playing him, but I still use the fact, that they don't have OTR etc after they get out of a cage, if I need to.

  • It was posted about 3-4 weeks before the update hit.

  • I could not type "langweilig" in chat. That's german for "boring". I tried it in different ways, but it was always censored. I don't even know what bad word it is similar to. I also could not write "german", but somehow the salty teammate's "russian" was fine. Seems like this chat filter also thinks that being german is something bad, which is funny.

  • Maybe... I don't know... count to 5? Or 15? And If they don't make a sound, just hit them anyway? It's not a big deal.

    Or maybe use Tombstone Myers. Bodyblocking survivors love to get grabbed by Mikey when they try to tank a hit.

  • I reported this bug ages ago but somehow it got overlooked. Nice to see that's acknowledged.

  • @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3116573#Comment_3116573

    Me too. Iron will /spine chill user here. Got hurt hard by those nerfs.

    But now i use resolution, lucky break and 2 other perks that grants me the ability to heal.

    My original build for the last 3 years was IW, Spine Chill, Kindred and DS. After the update I first tried Prove, OTR, Kindred and IW but that wasn't so satisfying. Prove got rarely used (somehow I always worked solo on a Gen) and therefore I changed that to CoH. Since people were rarely tunneling in the beginning and the Gen kicking meta was getting on my nerves, I then changed OTR to Repressed Alliance. That worked sometimes but it felt wrong. Then people started to tunnel more and I realized that I needed an Exhaustion perk and something for the endgame. So OTR again, SB instead of IW and Adre for CoH. Finally I was so pissed by campers that I switched Kindred with Deliverance. And it works quite well.

    Short: Deliverance, Adre, SB and OTR

  • @Droneinthrwind said:

    I tracked 25 matches of mine through the week(don't play much because soloQ is complete ######### now). 20 of those been nurse/blight/spirit. 3 were oni because of his bug, one was memer billy and one demo. Tunneling happened in 14 of games. Onis of course didn't tunnel because had it's power all the time, Billy and demo neither, so people are just super insecure about they winning chances even if they play strongest killers with strongest add ons. Got to 5 gens done 7 times during those matches, 5 escapes. Counting memer billy.

    I see more Oni than Nurse or Blight combined lol. I wondered why, but then I saw a video of the bug.

  • Not the Killer's themselves are problematic but some of their addons.

    On nurse these are definitely her range addons and maybe the recharge addons. Both combined make her insane (especially with all the base killer/survivor changes). Nurse without addons or with e.g. anti fatigue is completely fine. She does not need a basekit nerf.

    I really don't play Blight (only for the archive right now), but I know from a survivor pov that it is also the addons that can make Blight busted. Alc ring is "that" addon which always make you feel like #########. In combination with speed addons you have not much you can do. Blight has also some weird sliding tech where you can hat hits around rocks you technically should not get. But basically Blight is fine. You just see him more because of the archive.

  • @Zolfo16 said:

    "since the update/overhaul it is completely broken, heavily in favour of the Killer"

    When i past killers complained do you know what survs said? GIT GUD!

    "I don't care what anyone says, if you are having ANY trouble playing killer then the problem is you."

    Meaning of this: "My opinion is better than yours"

    -----------------------------------------------------------------------------

    It is easier to kill now, it is true, but only because 90% of the playerbase still arent' accostumed to loop without DH. That's it. You can't imagine how many wounded and downs i get by survs that were too accustumed to have a protection they do not have anymore and take risks they can't handle.

    Or survivor dead on hooks because the mates do not want to interrupt gens because they keep having the idea that gens must be completed before a save. Idea that probably was true on 80 seconds gens but on 90 seconds gen make a lot of survs die on the hook or the saving process much more difficult.

    That was the best right after the update. All the E users tied to still smash E for distance and I was rewarded with their superman animation and a down.

