Northener1907
Northener1907
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2103065#Comment_2103065
I would but there is way too many Freddy mains posting upset they can't as easy win :)
But it happens every time, a killer is nerfed and another buffed to compensate. Demo was already killing a lot.
How are you dude?
And on slasher movies all survivors dying, only 1 or 2 survivors living. What are you thinking about that?
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2103133#Comment_2103133
I never said YOU specifically. I was specifying how to play HIM to win every pallet loop no matter what the survivor does. It was obnoxious to go against. Also, other's like to spam an entire room with snares so the survivor will never get away. Don't know if you know this but the circle of the snare is actually WIDER than what you see. If you run past it a little, you still get hit by the hitbox of the snare and get punished even if you do your best to avoid it. That plus his slow-down add-ons on top of slow-down perks plus teleport made him super obnoxious to go against.
Well they didnt solve problems. Freddy really needed 3 nerfs:
+He had strong addons, makes game slower. They needed nerf.
+BT problem, when you are in sleep BT was not working.
+You cant wake up easly. You need another survivor or clock. So they had to add wake yourself button.
And maybe snare time limit for stop snare spams.
That would make Freddy better. But i think he is not fun anymore. And i am still waiting add-on for playable Old Version Freddy. I think that was annoying and lazy nerf.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2103107#Comment_2103107
No, but that's how a GOOD Freddy will play to always down someone. It's the same way you play Clown to down someone quickly with his bottles. It wasn't SKILL. It was just double slow-down so the survivor was moving at a snails' pace. Don't get all pissy at me. I'm explaining WHY they changed his snares.
I am not mad at you. Just i am not playing like you mentioned. Yes i was using this power when survivor make me forever loop. And that was works. But snare spam i never did that. And i said before you, i am using usually 3 4 snares on full of match. So i have not problem with snare numbers. But 100% speed is so bad nerf. That would be 110% maybe. And they made snares useless sadly. Because if i also lose speed i have not reason to use snare.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2102509#Comment_2102509
You put a snare on one side of the pallet then put one in front of you. Run around the pallet to make the survivor trip the first one then go around again and by the time the survivor hits the second one, you can hit the survivor with no effort before they get to the pallet drop. There you go. That's why he got nerfed. That and using slow-down add-ons plus perks made him unbearable.
Do you know me? Did you watched me when i play DbD? Did you played with or against me? So please dont dare to say how i am playing. Because clearly you dont know. If you have problem with spam snare that was not solve. They would add time limit. 1 snare for 20 seconds. That could stop snare spam and i would happy. Losing speed makes snares useless and that is problem. Because snares is also make survivor slower.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2103021#Comment_2103021
Ah, I was waiting for the infamous Sluzzy to comment on the Freddy nerfs. I'm surprised you haven't posted a thread talking about how killer sided this update is, I mean, how DARE the devs buff Demo!
Dont give her terrible ideas xD
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2102873#Comment_2102873
"First you cant use snares early. If you do that, survivors will destroy them when you are not near. Because snares will not injure them."
So, just like Trapper. Or even hag if survivors have flashlights, you know. 2 killers with traps who have to stand still, while Freddy can still driveby and place them? Let alone that survivors have to be in the dreamworld to do so.
"So you need to use them when you are in chase. Before chase it is useless."
So, just like Trapper and Hag placing them in too obvious spots?
"Freddy is not Hag or Trapper."
I mean, he is comparable to Hag. Trapper cant teleport closer to his traps by any means. Freddy can through gens.
"Hag and Trapper can see traps with red symbol. So they can push survivors to traps. But Freddy cant do that."
I mean, you can memorize where you place your traps. When I play Trapper or Hag I dont look at my traps. I look which traps get triggered, for Trapper they are useful if you need to grab nearby traps. The trap symbol is only useable for lower ranks. If you cant even do simple micromanagement like that on a killer that already doesnt need much micromanagement, just is implying that you're not really ready to play against survivors who need to micromanage a shitton around Freddy.
