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ReikoMori

ReikoMori

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ReikoMori
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  • @MapleSyrup780 said:

    https://forum.deadbydaylight.com/en/discussion/comment/569761#Comment_569761

    There should be something in place to deter it at least. Like the killer can't be within a certain distance from a hooked survivor or it will slow the time to get into struggle mode and then to finally get sacrificed. Anything to deter camping. It's getting really bad.

    We tried that already. Not only did it not deter camping, but survivors would develop strats to keep killers near a hooked survivor as long as possible to give them a huge increase in time to save the survivor and 99% multiple gens. We also tried stopping the timer, but the same thing happened again. The devs and players started to learn that aggressive punishment mechanics could be turned into abusive tools that gave survivors too much safety. Crippling the chaser emblem turned out to be a much better solution. Also hooks are no longer static. They swivel on unhook and survivors can even unhook while standing inside each other's model. So Face camping doesn't really exist anymore.

    Killer's don't get the same concession of hook swiveling to hook a survivor so you can bodyblock hooks by crouching in front of it as the kill can only hook from that angle. The best way to combat being camped is to just not get caught.

  • A few of the Youtubers/streamers I've been watching who are well known for their DBD content seem to be getting more annoyed with this game.

    In TydeTime's case he's literally getting better sponsor treatment from the DeathGarden team and Capcom. Even though Deatgarden has a smaller player base it is the better game coming out of Behaviour. Dedicated Servers, power role actually feeling powerful, experience gain is faster and game is less grind heavy. I play it and think it is just a much more rewarding experience.

    Tru3's been very vocal about his concerns and frustrations with the game. He'd probably play something different if not for the fact that DBD is his top driver in getting views and the fact he wants to actually fix DBD. Noob3 seems pretty burnt out at times these days.

  • The DS should have a change in the basis of its use, a timer to be able to use it?

    What you just asked for is what we just got it changed from. DS being on a consistent 60s timer makes it exactly what it is supposed to be which is an anti tunnel off hook perk. The time could actuall be like 15s shorter and still be fine, but what we have now is still pretty good.

  • Ok, hear me out before you lose your mind on me. Mori's are extremely powerful, and are not hard to come by. I have at least 20 or more EM's on 6 killers.

    I actually made a thread explaining a reasonable way to incorporate mori kills into the base gameplay while at the same time limiting the overall usage per trial and implementing a give and take incentive for choosing mori or hook.

    https://forum.deadbydaylight.com/en/discussion/70914/convert-mori-kills-to-base-gameplay-mechanic#latest

  • There are 16 killers in this game. If Nurse doesn't give you any satisfaction then don't play her. You've got arguably 4 other killers that can carry you in Red Ranks to varying degrees. If you don't play killer at all then you're actually the worst person to try and have input in the issues with Nurse as you don't have the experience of playing killer. OhTOfu put out a video of him playing nurse pretty poorly against survivors who clearly weren't skilled and made unforced mistake after unforced mistake. I have a lot of respect for Tofu, but he has a tendency to play up what he's doing when he's not doing anything all that special against potatoes.

    Putting him aside, Nurse is perfectly reasonable without range addons. She scales with the killer's skill and against the optimal survivor play. She also is the only killer that scales well against optimal SWFs. Outside of an addon pass I don't know what you're trying to gain.

  • @Twinbros said:

    So the goal is to conceal toxic killers so they don't get punished for their own toxic behavior? Seems to me that DbD has it's priorities mixed up. If said player is getting a lot of dodges then maybe said player needs to change the way they play to encourage survivors to play with them. Seems to me that the only people who have to fear this would be toxic players.

    I get to tell a story!

    So, currently we have a large play population that uses MLGA, a network traffic sniffer, to see who their matched against in terms of player. Now this program allows you to create lists of people's screen names so it can tell you when you're in that person's lobby. They say this is to just create whitelists of people with stable connections. Yet, in reality a lot of the time they were just making blacklists of killers they didn't want to play against for reasons that aren't even remotely proper. This resulted in lots of lobby dodges and increased queue times so the devs had to put MLGA on their blacklist in an attempt to curve usage.