    I never really used any Exhaustion perks so I was fine in that regard. As a Jeff Main I have bean a heavy Iron Will user, but I dropped that in favor for SB, because I finally felt the need of having an Exhaustion perk. My loop mentality is still the same (safety first), the only thing I needed to get used to was the shorter boost you get after being hit.

  • You played since release, so you must know what ridiculous stuff survivors would do and killers had to live through this hellhole for months or years (fast vaults from every direction, mid-chase heals, BNP, insta blind, insta heal, sabo....). This whole update seems like something similar but for killer. Like a late Karma.

    But that doesn't mean that it should be like that. No. Today's DBD should not be this insane.

    PS: I think many survivor mains are just mad, that they can't use DH anymore.

  • @Laluzi said:

    It's probably not a direct Skyrim reference, because "leave no stone unturned" is a much older phrase than that and that's where Skyrim yoinked it from.

    Funnily enough, my current Skyrim playthrough is at 3/24 of the stones. Guess I did the rift challenge and nothing else.

    English is not my mother tongue so I did not know that.

  • @AnchorTea said:

    Basement is designed to be an ultra-risky place for survivors. The basekit endurance shouldn't cover the whole expedition

    True.

    @CrypticGirl said:

    Yeah, better let someone with the BT perk save you from basement.

    You can't control that unless you play with full swf.

    @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111598#Comment_3111598

    on the flip side

    Killers want to enjoy the game as well. Why should survivors be entitled to a guaranteed hook save because the survivor was in the basement?

    Then take the unhooker. But I understand that in the endgame or in tough situations a longer BT would be bad.

    @Astrian said:

    How did this get past the PTB?

    How is this still not buffed yet? You literally can't get out of basement with the 5 seconds it gives you.

    This is why i use OTR and SB.

  • The teammate who got camped to death at the bathroom on Midwich vs the Blight could have been me. I had the same situation a few days ago.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102741#Comment_3102741

    The dust has settled, people don't want to play survivor. I don't know how much more dust you want to settle.

    True. I see it with the queue times.

    Before the update I had short survivor times during the day and long ones in the evening. Now survivor queues are almost always instant. Guess why....

    I also noticed a lot more face campers and tunnelers.

  • @Crowman said:

    Camping doesn't need to be punished. It's avalid strategy. The only thing is it might be too effective and against some killers there's not a lot of room to actually go for the save. So there's a warrant to nerf the strategy so it's less effective overall, but no need to punish it.

    I'm fine with end game tunneling/camping since there is nothing else to do. But killers who camp and tunnel at 5 gens are just sad. I played about 15 survivor matches today. I had 4 killers who played normal, the rest decided to literally camp people without reason or unnecessarily tunneled. 6 or 7 of them just face camped in the end with Noed...

    I died so many times because staring in my face seemed to be more interesting than chasing other Survivors..... And before you ask, no I wasn't toxic in any kind. I don't point, I don't click or tbag.

  • @legitxeris said:

    Actually, I think this patch made it harder to tunnel.

    Unfortunately, it made the game easier to camp.

    In the end, bad patch. Please fix

    Not really. The killer will just count to 5 and if they are attentive they will notice your decreased moves speed and down you or follow you further until BT has run out and down you then. Even OTR has little effect when you get hit early. And DS... well what are 3s against Nurse or Blight?

    And once the last Gen is completed, you are ######### if you don't have anything for the endgame.

    I died so many times to campers and tunnelers it is insane.... Before I died because the killer was actually good, because I was stupid or because I was selfless.

  • @Alen_Starkly said:

    Tombstone addons and the perma tier 3 addons are BS and need to go. Bubba and Hillbilly at least need to use some skill to insta-down you, but perma tier 3 Myers has increased speed and can just M1. No skill needed. Tombstone kills are just unfair and unfun. No counterplay, unless the survivors are really experienced and can guess he has a tombstone addon.

    I always love when people don't even bother to look up the addon in the wiki before they comment.

    I will be so kind and spare you the trouble.

