OniWantsYourMacaroni
OniWantsYourMacaroni
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1339210#Comment_1339210
Seriously!!! Who cried for nerfs because of the possible Gearhead meta game shift
I seriously question their design/balance team at this point.
Why are they so scared of designing new decent perks that could really shake up the meta that barely changed in all those years?
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@Demogordon_Ramsay said:
First of all, I don't think Peanits makes Perks.
Second of all, it's not that the devs keep making bad Perks; I think every chapter has at least one Perk that's really, really good. The problem is that the current best, most used, meta Perks are so insanely powerful that no other Perks can really compare.
At least, that's the case for Survivors. I've seen plenty of great new Perks get called bad, but most of these Perks range from serviceable to B-tier; the real issue is that they're all completely overshadowed by Borrowedrenaline Strike Hardbreakable Burst.
Hard disagree.The problem with most of the perks they introduced so far is that they are so extremely restrictive (e.g second wind,mind breaker,furtive chase,gear head,fixated etc.).
They even nerfed Gearhead...
Like it would have been way too strong????
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@Respectfulnancymain said:
Seen some vids and he seems fun
Im thinking about leveling him up after i take a break from the game, but idk if hes powerful enough
Can any oni mains give me some tips and tricks and tell me how to play him at red ranks?
It's absolutely worth it to learn Oni.
His power makes him easily a top tier killer that can compete with other strong killers like Huntress,Hag,Spirit,Billy or Freddy.
Controlling and mastering his power isn't as easy as other killers so it will take some time until you get good at him.But once you've mastered him he will be extremely strong,fun and satisfying to play.
I recommend you the Oni guide from Scott Jund.It will give you a good idea on how to use his power correctly:
https://youtu.be/KfvciT6nnB8The guide from int3r4ct does a great job at explaining the exact values behind his power and addons.Very educational:
https://youtu.be/B90Rj0zGFbkOther than that i would recommend watching experienced streamers like Scott Jund,ZubatLEL,Umbra etc. to see the various situations in which you can use your power.
Feel free to ask me any questions you might have :)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1336518#Comment_1336518
Monstrous Shrine does do its job well. It makes saves more urgent. Teammates are unlikely to persist with a repair for as long before attempting a save.
I.e. a survivor hooked in the basement with Monstrous Shrine indirectly stalls gen repairs.
Does it do this great? Not really. But it works nonetheless.
It definitely needs something more.
Wat?
Currently monstrous shrine is supposed to make the basement/basement hook more dangerous for the survivors.
But in reality the only thing that monstrous shrine does is speeding up the sacrifice progress by a tiny bit and make it harder to escape the basement hook by yourself so.
It really doesn't do it job well
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1336524#Comment_1336524
The concept I have about "boosted player" is someone who asks someone else to help them rank up, is that what you mean?
Boosted players are just players that clearly not belong to the rank they currently are
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@Peanits said:
About the changes mentioned in the 4th Anniversary stream specifically? It'll be when they are much closer to releasing. They're still a ways off.
That's good to know.I specifically thought about the matchmaking changes because it seemed like they would be introduced very soon.
Thank you for answering my question
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/1336370#Comment_1336370
So you're saying hatch should not spawn for last Survivor until all the gens are done? So if it's a complete 3 man slaughter fest, 4 gens left, the last Survivor has to do 4 gens on his own?
Hatch should only spawn if all gens are done or only one survivor is left
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1335596#Comment_1335596
Tbh I know the combo is a little OP but it's used for a good reason. If its at an exit gate I get why it would be a problem, but DS already covers that anyway so unbreakable doesn't have much to do with it.
I think overall its a combo that is needed if someone gets tunnelled a lot. I mean, its only fair really. If the killer is smart enough and not to mention desperate enough to slug someone in case of DS, then that person has every right to bring Unbreakable to counter that situation. If anything it teaches killers not to tunnel even more, and I like that thought.
The killer slugs the person with DS only because someone else unhooked not safely or the person with DS made some mistake and then goes for the unhooker.
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The Optimization is really really poor in this game.So no,it doesn't really have to be your computer being weird.
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@WRussoW said:
THE HELL?
