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Phasmamain

Phasmamain

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Phasmamain
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  • Honestly I’m pretty impressed. They kept what made him fun to play while making him better yet not oppressive. Still not that fun to fight but it’s always been that way

  • Clown is basically the only killer I enjoy playing. He’s simple on the surface but has way more depth than most realise. Plus his chase music and aesthetic is perfect

  • Honestly just play something else for a while. Dbd at its core is a repetitive game so eventually you are going to get burned out.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2919414#Comment_2919414

    That's my point though. Map design IS the biggest factor in balance. You can take away all bullshit perks on either side. Most maps are heavily favored to one side. And there will never be balance.

    Nurse is so strong because she can ignore the over abundance of resources. Because she can somewhat traverse stupidly huge maps(with distance) reasonably. Because she can get downs at a reasonable pace.

    As long as whoever is designing maps is in charge. There will never be balance I'm afraid.

    Yeah I can agree with that. Right now all I want is for range, triple blink and recharge to be nerfed. Giving nurse any direct number buff add ons is a terrible idea imo since that’s all anyone will use on her. We should buff the gameplay changing ones and make them viable as different playstyles for her instead.

    But in the rare case the game becomes more balanced I feel a rework is the only option to make her balanced

  • Tbf he isn’t bad atm just average and underwhelming compared to his old self. All they really had to do was remove charge speed add ons and call it a day

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2919401#Comment_2919401

    Cold wind remakes, Badhams, Eryie, The game, RPD....What exactly makes you think things will ever be more balanced ?

    Tbf that’s map design which bhvr has always struggled with (and something nurse mostly ignores anyway). As for other things like perk and killer balance it has gotten better so in time nurse will become even more busted. Even broken things like COH aren’t really an issue for her compared to other killers which goes to show how strong she really is

  • My issue with nurse is that she’ll get progressively more busted as the game becomes more balanced. Best to change her now instead of having a huge issue later down the line

  • @Hi_Im_Chucky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918846#Comment_2918846

    Oh yeah, link of do I gotta dig it up? I’d like to read that.

    @GeneralV said:

    Greetings, survivors, killers, and both-siders of the Fog! I hope this thread finds you doing well. I am here to present to you my idea for another Freddy rework.

    Now, several threads here showed to us and to the devs that the chance to play as Old Freddy again is something that the community truly wants and needs. Which is perfect, however bringing him back without any changes may not be the best idea. After all, we all know that he required a few buffs and QoL improvements (never a full rework tho).

    Please, allow me to present to you my idea for an improved Nightmare:

    Power: Dream Demon

    Pull survivors into the Dream World

    -Survivors who are awake do not see The Nightmare.

    -Once targeted by The Nightmare’s power, survivors enter the Dream Transition for 7 seconds.

    -During the Dream Transition Survivors can see The Nightmare intermittently and they suffer from the Incapacitated status effect.

    -When the Dream Transition Lapse, the Survivor is pulled into the Dream World.

    Once in the Dream World:

    -Survivor’s auras are revealed to The Nightmare when they are outside of his terror radius.

    -Survivors suffer an action speed penalty of 40%.

    -To exit the Dream World, Survivors can find non-sleeping Survivors to perform a wake up action.

    -Failed Skill Checks can also wake up.

    -Hooked Survivors wake up.

    Special Ability: Dream Projection

    -Teleport to a Generator in view. Releasing the button early will cancel the action.

    -Survivors cannot interact with the targeted Generator.

    “You have nothing to worry about. This won’t hurt one… little… bit.” -Freddy Krueger

    Add-ons:

    Wool Shirt:

    -Slightly decreases Skill Check chances in the Dream World.

    Sheep Block:

    Slightly reduces Dream Transition time.

    -Time to fall asleep is reduced by 0.5 seconds.

    Kid’s Drawing:

    An unattributed drawing clearly crafted by a young child.

    Slightly increases Dream Demon range.

    Garden Rake:

    Slightly increases Movement speed while casting Dream Demon.

    Prototype Claws:

    Moderately increases Movement speed while casting Dream Demon.