Not same. Both traps can be invisible. And when you trigger them, they will hurt you. Bear trap will stop you. Hag's trap will make Hag teleport you. But snares are so big. You can see them if you are in dream world Even you dont see snare, nothing will happen you. You will just be slow for seconds and scream. That's all. And Freddy cant do anything if he is not near you. But Trapper will have time to come back you. Hag can teleport and hit you. Different. Snares are not strong. Also you need time to deactive bear trap. Also you need flash light for destory Hag's traps. But for Freddy, just run into snare. That is clearly not same.
Problem with snares now, it was give chance to catch survivor. Because Freddy was not losing speed. But now, Freddy will be lose %15 speed. And survivor will see Freddy using Snare. And will leave loop to next. So Freddy will lose chase. And survivor will go to next safe loop area. Even survivor not leave and trigger snare, snare will not make survivor enough slower now. Because Freddy also lost speed. So there is no point to use snare anymore. And like i said, Freddy snares are big, so they cant use for area control tactics. They are chase traps. So we cant say use traps like Hag or Trapper. Because those killers have smaller traps and they can hide them.
I wish they would give us old Freddy back. This would be better. Because now this Freddy will be unplayable. And that will add more time to survivor queques. Freddy had some problems. But they didnt solve problems, they just killed Freddy. I hope you understood me. Before i said, i am playing Freddy for years and Freddy will be weak killer. Only gen teleport power is still good but that limited with time. So Freddy is sadly weak now.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2102654#Comment_2102654
"Snares are Freddy's Power. What i have to do? I have to ignore them because they are boring and easy?" Place down snares in a location, push a survivor into that direction after hitting them. Having essentially to prepare your chases prior.
Besides, you can still use Freddy the old way, snares are still placed near instantly. The only weakness to his new power is that survivors HAVE to go to another tile if they see you place snares. If they remain at the loop, the power works the same.
You really dont know anything about Freddy.
First you cant use snares early. If you do that, survivors will destroy them when you are not near. Because snares will not injure them. So you need to use them when you are in chase. Before chase it is useless. Freddy is not Hag or Trapper. Snares are not like like this traps. Different.
Hag and Trapper can see traps with red symbol. So they can push survivors to traps. But Freddy cant do that. Snares have not symbol. This tactic only can use for dream pallets but i dont like pallets so much.
Now point is you cant use snares in chase. I mean yes you can use but you will lose so much speed. And snare is also makes survivor slower for seconds. So what is point to use snares then? Nothing. They made Freddy useless.
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@jooeevela said:
DUDE, he can TELEPORT TO GENS, use pop and THEN GG, wwhat is wrong with you?, wanting an OP Freddy.
I think that they should remove teleport from his base and chage it to be a green addon.
This nerf is great, BHVR good work.
I am playing this game from 2017, i dont need your advice thank you sir. I think i am good enough
I am not saying Freddy did not need nerf. I am saying they did not nerf, they killed him. And if we talking about teleport, Hag and Spirit is better? Freddy can teleport only gens, they can teleport anywhere they wanna
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@Baby_Victor said:
Old Freddy and New Freddy got some serious flak. One for being too oppressive in low rank and too weak in high rank, the other being too easy to use and having too many tools/options...
So we should remake him again. This time using the best parts of both kits.
He will be weak in high rank AND easy to use. I call him Middle-Aged Freddy.
Old Freddy was fine. He needed little buffs. Maybe get back old version with teleport power.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/242025/freddy-is-garbage-now-thank-you
"Snares is only useful on chases." Only if you're bad in pushing the chase towards your traps. Sure. This is why people called Freddy a brainless killer in the first place.
