Nameless
Nameless
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Sounds like an already existing problem in the game with Leatherface. If you want to fix this issue, which seems perfectly reasonable to me as it’s just plain stupid, then fix it by making a change that affects all killers without hurting these killers power. Giving the zap a delay would really hurt Doc.
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Why do people care about others complaining so much in the first place... If you disagree with the complaints, just comment on the thread why you disagree. "Complaining" really is the only way of voicing your thoughts and opinion about the game and if the complaints make sense then the devs will take note of it. If not, they will simply ignore it and you got nothing to worry about.
Btw, I believe it's already been pointed out but DS is more than just an anti-tunneling perk that stops lazy killers at the moment, hence the complaints about the perk. It gives a recently unhooked survivor 60 seconds of invulnerability and completely stops a killers momentum. Ruin changes, in my opinion at least, should have happened later down the line when more maps got reworked because I do agree with you that maps are a major problem. While Devour Hope is like borderline a gamebreaking perk when it works, you hardly ever get it to work as the totem is lit from the start of the game so it's not a viable alternative. BT is in my opinion just fine. Without it, camping would be such a pain to deal with.
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@Guilty87 said:
So he can't just hold it ready on someone on the hook and it is impossible to save. As he holds the charge it eventually stops and there is a period of time he simply cannot use it. Not sure how this is not a thing with how his power is. This only time his power is in issue is when hes guarding the basement or a hook and no one likes him for it and its his iconic douche thing he does.
So what if he just stands there instead? If he sees a survivor coming up he would just start charging his chainsaw, wouldn't he? By the time you rescued the hooked survivor he's got it fully charged and he's ready to down you... I don't think this change would affect the camping Bubba at all to be honest.
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@Reborn2020 said:
Nurse,Huntress, Freddy, Hag, Wraith, Oni, Legion. Why would you want to be so killer biased? So basically all the killers. Maybe even Doc. Doc mains can correct me if im wrong.
https://forum.deadbydaylight.com/en/discussion/comment/1136947#Comment_1136947
How is Ruin any good on slow killers such as Huntress or Hag? Ruin only works if you chase people off gens. In other words: the more mobility a killer has, the better it works. Killers like Freddy, Billy and Spirit get full profit of it, but those are the killers that don’t need it because of their mobility.
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1119275#Comment_1119275
I only ask but how early do you and the others think survivors can leave the game. Even if they bring or find a key they still need to do gens to make it spawn. That means the number of survivors plus 1, so if there is 4 survivors still alive they still need to do all 5 gens and if they use a key then they deserve it.
I mean even then they ALL need to find the hatch at the same time which is hard enough alone let alone as a group. I have tried to get fellow survivors to follow me and it almost never happens.
I am not a survivor main or a killer main but I personally after using both think Moris are still stronger. I have used a few keys and even after the hatch did spawn could not find the bastard. When I use a mori you hook survivor then slap survivor and kill survivor.
The keys are not like a god send and a instant escape. There is still plenty of work that needs to be done prior to using them. I mean if there wasn't I would see them used WAAAAAAYYYY more than I do. I am lucky to see a key used maybe 3 times a week and most the time it doesn't even get used. When a mori comes into play though which is more often I certainly see it used because the killer will SUPER TUNNEL the poor survivor.
I'm not arguing keys are more "fair" than mories or claiming the opposite. I'm saying they're both busted and should be changed. The frequency of seeing either a key or a mori honestly shouldn't matter. If something is broken, you fix it. You don't just look and see if it's worth fixing because of how little either occurs. That said, I play both sides as well and see both mories and keys on a regular basis.
"They still need to do gens" is, especially in these times, just a weak argument... A killer loses 2-3 gens early game and that means the hatch will already spawn if you kill 2 survivors off. That is if you're able to defend the last gens and that you're able to get 6 hooks on the same survivors, which if you want to play fair and just have fun with the game is almost impossible.
The way I see it, the hatch is already a broken mechanic as it just robs the killer and if they ever reworked keys (and mories), in my opinion at least, they should rework the hatch as well. Though, I doubt they would ever go that far.
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Keys and mories should be reworked in some way yeah...
@EnderloganYT said:
honestly just needs to take like 5 seconds to open or something and then it'll be fine
Unless you plan on camping the hatch as a killer, those 5 seconds to open the hatch are meaningless. The problem is that keys allow survivors to leave the match earlier and not that it takes them a mouseclick to do so. The problem will still remain.
