OniWantsYourMacaroni
OniWantsYourMacaroni
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1294888#Comment_1294888
God no, Snares are by far weaker than Pallets. I don't want to face a Freddy with Pallets all the time, I'd rather face him purely with Snares.
Never ever are the fake pallets stronger than the snares.
Fake pallets are kind of map reliant.
They have much more counterplay than snares have thus making them far less consistent.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1294893#Comment_1294893
Because when the survivors not asleep hes an m1 killer straight up, which is useless in this game at the current rates. Im not exactly against it, it just seems unnecessary as that first hit usually happens pretty quick anyway
I mean,most stealth killers and legion have an easy time getting that first hit.
So why couldn't freddy be the reverse of that?
First hit is harder but the second one would be easier (And that only applies to survivors that managed to stay awake up until the chase starts).He would then have to actually work for his power like all the other killers have to aswell.
It wouldn't be unnecessary because there are survivors that are good at avoiding getting hit.
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@MTK said:
I've had this opinion for a while now but I'm not sure if many others share it. I feel like baseline wraith with his default ability, unenhanced by addons, is too weak while his top addons are kinda over the top. Obviously they are not as much an outlier as irid hatchet but I think they could be toned down a little bit while helping out his baseline toolkit.
I agree 100%
That's the kind of design that should apply to every killer.Addons should never make a killer feel that drastically different like ghostface with cooldown addons or wraith with bell addons
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1294886#Comment_1294886
AT MOST make his dream pallets base and snares add ons, i can see that since snares are stronger.
Why would you be against making his sleep timer stop in a chase?
Wouldn't you agree that it's quite unfair that a survivor will fall asleep mid chase even if he failed skill checks before/got help from teammates/went to clocks and freddy didn't hit him?
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@Dead_by_Gadfly said:
Theres nothing wrong with him as he is now, just miss a skill check if youre that concerned with it
@HollowsGrief said:
Freddy is fine. The killers should feel hard to vs. It should feel difficult to escape and as a result, feel more rewarding.
@LintyScorpion said:
I have an idea for Freddy's passive sleep timer. What if instead of being passive, we make it something he has to activley do. Like how he use to prerework you would have to choose someone to pull into the dream state. This way, if he were to pull you into dream state, you would be able to tell if the surrounding area is full of fake pallets/snares, and can tell whether or not you should go for a new area. This would reduce the feeling of his pallets.snares "being everywhere" and would in my opinion make him more fun to play against for more survivor's, without having to nerf him too much. This would lead to a question of whether or not that means him hitting a survivor should still pull them into the dream world or not, and that is something we can discuss further. This is my first time suggesting a change for a killer (I'm not sure if there is a suggestions subsection) so feel free to share your thoughts/feedback.
I would say make his passive sleep timer stop in a chase to reward survivors that managed to keep themself awake up until that point and he would be fine.
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@Prasie_Atua said:
twitter is a place the devs go to have fun they dont want to listen to your every need and want their people too and would like a break if you have an issue please just take it to the fourms I know the game can be buggy and bad at times but the devs do work hard so stop going to twitter and bothering them
You will see people complaining about everything on every social media,not just twitter.
Absolute waste of the time to try and stop them doing that
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@Naynaa said:
https://forum.deadbydaylight.com/en/discussion/comment/1294765#Comment_1294765
Hmmm in my opinion the unhooking boost would be nothing considered as useless. If you take into consideration other perks that improve unhook speed such as Resilience, Spine Chill, Leader aura or even heck No One Left Behind in end game it could be an insta save. If that change would go through You have that 20% from WGLF, 15% from Resilience + Spine chill combo which are commonly run perks these days and even if you want to do a build in swf you get leader from somebody - 25% so that makes it already 50% faster + in end game if you'd run No One Left behind which gives 50% faster unhook you'll get 100% more unhook speed. But let's say you run 4 perks without swf - We're gonna live forever, Borrowed Time, Spine Chill and Resilience. You have WGLF stacked out and you get 35% unhook speed if the killer is looking at you right? It might not see as crucial but often times survivors are hit during/at the end of animation while unhooking and they lose some of the burst of speed gained when getting hit. Imo it's nothing to brag about
I still think it would be way to niche to be a decent buff to WGLF.
