OrangeBear
OrangeBear
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I don't know what he needs but he's really not very good. Survivors can waste a lot of his time by just holding W because of the 3rd health state. He's overall pretty slow and very punishing when you miss. Tentacle hitbox is not the most intuitive thing. Zombie is also not reliable but it probably never will be so it just can't be relied on.
At the least i would say he needs an add-on pass, since marvins blood and licker tounge seem to be uncontested best combo for him. Marvins blood actually always been his best add-on even though it's been nerfed multiple times. -
True, the tutorial is pretty bad. I recommend all new players to learn from content creators. With that in mind i wonder if they could collaborate with consultants to create new tutorials.
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Mandy did say the next one is in February so any day now i suppose.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883646#Comment_3883646
It's also bad against Xeno because they don't disturb crows in Crawler Mode.
I would say the best killer to use this perk against is probably Slinger, because every time he fires his speargun it scares every crow within 24 meters and that counts for the perk. It's still not great, but better than average.
Wow, didn't know that : 0
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Nah it's really bad. It's hard to even notice the effect. Also won't work on stealth killers due to lack of terror radius.
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@GuineaGamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883591#Comment_3883591
I am not asking for a discussion? It is a statement? Maybe you should ask yourself why? Or ask yourself why not? Only you can answer that question. Statements don't need discussions. Everything doesn't need a response.
You opened a Discussion, on a Forum and i made a Comment.
If you're here to make statements then you don't even need to respond to my comments.
I really don't appreciate your dismissive attitude. -
@GuineaGamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883584#Comment_3883584
You ok there? Why would I need to explain anything to you? It's a statement. It doesn't need explaining. Pretty cut and dry. LOL!
Because the discussion isn't going to be constructive if you don't try to make people understand your point of view. Why should we "Control your reactions to your emotions" if you don't explain why we should?
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@GuineaGamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883571#Comment_3883571
Why not make that statement? I stand by what I said….
You stand by, yet you can't explain it?
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@GuineaGamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883556#Comment_3883556
Never said it was a problem for me? I made a statement. If you want your emotions to run your life, that is on you. I choose not to. The only thing I can control is my reactions to things. That includes reactions to my emotions.
Then why make that statement?
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@GuineaGamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883492#Comment_3883492
I am not "not allowing people to have an opinion" that is silly and makes no sense. I don't see anywhere I said people can't dislike the game mode, at all. I am saying maybe don't be so emotional over a video game…basically. Control your reactions to your emotions. I know I sure try to. That is all we can control at the end of the day, our own reactions.
"Control your reactions to your emotions" is saying that the way people are currently reacting is a problem to you, why is it a problem for people to react emotionally?
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I've been able to play some matches today and i am having fun as killer since the queue isn't crashing anymore. Every match has had 2 bots though and i'm personally not really interested in playing survivor in 2v8 right now.
I just hope if they do bring back 2v8 it's not for at least a while. We want new modes, i don't want to see 2v8 after the anniversary. -
By the way, the last three killer queues for me have ended in an error.
"Disconnected from Host" x2
and then "Kicked out from Server"
This is ridiculous.
edit : 3rd disconnection from host. I'm done for today -
@Hex_Ignored said:
Bots didn't reduce queue times because bots actively discourage real players from queuing up for the mode, so while each lobby now only needs 6 survivors, they also need to be willing to play with 2 dead weights on their team, which is why there is a lot of lobby dodging going on. No one wants a bot teammate.
I personally don't mind playing with bots, i think they are suited to 2v8 gameplay, because most of it is repairing and healing and if you get double teamed by a killer, a bot or real player will go down the same way anyway. To me, that just exposes how monotonous playing survivor is in this mode. I think it's just a glorified BP farm.
I can understand why people don't want to play with bots though, but their decision to add bots made sense to me. It doesn't seem to be working, which is why i've come to the conclusion that 2v8 is a lost cause. -
@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882526#Comment_3882526
Yeah but why would you even be asleep in the first place? there are like 5 different ways to wake up and they made it to where you can use any alarm clocks to wake up, Alarm Clocks that give you immunity to falling asleep even if the Nightmare hits you for 30 seconds
Your suggestion to make it so dying survivors would be asleep means they would basically always be asleep after being downed or if they were immune they would go to sleep in 60 secs. Not a good idea because that'd mean you'd always be able to teleport to the dying survivor when they get picked up.
