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Malkhrim

Malkhrim

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Malkhrim
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  • Just increase the amount the infection reduces after being unhooked and give the passive infection add-on a downside that makes so the infection rate of a survivor pauses for 15/20 seconds after being unhooked or something. No need to change the killer instinct, unless wesker is using an aura reading add-on, you can counter it by simply bringing the spray as far from him as possible and then hiding if he approaches. Don't forget: even though he is fast, his terror radius is also ridiculously big.

    Removing the hindered effect would make the infection effect nearly pointless (come on, how often do you insta-grab people with maximum infection? They usually cure themselves before that and it makes no difference if they are injured.) and take away pressure for survivors to go for sprays.

    Removing the killer instinct would allow for survivors to easily remove infection with no downside and full infection would rarely be reached unless Wesker is tuneling, not the way to go.

    So no, don't remove any features from him, just give unhooked survivors more time. I don't want Wesker's Uroboros infection to become a useless mechanic like Nemesis' T-Virus infection.

  • One thing I dislike about Grim Embrace is that it activates when you hook the fourth survivor... but since all gens are blocked after that, you don't really need to pressure gens, so your best option on that scenario is to proxy camp, since the best place for most survivors to go will be towards the hook anyway, since they can't do gens.

    So the perk gives you incentive not to tunel but then it gives you incentive to camp for 2 thirds of a hook stage. It isn't that healthy.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224751#Comment_3224751

    Or better Blight Serum on his glasses.

    Tbh I really don't understand why people are upset with the Wesker skin. He has a superiority complex and it's at least hinted that he's resistent or even immune against many viruses or other biological agents. So it is not surprising that he didn't mutate to a grotesque monster like the other killers. It shows he's still in control.

    The Blight on him looks more like the plant than anything else. It even features some of its thorns as knuckle dusters.

    I'm more mad about that they gave him a Blight tag (you can see a glimpse of it in his shoulder) because he would be the guy who would inject the serum himself. Just to become even more superior.

    I also like how the Blight is only on his right half, leaving the Uroboros tentacle in his left hand completely unaltered. Like if half his body belongs to Blight and the other to Uroboros.

    Because a skin that barely changes the character isn't very appealing in general, specially when it stops you from combining it with other pieces.

    Yeah, Wesker has a superiority complex, but even then, Uroboros mutated him hard. It DID turn him into a Grotesque Monster. So yeah, it would be cooler to see something close to that instead of just some stuff in his shoulder. Also, let's not forget the Serum is not a virus. It's never completely clear what it is, but we know it comes from the Entity, an eldritch being of supernatural power, and was able to mutate even Pyramid Head, who isn't even a creature of biological origin. We have no reason to believe it wouldn't mutate Wesker.

    And if the left side of his body was supposed to "belong" to Uroboros, well, it could actually have more Uroboros mutations instead of a single set of tentacles that comes from his left arm.

  • Hag is a 110% killer that requires different gameplay and tactics from everyone else.

    The Twins... well, they are the most stressful killer to play in the game and one of the clunkiest. Twin matches often last for really, really long, as you injure and down survivors quite frequently but still take really long to get hooks and kills.

  • @LapisInfernalis said:

    Licensed stuff is often a set. And yes, they could have done something to Wesker's head, but anything more that some glowing drops of Blight Serum or glowing veins would have been too much.

    I wish he didn't have his glasses, but this wouldn't be possible since there are animations involving his glasses in his Mori.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223576#Comment_3223576

    No but there is a youtube video of them side by side and while COB does start faster, if you are trying to reduce a gen from 99 to 0 Overcharge is actually faster than COB.

    Isn't that only if the regression lasts for really long (as Overcharge lasts for longer than Call of Brine)? Because it rarely lasts that much, usually a survivor just comes and interrupts overcharge before it builds up too much. Also, it's way easier to notice that a killer has Overcharge than Call of Brine.

  • The only maps I see as actually killer-sided are Treatment Theatre (Lery's), Midwich, Shelter Woods and Dead Dawg Saloon. A lot of maps some people refer as "killer-sided" are just more balanced maps (a good example of that is Wrecker's Yard).