You can pretty much shoot through every small hole/gap.
Like the broken windows in the groaning storehouse or the railings from Hawkins or the Saloon.I'm pretty amazed that the hitboxes for that are just THAT precise.I love it
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@Wamps said:
https://forum.deadbydaylight.com/en/discussion/comment/1335355#Comment_1335355
First of all, I am an actor that is a huge fan of this game and have played since launch!
1) When writing, I chose the DR. because he was the first killer I really played a lot.. (Even though he wasn't available at launch) I also felt with the story i was sharing that his lore and backstory really fit and felt right!
2) It all started with me playing the game and noticing that I hadn't seen anybody doing this sorta thing with the game. I started writing ASAP and floated it as just a script nobody would see but me. Couple months later.. bang here we are! Everyone involved in the process was fantastic and really devoted to making it feel as close to the game as possible..
3) This is a crazy story but. I actually signed up for an acting class. Believe it or not, I got to class, opened the door and 7 of the 8 "Survivors" were sitting there! (Andre, Jasmine, Sam, Mike, Jack, and Gretchen, Myself excluded) I saw them and was like "Wait a minute, this is crazy!" I told them about the Idea and they all jumped on board! I showed them pictures of the characters they'd be portraying and there mouths dropped to the floor. It was literally a surreal moment.
4) The most difficult part to do, without giving away details of the story/script.. Was getting all of us to feel that point of dread, sorrow and sadness and really get into the characters. I envisioned it as reading a comic. (We really haven't heard these survivors talk in game, when I read a batman comic, I always here Kevin Conroy in my head when reading batman's lines. And Mark Hamill as Joker) I knew we had to make it feel like that, like we are gonna set the tone for the future of these characters and you will think of our voices when playing them in game. We also have so many emotional scenarios that getting everyone to that point was very interesting.. It's very gritty and dramatic..
https://us.v-cdn.net/6030815/uploads/9FW30HXWOAAR/group.jpg
Everyone portrayed these characters beautifully! Can't wait for everyone to see it brought to life!
Wow,that sounds really amazing.Thank you for taking your time to answer the my questions.
Regarding feedback:
-As others mentioned the cast including you mostly really nailed the looks of the characters.Great job at that part.
-One thing i noticed after watching the teaser trailer is that Dwights (Your) voice was too calm during that police interview.You wouldn't think that he went through a very disturbing and traumatic experience.Dwight is more of an anxious type of character so would expect that especially he would be really affected by all of this.
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@Wamps said:
https://forum.deadbydaylight.com/en/discussion/comment/1334951#Comment_1334951
Hey Zait! Glad you like the survivor costumes! We really had to focus on finding the perfect look for our killer we featured in the film... The Doctor.. You will see the result soon...
Is there a certain reason as to why you've decided to use the doctor as the killer?
How did all of this started?
Did you know each other or did you hold an audition?
What was the most difficult part to do in this project?
I'm pretty interested because it seems like a lot of work is put in this.Really excited about the outcome 😁
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1334967#Comment_1334967
An Ebony Memento Mori brings the 12 hooks/chases and 24 hits required down to 8 and 16, respectively - down by one third. An equivalent survivor offering would put the total number of required generators slightly above 3. However, to be truly comparable, generators would need to run around the map, hide, and completely regress all the progress you made by themselves, as opposed to being static objects that announce their presence and require the killer to have them slowly regress, but I digress.
If you want to look at it in terms of time, it will take a maximum of 420 seconds for all five generators and the exit gate to be opened, assuming a single survivor is doing all the work and there is no travel time. A chase, meanwhile, is over in 60 seconds (at least in red ranks, which is where I am at the moment). 12 chases are therefore equivalent to 720 seconds, again assuming there is no travel time. Two thirds of that is 480 seconds.
This means that an Ebony Memento Mori, under these conditions where 3 of the survivors are doing nothing except being chased, brings down the maximum time spent chasing and hooking to just above the amount of time it would take one survivor to repair every generator and open the exit gates.
In conclusion, no, I don't see why Moris are a badly designed game mechanic.