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They’re not bad, I can see For The People being used in a swf as an endgame safe. Red Herring is rather meme-y yeah, but could still be quite funny. The other one isn’t that bad but it’s indeed not going to shake the meta I feel.
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@senki527 said:
what i noticed is, that almost only killer mains are lurking around in this forum. calling for survivor nerfs all the time. they dont need nerfs! i see plenty of killers getting 4k, cause they have skill. just adapt and l2p.
and don't write comments starting with "i'm a survivor main...." cause i know you are not a survivor main.
Or maybe there is in fact people out there that don’t enjoy playing 5 minute games as much as you appear to be enjoying. Assuming you are referring to the people saying that gens go too fast considering it’s a hot topic atm. Besides, I see probably just as many threads regarding killer nerfs as survivor nerfs so not sure what you’re on about...
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The fact alone that there is such a thing like a hatch is survivor sided... Remove the hatch and the problem is gone while it’ll be more balanced.
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I mean I don’t think you’re wrong, but these changes would really just make a Huntress 2.0. The 2 of them would become really similar and his power on it’s own really isn’t that bad. It’s his map presence that really hurts him because he’s got practically none with how slow he is.
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Billy genuinely is fine. He’s loopable, which at the end of the day is what a survivor is going to do to counter any killer... If you get sawed you’re most likely outpositioned anyways so in other words: whether you get downed or not with the saw is in the survivors hands.
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Why exactly is he overpowered? If it is because he can shut down loops? Then why isn’t Clown overpowered? Is it because of his mobility? Then why isn’t Demo overpowered? I don’t quite get why people think Freddy is op but Demo isn’t. He can shut down loops probably better than Freddy and keeps his mobility even if gens get done unlike Freddy...
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I feel like he's a worse Huntress. The hitbox is smaller (granted Huntress' hatchet hitboxes are sometimes bs), but nonetheless I feel like it's sometimes too hard to hit someone with it. While he's just as slow, unlike Huntress his harpoon can't fly across the map and doesn't do anything to survivors on most loops. Like, the only loops I feel like he's able to get a hit on are those loops any killer would get a hit on once the pallet is dropped. Huntress on the other hand doesn't care about those loops since she's able to throw a hatchet. I didn't have much practice with him though so we'll see.
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@Umbrae_pk said:
The wall breaking mechanics should not be given to all killers, how does that make sense? And how is it fair? It should just be a unique killer power.
I get that the devs are trying to nerf loops, but why don't they try to nerf tunneling and camping at base kit? Isn't looping a "legit strategy" just like tunneling and camping?
What do you mean how is it fair? We don’t even know how long it takes or where these walls will be. Even if it’s on jungle gyms etc, you’ll be forced to drop the pallet earlier but then you run to another one after they broke it. It’s not like it’s the only loop on the map.
Is it going to make it so there’s going to be less pallets in the endgame and will survivors be forced to be more thoughtful with pallets? Most likely.
Is this a bad thing? I don’t think so. After the Ruin changes a killer can’t spend too much time on a survivor, even less than before because of gens going faster. With this mechanic, a killer could find a way around it. Killers still won’t be able to braindead chase one survivor and expect to win, but at least a killer won’t be forced to waste so much time on specific loops anymore.
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1102948#Comment_1102948
They aren't wrong, though. There's nothing skillful really about looping the same vault, or the same pallet over and over. There's even less skill if you have more than 2 jungle gyms attached to say...shack or cow tree. There's a reason there's more survivor streamers than killer ones. Because it's easy. Put yourself on cruise control and go.
(Rank 1 survivor AND killer, btw).
Looping requires map awareness, being able to recognize tiles, zoning, mindgames etc. It does take skill to know how you run a tile most efficiently, where to go afterwards and respond correctly to the killer. Besides saying it doesn’t take any skill just means any brown rank survivor should in fact be able to run a redrank killer around.
@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1103001#Comment_1103001
"Mental talent"
Jesus, that is a cancer phrasing if I ever heard one.
You hid your Red Stain and got a hit on a virtual character, you're so mentally talented!
While the term mental talent is indeed a bit weird, mindgaming is about being strategic and unpredictable. Sure, hiding your red stain is a classic but if you keep on doing it to a good survivor, they will adapt and not fall for it. Same goes for survivor to a killer btw.
