NullEXE
NullEXE
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1013334#Comment_1013334
Thats funny how you cal it one sided. Because i actually play both sides. Not equally, i play Surivor about 60% of the time, and killer only 40%, but that has its ups and downs both ways.
Yet, i do play both sides, and i see both sides. but if a 3k as a killer with one lucky escape is "survivors win every round" to you, maybe its not my mindset thats single sided.
I would love to pip or black pip getting the 3k, but the score of the game doesn't allow that. The dev's say the win condition is 2 kills - any method, but the score won't reward you even a black pip unless you get 3k in red ranks. You can't get a pip without the 4k in red ranks.
Unless you take the game hostage and max all other categories, then you can get a single pip on 3k in red ranks.
I play both too, and sure I play Killer more, but anyone with a basic math education can tell you that it's infinitely easier to be rewarded for playing survivor than it is to play Killer. With survivor even if you don't play well you get things like the Hatch mechanic and perks to cover your mistakes giving you handfuls of second chances. With Killer you have to take perks just to balance the game, and you don't get things like the Hatch mechanic for when you play bad.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1014309#Comment_1014309
It was in response to your comment regarding the sole survivor being able to turn it around themselves or they lose.
Without being able to 1v1 it isn't possible so this would imply the survivor should be able too if they are good enough versus any and all killers. Hence why I wrote would be bad for balance.
The mindset you seem to imply here is that a 4k should be granted to the killer in this scenario. Until you find this last survivor and kill them then you have not done the objective so why do you believe the egc should just start and basically grant you that kill? The door mechanic is more in favour of the killer so the hatch is the last resort in most games.
The hatch is a mechanic the devs decided on and has been part of the game since before its release to stop hostage situations and still make the game engaging for both sides. The game then switches your objective from protecting generators and hunting to finding the hatch or survivor before they can get out.
The game is not over till its over.
The lose of points is an issue with the emblems not the hatch mechanic itself as it has a legitimate purpose. What they need to do is reward the killer with a pip of it happens.
The Killer should have been considered a "Win" when they killed 2 survivors. That is, what the dev's themselves have said. Is the win condition of the Killer. However as far as the score goes, you have to get a 4k to pip in red ranks, therefore the win condition is actually to kill all survivors. While the survivors goal as a TEAM of 4 people is to power generators to open doors and escape. Also the EGC is not in any way the Killer's favor, survivors can 99% doors, and if you hook a survivor it slows the EGC timer. The whole purpose of 2 doors is so that the Killer can't camp 1 door. How many chances do you need to survive as Survivor before you decide to get good at the game?
As far as killer goes, if the Survivors failed to do their objective and power generators, there is no reason why the Killer who played well against a TEAM of 4 survivors should lose out on the 4k they deserve because a survivor abuses game mechanics to remain hidden taking the game hostage, or being given a free win mechanic. What does that tell the Killer? Their work doesn't matter? Did they do something wrong? No? Then why are they punished and forced to black pip or de pip for it.
You can try over and over again to attempt to convince me otherwise, but every part of the end of a match is survivor favored, and you can't change my mind.
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You can tell it's survivor biased, by the Hatch alone. An entire mechanic that gives survivors who failed at their goal a free win. A mechanic in which takes points from the Killer who played well, while at the same time giving max points of a category to a survivor (or survivors if they had a key), whom failed at accomplishing their goal.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1013334#Comment_1013334
To be fair for someone with a bad team to turn it aroud survivors would need to be able to 1v1 the killer in every chase versus those of thw same skill level since we know right now all players will go down as its just a matter of time. This makes the balance actually worse.
As it's been stated many times before the hatch is there to simply end the game as its basically over so there is no need to prolong it with a survivor who can hide for 20m. It's not a punishment but a QOL feature so both parties can just move onto the next game.
The devs see a hatch escape and a killer getting three kills as a win for them. The hatch is basically the ast ditch attempt at a race for escape or kill before the egc hide and seek 2 mins.