PS: If you want to complain that my scenario is "not realistic" (even though that's its purpose, to point out how even under the worst circumstances for the survivors, they come out on top), then I hope you bring a realistic scenario to the table as opposed to equating one hook and two chases with the time it takes to repair one generator.
The one thing i have to disagree is the chase length.
We have many killer that can either one shot or end chases very fast.Furthermore you have to consider that most of the red rank survivors aren't really that experienced and still make quite a few mistakes.Most of those killers use good addons aswell.Combine all of this and chase times are drastically reduced.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1334737#Comment_1334737
Where to begin... In no particular order:
- Moris are rarely used. I see them maybe once every few days. Nerfing them further would just make them worthless.
- Moris are one of the few things that make survivors scared of being chased and hooked, as well as the killer in general. I like that thrill, that's why I purchased this horror game in the first place.
- Moris have awesome animations, for the most part.
- Moris are killer-specific things, it makes sense that they should benefit the killer. Keys benefit survivors as well, but the only negative thing you'll hear me say about those is that they can spawn in chests.
- Survivors may not have ultra-rare offerings that make repairing gens faster, but they do have items and add-ons that do that, meaning they can use the offering slot for something else. White Wards, for example.
- Killers only have one offering slot, whereas survivors have a combined 4, so killer offerings should indeed bring them greater benefits than any individual survivor offering.
You may disagree with them, but those are (some) of the reasons why I think they're fine as they are.
-Just nerfing moris wouldn't be the way to fix them.They need adjustments that would make them more fair to play against while not making them completely useless
-Survivors don't have offerings that impact the game as much as moris do.White Wards don't affect the game itself they only make it that the survivor keeps his item (Which doesn't help with the "insta-heals" or BNP)
-Toolboxes and BNP got already nerfed to the point that they barely impact the game.All the other items are much more useful than toolboxes are right now
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1334737#Comment_1334737
They do..its called a brand new part
You can prepare for it if you play killer.You can see if all survivors will use a toolbox.
But as a survivor you can't prepare for a mori at all.
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@BloodMoneyMerc said:
So I'm sure a good amount of you are aware that Wraith's bell sound is a bit bugged to where the sound fully plays out even if you stop uncloaking (if not well now you know). If you just tap M2 for a millisecond, the bell sound fully plays out even though you aren't in bell ringing animation. This is really noticeable when using the bone clapper add-on. But this is actually a cool bug because it offers some mindgames within it. So if you start uncloaking, stop before finishing, then uncloak again (fully this time) during the first bell sound bit, that second uncloaking doesn't produce bell sounds. (Theoretically it's a Silent Bell following the bone clapper sound bit). It's a cool tool to trick survivors that maybe Wraith is uncloaking elsewhere, but really he just tricked you & is coming in for a hit or maybe even a grab. You can also more or less randomly spam the bells more frequently without having to play out the full uncloak animation. It would keep survivors on their toes & wondering if Wraith is actually coming for them or not.
I'm assuming it is unlikely this bug would be allowed to remain as is, but if anything it is worth at least asking. As a big Wraith fan, I approve of this bug.
Nope,that bug would be too strong in my opinion.His bone clapper addon would pretty much be like his ultra rare addon
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@Orion said:
They're fine as one of the few things that make you afraid of being hooked. You should've seen them at launch.
They also have kick-ass animations, for the most part.
Why do you think moris are fine the way currently are?
They make the game much much easier for the killer.
Imagine if survivors had ultra rare offerings that would make repairing gens faster.Would that be fair?
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@thesuicidefox said:
You have it backwards there dude.
Adren, Pop, Surge and Deliverance are all REWARD perks because of the fact they have a prerequisite.
- Adren REWARDS a survivor for doing gens.
- Deliverance REWARDS a survivor for a safe hook rescue and for not having been put on a hook before that rescue was made.
- Pop REWARDS the killer with more time (by adding more time to survivor objectives) when they get a hook.
- Surge REWARDS the killer for downing a survivor near a running gen.
Rancor, NOED, Decisive Strike and Unbreakable all PUNISH the enemy for making mistakes.
- Rancor PUNISHES the obsession for getting caught at end game.
- NOED PUNISHES survivors for rushing gens and not doing totems.