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219267#Comment_3219267

    Yes, I think Oni's a terrible killer. His reputation, like Hag's, is trumped up and based off of how good of a noob stomper he is. He has to hit survivors to get his power, so if they're good and they know that, they'll just play ultra safe against the M1 killer so he doesn't get his ability til 2 gens are left. He's like D tier, right there with Deathslinger and Sadako. It's where I almost want to put Hag even though I know, in theory, she should be A or B tier. She just isn't, because her power isn't working as intended, as I've explained multiple times. And the devs are comfortable with this because they don't have to fix it, since it's not a popular enough killer, and because they've been convinced that quick-whatevering is OP, hence Deathslinger having no quickscope, having Twins and Wesker having these big slow start-ups to their ability. It's all about creating this facade for survivors to feel good about themselves because they're like, "Woah, bro! I almost got hit there! This is so crazy!" The killer is struggling to hit them because of how clunky their power is, meanwhile the survivor thinks they're legitimately outplaying them.

    Even with the weak early game, Oni only needs a single hit to start charging his power and two to immediatly charge it, and after that he can down multiple survivors with a single use of his power. So sure, he has risks, but suggesting he is on Sadako's level is nonsense.

    Also, I don't think the Hag isn't working as intended. I landed multiple instant hits with her on the latest matches. Sometimes a survivor gets a little further than you would expect, sure, but I believe that's more of an unpredictable effect due to latency than a bug that affects Hag all the time.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219374#Comment_3219374

    Nvm i think giving the survivors the ability to lock lockers makes him the only -2/10 for me. Incredibly badly designed killer. Yuck

    Dredge can break locks and equip add-ons that reduce the time wasted on locked lockers. In other words, Dredge can possibly counter its counter. That is an example of good design. It is more balanced than most killers.

  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219349#Comment_3219349

    You’re completely avoiding the point. The best option FOR YOU THE KILLER is to just end the match. You choose not to consider the facts… that you’re just screwing over 3 people for your own convenience. It is not sportsmanlike in any way, shape or form. I didn’t say you were obligated. That’s kind of what I’m pointing out… you’re not obligated to be sportsmanlike… so most all of you aren’t. But own it instead of avoiding the truth.

    It's funny how some people in this forum are so entitled they think their fragile opinions are "facts". Yes, the best option for the killer is to end the match, and you don't have to drag yourself AND the survivors for 20 minutes of pointless bp collecting. That's not acting "for your own convenience", that's you doing what you're supposed to do as a player and moving next. And dont' speak for other survivors, when a killer start farming with everyone and I'm a survivor my wish is to just die and go to the next match for once...

    But judging how you speak of "truth" and "facts" while comenting obviously wrong things, I guess I'm wasting my time. That's on me for replying on a bait thread.

  • @Audiophile said:

    Ok. I’ll spell it out….

    Granted: The person who DC’d is most at fault. They are unsportsmanlike.

    But now let’s deal with the new reality. The facts.

    Now the game is 3 survivors who are in an unfair game through no fault of their own vs a killer who has a very easy game. The game is now heavily imbalanced in the killer’s favor. You cannot say it is sportsmanlike to play this game from the killer’s perspective. You can say it’s within the rules or that it’s allowed but ‘sportsmanlike’? No.

    Survivors can’t do anything to even the odds or make it fair or remedy the situation in some way but the killer CAN. There are various sportsmanlike things to do… let the survivors get a couple gens done before resuming normal play or farm with them for a bit or for the whole game. But the VAST MAJORITY of games where an early quit happens are simple slaughters. Most killers have the mindset of ‘not my fault. I’ll take advantage’. It’s allowed. It’s accepted by BHVR. It happens thousands of times every day. But no way is it sportsmanlike.

    It can't be called "unsportsmanlike" either. The only fact here is that FARMING IS NOT REALLY PLAYING THE GAME, not normally at least, and no player ever has an obligation to waste its time NOT PLAYING THE GAME when the best option is to just end the match as quick as possible and go for the next match.

  • I see people here saying the Dredge is weak. That's not true at all. It's a very balanced killer, around Demogorgon's level. The thing is, its power is all about mindgames, so it's a bit tricky to play and map reliable, and a mistake might accidentally teleport you across the map, which can be a little frustrating. But get the timing right, know when to teleport and when to fake it, and the Dredge is a really fun and satisfying killer. Depending on the map, might feel like the second best m1 killer in the game (and only the second because the Cenobite can be really strong with his best add-ons and in the hands of a skilled player).

