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OniWantsYourMacaroni

OniWantsYourMacaroni

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OniWantsYourMacaroni
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  • I loved to use it aswell,but i just hate how much i have to avoid my obsession in order to keep my stacks.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1301494#Comment_1301494

    But if you see so little value in particular purple add ons that you’d rather hoard them than use them, then what’s the point?

    I think he/she just means that it's really hard to get a specific add on as survivor as opposed to killers that can easily get the addons they want which i agree on.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1301468#Comment_1301468

    I don’t think killers are as add on reliant as most claim. There’s just very little reason to not play with add ons because they’re abundant.

    Trapper,Wraith,Leatherface,Clown are 100% add on reliant in my opinion

    Nurse and Ghostface are a bit add on reliant because of their long cooldowns

  • @Nos37 said:

    Assuming you've never played against them and have their perks memorized, how can you tell which perks Survivors have equipped?

    I can go match after match without seeing Iron Grasp, but as soon as I equip Boil Over every Killer match after match has Iron Grasp magically equipped. How are they seeing my loadout?? I'm not streaming...

    That happens with every perk though.

    You use Unbreakable?

    Killer never slugs you.


    DS?

    Killer never tunnels

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1300587#Comment_1300587

    Maps it looks like they are trying to balance, taking small steps but atleast they're doing something. Moris I'd love for them to adjust but I'm extremely doubtful they will.

    They get way more information from people actually playing the game than people avoiding matches. If they hid the offerings then more people will play the matches and they'll get more information to be able to make changes.

    They said that they aren't happy with how moris work yet and that they will change something about them at one point in their most recent Q&A,so there is that i guess.

    And we have moris since the beginning of the game.There should already be more than enough data to use.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299971#Comment_1299971

    "Also if he's able to bring you up to tier 3 when the other one is slugged then it's pretty much game over anyway and not exclusive to the doctor."

    It is exclusive to him. Against any other killer you can actually make a play to get the person up off the ground and then reset the situation. Against Doc this is impossible because you can't heal the slug.

    "Making it possible to pick up downed survivor in tier 3 madness would also enable all the other healing actions thus making tier 3 absolutely worthless in the endgame."

    No it wouldn't. It can be made that you can only heal a dying survivor, I don't see why you think that would somehow be impossible from a programming perspective.

    " I have multiple times and never went down. And I said already that a static blast doesn't down you. The interrupt doesn't give you regression, and you can run for 2 seconds to prevent the mending timer to go down."

    The interrupt will cause your timer to tick for a moment and unless you react instantly (which is impossible human reaction is a quarter of a second AT BEST) you will lose time.

    "I would say I roughly fail one madness skillcheck per 3 doctor games. That this one failed skillcheck happens while I'm mending after being unhooked with a BT2 and the killer hit me but didn't tunnel me so I was able to snap and mend, I would say happens at MOST once a month, rounding up. And I blame that case on me, not on the evil madness 3. And I still don't go down in that case, I search for someone to heal me or take the agression to allow others to do gens or prevent someone else to go down with an easier position than me."

    First it sounds like you don't play survivor all that often because Doc is super common at high ranks, at least on Xbox. Second, I doubt that you hit every skill check that consistently. I have 3k hours in this game, mostly as survivor, I can hit great skill checks consistently and even Unnerving Overcharge skill checks but it's still not difficult to fail at least 1 Snap Out skill check per game if the Doc is any good at what he does and pressures you. The only way for you to almost never fail a skill check like that is if you run clear across the map and waste 30 seconds just to get to a super duper safe spot before you do it, which means that you are wasting massive amounts of time or the Doc isn't very good. Third, relying on someone to heal you was the ORIGINAL problem with BT the devs sought to fix. That's why Deep Wounds came about because they wanted to have an action you can do WITHOUT the need for another teammate. It's why they added clocks to Freddy so that you can wake up when you are the last survivor and there's no option to fail a skill check.

    "So why calling madness a threat? That came from you. Beneath that, Deep Wounds is lethal, you go down from that, it is just too easy to counter to actually call it lethal."