That said, I doubt they will place breakable walls on every tile. Maybe they won’t even do it on the old tiles and make new ones, but if they do it on older tiles like jungle gyms, I really don’t feel like it’s going to be that big of a deal. Yeah you’ll be forced to drop the pallet earlier but there’s so many other loops you could go to after that.
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@crossboy said:
(ignores the parts about toolbox changes)
(Ignores the fact gens still only take 80 seconds and perks like prove thyself exist)
It’s a step in the right direction though and we’ll see if gens still go flying after this. Maybe it’s not as bad anymore.
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While it might be the answer for god loops, it isn't going to be the answer for insanely huge maps. It's definitely an improvement and a pretty exciting new mechanic though.
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Dead Hard when used correctly doesn’t have counterplay and completely rectifies a mistake. In a game where time is money and gens go flying whenever you make the smallest mistake as a killer, the fact that survivors can get away with one and prolong the chase in the process really hurts the killer.
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Buffing doesn’t necessarily mean they don’t need skill anymore to be used. Take Nurse for example: she’s arguably still the strongest killer out there but she also requires a lot of skill to use.
If anything, if Trapper were to be buffed again and is able to carry more traps without needing addons, there will be more options of add ons to choose from and thus less boring.
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Seeing how you now lose 2-3 gens in the early game as killer: nothing. You could tunnel them or camp them but then you’re risking the game and it’s not like the key vanishes. Someone else could still pick it up and use it. But then again, there’s not much a survivor can do about a mori either. They’re really just both broken...
@Aztreonam78 said:
Franklins Demise? No?
I’ve never had any issues finding my item back whenever I get hit by it. It’s only going to prevent a hatch escape whenever you’re in chase with the last survivor holding the key. But even then, if they don’t get hit they could get away as well.
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@arslaN said:
Another tru3 video where he ends up winning, nice.
Pretty sure OP said it isn’t fun gameplay. Unless you’re going to generalize and claim that winning equals to enjoyable gameplay, this comment adds little to no value to the discussion.
Devs did seem to have interest in the other thread about gen times so I’m certain they will look into it either way. I hope they do at least for the sake of these type of boring games.
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@BulletsNonstop said:
My vote is to INCREASE repair speed for survivors repairing generators IF the killer is within a certain radius of a HOOKED SURVIVOR which would push killers off hook camping. Whether it be a perk or some kind of temporary in-game boost everyone gets, does not matter. I’m baffled by the many people that come in here and complain about gens being done too fast. I don’t think they’re getting done at all in a lot of games because someone goes down really fast and then one tries to rescue. That’s two people doing 5 generators. Lay off. I mean, you’re telling me that you guys aren’t finding people repairing generators that are HIGHLIGHTED for you and not the survivors? Wow.... This is mind-blowing. If they make anymore changes to decrease repair speed or make it Take longer to escape, I quit. Survivors have to repair 5 out of what... 8 total generators on the map? You understand that - using basic math - one can see that 5/8 is more in favor of the killer right? They have to do the MAJORITY of YOUR generators. If they WORK TOGETHER to get gens done faster, they have EVERY right to get them done with ease. Maybe the killer catches one or two. That’s how it should be. However I’m actually seeing a lot of killers sweep the whole team often. Rarely all 4 escape unless the killers really that bad. I’m seeing a lot of efficient killers though. My team of survivors falling apart and whatnot whilst playing with random people. It sucks because, killers soak up a lot of points at the end of the match. Consistently more than survivors.
You do realize that if you do “basic math”, as you’re calling it, survivors can finish those gens in under 4 minutes, even with those “uneven odds” of yours. At the start of the game a killer doesn’t have any pressure and that’s by design at the moment. How is that not a problem?
Highlighted or not, it doesn’t change the time for killers to walk up to them (which on some maps takes so long it’s honestly ridiculous), look around and in the best case scenario they find someone chase and down them. Worst case scenario they need to leave the gen because they can’t see anyone and other gens could be worked on too.
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@SolAkira said:
People want the game to last like 30 minutes when in my opinion it's not supposed to be like that. The game seems very fast paced for the state it's in right now and I think that's how it's supposed to be played. Quickly.
I dont have time to be sitting around while the trapper sets up his traps for the first 2-3 minutes of the game. My goal is to survive not toy with the killer and let him kill. The killers on here like to play with their food and honestly I'm not putting my butt on a silver platter for them. They have to work for it just like I do.