    Perma EWIII just makes tier 3 permanent for longer stalk requirement. No hidden speed buff, no nothing.

    Judith's Tombstone has counterplay. It's called a locker. Yes I jump in a locker if Myers is close (or vault spam, sit on a Gen/totem etc). It's a lot easier to do since they added lockers on every map. And Myers gets a speed debuff when using this addon (from 115% to about 105%) which can be well noticed if you are attentive.

    Both addons make it more tideous to even get to tier 3. You need to FULLY stalk 3 Survivors to get from EWI to EWIII. This equals 30s of close-up stalk, which you rarely get. It is more like 40-50s and most of it not at once but in small bits (unless your team is stupid). You just must not let him stalk. Don't tbag or try to blind him. Keep out of sight, do gens efficiently and you are fine.

    I played for 5k hrs and Myers and his addons were never an issue for me.

    @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979872#Comment_2979872

    Actually, that's severely underpowered. Good luck getting more than 1K with JT/ToH unless you're in the MMR equivalent of Brown ranks.

    True.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094906#Comment_3094906

    Again something like that can be abused by survivors like they do now with the cages. I had a game where I caged someone and I went to patrol a Gen near them because I knew that Gen had progress on it. When I got there I saw a survivor going for the rescue so I went to cut them off, they led the chase straight to the cage forcing me to choose continue the chase or back off and let them have the rescue. I decided to continue the chase and the cage ported to a survivor waiting on the opposite side of the map for a instant rescue.

    That's why most Pyramid Heads don't use the cage anymore because of that little issue.

    So as I stated before it has to be a system that CANT be abused by either side and won't punish those who use camping and tunneling in the proper time and don't abuse it.

    Simple fix: the cage choses the one position where no one is around: 1 in the cage, 1 chased near the cage, and the other 2 in separate corners to wait for the cage to show up - > 1 free corner

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/337496/how-to-hotfix-the-current-camping-meta

    Sadly it won't work because they already tried a similar proposed fix and tested it where the hook timer slowed and then stopped when the killer was around the hook. The issue was survivors abused it by looping the Killer around the hooked survivor stopping the hook timer and allowing the other two survivors to do gens.

    Basically it punished Killers that don't camp. A true fix to Camping and Tunneling has to be something that can't be abused by either side and since the Devs said in the right situations camping and tunneling is a valid Strat, they would have to find a way to punish the toxic camper and tunnelers while not punishing the ones who do it in the right situations.

    They forgot the important thing and did not deactivate the timer slowdown once another survivor enters the area.

    Every player with common sense would thing about this.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/337938/how-to-fix-camping-a-hopefully-constructive-idea

    1. This has many issues that are far to open to abuse, and some hurt the idea of not camping. Some examples being, running into the hook zone to avoid one shot powers, preventing high mobility killers from being able to leave the area quickly, stopping teleporting killers from teleporting away.

    2. This only really works if the area around a hook is a complete deadzone and there is nothing for the killer to interact with, that means no pallets, gens, lockers, or totems, which on some maps is a logistical nightmare (The Game). You shouldnt be punished for kicking gens, reloading, snuffing boons or breaking pallets.

    3. No issue here i support a reduced basekit kindred.

    4. Sure but in exchange those actions are debuffed 10% if the killer isn't camping. This just futher incentivizes not camping.

    5. Again I'm in gavor of this one but i also think it should apply while you are chased, getting a cut of objective/altruism while you are occupying the killers attention is more than fair.

    1. Maybe I didn't make myself clear since English is not my first language. I meant that only if the killer alone stays in the "camping radius" their power is deactivated. If a survivor enters the area or for the first 10s after the hook, they can use it. So Nurse can just do her thing and leave after 2s. An idea would be to give killers a speedboost similar to Devour so they can leave faster and cross maps better.

    2. Maybe 10s are too short. Maybe 20s are better. I just used what the game already has since it is less work to add something to an existing feature than to create something completely new.