    Threat =/= lethal. Madness 3 forces you to waste time before you can perform actions and reveals you position constantly to the killer. It's part of the reason Doc is probably the strongest killer in a 3 gen because he can outright STOP you from repairing. Other killers have to actively protect the gens but Doc doesn't. Deep Wounds is similar, but instead of just blocking actions it threatens you with going into dying if you don't do something about it. It's not meant to down you unless you just fail to do the action. However not having the option to do the action makes it an unfair threat because now you have no choice but to go down. This was the exact problem with old Legion. You just straight up didn't have the option to avoid eating the DW timer and going down. Doc shouldn't get an exception for basically the same thing.

    "As I said, if the killer camps a slug and gets rewarded for that -> survivor fail. Just don't do that against a doc without good reason. If 2 survivors left -> yeah, probably easier endgame for doc, but at that point I'd already say well played again."

    My point was mainly regarding the last 2 survivors, but killers can force altruism. If it's a situation of 3 survivors and 2 or more gens then all the Doc needs to do is slug the guy near 2 of the 4 gens and protect them, shocking anyone that comes near and blocking them from healing the slug.

    "From my point of view I could also ask why survivors need these changes. Because I already repeated that you have plenty possibilities to not go down by that oh so unfair scenario, which takes place maybe once a month. I really think this is not a game breaker at all and that things like that are purely raised by bad survivor play. And therefore I would never vote up to put development time into something that barely touches me"

    I've explained why... because it puts them in unfair unwinnable situations. Against a GOOD Doc, they can make you go down from DW timer by pressuring you and using Static Blast or shocking you. It is very game breaking when it happens, maybe not every Doc game but it happens enough that it's a problem.

    Again, WHY DOES THE DOC NEED IT? There are more reasons to change it than there are to keep it. Your argument basically boils down to "well it doesn't happen enough" yea neither does a 3 man escape with a key but you wouldn't sit here and tell me keys are fair I'm sure (and no it's not common either, I see key +3 man escapes as survivor or killer maybe once every 10 games where there is a key, most of the time when someone brings a key they are the only one to escape sometimes also a second). Know what else doesn't happen often is a mori spam, yet that was changed because it was stupid WHEN IT WOULD HAPPEN. Just because something is infrequent doesn't automatically make it fair.

    Doc does not need either of these things. PERIOD. He is strong enough that they can be changed and it won't hurt him.

    @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1300637#Comment_1300637

    LOL yes that's exactly it. Has nothing to do with the fact that the situations where either of these events take place are borderline unwinnable for survivors without any requirement of skill or good play from the killer. Nope, not at all.

    SMH

    Plus it's not like Doc wouldn't be a strong killer if both were changed. Nope, even though people say these situations are rare doing this would completely nerf him into the ground and make him totally unviable.

    SMH again

    You forgot to quote another person.

    Mending + Snapping out of it is definetely not fair like it is now

    Well,then should the last survivor be able to attempt to escape?Because he could also make a play and escape with certain perks,items or addons right?

    And if the doctor got down to only 2 survivors where one is downed then he clearly did something good,right?

    I mean sure,it wouldn't ruin doctor to make survivors in tier 3 madness possible to pick up downed survivors but i don't see it being really necessary to change either.

  • Don't know where you live but,

    It should be the same like all the other original chapters.

  • @MasterTater said:

    Buckle Up's effect of seeing the killer is not very useful what fi instead it had a borrowed time effect so that the new perk would be

    "Unlocks potential in one's Aura-reading ability.

    The recovery progress of dying Survivors can be determined by the intensity of their Auras 

     at a distance of up to 48 metres.

    When you heal a Survivor from the Dying State  to Injured for 15 seconds, any damage taken that would put the unhooked Survivor into the Dying State will instead apply the Deep Wound 

     Status Effect. The Survivor has 10/15/20 seconds to mend themselves.

    This would be a good anti slugging tool to help your teammates since most of the anti slugging perks are for yourself.

    I would absolutely hate that as a killer honestly.

    Killers already have to play around strong perks like BT,DS,Unbreakable all the time.

    Buffing buckle up that way would be too strong.You already have to take unbreakable into account when trying to slug.

    I would rather change it to something completely different.We already have perks like unbreakable and for the people to counter slugging anyway.