No one is saying games should last 30 minutes and no one said you shouldn't do anything for the first few minutes. Your goal as a survivor is indeed to survive so you'll work on gens or be productive for your team in another way. No one here is saying you shouldn't do this (or at least not that I have seen).
The point that's being made here is that your goal as a survivor is much easier to achieve with gens being this quick compared to killers that need to find survivors, chase them, down them and hook them. You say that a killer needs to work for his goal, but shouldn't a survivor work for it as well? Is 2-3 gens popping in early game when the killer has no pressure considered hard work? You could go even further and ask yourself the question whether or not holding m1 for 80 seconds in general requires as much skill as ending a chase, but I doubt they would change something as fundamental as how gens are done.
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I think gen time isn’t in proportion to chase time (especially with the amount of safe pallets) and the time to find survivors because of how insanely big most maps are. Low mobility killers really suffer the most because it takes ages to get from one side of the map to the other.
items like toolboxes and keys are now even stronger, perks like prove thyself are just unfun to go against and as a killer you just sometimes feel helpless because survivors are able to hold m1 faster than you are able to find, chase and hook a survivor.
Now that it’s almost guaranteed that you will lose around 2 gens before the game really started, killers get punished harder for mistakes than before as losing a gen is more meaningful now when you only have 2 or 3 left during the rest of the game.
On the other hand I play survivor too and while it’s genuinely boring to do gens so I have always been against increasing gen time or something similar. If a new objective were to be introduced, it has to be engaging enough for survivors.
I also suggest offerings like mories (and keys) and addons like Iri head get looked into. In my eyes they’re just as unfair and really make unfun and shift the balance of the game.
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Nurse was the only killer that I know of got an unexpected basekit nerf and that was because she actually broke the game.
While in the meantime weaker killers at the time like Freddy and Doc got some basekit buffs.
Leatherface is one of the weaker killers so unless I’m missing something, I don’t quite get the logic of believing they will nerf his basekit.
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It’s not a bad perk, it just doesn’t serve the same purpose as old Ruin and when you remove a plasterfix without addressing the actual issue, people won’t like the changes.
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So many people pointing out the extremely small mistakes Otz made. I don’t really get why killers should be punished heavily for little mistakes, while survivors can get away with mistakes so many times. Besides, arguing that Otz shouldn’t have made mistakes is silly. We’re human beings, we make mistakes per definition.
They’re with 4 so in theory, they get away with 8 big mistakes that cost them a down. They also have perks like Dead Hard, BT and DS to nullify their mistakes. Why is it that in a 4v1 game the 4 people get to be able to get away with mistakes?
Now combine this with the fact you lose 2-3 gens at the start of the game. This makes it so that killers are under even more pressure and mistakes are punished even harder. In situations where a gen would pop as a result of a mistake you are now left with 1 or 2 gens to defend.
Otz was also using Billy, one of the killers with good map presence and 1 shot down potential. Now imagine this with just an m1 killer and let’s not leave out the fact that this game is practically what Otz does for a living. I’m not sure how your average player is supposed to be able to play this well.
The point I’m trying to make is that the game really shouldn’t completely shift to either side because one side made a small mistake. You don’t see survivors losing the game because someone missed a skillcheck, heck you don’t see survivors lose when the killer has hooked all 4 of them 2 times. In my opinion killers get punished too hard for the small mistakes and I’m not necessarily saying perks like BT or DS should be completely removed. I’m simply saying they’re often used to rectify mistakes survivors normally wouldn’t get away with.
I personally believe this all boils down to perks like prove thyself, toolboxes and insanely big maps making it extremely hard for killers to get map pressure.
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Don't get me wrong here, I don't mean to offend you but "We always die" is as much of an absolute as "gens always get done" so why should this be taken seriously.
There is a lot of grey area in between: sometimes all gens get done, sometimes all survivors die. The thing "killers" are saying at the moment is that gen time is simply not in proportion on most maps to the time to chase down 4 survivors. The result is that it's extremely stressful to play as killer. It's still possible to get some kills or even a 4k, but in my experience at least, it's just not that enjoyable since you're always under pressure. This is not necessarily because the survivors are good, but simply because they do gens.
Keep in mind that this only applies on larger maps like Red Forest or some of the Farm maps for example. (and that you're using a low mobility killer)
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The game will die if the devs favor either side.