I never said the survivor should be able to 1v1 the killer - at that point in the game there is not a single reason why the survivor should even win at that point. So EGC should start, and if the survivor tries to hide, they die to the entity.
All the hatch does is take points from the Killer (because he loses on sacrifice points, meaning he is forced to black pip in high ranks), and then reward players for not playing well - while at the same time punishing Killers who did play well.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1011784#Comment_1011784
that means basicly only play swf. Random Survivors often disconnect when the killer finds them, or kill themself on the first hook.
Basicly, the game is over when the first survivor dies within a minute without a gen being done.
And thats not the killer doing good, its a survivor screwing his team, or a killer camping.
The hatch gives an incentive to keep the game running as survivor, because even if you fail, the last one still might get out. Sure, there are hatchcampers, but they are not as common as a lot of people claim, as well as those guys that do nothing at all during the game and then get the hatch undeserved.
So, without hatch games would go for about 2 minutes with random surivovrs, because one would kill himself/disconnect and the others would then too. Doesnt sound funny.
Why punish the player doing well because someone else had a bad team? That doesn't make any sense to me at all. Your response is exactly the one sided mindset that is creating toxicity in the game and giving survivors to expect to win every round because they got bad teammates. That's not the case at all. If you end up with a bad team, and can't turn it around yourself, then you lose. It's how it's supposed to be. If you can't handle that, then yes. Get a SWF, or play Killer. Or as the director has told players - go play another game.
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@Wooferson said:
How many of you (survivor or killer) play solely with the goal of pipping up or winning the game rather than for fun? Who plays just to have fun?
I'm of the opinion that it's easier to play for fun as killer (faster queue atm and not having a team rely on you) but its plausible as well to have fun as survivor if you enjoy running the killer around or something along those lines.
Personally, I play for fun as killer since I tend to get a decent amount of BP even when memeing around with ghostface or legion, but I know theres a lot (at least that I've seen) of killers and survivors that are only dead set on winning the game or pipping up.
It's hard to have fun in a game, when the players treats you like you lose every time you face them. Then the game itself tells you "you lose" every time you do well. It's a no win situation even when you do win, and at some point the amount of toxicity, bad rng, and poor point system makes the game no fun and unplayable.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1011813#Comment_1011813
Purely subjective. I know Doc mains that consider it an overall buff, and some who prefered his current kit who think it's a nerf.
I don't play Doctor, but playing against him in the PTB was just laughable. Most of the time Doctor couldn't even find survivors, let alone hit them. I know they are gonna fix the delay on his attack, but in comparison to the old Doc he is just a m1 killer with cool lights, that you just safe loop till all the gens are done. There's no difference playing against him now like many other m1 killers, and it makes the game pretty boring when all the killers are the same.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1011384#Comment_1011384
Yes let's all ignore the fact Doc is being buffed, a sign many more killer buffs are in dbd's future.
Doc got a Nerf.
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@Biggs said:
wel devs are intentionally picking up response with no value or about posts which are irelevant with pointless answer.. so no no chance they will responde to this at all :D maybe someone will just get ban as many people have reported on different sites that they got banned for saying their opinions.. I even got almost ban to say that devs are incompetent and we should play rather survivor or civilsation ... so sad
Almo sometimes responds to threads like these, they just responded to a thread about the Hatch mechanic.
I'm also a very straight-forward person, that doesn't sugar coat things. I have yet to get banned/jailed for voicing my opinions. I don't think the Moderators have any intention of silencing people for just voicing their opinion - I believe they most likely had a good reason to Jail or Ban a person for something they said in a thread, otherwise it could have very well just been a misunderstanding.
I have a firm belief that the developers of the game care a lot about their player base as well, and are doing their best to try and create the best game play for all their players not just new players. Heck look at the out of the blue Freddy nerfs where they nerfed his add ons to make them entirely un-usuable, just because players were not having fun - even in high ranks. I've seen Developers following some streamers, being active with the community, and genuinely caring about this game like it's their baby.
At the same time, they need to make money, so catering the new player base is important to ensure an income so they even can keep working on this game.