    4. The gens are slow enough as they are. Especially with all the debuff or regression meta. There is nothing more boring than pressing M1 on a Gen at 50% speed (hello Freddy my old friend......) or leaving a Gen "for a sec" only to find it empty when you return.... If that is toned down, we could talk about this.

    5. It is already implemented for the lightbringer emblem when you are chased, so adding altruism to that would be neat. Also a BP bonus when gens are completed would be cool.

  • @Alen_Starkly said:

    BHVR: "we disabled DS during endgame because there's nothing the killer can do".

    Meanwhile, a survivor being camped in the basement: "........."

    1) I agree that killers should NOT be able to use their powers when near the hooked survivor

    2) Insidious should get reworked or removed, people mostly use it to insidiously camp

    3) Hook grabs should GO! Killers should NOT be able to grab survivors who are attempting an unhook. This just strengthens camping.

    BHVR: Survivors on the hook can a) buy time for their team or b) try to 4% and c) decide to play another match by letting themselves die on the hook.

    Me: At least I can go to the toilet or make a tea.

    Seriously, sometimes I think the Devs don't think that far. (hint: combined Gen speed reduction that gets worse than being in Old Freddy's dream world; nerfing DS to 3s despite it being buffed to 5s because high speed killers could catch up too easily etc)


    I don't know about hook grabs though. They should be possible, but they happen too frequently for my taste. I often get grabbed if I only tap the unhook key. It used to be about half way through the animation.

  • @[Deleted User] said:

    Your about to be absolutely attacked by every fragile killer main in the forum any time now, as you've just insulted the only way they can indulge in their inflated power fantasies of ruining the game for other people lol just be prepared.

    Im so incredibly disappointed by the complete crickets from the dev team that I can't even enjoy killer matches with the game in this state.

    I will not be putting a single cent into this game until the devs acknowledge the problem. Why would I pay more money into a game I barely get to play?

    I am prepared. No worries, but thanks for the warning. I may be a Survivor main nowadays, but I still play my share of killer matches (archive and dailys mostly) and since I play almost every day for a few hours, I play "a lot" compared to the majority. I have 5k hrs since 09/18, so I suffered in many occasions on both sides.

    I can totally understand you not supporting a game which goes in the wrong direction. I love the game too much to quit though (like a love-hate relationship). I hope they will adress the issue soon and not in a year or so.

  • @Header said:

    just make slowdown perks stack multiplicatively instead of additively

    Additive: Thana 4 stacks: 22%, Dying Light 6 stacks (for still having 4 Thana stacks without the obsession switching): 18%, SH - Gift Of Pain: 16%, Pentimento: 30%. Total: 86% slowdown = 14% of normal speed

    Multi: 1.00*0.78*0.82*0.84*0.7= 37.6% of normal speed

    yes it would be better, but it is still worse than old Freddy (who had 50% in his dreamworld) which was changed, because it was boring to face.

  • @CakeDuty said:

    I'm fine with stacking regression perks, that's kind of whatever now that most of them have been toned down, but being able to stack Thana, Dying Light, Gift of Pain and Pentimento atm is making gens take forever and makes it extremely boring to play survivor.

    Buff them so they're strong on their own, but unable to be stacked together. Strongest perk takes effect.

    I love how they literally changed Freddy 3 years ago because of this. The Devs said, that "his slowdown of 50% while being in the dream world is incredibly boring".

  • @sp1n4l_ssnap said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979211#Comment_2979211

    he legit doesnt even need to injure you, without warning he can insta kill healthy survivors, it really needs sorting.

    Just go to a locker when he goes tier 3. They even added a whole bunch with Dredge.

  • @sp1n4l_ssnap said:

    im constantly getting matches with Michael Myer mains who have the insta mori ability.

    i literally just got out a round and only got ONE THOUSAND bloodpoints because i got insta killed? like what? and its not like there is even a counter to it or an ability to know beforehand you can just be insta killed?? who even allowed that into the game? who said ‘yeah sure lets give the really fast killer a ability to insta kill healthy survivors with addons that let Evil Within III go on infinitely’

    "Really fast killer?" Are we talking about Myers or Blight?

