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Massquwatt

Massquwatt

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Massquwatt
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  • I'll have to echo the same sentiments as everyone else here, the outside is fine except for the vehicles scattered around the map. For some reason all the cars have gigantic hitboxes making it impossible to fire projectiles over them on trickster and huntress for some reason. But yeah that indoors is honestly pretty bad, what I don't get is why is it pitch black inside there and way too many windows being way too close to each other.

  • I'll keep saying it but her condemned is just too easy to ignore. Never touch the tv's and you only have to deal with one stack of condemned every 100 seconds. The only downside is you get a very loud notification that she's teleporting near you and you gotta run. 100 seconds for one stack of condemned kinda sucks outside of certain maps like The Game and and Iri video tape. Honestly I wouldn't be against the idea that while a tv is turned on, survivors build up condemned over time within it's radius at maybe half the rate you'd get from holding onto a tape. At least that it forces people to eventually to go deal with the tvs.

  • They could but I don't see why they would. Keeping Ash and his cosmetics on there is probably relatively cheap and still makes them money. If they really wanted to they could ask BHVR to do another cosmetic for him to bank on the new game coming out too but there's really no reason to take Evil Dead away from the game. Netflix is just ran by idiots.

  • I'm surprised bhvr haven't done anything about it honestly. It's not like they aren't aware of photosensitivity issues considering how quickly they fixed Sadako's static effects in the main menu because of how awfully glaring they are to some people. At the end of the day I don't see the harm in having a 1 second cooldown between uses of the flashlight anyway, it's not gonna stop you from using them for their intended purpose. The only people it'll affect are those who bind it to a macro to make 1 million clicks a second and being obnoxious knobs about it.

  • I think Sadako has a great design but in an effort to make her fair they had to defang her power so much it's pretty sad. The tv's don't even pose a thread so why bother interacting with them? You get a very clear audible sound knowing when she's teleporting to a tv and one whole stack of condemned while the tv goes on a 100 second cooldown. Most games I play against her I might not even interact with a tv at all because they pose no threat. If the leaked killer is true then I also really like his design too but I REALLY hope that the darkness gimmick actually holds some water and actually makes him a threat. Worst case scenario survivors can see through the darkness by changing their graphics setting or something completely making it pointless.

    That's the real problem here. BHVR put out some awesome killers but they're held back so much by the fact that you gotta balance for freshly installed out of the box players. Not that I'm blaming people for being new and learning the game but lowering killer powers down to that level really hurts them.

  • I appreciate bhvr's ability to listen to people and make changes based on demand pretty quickly but I'm probably one of the rare few that liked the previous iteration. Was it loud? Yeah but I think lowering the volume on it would've been fine enough. It's sharp and hard and scares the hell outta you when ghostface appears. This one just feels so much more tame in comparison and the 'far' music is pretty disjointed from the 'near' and 'chase' music too.

  • I wish Jonah had some good cosmetics like a spooky CIA man in a suit thing but every cosmetic he's got going on is just a variation of "Local man goes to baseball game."

  • I don't know if there's any way you can buff flashbangs themselves but it'd be really nice if you could build up stacks and hold up to 3 stacks, use a stack to make a flashbang.

  • I feel like desperate measure's power doesn't come from the healing speed but rather the unhook speed. In late game situations where everyone's injured it can be really goddamn good when you're coming in for some clutch unhooks. Pair it with borrowed time and babysitter and you've basically saved a teammate from certain death, although maybe at the cost of your own.

  • Zombies will investigate loud noise notifications so perks like discordance, gift of pain and maybe even Call of Brine are very good on Nemesis since they let out a good source of notifications which keeps the zombies focused near generators.

  • Nothing wrong with giving perks and addons drawbacks, ideally the stronger they are the bigger the drawback but there is such a thing as cramming too many drawbacks or just giving them extremely pointless ones. Let's take for example Surge, fairly strong and useful perk that's limited by its range and 60 cooldown but for some reason it needs to have extra drawback of basic attacks only. Why? It doesn't need that because the cooldown itself is pretty fair for 8% progress lost on down. And for the addons we got Freddy's black box. It blocks the exit for 12 seconds but ONLY if the survivor is asleep. Again, why? Why does it have to be so specific? Just weird and nonsensical balancing choices.

  • Give CoH a charge system like the medkits. One boon has 64 charges, enough for 4 full heals. Once it runs out of charges CoH disappears and to gain it back you gotta cleanse a totem. You can have it as a strong healing perk but now it has limited charges, one that you must refill with a limited resource (totems.) Stops people from spamming it all match too.