    The only thing I think it's unnecessary and should be changed is the loud directional noise the Dredge emits at close range. It should only make that noise during Nightfall, not the whole time.

  • @tippy2k2 said:

    It's finally the most wonderful time of the year!

    SPOOKY SEASON!!!!!!!!!

    Friggin bats. I love Halloween.

    So I want to know what you're doing for Halloween.

    I had only caught this movie last year as someone recommended it to me and I've been waiting for the chance to go as them. Trick 'r Treat (which if you haven't seen, you really should and if you have seen it, you know where my post is going...)

    I shall be going as SAM

    https://us.v-cdn.net/6030815/uploads/QJZX8SATSZMA/trick-r-treat.jpg

    I purchased the costume and the lollipop from a costume store and then I just bought a burlap sack to go with it.

    Trick 'r Treat is an awesome Halloween movie, but if I'll put on any costume at all, I guess I'll look to be good old Michael.

  • The aura blocking thing is not that good. It counters a Wesker perk that isn't even used often, whatever. But it only starts working against long distance aura reading like BBQ & Chilli and Darkness Revealed (which are way better and way more common) after EVERYONE is dead. And you can already have that same effect with distortion or just by, you know, entering a locker.

    The exit gate speed up is the only redeemable part of this perk, but dedicating half your build to perks that will only be valuable if everyone dies but you isn't that good.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218407#Comment_3218407

    its her camping. her camping not fun to play against. she is like best proxy camper in the game because her traps allow her to be in two places at once which is at the hook and in the chase. Very similar to twins victor hook gameplay. She is not really good at prevent unhooks but she is really good at hook trading. she is not unplayable but i dislike playing against her and I find her too simple to play. her gameplay way too 1 dimensional.

    her mechanical skill is among lowest in the game. you place traps, survivor run into them, you press tp and hit them. in term of using ability, not much complexity. her complexity comes from how you place traps.

    They'll get hit by a trap they weren't expecting, then hold forward to the other side of the map where you obviously haven't had time to trap. Then heal up, come back, and start screwing up your traps again.

    I think your misunderstanding how hag's gameplay loop works. Hag places traps in circular web-like fashion because entire idea behind her trapping system is that you hit someone, they run forward and as they run outwards, you place traps ahead of the survivor such that when they run forward, they hit a trap as you recover from basic attack swing. it gives you a pseudo 2 hit combo. Its just that better player understand her tactic so there are tactics to counter her gameplay and because of how 1 dimensional she is, she is too predictable of a killer such that when you know how to counter her strategy, she is not very effective. she just destroys weak teams that have lack of coordination. Another soloq stomper if your teammate are bad.

    "her mechanical skill is among lowest in the game. you place traps, survivor run into them, you press tp and hit them. in term of using ability, not much complexity. her complexity comes from how you place traps".

    And that's why she is great, she is less about complicated mechanics and more about making strategies and ambushes with it.

  • @Lastchild said:

    From what I read, you just say you can't play Hag, that you don't like him.

     Hag is no problem at all.

     It's really you who's having trouble with it.

     Because once you set your traps it's child's play to teleport and beat up the survivors.

     You can even shoot away just by camping a single survivor on the hook.

     In fact you have to keep in mind that Hag is a spider.

     If you don't think like a spider, you lose.

     If you don't learn to hide when you set your traps and to set your traps in unexpected places, you lose.

     Check out Main Hag's YouTube videos:

     Mitchi and Negoose.

    Croquedead has a nice hag guide on steam too (a bit outdated as it was last updated in 2018, but Hag herself received no changes, so it still applies today).

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218408#Comment_3218408

    How does that make sense? She's A tier, but it's a stress fest when survivors know how to play against. Y'all act like tier lists are made, not gaging how good a killer does at top level, but how much better of a noob stomper they are. A tier my behind.

    Stress is not necessarily related to how strong a killer is. The Twins were aways a strong killer since their release (even though they are a little lower now after so many nerfs), and they are by far the most stressful killer in the game. Still, even the devs confirmed they were "monsters" at top level.

    And yes, even against skilled players, she still has a bigger chance of winning than the huge majority of killers. Even Oni may have a bad time and end up not hooking anyone for the most game at top level. Do you think Oni is a B/C tier?

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218407#Comment_3218407

    1. Her traps scare the ######### out of me or give me almost zero chance to counterplay. She just has the same problem as trapper but hag is stronger.