- DS PUNISHES the killer for picking up a survivor that was hooked in the last 60 seconds.
- Unbreakable PUNISHES the killer for excessive slugging.
The reason you have a problem with these perks (Rancor and Surge though???) is because you are looking at it backwards. DS does not reward a survivor for anything (unless they successfully bait the killer into picking them up), it's there to punish killers that just pick you up like a bot. The kind the refuse to change tactics. Just like NOED punishes survivors for not changing tactics to do totems. Neither of these perks "reward bad play", they punish bad plays for the opposite side.
Soul Guard is a punish perk. It punishes killers for excessive slugging. This will be more common if they are running Devour or NOED, and therefore those killers get punished EVEN MORE for it.
I kinda disagree with Unbreakable.You say that this perk punishes killers for excessive slugging,but you have to consider that slugging is sometimes the optimal way to use the killers power like Myers,Oni and Plague (with corrupt purge).And with unbreakable you punish the killer for using their powers optimally.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1333415#Comment_1333415
Thrilling Tremors and Surge are two of the best slowdown perks in the game for many killers, Nemesis is pretty much required on killers that use PWYF such as Bubba (not to mention it singlehandedly made PWYF viable on many killers), I'm All Ears is amazing on Pyramid Head and is also pretty good on Pig.
I wouldn't call thrilling tremors a slowdown perk.It's rather an information type of perk.
What really annoys me is that perks like those two could be so much better if they weren't so restrictive.
Give Thrilling tremors a lower coouldown and surge the infectious fright treatment and we would have 2 really good perks.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1332039#Comment_1332039
To be fair: Green keys have the same model as dull/skeleton keys unlike other low rarity versions brown toolboxes are actively darker and more damage looking then higher rarity ones.
I think everyone can agree that broken keys shouldn't look like the other keys as they don't function like the other keys.
Or they could just balance moris and keys
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@KiloOfSalt said:
I dont find the game fun against spirit. I just want the game over with. Is it bannable for me to just go to the basement and kill myself first hook?
It's not bannable but you're not doing yourself and your teammates a favor by killing yourself on first hook all the time against spirits
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1332218#Comment_1332218
I mean, they did the same for ruin. All ranks were taken into consideration.
The bit about the 80% usage was about red rank only.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1332169#Comment_1332169
It really is odd how SC is the only perk that is comparable to Ruin despite everyone screaming at the top of their lungs for others to STOP USING IT.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1331818#Comment_1331818
According to the devs during their last stats (which I agree was a while ago), self-care is the only survivor perk comparable to ruin in terms of usage. If you want to nerf self care more, be my guest.
The problem with those statistics was that they took ALL Ranks into consideration if i remember correctly.
I would really love to see some statistics again but only with the red ranks.Maybe after the MMR change is implemented.
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@MamaEagle said:
https://forum.deadbydaylight.com/en/discussion/158794/teams-like-this-are-borderline-invincible
Yeah well don't fret because it happens in almost all ranks now as the entire rainbow of the survivor community makes it known to wield such builds (that one especially) not to mention that if your a killer who spends more time working then playing and don't kill them all you get ######### on regardless... Hate to be that killer main who says it, but survivors are just toxic and want to win every game. I could care less who wins as long as both sides have fun; but it's hard to have fun when you and 3 other friends are sweating hard and ######### talking killers because that's your idea of "fun"
You are extremely generalizing survivors here.Not all survivors go out of their way to be toxic.
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@MegMain98 said:
I don’t see what the issue is. That looks like the average red rank survivor loadout. I see those builds all the time.
Now if they burned an Ormond offering, all had DS/Unbreakable/OoO, all had keys, and were all decent loopers then I’d agree with you.
I agree.They could have been waaaay more tryhard with the perks,items,addons and a map offering.This just seems like a more or less average loadout to me.
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@Cheers said:
Gonna go away from the crowd and say Wraith and Bubba. Both of them are easy at first but extremely hard to master.
Ähm,how?
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@johnmwarner said:
Curious here, I’m a solo survivor been red rank for a long time if it matters, not that it does I still kind of suck and admit it.
anyways to my question and topic...I’m not a great looper, I can’t do 4-5 gen chases I don’t do window tech, etc but if I can waste a solid minute of the killers time I feel like I really helped my team, of course hearing a couple gens pop during chases is even better!
