LordGlint
LordGlint
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@Venom368 said:
https://forum.deadbydaylight.com/en/discussion/comment/869454#Comment_869454
I was trying to give some insight into how I have fun with her. I realize people don't like her because the survivors are the ones who choose if she can use the upgraded version of her power or not. I think she has a lot of decision making that makes her fun though. I think there are certainly less fun/interesting killers in the game than her, like Myers.
Myers is awesome.
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What if there were an alternate method to getting her power other than the pools? Maybe she can gain it passively while chasing a fully sick survivor or something... Seeing Oni with his blood orbs made me think of this, that he gets his not only by injuring ppl but also by the blood orbs. What if plauge's was similar?
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Its also good to know which direction to loop them in.Try to think which side of the pallet theyll be at when they drop it, and if its benificial to them. If they have alot of pallets in one direction, and a dead zone in the other... Make sure theyre standing at the dead zone side.
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@Fibijean said:
So how exactly would buffing killers to be able to close chases faster, get kills easier and apply more map pressure not be a solution to the problem? 🤔
Because making killers better isnt the answer, we also have to break the survivors legs, lol.
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@bilaueta said:
Im going to assume he is the guy that escaped with 24.138 BPS, ignore him. Many of the players, both killers and survivors that get to this high rank think they are the best players in the game and get all up their high horses because they feel skillfull for bringing meta perks that work in most scenarios without bringing any downsite or requiring any plan (Iridescent moris against solo queuers-adrenaline+decisive to run away to the gate as soon as hooked- old instaheals which were thankfully nerfed)
This guy is just another example of these kinds of players, there are a lot of skilled and smart players at red ranks that use original builds or good stealth/altruistic strategies, but many of them (survivors most since it is much easier to rank up as them) play meta and use strong addons (green toolbox + brand new part = killer's worst nightmare) and act like the killer is an idiot for not being able to counter a decisive strike next to an opened gate or a team with toolboxes and prove thyself.
And you are completely right for the latency with dedicated servers, he's just salty AF (which doesn't even make sense since he escaped with the most points in the match) You can clearly see this by how he acts so smug with the "later #########". If someone ends a conversation with that I just loose all the care about that person's opinion (I use that once and I still believe it was stupid to end it like that)
This game is basically the phrase "live and let live", but rather "live and let them kill"
yeah, i color code my salty endgame chats, lol.
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im just surprised Spirit only has an 11% pick rate at red ranks with all the ppl saying thats ALL they see.
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@TimeMonster said:
https://forum.deadbydaylight.com/en/discussion/comment/868307#Comment_868307
this momerts often gets to the point where game can be considered as game hostage. I had alot of games where doctor didn't even try to chase survivors or chase just a litle bit. And thouse game were go on and go on,.. once i had a 1 hour game like that... so no... got what he deserved... even tho game were goin for 20 minutes
You said yourself though that the Doc WAS chasing ppl, and actually just sacrificed his 2nd survivor. Thats not really a hostage situation.
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@Unironicalygoth said:
https://forum.deadbydaylight.com/en/discussion/comment/866236#Comment_866236
What's your last perk?
save the best for last
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Doing well with a killer that isnt "red rank viable".
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Ive seen it work against me just fine. Just make sure you're hearing a terror radius and not Freddy's or Huntress's Lullaby.
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Would be funny if he got a sweater that matched Freddy.
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Dont really think anything is gonna change about ppl DCing and such, at least not until the DC timeouts come out and even then... not really. Just had a match with my Billy...whom I suck at. Was just wanting to get a challenge done of chasing a survivor for 90 seconds with distressing. Was fully content with pretty much just trolling the entire match hugging someones leg with bloodlust 3 and not actually doing anything, then watching everyone leave.
Find my first survivor, and Its a jake on a hill...so I just assume he has balanced landing... Until I go up on the hill, rev my saw and he doesnt do anything but crouch infront of me, then DC. Screwed around with the rest of em who thankfully DIDNT DC and saw them all off while thankfully getting my challenge done.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/866738#Comment_866738
His build that allows for insane gen slowdown. Thanataphobia, PGTW, Dying Light and Ruin paired with Swing Chains and Jump Rope. The fix to it imo is change jump rope, or make it so swing chains and jump rope can't stack with other slowdown perks like Dying Light and Thanata.