Lol
Snares are Freddy's Power. What i have to do? I have to ignore them because they are boring and easy? Add-ons needed nerf, snares werent strong. Now Freddy will lose speed when use snares because of that snares are useless now. Speed is important than snares. And no i dont need snares usually. 3, 4 snares i was using in my matches.
And if you ask me old Freddy was better. But they are not giving us option to play as him. They are just nerfed Freddy and made him weak.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2102466#Comment_2102466
The slowdown while casting snares will hurt the "hurr sure spam snares" freddy at most. Are you one of those? If that's so, you deserve the nerf.
Going on the opposite side of the map to wake up was useless most of the times, and a huge time waster that didn't make up for the effort at all, at least now survivors will actually be motivated on doing so for the 30 seconds buff (instead of waking up by clapping hands or by failing skillchecks which was much more convenient)
Slowdown addons needed to be removed. They only made games tedious, boring and honestly i much rathered kill myself on hook as soon as I saw the chains and rope rather than keep playing that game. MAYBE after the nerfs I, and many other players, will stop doing so vs freddy.
Freddy just needed add-ons nerf. But devs choosed kill him.
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@HollowsGrief said:
"We want Freddy to be more strategic with placing traps outside of a chase." Also we removed almost half of his traps he can place. Okay bud lol.
Freddy's traps cant use strategic. It is imposible. Because when they trigger by someone, that mean survivor will scream and wlll lose speed for second. And if you are not near to snare you will not win anything. Pallets maybe can be useful but they also removed number of pallets too.
Snares is only useful on chases. And if you lose speed in chase what is point to use snare? Because most of smart survivors will see you are using snare and they will leave area. Even they will not leave, snare will not be effective when you lose your speed. I really dont understand this nerfs. They wanted kill Freddy? They did it.
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@GeneralV said:
Garbage sounds a bit... extreme. But the nerfs will hurt.
Yes he is not weak like Trickster, Trapper but he is not strong enough now. He also turned weak killer now. Worse than old version and sadly old version was weak but fun.
I really waited for add-on playable for old version. But no sir, lets nerf Freddy unfairly and hard. But dont give anything.
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I am really so sad. Freddy nerfed unfairly.
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This nerf will kill Freddy sadly. He is C tier now, i can see. Let see:
Freddy already had one weaknes, he cant teleport after last gen. So him real power was snares/pallets. But they reducet numbers. Maybe understandable.
But why he will lose speed when he use snares/pallets? Hag can teleport to traps. Trapper's traps make survivor stop. So this two killer can lose speed and time when use them. Because they both have better traps than Freddy's snares. But snares are not strong like that.
And another point, Hag & Trapper putting traps before start chase. Freddy uses snares in chase, so you will have 2 options: Dont use your power or lose movement speed. Who thought this is really good idea? And when survivors see Freddy using snare, they will just leave this loop.
Add-ons also funny. Freddy does not need loud add-on. That would work on Spirit but who thought it will be good for Freddy gameplay? Is it something joke?
Alarm clocks not bad but 30 seconds will not worth it to run end of map. So when i play as survivor possibly i will stay on my gen. Because again, 30 seconds nothing.
So survivors can enjoy longer queques.
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Bubba: Not problem for me
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Plague can get power if survivors cleans. And when they do they, Plague is really strong. If they wont, Plague turning m1 killer.
So possibly devs thought, survivor will clean for free heal. But survivors usually smarter than this. So i dont know how they buff Plague. Because she is already strong but she cant use her power if survivors smart.
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That is imposible lol
There is so much teams are not using voice. So you will punish people because they are just wanna play with friends? That is not balance clearly.
You cant nerf SWF, that is not option. You can nerf all survivors but that will kill solo survivors.
There is only option i can see possibly, buff solo to SWF level and buff all killers for balance then. But i know nothing will change.
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She didnt write any toxic message? So there is not problem. And you cant force people to do that. Maybe she had bad game and wanted leave fast. So what?
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@Nathan13 said:
Hey man you just take as much time as you need to step away. Breaks are important and I hope to see you back in the fog eventually.