    2. Her counterplay is just crouch walk around or hope she hadn't setup traps there.

    3. People all play Her the same they stick to one area and never chase outside it and God help you if you get hooked there. She doesn't chase she just waits for you to hit a trap you didn't see and get a free hit.

    Does she have counterplay? Yes, it's just not fun to play against.

    Also trappers traps are significantly easier to see and are much harder to for the trapper to reposition and set.

    1-2. Just crouch walking isn't a good way of countering her. The most optimal way of countering the Hag is to approach her traps, trigger them from the edge of their radius, outside her hit range, and quickly run away before to make harder for her to get a hit. If you keep successfully doing that, she will fail to build her web and won't get many hits from triggered traps, and without a web, downing survivors can be quite hard. Is it easier said than done? Sure, but countering a killer's power is not supposed to be easy anyway. The Hag too has to be really precise in other to counter skilled survivors.

    3. Begginer and more average Hags might play quite similarly, but no, not all Hags play the same. Skilled Hags know there is more to her power than just placing simple traps and then camp. The Hag CAN be played offensively. She can put traps where she expects survivors to run, and also use chases to push survivors towards traps. With the right build, she is also great for sneaking up on survivors, as she is small and doesn't have a very big TR. There are also multiple ways you can use your traps: instead of just teleporting and hitting, a experienced Hag knows how to bodyblock doors, spin survivors away from loops, and pull them to get stuck in corners.

  • @HeyItsQuiet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218296#Comment_3218296

    But it's griefing. And you said people shouldn't have to deal with griefing :)

    It appears you confuse me with someone else. "I" said nothing about people having to deal with griefing.

    I'm going to assume you confused me with @SunsetSherbet:

    But as you can see, not even SunsetSherbet said all BM-related stuff should be removed, but that there's no reason to cater to BMers. And even though I must point BM is NOT considered griefing according to the rules, I must agree there is no reason to scrap a change just because it removes a form of BM, as BMing is not even intended and it's completely pointless, serving no purpose beside being a tool to annoy other players. That's completely different from saying everything BM-related should be removed, as that's not even possible.

  • @neb said:

    Use discordance with zombie speed addons and suddenly they aren't that useless

    Discordance is one of the best Nemesis perks because of that. But still, if the survivors split between gens and discordance doesn't activate often, there's a good chance all the speed add-ons will do is make them get stuck faster.

    By the way, EVERY Nemesis add-on has some chance of making absolutely no difference in a match. He competes with Pyramid Head for the killer with the worst add-ons in the game.


    Honestly, Nemesis needs a big rework with new infection mechanics, better zombie AI and full add-on overhaul. He is way too poorly designed.

  • Weren't they just hitting survivors a lot because PTB Players are usually less skilled (no matchmaking at all) and were also getting surprised by a new feature they weren't used to deal with? Also, almost everyone was playing in RPD on the PTB, a confusing map with tight corridors that was perfect for surprise zombie hits.

    Oh, and also, they literally facecamped survivors, it's a little hard not to get hit in that situation.

  • @danielmaster87 said:

    You know, the zombies on the original ptb were perfect. Don't know why we can't just go back to them.

    You mean... the facecamping zombies?

  • The Hag is far from unplayable. She is in her weakest state since her initial buff back in 2018 (Circle of Healing and the meta change made playing her harder) and yeah, playing her against skilled survivors is currently really stressful, but she is still an A tier killer.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218271#Comment_3218271

    I disagree. Last 4 original chapters was so bad. Twins, Trickster, Artist and Dredge. Last original maps also has a lot balance issues. Eyrie and Garden of Joy. For survivors, Yun and Elodie were good. But Jonah and Haddie very lame survivors.

    I disagree about the latest two original chapters. The only thing I really disliked about them were the maps (great visuals, terrible gameplay), but I loved both the killers and the survivors. Artist is really fun to learn to play as and Dredge competes with Demogorgon for the most balanced killer in the game. Haddie is also a survivor that comes from the tomes' lore, which is great.

  • Nightmare on Elm Street:

    Well, what would I NOT change in this chapter? I would make it about the original movie and not the remake, make Nancy the survivor, give Freddy voicelines and a power that actually resembles the crazy stuff he does in dreams.


