Marik1987
Marik1987
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- Marik1987
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@foodie said:
Hag. Has received no attention since 2018
I think she just has a bad concept. Copying Trapper in better, thats it. Its kinda boring painting some lines on the floor over and over again.
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I think thats a good idea.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3190064#Comment_3190064
Agreed, that Blight is really A tier if not lower once he loses the techs. Nurse being the only viable killer at top level tells us that the game is too fast for all the other ones. Otz's video on gen speeds in which he says, "You cannot balance for the fastest possible gen speed and the slowest at the same time" got me thinking that maybe we should just get rid of gen speed and gen regression perks. They are easily the least interesting of the bunch, and make the game polarizing depending on if you run some of them, 4 of them, or none of them at all. This can extend to toolboxes as well. Ghost Face, Hag, Trapper, and Dredge all have potential to cut chases short, but it's simply not fast enough. They need to be given time to chase. Once they can do those things, then we can immediately think about making camping and tunneling near-unviable. We can't make those strats completely unviable, because when the killer HAS to do those things, then what happens? But I would love to see a version of the game where killers win by chasing, not by camping and tunneling or by having to run full slowdown builds. If the game is chase-oriented, or even stealth oriented, suddenly perks like Quick & Quiet, Any Means Necessary, and Distortion become viable, and I'm sure most people would love to see that.
Remove the perks and the toolboxes OR let toolboxes do everything like kow EXCEPT Gen-Speed-Up.
Is that your thinking? I dont know how I would find these sort of changes. Its really difficult.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3190074#Comment_3190074
i mean on a killer like freddy, he needs what he can get i guess.
He needs far more than this little thing of nothing.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3190064#Comment_3190064
If they remove hug tech. It wouldn't do anything to blight in terms of strength. Don't let someone like Lillith being flashy skew your opinion. He would get getting his hits. With or without hug tech
Yeah even without Blight is a brillant chase-killer anyway, thats correct.
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@danielmaster87 said:
I don't think they do. You play against a decent SWF, and you're not Nurse or Blight, you lose. And sadly that's what happens a lot of the time, because killer players choose to play multiple killers, not just 1 or 2. Do they get 4k's sometimes? Sure. But if they're having to play their heart out against decent SWFs and get 1k at most, how easy are the survivors they're facing that gave them those 4k's?
And if the devs really remove Blights Hug-Tech, which is considered as a bug, he will fall in the tierlist anyway. So Nurse is everything then, considered your post.
If Nurse, who completely ignores the rules of the games like walls, windows or pallets, is the only killer for staying competetive in highest mmr, what is this saying to us?
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3189945#Comment_3189945
There are official rules as to what a win and a loss it, given by the developers.
0-1 Kills is a loss, 2 kills is a tie, 3-4 kills is a win. Again, this is from the developers.
Also, a hatch isn't counted as a win or a loss, it's a Null. As per the developers.
None of this is from the community, it's from the developers.
Where can I read this? Must be in the tutorial-section of the game. But I cannot find it.
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Trickster and Legion are the most annoying the face for me.
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50% means 2K.
Well, I tunnel someone out, 5 gens are done.
I camp the second one and defend the hook well.. there it is.
3 chases, maybe 4 with 3-4 hooks.
Balanced, right?
IT DEPENDS ON THE KILLER, SOME WILL ALWAYS 3 OR 4K, SOME STRUGGLE TO GET A 2K.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3189985#Comment_3189985
If you look at killer stats on nightlight, you will see that Freddy is definitely not suffering. He has an above 55% kill rate. There are killers that are doing far worse.
These stats are around all mmr.
They say Nurse is the worst killer in kill-rates, so sorry but I cannot see these stats as a good mirror how strong a killer is.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3189985#Comment_3189985
Yes. Though I would say he's far more hurt by dream snares being so weak since he's now slowed down placing them and has less to place. His power is often just worse than clown bottles. Combined with the fact that he can only affect survivors who are asleep and clocks granting survivors a small immunity period, he's often just a M1 killer against survivors until they fall asleep and even then his power is hardly stronger than a killer whose power is always available.
Perk changes can be adapted to, but a base power being weak is a hurdle you can't really get pass.