Thank you sir, i dont know what will happen in future. I needed break and i am doing that. I hope when i back i will finally have Chucky and good game.
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@Phasmamain said:
Good luck in whatever you play or do next :)
Trust me taking breaks is completely normal and I’m currently on one myself
Thank you, i think that will be long break. Maybe new license killer can make me back, if they add Chucky ofcourse.
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@PsyQuil77 said:
Rank 2s against rank 15 killers? That IS a problem as well. If I get to rank 13 I get those red rank sweat squads, too.
I meant for me. But yes it is also problem.
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@PsyQuil77 said:
I get greens and the occasional purple when I'm around rank 16, but once I hit 15+ it's atleast 1 red every trial(or should we call them Ordeals?)
Reds are not problem. Red SWF teams problem. They are just here because disturb killer. That is why so many killers leaving this game.
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@Enlyne said:
Solo buff has been requested for ages by this point, it's an urgency.
We buff the killers first and then you can expect killer queue simulator, because the pacing of the updates makes it tediously long.
Solos have to deal with either ultimate potato teammates, who crouch at the corners of the map, or let you die on first hook, or even the guy who just suicides first hook, or AFK dudes.
Meanwhile Killer has nobody to worry about, so...
I think the priority is pretty clear here, it's not the killers who have to struggle with bots.
Well buddy i really have to agree with you. So many times i am taking killer on me because my mate is dead on hook. So i am taking killer myself for that. And so many times i am dying on hook for that. Because noone comes help. They are not doing gen or anything. Just crouching around. New MMR will be last chance for this game. I will stay or leave.
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@PsyQuil77 said:
Not enough Red Reank killers, so Matchmaker starts looking lower . . . and lower . . . until my mid teens rank killer is facing red ranked SWF flashlight squads on my level 6 wraith . . . FML
So much SWF teams in red ranks, that is why i deranked myself. Because green rank games are more easy and not stresful. But i still facing with red ranks most of times. Idk what is point.
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Stop play and take fresh air man. Dont get mad about you cant change. We all facing problems like this but you can play better matches, remember that. Or just give little break.
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Killer rate showing us killers have much kills but still there is not so much killer. Idk why
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@LazyPayday said:
https://forum.deadbydaylight.com/en/discussion/comment/2097364#Comment_2097364
A lot of time I don't use add-ons, I'm just saying survivor and killer systems should mirror each other, guess they changed it so that survivors no longer keep their add-ons when they escape, so there's nothing to talk about, I just don't know how to delete the discussion.
Well survivors are losing add-ons too. So that is same like killer. If you use, add-ons will go. Survivors only can keep items, if they escape ofcourse. But that is also fair because that is counter of killer's power. So i dont think there is problem. I am playing both sides and when i use add-on i am losing them. They just help me in one match.
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If you wanna keep your add-ons, dont use them. They will stay with you forever. Simple buddy
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2094940#Comment_2094940
This could also be some kind of test. Maybe they compare whats better/worse. 300 windows or 300 pallets.
Haddonfield with 28 pallets would slightly increase the dc rate of killers. Just by a tiny 1000%
At least it is not 1001% :)
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2094901#Comment_2094901
They probably want conclusive data.
For example, pizza heads cage was a test for skill check hooks. That went well, so they change the struggle phase.
If the tests go well with the game, we might see more pallets on other maps.
Haddonfield with 28 pallets, can you dream it? :d
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@vladspellbinder said:
https://forum.deadbydaylight.com/en/discussion/comment/2094864#Comment_2094864
This is like comparing apples to oranges. Yes Sprint Bust and Dead Hard are both "distance perks" and Ruin and Pop are "gen regression perks" but they work in very different ways. And for the record I have seen some Survivors run both Sprint Bust and Dead hard together and make it work out for them because they are just that good. And some combinations of Head On and some other Exhaustion perk.
