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OrangeBear

OrangeBear

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  • @CorgiSploots said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059365#Comment_4059365

    That's the dumbest thing I've ever read Nothing should ever be a guarantee that defeats the very purpose of looping. Kaneki needs actual nerfs not bug fix buffs.

    The purpose of looping is to buy as much time as possible for your team… not being in chase forever or escaping it…

  • I definitely agree with you about the 2nd design. It looked way too much like a victim, not imposing like how i've been imagining the killer to be. The one that has won, the first, i think is pretty decent overall.

    I liked the flail weapon, a bit sad it didn't win. I like the one that won over the hammer, though.

    I think judgment is okay, doesn't really stand out a whole lot but it will probably suit their gameplay well.

    I love the survivor design so far. I was a bit worried about how the accessory and outfit designs were gonna end up looking like together but i think the combo that has won is great.

  • Turns out they put the wrong killer design in their first tweet. It's the first design that won/the one with moth looking wings.

  • Afaik, you can still get the fnaf 3 banner by using code Nightshift in the store.

    edit : nvm apparently it seemed to have expired recently but you could still try it i guess. i hope they bring this stuff back, and make new fnaf stuff too like charms

  • @THE_Crazy_Hyena said:

    No. But I am wondering..
    Why do we as survivors need to sit around and watch a mori for the N'th time?

    If anything, I'd rather see the finisher mori system removed completely

    Finisher mori was added so there is potential basekit for a killer mori every game.

    It's either that or having to hook… i see it as a pretty elegant feature i dont see why it should be removed.

  • He would never be reworked because his pick rate is #7 in brazil at least. They don't rework killers that are popular even if they are weak it's why Legion remains as is.

    Drop leg knife sheath basekit seems reasonable at this point. Maybe a basekit debuff to survivors that reveal you as well.

  • If i was in that situation, i wouldn't be intentionally aiming the tentacle at the pallet instead of the survivor. Like i get they are doing that otherwise the chase is gonna get broken but maybe it should be. Infect them and start interrupting someone else. I know nemesis isn't exactly a hit and run killer but this map is balanced around the idea of catching survivors off guard

  • I can accept that the mode isn't very balanced but it isn't even fun anymore.

    Everything that encouraged teammwork between killers has been removed. Team skills on killer powers = removed. Team skills on classes = removed. Then they add strong chase killers that don't need to work with the other killer = Blight, Nurse, Spirit, Wesker, Dracula, Chucky.

    Survivor has never really been fun, that's no secret. The amount of unhooking and healing you have to do is very bothersome. It literally feels like a job. It's why the incentive is 3.5x lmao.

  • I've been using it since ptb and i think it's a great option to find totems, generators, chests, items, the hatch and ocassionally scout the area for resources and players. the elusive definitely can come in clutch although the part about killer instinct only applies to legion, because their detection is tied to their terror radius but it doesn't work like this for any other killer.

    I'm not bothered either way if they buffed it although i do think it outclasses nearly every aura reading perk already right now so for the sake of variety idk if buffing it would be the right move.

    Btw it's really powerful if you combo it with open handed and kindred. It gives you wall hacks at almost all times. Urban or sprint burst also makes the crouching part feel a bit better.

  • It's a pretty good video that sheds light on a lot of bugs i was not aware of. BHVR needs these bugs as high priority.

  • I think double laceration should not exist. Because it'll always have to be conditional and survivors already struggle to understand why they are getting hit. The small gap detection is also bad as well it seems to work by just throwing over a box. Additionally, the UI/SFX feedback is not designed for double laceration.

    Otherwise i like the update but it simply just does not address any of trickster's issues. Does it make him more fun to play sure. Are survivors going to hate him and continue to call him skillless absolutely. They are simply just landing on an iteration that feels better to play (for now…). One that requires more usage of the power in exchange for it being more rewarding. But the unfun aspects have not really gone away, it's mainly lack of map mobility and map reliance. The style system and laceration changes does at least make it a lot less irritating to have to drop a chase for any reason. But he is still very much a proxy camper/slugger.

  • Pretty sure they were in the Mythic rift. They might come back in bundles.