I just think giving WGLF some kind of aura reading capabilities would be the better way to buff it.
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@Thatbrownmonster said:
Return of events
And I mean real events, try to find a way to bring either lanterns or the flowers back or something entirely new
Waiting every 3 months for content isn't enough to keep players like me engaged
I'm pretty sure that won't be happening anytime soon because they said that they want to spent the time it would take to create those kind of events to focus on more important things like balancing,fixing bugs etc.
Which is a shame but ultimately the better decision.
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@SpaceCoconut said:
What does that mean exactly?
I imagine that they say it's boring when they can't bully the killer due to either the strength of the killer or the skill of the player, but I'm not sure.
Thoughts?
You really got the wrong idea.
Like many people already said,boring killers are usually the one with powers that have very little to none interaction/counterplay (e.g Legion or Clown ; both very weak killers).
It's not because a player is very skilled or the killers power is strong.
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@Naynaa said:
https://forum.deadbydaylight.com/en/discussion/comment/1294725#Comment_1294725
That's true 53% with botany knowledge seems kinda nuts if default heal speed is 16 seconds I believe? It could cut to something around 7,7-8 seconds. You could always add the restriction in WGLF that you can't stack it kinda? Like "We'll make it" does it can't go above 100% of heal speed so you can make it like if you have botany knowledge the extra healing from WGLF wouldn't apply but the unhooking action would or something like that. Basically you have the 33% of healing speed from Botany and 20% unhook speed on 4 stacks from WGLF.
But WGLF would remain useless gameplay wise if the speed bonus only applies on unhook speed.
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Ok,her calfs look absolutely ridiculous in this outfit 😂
It would make sense with Meg but not Claudette.
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@Naynaa said:
So we all know that bringing WGLF to your perk build is sacrificing a perk slot due to it only giving bonus blood points after the trial while Killers alternative - Barbecue and Chilli is way easier to obtain all stacks + have an actual effect added to your perk. My idea might've been already posted I have no idea sorry in advance.
The basic concept of WGLF is for you to be altruistic and the effect should be centered around that, my idea for it is to gain action speeds in altruism (healing, unhooking, etc) based on the stacks of the perk.
https://us.v-cdn.net/6030815/uploads/2UOGY89VIIJP/1perk.png
Basically my idea is for the perk to feel like you are getting something out of bringing it into the game. At lvl 3 the perk with 4 stacks goes up to 20%. If It feels to strong you can change numbers from 4/4,5/5% to 1,5/2/2,5% boost which results at lvl 3 and 4 stacks go up to 10%. Yes there are a lot of perks that need buffs/improvements but I feel like that would be a great change for WGLF to have an impact. What do you think of my idea?
Seems like a great idea,but i think it could be too strong if you combine it with perks like botany knowledge.
I would rather have a change to WGLF that reveals everyones aura (survivor and killer) for 4 seconds each time a survivor is hooked.
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I don't care at all about who the next killer is gonna be rather than how good will the power and perks be.
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@[Deleted User] said:
At this point it almost feels patronizing how everyone adds Nurse as the top tier without even knowing how she plays now, as I am fairly certain that the few people who actually play Nurse even agree with that statement, as I certainly don't.
I mean you make a tier list based on how good the killers power is,right?
She has lost quite a bit from her map mobility and is way more unforgiving to play than she used to be.But even after the nerf her power is the strongest one in the game (If you don't look at her bugs and inconsistent teleports)
Though i would argue if she deserves the ss tier anymore.
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1290249#Comment_1290249
You must be seeing things.
Also discussed in the post I linked.
Nope,he/she is kinda right.There's currently a bug with spirit that lets her whole body sparkle when using her power.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1290406#Comment_1290406
Tho she shouldn't :/
Why shouldn't she?
Survivors have absolutely no information about what she's doing in a chase against her at all.
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@Gcarrara said:
I love close maps, so my favourites are Lerys, The Game and Hawkins.
I'm not much of a fan of Shelter Woods instead.