Ruin has generators regress at 0.5 c per second, where as Survivors repair at 1 c per second. Pop takes off a flat 25% total, no matter how much progression there is. Being able to Pop a 99ed gen that is regressing from Ruin wouldn't be "so strong". It'd be strong yes, but no over powered. Since you only get one Pop per hook and have to work for hooks most of the time Ruin would probably run down the gens anyways so Pop wouldn't be much of a factor. But having the option would be nice and not broken. All Pop without Ruin is a flat 25% off the top then it starts the normal 0.25 c per second regression and that's strong enough on it's own. Adding Ruin just adds that extra 0.25 c per second which if Survivors are on gens anyways doesn't matter.
Overcharge plus Ruin would be down right broken if Overcharge got applied via Ruin, but it doesn't. It isn't applied the the three other gens Oppression makes starts regressing, only the gen you kick. Being able to run Overcharge in combination with Ruin could allow for some fun combos. And not the broken sort like old Undying and Ruin but actual "I need to be aware this can happen but don't know if it will" type of moments when a Survivor comes to a regressing gen and they know both Ruin and Overcharge are in play but don't know if the Killer has been by to kick this particular gen or not.
https://forum.deadbydaylight.com/en/discussion/comment/2094877#Comment_2094877
Because if they see you doing that and know what is going on they can opt to force the issue now instead of waiting till end game. If you patrol a tight set of three or four gens when no gens have been completed the Survivors can exclusively work on those three or four gens and ignore the other three that are not close together. Doing so when they have not been hit or hooked at all is really smart.
Will most groups do this? No. But they can, and some do.
I do not deny that a three gen is strong. I do not deny that it is a three gen no matter how many other gens have been finished. But in the end the way you deal with a three gen is the same no matter the state of the other generators and when that three gen is dealt with is always controlled by the Survivors.
Most teams will wait till it's the last gen left to finish. Some teams will try and break it earlier. Either way it was the Survivors who controlled if it got broken or not, with the Killer only influencing their decision.
Most of the game is controlled by the Survivors, and how they react to what the Killer does. There are four of them and only one Killer so it makes sense that the majority of what happens in the game is driven by their actions. If a Killer tries and force a three gen at end game the Survivors have the choice of letting it happen or not letting it happen, but that is a choice they have. You as Killer chose to stay at these particular gens for most if not all of the game, the Survivors chose to not force the issue early and did the other four gens first. Or they didn't and forced you to move beyond your tight patrol or actually finished one of the gens in exchange for a hook or two.
At the end of the day the game is all about chains of choices. What Killer you chose to play as, what add-ons and offering you bring, what Perks and how you play. Those are all your choices and the reactions to them that the Survivors make are all their choices. But for all that you can choose to try and force a three gen the Survivors have to allow it to happen. Now if they'll succeed in trying to break it or not is another matter, it could very well lead to an early 4k if they don't play well enough. But it wasn't the fact you tried to set up a three gen that got you the 4k, it was the fact the Survivors tried to break the three gen and failed.
A three gen is a three gen is a three gen, but it only stays a three gen because Survivors opt to not break it. Doesn't matter if they do so because they don't see it or if they don't try because the Killer is always around it. Smart Survivors will look out for three gens at the very start of the game and work to break them early no matter where the Killer is.
It's a good thing smart Survivors are so rare.
If they are running Dead Hard and Spirint Burst together, that mean those survivors doesnt know this game. Because both perk have same counter: Exhaustion. So they wasted one perk slot. That is why those perks have same counter because if they are use together, killers cant stop survivors. Simple and fair.
For gens. Same issue. Ruin is strong perk. Pop also strong perk. And they both workes when you use them. Ruin has counter, it is hex. And pop has counter with time limit after hook someone. And they cant use together. Because if they would, games would end before gens done. So survivors will lose most of games. Because killers will defend gens more easly. That is why some perks cant use together. That is same for both roles.