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More Freddy, Pig, Dredge, Dracula
Less Blight, Nurse, Houndmaster, Singularity. -
@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880719#Comment_3880719
Dying survivors can't wake up that is true but injured or fully healthy survivors can, i don't see the issue here. If Freddy is teleporting to healing survivors all game then that is literally a skill issue since his basekit literally has anti-slug in it. Why would you ever revive another survivor if you are in the dreamworld?
You aren't understanding, healing teleport works if either survivor involved in the interaction is asleep.
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Let's go supersonic!
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It's why Friends Til' The End is my favourite perk to combo with it, it gurantees the aura reveal
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@TonTon said:
Hens shows early footage of all the news changes and new mechanics to RE 2V8 massive buffs to Wesker and Nemesis and Legion including
Herbs
Greens heal health stares
Yellows heal hook stages
Killers
Herbs gives speed boosts
Ps: The people saying it was gonna force two bots into the match you were so wrong
@TonTon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881889#Comment_3881889
Thank you finally someone with reasonable sense on them
Keep in mind that bots being forced was originally officially shared information from an article, it's not something people made up or misinterpreted, they had to clarify this on twitter
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@danielmaster87 said:
If this is the best they can do, we're in trouble.
Freddy gets slowdown for teleporting/faking teleport, and it gives the full cooldown if you do fake it. Because skillfully multitasking/mindgaming people should be punished, right?
The teleporting to healing survivors rarely happens when you need it to, and when you do it's just like Pinhead's teleport, or Freddy's teleport in general, where you're giving up pressure on 1 survivor to potentially pressure 1-2, and they always have an early lead on you.
His pallets are seeable and droppable by awake survivors, literally not making any sense, which makes an already weak power weaker. The pallet explosion starts too late and ends too early, and survivors are better off just taking the M1. And the pallet count is extremely limited, which the survivors doesn't need just for it to be balanced. What'd you think would happen if Freddy had like 20? That alone would make him OP?
Awake survivors aren't affected by dream abilities, and sleep immune survivors can't even be put to sleep with snares. And they're sleep immune all the time because of the snapping out and the dream clock change. So you'd better pay perfect attention to the UI so you don't accidentally chase/use abilities on an immune survivor.
Snares are the most overrated thing he has. They're almost worse than old snares, because at least you could place them at a loop, and a survivors would have to run through or around them and get slowed. Now that you have to aim it, the survivors can react and dodge the slowdown completely. They're like worse Artist crows that don't even injure. You can change the size/speed of them, I believe, with add-ons, but now you've got an add-on dependent killer.
And yet, people want this killer nerfed. "He feels oppressive." Really? An M1, A tier? Are you going to ask that Clown or Doctor be nerfed as well, because their abilities in effect do the same thing (stopping survivors from getting to the pallet/window before taking a hit)? Or is it just a prejudice against buffed killers who were formerly trash? Because I saw this same nonsense play out with Vecna, Chucky, Dracula, Blight's Adrenaline Vial, Wraith, Twins (old), Skull Merchant, Singularity, etc. Seriously, let killers be just a little bit strong, so they stand a chance against good survivors, and the rest will adapt in time.
I think Dream pallets are more designed to be a chase tool that you use to zone survivors rather than tricking them to throw one down. I feel like this makes sense because the placement locations made dream pallets pretty obvious before, and they were almost entirely useless against SWF. I do find it annoying how survivors can throw them down at the start of the trial though, but you can at least punish them for this with Paint Thinner add-on.
Snares reduce sleep timer by 30s and pallets by 60s on survivors that are awake and not immune from clocks. im not sure if you know that. You also still put survivors asleep by hitting them with a basic attack.
I don't think that old snares were better. I played a bit of freddy before this rework and i think they were pretty bad mainly because of the lingering hindered duration, it was so low that they seemed inconsequential a lot of the time. They were also bad at blocking fast vaults because of the range survivors can trigger that action. It's trap nature wasn't very helpful either, as you could do nothing about survivors they were just running away and you also had no way to make survivors fall asleep faster. Survivors that fell asleep could also just step into them to disarm them, and they took longer to place as well. New snares have a much longer hinder and are good at blocking fast vaults because it's a projectile.
I also don't understand the nerfs to Dream Projection much but i do think the buffs heavily outweigh them. It's faster and the visible husk makes it much more usable, the killer instinct is good and the cooldown was reduced too. And being able to teleport to any gen opens up new options. I find it to be really good.