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@Almo said:
Boss has it right. The Hatch-Standoff was a very unpleasant feature of the game.
The whole concept of the Hatch is the very unpleasant feature of the game. OP has it right, all the Hatch has done is make Survivors instead of prioritizing generators, powering the gates, to escape. They prioritize fighting over the Hatch when things start to go wrong. This means letting teammates die on hook, sabotage their game play by sandbagging, or notifying the killer where there team are.
The excuse: "Your goal is surviving - not doing gens"
It's even worse for the Killer, as when the Killer does well that game, deserving the 4k. He loses a pip to a black pip in Purple/Red ranks because the last survivor takes the hatch, or camps out a door till the Hatch is close. Then just gets the door because it takes too much time for Killers to get to both doors before the Survivor just opens it themselves.
Even if you get to the door as it opens, they still can just take a hit and receives a sprint boost out the door.
"The hatch is important to stop Survivors from being able to take the game hostage by hiding"
You don't respond to players abusing issues in the game by giving them free wins. It creates entitlement, and toxicity among the community while at the same time ruining the game for the player that actually did well and deserved the win. I would sooner recommend that when there is only one survivor left EGC will activate. Doesn't complete the rest of the generators, doesn't open the doors, just EGC starts. The last survivor has to complete the remaining generators, and open the door before being taken by the Entity or the Killer.
"But there is no counterplay to that"
There is. It's called doing the objective before then. It's called saving your team so you have a better chance at completing your objective, and not relying solely on a free win mechanic to win. In a game where it's 1v4, then it should be expected the 4 people have to work together to each earn their win. Not just get lucky they were last to get the hook.
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I would like to see a Dev respond to this thread - rofl
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Freddy Counters;
- Stay awake, his entire kit relies on you being asleep.
- All of his abilities come with sound, and visual notifications, stay aware.
- Watch where he places Snares/Pallets, and avoid those areas. Trip them when he is far away so he has to waste projection to even come get you.
- Do not run across the map for a Clock, only get it if it's convenient near you. Don't fail a skill check to wake up, that notifies him of the gen you are on, and will probably project to it immediately. Some teams can utilize failing skill checks, failing one skill check wakes up everyone currently on a generator, so some fail a check near the end of a generator, or when they know Freddy's Projection is on cool down/ in chase / carrying a survivor.
- Waking Up is best done after a survivor is unhooked, then you just circulate staying awake at that point.
- Respect the Killer - No teabagging, pointing, or gesturing to taunt him. No clicky clicky the flashlight, or notification spamming. No saying "gg ez" in end game screen or "zzz", saying the game was boring to play against. Say "GG WP", "Thank-you for the trial", "may the trials be ever in your favor", and/or "Good luck next round".
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@bilaueta said:
I dont know why the devs didnt make any change to the main building when reworking the nurse.
This building is way to strong for looping to the point where as soon as you hit someone the survivor automatically runs to it and if they are competent players then you have to leave them alone since there is no time to waste, specially with ruin gone
All of the pallets in the building are impossible to mindgame or go around quickly and they can spawn unfairly close to each other. Mix that with the 2 windows that can easily be used till the entity blocks them and you've got a very broken structure where if you dont have a trap-based killer you are pretty much screwed.
I suggest that many of the debri in the place should have more open spots that killers can use to mindgame pallets or windows. For example the main entrance of the builing has a long wall that offers no mindgame potential at all. That should have an opening or be reduced in size to make looping there shorter and allowing more mindgaming opportunities
Now dont come at my with "spotted the killer main" or "git gud" because you are not adding anything to the converstion except that you do not know how to get your ideas across correctly. If you do not agree give me a good reason why you think that the building should not be reworked
I even repair it's generator after the first couple of gens too, because at that point in the game. The Killer has an easier time patrolling gens. It's like a free gen, and once the gen is repaired, becomes even more of a waste of time for the Killer to chase someone into that building.