Bingo. He will win anyway in low-mmr (like all killers), but as you become higher with him, you will have a really hard time. As u mentioned, he is just a pure M1-killer without them asleep and even then his abilities are mediocre at best.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3189967#Comment_3189967
The 75% kill rate on freddy at the time was from red ranks (since this was before mmr). He was a pretty popular killer having a good pick rate both in general and in red ranks.
It's not fair to say that Freddy was solely nerfed because of "bad" survivors complaining about him. He was performing really well overall and the meta at the time really complimented him. BHVR eventually nerfed the perks that were good on him, along side some buffs to perks like BT that he used to completely ignore, along with nerfs to his base-kit and in the end put him into the bad state he is in now.
It wasn't like Deathslinger who had a middling kill rate and a low pick rate and a dev blog flat out stating it was to make him less frustrating to play against. Or Wraith whose change came so quickly after his buff that the only reason he had to have been nerf was due to complaints. Freddy was doing pretty well for quite a while and the stats showed it even if it's not a complete picture. Eventually that lead to the devs nerfing him directly on top of indirect nerfs which was too much.
He was performing well because of his Penalty-Addons and his Forever-Freddy playstyle with old Ruin + Undying + Surveillance/Tinkerer + Dream Projection.
Even if he had his old Gen-Speed-Slowdown-Addons, he would never shine like in the past, because most of "his" perks are dead or nerfed.
Now, he has nothing left, because all of his addons are trash now, his perks arent really an option anymore and so on.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3189953#Comment_3189953
I'm just stating that Freddy unlike Wraith and Deathslinger was actually over performing according stats we were shown. BHVR most certainly wasn't nerfing Freddy solely off of complaints. Even with the limited scope of data we were shown at the time, it was pretty clear the reason why Freddy ended up getting nerfed.
Not to say I agree with the changes as Freddy also received a lot of indirect nerfs and his base-kit getting nerfed on top of everything he was using at the time getting nerfed put him in a really bad spot.
He got nerfed because u see him 95% of the time in low and MAYBE lower mid-regions, where u face mostly quads with at least 1-2 bad players and the survs hide in corners instead of doing gens.
In higher games than mid I assume you will NEVER see him, because he is far too weak to be competetive and his addons suck a lot.
Another part: he is easy to play instead of Oni or Nurse or Spirit or Deathslinger etc., so every killer-beginner can shine with him.... in lower levers of course. As higher u get, as weaker he is.
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Give killers rewards for leaving the area (besides the endgame, because there is nothing the killer should go elsewhere] and u stop camping.
So maybe a little aura-reading or a little Speedboost for 3secs after the "joy" of a hook or something.
Oh and dont "balance" everything around: "sounds nice, but Nurse". Nurse was broken, Nurse is broken and Nurse will always be broken, because she doesnt care about every rule in the game.
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Wrong begin.
Firstly, you should look at every killer on its own.
While survivors are literally all the same, every killer is unique. Some are extremely strong in the right hands (Nurse, Blight, Spirit), some others could be played by the best killer-player in the world and still lose, because their kit is not powerful enough on its own.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3189929#Comment_3189929
We have access to all sorts of highly detailed dashboards that allow us to see things like that, don't worry! The issue is trying to display all that info at once. Our internal dashboards are interactive, so we're able to filter for just the things we need (e.g. How is X Killer doing after this recent buff?), but that's not possible in a JPG. There'd be so many lines overlapping that it would become practically unreadable.
Thank you very much for sharing. Have a nice evening.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3189910#Comment_3189910
A hatch doesn't count as a win.
Well it gives even more BP than a regular escape. The "rules" for wins or losses are community-makings anyway. There are no official rules what winning or losing is.
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I would assume in top-level, a lot of killers on the roster doesnt stand a Chance, especially M1-Killers like Trapper, Wraith, Sadako or Freddy.
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@Peanits said:
Yes, absolutely. These are very broad numbers, do not use them as the basis for your arguments. They do not have enough detail for that.
https://forum.deadbydaylight.com/en/discussion/comment/3189895#Comment_3189895
I would also love this, but just to set expectations realistically, this is becoming increasingly more difficult to do, so we likely won't be able to share those types of stats as frequently as before. Between the number of Killers in the game and such a granular scale of ratings, showing how each Killer performs at each rating range is a very tall order. That's before we factor in things like regions which play a very heavy role (Self-Care in today's stats being a prime example). So I wouldn't say never, but you'll probably see more focused stats like these ones that reflect on something that was changed rather than everything in the game.