I definitely don't think Freddy should be nerfed, but i think he's become pretty decent as well. I think it still needs time to settle. -
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880872#Comment_3880872
He is fun. But that always translates to survivors' fun, not the killer's fun, because he's still having to sweat to get anything. You have to hit someone with 2 snares to put them asleep from full, so that you can actually use your abilities, and his pallets are near useless. What's consistent or strong about that?
No, i am saying he is fun to play. I'm a killer main. You might have to sweat but i can think of a lot of killers that are worse, harder to play or both of those things.
His consistency for me comes from his teleport mainly and his snares can go through walls. You wont start every chase with survivors having just woken up, it's not always like that. Even if you do have to put them to sleep since you can always get some pallets dropped or just go for someone else. -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880872#Comment_3880872
really? he put me to sleep as survivor. it is like pre-drop pallets at most loops and rush gens.
playing as him, i don't feel powerful. I feel like m1 killer vs experienced players with no ability.
I think he's strong and consistent for how easy he is. Pre-dropping isn't going to shut him down, you can snare before breaking a pallet and snaring will reduce the likelihood of reaching a pallet. There's no movement speed penalty for using it, it goes through walls, has a 18m range, blocks fast vaulting windows, on a 7 second cooldown.
He also has imo the best teleport in the game, it really helps with large maps. You can also use in chase too and he also has dream pallets which whilst they are map dependant they will at the very least make dead zones more deadly.
As far as m1 killers go i think he is one of the best, the only one i can think of that is better would be Spirit, although i would prefer to play freddy on big maps due to his teleport. -
I think he's a fun relatively easy killer with amazing perk synergy. Counterplay on survivor side is effective, fun and engaging.
I think he will have a high kill rate due to how consistent he is, although his highest potential doesn't warrant nerfs in my opinion. There needs to be killers like freddy that are easy but decently strong. -
@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880379#Comment_3880379
How exactly would it be "uncounterable"? Survivors can already wake up from every alarm clock on the map
Dying survivors cant wake up, so it would mean if you downed an asleep survivor it would be impossible for other survivors to pick them up without allowing you to teleport
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@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/437457/black-box-not-fixed
Survivors wake up when you down them, that's the issue here. They either rework black box or remove the wake up on a downed survivor
it'd be fine if they increased the linger to 4 or 5. They shouldn't make dying survivors asleep otherwise slugging would be uncounterable basically
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So they are fixing this with 8.5.1, however, the result of this change means that you have 0.3 seconds to pick up the survivor after downing them.
In my opinion this is unreasonably unforgiving and i think the linger duration should be increased to 4 or 5. -
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879843#Comment_3879843
So it's different for you too? As opposed to the previous version of Freddy? It feels like a bit longer than 0.5 but maybe that's just me.
Yes but the delay is intentional, it was in the patch notes, it's because they use the same button for switching abilities and teleporting so they made the distinction that you need to hold teleport.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879794#Comment_3879794
You *don't* feel the delay? You're incredibly lucky as it's very frustrating on PS5.
You hold L1 for a second, assume that you did the other L1 prompt by accident, then the teleporting starts and cancels so you have to wait for the cooldown.
For me, I have to hold L1 for a couple seconds and hope that it knows what I want. The timing is very off.
https://us.v-cdn.net/6030815/uploads/VU0MNT6OEHBZ/194c9662d0726-screenshoturl-resized.jpg
Yes there is a delay to teleporting, you need to hold the button for 0.5 seconds before you start teleporting.
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Dream Pallets do not serve the same purpose as they did before, they are not suited to trick survivors anymore and instead function as a zoning tool, it's very important to use Rupture.
It's better this way because previously Dream Pallets were pretty useless especially against SWFs. -
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879464#Comment_3879464
Sure every Killer needs time to settle in, but Freddys dropped like an anvil, through the floor and made a hole in it.
According to our only other resource than BHVR his ability to 4K is close to 50% of all games and gets 0K about 10% of the games.Completely overperforming, and you are saying he will settle down back to 60% and have this 4K rate fall down to 35%???
How will that happen???One, two, BHVR’s coming for you Freddy.
I already explained how it will happen.
Even if he is overperforming months from now and genuinely needs tuning after people have learned his counterplay, that wouldn't make a nerf within the first two weeks justifiable.
When it comes to healing teleport his counterplay is clear and very effective. -
Needs time to settle. People thought Legion was too much back when they got reworked, and overtime they've gone back to being underwhelming again.