  • Yeah it really doesn't make sense when the exact effect can be replicated by ReShade, which is explictly whitelisted for the game. So if you are on pc you are able to have a free addon and it's not considered cheating.

  • I only think blight needs to lose tokens on breaking a pallet. That's it.

  • Those are called Iridescent Shards - you earn some each time you level up. Leveling up is pretty automatic and mainly just happens as you play the game, its mainly based on match time and there is also a bonus for first match of the day per role. They also sometimes give out iridescent shards as rewards elsewhere like in the rift (battle pass) and as login rewards sometimes.

  • ❌Anti 3-gen perk
    ✅Anti gen perk

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060731#Comment_4060731

    The 2s cooldown for cancelling kagune leap means that if a survivor is playing well

    You mean 1,25 seconds? Which is probably lowest fatigue from all killers with fatigue?
    For reference, Legion has 3 seconds. That's something where survivor has chance to reach some resource, you want to match that so your statement is correct? I would be fine with Ghoul if he has same fatigue as Legion, but he has way lower..

    Spirit has no such cooldown, infact she retains a speed boost, she does not play like a basic killer at all.

    But it is basic attack… Just showing you, that basic attack means nothing here.

    This second quote is not something i said.

    Oh really? I thought that he needs it so he can down survivors in reasonable timeframe…
    If he doesn't need it to down survivors, then he can have Legion's vault.

    No, it is 2s. Legion's is also 2.5s….

    You're missing the point entirely and just seem to be looking for an argument so i will not engage any futher.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060725#Comment_4060725

    he still has to down you with a basic attack

    Technically yes, but not really. He has power to get that hit easily.
    Spirit also has to do it with M1, but she is not really weak for that, is she?

    Enraged vault exists to get free downs on top of free injury. There is no skill involved and now survivors can't even attempt to vault back, which actually needed more skill to do than Ghoul, because of timing.

    they are already at the resource

    Most survivors don't know to vault back and try to run, which I know as Legion main. Also even if he has Legion vault, Bamboozle would still work to help him counter windows.

    Even if you need 0 skill tool to down survivors. There is absolutely not reason, why it should also hinder survivors. You can't run away and you can't vault back…

    It's funny to claim "he has to basic attack to down", while also "he needs better vault to down survivors faster".

    Yes really. The 2s cooldown for cancelling kagune leap means that if a survivor is playing well, you are an m1 killer at loops. Spirit has no such cooldown, infact she retains a speed boost, she does not play like a basic killer at all.

    You cannot apply your experience as Legion to Kaneki just because they can both vault a pallet. They work very differently. Survivors don't vault back against a legion because it wouldn't help them avoid the feral slash, legion can immediately turn around and hit them whilst they are vaulting.

    The hinder is 50% for 0.5s, that's 1m of distance in total. At this point i think it only exists to give feedback to survivors that they were grabbed onto. Perhaps there is a better way of doing it but i digress.

    This second quote is not something i said.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060581#Comment_4060581

    Helping with downing a survivor is it's core purpose.

    Why does he have free injury and also power to down? That doesn't make any sense…

    I would change it to Legion vault and let him continue with dashes after it. So he can catch up on predrops and he can try to use power to bodyblock survivors around the loop (which is about the only thing he can show skill).

    That's how you keep him a vault and create more skill expression.

    Because free injuries are useless if it doesn't convert into a down at some point. Whilst he can easily injure people, he still has to down you with a basic attack, and his cooldown means that he can't hit and run if survivors are spread out like they should be, so he has to chase people at some point. Enraged vault exists to pressure survivors into giving up safe resources earlier, so that he can start getting downs in a reasonable time frame.

    Your suggestion makes no sense because if the survivor is already at the pallet after vaulting it, there is no cut off potential, they are already at the resource.

  • Definitely the morning star as well, it would be the most unique and best feeling weapon to use i imagine.

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059816#Comment_4059816

    The condition of enrage vault is being enraged which a average ghoul will be 95% of the time because getting a grab attack is brain dead easy because it's hit scan auto aim.