Even wasting "just" a minute of the killers time can often be game changing.
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I think pallet vacuums being removed was one of my favourite changes.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1330493#Comment_1330493
There are still some, but they're not as prevelant as they were back then. I still wish the Skill Floor for Killers is higher for red ranks though.
Unforunately,they are still as prevelant as they were before the ruin nerf.
I rarely see any actual red rank killers.Hopefully the MMR system will change that.
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@DelsKibara said:
I loved the Ruin nerf, mainly because that means Killers had to actually get better or go back to where they should be in the rankings. At least for me as a Survivor, I've rarely went against a Killer who I think shouldn't be there in the Red Ranks.
Also loved it because most people even in Red Ranks still can't hit Great Skillchecks (it's not that hard, guys)
Also love the recent buffs that Freddy, Doctor and now Clown is having. I've been playing Clown a lot and people really underrate him with how powerful he can be. He can turn even hopeless situations on it's head. If anything I find him more dangerous to face in a chase than Freddy, at least with Freddy his snares are not as much of a threat as Clown's gas. With Clown's gas even the slightest touch of the gas will slow you down and it covers a LARGE area if the Clown knows where to throw it's gas around.
Wish more Killers are oppressive in their matches, some are just downright easy or barely a threat. Yes, I am one of those Survivors who adore Killers making matches completely hopeless for the Survivor side.
The ruin nerf changed absolutely nothing.I still see waaaaay to many killer that shouldn't be at red rank.
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@Dr_Loomis said:
'Too scared to play killer' ...gawd that sounds a sad state of affairs.
Survivors should be literally scared of the killer.
If the game could find a good balance whilst having the killer as a legitimate threat who should be feared, we'd be laughing.
Unfortunately...can see that happening.
@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1327934#Comment_1327934
I know it's so damn backwards right now! LOL
That's the problem with every horror game though.
It's only scary at the beginning but gets less scary the longer you play.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1324516#Comment_1324516
How about giving players a reason to want to play killer. Not everyone is like me and is insane enough to continue playing killer when you have so little power over the survivors. This game might have the weakest killers in the entire survivors vs killer genre.
Ok,that's a bit of a stretch honestly.
Sure,survivors are still stronger than killers but not by that much anymore.
It used to be waaaaaaay more survivor sided.
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@BigBrainMegMain said:
https://www.youtube.com/watch?v=FwwI4dwfcvM
I was Spirit, and well....I couldn't find the last survivor and I realized why.
I think this bug is in the game for like almost half a year
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@Boss said:
Unrelenting is a pretty noob Perk.
Nah,dummy.
Unrelenting is the dead hard counter perk.That makes it top tier /s
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1326939#Comment_1326939
But that's the point I'm trying to make.
A strong player, playing Forever Freddy, will almost always win convincingly. HE IS OVERPOWERED. Like Nurse and Spirit are strong killers, and if a good player plays them they will win a lot, but it's not so overwhelmingly easy as Forever Freddy. Survivors will still do gens against these killers, and the game can go either way a lot of the time. Forever Freddy will easily dominate games because you just do gens so incredibly slow, and he uses Pop to undo your progress.
Do you happen to be sponsered by Forever Freddy? /s
But i agree his power is way too strong considering how easy it is to play him.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1325054#Comment_1325054
Stealth. Not just hiding in a bush and hoping he doesn’t find you, but actually avoiding the killer and keeping your distance. That and staying awake denies half of his power.
I guess you can’t be rash against Freddy. You have to be cautious and be careful.
Why people think counterplay needs to be in everything to begin with? Survivors have a lot more to work with than killers do, and don’t need help with everything.
Stealth isn't counterplay either.
Stealth also pretty much kills your whole team by being not efficient often times.
Counterplay is needed in the game.If there isn't some counterplay to something strong then that's unbalanced.
We have killers like Nurse,Billy,Demo,Hag,Huntress,Oni etc.
All very strong killers,despite having decent counterplay to their powers.