Once people understand his healing teleport, he won't be able to use it. Once people are used to pallets he will stop getting free injures, although it's good zoning in dead zones. Once people are used to the -12% hinder they will be able to play loops accordingly. maybe pre-drop more.
Point is survivors still have a lot to learn before we should consider any changes. -
Yep i am having the same experience with dream snares on lery's, they can go through hardly any wall.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879112#Comment_3879112
I don't think he's too strong, I think he's bloated.
If I thought he were too strong, I'd have made a thread in the other section about how to change it.
The fact that the things I want to remove are things I think don't make him too strong is what makes it bloat in my eyes. He just doesn't need it, and removing it wouldn't really affect him all that much, he'd still be just as strong.
Also, yes, I think infection being removed on hook would make sense. What would make that suggestion ridiculous? That's the kind of conversation I was hoping to have, for the record, I disagree with that statement and I'm curious about the counterargument.
If you don't think he's too strong then why say
I'd probably not stop at just nerfing him
This implies that you would nerf him to start with.
The fact that the things I want to remove are things I think don't make him too strong is what makes it bloat in my eyes. He just doesn't need it, and removing it wouldn't really affect him all that much, he'd still be just as strong.
I think this idea of minimalist design is harmful to the player experience to be honest. You also haven't stated what the "need" is. The developers want killers to have a 60% kill rate and according to community collected stats (NightLight) Wesker is actually falling considerably below this.
If you throw stats out of the window though and rely on subjectiveness most people would seem to agree he shouldn't lose or gain anything.
I think infection being removed on hook would be a bad change because it means it would basically be irrelevant when the killer plays for hooks, which is the playstyle most seem to prefer. Therefore it would only work if you slugged which i don't think should be encouraged because it's unfun and the game is generally designed around hooks. There's is also 12 cures available in total which is the same amount of maximum hooks for the killer. -
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879105#Comment_3879105
Well, I'm not really suggesting anything at this stage. If I were to suggest changes, I'd probably not stop at just nerfing him. There are three things I'd probably look at as the main problem points of his kit - Hindered and Killer Instinct as the bloat he doesn't need, and infection not resetting when you're hooked as a more generic issue - but I wouldn't just stop at changing those, most likely.
The reason I think it's bloat and not an overpowered kit is that you could just change those three things and he'd probably be completely unaffected in 90% of scenarios and not even all that badly affected in the remaining 10%, but if you're already rolling your sleeves up to change him, there's no reason you couldn't tighten him up more.
For instance, the Hindered could be replaced with something a little more sensible and less directly related to the chase, or you could buff Virulent Bound directly to compensate for him losing a few things. This isn't a nerf thread, I'm not just suggesting nerfing him here. I'm not even suggesting that at all at this stage, there's just a discussion here because so many people think Wesker's design is borderline perfect.
You think that his kit is bloated and that is a problem because you think he is too strong - This is where many people are going to disagree with you.
Bloat is not a problem unless it causes a problem, and many people including myself think there is no problem, so thats why trying to make this thread about wesker being only bloated isn't going to work.
Also, infection does reset to 1% after hook. If you're suggesting that infection should be removed on hook i think that would be ridiculous. -
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879094#Comment_3879094
Yes, I am.
I'm also asking people for counter arguments. This isn't a nerf thread, this is me stating my position and asking people to give theirs. I think it's pretty bloated and a few things could be removed or tweaked, but I also know Wesker has a reputation for being very well designed, so I wanted to invite some discussion on the topic.
I'm interested to know why people think the stuff I would call unnecessary bloat is actually necessary and healthy for his kit.
I don't like the idea of removing bloat when that means nerfing a killer though, i just think the priorities are not right there.
To directly address your points though :
- First two are essential to his kit being fun and unique and i don't see them as problematic
- Needs the next two points otherwise survivors have no reason to cleanse. He has an infection mechanic because it's Resident Evil.
- Killer instinct on cleanse is mainly QOL for the killer so they can keep track of when first aid sprays are being used. It makes it so that infection doesn't feel useless, and rewards the killer for hitting bounds rather than basic attacks.
- The design choice is up for debate as to why they even did it but it's generally not a positive for the killer considering terror radius perks are not meta.