    Outdoor Rope:

    While Survivors are in the Dream World:

    Applies a moderate (-6%) Action Speed penalty to Repair, Healing, and Sabotage actions.

    Nancy’s Sketch:

    Moderately increases Dream Demon range

    Green Dress:

    Considerably decreases Skill Check chances in the Dream World.

    Slightly increases Dream Projection charge time.

    Cat Block:

    Moderately reduces Dream Transition time.

    -Time to fall asleep is reduced by 1 second.

    Unicorn Block:

    Considerably reduces Dream Transition time.

    -Time to fall asleep is reduced by 1.5 seconds.

    Swing Chains:

    Survivors suffer from an increased Action Speed penalty of 60% after 30 seconds in the Dream World

    Survivors only see glimpses of The Nightmare during the Dream Transition.

    Nancy’s Masterpiece:

    Tremendously increases Dream Demon range.

    Jump Rope:

    Tremendously decreases Survivors' Action speed when in the Dream World.

    Blue Dress:

    Moderately decreases Skill Check chances in the Dream World.

    Moderately reduces Dream Projection charge time.

    “I had to keep you awake long enough so when you finally slept… you would never wake up again” -Freddy Krueger

    Pill Bottle:

    Survivors do not see The Nightmare during the Dream Transition.

    Paint Thinner:

    Tremendously increases Movement speed while casting Dream Demon.

    Class Photo:

    -When a Survivor is pulled into the Dream Transition, all other Survivors' Auras are revealed to The Nightmare for the duration of the Dream Transition.

    -Tremendously increases Dream Transition time.

    Time to fall asleep is increased by 2 seconds.

    “Z” Block:

    Tremendously reduces Dream Transition time.

    -Time to fall asleep reduced by 2 seconds.

    Red Paint Brush:

    -Tremendously decreases The Nightmare's Terror Radius.

    -Tremendously reduces Dream Transition time.

    Time to fall asleep is reduced by 2 seconds.

    -Slightly reduces The Nightmare's Movement speed.

    “Don’t be afraid. I can make it the way it was... Just the way you liked it” -Freddy Krueger

    Black Box:

    -Broken pallets are replaced by Dream Pallets

    -Non-sleeping survivors cannot see or interact with Dream Pallets

    “I can sleep… I just don’t want to” -Dean Russell

    Extra details:

    -The Nightmare’s Movement Speed Penalty for putting a survivor into the Dream Transition lasts for 1 second, as it originally was.

    -The Nightmare has a 24 metres Terror Radius

    -Dying Survivors who are healed to the Injured State aren’t automatically woken up.

    -A Survivor’s Aura is revealed to the Nightmare immediately after said survivor leaves his Terror Radius.

    P.S

    And that is it! My idea for a Freddy change that should restore his fun aspect and address his weaknesses. Please let me know what you think, and as always, see you you in the Fog!

    -Signed by GeneralV, your local Freddy main.

    EDIT; Just keep the concept up to date :)

    Here it is

  • @GeneralV made a rework concept that kept most of his old kit with the introduction of the dream projection and some other QOL fixes such as incapacitated effect while transitioning between worlds and self healing skill checks not waking you up. Basically the perfect Freddy imo

  • Yeah especially if you are old gen or switch hitting that skill check consistently can be quite difficult

  • Had retribution on my huntress and found him hiding behind a tree as blendette

    64FFB448-0C7B-4326-8510-C1A7397D4401.jpeg


  • Can you blame them? Trickster on a map with little walls (blood lodge or ormond for example) is basically just old legion but a bit more skillful. No real fun to be had there

  • While it would technically nerf stealth for survivors I don’t see why such an accessibility option isn’t in the game

  • The game revolves around hooking multiple survivors. This playstyle is one the devs don’t want to encourage and have plans to rectify so by all accounts killers should not be more like him

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906267#Comment_2906267

    if this was the reason a killer would play with worse survs

    Not really. There’s much less killer players than survivors which leads to worse killers facing good survivors and good killer facing bad ones since the system needs to accommodate matches for everyone

  • I’m guessing because there’s no actual good qualities for the map they can use to prove their point

  • @Jay_Whyask said:

    I don't understand how there are still people that haven't learned RPD. I swear dude, the devs put a roof on a map and the average player's response is to throw themselves to the floor and cry.