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To be entirely fair, just rework the maps. Reduce the size, and reduce the amount of safe loops/pallets. Doing so would make chases (which is the fun part of the game), actually worth going for, and would push players (from both sides) to win on actual skill.
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@Almo said:
Check out Ralph on Twitch. He plays Huntress, and almost never uses M1. He knows all the angles!
Same with Umbra, she sit's in Red Ranks running Huntress (among other Killers), without even needing Add On's and with Shadowborn of all perks.
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I joined the game for Freddy.
My Mains are; Freddy, Ghostface, Legion, Nea, and Clown.
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@Umbrae_pk said:
I have asked myself this question a lot too, and still can’t wrap my head around why he’s so trash.
His bottles are great, and slow down chases by A LOT of time.
I hate seeing “clown is bad because he has bad map pressure” because killers don’t need map pressure to be good!
Look at Ghost Face, Huntress, maybe Spirit, and others I’m probably forgetting about. They don’t have good map pressure but they’re still great killers and can stomp a whole team.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1011234#Comment_1011234
Because they have god-tier chase potential. GF can turn of his TR, Huntress can hit from range and Spirit is the mindgame Queen.
Lol I think Umbrae was being sarcastic.
"Just look at the stealth killers, they do fine or Huntress who literally can throw an attack to cause injuries".
Rofl
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The Issue with Hawkins is no one is taking the time to learn it. Killer's have an easier time because any time a survivor get's chased they run like a chicken that just lost their head, instead of towards the good loops, and the map has some really strong loops.
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Surveillance
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Sometimes I answer survivors like this with the ol "I was working on gens, u?"
Imo Survivors always had the best comebacks, they are even better coming from the Killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1009514#Comment_1009514
What about Michael Myers?
0.0...
Dev's get on this brilliant idea, let Myer's crouch!
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He has a larger hitbox than other killers, so even though he is supposed to have more speed than survivors. It takes him longer to go around turns, so if Survivors formula one corners on a loop, he won't catch them no matter what. This makes Bamboozle (a very weak perk), a requirement on him.
He doesn't have much map pressure, being a killer on the slower side of all the killers - so requires Ruin. That makes 2 perks required on him already that doesn't give him a big advantage - as Ruin is not reliable in most cases.
His bottles take him a long time to make, and slows him down further to make them. In a game where every second counts. That's a huge handicap.
It is more difficult to see when you are hit by one of his toxins, but you can see enough to still loop very well against him.
Those are probably the biggest reasons that makes him the weakest killer. Otherwise he is a harder to play Huntress.
I would probably buff him by decreasing his hitbox, or increasing his speed. Reduce the time it takes to make concoctions, or remove the reduced movement when you make them. That would be a good starting point for making him more viable.
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@[Deleted User] said:
But I like shaking my booty to killers 🙁
I only accept this treatment from Jane mains.
And Tapp.
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Stop necromancing threads, Freddy is fine. Here is his counters;
Don't stay asleep, at least do your best not to be. However there are things that deter you from waking up properly, here is my giant list to countering Freddy;
- Don't chase Alarm Clocks, it will ALWAYS spawn at the furthest clock location from you, it's designed that way. Instead if Freddy chases you, loop him into your clock.
- Don't fail skill checks to wake up. It's incredibly risky, there are some cases where you can fail a skill check to wake up. I would only recommend it be the very last skill check before you complete a generator, or if you know Freddy is too far away and his projection is on cool-down to get to you in time. SWF and information perks helps with this. OoO is incredibly powerful against him.
- Hooked survivors are awake by default - making the best way to wake up is through an unhooked survivor.
- Staying awake is the biggest counter to Freddy as his entire kit (except projection) relies on you being asleep. It is easy to do with enough practice.
- Dropping pallets, and vaulting windows for even more distance is better against Freddy than looping, if you are being chased while being asleep.
- All of his abilities have cast times, and notifications (sound/animation). Be mindful of them, and you can avoid everything he tries. Like if you're looping him while you are asleep, don't run to loops you know has snares. Then if you see him placing snares, turn and run to the next safe loop - drop the pallet and run for the next safe loop.