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Doc doesn’t have any mobility so at the moment he’s hardly threatening if you simply sit on gens. In chase, you just drop the pallet earlier and loop around it.
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I mainly play survivor but I used to enjoy both roles, which is something I can’t say atm.
Also why are you labelling everyone disagreeing with you when you don’t know these people. Ever considered that maybe people genuinely just don’t like some of your opinions?
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@BigTimeGamer said:
its not the fact that it exists that people dislike it, it’s the killer being rewarded for failing their only objective
Isn't the hatch exactly the same? Only the hatch is a game mechanic of course and survivors don't exactly need to waste a perk slot on it.
NOED is perfectly counterable, but it's nevertheless extremely annoying to play against as survivor. But then again, in this 5 minute game meta, I can see why it's being run so often now.
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@ad19970 said:
I'm still enjoying this game a lot, both as killer and survivor. I don't feel like as a killer I lose because of one or two mistakes. Unless maybe I'm going against an insanely optimal team, and in that case, I feel like it's fair if I don't win when making a few mistakes.
I think the main problem of the game right now is that too many killers are just not strong enough to be viable at the moment, but I do feel like the game has a fair amount of viable killers nevertheless.
Do you mean by “optimal survivors” survivors that like sitting on gens? I’m not saying I blame them, it’s their only objective after all, but survivors simply no longer need to be organized or even good to win a game now. They just need to have enough brain capacity to do gens. Yesterday we completely smashed a killer but the funny thing was that my teammates were green and yellow ranks (I’m r1). They went down pretty fast too, it’s just that gens got done faster.
@skoopydoo said:
And yet all killers have kill rates over 60. So I guess most of the time killers aren't making any mistakes.
1) This is old data, from before the Ruin update.
2) This data does not include variables like bad matchmaking, suicides on hook, DCs, AFK players, people simply giving up, people giving a petty kill to the killer, etc etc.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1049585#Comment_1049585
Maybe unhook them before struggle state next time and don't be such a chicken hiding in a corner of the map
@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1049617#Comment_1049617
This is a game, there were times where I was all the two hook stages and no one tried to save me. Being new it's not an excuse, today there is a tutorial wich is more than I had when I bought the game, and even newbie as I once was, I went for the unhooks.
Not saying it isn’t frustrating for you if you’re on that hook. Just saying you can’t blame people for being new and still learning. Being considerate goes a long way.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1049585#Comment_1049585
One thing is killing yourself a hook, meaning as soon as the killer hooks you, you ######### and another thing is waiting a whole minute with Kindred and no one even try to save you. This game is not a hook simulator.
No it’s not but killing yourself on hook is still selfish. Maybe they are potatoes, maybe not. Are they to blame for being relatively new to the game or is it matchmaking pairing you up with them?
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Is it just me or is it extremely annoying to play with people that kill themselves on hook. Especially if they’re extremely entitled too.
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Define unskilled killers. If you mean by unskilled killers, killers that make some mistakes then most are. The way I see it, there is way less room now for killers to make mistakes which is why it’s so stressful to play as killer. However everyone makes mistakes and the fact you get punished so heavily as killer for making one, especially when comparing to survivors is making it unbalanced. Just my view on it.
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@fcc2014 said:
You guys care more about streamers and their speculation. Make up your own damn minds. Stop being a follower.
You never agreed with someone on certain topics and always had your own different opinion on things? You never consulted other people that may have some valuable input? As long as people are still critical on what these "influeners" are saying, I don't see the problem.
That said, it's obviously all speculation still but you can always try to predict what's going to happen or in this case try to pinpoint the flaws in the system. I watched Scott's video because it came out earlier and what he's saying does make a lot of sense to me.
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Freddy: I genuinely never really understood why people hate going against him so much. Forever Freddy, I completely understand but just Freddy in general? He's a killer that's at his strongest when you're asleep. In other words, whether or not he gets stronger lies entirely in your hands as a survivor... Yes, he can spam snares but that just makes him a better Clown and no one seems to complain about him and even Clown has add ons that make his reloading speed extremely fast so that he can "spam" his bottles. Fake pallets are a gamble if you're asleep but that's just another reason for you as survivor to wake up. His mobility is fine too and he even loses his mobility the more gens get done. Again, in other words, it's entirely in your hands as a survivor to which parts of the map Freddy is going to be able to teleport to.
Ghostface: Practically a slower wraith with a broken stalk ability, also can be broken out of his stealth ability. To be honest, I found I struggle more playing against Wraith than Ghostface, especially now since he doesn't have any form of mobility and gens are able to be done quickly.