That change would still only affect perks that specifically target action speed. Freddy for example also has addons that increase the regression of failed skillchecks. This is ALSO a form of slowing the game down, expecially against a killer who makes you want to fail them. Pop would go unaffected by this, as would surge or ruin or overcharge or lullaby. Plus like I already pointed out... Ppl already rage about ONLY having swingchains working against them.
This build isnt stacking anything
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/867176#Comment_867176
LOL IKR??
It's like a killer refuses to break shack pallet and then complains he can't catch the survivor at shack 🤦♂️
Most of the time newbie killers will break every pallet immediately, its just a matter of holding W and wondering why they're getting gen rushed.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/867147#Comment_867147
Added an edit. Technically you could get 8 stacks on DL if someone were to DS you after you got 2 hooks on them. And DL obsessions should rush gens. If you are altruistic as DL obsession that will cost everyone their lives.
Im just imagining a whole team of injured sleeping survivors on deathhook with 1 guy missing his DS circled around and going...
"OK, NOW this is overpowered..."
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/866857#Comment_866857
Swing Chains full stacks = 12% ; 80/0.88 = 90.9
Jump Rope = 9% ; 80/0.91 = 87.9
Outdoor Rope = 6% ; 80/0.94 = 85.1
Swing Chains 1 stack = 3% ; 80/0.97 = 82.47
Thana 4 stacks = 16% ; 80/0.84 = 95.2
Dying Light 6 stacks (2 hooks each all non-obsessions) = 18% ; 80/.082 = 97.56
Swing Chains (full stacks) + Jump Rope + Thana (full stacks) + Dying Light (6 stacks) = 55% ; 80/0.45 = 177.78
Swing Chains can add up to 11 seconds. Jump Rope up to 8s. Outdoor Rope up to 5s. Thana up to 15s. Dying Light up to 18 (if we assume no one has been killed yet). The absolute MAX slow down you can get is 98 seconds with all this stacked. This assumes 1) everyone is asleep, 2) everyone is injured, 3) killer optimized DL hooks, 4) no one has gen repair buffs or toolboxes, 5) survivors do the gen solo.
If Freddy gets to that last stage, chances are they just outplayed you. Survivors need to focus on gens BEFORE he gets to this point. If you only have 1 gen left to do at this point, you can do it. If you have 3 or more, that's game. Don't stay asleep either. Wake up to do gens. I go for clocks all the time, and while it might waste some time it's how you counter the slow down without buffs/toolboxes. Additionally, team up on gens. You do them at almost twice the speed. It's really not that bad.
Furthermore, old Freddy's BASE repair debuff was 50%. That's literally almost like having all this stuff stacked now. It was worse before, only Freddy was a bad killer with a power that also hurt him. Now that he can teleport and has anti-chase tools you have to take the slow down more seriously is all.
Thanks for breaking all that down.
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@thesuicidefox said:
He doesn't have the highest pick rate. He is third on the list, after Hillbilly, tied with Huntress, and only slightly above GF.
What I find interesting is that both Freddy and Billy have higher kill rates than Spirit yet she is said to be "over performing". Makes me question how the devs even came to this conclusion, unless both Freddy and Billy are also "over performing".
The second graph also proves that playing killer at red ranks isn't as bad as some people make it out to be. Even Clown has at kill rate over 60%. Freddy has a kill rate of about 77% it looks like, meaning that, on average, Freddy gets 1 more kill than Clown for each trial they are used. That's not a huge difference honestly. Say what you want about Clown, but even if he is the "weakest" killer he is still very much viable.
People saying Freddy isn't fun because slowdown... the slowdown isn't even that big. Swing Chains does 12% at max, which is a good chunk but you can counter it by waking up. Jump Rope does 9%, which is basically like 2 stacks of Thana (and again countered by waking up). Sure if he combos it with Thana and Dying Light it would be strong, but literally any killer with Thana and Dying Light will slow the game down immensely.
I can never get how people say a killer is "boring" to play against. I see this as a cop out. "I don't like losing to this killer, so I will call them boring and not try so my ego doesn't take a hit when I lose, as I can just say I wasn't trying." Like wow, gens take an extra 8 seconds to do. So boring right? Know how you beat the slow down stuff? Double up on gens. Resil/PT. Toolboxes. If you wanna call something boring, call the player boring for doing something that is ACTUALLY boring. Like going AFK. Or playing like a bot. Don't just call something boring because you don't like it.