You are the first person i've ever heard of saying that indoor maps are fun O_o
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@CLAUDETTEINABUSH said:
Although it's a rare opinion, please hear me out on this. People believe that spirit is unbalanced and I have some arguments for what they're offering. Let's see my side of perspective as a hybrid player:
1. 50/50 mindgames. Basically when she sits still and you don't know if she's phasing or not. I've managed to counter that by simply one perk: spine chill. You know when she'll start phasing because your spine chill will go off, meaning she doesn't know your exact position but knows that you are in a certain radius. Game knowledge helps with this too, alongside the spirit's gameplay. If I know that when she stands still she's phasing then I know that she doesn't mindgame and vise versa.
2. Unable to see where she's coming from because she's invisible. That's the point. Her whole purpose as a character is being invisible, this shouldn't be changed at all!
3. If you have good headphones and stridor you basically win. That's entirely incorrect. When I play spirit I can't use stridor. It confuses the ######### out of me when someone doesn't have iron will. Besides, learning the exact distance is really tough.
4. Spirit can't be looped like any other killer which breaks the game. You mean like nurse? Nurse also can't be looped normally and the only way to counter her are jukes and breaking line of sight, just like how spirit is countered.
So what do you guys think about the spirit? Let me know down below.
The one thing i would change about spirit is a clear visual indicator when she's using her power.
There is a bug with her currently that makes her kind of sparkling when she is using her power so something like that would be great.
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@Respectfulnancymain said:
Hasent changed at all for me. Im on my phone, Is it like a pc change?
Yeah,i just realized it's a change to the PC version of the forum
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I like it aswell,but i miss the feature that let you see how many views a thread had on mobile.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1290164#Comment_1290164
Thana on Hag is godlike. Trust me, it's one of the better perks in the game imo, although pop wold be my choice on killers like Spirit.
Healing with sloppy butcher should take 19.2 seconds.
If you managed to hook/injure/down 4 survivors at the same time with sloppy then healing should take 21.76 seconds.
So you see,at its max, thana would increase healing time by a mere 2.5 seconds.Really not worth it in my opinion.
There are more impactful perks to use than thana,but there is obviously nothing wrong about using this perk.
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@brokedownpalace said:
Rather than simply darkening traps, the color should change based on the surface they are placed. That way the add ons act as camouflage. Sometimes if you get the wrong map these add ons work against you as Trapper. That doesn't make sense to me.
The effect would be weaker for logwood dye and stronger for tar bottle.
While it would be cool to have addons for the trapper with some kind of camouflagge effect to it,i do think implementing something like that would be really hard.
Indoor maps are a tough match for the trapper but so is it for the majority of the killer roster.
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I extremely dislike thana.
It's such a bad perk which is only decent with legion and plague.
Perks like Pop goes the weasel are just way more consistent.
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@OniWantsUrLocation said:
What @KingFrost said + they should reduce the chances of escape. 25% is too high imo. Someone gets caught and before you can get to them they're already free again.
I disagree.Escaping a trap should require a set amount of time that can be slightly altered by using certain addons
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1268965#Comment_1268965
Again, these are perks countering other perks. I am referring to a killer power completely stopping survivor perks in their tracks, for the entire duration of a trial. Sloppy still gives the haemorrhage status effect, even if you can outheal the mangled status effect; Detective's Hunch isn't free, as a generator must be completed; We'll Make it Requires an unhook and is only for a limited time; and Decisive Strike and Unbreakable both have their limits.
There's a total difference between anti-heal and disabling healing altogether. Perhaps we're just going to agree to disagree here.
Healing perks and addons can still be used to pick up downed survivors.
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@TimeMonster said:
https://forum.deadbydaylight.com/en/discussion/comment/1286653#Comment_1286653
it's not like that - you don't have to have it to get the benefit from it
Well actually,all it takes is a obsession in the game and the killer hast to assume that everyone has DS.
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@Saranghei said:
BBQ shows the auras of everyone with the exception of people in lockers, those that have distortion or active off the record. That's not really a problem. It is however a problem that it shows downed people too. I think this aspect should be removed so that deer stalker is more desirable for finding downed survivors. BBQ is a perk that most people run already because of the aura reading and BP bonus. This wouldn't deter people from using it nor should it but it would encourage people to run deerstalker if they want to find downed people. Anyways just my thoughts.