    The reason you don't get to see the name or the killer chosen is because people can't help but try to cherry pick their competition. You hook a survivor early in the game before they get a chance to start a gen? Blacklisted. Don't give the hatch? Blacklisted. Don't spend the game farming because of an early dc? Blacklisted. Played defensively against overly altruistic survivors while you were on hook?Blacklisted. Many more non toxic situations occur than actual toxic situations, but since people love to get in their feelings and be childish they do things that mess up key components like matchmaking. They have to be held in check.

  • @Zender said:

    What do people think about:

    1) penalizing quitters with a 5 minute cool down before they can search for a lobby?

    2) Having player stats above their head in lobby, like # of DC's last 50 games, hours played, etc?

    3) Ranking system that if your buddy is rank 18 and you and your friends are 2, 4, and 7 you get a rank 2-5 killer?

    The first one has already been spoken about by the devs. They will implement the lockout system when dedicated servers arrive or the mid chapter after they arrive. The second one is unnecessary and would lead to the same issue we have with mlga is that the practice of blacklisting exists and they want to get rid of that sort of behavior. The third one is something everyone should want in a game that is based around ranked play. It would help to stabilize matchmaking and keep players in the ranks they belong facing the appropriate level of competition. It will also force players who want to play with their higher level friends to actually learn the game so they can.

  • One thing I'll never understand is why people feel the need to camp unless that survivor ran you for all 5 gens (Which would still be your own fault for chasing them that long) than there's no reason to camp.

    Got any other game killing ideas? I'd love to see what else you could come up with to utterly drive this game into an early grave.

  • Too many a times have last survivors been able to simply creep up behind me while the second to last survivor was busy being dragged away by the entity.

    Just close the hatch on site. Don't look to check, just close it. If they are following you, they can't get it. If they are hiding then they can't get it. Also you can close the hatch under their feet.

  • I would like to see an addition to the core gameplay that shifts away from generators and hooks to focuses on survivors securing an escape route and killers being able to kill them outright in an attempt to hinder them, but the survivors respawn.

  • @Elk said:

    Aw! That's it. I was all into this and seen no perks and other things.😔 However, what is here is great! I love the story and his abilities. How can a survivor get out of hallucinogenic state? Is it like wears off over time? Or like Plague and have to do a certain thing to take it off? Later if you have the time add perks and a survivor if you want. I like it so far.

    The a hallucinogenic wears off over time. At base it lasts 20s and if struck again with the syringe is increases the time by half a second. I'll have the perks when I post the survivor.

  • Personally I just tab out and watch youtube or read something on my phone. Thought it would be interesting to see what people do.

    Watching youtube, going over my prep for the next game.

  • Please, put in something to go against this mechanic. It's basically camping a hook without the hook and 0 fun for anyone.

    Slugging is a much needed tactic for the killer's arsenal. You already have tenacity, unbreakable, no mither and flip flop as reliable counters. You literally need nothing else. It is more often than not the right choice once you get to higher level play. Just learn the game thoroughly instead of trying to strip tactics away from killers.

  • @TrueKn1ghtmar3 said:

    https://forum.deadbydaylight.com/en/discussion/73895/so-killers-can-close-hatch-or-open-exit-gates-great

    I thought you could (but honestly I've neve tried because i killed the other three the forth deserves this ebony as well)

    If you close the hatch you can't open the gates. Killers can only open the gates if the gens are done.

  • That feel when you hit every survivor with Legion and don't get looped into a moebius strip.

  • So what if you could only wake up using survivors or the bubble thing. Thoughts???

    Play the ptb on next tuesday. That's the thought that people should be having.

  • I was wondering if you can play at red rank without some sort of tunneling/focus down some survivors. I would like to give out a challenge.

    Can it be done? Yes. Should it be done? No. Red Ranks is where killer time management needs to be fully optimized or survivors will just steamroll through their objective and bully you once they see your playing with this challenge limiter on. You'd also really be limiting what killers you have to play. Unless they it was going to be Nurse or Spirit there wouldn't be any reason to try this.

  • I never GIVE the hatch. You either find it or you don't. I will concede game if I get rushed to ######### and haven't been able to gain effective momentum at any point during the trial. I'll open the door myself and walk away. Doesn't really matter because survivors still won't leave as they feel I'm obligated to give them evader emblem, but I just afk in basement corner.

  • Nurse's power scales in strength with the experience of the player using her. She has a high skill threshold that has to be reached before she can be considered unbalanced without addons. Though at that point you can't do anything about as that is proper design.