By this same logic, killer can say it's "boring" to get gen rushed or looped at shack or something. If you are killer and honestly feel that way, you should probably find another game because that's pretty much how the game was designed.
I actually find shack WAY less intimidating than I use to. I can typically score hits there no matter who I play as. Kinda off topic, just something I thought of from your post.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/866982#Comment_866982
Jeez, just switch to billy already ;D
Ive tried Billy and I suck at him, lol. I actually have more luck with Bubba.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/866953#Comment_866953
I can smell your insidious wearing off. Dont mind the huge headless yellow belly coming closer.
Ive actually debated on prestiging him to camo that apron abit, lol.
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/866945#Comment_866945
Did i say people can't have conversations? No I didn't and it's still hilarious.
Your labeling the entire thread a "joke thread" and claiming ppl dont realize its a "joke thread". Everyone can read the last line of OPs post, doesnt mean they care or are even directing anything toward OP.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/866940#Comment_866940
Tryhard bubbas... abusing every advantage in the game.
Im not a Bubba...Im a Claudette coming to heal you up...Just hold still 1 second....dont mind the chainsaw.
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@TKTK said:
I love how people can't see this is a joke thread and are actually agreeing LMAO
OPs reasons for making the thread doesnt mean ppl cant have conversations here.
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@Laakeri said:
Everyone would win if both Forever Freddy and full blown genrush toolbox would get nerfed.
Would be cool if they made those addons do something else that were ALSO useful. Freddy really doesnt need half his addons to be turned into Z block though, just because 5 of them slowdown the game.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/866760#Comment_866760
My Bubba can confirm that Jakes are pretty rare.
My thoughts exactly. So far I only have the Claudette and Meg faces. Claudette is the only face you really need though...Bubba becomes a stealthing god with that face on.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/866875#Comment_866875
Well sure, my hope was simply that if they feel like they need to do something about Freddy because of his high kill rate, I'd rather have them first nerf his "Forever Freddy" build than anything of his basekit. Cause I do feel like his basekit is perfectly balanced, and that Freddy can only feel a bit too powerful when he stacks multiple slow down addons and perks.
The irony of this being that OG Freddy had a 50% actionspeed slowdown on his basekit, and could make it around 75% with addons.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/866648#Comment_866648
Yes true. At least a cap to how much action speed debuffs can stack would be a general change. But it would affect him most, since he is the one killer who can achieve these very high action speed debuffs.
I don't think Freddy in general is op, but I can definitely see how a Freddy with Thana, Dying Light, Ruin and two addons that slowdown action speed is unbalanced and not fun to go against. I do think that part of him could need a small nerf, even if it's just by adding a cap to how much action speed debuffs can stack.
It might also allow devs to create more perks that decrease action speed in some way or another.
This would only affect slowdown perks that target action speeds directly though. My build with only 1 action speed slowdown would go completely unchanged, even though the number of ppl who ragequit it claiming it to be "Forever Freddy" is staggering.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/866845#Comment_866845
Look, I really do get your point that those are counterable addons, but they are very game changing, mainly when used with ruin, pop, dl or thanato. I think all pink addons should be rarer
You would reasonably speaking have the same exact effect using jumprope, his green version as swingchains. Jumprope makes each sleeping survivor have a 9% slowdown, which considering your constantly having survivors woken up via hook if nothing else. The rotation of survivors being chased and survivors being unhooked means swingchains dont really have the full effect unless your just not hooking ANYONE. As far as perks go, many ppl are suggesting they impliment a hard cap to prevent actionspeed debuffs stacking, but this wouldnt change the usage of perks that slow the game down OTHER than action speed debuffs...so wouldnt affect my build for example.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/866831#Comment_866831
And it isn't really 10 seconds because it is a charge based math, not a 12 percent of the total that is added.