- This point is actually pretty major when it comes to tunnelling. Other times though they did it because they want to make it clear to survivors when they recieve collateral damage. You could make a point for deep wound being unnecessary in this case but again i don't see it as problematic so i don't feel there's a need to remove it. Even when it comes to tunnelling there's other killers that can do similar damage and i don't see why wesker in particular should lose it. -
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879086#Comment_3879086
I think there's something genuinely interesting about how many people interpreted this question as a comment about strength or counterplay instead of what it was, which is killer design.
So, no, I am not suggesting anything at all here. I'm opening up a conversation about a killer power I think is a little bit bloated to see if anyone has a compelling counter argument.
You're implicitly implying that his kit is bloated therefore should have things taken away, lets be real.
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Yes he does need all of it and only barely gets by. Not joking. Wesker is seriously overrated.
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I think alarm clocks are okay. There's no real point of the sleep mechanic if survivors aren't able to combat it meaningfully. The key as a freddy player is to target awake survivors since they cannot use alarm clocks.
I don't think he really needs any buffs right now, only some add-on tweaks. -
Afaik nvidia filters and reshade are whitelisted. Streamers use them.
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I agree the change has left the perk in a pretty bad spot. It's similar to how thanataphobia was changed
> Buff because it was too weak
> "Wait a second, this perk was actually always a problem"
> Nerf it to be its worst state yet -
It happened to me too as survivor, but i cannot replicate it in a bot match.
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He feels pretty good to me personally. I think the dream snare cooldown is where it should be, i found 5 seconds to be too much to deal with on the PTB. Dream pallets feel a little clunky to use, but i don't think they're bad. Dream projection is amazing. Also, he has amazing perk synergy.
Alarm clocks can feel a bit overbearing and it makes the iri paint brush feel unviable unfortunately. The alarm clocks are why i find nancy's sketch to be a really good add-on. Otherwise, i am generally avoiding survivors that have immunity and focusing on who is vulnerable. I feel like survivors need alarm clocks for the gameplay against him to be engaging though and for things like the healing teleport to be balanced. -
Lunar Events aren't a thing anymore they've been replaced by blood moon. There will be new cosmetics for the LNY collection but no event.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877099#Comment_3877099
no. they intentionally nerfed him because he used to only wake people up when hooking them. Now they're intentional punishing killer for slugging because doomgloomer survivors are unhappy.
it's targeted nerf to his kit. They give you meaningless buffs that you can't use because downsides.
The post isn't about that change it's about the black box add-on it's been made indirectly useless is the point
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877056#Comment_3877056
no it wasn't. they intentional nerfed him.
It's more reasonable to assume it's an oversight, the wake up on dying state is an overall change, it's not targeted at black box add-on because it's not applied with that add-on.
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4 Unhooks is a lot. Can also just encourage hook farming
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I am somewhat excited but nervous about changes from PTB to live. I'm also worried that whilst he's not particularly strong he will be extremely consistent to where his kill rate will be very high and they end up gutting him like before 😭
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Im glad they made sac ward brown but honestly the state of offerings is a bit sad i hope they overhaul it at some point.
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Probably within the next 3 weeks. It wasn't fixed on PTB, so it might not be on tuesday but it would likely be in a hotfix.
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I think if they are comitting to 8.4.1, he needs a rework.
The devs have shown they don't like chucky's power as a whole, it's been slowly dismantled over a year. They've left him in an unacceptable state and if they won't restore his power he needs a new one.
It's to the point where i think chucky is just a worse designed Pig. Pig's stealth and ambush are much more user friendly, and she is 4.6m/s when ambush isn't suitable. Chucky is 4.4m/s so if slice and dice isn't consistently getting hits then he's bad. The current speed and turn limits especially are super restricting to the point where he isn't getting hits as often as he needs to and it's frustratingly difficult, punishing and unrewarding.
Scamper is still a joke lets be real, because of the turn limits as well. It's a fun gimmick that will work on unaware survivors and likely only has been working because the yelling audio is bugged (silent) when you scamper. It's impractical.
Stealth is pretty bad because of the cooldown too. You can't really afford use hidey ho mode for stealth anymore you need to save it for when you can hit the slice and dice attack. Very bad when he has a 32m terror radius. Oh, he still loses his power when he gets stunned as well.
His map mobility is still poor so he's very susceptible to pre-running and exhaustion perks as well being m2 makes his perk choice very limited. His best add-ons are only minor boosts in power.
Overall, as a former chucky main, i first thought the changes were not that bad and he was salvageable but i've come to realise he has become so bad and i am just done with him.