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This perk just really feels like a way worse version of mad grit honestly
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@shwag said:
https://forum.deadbydaylight.com/en/discussion/comment/1325410#Comment_1325410
Not true really not many killers can be good with freddy, I have steam rolled quite a few freds.
Now if you said doctor I would agree. Pop static burst = easy mode.
In the killers is boring thread someone made this same response their proof was a picture of a rank 1 Freddy 3k screenshot..... Rank 1 killer....
That's like a unicorn on ps4, no clue how killers ranks on pc work but on ps4 I rarely get red ranks and mostly play rank 10-15 some times even a rank 20.
I would like to see some more screen shots of average player post game screens as Freddy or better yet devs putting up some actual data on his ranks and kill per users.
Thank you for at least hearing me out without being dismissive !
"Not true really not many killers can be good with freddy,i have steam rolled quite a few freds"
Freddy has pretty much the lowest skill required to master his power.No problem that a killer is easy to understand and learn,not every killer has to be nurse kind of difficulty.The problem about him is that you need very little time to grasp his power and how it's used effectively and how extremely strong it is in comparison.
Freddy has:
-One of the best map mobility ability with his teleport in the game
-His snares provide him with an extremely strong chase power that can shut down most of the loops in the game.
-Due to the fact that his power is really strong in chases makes the micro sleep (passive sleep timer) the strongest slowdown mechanic in the game,because survivors are constantly pressured to stay awake (finding clocks,failing skill checks,getting help from awake teammates)
Even the other top tier killers have some kind of weakness (weak early game,map reliant,no map mobility etc.) freddy has none.
"Now if you said doctor i would agre.Pop static burst = easy mode"
Static burst is nothing but a tracking/minor slowdown ability that requires the player to only use it if he/she knows that survivors are somewhere nearby or he/she will be punished with a very long cooldown of 60 seconds.
"In the killers boring thread someone made the same response their proof was a picture of a rank 1 freddy 3k screenshot..... Rank 1 killer...."
While i agree that's not a good proof of how unbalanced freddy is,i still have to say that ranks really don't say anything about how skilled the player is.I've seen plenty killers and survivors that were high rank and played absolutely horrible.Rank is more of an indicator that you played quite a bit this month.
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@shwag said:
https://forum.deadbydaylight.com/en/discussion/comment/1325054#Comment_1325054
Keep moving to the next loop/ jungle gym,
Blood pallets looked a bit washed out compared to real one's plus you can clip through the corner of them.
I highly doubt that is gonna change your mind but not every player plays freddy like a rank one god tier killer.
No idea if that's true about the dream pallets but i will definetely try it out.
Going to the next loop is basically "just throw the pallet early" which isn't really counterplay in my eyes.
Problem about freddy is that the player doesn't even have to be a "rank 1 god tier killer" to do really well with him.
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1325283#Comment_1325283
cause its how you manage the sleep and awake time and freddy in movie and game is all about getting the people to constanly fall asleep so lore wise it makes sense
Lore wise it makes sense,yes
But i don't see it being fair that he can put you in the dream world mid chase without him having to do anything for it.
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1325206#Comment_1325206
because freddy is fair to play atm he has counters and also he giving you alot of power to decide how strong he is cause you decide if you want to be in the dream world or not. Granted he is more challenging to play as/ against than some other killers but that is what the game needs more challenging killers to force you adapt and change your playstyle not do the same thing with ever killer. the only thing i would ever suggest is to change the block add ons
People say staying awake is his counterplay,but you will still fall asleep even of you were awake all the time before.So how is this fair?
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1325092#Comment_1325092
it wouldnt make sense how does being in a chase running making yourself exhausted keep you awake in fact i would say that it would speed up sleep time again freddy is not overpowered not boring in fact he a killer that actually challenges survivors forcing them to be aware and adpat to the situation which should be the case for all killers freddy stay awake spirit backtrack and reduce noise when she phasing hillbilly turn a tight corner when he using chainsaw
The Adrenaline your body produces when being in a life threatening situation would easily keep you awake.
But trying to apply logic on video games doesn't work anyways.
But why would you be against that simply change?