Can u have a look at the killer-pickrates in high-/medium-/low-region?
Its maybe an indicator for balancing. Also if SoloQ gets some informations, the killrate would be drop in total, i assume.
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@dspaceman20 said:
I'm really surprised off the record isn't the top one
In low-mmr they do not know what this is.
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Thank you. A wonderful thread.
I would love to know Kills PER KILLER in each MMR-Region.
I can imagine, that a lot of killers are unpicked in the Top-Games.
They should look at the stats in the top, at the picks of each killer and balance them around these.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3189869#Comment_3189869
In which I'd say how is that at all fair to solo's?
Its not. Its absolutely not fair for solo-q-survivors.
Why? Because a survivor can play how he wants. Even if he is a god in the game, he would still lose if the team sucks.
Killers are always on their own and dont need to fix errors from other teammates.
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@Gamall said:
https://us.v-cdn.net/6030815/uploads/MLAKADERR3S2/image.png
Killer stats after 6.1.0 patch.
What do you think about it? Does the game feel more balanced now?
I would love to see Killrates per killer and for each MMR-Region.
What is the killrate in TOP-MMR for Nurse compared to Lowest-MMR. What is it on Sadako or Freddy or the other D-Tiers? Are they even picked once a month in Top-Level?
U balance a game around the Elite-Players, because they know exactly what to do (on both sides).
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@badrepo said:
https://forum.deadbydaylight.com/en/discussion/comment/3189563#Comment_3189563
If they released solo q survival rates they’d have a riot on their hands lmao
And if they show us SWF-Results... i dont need to say more.
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Depends on MMR-Region.
I would love to see killrates only in top-mmr.
Killer-Buffs would be the follow.
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Exclusive...
🤣
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Its fine how it is.
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@camman0000 said:
Endgame Pretty much guarantees a kill with camping, tunneling, hatch changes and endgame builds it basically gives killers free kills they never should have earned.
Or it gives the last survivor chances for free escape even if not deserved with the hatch.
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So noob-friendly, yes?
0,5 is totally fine.
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They nerfed it to 30secs because of Merciless Storm+Pain Resonance.
PR had no synergy with DMS anymore and they restored it because of a Merciless Storm-Abuse.
Now DMS is Deadlock with circumstances 🤣
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Sadako Buff
Nightmare Buff + Addon-Pass
Twins-Rework
Announcement for taking a look on Trapper and Nurse
Dead Mans Switch back to 45sec, but Synergy with Pain Resonance gone because Merciless Storm gets a look
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@Marik1987 said:
Hi everyone,
as u know, Freddy is for a lot of players one of the most boring and one of the worst killers in the game. Especially after the release of The Dredge and the perk-overhaul, he seems to be forgotten by the developers.
The following changes would make the Nightmare a more enjoyable killer, which would probably become a higher pickrate than right now. As we all know, we barely see him in our survivor-matches, only Hag and Twins are more rare than The Nightmare.
1.) Base-Kit Change
Freddy gets Dream Snares AND Dream Pallets by default. The killer-player can switch between these two abilities by tapping CTRL, just like Clown do with his bottles. At the moment, he has 5 Snare-Tokens and 7 Pallet-Tokens. With the change, he should have 7 tokens by default. You need to choose whether placing some Dream-Pallets or Snares, you need to think about it, but: You can only place 5 at maximum from one side.
2.) Addon-Pass
Red Paint Brush (little Buff to keep survivors in Dream more often):
- Causes all Survivors to start the Trial inside the Dream World.
- Survivors are unable to wake themselves up by failing Skill Checks
- NEW: Alarm Clocks doesnt grant immunity for 30 seconds from falling asleep (but still adding 30 extra seconds compared to wake-up-actions with other survivors).
- Alternate NEW: When the exit gates are powered, all survivors fall asleep immedialy.
Black Box (complete Rework):
Survivors inside the Dream World suffer from the following effects:
- Old:
Recently openedExit Gatesare blocked for15 seconds.- New:
- When holding the Dream Snare-Ability for at least 3 seconds, the Auras of all Survivors within 16 meters are revealed to The Nightmare.