    "I only got 1k when he mori'd me" Then either you were not productive at all and/or you team thought that tbagging a Myers is clever. He needs to fully stalk 3 people to get both ultra rare addons to work (the Mori and perma tier 3) which equals at least 30s of stalk (more about 40-50s effectively).

    This is entirely your team's fault.

  • Your idea of Freddy needing to pull survivors in the dream was his original concept. And it was changed because Freddy couldn't defend anything: no hooks, no totems, no gens.....

    So: no. Not again. I agree on him being boring though.

    The teleport is too restricted, since survivors could basically spin their cam quickly to prevent your teleport.

    The wake up machanic sounds interesting, but the thought of another player being able to teleport you across the map because they found your hust sounds complicated to say the least (unless I misunderstood how it works). It could be abused by swf and trolls alike. If it doesn't teleport you it sounds fine though. You should be able to see other people's husk though.

    @LapisInfernalis said:

    Dear people of the Fog,

    I have been playing Freddy for a long time now. I already knew him, well before he got his rework. I surely hadn't "mastered" him back then, since I was a newish player. But I tried my best and came to like him. I loved the aura reading outside of the TR and that he was completely invisible to people outside of the dream. I understand that complete invisibility would be a bit too harsh, especially for new players, but being able to see Freddy (every couple of seconds) from as far as 32m is too much for my taste. Why? because Freddy comes without you knowing to trap you in his world. There is an add-on (Pill Bottle), which shortens the distance a bit, but does affect neither the TR nor the lullaby, which requires M&A to be used as well. Generally this is a nice idea, but it's just not "worth" it, compared to other add-ons. This is one example for many of his add-ons, which are just status effects or niche effects that are not worth their rarity (most of his very rares and Black Box) or generally too limited to be useful.

    This is my attempt to make Freddy's add-ons more divers and more useful in general while reimplementing a lot of the "Old Freddy" I used to love in the old days. I want to make Freddy a bit more interesting to play as and against again, as well as to bring back one of the more meme-ish but fun builds that was called "Ninja Freddy" or "Silent Freddy".

    Please remember, that this is just me brainstorming and probably won't be quite as balanced as it should be. I will do my very best though.

    DREAM DEMON:

    Outside the Dream World:

    • Freddy is only fully visible when he's within 8m and intermittenly between 8m and his TR (24m). Frequency and duration depend upon the distance. The closer Freddy is, the more you can see him (similar to Wraith). Outside of 24m Freddy is "undetectable". This does implicate the status effect of the same name, but old Freddy could NOT be detected with any aura reading outside of the dream world. This would reimplement some of his stealth abilities without being too powerful.
    • Freddy's TR is set to 24m.
    • Game mechanics about micro sleep and clocks remain the same.
    • His visibility changes with his TR, but cannot be lower than 12m to give survivors a chance to react. So M&A or Furtive Chase make im less visible, but perks like Tinkerer will not make him invisible. They will just set the maximum distance to 12m for the duration. (This could be too strong.)

    Inside of the Dream World:

    • The lullaby's radius is set to 24m.

    Snares/Pallets:

    • Freddy can use both simultaneously. By tapping the Active Ability button (CTRL), switch beween Snares and Pallets (similar to Clown). To be more versitile, both are counted seperately. Freddy can set 5 Snares and 5 Pallets before they get recycled. Since Pallets are the weaker type of power (need empty spots which are rare on many newer maps/reworked maps and are less usefull in the end game) and need to be set up before a chase, I think it would be ok to have 2 seperate counters for Pallets and Snares. This also opens up an Add-on set for new stuff.

    Teleport:

    • Stays the same.