    Leatherface:

    I would rename it The Texas Chainsaw Massacre and add Sally Hardesty as a survivor.


    Ghostface:

    I would like to see a chapter about the movie with Sidney Prescott as a survivor and a map on the house after the party or the school. But to be honest, I lreally like this original Ghostface character DbD created. A movie license wouldn't come with the original lore and many cool cosmetics.


    Resident Evil (Part 1)

    I would make the Nemesis power and add-ons different, but would keep the zombies. Also, a classic Nemesis skin should be available from start.


    Hellraiser

    I would add Kirsty Cotton as a survivor and a map on the Cenobite's dimension.


    Sadako Rising

    Add a map: the house with the well where Sadako's body is found in the first movie.


    Resident Evil: Project W

    I would add The Hangar as a map and give Wesker a mutated skin resembling his form in the final battle (I still have hopes a similar skin will be added for the Halloween event, though).


    Halloween, Saw, Silent Hill and Stranger Things had everything a chapter needs. I wouldn't change a thing beside making some of their maps more balanced (By the way, Gideon's awful map design came with the rework. When the chapter came out on early 2018, it was much better).

  • But doesn't he need to know the location of all survivors AT THE TIME THE BOX SPAWNS to know where it probably is? Information perks like Darkness Revealed and BBQ can help you, but they have their limits.

    Sure, Pinhead players can learn and memorize possible spawn locations, but it may take really long to learn that with the huge number of maps in this game and, even then, the presence of a single survivor in an area can prevent the box from spawning there. He doesn't have that information at all times.

  • Wesker is the most fun to play and the strongest. His only downside is not having visuals and cosmetics as cool as the others.

  • It's for exploits like this one that I believe killers should be immune to blidness while grabing a survivor from a locker (the blinding progression, IN THIS CASES, should start only when the killer is able to move its camera). If someone made the mistake of entering a locker near a killer they shoudn't get an easy save, and if it was on purpose, they should be punished for it instead of having an exploit that makes them invincible. This change would not affect most matches, so not too much of a nerf, but would end the exploit for good.

  • @HeyItsQuiet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213204#Comment_3213204

    Then killers shouldn't be allowed to hit on hook over and over. That's griefing.

    ...and that would just buff killers by making camping even stronger, as accidentally hitting the hooked survivor is something that often allows for saves.

    And of course, unlike flashlight clicking, hitting people on hook isn't harmfult o photosensitive players.

  • @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218226#Comment_3218226

    Yeah I feel Circle is maybe the main reason it shouldn't work, but perhaps mending time perks could be the solution instead. on the topic of Doctors snap out of it, it's got some good synergy with deep wounds, not that he can proc it outside of endurance perks.

    https://forum.deadbydaylight.com/en/discussion/comment/3218224#Comment_3218224

    It's not over exaggerated by the slightest, it's commonly said. Gaslight forums as per, just because it's not fun to deal with doesn't mean it's strong at all by any means, that isn't the point.

    Maybe it's time to make some mending time perks, or even an item that can deal with it.

    A mending time perk for survivors... it could kinda work, but it would be too gimmicky. It would be good against Legion, somewhat against Deathslinger and make little to no difference against every other killer. It would be like Calm Spirit, which works well against Doctor but is terrible against any other one. The solution would be having the mending thing as a secondary effect, but if the primary effect was too good, it would end up indirectly nerfing Legion, which wouldn't be a good thing.

  • Yesterday I (as a solo survivor) arrived at a gen with another survivor when... "God damn it, a zombie", I thought. "Now only one of us will be able to work at the gen at first, damn".

    But then we just stopped for like two seconds, and waited for him to pass by. The zombie walked right past us, kept walking straight, we started doing the gen right behind him. He didn't notice us, kept walking forward and got stuck in the corner of the map right next to us.

    "Oh, nevermind I guess".

    The zombie had walked insanely close to us and did nothing even when we started the gen. It's ridiculous.

  • I believe it's a bad idea. That would mean mending would have to count as healing. This existed in the past for Doctor's "snap out of it" and it mostly worked fine, but would be hell in today's meta.