That nerf would only help players with unbreakable otherwise it would just waste everyone time
BBQ is already a very well balanced perk with a lot of counterplay that also promotes a healthy playstyle and therefore doesn't need any more nerfs to it
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1286337#Comment_1286337
There is ds for anti-tunneling already and if you go up against a camping leatherface, Billy or huntress bt is not gonna help you there. In order to combat camping, camping itself needs to be addressed. Like extending survivor's hook stages by a certain time if killer spends over "X" amount of time next to the hook, in order to give others time to do gens and get out. Leaving killer with 1 kill, 6-7k bp and a depip
Well BT is the only free anti tunnel perk.If you want to have DS then you will have to either buy Laurie or get lucky enough to get it in the shrine.
But yeah,if the devs would address camping then BT could be changed a bit aswell i suppose.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1286263#Comment_1286263
Except before you'd have 1 person hooked, 1 in chase and one coming in for a save.
Without bt ds person can just be slugged for even more map pressure.
Well you are a right on that one,i agree.
But i think it's still a necessary perk to combat camping and tunneling killers.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1286137#Comment_1286137
Yes, you get a trade. But you lose all your map pressure, because nobody has to get off the gens now and now they have a minute before newly hooked survivor hits the next stage, while the person with ds goes straight on a gen for a minute instead of healing or looking for a teammate to heal them.
There isn't any map pressure lost because of a trade.
A teammate would still have to go off a gen in order to save the hooked person.
You even gained a bit more pressure because now you have 1 hooked survivor and 1 injured survivor.
Even if BT wouldn't exist,downing the unhooked survivor instead of the survivor that unhooked isn't a good strategy because the unhooked survivor will most likely have DS anyway that would completely destroy your pressure.
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@BigBrainMegMain said:
I'd change DS - 2 Stacks instead of a 1 time usage. Only if unhooked in the killer's terror radius will it become activated. Killer has to hook another survivor in order for the Perk to disable. Survivor cannot be slugged, perk will remain active if survivor is slugged.
NOED - Remove the Hex Perk and gain a stack after 3 hooks. Can only be used during End Game. Stacks will not drop if killer downs an injured survivor.
That would make stealth killers the perfect tunnelers.
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@DelsKibara said:
Cruel Limits effects the entire map, not just around the generator that it was completed on. It would make it so much more useful and it's only useful 5 times every game, and you don't want that to happen.
I would absolutely hate that as a survivor.You get hit/downed because your teammates were finally doing what they are supposed to do while you are being chased.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/1286102#Comment_1286102
This would kill DS about as much as the Ruin change killed Ruin. It would still be a powerful perk; It would just require more effort to get value out of it. Wiggling out 20% faster is a very valuable advantage to have, especially combined with decent teammates that can help extend the time you have to wiggle.
Plus, killers that tunnel will tunnel through the current DS if they have to, and sometimes they tunnel just to make sure they have one DS exhausted. I don't really see many games becoming a tunnel fest just because DS got changed.
Well nerfing ruin was a necessary evil though,because of that the devs changed most of the maps that were really rough for killers.
Furthermore it would be just a meme perk at that point just like Breakout and quite broken if you pair that DS with breakout,sabotageing/bodyblocking hooks with coordinated players.
The difference is if killers want to tunnel,d-strike makes sure to punish them for it,giving that survivor a lot of distance and enables the other survivors to punish the killer for tunneling by doing gens.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1286095#Comment_1286095
But a whole new mechanic would be way too difficult to add, especially when you consider that people in this community ALWAYS find a loophole around new stuff.
Overall, I see the hatch as the best fit. But I want to know, what would you personally add? Perhaps you have better ideas, and heck, you might even be the person to change the whole situation. If you got an idea, make a thread and tag me! <3
I do have an interesting idea i think.Not sure how balanced it would be but i will make a thread about my idea later in the feedback section and tag you :)
At the end of the day the hatch is in an alright spot right now.It could use some changes to make it more fair for both sides but there are certain killers/maps/perks etc. that would need a change much more than the hatch does.
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@HellDescent said:
Right now bt has no drawbacks making it a carelessly used perk when inside killers tr due to survivor getting off the hook for free and even tanking hits for other injured survivor nearby and very powerful in endgame. One change it could have is when used by unhooker and giving the unhooked survivor bt each time they would take off 15 seconds off their stage the next time they go on the hook and they would not be unable to use the perk when they are on death hook.