    You expect us to use this when outside of these conditions yet as I have stated before that rarely happens. Currently the best options are either removing scamper on ghoul cause it's far to problematic or increasing cooldowns and lowering ghoul down to 4.4

    So you're saying that kaneki's are constantly enrage vaulting every pallet? Not in my experience or any gameplay i watch. It's around 0-3 times a match. Especially since the pallet density update, you end up having to break a lot of pallets as ghoul.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060201#Comment_4060201

    So it's not guaranteed down on safe pallets/windows. Kinda doesn't make sense for killer with free injury.

    Just give him Legion level vault, so something happens, but it's unlikely to help with downing a survivor.

    Helping with downing a survivor is it's core purpose. Repositioning on the other side of the pallet would be pointless, it would be better to just break it from the side you were already on. Making it so he would stay in his power also pointless because there's zero potential for a cut off if a survivor is already directly at the other side of the pallet.

  • @Mandy said:

    Just to let you know, am having many discussions around Kaneki at the moment - so as soon as I know what will happen with the revault, I will update!

    For what reason would it be kept? Please explain because i don't see how that would make sense.

    Completely agree with sizzlingmario4 ^

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059496#Comment_4059496

    Cool now give him more nerfs he's still the most hated killer in the game

    That doesn't mean he should be nerfed. There's always going to be a most hated killer. And in my opinion Ghoul is so much better (to play as and against) than the most hated killers we had before.

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059810#Comment_4059810

    The outcomes is both death niether option even buys you more time your just going down because he has quick recoverys and is 4.6.

    Maybe if he was 4.4 and had longer cool downs when canceling then we could buy some more time buy as of right now no.

    The difference in outcomes is the pallet being dropped and subsequently broken. As i've explained before, because the enraged vault is conditional, pallets are useful against ghoul as long as you drop it outside of those conditions. If you drop the pallet and go down to enraged vault, you wasted a pallet.

    I wouldn't mind if they nerfed this aspect of his kit either by increasing cooldown or by reducing enraged vault speed. I don't think he should be 4.4m/s though, i think that would just make him a worse legion.

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059365#Comment_4059365

    Me as ghoul if you don't drop it: Cancels and m1 you.

    It's a lose lose situation if you drop it he gets you if you don't he has fast cancel and attack recovery he can just get you still.

    You are supposed to go down eventually.

    It's not lose-lose. It's choosing between two outcomes where one is better than the other.

  • They literally said it's a bug fix

    @Balrog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/464564/was-removing-the-kaneki-vault-back-intentional

    This is not a new bug; this is a bug fix. We can confirm it's intended!

    Is it effectively a buff? Yes. But beyond that, what is there to gain from arguing with the developers word.

  • Yes it's intentional. Stickiness was reduced from 0.18s to 0.05.

    I think this is because hits behind walls were still happening. I have no idea how difficult it will be on controller now but i tried on PTB and still found it managable on a mouse at least.

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059365#Comment_4059365

    there’s 2 VERY big differences between Ghoul and Huntress.

    • Ghoul is 4.6 and Huntress is 4.4, meaning that it’s better to greed and fake the pallet drop because it will take her longer to catch back up to you while you’re looping back around. but Ghoul will just catch back up before you make it to the pallet.
    • Ghoul suffers very little from canceling his leap charge up, you can tap the button as Ghoul for a fraction of a second and on the survivor pov it looks like you’re going to use power. which is something good Ghoul players already do to force the survivor into greeding the pallet and result in them getting hit. Huntress has a very clear and reasonable time to pull out her hatchet and put it away, giving the survivor a reward for successful greed and baiting the huntress to m2 at the pallet.

    Yes you have to adapt to the speed difference, but the counterplay is still the same.

    It depends on the loop but even if greeding against kaneki results in you going down, thats still a better outcome than if you dropped the pallet and got hit anyway.

    Whether or not it's still too strong is another debate but the fact of the matter is there is things you can do to reduce the impact of it.

  • @Mysore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059337#Comment_4059337

    This shouldn't be in the game. Kaneki jumping over pallets is a big problem that has no counterplay. When Kaneki jumps over a pallet, there's no time to get around it, he simply gets a guaranteed free hit, and all Kanekis do the same thing: wait for the pallet to drop, jump over it, and get a free hit. The only counterplay is to jump back over the pallet, and with this “bug fix,” that will no longer be possible. In other words, Kaneki will be an even more unbearable killer than he already is and will always have a free hit in both stages.