  • I was scrolling in The Legion category searching for good ideas to put Legion back in it's fun state. Guess what?

    I remember this from when it was posted. Some of it okay, but for my preferences I don't see it being what I want out of Legion. I think pre patch Legion is the right way to go in general, but remove deep wounds from their kit entirely and transition to a stacking on hit effect. As a status its fine, but Deep Wounds being used for both BT and Legion effectively ruins the point of it as a killer based power. To a degree I feel the same with Killer Instinct. It was a much more consistent and reliable tracking tool till they nerfed Legion and then altered it again when giving it to Ghostface.

  • @Redd said:

    @ReikoMori

    The op is 4 weeks old. That’s enough time to read it.

    I didn't see this once till today. That means it got buried instantly like most threads do.

  • @βLAKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/560414#Comment_560414

    Intentionally going after me. I literally got off a game just now in which the killer equipped a mori, found all of us at the start doing a generator and he immediately goes after me first. I didn't think too much of it because it was as expected he would go after me since I was closest to him from the group. But I looped him around for a while near my teammates who continued to do the gen to the point that he could have grabbed them off the gen if he wanted to. Instead, he continued to try to down me and when he finally did, the killer face camped me and hit me several times while I was hooked. The team did a cooperative save with Borrowed Time, but even then it was over. The killer went on to spam the mori animation on me and I just left. When I first made my original post on this I had already gotten face camped and tunnel w/ mori several times. It is no coincidence.

    He went after you because the loop was too strong.

  • I am just so excited for the re-work Freddy Krueger. And I am trying to be very patient.

    Mid chapter ptb will be when we can test it out. Also please post in the proper sections.

  • @Entità said:

    No one comments: strange, many games have something like this. I'd simply like not to see anymore criticism full of anger and disgust and hate against the developers, and a community allied with them to make DbD better, richer, more magnificent, more balanced, more funny to play. That's it. :)

    Give people time to read first. Also while your idea is sound it is better used for large scale testing of core mechanic changes rather than single chapter releases of killers and survivors. Right now the devs are functioning on a pretty tight schedule of a content release every three months. Other games have less tightly controlled turnaround times and also maintain a perpetual test environment server. DBD doesn't do that and requires players to opt in to a patch over of the their testing setup.

    Perpetual testing servers don't take snapshots of your live server data. You don't need it as thetest server is entirely separated from the live game and usually has settings that allow for testing of all things down to cosmetic purchases made with server sided unlimited currency. When an open beta of other games happen they usual just open the perpetual testing server up to everyone or make another testing server that has more normalized settings. That way they can test how how wide scale play looks.

  • During this event I switched to survivor due to queues being insanely long and getting the worst luck of pulling streamer swf for multiple games in a row. My survivor pulls were so sweaty that it just made killer general unenjoyable because people would burn offerings and then rush the game to ######### or burn thompson house map offerings. Like, I'm expected to be nice and chill while these chucklesucks take the piss? I'll pass. Switch over to survivor and it is the complete opposite. I get baby killers who clearly don't understand the game or just camp. I pretty much shoot into green ranks with ease. My biggest threat as a survivor where getting teammates who were trying their best to troll and sandbag other survivors.

    In short survivors are just generally the worst behaving side of the coin during events.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/560218#Comment_560218

    None of these arguments hold water, because he's been in the game for almost two years. There can never be a defensible argument around design intent, because there has been no urgency. They should just leave the original power in the game, and use the new power for a new killer, so that nothing has to be lost.

    It's not as if they just had a backup idea on the table. Things take time to research, prototype, test internally, create art assets, finalize the design, do a complete pass on addons, code everything into the game properly. None of that is a quick process and it wasn't as if the entire team would have been tasked with doing this. The majority keep working on upcoming content, balance and bugfixes.

    Changing an entire power wholesale is the first of its kind in DBD. You had no reason to believe that something they've never done before was going to just get done quickly. The fact that it didn't happen quickly as it means they've had time to make something much better than what they usually tun out. Freddy will be the only killer to have spent this much time "In development".

  • We all knows it's incredible unfair, terrible against m1 killer, and overpowered as hell like bnp was before. So devs, I don't know, do your job.

    Just use Franklin's Demise. That solves the issue of them having kits on hand in the first place. Since it is an insta heal they will go back for it meaning you can force a down and hook them.