- The Nightmare cannot use his Dream Projection-Ability.
Z-Block (added Mangled, remove 30secs of duration):
- Survivors interacting with a Dream Trap suffer from the Mangled (added to its current effect) and Hemmorhage Status Effect for 60 seconds (reduced by 30secs).
- Healthy Survivors will leave Pools of Blood as if they were injured.
Class-Photo (unchanged):
- Causes every Generator to spew blood while channelling Dream Projection and suppresses the Husk.
- The Nightmare is unable to cancel Dream Projection once initiated.
Swing Chains (Rework):
- Old:
The Footstep noises of Survivors are50 %louder.- New:
- While survivors are in the Dream World, they receive a 10 % penalty to healing, cleansing and chest opening.
Pill Bottle (Rework):
- Old:
Reducesthe Distance range at which awake Survivors seeThe Nightmareintermittently to12 to 24metres.The Nightmareis invisible to awake Survivors beyond24 metresand when he is carrying another Survivor.- New:
- The time it takes for survivors to fall asleep is reduced by 30 seconds.
Blue Dress (unchanged):
- Increases the Regression penalty of failed Repairing and Healing Skill Checks by +4 %.
- The Auras of Survivors failing these Skill Checks are revealed for 4 seconds.
Jump Rope (Rework):
- Old:
Increasesthe volume of Survivors'Grunts of Painby+50 %, if they are theDream World.- New:
- While survivors are in the Dream World, they receive a 5% penalty to healing, cleansing and chest opening
Nancys Masterpiece (Buff):
- Reduces the Cool-down duration of Dream Projection by -7 % (was 3%) for each Survivor inside the Dream World.
Paint Thinner (Rework:
- Old:
ReplacesDream SnareswithDream Pallets.Grants7 Dream Tokens.TheAurasof Survivors interacting withDream Palletsare revealed for6 seconds.- New:
- The Nightmare can use 3 more Tokens for Dream Snares
Unicorn-Block (unchanged):
- Survivors interacting with a Dream Trap suffer from the Blindness Status Effect for 60 seconds.
Cat-Block (added Mangled, removed 30secs Duration):
- Survivors interacting with a Dream Trap suffer from the Mangled (added to its current effect) and Hemmorhage Status Effect for 30 seconds (reduced by 30secs).
- Healthy Survivors will leave Pools of Blood as if they were injured.
Green Dress (unchanged):
- Increases the Regression penalty of failed Repairing and Healing Skill Checks by +4 %.
- The Auras of Survivors failing these Skill Checks are revealed for 3 seconds.
Nancys Sketch (Mini-Buff):
- Reduces the Cool-down duration of Dream Projection by -3 % (was -2%) for each Survivor inside the Dream World.
Outdoor Rope (rework):
- Old:
Increasesthe audible range of Generator-Repair noises by+8 metres.- New:
- While survivors are in the Dream World, they receive a 3% penalty for repairing generators.
- Note: The only Gen-Penalty out of the three Swing Chains, Jump Rope and Outdoor Rope with a very snall percentage, so "Forever Freddy" is not coming back!
Prototype Claw (Rework):
- Old:
ReplacesDream SnareswithDream Pallets.Grants7 Dream Tokens.TheAurasof Survivors interacting withDream Palletsare revealed for4 seconds.- New:
- The Nightmare can use 3 more Tokens for Dream Pallets.
Garden Rake (Rework):
- Old:
ReplacesDream SnareswithDream Pallets.Grants7 Dream Tokens.- New:
- All Tokens are considered to be Dream Pallet-Tokens.
Kids Drawing (unchanged):
- Gain an extra 200 Bloodpoints in the Deviousness Category when a Survivor triggers a Dream Snare.
- Reduces the Movement Speed penalty of triggered Dream Snares by -10 %.
Sheep Block (unchanged):
- Survivors interacting with a Dream Trap suffer from the Blindness Status Effect for 30 seconds.
Woolshirt (unchanged):
- Increases the Regression penalty of failed Repairing and Healing Skill Checks by +4 %.