    If they're waiting for you to drop the pallet then just don't drop it. It's like huntress. Even if you go down anyway, it's a better outcome.

  • Pretty sure his throw rate slows down too. The range at which main event cant be used near a hook feels too large to me, i kept thinking it was bugged

  • I do think it's better design but it feels bad going to 4.4m/s when he's been 4.6m/s for over 2 years. The main update is a revert to his 2nd iteration, so its baffling that he was left in his 3rd iteration for so long.

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059312#Comment_4059312

    it also doesn’t make sense why Kankei gets a free down just by leaping over a pallet at supersonic speed

    It's his ability and it's conditional:
    - He has to be enraged
    - The survivor has to drop the pallet right in front of him
    - His power has to be off cooldown.

    Even then, it usually results in a 50/50. Not exactly free imo.

    In any case survivors shouldn't just be able to vault back. Because why ever would you ever use that part of his kit in that case. If it's too strong then it should be nerfed, they shouldn't keep an unintended interaction to bypass it.

  • Yes, it's in the patch notes. It doesn't make sense that a survivor should be able to vault back because it makes the ability near-useless.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059235#Comment_4059235

    A Killer tunneling basically also adds rules to the match. If a Killer tunnels a Survivor, the rule for the other Survivors is to do Gens and nothing else. Basically no bodyblocking, no healing, not trying to get into a chase, no prevention against NOED, no chest searching…

    And this is fine? Because this is basically what a game boils down for Survivors when the Killer tunnels from the start - pressing that M1-button as hard as you can.

    Not what i would call a rule… more of a consequence for dying? I find the game to be more nuanced than you make it out to be.

    If you camp a hook, survivors will do gens. If you leave the hook, the unhooked survivor has chance to hide.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059073#Comment_4059073

    I dont think it is ignorant. Why do people tunnel or slug early? Because they want to win. And if this gets weaker, they fear that they win less.

    How should they address those topics? All I have seen from Killer Mains are just giving the Killer Rewards, which does not work because of two things:

    1. Any Reward for not tunneling must be absolutely OP for Killers to be accepted, because tunneling is currently the easiest and most efficient way to play Killer.
    2. Any Reward (like Basekit BBQ BPs for example) would still be accessible even if the Killer would tunnel. At least from the ideas I have seen so far.

    You don't realise these systems aren't just nerfing something - they are adding rules to the game. Ridiculous, abusable rules in combination. It removes agency and accountability from the game. It's not just about winning and losing - it's not fun to play a game where you are only allowed to play one way.

  • @PleaseRewind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059080#Comment_4059080

    ST & AOT are the ones that came back. I can't think of any others.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059043#Comment_4059043

    While we could get Halloween back at some point I wouldn't count on it just because others came back. At the end of the day it will be up to each license holder if they wish to renewal (or start one if license holders have changed) their partnership with Bhvr.

    True but i think once the halloween game sunsets, i don't see why it wouldn't be added back to DBD. We know BHVR is very willing to re-obtain licenses. They want Hellraiser back, they got ST back, they even got AOT despite the fact that it was always meant to just be a 1 year deal.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058956#Comment_4058956

    Yeah, the Anti-Tunnel and Anti-Slug changes show perfectly what the issue is. BHVR tried to implement some good and meaningful changes, but since players feared they win too less with those, mass complaints happen and now everything is scrapped. And this will happen again and again, until either of two things happen:

    1. The Community accepts that it MIGHT happen that they win less, but will understand if they win TOO less, then the measurements will be tweaked - looking at the Anti-Tunnel changes, tweaks would have been easy and logical. Punishment too hard? Lower it. Benefit too small for not tunneling? Increase it. Still too much tunneling? Increase the Punishment. etc…
    2. BHVR stops listening to the loud and whiny people. And then push their ideas through and tweak them on Live. Again - it would have been easy to tweak the PTB-changes back then. And BHVR used to be like this in the past, they listened, but did not suddenly do everything the community asked.

    I have to disagree with Anti-Hiding tho, the initial system was way too punishing since you got AFK-crows when you just played the game normally with occasional hiding when the Killer was nearby or if you just traversed around the map finding a new Gen. But the current implementation is probably too lenient, I have not seen a AFK crow in months on any player in my games (which is a good thing, but probably means that it triggers not often enough).