    If mending counted as healing:

    1. Circle of Healing and Botanny Knowledge would work specifically against the Legion's power. Since CoH is high in the current meta, it would be quite a nerf to Legion unless they were using specific perks to counter CoH, but a very random one as the effectiveness of their power would depend of the perks brought by the survivors.
    2. Killers would be able to use their own anti-healing perks to slow mending even more! Coulrophobia alone would DOUBLE the time you take to mend, Sloppy Butcher would not only increase it by 25% (Mangled), but also make so you lost progress if you ever stopped mending (Hemorrage). Legion isn't very good with Sloppy, but would only need coulrophobia and the Defaced Smiley Pin Add-on to reduce mending speeds by about 75%. They could also use A Nurse's Calling to see the aura of mending survivors (that used to be a thing for Doctor). This not only means the so called "Forever Legion" could be much stronger and more annoying with the right build, but also that any Killer with A Nurse's Calling would have an easier timing finding and tunneling a survivor who took an endurance hit after being unhooked.
    3. Since CoH is meta, we would have to expect almost every Legion to run anti-healing to prevent their power from getting ruined. Imagine the chaos.


  • @Avilgus said:

    "Meg" and "Adam" are censored, the name of 2 playable characters.

    The chat filter is totally random.

    I've seen "Clown" get censored too.

    And "Slippery Meat", the name of a perk, once became "######## Meat".


    What annoys me is that, while the devs have been answering and acknowledging player complaints and feedback on many aspects of the game, they keep completely ignoring the chat filter issue. Sure, it's not a balance or gameplay issue, but an issue nonetheless, and I think the whole community agrees that it is a problem and it needs to be changed. There's no way the programming of a chat filter is so complicated that it can't even be acknowledged right now.

  • This happens a lot when using The Transplant outfit parts. I stopped using those cosmetics only because of this. The issue persists since the skin was added in last Halloweeen.

  • I stopped at "people trick their friends into buying it".

    Because you know, if a friend recomended you DbD, they definitively aren't recomending you a game they like and they would think would be cool to play with their friends, they are "tricking" you to buy a game only to benefit themselves, those greedy evil doers!

    Honestly, some people in this community need to grow up and pay atention to how ridiculous some of their claims are.

  • Combining dream pallets and dream projection to his old power is a cool idea, but has the problem of being even weaker than the current version. Waiting 7 seconds to hit anyone used to be a pretty big drawback for Freddy, and the stuff that were supposed to compensate for it were the insanely high gen speed reduction (50%) and the long range aura reading. Freddy without that, without the dream snares but still unable to hit awake survivors would be the weakest killer in the game.

    Anyway, this 7 seconds drawback is never coming back. Sure, the current Freddy is boring, but there is a good reason why old Freddy got reworked. For most of the community, having to wait 7 seconds to even be able to hit a survivor for an effect that wouldn't even affect the chase after that (and could be quickly removed by the skillcheck RNG) was frustrating as hell. Freddy got reworked after more than a year of complaints about him being too weak and too frustrating. When the changes got announced in an anniversary stream, the first thing the devs mentioned was that Freddy was finally able to hit survivors right away and that not being able to do so was frustrating.

  • @StarLost said:

    Prenerf OoO giving teams basically free wallhacks for the entire match (holy crap that was horrible).

    Snowmen making you immune to Ghostface marks or Twins.

    Old Haddonfield, and it's infinite (you can still see this one in action if you watch Otz's Nemesis streak - the final survivor, a Claudette looped him there for ages just because she could).

    Don't forget the time when the Undetectable status effect didn't exist and stealth killers didn't counter aura reading, meaning that OoO completely countered Pig's and Ghostface's powers.

  • Not really, but it was the first I got actually skilled in. Never before I had felt so much of a need to learn to play well from the start as I felt when I started DbD, and that motivated me to watch streamers and youtubers, read guides, pratice a lot, and with all of that get actually good in a multiplayer game.

    I can see two reasons for that:

    The first is, to put it simply, I loved DbD from the start. I loved the visuals, the sounds, the animations, all the art in the game captivated me, and I really enjoyed being an horror movie villain chasing my victims. But the second reason was...

    It was stressful. Really, really stressful, specially when I couldn't catch the survivors (By the way, it was 2017, the game was INSANELY survivor sided at the time). Losing was stressful. So at some point I had to learn to play to actually be able to enjoy the game. And so I did, and eventually it became my favorite online multiplayer game. I got serious because I had a PRESSURE to be better to enjoy the game, as it wasn't very welcoming to new players.