Reasons:
First of all, Freddy would have both abilities Base-Kit, which means the Dream World would become a slightly bigger danger for Survivors, which could think more about waking up. At the moment, the Dream World isnt doing anything besides you can use your (mediocre) ability, Dream Snares or Dream Pallets.
Now, Freddy can use both.
For the addons, I removed the overall "useless" addons like louder hearing things to more specific things, which are related to his power. On Top of that, I changed some Addons, so that a Freddy-Player is able to play him different. You can use the "Amandas Letter"/"Mirror-Myers"-Gameplay by sacrificing your Dream Projection, you can go with keeping Survivors asleep for the most time of the match or you can use more perks like Nurses Calling, if you go to make it harder to heal with Swing Chains etc.
Id like to add an One-Shot like like Pinky Finger or so, but I think thats not necessary, because he still has his Map-Pressure-Tool, the Dream Projection.
You could nerf the Dream Projection, so that u can only target gens inside a radius of X meters and create addons to increase this duration. But if you do that, you should buff his Anti-Loop-Ability, the Dream Snares, from 15% Slowdown up to 25% Slowdown OR giving him back his 4,6m/s while placing them.
Now I am curious to hear your opinions :-).
Maybe u will like my previous post a lot.
Its time BHVR, more and more players try to show you his problems.
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@Wampa1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3187575#Comment_3187575
Don’t know for sure but it is rumoured that the stranger things franchise may return in some form or another towards the end of the year,don’t know if Hawkins will return.🤞🤞🤞
I heard about that, too.
But no official announcement yet, so I will wait for that (or it never come).
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Using Freddy to say Sadako is weak implements that everyone knows how terrible he is.
We D-Tier-Killers need us.
For Sadako: I enjoy her, but i know she is weak, but Freddy is weaker. Sadako at least has some nice addons.
Have u tried Terminus/No Way Out ob her? stbfl is also absolutely good on her.
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Install Hawkins and more indoor-Maps please.
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@blue4zion said:
I really just dont get why they brought back the dead mans switch combo
Because they did not change Merciless Storm. Instead, they destroyed Dead Mans Switch ON ITS OWN. Without PR, its the same as Deadlock (30secs)... and Deadlock is for free and 4times per game guaranteed.
Idea: bring Dead Mans back to 45sec (Rewarding the killer for hooking + screwing survs away from a gen), but remove the synergy with Pain Resonance. For that, give Merciless a max. number of skill checks possible. The past version was fine (before the current DMS nerf and with the de-synergy of PR, just sparking instead of screaming).
Pain Res however can go down to 12%, but for that, it should spawn better. On some maps like Swamp, its always at the edges of the map....
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Yeah, D-Tier for president.
Next: Show us an awesome Trapper and Freddy-Win.
Go go go
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So u basically said that all killers are OP now?
Well, someone maybe, but not because of a patch.
If u really think a D-Tier-Killer like Clown, Freddy or Trapper is OP, then this is fine. I personally think all killers should be at almost the same level, so Top needs nerfs, Bottom needs buffs.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3184090#Comment_3184090
But you're talking about pink add-ons and Deadlock, probably the most reliable gen slowdown, not Pig running just any build. I feel that the majority of people think that since killers got a better attack cooldown and kick gens and pallets faster, all killers are suddenly playable and don't have to run their best builds all the time to compete. Even when you use Deadlock and Video Tape, you're gonna have a tough time with Pig, or you should anyway. If you're never losing with that, keep playing and you will.
I dont play Pig that often, so I assume my MMR on Pig is not in highest levels.
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I know what u mean. I played together with a friend almost the entire sunday (no life ;-) ) and he is bringing Distortion. I couldnt count how often he calls "Lethal" out 😅. It has indeed a very high pickrate.
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@Risky12 said:
Finally the twins will get a 2% increase in pick rates!
2% increase? 🤣 Hell yea, the only killer with a 1,XX% Pickrate in the game. But there are two others who fight for the bottom of the pick-table with her, Freddy and Hag. I wouldnt be surprised if one out of these two will make it (especially after the Twin-Changes the devs announced in the last Q&A).
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@Fuzzycube said:
Since survivors pretty much get a 100% bonus all the time there doesn’t currently seem to be any issues with attracting killers so instead I think it’d be a good way for both survivors to face a larger variety of killers and for killers to get some extra bloodpoints.