It would make freddy much much more fair to play against without making him too weak.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1325058#Comment_1325058
I'd argue if they gave him more tools to play with, he would not have as much heat as he would have right now in the forums. Because he would be open to a variety of other playstyles. Right now the only add-ons that are worth a damn require you to basically be aggressive in chases and ONLY chases and pressure whenever you finish downing someone so you can get back to another chase right away.
You would think that especially freddys addons would be fun and creative but nope.Behaviour got really really lazy with the addon design honestly.I miss the addons that changed your playstyle entirely :'(
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1325054#Comment_1325054
as much as your going to hate to hear this its staying awake using any mean neccseary if that means failing a skill check fail a skill check if it means heading to clocks head to the clocks if that means survivors waking you up survivors waking you up freddy is depedent on you staying in his dream world as then his powers will affect you or they make his swing chains alot stronger also keep in mind of potential snare placements keep track of pallets and how freddy behaves around pallets as that can give clues on if they are fake or not. alot of freddy power is dependent on how survivors play and as i mentioned if you try to treat him as a normal m1 killer then that a gg hook for you
Honestly,if they would just make it that the sleep timer pauses when starting a chase he would be fine.
Rewards players for staying awake and punishes those who didn't do so
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1325054#Comment_1325054
Why does every killer need a counter in a 1v4 game where time pressure is on the killer?
His counter is doing the gens and getting out, use up the map ressources instead of hoarding each of the 20+ pallets and you're good to go. If your teammates decide to "play for fun" and the freddy takes it seriously then you lose, simple as that. I think it should be like this against more killers then maybe ppl would stop derping around and take the game more seriously.
Gen rushing isn't a counter.
I just don't like killers that are just limited to "go to the next loop" or "just throw the pallet early,don't be gready"
We definetely have killers that are extremely strong but also have a lot counterplay to them (e.g Hag or Oni)
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1324762#Comment_1324762
To be honest, he suffers the most from "We-can't-think-of-anything-interesting-itus"
He has 4 Add-ons that are worthless in an actual game, that being the Blindness and Hemmoraging add-ons.
He has 3 Add-ons that are very situational, and won't work well especially in high ranks. I'm talking about the Missed Skill-check add-ons.
He has a useless BP Add-ons which is basically just a meme add-on and BHVR adds them in for god knows what reason.
He has 3 Add-ons that basically does the same thing, Dream Pallets, the only difference is that there is now aura reading. Ooooooooh scawwwyyy.
And finally he has one Add-on that prevents him from doing his most common tactic to pressure gens, faking teleports.
So that is a total of 12 Add-ons that no normal Freddy main would take into the game. Can you guess what the other add-ons he will take? Correct! It's the one that slows everyone down if they are asleep and the one that makes his teleportation regenerate faster.
As well as 3 add-ons that gives him a ton of pressure from the start or keep one survivor pressured forever OR make him appear closer than he normally would.
So he has 9 useful add-ons and 12 useless ones. No wonder Freddy doesn't have much variety when it comes to his builds because his add-ons literally restrict him to one playstyle if he wants to be played as optimally as possible.
Yeah,it's a shame that the devs were so uncreative with his addons :(
Almost all are useless except a few of them.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1324683#Comment_1324683
I agree. All this talk of just nerfing strong killers, but not learning how to deal with them now is just getting old.
@shwag said:
Highly disagree he does not need a nerf, they already nerfed his slow down add ons.
You can't shoe horn every killer to play the same exact way. Freddy has counters and can still be bullied by red ranks.
Not every Freddy player is god tier and I have escaped many of a Freddy match.
I grow tired of people trying to nerf every killer to play the exact same way. Not everyone has enough skill to escape a Freddy player and not every Freddy player or any killer for that matter has enough skill to get even a 1k against a red rank death squad swf.
Please just stop.
Could you please explain then what the actual counterplay to freddy is?
Because staying awake doesn't really matter if you get pulled into the dream world anyway without freddy having to do anything for it.
(Not trying to sound rude,i'm just interested in your opinion)
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@DelsKibara said:
Now, I am aware this thread will be heavily criticized, and the usual people who uses the word will take the most offense to it, but I feel the need to address this as it has gotten to the point where people are beginning to outright dismiss each other purely simply due to the fact that they find certain killers and perks to be fun against while others do not.