  • People tend to forget that positioning is an important thing in this game and giving Trickster a positional advantage against you is gonna lead to quick downs. A good trickster will know when he's in a bad position and leave the chase to seek better opportunities elsewhere. He's not impossible to deal with like some people imply, you just gotta be really tricky in how you play your loops against him.

  • It's pretty funny to run Iron Maiden on Bubba. People that attempt to locker juke your chainsaws will be in for a rude surprise once they leap out.

  • I'd rather they just fix the lighting on RPD for lower graphics settings and the map is pretty much perfect. It's like playing Doom 3 on medium settings because for some reason they cut out 80% of the lighting on that map.

  • Honestly I wish they made her aiming reticle a little easier to discern. Sometimes I think I'm aiming at someone when in reality the crows feel like they veery to the left or right of the target. I know they fly straight but it's still a weird feeling that I can't quite explain honestly.

  • While an addon pass would be nice I still think some of his lesser used addons could benefit from some simple changes to make them more attractive to use. Plant 43 vines can give you notificans when survivors begin opening cases on top of the longer opening times. Bump licker tongue to 1 second and give the injector at least 20 seconds of undetectable.

  • Will it really? The new CoH will still be 20-24 seconds making it plenty faster than self-care and CoH can still be boosted by medkits and other healings perks. Those reasons alone still make it a better perk than Self-care even if it does have an initial set up time.

  • Does it suck when you're the one killed? Sure does but I wouldn't exactly call it effective, due to the rng nature of it I've only seen people die to them like 20% of the time anyway. If they're gonna replace the addon they something equally as powerful like I don't know, maybe having the jigsaw skillchecks tremendously harder or something.

  • I feel like Rancor makes for a pretty nice perk for her. Aside from the fact that you'll be spending a lot of your time in stealth so it isn't easily known by the obsession their teammates can't do anything to bodyblock at the end game making it that much easier to catch them out.

  • Healing is usually managable, medkits can be a problem but they really just need some light changes around the addon department to balance it out. The problem is primarily CoH which not only acts are a heal boost for medkits and other healing perks but it's also basically a free, semi-decent team wide self care. Which can be made all the more annoying if the boon is in a spot that requires you to waste a lot of time to snuff it out or people run multiple boons and just boon everything up. So I'd like to propose a solution to CoH specifically.

    Solution: CoH runs on charges exactly like a medkit, the boon itself carries 64 charges which is enough to heal 4 people. Once the charges run out the boon goes back to a normal dull totem. To replenish charges you have to cleanse a dull totem. This change keeps CoH as a strong perk however it's now a limited resource, one that needs to be managed by your team and one that can dwindle very quickly if you're not careful with it and most importantly, can't be spammed all match. The biggest issue with CoH is that it's a very spammable perk that gives immense benefit and hopefully this change aims to stop that.

  • In regards to the flashlights I think having a cooldown period of 1 second between uses is probably the easiest fix for the issue. You're gonna be using them to mostly blind the killer anyway so there's no real reason for you to be clicking them every half second.

  • With the amount of medkits and healing perks that float around these days I find it extremely annoying to deal with. Even if you know where it is and snuff it out you still gotta deal with them just relighting it back up again, then there's the whole debate if it's even worth traveling to the dead corner of the map where the boon is just to snuff it out and waste time. I even did a game of Sadako yesterday with sloppy butcher, all I did was just smack people and leave the chase. I stretched out the game for 30 minutes alone just because people would go back to the boon every single goddamn time I touched them.

  • I think she's at the very most on a lower B or high C. She does have legitimate strengths but her whole issue really boils down to the abudance of medkits, healing perks and CoH. Taking advantage of the tvs and teleporting around a lot really does work on her because of how unpredictable you are but you need the perks back it up. Stuff like Sloppy helps but I'd say she's definitely perk dependant.

  • To be honest there's really nothing you can do to change Bubba without making him as a worse Billy.

  • Honestly I'm pretty happy over them. They all address her biggest issues and she really doesn't need anything crazy good anyway. They were nice small buffs to make her play better and that's all she needed.

  • I don't know about camping but with tunnelling the whole contamination aspect does kinda instill this sense of getting the most outta something with Nemesis. After all if it's a choice between an uninfected rescuer or the injured infected I guess it's pretty tempting to go after the already weakened survivor since chasing the healthy one could potentially waste a lot of time thanks to the free speed boost. It all really depends on the circumstances for said Nemesis player though. Playing 100% fair does kinda feel like purposely losing the game with him sometimes really since spreading out your chases fairly also means spreading out a lot of free boosts for the survivors too.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819153#Comment_2819153

    I would rather have his OG Power back, whether as a toggle option or an actual replacement for his current one, though I cannot say I would be ENTIRELY opposed to such idea.