It is about 10 seconds. Wasnt gonna get into decimal points for fractions of a second.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/866831#Comment_866831
I mean, nice that hooked survivors get up, but dont they just fall asleep a minute later? Also, I didn't know about it being 12 percent, thx for that
Yes, but the point being during that minute, the effect is dampened for the entire team. Swingchains is a 3% debuff per sleeping survivor to every survivor. The time someone is on the hook and awake, the others now at most have a 9% slowdown. When someone goes for a save...that person can also be awoken for an even smaller effect since paintbrush doesnt prevent survivors from waking up each other. If you want longer periods of time awake, you can still use clocks for 90 seconds of wake time, then hop on the nearest gen and finish it before being asleep again.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/866781#Comment_866781
Just like I said, some Pink/Purple addons offer really big advantages. In that case, Im not sure but those were the Swing Chains and the Paint Brush right? It means your addons make it so people wont escape the dream by skill checks or wake ups, and when they are asleep they will have an additional 15/16 seconds of repairs, heals and sabotages. So you have an always stacked thanatophobia on a killer that is already good at chases and protection, and that doesnt even take a perk slot. The addons aren't necessarily OP, but thet are very common. (For example, I have 113 pinky fingers on Clown and 70 Tombstones on Myers)
The 12% on swingchains is at its maxed if no one is awake, which is still possible even with paintbrush. Hooked survivors wake up, dampening the effect and they can still wake up the teammates that save them. Even assuming it IS permanantly 12%, thats just under 10 seconds of extra repair time on a gen, under 2 seconds on a heal.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/866738#Comment_866738
Almost all red/purple addons get some hate because they dont really feel any rare and offer significant advantages. For example, when I use redhead's pibky finger on this big boi here, I can notice how unfair it is. I run MA, so with the Insta Down I end chases in <20 seconds
So in my case... what about this is the OP part?
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Theyre not going to go too crazy with reward killers for having a "harder match" when their own stats already show that the difference in survival rating between a 4 man SWF and a group of solos is only like a 7% difference.
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Escape rates should be pretty much even across the board. Pick rates should be fairly easy to notice by just playing. I typically see alot of the Freebees like you said, except Jake is pretty rare there. Add in Feng and you pretty much have the popular survivors.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/107279/freddy-nerf-when
Freddy is entirely fine at base and the majority of his addons are fine. However though, Forever Freddy may need something changed.
What would you suggest? Feel like alot of the "problem" is perks as opposed to addons, with many people throwing the term "Forever Freddy" around VERY loosely.
The only action speed slowdown in this picture was Swingchains at a max of 12% slowdown, which still got hate. Limiting the ability to stack actionspeed debuffs wouldnt change a thing with this loadout...which still gets hate.
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/866644#Comment_866644
Well MYC atleast force her away- there is no way around it. PoP is just is a step beyond synergy. It is just very very convenient for his power
I brought up MYC due to how easy she can make it right back, expecially with certain addons. Her power is able to largely negate the perks drawback. Freddy has to be able to know which gen TO pop in order to make use of it any better than any other killer with the perk. Id still call it synergy due to him naturally teleporting to gens.
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@Sign_Spinner said:
https://forum.deadbydaylight.com/en/discussion/comment/866097#Comment_866097
Just because you can't doesn't mean others can't either.
Pretty much this, lol. Played majority Bubba last month and had a blast beating out teams with him.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/866427#Comment_866427
Dammit, you got me.
Get outta here you overly biased survivor main
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@ad19970 said:
They should just nerf his slow down potential to begin with, so his addons that slow action speed down shouldn't stack with other perks that slow down action speed. That or finally add a cap to how much slowdown effects can stack.
I could imagine his slowdown potential to be one of the main reasons why his kill rate is so high.
I'd rather just have them nerf specific parts of him that seem particularly strong than his basekit all together. If it doesn't reduce the kill rate they can take another look at him then. I just hope his base kit doesn't get hurt in any particular way.
I feel like this would be less of a Freddy change and more of a slowdown perk change. Freddys addons by themselves are pretty minimal.
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@Haku said:
I could tell you Freddy is way beyond powerful without the stats even. I mean it is common sense. Spammable traps with range/no movement slow downs/teleport+bbq+pop/addons that slow down healing and gen speed at the same time/Oblivious/ Dream World that activates on its own for every survivor/Dream Pallets that are impossible to tell if they are real in solo play. I am perfectly fine for them to have some fun but he will be have to changed eventually. I am pretty sure if Freddy was obtainable with shards and not only money he would've been used every second game we play/ I would spam him myself/ - his potential to is just so big and in general very easy to use, which I don't really like as a combo
Cant really balance a character while assuming theyll use certain perks. You can adjust addons and such that are overbearing, but if a perk is good with a certain killer, you kinda just have to chalk that up to nice synergy. Many perk/killer combos have similar instances of synergy with Hag and make your choice coming to mind.
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@LordRegal said:
Playing Huntress for too long destroys my mood - I’m very audio centric and her song just eats at me.