- He rely's heavily on information perks to maintain pressure. Sole Survivor is a good perk to counter that if you're not the best of just being mindful of his presence.
- Remember to treat your Killer with kindness, don't teabag, gesture at, or point at him. It's rude and no fun for everyone - you're only embarrassing yourself. End the game with telling everyone "GG WP".
Freddy is probably the most balanced Killer in the game, and is easily countered when you get to know him better. Good luck friend, may the trials be ever in your favor.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1009027#Comment_1009027
Didn't it used to be within 6? 8 is over 1/3 of the entire system.
I'm not entirely sure, but until I stop having back to back games against rank 1's at rank 8 then It obviously isn't.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1009053#Comment_1009053
How was my statement entitled or toxic? Or are you attacking me as a person because you often disagree with me?
Responding to the dudes discussion with a dismissive statement - yeah that isn't rude at all. It's exactly how we should treat people. You we're 100% being friendly and contributing to a discussion.
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I think the first two responses is also why people are starting to leave DBD, too many entitled and toxic people to deal with.
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I don't play Plague because I can't stomach vomit horror.
Hah.
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Within 8 ranks is basically what you're looking at for the current matchmaking system. In addition the matchmaking goes off the highest player in a SWF, so what I am guessing is that is 2 swf's, both with a rank 8 and 7 respectively.
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I do my best to ignore chases where the survivor is directly running away from where I know other survivors are at. If that's the case, I won't waste time chasing them. However if they start running/looping towards where I know the survivors are at. Oh boy it's gonna dinner time in a second, and the main course of the meal is free hits for everyone. Surveillance is handy in these situations as it will tell me if a survivor returns to a generator I scared them off of, or if they start working on a new one. Making patrolling the generators easier, and I know where the survivors are at the whole time halfway through the trial.
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Pfft, i'll see you in Red Ranks: I'm running Borrowed Time, Dead Hard, Head On, and Pebble. If you don't heal me, i'm going to throw a rock at your head. Don't worry - i'm not being toxic, you'll have Endurance, because of my BT, and if he downs you again i'll sit in the locker in the basement to stun him if he tries to put you there again.
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Stalk up on green mori's and then mori the first survivor. Proceed to take the match hostage with Surveillance against the last 3 survivors. IF you haven't maxed all categories by the time they finish their second gen. Then kill another survivor and farm off the other 2. Then when you maxed everything...
Kill them both, because you need the 4k to stay in Red Ranks, and they can double pip and die.
They will get mad, but that's just how broken the emblem system is - at least they got iri Unbroken for being in the match for 9 minutes.
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Anyone that play's Quinton. I always ensure to bring a Mori for that trash goblin.
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Killer's get to red ranks, and try tunneling - then lose when they discover that Killer never was the power role, they just had easy games up to this point.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1007242#Comment_1007242
That's not what rank 8 is like as killer at all. I understand at rank 1 there are a couple optimal runners but other than that it's casual city.
Can I have your games then please? Every game is the same for me, that even ever 3-4th group are straight up running clan tag's or theme names. Honestly I've started stalking up on Mori's at this point because it's so unbelievably toxic what SWF's are doing to this game.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1007230#Comment_1007230
I mean cmon, you do kinda want the good guys to have an advantage. The game is balanced around solo Q, and it's only really a problem if all 4 survivors are very good players, or are SWF and also good players.
That's usually not the case, so most matches are in the killer's favor. There is a reason every killer has above a 50% kill rate.
Based on observations alone you see in most red rank killer's that's not the case. Once you hit rank 8 with Killer, every single one complains that the biggest problem in game is that all they face is swf, and optimal survivors who do nothing but harass and bully killers - making the game borderline unplayable and require to play survivor just for a break against the consistent bad games.
Like I want to know how individual their so called "statistic's" are, because it looks like either they were taken far too blanketed, or are straight up lies to try and calm the masses.