    Not only is the RPD a good map, it's noticeably better than a lot of maps in the game. Honestly, would you rather play Shelter woods, Rotten fields, Cowshed, Torment creek, both swamps, or Ormond?

    RPD isn't even something new players have to deal with. The strategy you bring to RPD is the same as Azarov's resting place.

    Learning a map doesn’t make it a good map

  • Only if the clown can make them explode into gas clouds

  • Jake sounds like he has a voice crack when you hit him and Quentin’s sound when he gets downed is great

  • While I’m still not a fan of MMR as a whole the fact that they are willing to do tests like this is encouraging to the future of such a system

  • Deathslinger is underrated imo. Not fun to play but still very good in chase.

    Ghostface is overrated from my experience. Anything over low C tier is too high for him

  • Map design is and always has been the biggest issue in this game regarding balance. The main reason trapper is so much worse than blight is due to maps being too big and too safe for the most part

  • Clown has a horn he can honk on command

  • @XerraFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907319#Comment_2907319

    This..

    Even though I lose 90% of the matches against her I love facing a nurse since it's a total different feeling of how the match goes

    Can’t say I enjoy her but despite that I don’t want another Freddy situation where nurses mains essentially have their main killer fully taken away from them

  • I believe she should be nerfed mainly in regards to her addons. From what I’ve seen the main counterplay to a nurse is to make her miss and then hold W. Both range and recharge add ons basically reduce her already little counterplay to near non existent levels. Also the triple blink needs to be removed fully as any more chain blinks and nurse becomes even harder to counter and much more forgiving to play

    Range add ons shouldn’t exist period and recharge should could only be on missed blinks to help new nurses. Nurse is strong enough to the point where only having niche/gimmick add ons is okay imo

  • It’s just a very brainless map to play on and very beneficial to certain powers. Playing against a hag or nurse on midwich is one of the worst experiences you can have in dbd imo

  • Yes you do get a penalty. Pretty sure you can report them though.

  • It’s just a stupid strategy that should be removed imo. No pig main actually enjoys doing this

  • Play the game anymore /s

    Seriously though

    1. Using exhaustion perks
    2. Owning trickster
    3. Never burn a map offering
  • Survivor queues are longer due to so many people in queue. This leads to unfair matches since the system needs to find the a match sooner or later whether it’s balanced or not

  • They already did the cowboy theme so medieval would be my next favourite idea. A disgraced knight could be a great killer concept

  • @danielmaster87 said:

    This killer has already lost so much.

    He hasn’t lost too much besides his exhaustion add on (deserved) flask of bleach (unnecessary but barely noticeable) and pinky finger (deserved). Otherwise he’s been buffed

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/2904854#Comment_2904854

    Can't stand playing against Clown for this reason.

    It's just ~10 minutes of motion sickness and headaches :/

    Yeah they do need to fix this. I remember they reduced doctor’s static effects to help accessibility so there should be a similar thing for clown. Maybe an option that changes it to darken your screen and have a gas border similar to plague?

  • About 2200 last time I checked. I’ve been playing since summer 2019 but haven’t actually played in a couple of months

    Probably 80% survivor 20% killer if I were to guess. 90% of that killer time is on clown as well

  • My only issue with the blurred vision is that it can make certain people feel motion sick. Otherwise it’s an intended and balanced part of his kit. It’s how he can pull off mindgames at a lot of loops which he needs to secure hooks

  • The only P2W thing I can think of is DS. New players kinda need an anti tunnel option and having it licked to paid only dlc is an issue

  • Trapper. I’m convinced I am a human magnet for traps when against him

  • Clown has some great choices. Sure pinky finger got nerfed but just bringing cheap gin makes it unnoticeable

    Nurse has purple range and 3 blink which are both busted. The rest are irrelevant though and Freddy doesn’t have a single good add on in the first place

  • Yet he’s still at the top anyway. Fact is stats don’t mean much in a game as inherently random as dbd and we shouldn’t use them when talking about balance

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2900417#Comment_2900417

    The data from matches against players of even skill shows as much. She averages out to 2K. Taking perks like Starstruck is a significant risk because all the survivors have to do is bolt in completely separate directions ASAP, and she will lose the majority of time on the Exposed pursuing them. Or be spread out already, and thus not even in the area of effect. Even with Agitation, this is a trade off against good players.