I had skilled Huntress fairly early in since I’d focus purely on that and not worry about any other metric for success.
getting the 1000 hatchets was absolutely awful. Had nights where I was so affected by her song I had to take my headphones off and play muted. Worst achievement for me on the killer side, hands down.
Had the same experience when I first started playing Huntress. Would have her song stuck in my head for HOURS after I finished playing. Now though, Im able to just kinda tune it out and it doesnt bother me anymore.
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@Fibijean said:
It's not unusual for a Huntress to throw 20-50 hatchets in a match. That's only 50 games at maximum. It's actually a fairly easy achievement to get.
Feel like ppl think of hatchets HITTING survivors when looking at the numbers. Personally, when I had matches where I decided to be nice to the last 2 survivors who had ragequitters or something, id use that time for target practice while they were fixing the last gens.
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@SilentSpectre said:
https://forum.deadbydaylight.com/en/discussion/comment/866266#Comment_866266
This is a joke, right? Dream pallets are the most OP killer power in the game right now.
I honestly cant tell if this was sarcasm or not. Were you joking or do you actually believe that?
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/866256#Comment_866256
I can understand Class Photo tbh.
Alot of Freddy users stay FAR from it due to being unable to fake-teleport with it. Personally... I avoid it on my BW when I can.
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@Usui said:
https://forum.deadbydaylight.com/en/discussion/comment/866199#Comment_866199
All of them that are purple +, even some of the greens are to strong imo.
I know why ppl generally dislike swingchains, but what do you dislike about pillbottle, class photo or Z block?
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Can be interrupted as both him being nerfed as soon as he was released, or him being burned alive in his lore...
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@Mikeadatrix said:
https://forum.deadbydaylight.com/en/discussion/comment/866188#Comment_866188
Exactly, the whining over Spirit has always been present. It's just that it wasn't the loudest, hate over the Nurse was. Complaints over Freddy, however, have been minimal since his rework and especially now that he had that slight bloodlust nerf. Forever Freddy is rough against weak survivors but against a good team, it slows the game down just enough to make it pretty fair for both sides.
Never found the appeal of the build personally, since I like having abit of tracking and chase sprinkled in as well. Dont gotta make the game last half an hour if you can win within 10 minutes. This is my current build and choice addons. The addons are kinda whatever really, although I do wish he had more useful ones when using snares. I feel like the block addons were abit of missed opportunity that id gladly swap to using if they did...SOMETHING.
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@Usui said:
If you played against freddy after the rework it was already VERY apparent they overtuned his kit, he can do what a bunch of unique killers can do all in one. He has teleporting, he has a clown flask (his dream snare) and he has broken add ons that are being abused nearly every game, especially if people ONLY play freddy (which means they dump all their bloodpoints into him) so there is a neverending supply of his add ons. He's high in line for a nerf, same with spirit imo.
Which addons are you referring to?
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@SilentSpectre said:
https://forum.deadbydaylight.com/en/discussion/comment/866169#Comment_866169
Spirit was fine too, before the outcry began. I can hear the cries already...
People have been vocal about Spirit, and especially prayer beads for awhile now. The changes to Spirit that they implemented mostly left her basekit untouched and just tweeked her addons.
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The devs have already stated that their fine with Freddy how he is. I actually made a post about him asking "Is Freddy looking at a nerf" after his rework and was surprised by the amount of people who were completely fine with him as he currently is and considered him fun to play as and against. Heres the discussion if anyone is interested.
@LordGlint said:
As an OG Freddy main, it took me Abit to finally give new Freddy a chance. After finally doing so however...I'm noticing some crazy high results. As much as I'd love to think I'm just a Freddy god or something and this is the perfect fit for me... I'm skeptical. Is anyone else noticing unnormally higher results than what your use to playing as Freddy than as other killers? Should I expect a Nerf bat to come swinging soon?
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/866071#Comment_866071
I know this, but these stats are often used as the reasons for why they make decisions in regard to the game. They stated Spirit was over performing. And she is getting nerfed because of it. But why aren't killer getting buffs based on under performing then? Why was nurse nerfed, and especially so hard. People thought her add ons where the problem, so they changed those, and made her base power far far worse.
In all fairness, Freddy actually DID get a nerf recently in that he no longer can gain bloodlust while using his snares. These stats MIGHT be using info from both before and after this change.