BT really doesn't need any changes.If somebody unhooks in front of you then you should ALWAYS go for the person that unhooks.That way you avoid BT and DS,that most survivors use anyway.
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Like @Mew already said,deliverance is already a good perk.
A strong perk with a risk to it.That's how second chance perks should work anyway.
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@Exerlin said:
Completely change DS. Again. An instant wiggle out is not going to be balanced in any way.
Instead, have it so that once you reach 80% wiggle progress, you can hit a skillcheck and finish progressing the wiggle bar. This would have the perk synergize with stuff like Flip Flop, Boil Over, Breakout (on others), and sabotaging in general. This would promote the use of these other perks and strategies, change the perk from the oppressive mess it's been since release, and provide that "I wiggle out faster" perk that has been suggested multiple times in the past.
That change would easily kill DS and promote tunneling
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@Poweas said:
How 'bout the devs bring back hatch standoffs, so these newer players can see how imbalanced hatch WAS and what detrimental impact it had on games, because these newer players seem to think hatch is 'bs' in its current state, when it really isn't.
It isn't a 'free escape'. Hatch is there to prevent the survivor hiding forever, and also to give survivors a chance if they were stuck with a bad team.
I'm genuinely disgusted at the entitlement being shown. I'm grateful (as both sides) that hatch standoffs were removed, and I think hatch is balanced.
I'm not trying to shove my opinion down people's throat, but these hatch complaints are showing a whole new level of entitlement.
While i do agree that the hatch is way more balanced than it used to be,especially the removal of hatch standoffs was very much needed,i disagree that the hatch is a well balanced mechanic.
The problem with the hatch is that it's entirely tied to who was lucky enough to find it first.
You can be a Blendette that did nothing for your team and still escape because you were lucky enough to find it first
Or could be a really great survivor,but your teammates weren't able to carry their own weight and now the killer had more luck with finding the hatch/door spawns.
Those kind of situations just feel really unfair for both sides.
I would love to see the hatch replaced with some kind of last man standing mechanic in which both sides have equal chances to survive/get their last kill.
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@MrPenguin said:
Personally I would mostly just touch the sleep mechanics to start with and see from there if more is needed.
1) increase the sleep timer. I see the popular number for this is 90 seconds (1 min 30 sec). Possibly also increase the clock pause on the timer. They always make you go to the other side of the map to use them. They should give sufficient protection for the time put in to even reach them that could have been spent doing something else.
2) Take away the survivor getting put to sleep on hit. This kind of defeats the whole purpose of waking up. Either passive sleep or on hit sleep not both. Maybe make on hit sleep a rarer add-on if it really wants to be kept.
I would agree with @DelsKibara at that point.
Removing his ability to pull survivors into the dream world by hitting them would make him extremely weak in my opinion.
Stop the sleep timer in a chase and maybe let survivors use every clock but reduce the sleep timer from it from 90 to 60 seconds and he would be a lot fairer without making him too weak.
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@Poweas said:
Why is a friend code there? So random...
I don't get it.Help me plz
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1285159#Comment_1285159
Freddy doesn't need a nerf...I would rather have a killer where survivors need to struggle and make tough decisions in order to have a shot at countering it, not a killer where their power is a mere minor inconvenience like Legion.
He does need a change to his passive sleep timer.A survivor can be great at staying awake all time and not getting hit by freddy but he will fall asleep regardless.
Change the timer that way that it stops when the chase starts.That is the only change freddy needs in my opinion
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1285152#Comment_1285152
Yes, never. I of course cannot prove that but every Freddy player I've face has never done stuff like that. So maybe it's a regional thing.
And even if that is the case, I find that to be a very lackluster strategy for him to use. You can still fast vault the pallet regardless if you push yourself through the snares.
That may be true,but not for the shorter loops you would find on Macmillan or Autohaven.
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@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/1285010#Comment_1285010
You know you can just fail a skill check on a gen and wake up, right?
Waking up by failing skill checks is tied to RNG though.
Failing a skill check results in 10% regression of the gen,a 3 second cooldown before you can continue working on the gen because of the animation and information for the freddy which gen is worked on and he has nothing to do to gain all these benefits.