In addition these statistic's everyone keep referring to were made several patches ago, and changes have been made - greatly in the survivor sided favor. I mean - I'm a survivor who should have a hard time getting out of green, that's where I place my skill, but i'm already almost to red rank since yesterday.
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you're in my world now bi- Excellent individual contributing to society!
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That's the biggest issue in the game in my opinion. It's so unbalanced it's created a lot of entitled mindsets that makes many survivors very toxic, even when they do get their way.
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@Peanits said:
It's more or less there out of necessity. It did not spawn with zero generators completed before. The problem was, the survivors would then have to power 4/5 generators alone while the killer patrolled them. Since the killer could patrol them faster than a survivor could power them- and touching a generator tells the killer that someone was working on it- the only conceivable way a survivor could win was by waiting until the killer got bored and gave up, then do a generator. As a result, it became a very, very long game of hide and seek, and it wasn't fun for anyone involved.
These days, the hatch spawns. If the survivor gets there first, the game ends and you still win with three kills. If the killer gets it first, they close it and the EGC starts (odds are they'll get that last kill). Either way, the killer still wins and the game ends, you can move on to the next match.
I would much rather have the game end and move on, personally. If anything, I would just prefer if the emblems were more lenient when there was a hatch escape (since you basically had it in the bag).
That doesn't make sense when the emblems themselves won't reward you points for a win if you defeat 3 survivors before they finish 2-3 gens, and then on top of that you lose gatekeeper points if you prolong the game long enough to get points in other categories to black pip/pip while survivors finish the gens.
So where should a killer feel like they won? They get 2 kills, and de-pip. They get 3 kills, and the last kill to pip get's a free win mechanic when they didn't provide enough for their team to even win or merit that win.
Because taking the hatch and escaping guarantee's they are going to get a iri survival emblem.
I'm only speaking from observation, but I find myself in Purple and Red ranks feeling like i'm taking the game hostage after killing off 1 survivor, just to max my categories to ensure at least a black pip and that's not fun for anyone. Then my single pip or double pip depends on if the 3 remaining survivors can get the last few generators or not - which btw if i'm already against a team that couldn't beat me in under 9 minutes then most killers can 3 gen the game to the 4k at that point - abusing slugging which is even more boring for survivors.
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If you're the last survivor, EGC should start and require you to do your 5 gens alone, or die to the entity if you try to hide.
You don't deserve a free win simply because you and your entire team played bad, and at that point the Killer does deserve their 4k.
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Stay awake, but don't do so by failing a generator skill check. Just have survivors that get unhooked wake you up, or when Freddy comes for you, loop him to your clock - or when you finish a gen, make your way to your clock, and then work on the nearest gen to that clock.
Some teams have completed gens failing a skill check to wake everyone up, but I imagine that's only down with 4 man swf's, and only when the generator is already nearly complete.
Other than that it's easy, because now you can hear his terror radius as normal, you don't see fake pallets, you are unaffected and don't see snares. Everything else his kit has comes with audio and visual notifications, so just play safe.
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I like the changes for Legion, i'm staying positive by looking at the Ruin changes as a Legion buff.
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Switching from Killer to Survivor, because Killer has been very stressful to play, and it doesn't look like it's going to be looked into anytime soon. I mean it's been 2 years since the whole ordeal with Mathieu, and then they release an update directly damaging the role written entirely of the perceptive of the survivor, new survivors at that - who should be learning the game, not be having the game made easier for them.
Been going well, got one of my friends to join the game, and met a crowd of people online through discords and some streamers. De-ranked to help my friend learn, and ranking back up is pretty easy.
Though I do see myself switching back to killer, because I do believe work on the killer will be done at some point, it's just not anytime soon.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1006662#Comment_1006662
Bodyblocking is not bannable, period. It doesn't matter if it's a survivor blocking a killer from getting a hook or a killer blocking a window or a pallet to get a hit. It's all fair game.
What is bannable is holding the game hostage. This can include a killer blocking a survivor in a corner so they cannot leave. It would apply if a survivor managed to block a killer in a corner as well, although that's fairly rare since the killer can hit the survivor.