  • @bm33 said:

    Right now survivors will leave while the game is loading if they see a hidden offering from the killer to avoid an ebony mori or killer will leave if it's a map offering they don't like. Hide all offerings unless they are Bloody Party Streamers or the seasonal/special ones like Gruesome Gateau or Pustula Petals. This would hopefully cut down on the amount of people that leave when the game is loading in.

    No,i would rather see the devs properly balance maps and moris so players don't feel forced to DC in order to avoid an extremely unfun match.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1300567#Comment_1300567

    • The range is already 32 meters
    • 20 seconds is too short
    • 5% is barely any different from 8%. If anything, the percentage needs to be buffed to 12% or something.

    Wasn't the range nerfed to 24 metres?

    Then maybe a cooldown of 30 seconds and 10% regression?

  • @snowflake102 said:

    I like to play as,

    (1) shape, ghost face and the pig cause I like to play sneaky with them :D

    (2) hag and spirit for scares and Hillbilly and leatherface just because I like to play as em:)

    (3) clown cause of his lough:D And the dr with his lough and music:D

    (4) plague and Huntress for there range attacks:)

    (5) legion sometimes:) trapper not much but I play as him:) nurse not really that good with her:( But I try to get better at her:)

    These are my top ones I play as for fun:D

    What ones do you play for fun, from rank 1 all the way to rank 20?

    Getting those awesome shots as Deathslinger is also a lot of fun :D

  • @gatsby said:

    Surge is alright on some killers and maps, but there are a couple quality of life things that could make it much better.

    1. Give it the Infectious Fright treatment so putting a Survivor in the dying state triggers it. So locker grabs and Killers that down with their power like the chainsaw users can get value from it.
    2. Let the -8% gen penalty hit already regressing generators to give it more use with the other gen regression perks like Ruin and Pop.

    What if we increase the range to 32m,remove or lower the cooldown to about 20 or 30 seconds and reduce the regression to -5% ?

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299907#Comment_1299907

    "And you are STILL able to play around that easily"

    I question whether or not you've actually been in the situation where you have both Madness 3 and Deep Wounds at the same time. Even if it was from BT3 there is still a good chance you will go down if he uses Static Blast to interrupt you.

    "And as I said, skillchecks are pretty easy."

    Easy but the punishment for a SINGLE error is way too high. Again all that needs to happen is you fail 1 skill check which can happen even for experienced players when there is a lot going on. Unless you mean I should run clear across the map to do this, but we all know that's just impractical and silly. I shouldn't have to do that to ensure I don't get severely punished for a single relatively easy to make mistake.

    "Not being able to repair is not a threat. It is not lethal. It is slowdown, nothing else. Same reason why Deep Wounds is not a threat."

    They are not meant to be lethal. They are meant to be slow down mechanics.

    "And it does not give the killer free slugs, because it takes quite some effort to get ALL survivors into madness 3 at which point I would say well played."

    It's not all that hard if you stay near the slugged survivor and Static Blast/Shock any survivors that get close. And when there are 2 survivors left it is very much a free slug. Slug one, put the other in Madness 3, now there is no chance for them to recover from that situation. No other killer can do this. If you want to slug as any other killer there is still a chance the survivor can revive the other one and they reset the situation. Doc gets a free slug in this case and there is nothing you can do about it.

    "I think madness 3 is not a threat, so I'm fine with that "single rare situation" where madness 3 is strong"

    It's not meant to be a THREAT, and strong is an understatement. It's borderline broken because of the way these effects interact with each other. The devs even said on stream on time around Doc's rework that they will be looking at how Deep Wounds and Madness 3 play out, and make changes if necessary. Well, turns out that change is needed after all.

    "And just to mention: I think when multiple people are slugged and the rest on tier 3, it is most likely bad team play. I would guess that is over altruistic behaviour, like crouching around in the doc radius exposing themselves and causing this multiple slug/madness, because "getting this slug up is so GAWDDAMN Important right now!" Multiple slugs is almost always caused by bad survivors, failing flashlight attempts or hiding like derpface in scary movie."

    It's not necessarily bad team play as much as it is just Doc getting stuff for free. He can actually slug very effectively. Of course it does rely on altruism, but considering Doc can ALSO be incredibly strong in a 3 gen he can force this altruism in a lot of situations.