For example a popular killer like Nurse or Wesker might get no bonus but a killer like the Twins or Freddy who aren’t played very often might get 100%.
Wonderful idea. The game would have more variety. Atm, I never see a Freddy, Sadako, Twins, Plague, Cenobite, Pig and Hag.
Mostly Nurse (Tome-Missions + its Nurse of course), Wesker and Legion.
I would like to see these guys more often.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3182962#Comment_3182962
Pig has nothing just like Freddy until she gets a down. Even when she gets her slowdown going, the gens might be done before she gets to use all her traps, and they might get their head traps off in 1-2 attempts. It happens. Also YES, Overcharge/Call Of Brine are crazy overrated.
I never lose as Piggy with Videotape/Ruleset Nr. 2
This addon-combo is sick. Also Deadlock is the MVP-Perk on Piggy, if u dont use the Videotape.
I love the Amandas Letter-Gameplay (only with indoor Map-Offering) too.
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Dear BHVR, do not listen.
Map Offerings are a wonderful thing. I can go on the map I need to fullfill my archive-mission easily.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3182963#Comment_3182963
I think maybe you misunderstood what they are complaining about? They’re not griping about bodyblocking as in interfering with the killer in a chase, they’re saying a survivor intentionally locked another in a corner for two minutes to throw the match.
yes I know :-), I understood that.
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Since when can humans walk through each other?
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@FallenNugget said:
I think the killers are weak.
Now, now, before you write something - hear me out.
I am a pretty experienced killer, Im good at loops, I know where everyone is constantly (thank you lethal pursuer), I usually score a hit on any chase, making sure they are short, I usually come out with 3k/4k. But when I bought Freddy, my games just became so much worse.
I started to think "What the hell, i'm literally doing the same thing as on other m1 killers, why am I losing? Freddy has teleports, which slow the gen progressing down, snares (or pallets), which make loops so much easier and shorter, and all the survivors are oblivious the whole game, yet I am still losing."
His teleports are useless since the animation is so long survivors are going to run aways making a 3km distance, you can fake, yeah, but 1) ~10 sec cooldown on tp afterwards, 2) Survivors are just going to continue doing the gen when they see you faked.
I thought that I'm just a noob on Freddy and I just dont understand his strenghts well, and then I equipped Pop Goes the Weasel...
So why? Why is Freddy so much stronger now? He is able to deliver pop literally to any gen if you manage to make a down and hook early. So that opened me eyes on the fact that the killer abilities are actually an assistance for perks. Isn't that supposed to be the other way around? Is there something I'm missing? Something I don't know about? And at that same time any Blight can kick asses only with an addon and no perks, and he is not even that hard of a character compared to nurse, while Pig needs to have 2 chase perks so that she can at least have a chance of winning a chase.
So why are most of the killers so dependant on perks? Are killers supposed to grind 2k hours to buy a character with a perk they need and they won't probably even play as that killer? Or buy them for real money? Don't even mention "shrine of secrets", I don't remember when was the last time something good was in there.
Killers are supposed to deal with boons, genrushing, healing, strong af medkits, flashies, chases, hooks, unhooks, their perks, a nice full discord survivor party. Why are certain killers so bullied? Patches aren't making that very easy as well, a 3rd healthstate? Seriously?
Maybe im just stupid and I dont understand something? Feel free to call me an idiot, just help me understand what's going on in this game, thanks in advance!
Another man who cares about Freddy? Thats really refreshing and nice. I will completely agree with you. However, Pig for example has huge slowdown, while Freddy has nothing. Its hard with him, especially now without slowdowns besides PR. Overcharge and CoB arent that huge of a deal.
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3182903#Comment_3182903
It's video from 2021. Does it still work? They stated they've patched that out to prevent unfair advantages of finding hatch before it open.
thats something I do not know.
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https://www.youtube.com/watch?v=U-T9Tez3E_8
look here and u know how it feels.
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@[Deleted User] said:
Usually killers get updated in the midchapter after the next killer’s release. Sadako, however, got absolutely nothing.
maybe in upcoming mid-chapter. A new Q&A would be nice. The last one was a long time ago. We could ask then, on which killers the devs are intended to take a look. Last info was The Twins will receive a look after Ghostface/Legion-Addon-Passes.