Short version, bodyblocking is not bannable, holding the game hostage is.
@Peanits Probably important to also note that a survivor blocking another survivor into a corner, or blocking paths for another survivor to get intentionally hit by a killer is called "Sandbagging", not "Body Blocking".
Some people get those mixed up :D
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Freddy, he's been my favorite Slasher killer since I was young, I was really excited to play him when he was released in this game, but I couldn't get the game till I had a computer to run it near the Stranger Things release.
The other killers I enjoy are Clown, Legion, and Ghostface.
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I've had matches that I could of ended before Survivors even did their third gen, but then I let them all leave, and give them hatch. Then they still flame me in chat and call me cancer.
So I've stopped. Mori's for everybody!
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@Carlosylu said:
So... I made a post you guys liked about your NEMESIS as survivor, but now IT'S THE KILLER'S TURN!
Do you have a specific survivor/skin you know it's gonna be trouble in paradise for you?
I'LL START: P3 Quentin, not many, but whoever dares to play Quentin and P3 him deserves respect...
Where do I begin?
Listen I don't have a problem with him, but every time he exists he gets a Mori. That's Quinton. They don't usually play well, I just don't like the look of him, and don't want to touch that for more than 1 hook.
Other than that, I have great difficulty against Meg's.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1006546#Comment_1006546
My favorite is the person who drops the first pallet super early, teabags, and then is so easy to down.
All that annoying stuff stops super quick when they realize they aren’t just like their favorite streamer
oooooo! The people you hit just before they drop the pallet, so they drop the pallet on you when you are recovering from your hit attack. Then they teabag, like as is if they didn't just waste the safe house x'D
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@TheBean said:
Love it... nice.
OP comes in... asks for some friendly advice. People throw out a couple of ideas to help, being nice to the OP.
@Pythonheir Stomps in... Insults everyone while giving their advice.
Sorry for replying in the thread OP.
I can delete the post if you prefer. Btw I only spoke against the people with the simple mindset that Freddy is just "easy", or that Forever Freddy was a good build - when it literally never was. Sorry if the truth insults you, but i'm not about to lie just so some people can feel better about their skill level.
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I'm a Rank 1 Freddy main, and I can confidently tell you that - my god is there some bad advice in here. Freddy isn't "the easiest killer" by far. He is the "best killer" when used right, and you still have to learn how to use him right. If all you do with his projection is teleport with it, then your wasting a lot of time, and throwing away a really good chase mechanic. If you don't put your snares properly than people will trip them when it doesn't matter, or simply not at all. Freddy at the same time takes a lot of skill in prediction, as all of his abilities each come with a cast time, and sound notifications/animations when he uses them. Forever Freddy is actually a terrible build, and may be one of the weakest - most pointless builds you could do with him, for the sole reason that any survivor that know's how to beat Freddy would simply wake up, and that deny's almost all regression you have from add ons - and that is easily done by a competent team of survivors who will just safe loop you to their clocks till you give up chasing them, or they wake each other up after you hook someone. Though here is the build below, and you can try it yourself. I am posting the original Forever Freddy build, and not the even weaker recreations people have been making up (because a lot of - not the most skillful survivors will all call any build on Freddy: "Forever Freddy, Christ even TallerToast said a Freddy with Distressing and BBQ with no add ons was "Forever Freddy" and he's a somewhat popular streamer).
Forever Freddy - Swing Chains, and Jump Rope (Add-Ons)
Sloppy Butcher, Thanatophobia, Pop Goes The Weasel, Hex: Ruin
A big thing about Killer is knowing that for certain - you are not protecting the first few gens, you simply cannot unless your very lucky with Ruin, and good survivors will find that bad boy in a matter of seconds at the start of a match - so it's also unreliable. Instead aim for the survivors to only get 2 or 3 gens repaired, and for when there is only 3 gens on the map.