    Deep Wounds/Madness 3 are not meant to kill you. The killer has to ACTIVELY do something for that to happen. They are time sinks, meant to waste survivor time while the killer does whatever they need to do. But the way these two mechanics interact with each other lead to several rather unfair outcomes that can't be avoided, much like old Legion.

    Again what does it hurt Doc to make these 2 changes? He is still a plenty strong killer without them. He has all the tools necessary to control the game and catch survivors. He has tracking, slow down, and anti-chase tools at his disposal, he doesn't need these 2 things. Unless you can justify keeping them then you honestly have no argument. MAYBE old Doc would have needed them (I would still say he didn't) but new Doc definitely does not need them.

    I agree that the interaction between deep wounds and snapping out of it should be looked at.

    Also if he's able to bring you up to tier 3 when the other one is slugged then it's pretty much game over anyway and not exclusive to the doctor.Changing his tier 3 only because of that specific situation would be the same like the last survivor being able to attempt to escape on the hook.

    Making it possible to pick up downed survivor in tier 3 madness would also enable all the other healing actions thus making tier 3 absolutely worthless in the endgame.Sure he's a decent killer now after the rework but that's why i don't understand why one should nerf one important part of his kit.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299455#Comment_1299455

    Tombstone requires a massive amount of stalk. It forces the Myers to basically give up his early game for a strong endgame.

    Not to mention if Survivors don't feed him, he won't have enough to get the chance to use Tombstone. Whcih is really easy to do because Tombstone makes him slower.

    But then there is the tombstone piece + j. Myers memorial combo that has pretty no downside :]

    The only change i would make to his ultra rare addon is that hitting a survivor from 15m with your gun should expose that survivor for like 20 or 30 seconds,because most of the time you aren't able to fully reel them in at that distance in my opinion

  • @DetailedDetriment said:

    If you can unhook survivors in tier 3, why can't you heal dying ones? I've had so many unwinnable games because I'm stuck in a chase against a slugging Doc while my whole team is down. God-for-bid they run Unbreakable. That slot is reserved for Self-Care.

    I honestly think that doctor is fine the way he is.

    If your teammates get slugged by a doctor then that's 100% a misplay on their part.Also making it possible to pick up downed survivors in tier 3 madness would probably mean that all the other healing options would be possible too thus making his tier 3 madness really really weak.

    The only thing i would change about him is that the random screaming the survivor does at tier 3 madness doesn't cancel actions like vaulting and snapping out should pause the mend timer.

  • Well it's a great perk overall and pretty strong if paired up with resilience for faster vault speed

  • Matchmaking rant thread #3526261

    The devs are aware of the matchmaking issues and are currently working on a new ranking system.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299234#Comment_1299234

    I mean, the amount of people that complains about snares would have you believe that maybe staying asleep would be more dangerous for you. Just saying.

    But yeah I agree, maybe something more than just doing skillchecks. But I don't see something like doing puzzles to solve stuff to be engaging for this game in particular.

    That's why i think secondary objectives won't be a thing for now on.

    Balancing AND making them engaging doesn't sound like an easy task at all.

  • You will never be able to give solo survivor something as strong as the communication SWFs have.That's why one can only buff solo survivors to a level that is more or less comparable to them.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299173#Comment_1299173

    That didn't go so well with Freddy.

    Though, I think a Second Objective that is like the Pig's RBTs could be good. You can ignore it, but if you ignore it for too long you might find yourself in danger.

    I mean you can't really mention freddy because he didn't provide any secondary objectives that were directly tied to your survival.

    If the devs would ever implement a secondary objective,then it has to be something fun and interactive that would also require a bit more skill than just sitting on a gen.

  • @clem1710 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299198#Comment_1299198

    It's a pvp game. Some players are chill, but many of them will sweat. And they should balance the game arround these ones. You can't balance a game arround casual players

    They should,but as i said only after buffing solo survivors.Because giving SWF something like a repair penalty would punish the players that just want to have fun with their friends.

    And i would say that most of the SWF i versed were rather chill than tryhard.I only encountered like a handful of sweaty SWFs and i've been playing this game for a very very long time.

  • @Nurgling7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299198#Comment_1299198

    So make it that every object in a Survivor's LoS has its aura projected to the other Survivors?