    I've been fighting for the return of my beloved killer since August of 2019, literally a month after his rework. That is over 2 years.

    Desperation is starting to kick in.

    I don't think you'll ever get his original version back as a toggable if we're being honest here, that means BHVR having to balance and bugfix for two different killers and I just don't see that happening. Intergrating his old playstyle into the form of an addon (if a bit neutered) is probably the best compromise we can hope for really. A full on addon pass for Freddy is the best way going forward because let's face it, they're ALL garbage. Giving him fun and interesting stuff to play around with is a much better positive going forward for him rather than going back to the past Freddy.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819140#Comment_2819140

    The Dream World Slowdown being used to against CoH is an interesting thought, though.

    Maybe, if anything I'd rather advocate for NuFreddy get a complete addon pass and make his addons more interesting as well as viable. Hell I've even suggested this plenty of times before but you can bring back Freddy's old power in the form of addons. Just rework the rope/chains addons so it replaces his dream projection (gen teleport) with his old power so you can manually put survivors to sleep at a range with the downside being there's no more microsleep. It's simple, not too whacky of an idea plus it gives him a cool niche where you can use addons to mix and match your powers. gen teleport and snares? Sure thing. Maybe you want to have manual sleep and dream pallets? Just slap on those addons and you're all set.

  • As much as I liked old Freddy he'd honestly get screwed over so hard in the new meta. CoH alone would be a free wake up for all survivors rendering him toothless.

  • I think there's a lot of counterplay to the Artist, these can include:

    -Lightburn the crows she places down from the safe end of a loop

    -Jumping into a locker when getting swarmed by crows if she's launching them at a long distance

    -Baiting out crow attacks when in a loop with her (also you can dead hard through them too)

    -Simply just leaving the loop when you hear her place down crows

    -Following the artist around with a flashlight and lightburning all her crows to annoy the hell out of her

    -If a teammate is being swarmed by crows you can actually lightburn them off them with a flashlight (I didn't even know about this one until a few days ago)

    Artist's problem is really weird. In theory there's nothing you can do to counter her but the reality is she has so many and they're all fairly easy to pull off it makes the whole thing kinda pointless in a way. The only way you'll ever go up an uncounterable Artist is if they're REALLY big brained players that set up their crows in advance and know where you'll be going and how to time the invincibility buffer correctly. That being said if you want an easy way to counter her just bring a flashlight, it'll make her cry every single time. I know that because it makes me cry when I play her.

  • I mean it was pretty much proven that stretched rez would give survivors sight advantages over certains loops that killers couldn't do and then there's blight mains that'd run stretched rez with blown out gamma making it look like they were running through a goddamn wormhole of sorts. Of course such eye bleeding visuals done by these players were all for "aesthetic" purposes and not abusing gpu resolutions to gain an advantage over other players. Whether or not people will complain about something else for their losses is up to them, I can't control that and I don't care. I'm just glad people can't abuse stretched rez anymore and play the game properly like everyone else.

  • I actually went against one the other day, first one I've seen since the mid-chapter too. We all got slugged to death. The changes honestly didn't do anything to their power but it still makes me wonder why they did it in the first place. Everyone still uses the toenail/toy sword combo because it's still the best addons and the buffs don't do anything at all.

  • Yeah I'm all for having the chat filter as an optional thing. Keep it on by default but at least let me turn it off since it'll censor half a sentence for no reason at all, just because it didn't like a very specific set of words used in a particular way that aren't even swears or derogatory, just normal words getting bleeped for some reason.

  • Honestly I think the cenobite is the most fun killer to play as and against in the game. Having the box as a second objective really makes things dynamic although I'm probably one of the few people insane enough to make it their priority to go for the box every single time as survivor, I also like to see how many times I can escape with the box too. Good stuff.

  • NOED honestly just needs a token system based on current dull totems. All dull totems become hexed and successfully hitting a survivor loses you a token and breaks a hex totem. It's probably the best way to keep the current function of NOED while giving survivors plenty of counterplay. They can cleanse dull totems during the match to lower it's effectiveness at the end and they can also cleanse the hex totems at the end game lowering the effectiveness of NOED so even in an ideal scenario the killer only gets 5 free hits at most.