Teleport across the map only when you absolutely have to - for example; If you know for certain they are working on a gen across the map, teleport to it. In a 3/4 gen scenario and you have to get across the whole trial to patrol it - you can teleport there, though sometimes that's even risky, only do it if you know for a fact they are working on it.
Place snares in unconventional places - instead of in front of a pallet, put it in the areas leading to a pallet from a generator, or around the corner of a pallet. Then survivors will try to safe loop you, but run into snares instead leading to a confirmed hit.
Having your teleport available really throws survivors off, because they get so used to always winning safe loops - but safe loops are not so safe when the killer can teleport to the generator ahead of you halfway through a chase to the next safe loop. Between loops, if there a generator near or at the next safe loop, try to teleport to it to throw the survivor off.
There are other uses for your teleport as well, if they are working on a generator in a high place, like the houses in Haddonfield, or the pier in the Swamp. Try faking a teleport to the generator they are working on, and they may just foolishly jump off/out the side right in front of you. You can also fake a teleport to a generator in a chase, forcing the survivor to either run to the side towards an unsafe area, or back again into you. Get creative.
Here are some nasty tip's for Freddy, that survivors hate (and rightly so).
- Denying DS: If you down a survivor right after they get off hook, and the other survivor either was running to a safe loop, or is too far away to chase as well - that you are forced to take the survivor you just downed. Don't worry. Place 3 snares in succession toward where the survivor can only go, and then pick them up. If they succeed DS - then they have to go through 3 snares in order to even get away since you already hit them putting them into sleeping state. 2 Free hits, and second hook - i'll take it in most games.
- Forcing Skill Fails: Know of a survivor working on 1 gen, but you don't have time to patrol it right away because you're so close to downing his injured survivor? Throw fake teleport at the generator(s) you know survivors are working on, the blood may scare them to try and jump off just as a skill check comes in, and the regression really messes with them.
- Keep everyone asleep. Free hits is your best friend, always take them, sure they can heal quickly enough, but brutality as as categories is maxed faster by hitting survivors, and they are slower at doing gens by default while being in the dream world. Not to mention that the dream world is difficult to see in, they glow so it's easier for you to see them (hah take that blendette), and you annoy them with that obnoxious lullaby.
- Don't chase, if they run to a safe loop that you don't preemptively have snares at, or can teleport ahead of them to. It will take too much time for you to set up snares while in chase, push them around for the pallet - into the snares, and then return to a generator. The free hits however will stack up and fall into your favor.
- Keep hooked survivors within your patrol, and an even better method is patrol only the 3 gen's nearest a hooked survivor. You are strongest against a 3 man, 3 gen left scenario. They simply cannot finish the last gen of a match without a 4th man. (This is a general killer tip) (Salty players have started to call it "Proximity Camping"). Just remember by the end of the day they can die and double pip, you require at least 2 sacrifices to black pip in red ranks.
- Learn to hide your red stain. It's a giant red light in front of your killer that tells Survivors what corner you are gonna come around, or where you are looking.
- If using a perk like "Make Your Choice", hook survivors next to generators, then walk away. The moment someone saves them, teleport to that generator. You get Make Your Choice go off because you were outside it's required radius of the hook, and at the same time you jump on the survivors quickly. They will probably call you a "camper" - just remember to ignore the hate, it's not easy playing Killer.
Here's the build I typically use, the best thing about Freddy since of his teleport ability you don't require Ruin to play well.
The Nightmare - Pill Bottle, Unicorn Block
Make Your Choice, Surveillance, Pop Goes The Weasel, Barbecue & Chili
There you have it, a moderately sized guide to playing Freddy. As far as perks go, I would suggest playing other Killer's first to unlock perks for Freddy to use, as he is much better with perks that are not his own. This also means you are going to have to be fine with losing - a lot at the beginning. I would suggest doing Killers in this Order;
- Cannibal: Level 35, Barbecue & Chilli
- Clown: Level 40, Pop Goes The Weasel
- Pig: Level 35 - 40, Surveillance, Make Your Choice
Good luck Killer, may the trials be ever in your favor.