    So obviously the players are at fault. But i also think that BHVR is partially at fault, if you design something where you expect that parts of the community will not like it, you have to prepare to still stick with it and then make changes from there. Listening to loud people just to scrap everything in a few hours you have probably worked on for months is just dumb.

    I find it ignorant to think the complaints boiled down to just "winning less". Even more so that you don't consider the possibility that they can address these topics in a different way that isn't what was initially proposed.

    They were radical solutions, it's like bleaching the whole game in a macro sense.

  • You had 9 years bruh.

    In any case it will most likely come back at some point. So far, 2/3 other licenses that were removed came back.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058965#Comment_4058965

    I get your point. And yes, BHVR did go overboard with the changes. But, I very much believe parts of these solutions were salvageable and good for the game, but the outcry caused the devs to shut everything down.

    Nuance went out of the window, both in BHVR's and the community's case.

    So, to answer, both us (the players) and BHVR can be blamed equally for how the changes (or lack thereof).

    @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058982#Comment_4058982

    What frustrates me the most about the whole anti-tunnel/slug situation is that most of the community didn't even get to test the new systems. And the portion of the player base that did had already made up their minds before they'd even tested it. I wanted to see players testing it to destruction to see if they could still win by tunnelling and slugging. Instead, most acted as if the system was twisting their arm to get 6 hooks before a Survivor died. I feel like we didn't really get to see an honest test of the systems in action.

    When it was unveiled, people talked about the AFC system as if it would kill basement Bubba but he is still very much alive. Getting another Survivor or yourself out of the basement is still a nigh on impossible thing to do against a Bubba. I felt like the new systems might be similar to AFC in the sense that you could still employ these strategies, but they might be somewhat less effective than before.

    I get that certain Killer strategies need to be in the game to counteract the things that Survivors can do to deny hooks and for Killers to mount a comeback. I just don't want them to be as free as they currently are and I don't understand why Survivors aren't afforded comeback mechanics of their own. It's frustrating that an Oni can bypass hooking to slug the entire team and if nobody has unbreakable, he gets an easy win. It's frustrating that the most egregious examples of tunnelling have hardly been touched in the game's entire 9 year history. It's annoying that Killers can slug for the 4K to deny hatch. Even if players weren't crazy about a lot of the changes, did we really have to throw out the elusive status effect? The delay to unhooking notifications? Heck, even the mini pop reward for multi hooking had promise. There's no way there was nothing at all that was salvageable from that entire PTB.

    To be honest i don't believe anything was salvagable.

    I think the penalties could never be tuned to be balanced. It's either abusable or pointless.

    Elusive won't do much against fast killers that can track you by just maintaining LOS.

    I didn't like obscuring hook notifications, really didnt feel good as a killer and i don't think they would have done enough for survivors to make it worthwhile.

    Most importantly i think the incentives were the worst part of the whole thing. The incentives were only really designed for the killers that got nerfed versions of them, the benefits weren't practical for majority of killers.

    These issues go deep within the games design, i don't think it can be addressed in one patch. Ideally, everything in the game needs to be evaluated to see how it contributes these issues. But this would simply take too long, best they can do is keep it mind with new content and when updating older content. This is why the solution they proposed was focused on the symptoms rather than the causes. But it didnt work because it had to ignore why the game is played the way it is. And thats very unhealthy.

  • I wouldn't mind it if it returned annually on april fools, if they don't have anything new. But not more than that because i think it's far less replayable than it looks. When it was available i played 3 rounds before i decided i had enough. Funny looking, but it wasn't very fun.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058958#Comment_4058958

    I disagree.

    The players can, in fact, change. For example, we could, I don't know, stop vetoing EVERY. Single. Update. BHVR is trying to implement?

    Half of the QOL stuff was removed because the community moaned and wanted nothing to do with it.

    The game can change, and the devs CAN do changes, but they have to stop listening to all the overwhelmingly negative people. And I bet if they do that, then everyone starts crying that they aren't being listened to.

    Assuming this is about the cancelled anti-gameplay updates. Despite all the fearmongering, there was many valid criticisms that i believed in and i also believe it's what the devs agreed with as well because i found they demonstrated that clearly in a community stream. I found their conclusion that it would make the game worse overall reasonable.