But of course, I have some bias here. Which I would like to address first. I'm a Spirit Main and my brother is a Freddy Main. Previously I was also a Doctor main and I also play Pig and Huntress. I play to win, I play to be as optimally as possible, and because of that, I play as "boring" as possible to secure kills and sacrifices. I do the same whenver I play Survivor, and I use the most optimal build and tactics for that side as well.
Right then, looks like we have a new topic of the month fellas! And oh boy, is it spicy! I'm seeing a lot less posts about nerfing Perks or Killers because they are "Overpowered" now, oh no, I'm now seeing them say that those certain killers and perks are now "boring" to go up against.
Why is that I wonder? Hmm, is it because of the "ever-changing meta"? Nooo! It can't be! But maybe...?
Right, let me just be straight immediately here. I don't care if you find certain things about DBD boring, I mean half of Survivor is holding M1 on a generator while the other half is being stuck on a hook because you lost a chase, I get it, it can get pretty dull. There's a reason some people prefer playing Killer despite how more stressful it can possibly get.
BUT! Regardless on whether or not that is the case, you cannot just ask for changes just because you personally find that something to be boring to you or others. Asking for nerfs to something you find boring is downright unreasonable, because you're literally asking for something to be changed to be unusable and unplayable so you don't have to see that thing be played against you over and over. That isn't exactly fair to people who like playing as and with those things though, is it?
Can there be changes made to them to make them better? There can be, but those changes needs to never compromise their usage. Because otherwise, something else will replace their place, and the cycle repeats itself. That's why you cannot just nerf perks that are meta or killers that are meta. Purely because something else will always replace it. People will always find new perk combos, new killers, and new add-on combos that has a more "boring" playstyle because they play to win.
If something is boring, to me that is just an excuse. But, I don't fault people for thinking that because as everyone has always said, the meta is stale. You'll always face the same Killers, the same Perks, the same Survivor cosmetics even. Because anything to give you an advantage is a welcome one. And facing the same things over and over again can make you overly critical about it, it can turn into an obsessive mindset where you try to find any flaw in the system and repeat that over and over again because you got so bored facing that one thing, that you think other players who play as that thing or other players who like playing against that thing "Are just wrong! There's no way they could be correct, I know I'm right because my experiences said so! How can anyone have fun playing as and against this thing?" Isn't that right, fellas?
To me, the best thing to do is to make non-meta perks have more usage. This way, if there is more of a variety on meta perks, more Killers might find better and viable strategies on other killers, making them more fun to play for more people. Giving you more variety to face and play as on both sides. There are some perks that has a great effect, but they are too situational and sometimes you might not even get any use out of it (cough Deliverance cough).
If you have a problem with a killer, or a perk, or the way a Survivor plays, maybe take some time to self reflect on your own performance first. Because the only reason something is boring is when you got nothing to do. And when you feel like you can't do anything. But have you ever taken a step back and realize what got you to that point in the first place? I personally doubt it if you're giving someone crap for saying they have fun for playing against something you personally don't have fun against.
Fun is subjective, and it should never be the reason something gets changed. Unless of course, there is an objective balance reason behind it, then I'm all for it. But without that, but I'm sorry, but saying something is boring is just another excuse.
You're not going to win every game, and not every match will be fun. But suck it up, this is an online game, not everyone will give you the time of your life with every match.
I would agree that most people misuse the word boring pretty much like OP.
But i think there are certain things that are justified being called boring or unfun.
Indoor Maps for the majority of killers.
If you talk about boring in the context of killers,then it's usually meant for killer with very little interaction.Clown would be a good example.The only thing you do against him is trying to go to the next loop if he's using his bottles or use the pallet early.
Which is why i'm really excited for his rework
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@Adriang14 said:
I’m having trouble at every loop mindgaming in red ranks and it feels like I’m just wasting my time because they’re always guessing correctly. So should I just not bother doing it and keep going for them or what can I do because I feel helpless.
Post a video of your gameplay so we can see what possible mistakes you make when trying to mindgame.
It would make it much easier to give you tips based on that.