    I would rather make it possible to see your teammates loadout pre- and in-game.And add new icons (similiar to the healthy/injured/downed survivor ones) that show which survivor is getting chased,healed etc. but can only be seen from survivors like freddys sleep timer.

  • @clem1710 said:

    Why didn't you nerf SWF teams already? Using voice comms is unfair and it's breaking the game. Swf players should have a repair speed penalty, depending on how big is the group. Or at least give killers a BP bonus when playing against swf. Nothing can counter 4 competent survivors on comms.

    I think many people extremely overestimate SWF.Sure coordinated SWF are really really strong but they are very very rare too.

    Most SWF are just a chill group of friends.

    The only way to handly SWF is to buff solo survivors to a level that is similiar to SWF and then buff killers accordingly.

  • Nothing wrong with that.OP just wanted to know whether his/her idea was a good one or not.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299110#Comment_1299110

    Uh, all survivors are moving at the same time though. Its not like one moves and finds a gen whike the other 3 are frozen in place. Potatoes aside theyre either breaking totems or moving to a gen.

    Just logically speaking had you not run CI you would have found them on a gen, running CI you find them moving to a gen. Congrats, youre chasing 1 survivor 10 seconds sooner and the rest are on a gen shortly there after. Then tge perk is gone and youre still down 2 by the time you get your second hook. You get more value out of otger things like pop and thrilling tremors, endurung, brutal, all these things. Anytime I run it I regret it. Id rather run any hex perk rather than CI

    Well,it at least saves you SOME time.

    And that time can be as important as the time perks like enduring,brutal etc. can save you.

    I definetely had games where perks like pop,thriling etc. weren't helpful at all too.

    But that's the issue with every perk in the game.Sometimes they help you sometimes they don't help you at all.At the end it all comes down to preference.

    And since the nerf of Ruin, corrupt intervention is the only early game delay perk killers have unfortunately.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299106#Comment_1299106

    It takes me 20 seconds to get to a gen when the killer runs CI. So congrats, you used an entire perk slot to waste 20 seconds of my time.

    If you would apply that to every survivor then you pretty much saved a gens worth of time.

  • @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299097#Comment_1299097

    Percentages im pretty sure got turned down a little.

    You misunderstood that.

    They nerfed the bonus progression from great skill checks (from 2% to 1%)

    BNP were not changed

  • @Dead_by_Gadfly said:

    I hate corrupt intervention. I dont understand why people think its so good.

    Corrupt intervention is really good to stop survivors from immediatly repairing the gen they spawned on.

    -This will give the killer a little head start to prepare themself (great for killers like hag and trapper)

    -force the survivors to move towards the killer thus shortening the time it takes to start the first chase

    -And makes it harder for survivors to work on different generators thus increasing the likeliness of them grouping up (Perfect for killers like plague or legion)

  • @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299077#Comment_1299077

    Yeah and those got reworked/nerfed. Unlike Mori's which are the strongest thing in the game, and haven't been looked at since early 2016. Also, BNP recently got nerfed even more with the mid chapter patch.

    Yes,and that's a huge problem.

    But judging from the recent Q&A stream the devs will take their time to adjust them unfortunately.

    How did BNP get nerfed in the recent mid chapter?

  • @USELESS said:

    Having some trouble with gen rushers any good build especially for trapper and doctor?

    There won't be any builds that will completely stop survivors rushing gens.

    Sure there are perks like corrupt intervention or pop goes the weasel that may help you delaying the game a bit,but it's really on you as the killer to apply quickly as much pressure as you can.

    Getting gen rushed multiple times in a row means you are makeing too many mistakes in your games.I would rather rewatch your games or ask somebody to help you identifying your mistakes amd start to improve on them.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1298897#Comment_1298897

    That still doesnt mean its undeserved. If its in the game, theres nothing wrong if you use it. Same with keys and other strong things.

    Well,Brand New Parts that instantly repaired a generator or Insta Heals were also a thing.

    Does that mean they are balanced because they were in the game?

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1298818#Comment_1298818

    Just because someone uses a Mori, it doesnt mean he is bad/doesnt deserve a 4k.

    I know that moris are pretty strong but if survivors can bring their best items/perks, why shouldnt killers too?