  • @[Deleted User] said:

    Make it have a lingering effect for 5-15 seconds after leaving the terror radius.

    I think this is the simpliest solution really. The problem with coulrophobia is that if you got no idea if it's actually affecting anyone or not so you could walk past healing survivors for a grand total of 1 second and not even realize. Having the effect linger on for a little while long after they're out of the terror radius will make the perk more attractive, the duration can be played around with but I'd say 15 seconds at most would be best.

  • All I want is for them to add different sounds to the lead pipe. It's always a bit weird that bonking people on the head with a lead pipe sounds like a kitchen knife.

  • The whole problem with sniping as artist is that any half decent survivor with crows on their head will just leap into a closet to immediately dispell them negating your whole attack. I wish I was better at her but it just feels like you're setting up galaxy brain tier crow placements to really get the best value out of them otherwise you're just spending your time going from loop to loop m1'ing people.

  • Classic Nemesis would definitely be cool BUT the skin needs to change the zombies into their original, low-poly models from RE3. There's no negotiation.

  • Like many people the skillchecks are for accessibility which is completely fine and should be encouraged but I don't understand the great skillchecks at all. Even if it only shaves a second off wiggling it's still going to encourage people to make macros for the game and get all sweaty and tryhard which is gonna be annoying to say the very least.

  • First of all remove the current rope/chain addons. They're borderline useless and don't do anything. Put in new addons that replace his generator teleport for his old dream demon to manually put survivors to sleep with ranges of 8/16/24m depending on addon rarity. Now if you don't want to use the generator teleport as freddy you can swap it out for the new addons that give you your old power back with the downside of no more passive microsleep. You a little bit of the old Freddy back and now he's got his own little niche where you can mix and match parts of his power to your liking. Old dream demon + dream pallets? Sure. Dream teleport and dream pallets? why not. I think that'll make him far more appealing then what he currently is right now. The old code is there, it's just a matter of reworking it into new addons for him.

  • I think pinhead is fine as is really. Aside from minor tweaks here and there he should be left alone for the most part since big changes can either make him way too strong or way too weak. Both his chains and box can be played around by both sides, the chains are kinda annoying when they break on the environment but they aren't totally random so once you learn the ins and outs of it you kinda play around that fact. All in all I think he's the closest to being a perfectly design killer and I'd rather they don't touch him. Except engineers fang, just delete it and give it another effect.

  • People will say camping but I think the scariest thing about Bubba is that if you're up against a good bubba you know you're on limited time. Against a good bubba means that only pallets will protect you and if you run out of those then you're basically dead.

  • You got the dream projection cooldown addons and that's about it honestly. Red paintbrush is nice but even then I find it kinda questionable since forcing them to wake up at clocks means they get that 30 seconds of dream immunity which is not fun to deal with. So yeah, dream projection or bust I suppose.

  • Outside of her RBT's she's honestly not that much of a threat. Outside of keeping your eyes peeled while she sneaks around all you need to do is run your tiles standardly and you should be right for the most part. Only time you actually need to worry are the top 1% pig mains who know how to actually use the ambush attack properly.

  • honestly it's one of those perks I'll NEVER take notice of. If I slug someone and they get back up I just assume it was unbreakable anyway.

  • It's an alright perk but I don't usually run it because as a killer you don't really know if it's being any effective against the survivors. Like as a killer I can't tell who the perk is hindering and when so it's information I can't really take advantage of, it's just sorta there.

  • I really think zombies should apply infection points to because Nemesis really gets screwed hard when survivors decide to willingly infect themselves by zombies and you lose out on so much time trying to build up to tier II.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735011#Comment_2735011

    If the rarity is an issue then why not increase it? Just switch its rarity with something like Licker Tongue. I think everyone would have preferred that instead of a numbers nerf.

    https://forum.deadbydaylight.com/en/discussion/comment/2735160#Comment_2735160

    From what I'm reading you can't get to tier 2 within the first chase anymore. It might not sound like a big deal at first, but considering how much Nemesis already has going against him and how important the early game can be as Killer, it can hurt him pretty badly.

    Current Marvin's blood would get you Tier II on your second hit while the new one you won't get Tier II until you down the survivor since it takes three hits now. So you can get it in the first chase still but the huge difference is that you can't get Tier II in the middle of your first chase anymore, only when you end it assuming you stick onto that one person. They really should just think about shaving a couple of points off the requirement to get Tier III because playing without Marvin's blood really shows how agonizingly long it takes sometimes just to even get there.

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