    Fearmongering is not something i support or partake in, but it happens because people want their concerns to acknowledged and they don't have the capacity to do anything more.

    So i do not believe that the players were at fault here. I actually think the blame still traces back to BHVR.

    They should not have promised these anti-systems so far in advance because it felt like the solutions that were proposed and tested were rather basic, something that i imagine any designer could have come up with in weeks at most.

    So players that see these issues as a large source of frustration had their expectations built up. I can understand the disappointment that they were scrapped but the solutions were radical and i think bhvr was right to cancel them. I just think they were foolish to promise it, in general the QOL initiative was too ambitious because they were practically expected themselves to do more things with basically the same amount of time. It was only until the awful release of TWD did they realise that they actually needed to slow down if they want to take QOL seriously.

  • I don't understand why you would make this point. Because what is anybody supposed to do with this information? The players can't change. The game can.

  • Shoot when survivors least expect it and when they are about to reach a tight space like an upright pallet, window or around a corner. You dont have much room to be ambitious as this killer unfortunately, missing is very punishing. So you have to patient and only fire when you believe it will hit

  • I'm very pleased with this new survivor. I've been wanting a guy that looks ordinary and is into tech. His cool lore revealed in the webtoon yesterday is a bonus, i am eager to hear more about MiNA, im hoping she is a visceral for Trickster with glitch effects and a unique mori.

    Really excited for this update, it's everything i've been wanting for All-Kill and more.

    Hopefully Yun-Jin has new voice lines from her original actor. Her voice actor is a professional one and she had voice lines in the promo material for the Crescendo tome.

  • Freddy is jack of all trades killer but master of none. He is very overwhelming to play against and is very straight forward to play with minimal penalty for missing any of the attacks.

    He probably has the most "passive" benefits out of any killer. Survivors automatically fall asleep and nowadays you don't want to be caught vulnerable so you need to spend time waking up somehow. His passive stealth is also pretty insane. He looks very much like a survivor sometimes and he's extremely quiet, undetectable goes nasty on him. He also just has insane perk synergy because he uses basic attack most of the time and can teleport directly to gens quickly. Also the sleep healing teleport is very devastating if you use anti-heal builds.

    Dream pallets are not the best but they look mostly normal to a survivor from 6m away so they can be confusing. And on RPD they are just easy death traps in many areas. And yeah you get no penalty at all for doing any dream pallet interaction as Freddy.

    So i think against the general playerbase, freddy is definitely the most likely to get kills. I mained the rework for a short period until i just got bored because many people are still clueless on how to play against him. In chaos shuffle, i played 100 matches and got a 90% kill rate.

    To play against him, you need to anticipate where he will teleport. Pre-drop pallets if you are asleep, and window loops should just generally be avoided because he can force you to medium vault. The strongest thing him is alarm clocks, you just have to use them at the times where you can get the most out of the immunity.



  • 4/5 of the top used killer sets were pay to win 💀

  • Idk i think he's fine once you get into the habit of dropping the axe and only recalling it when you need it. You'll know when you need it after a lot of experience with killer in general. Even with this playstyle of being 4.6m/s without the axe in hand. The sheer possibility of recalling it does make the survivor have to think ahead. You can also use the undetectable out of a door to help get basic hits.

    Would he be overpowered if he was 4.6m/s, i have no idea but it would certainly remove depth which i think is not good.

  • @Chilli_man2400 said:

    first off

    Why the hell does Vecna, Freddy and Sadako have such a high killrate??
    I rarely see them and there so easy to counter how the hell are they more deadly than Billy and nurse?

    Freddy is just so easy, consistent and overwhelming to play against, and the unpopularity makes that worse.

    Similarly a lot of people die to sadako's insta kill because they just don't understand.

    Idrk about Vecna. A lot of components in his kit so i guess against inexperienced players they probably don't know what is doing what.

  • @Mandy said:

    Its not a bug, this is intended….we tested it in 2v8 and we had a lot of requests to have it on the live game, and from our side it was relatively easy to implement - no download needed etc.

    thank you! its much appreciated and makes me more willing to queue up at any time

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