    I'm pretty sure everyone can agree that the strongest thing in the game is an ebony mori.There is nothing that is even remotely close to that.

    I've seen waaaay to many killers get hard carried by their mori because they immediatly tunnel the first person of the hook.

    Keys are more or less in the same category but i've seen like maybe a handful of game changing key uses in several thousands of hours of playing killer.


    Didn't want to sound too rude OP.That one guy was just a salty idiot.Nothing new in this game and happens all the time.

  • Yeah,what a useless post.

    Cool,OP got a 4K with Ebony Mori and pipped.Great.

  • Combo that with BT and we have old BT again but this time you could use it multiple times in the match instead of one time.

    It would be waaaaay too strong.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1295587#Comment_1295587

    It would also completely kill her power.

    Remember in the PTB where the whoosh was directional? Yea she was awful.

    If you know when she is phasing that completely defeats the purpose of her power. Try it. Play a KYF game and tell your friend every time you phase. Watch how much of a difference it makes.

    The directional audio cue was too much,that's obvious.

    But adding something like glowing shards or something else would actually give spirit even more mindgame potential.

    For example:

    If the survivor drops a pallet you could use your power,making the survivor think you would go around,but just stand still and make him vault into you.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1296088#Comment_1296088

    What play? Your presumption is survivors should have 0 risk from freddys power until he hits you..which is rediculous in itself..he plays like most other killers and has similar counterplay..with the added staying awake to give you a head start..failure to apply this is on you

    Whats so wrong about that?

    Stealth killers and legion follow more or less the same design.They have an easy time getting that first hit but downing them will be harder.

    Freddy would have a harder time getting the first hit but the second one would be much easier.And that would only apply to survivors that managed to stay awake up until they get chased.

    It would also add a bit more strategy to his decision making.Should he chase the injured survivor that is awake or the healthy one that is asleep.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1296052#Comment_1296052

    Thsts like rewarding survivors for hiding , not a good idea and no it's not the same..not even close, you dont get hurt unless he catches you...your not being passively harmed

    But why is it like rewarding survivors for hiding?

    He doesn't have proper counterplay.His only counterplay is staying awake,but even that won't stop you from falling asleep without freddy having to do anything for it.

    I compared freddy and old legion because in both scenarios survivors aren't rewarded properly for making the right play.

  • @ItsBoe said:

    So like... You should totally make these key chains irl and sell them. I'd buy the david, kate and claudette ones for sure. I love them so much!!!

    Am I the only who thinks this? LOL

    I'm surprised they aren't doing something like that already.Seems like a perfect idea for more Merch in the store

  • No,it's not like hitting the skill check would be that hard anyway.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1295741#Comment_1295741

    Just because he doesnt have to put you to sleep is not a passive use of his power..it just gives you varying times of vulnerability to his powers which he does have to use himself..difference being your not always vulnerable to them

    It kind of is though.It feels a bit like old legion.Doesn't matter how much you made him miss his frenzy hit you will get hit at the end anyway and there is nothing you can really do against that.

    Same like freddy,it doesn't matter how often you went to clocks/failed skill check/got help from your teammates you will still fall asleep when he's chasing you without him having to touch you at all.

    Don't know why one shouldn't reward survivors for staying awake and not getting hit.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1295867#Comment_1295867

    There is nothing wrong about Freddy.

    The only thing I agree should be changed is the Passive Timer, but only the fact that it pauses or slows down if you are in a chase. Outside of it it's fine.

    His oblivious effect isn't really much of an effect and more of a debuff for him, making him incredibly susceptible to Object of Obsession. Also if you are complaining about BT, don't freaking unhook in front of him, never in a million years do you want to do that, that's just horrible decision making on your part. Only unhook when it's safe to do so, and if the Killer is camping, just rush through gens and get to the next game, that's not the fault of the Killer, but the fault of the player.

    10 Puddles that don't slow you down a lot, L & T walls are his Nightmare because they don't have pallets and you can still fast vault over a snare. I honestly think fake pallets are far more powerful purely because of the fact that you don't see it coming half of the time and you often forget which pallets are used.

    Also the ability of notifying survivors in advance that he is coming to your location. Not to mention he has a global sound effect that notifies you that he is channeling a teleport.