    ADD-ONS:

    • "Block"-Family: Reduces the Micro-Sleep-timer by 5/10/15/15s + the "Wake-up action" is 12s (or whatever the maximum was) by default. This creates a dilemma for the survivors: Do i still go to the watch? Do I get waken up by a mate, do I purposely fail a skillcheck or do I not care? Here I used the idea of the old blocks, which made the Dream Transition shorter.
    • "Drawings"-Family: Is totally fine. Kid's Drawing should be 1% reduction per sleeping survivor instead of a meme add-on though.
    • "Dress"-Family: Interacting with a Snare or Pallet causes Incapacitated/Mangled/Exhaustion for 15s/until healed/5s. These status effects are way more useful.
    • "Claw"-Family: Increases movement speed after teleporting for 15/20/25s by 5%. Inspired by the old claws.
    • "Rope"-Family: Makes the Survivors question reality. Creates Freddy illusions (f.e. Freddy standing, fake lullaby/TR, Freddy walking, fake teleportation effect, the metallic scratching of Freddy's glove) randomly during the Micro-Sleep Phase for 1/3/5s. The illusion's auras are visible to the killer. (similar to Doctor)
    • Pill Bottle: Teleporting makes no sound and generators don't splash blood. The blood pool where Freddy comes out remains.
    • Class Photo: After teleporting, the Aura of survivors is shown for 4s if outside of 24m. Inspired by the old Class Photo and Freddy's old Aura reading.
    • Red Paintbrush: All Survivors start in the Dream World. Only Alarm Clocks can wake them up. The huge time waster or buff for the killer.
    • Black Box: Reduces Terror Radius and Lullaby radius by 12m. Reduces maximum visibility to 12m. See sleeping Survivors' auras in up to 12m around you. Reduces movement speed to 110%. Keeping Freddy 115% while he is literally invisible outside of his TR would be hell....

    I hope you like this.

    Stay healthy.

    Edit: Forgot the aura reading for black box.

    This is an idea I had half a year ago. Some stuff is not up-to date anymore or was used for another killer (Sadakō) but it should be more interesting as well.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098221#Comment_3098221

    This is not a ping thing. This a BHVR issue since Dedicated Servers are glorified peer-to-peer. Your client thinks you got the hit,but the server knows you did not and thus rejects the hit.

    Validation is more fair than not.

    I don't think you would like to get hit 5km after you vaulted a window either.

    Because that happens if there is no hit validation

  • @Omans said:

    Yeah, there are still times when you press E and nothing happens. It can be annoying especially when the 0.5 seconds is such a short window.

    Don't listen to the players who only play killer.

    I'm a survivor main and I'm glad it's gone.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098311#Comment_3098311

    I havent been using items, I also havent been using strong perks either. My loadout has been Lucky Break, Small Game, Inner Healing, and Dead Hard so far, and I dont really plan on changing it for a long while (since Ive been having lots of fun with it).

    OK then I hope you will have a lot of good fun.

    I'm doing a lot solo myself right now and found out that Repressed Alliance can be quite useful when the killer uses the Gen kicking meta. And Sprint Boost is a nice allrounder for me now. As a Jeff Main, I always needed IW but with all the changes I feel I need an Exhaustion perk and that doesn't work well with IW. And I noticed that SB works better as anti tunneling tool than OTR.

    My build: RA, SB, Adre and Kindred

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098225#Comment_3098225

    Giving up means either the killer refusing to participate in normal gameplay (AFKing, hiding from survivors, etc) or the survivors letting themselves go on hook on purpose to leave the match.

    OK then it works, I guess. You should probably use the same stuff too while collecting your data. Best would be no items, because they have huge impact

  • I think it would be a start to deny killers their power around the hook. Twins, Artist, Dredge and Pyramid Head (to an extend) can't use their powers. Why can Bubba or Billy use their Chainsaw? Why can Huntress or Slinger camp so easily?

  • What do you mean by give up? Only DCs or insta killing on the hook / just standing in a corner as well?

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