  • This took me awhile to come think up and try and connect, as i studied the lore of both DBD and the FD franchise and how they could be connected.

    I would like to counter this with the fact that a lot of the entity's victims on both sides were taken at the moment of their death. Rin taken after her murder. Lisa taken after her death due to wounds from being used as food. Jane when she crashed her car into the water. Plague when fled to a cave where she started to succumb to the sickness she tried to cure. Tapp when he was bleeding out from having his throat slashed.

    What if the Entity is drawn to those close to their own death or responsible for the deaths of other because they are in fact Death itself. The Entity could very well just be a secondary aspect of death that exists as a cosmic antithesis to a proper passing. Every survivor is taken because they can serve as a good source of hope to feed on. That means that these people in general need to be strong willed in some way that makes their death something that can be properly taken. There are outliers of course, but if we're talking Final Destination Death. That primordial force would never accept another taking from it. The only way I could see the two being connected is if FDD couldn't prevent the Entity from doing what it does. The only sensible idea from there is that either they need each other or one is just an aspect of the other that must carry out its actions.

  • Write for yourself first and foremost. If you've put actual work into your ideas and crafted them out well, keep going. You're being creative for your sake first and others a distance second. I don't want to speak for the general public too much, but I think alot of people don't really read fan ideas much on the forum due to the sheer amount of no thought or true creative input ideas that get posted. For every well composed design idea we get like 20 fan ideas that are "This anime guy would be a good killer." or some thread opener with just a few lines of text that doesn't really make any sense.

  • @Dragonredking said:

    because the emblem system doesn't note you on your skill as a killer but on your skill at entertaining the survivor

    This in a nutshell.

    The current emblem system is gauges your "skill" by how well you can extend the game rather than playing efficiently.

    Gatekeeper is heavily weighed for the first 9 mins of the game. You will get most of your points in this emblem if you hold all the gens for at least 9-10 mins.

    Devout emblem is influenced by the amount of hooks you get and weights sacrifices higher in points. If you use mori kills through offerings or Devour Hope you instantly cripple this emblem to staying at silver. 9-10 hooks is what you need for gold.

    Malicious is about get hits. A lot of them. If you are instadowning too much you're crippling your score and if survivors don't save each other from hooks and heal you're going to have a harder time. 15-20 hits ensures a gold.

    Chaser wants you to play with survivors. You get more points for short chases, but it wants you to have multiple short chases that you win. I'm not exactly sure what ensures a gold in this category, but instadowns hurt it, trapper and plague have trouble scoring in it. As their powers don't get counted in that category even though they should.


  • @Walker_of_the_fog_96 said:

    @ReikoMori Imagine that those license problems did not exist ... how would you feel if they were added?

    I'd be concerned more than anything. We're on a pretty sour streak with new killers. Jason can't come into the game to only be an amusement ride for the survivors. If they were to get that license somehow and Jason was like the killers they've been putting out lately I wouldn't bother with the chapter. Same as with Ghostface I see no reason to bother. I got to test him in ptb and the community feedback got him to a good place and then he immediately took a step back shortly after release.

  • Sooo I'm a killer main, please keep this in mind, and I have a question that will probably get a lot of hate... but I digress...

    Because Endurance is the single strongest survivor benefit that can be gained. Tanking hits isn't meant to be an all the time thing. You're going to need to play survivor eventually as you can't learn the game in full without playing and learning both sides to high degree of skill. You also have to remember that at lower raks like grey ranks people are new and don't understand what the best way to play is yet. Have patience with them and focus on building your cooperative action skills and proper dodging techniques. A lot of hooks can be mitigated by rather simple survivor optimizations and routing.

  • How would you feel if Jason Vorhees and Tommy Jarvis joined in the game? me: very happy

    Licensing issues prevent that.

  • Can this be moved to Fan Creation or Wishlist? @MandyTalk Thank you in advance.

  • @Raptorrotas said:

    I dont see the problem with that idea as it has been around since the halloween chapter. Having mirror myers as alternate ability instead of an addon would be dope.

    In freddy's case it'd be a nice goodie for those who actually like his current kit. Unlike previous balance xhanges, it's the first killer getting a completely new ability.

    And if freddy, jason and leatherface can have different kits in mortal kombat, then it'd be possible here too (😆)

    In mortal kombat you're only changing out between two to five moves between variations. The characters all have a base kit that never changes regardless of variation. You just have extra moves that swap in and out that alters the base play style.