So i am glad you are not dev because clearly you dont know anything about "balance". Maybe you dont know but let me tell you: DbD is not single player game, multiplayer game. Survivors also real players. They are also playing for win. They also need win chance. If you wanna control game you have to play good. If survivors play better than you, they will control gens and game and you will lose. If you play better, you will control game and gens and survivors will lose. Simple again.
Before you call me as "Typical Survivor Main" let me say, i am killer main but playing both roles. % 60 - 70 i am playing killer, red ranks btw. Sometimes i am losing gens and game. Sometimes i am winning game and gens. Maybe you will surprise but this game can finish before last gen done and sometimes i am doing that. You are just need to play careful. If you chasing really good survivor and he wasting your time, dont focus on him. And defend your gen. So many times killers loses gens and game for that. Remember. Killer has to defend gens.
If you have better ideas i can listen but strong perks cant use together. You think devs cant think that? Those perks have counters because they needing. That is why devs made this perks like this. That is for balance. So good day Sir, see you later.
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I hate that map as Survivor.
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This map is joke. For me this map worse than Haddonfield.
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@vladspellbinder said:
https://forum.deadbydaylight.com/en/discussion/comment/2094835#Comment_2094835
What's to abuse? There is nothing given to the Killer for kicking a gen without a Perk other than starting regression. A lot of people run both Ruin and Pop because Ruin gets found so easily so they need a backup because gens go by that fast. But while Ruin is still in play Pop is useless as it is right now. Without an active Pop and not having Overcharge there is no reason to kick an already regressing gen. And Pop has limited uses. The only "problem" would be Ruin plus Overcharge and Overcharge only works once per Survivor, or less if they are on coms. And even with Overcharge you'd still have to kick the gen already regressing via Ruin to apply the effect. All Overcharge really does once Survivors are aware of it is prevent "tapping" to stop regression. Which doesn't happen if Ruin is in play.
So, again, I ask what can be abused by being able to kick an already regressing gen?
This is same like why i cant use Spirint Burst and Dead Hard together. Because combo is so strong. So again, No! Strong perks cant use together. And you know Ruin and Pop cant use together. So dont use it. Simple.
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@kyogul said:
You honestly should be able to kick an already-regressing generator. I see no reason for pop to not work with ruin for that reason, especially when surge and ruin work.
This can abuse. So no thank you Sir.
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@Hex_Llama said:
I think Nurse has the best chance. She can blink away from everyone while they pick each other off and then blink in and kill whoever's left at the end.
Freddy can ignore her power in Dream World. Also Freddy can use her weaknes in Dream World. He can give her good dream when she was still human. And then can finish her.
I think Freddy would win this fight because Freddy is God of Dream World. And he can get everyone to him world.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2094676#Comment_2094676
Idk i think david could beat up a legion member lol. They are just teenagers with knives.
David could beat up Trickster too. He is just guy with head-smasher. David can send him to hell million times.
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@Judgement said:
https://forum.deadbydaylight.com/en/discussion/comment/2094673#Comment_2094673
I don’t think Myers is immortal. Just... really, really friggin hard to kill.
But I haven’t watched the movies so I could be wrong entirely.
Michael is immortal because of curse. He cant be kill with any way, that is why he tried kill all Myers family members for generations. He is staying young and strong. And immortal.
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Well there is so much immortal killers and some of them already died so long time ago. So i dont think anyone can win this fight.
But i know that: first Trickster will die in that battle, after him Trapper.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2094645#Comment_2094645
Don't confuse me saying solo queue shouldn't get some much needed attention with me not wanting something problematic introduced.
There have been much better less intrusive options, that would buff solo queue even more than kindred would in better ways; while not causing problems like huge killer aura reveal and more information than even SWF players ever have
Also keep in mind, you would be giving kindred base kit to SWF as well, there is no way to give it to solo queue only because you might encounter a 2 or 3 person group and they would disable it on you, and that isn't fair either. So you would be buffing SWFs or just making it basically only work for such a tiny bit of people that it just outright serves no use anyways.