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@nancybestgirl said:
https://forum.deadbydaylight.com/en/discussion/comment/1285132#Comment_1285132
Than the bug was in 3.6.1 (last time I played freddy)
Cause I remember I was able to get bloodlust 1 while spamming snares, maybe they fixed it at 3.7.0
It's the same bug like Deathslinger not losing bloodlust after missing a shot.It's not intended by the devs.
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@shwag said:
I am sure it will survivors tend to get their way on here.
I suggested killer npcs before and I still think that's the best way to do it since killer numbers are low and with this kinda bs always popping up I think it's the best recourse.
You all seem to want easy killers in a 4v1 game and if anything is different from how you normally play it must be op and broken.
Nerf Freddy again fine i'll just go back to maining survivor again.
Biggest problem in this game is a skill cap and instead of saying yeah I suck at this way of playing you people just say oh well this is broken and needs a nerf.
So yeah get npcs or drive away killer players like you have been.
Bunch of entitled little kids here SMFH.
I would say most survivor players just want to go against strong enough killers that still have counterplay to them.
Killers like Hag,Huntress amd Oni are really difficult to survive against,once the player mastered their power,while still having enough counterplay to beat them.
Freddy has a really strong chase power,great map control because of his teleport and on top of that a super strong stalling ability aswell because survivors need to stay awake as long as possible while freddy has nothing to do for that.
If one could change his sleep timer (for example pause it when starting a chase)then he would feel a lot more fair then he is right now
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@nancybestgirl said:
https://forum.deadbydaylight.com/en/discussion/comment/1285019#Comment_1285019
I mean when you put 5 snares and then bloodlust it, you dont lose it
But you can't?
Every snare you put down resets your blood lust,while the slowdown last 3 seconds and builing a level of bloodlust takes 15 seconds.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1285070#Comment_1285070
I mean the only thing I could possibly think about nerfing is the passive time it takes to fall asleep. Outside of that everything is balanced imo. He creates pressure for himself by forcing people asleep and they either choose to play into that new weakness or go and get awake. Without everything he has in his kit nothing would synergize and he wouldn't be effective at all.
I agree,his teleport is fine and so are his snares/fake pallets.
The only problematic part about freddy is his passive sleep timer.It's automatic and does soo much for him most people don't even realize it.
My suggestion to make freddy more fair would be to pause the sleep timer once a chase starts.This way the survivor is rewarded if he was able to stay awake until then and players that failed to do so are rightfully punished.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1284966#Comment_1284966
I disagree. When you're awake he's just an m1 killer that can appear at gens. He's weak as hell when you're awake. And even when you're asleep you can always just not run the same loop over and over, the exact same counterplay as Hag.
The most problematic thing about freddy is how he's so good at everything.
-He has a really really strong chase power
-Really strong map pressure because of his teleport
-And on top of that pretty much the best slow down/stall power in the game because survivors are constantly pressured to stay awake by going to clocks,failing skill checks or finding teammates.And freddy doesn't have to do amything for that.And even if you managed to stay awake all the time you will still fall asleep mid chase without freddy having to touch you at all.
Consider all of that and the fact that he's really easy to play.Freddy really doesn't feel that fair especially of ypu compare him to other killers.
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@nancybestgirl said:
https://forum.deadbydaylight.com/en/discussion/comment/1285000#Comment_1285000
Oh yeah, let's go to the other side of the map when im in chase just to wake up to be in the dream in less than 1m 30s.... and give freddy free pressure only for existing.
And freddy forces you to run X loops if he spam snares....
Freddy shouldn't get bloodlust when he spam snares
Clocks shouldn't spawn in the other side of the map
The passive fall asleep should be 1m 30s
Freddy loses bloodlust if he's using his snares though.I think it was adressed in a patch after his rework was released.
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@Sadiii said:
As the title states, I would like to suggest being able to preview mix and matched pieces of cosmetics, ie. Ray of Light top and Route 66 Leather bottom for Kate. At this point in time, you can only do so after making the purchase. Unsure of how the community feels but I don't see any negatives to this addition. Not a groundbreaking request by any means; just a small quality of life change that may or may not spur more purchases!
While it would be a great addition to the store.The devs already said last Q&A that there aren't any plans so far to implement such a feature.