    When did we start using data to mark balance. If that’s the case then pinhead is the best killer in the game and old object of obsession was balanced

  • So billy and Myers require the same amount of skill to master?

  • On COH. Killers time is 4x as valuable as a survivor so wasting time chasing and hitting a survivor only for them to run to their boon in an awkward location doesn’t cost them much but costs the killer a lot. Boons are designed so that their effect is only useful when the killer is close by (shadowstep, exponential and dark theory). COH ignores this and is why most hate it since there is little risk to placing one down since no matter where it is it will always get value.

    As for healing it’s pretty much dependent on the killer they are facing. Against are nurse or Oni it’s basically required but against a legion you’re better off staying injured

  • Because nurse is objectively the best killer in the game without question and always will be without serious retuning.

    Blight because he synergises well with meta perks and has busted add ons

  • I understand I’m not the most well liked when it comes to discussion involving nurse but can we actually discuss this? All im seeing mainly is “But survivors have broken things too” or “She isn’t played much so that means she’s bad”

    To your point I agree, Balancing add ons for nurse is essentially impossible which is why she has so many niche effect/meme ones. Problem is this has lead to people only using range/recharge because the others are so meaningless. Recharge is fine but range needs to be removed while they buff/change some of her others

  • Yeah joey needs more imo especially since all but 1 look very similar

  • Nurse in her entirety is outdated. She needs a full rework to even come close to balanced

    1. Revert Freddy to his old version with @GeneralV rework concept
    2. Balance the outdoor maps by making them smaller and less safe overall while removing indoor maps (I’m going to be killed for this one)
    3. Make some form of BT base kit as well as making BBQ’s aura reading base kit (could make it killer instinct from 32m to be more fair)
    4. Focus on at least 2 killers per mid chapter with power/add on changes. Maybe take a community vote on who gets the update (similar to Meet your match if you’ve played TF2)
    5. Give Jeff more cosmetics
  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/318672/please-bhvr-take-toxicity-more-seriously

    Mm.

    There was a time when it used to get to me too. But somewhere around the 600 hour mark, I sort of became numb to it and now I just shake my head and move onto the next game.

    Unfortunately the devs have been pretty clear. They consider 'smack talk' not only to be inevitable, but to be an essential part of online gaming and won't do anything unless it rises to the level of serious hatespeech or threats (and even then, temp bans).

    I happen to disagree with this stance and think that it's only setting the stage for misery - but it's not my game.

    https://us.v-cdn.net/6030815/uploads/CGHYGZW5XNIN/toxic-mandy-jpg.jpg

    https://forum.deadbydaylight.com/en/discussion/comment/2897631#Comment_2897631

    I'm actually keeping track of this myself for my current experiment. One month as a survivor main versus one month as a killer main.

    Thus far as a survivor main, I've had a 'toxic' killer in maybe 26 games in my last 170, and that's counting anything that could be construed as toxic (hitting on hook, bleeding out etc). On the other hand, I don't think I've seen a single winning game where another survivor doesn't hang around in the gates to teabag and gloat.

    Not one.

    https://forum.deadbydaylight.com/en/discussion/comment/2897612#Comment_2897612

    Teabagging...whatever. It's annoying, but difficult to remove.

    Flashlight macros need to go.

    Since flashlight macro can cause seizures I 100% agree. Doesn’t annoy me personally but more accessibility is always good.

  • For survivor it’s bond. Literally never leaves my builds as a solo player

    For killer it’s the old Gearhead. It wasn’t amazing but when it gave you solid info it was really satisfying. Freddy and clown both had decent synergy with it too

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