Billy: He's got mobility which is perfectly fine. Honestly, if you're not outpositioned you're not going to go down easily by his chainsaw, and that goes for insta saw too. Though, insta saw is a bit on the edge and I would see why these addons get changed or so. Everything else about Billy is perfectly fine imo.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1036403#Comment_1036403
Billy with good addons slugging everyone is basically free auto wins. He can use his mobility and insta down way too much, the snowball is insane.
Then use one of the counters he has and loop him? Can’t use his chainsaw and snowball any differently than other killers then.
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1034026#Comment_1034026
Sure, used up one of my perk slots just in case the doctor comes up. Nice solution Einstein
Well Einstein did you know that jumping in a locker counters it too? Besides this, Doc still lacks map pressure and that ability has a cooldown of a whole minute. Seeing how most games tend to end quickly nowadays I don’t have a problem with it at all.
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Because holding m1 for 80 seconds requires so much more work than chasing someone and downing them? Neither require much effort or skill.
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I always feel like I outplayed the other side when I tunnel a survivor off the hook with a morie or tbag the hatch and leave the game earlier with one or two other survivor friends by using a key. I'm just too skilled for them!
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/1022069#Comment_1022069
Every killer can apply pressure. Some more than others but all are able to do at least something to pressure the survivors.
If killers cannot pressure survivors even with high mobility killers (e.g. Hilbilly) then that is a result of a lack of skill.
Quite a bold statement of you to make. Could you explain to me how you pressure all 4 survivors at once when you’re chasing one? Let’s say this survivor keeps you busy for 30 seconds which is less than an average survivor at least if you’re any killer other than Billy, by the time you down and hook them and get over there by the gens 3 gens could practically be done.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/1022018#Comment_1022018
That is a specific issue for those individual map and killer combinations and should be addressed as such.
It's frustrating to see the generalization on the forums that all killers are too weak on every map and none are able to apply generator pressure. If the actual issue is map balance (which I believe it is), then it should be communicated to the developers in that way.
Didn’t you generalize too by saying killers should be fine “if they just apply pressure”? Just saying...
Also even the high mobility killers like Billy can’t pressure all survivors at once at least not without slugging.
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@Hunkulese said:
I know you don't want to hear this, but if you can't win without ruin, you really don't deserve to be red rank.
Take some time to get better at the game.
Just from purely looking at the statistics you should realize that this statement is bs. Gens get done in 80 seconds and you got no pressure at the start of the game. Combine this with any low mobility killer on any map other than Hawkins or The Game (maybe Lerys) and you practically lost already. A “decent” survivor would be able to keep a killer busy for around a minute, a bit more or less but this isn’t even an extreme amount of time; just average. Unless you can explain to me the secret recipe to pressure all 4 survivors at once and down them in time, the killer is completely depending on how much the survivors are willing to hold m1.
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Who would have thought that reworking a fundamental perk and bandaid fix for a balance problem without addressing this problem would cause more issues?
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Will there be more maps given the Lerys treatment where you don’t rework them simply for balancing (like badham) but also to make them visually more appealing. You guys did an amazing job with Lerys btw.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1007795#Comment_1007795
Even after his nerf, still probably one of the most overpowered characters in the game. Someone like Demogorgon has to take some thought and set portals, freddy? Nah, just teleport straight onto the gens and spam snares.
I don't play him because I would probably get carpal tunnel. The best way to play him is to literally spam snares as you walk.
Even if you are hitting the clocks to try and stay awake, you are probably going to be asleep half the game because it the passive sleep effect is so frequent.
Yes because placing a portal near a gen takes soo much more thought than just teleporting. Heck with Demo if you place them near a gen but still hide it so you could sneak up on them and get a first easy hit while people would just run when they see blood coming from the gen. Not to mention the fact Demo keeps his map pressure and mobility even after that gen is done. Yeaahh Freddy’s teleporting is so much stronger am I right. The snares are a bit more annoying yeah but not overpowered. In the end it’s the same as Clown only Clown needs to reload every 5 seconds.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/996247#Comment_996247
"Broken game mechanics". Players like you will be the death of this game, lol.
If it’s able to turn around the game in favor of one side despite the other actually playing better, how can you not consider it broken? Especially because you literally don’t need any skill to perform a mori or escape with a key.