    I've played many other online games before, including competitive ones, but I never got so invested in learning to play the game before DbD. On others, I didn't really care that much about learning it more deeply, I just wanted to have fun. But to have enough fun on DbD, I felt that I HAD to learn. Honestly, I don't even know if other game will ever cause me the same effect.

  • Borrowed time is great right now.

    Dead Hard is good... if you know how to use it. Most people don't.

    Now, DS... it depends. It's good near safe pallets and windows, not that good near unsafe loops, terrible at dead zones. So yeah, situational.

  • Remember when Tinkerer increased the effects of charging speed add-ons, making possible for Hillbilly to have a nearly instant chainsaw?

  • Remember when Doctor had a static field that could constantly but slowly apply madness, making nearly impossible for survivors to get rid of Madness on Gideon Meat Plant?

  • @VikingDragonXii said:

    I'm worried about Meyers Sadoko and Pyramid Head will they remove thier special Moris too because by the standards they said as their reasons for the changes they should have their specials removed too.....

    According to the patch notes, they still function as before. This is relieving, but also a bit funny, since they are the only kind of mori that can actually be used to remove "a particular survivor" from the game.

  • @Rokku_Rorru said:

    Maybe they could rework Knockout/devour hope to not allow a survivor to recover from the floor alone?

    For Knockout alone this could be the way to go, but honestly, I prefer this self pick-up feature just doesn't get implemented at all.

  • It won't be a thing anymore if the Finishing Mori is ever released how it is right now, tho. Base-kit unbreakable means survivors will get up by themselves, so no grouping up or slug heal, and possibly before the nearest TV turn on again.

  • @GannTM said:

    So what you’re saying is, Shrek can be a killer in DBD?

    Come on, it would be too OP. Same reason why Shaggy can't be added as a survivor.

  • Just one thing to add about the removal of strategies: if you keep making strategies like hit-and-run and slugging less and less viable, we will end up seeing less and less of them and more of the same "chase a survivor - hook them/leave them - find another survivor - repeat". Either that or camping. By the way, if killers cannot slug, they will just hook everyone they down right away, no risk taken, which might lead to a little more tunneling, and survivors will not even bother trying to rescue downed survivors, which means less team work and less interactions between survivors.

  • 1- "Laying on the ground is boring" - laying on hook isn't much more fun, is it? Because there's where you're going if the killer can't slug you. As a killer, losing the option for a whole strategy is terrible for the fun.

    2 - As I see, this huge survivor buff make the survivor always more safe as certain strategies against them won't work anymore. There's even less tension if you know you're not in danger and can just save yourself without help. Not very horrifying.

    3 - That's the point, there's no strategy with this. No teamwork required, you just pick yourself up and a whole strategy is removed from the killer's options.


    Also: Devour and Rancor got Nerfed, Knock Out was made BORDERLINE USELESS. The whole new mori mechanic is boring and repetivive as hell as there will be never more than one mori per game, and only on preset points of the map. And also... can you imagine a map like Midwich, with awful hook spawns and huge areas with no hook, when all the survivors have infinite base-kit unbreakable so you can't slug?

  • You have to work for Devour moris and Rancor only works in endgame.

  • Trapper + Hag: The Happer

    Once a survivor steps into one of your bear traps, you can instantly teleport behind them and pick them up.

  • @_kostas_pap_207 said:

    I think no one notices the hundred that you get when the nemesis infects you with his tentacle because it lasts 0.5 or even 0.25 seconds. EVEN LESS THAN DEAD HARD

    hindred is already kinda bad. Because sometimes the nerf is small like 5 % or sth and other times like 7 or even 10

    In nemesis case it's not even possible to understand

    They just putted it there just to say . Haha we puted this mechanic to this killer how cool is that #########.

    Wow

    Remove it or make it longer

    Like who are you trying to fool bhvr

    Not to mention Licker's Tongue, the ONLY add-on that actually makes his tentacle lash stronger... only increases it by 0.2 seconds. Like, wow, a fifth of a second more of a hindered effect, who cares. It manages to be one of his worst add-ons even though almost all of them are bad.


    By the way, his Hindered Effect is not THAT small. According to the Wiki, 20%. The problem is, they still get a speed boost, so all the hindered effect does is making a survivor run for either 130% (if Hindered is additive) or 120% (if it's multiplicative) movement speed for 0,25 seconds. So yeah, it makes a laughably small difference.

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