Dvs have already said Kindred will never be basekit anyways; but they would continue to pursue alternative methods of improving the solo queue experience. (They sure are taking their time don't get me wrong, but it won't be with kindred when it happens, and for good reason)
Well i dont know are devs cares or not. Maybe you are right, kindred base kitt would be op for survivors. But Solo also weakest role in game and i am sure most of games solos losing. And so many people gets annoying for that. They need to do something for solo survivors or i am sure they will start to lose players. Because killing and crushing by killers is not fun. I mean you cant win always but game has to be balance and fair. When you play as solo surv, you have to know " yes i will have chance to escape ". But for months when i play as surv " another annoy game, if i am lucky game will be fun."
But i know that is hard because SWF makes this so hard. If you buff survivors, SWF will get new advantages too. And with that they will be stronger against killers. Maybe add voice chat and buff all killers. So swf was already had voice and all survivors will be same level, idk.
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Make all killers %200 movement speed. Give all of them "one hit down" power. Make old mori base kit. That will be enough and fair. Game will balance with that.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2094631#Comment_2094631
Solo queue needs information to make it better yes; but kindred is very much not the same as what SWF have.
People will still use kindred even in a SWF for a reason; it gives a lot of instant, extremely accurate wordless information about everyone and everything going on; and also most importantly, the killer's location if they are within the hook distance.
Add further that open handed is due for a buff someday in the future; and you would be setting up a recipe for disaster.
There have been far better solutions suggested for the solo queue problems than just making Kindred basekit, which would likely do more harm than good; as it wouldn't even solve many of the actual solo queue problems anyways.
Yes i know, kindred works only when someone on hook. But swf have informations all time. For example:
"I am working on gen but i saw totem on shack"
"Killer is coming to main building, i saw him"
"Killer is camping on me"
"I will down, be ready for flashlight saves" etc
Killers are weak against SWF teams usually but because for that killers balancing for SWF level. That is why Solo-q lives worst days. Solo survivors need some love. They have to chance too. And most of DbD players are solo survivor. If game lose them that will be so late for DbD.
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SWF have this information without perk, so what is wrong
And yes solo survivors need buffs because game balances against SWF. For that Solo survivors are so weak.
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@Breque said:
https://forum.deadbydaylight.com/en/discussion/comment/2093129#Comment_2093129
GEN RUSH OP "just pressure gens"
DH OP "just bait it"
Well same issue lol
Ofcourse survivors will do gens, if killer lose them that is killer's mistake not survivors. Also DH is good perk and have counter, exhaustion. So it can use only 1 time in chase. So DH is also not problem.
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It is worst exhaustion perk, i never used it
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@EvilJoshy said:
The issue isn't there are no counters to what the killer can throw at you. It's that survivors don't feel like doing it.
"NOED OP!" "Why didn't you cleanse da bones?" "Aint nobody got time for that"
"BBQ is broken!" "Why didn't you jump in a locker?" "I dont wanna get off my gen" "Well why not run distortion?" "I dont wanna take off my meta perks"
Well actually i am surprised why Inner Strength is not meta. Because it is really good and strong perk.
Perk is rewarding you because you doing one of the survivor goals. Yes clean totem is one of the survivor goals. So that perk gives you easy heal for that. And plus blood points.
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@Mugombo said:
Yes just bring your infinite resources of maps every game to counter 1 perk.
Problem solved /s
I get it but i know someone will take this answer serious :d For that i need to answer. You also get heal and blood points. So that perk will worth it.
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I have to chance cut this piggy as killer. That would be perfect
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Trickster is problem only for Trapper.
Noone calls Trapper weakest killer anymore... Trapper was famous with this weaknes but not anymore.