    And no, I'm not a Freddy main, I main Survivor, but unlike most of the Forum I prefer to face Killers that has a strong chase potential and force me to use every resource I can possibly have as well as sweat the whole game to escape.

    Just wanted to clear up that snares force a medium vault if placed a bit further from the window thus making L & T walls even weaker than they already are.

    Furthermore snares pretty much always guarantee a hit if placed correctly at filler pallets and pallet gyms and make jungle gyms at least less safe.

    His fake pallets make him more of a hag/trapper kind of killer.Weak early game for a potential stronger mid and end game.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1295668#Comment_1295668

    It will happen sure..but the killer is the solo role..your not supposed to be able to evade him forever , the sense of impending struggle with the killer chases is the entire point of the power role

    But freddy is the only killer that doesn't even have to work in order to use his power.

    Killers like Huntress,Oni or Nurse are strong and representing the killer role as the power role,but they have to work in order to apply their power.

    Freddy can just wait a bit until the survivor falls asleep and then use his power on them.

    I agree that the killer is supposed to be the power role but you should also work for your win.

    Because then one could just say that old legion was totally ok the way he/she was.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1295608#Comment_1295608

    Just goes back to what I said about prioritizing..you know it will happen and when , and have 3 ways to escape it..it is more than fair..if you let it get to that point then that is on you

    My problem with freddy is that a survivor can go to a clock/fail a skill check/find an awake teammate but will still fall asleep in a chase withou the freddy having to hit that survivor.

  • @OhHelloThere said:

    no, just no, i dont want to see ebony mori every 3 games

    Believe me,currently it is much easier to get ebony moris than Bloody party streamers.Switching rarities would make it easier to get BPS but harder to get Ebony moris.

  • @LintyScorpion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1294880#Comment_1294880

    I know that freddy is fine, but a for a lot of survivors he doesn't seem fine. They think that He's op because of getting fake pallets/snares, as well as teleportation as well as the fact that placing snares doesn't slow Freddy down. They say that he was given too much. I was trying to think of ways to make him feel better, without actually taking away from his powers.

    The only thing that is unfair about freddy is his timer.That's it.

    Make it pause in a chase and he would be 100% fine.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1295071#Comment_1295071

    Whether to wake up and be safe from freddys powers..or prioritize gens..cuz you know, survivor should require SOME decision making man

    It's just unfair when you managed to stay awake up until the chase and you fall asleep mid chase anyway without freddy having to hit you at all.

    Make his timer pause mid chase and he'll be fine

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1295116#Comment_1295116

    People use this "incompetent Spirit" argument a lot.

    Fact is, if the killer is good it doesn't matter what killer they pick, they will catch you quickly. Good Nurse, Freddy, Billy, and Huntress players have super short chases. Hell even really good Clowns or Bubbas can catch people really fast.

    So to say that "you can only run from a bad Spirit" can be applied to literally any killer. Any "good" killer will catch you crazy fast. But it only seems to be a problem if it's a Spirit though.

    ¯\_(ツ)_/¯

    I would say that it's only a problem with spirit because there isn't much information about her power in a chase.

    Adding a subtle sign that shows when she's using her power would provide survivors much more information/interaction to work with while giving the spirit more mindgame opportunities.

  • @Raven014 said:

    Not to mention, Spirit cant see people when phasing. Survivor mains seem to forget this fact.

    Sure, stridor is useful, but as Caudetteinabush has said, it can also confuse Spirit players.

    https://forum.deadbydaylight.com/en/discussion/comment/1290406#Comment_1290406

    Making it too obvious would make her power kind of worthless... maybe making her glass shine when she starts to use her power? That would be something that veterans could take advantage of, while still providing a skillful element for them.

    Of course it shouldn't be something too obvious.A more or less subtle sign that is recognizable at close to mid range.

    It would give survivors more information/interaction with her in a chase AND give the spirit more opportunities to mindgame.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1294948#Comment_1294948

    What a lot of people miss is you can put pallets down anywhere a pallet could possibly spawn, not just replace tge pallets that did spawn. So what map it is doesnt matter as much as somethink

    That only applies to filler pallet spawns.Jungle and pallet gyms are unaffected from that,making his early game very weak on many map similiar to Hag and Trapper.

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