    With DBD killers aren't made to have a modular spec and smaller changes can have greater effects. Switching between the old power and the new would be like switching between night and day. You run the risk of getting into territory where you have two play style that are so different stacked on one killer that we still end up back at the major survivor complaint of universal context clues and skills can't be properly applied in a consistent manner at the learning levels. That is probably the biggest reason Freddy got an entire power change rather than small QoL fixes.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/558619#Comment_558619

    There are an overwhelming number of things that a new player will not understand immediately. Not to say that this is a healthy standard at all, but it's a pretty universal problem in this genre, and it shouldn't be used as a cudgel to squash interesting character designs, which the current Freddy most certainly is, whether he is weak or not.

    Plenty of characters would reasonably fall into the "newbie trap" bucket. I remember taking a particularly long time to figure out exactly ######### was going on with Doctor when I was new, Nurse and Spirit both "cheat" the normal rules in confusing ways, and Myers has basically no terror radius (which a new player is trained to use as their first warning sign). I'm not defending Freddy in terms of complexity; there's a lot of stuff going on with him for sure, but once you understand him, you're good to go -- as is the case with any killer.

    You say: "His current power takes universal options off the table for at lest 7 seconds. That by design isn't what they wanted to have him be." He was added to the game 20 months ago, so I don't think that's really a justifiable argument in terms of design intent; any urgency on this front left the building well over a year ago. But now, they're removing a character from the game -- one that players have spent substantial time and in-game resources on -- and replacing it with a different character that, in all likelihood, will not appeal to a substantial number of current Freddy players.

    Freddy is appealing because he has strong and global aura-reading abilities, and very useful stealth (but these come at an action cost). At the very least, the new Freddy should retain these aspects. Either that, or -- at worst -- players should get the option to refund the BP they've spent on this character who is suddenly not the character they've been playing. 😛

    I think we need to make a distinction between what is and isn't happening with Freddy. He's not being removed from the game and though I understand what you mean by that a lot of others won't if they don't read the thread properly. What they are doing is reworking his power. Currently, they've stated that Freddy will still be invisible at long range and begin to flicker in and out of view as he gets closer to a survivor till he is completely visible at close range. Survivors will now fall asleep passively over time and will need to be woken up by other survivors who aren't asleep or use a clock at a static location to wake themselves up. Freddy will be able to place Dream Snares down that survivors can be caught in while they are asleep. They are also considering giving him a teleport that target's gens. He gains universal striking and grabbing options.

    What Freddy is losing is decreased action speeds on all actions. He's no longer in tangible and ultimately separated from the game. He will no longer have to do an action that puts someone asleep. Aura reading may also be gone, but I don't remember them giving a concrete statement about that.

  • @Dehitay said:

    Woah, I didn't know that consoles get those 2 dlcs for free. Do they have to pay more for the base game to compensate?

    Not at all. PS4 actually gave the game away for free as a ps plus game last year.

  • Really frustrating to go against it. One second you're working on a generator, then you get grabbed out of nowhere. No real counter to it.

    Just gen tap. She can't grab you if you're gen tapping.

  • I'm passionate about this game because quite frankly, it scratches that itch in my head to be a very bad person. I love being a villain in most games and being the killer in horror movie is a lovely high. Playing Legion before they ruined them was like such an amazing feeling. Stabbing everyone at high speed and watching them scatter while trying to keep their insides from slipping out felt intense. Playing Clown is like being playing a ringleader in a freakshow trying to corral the survivors.

    When I'm Myers, I get to play like an inevitable unstoppable force of nature. Playing Leatherface is a chance for me to put myself in the mindset of someone from the Sawyer family. I could go on and on about what brings me back to the game.

    What pushes me away though is that stale core gameplay and poor balance ruins the fun. Also losing my absolute favorite original killer's power sensation makes it hard to sit down and play endlessly.

  • ...this game is mental.

    Take it from someone whose been playing this game for 3 years. Your experience is going to generally be about the same even where you get good at playing killer. You'll get kills and wins more consistently, but overall from a person to person standpoint you're rarely going to be treated like a human being. Survivors will treat you like a spooky amusement ride if you let them. So, get it in your head early on that you're playing for you and not them. Do what you need to do to win and rank up. Don't listen to their rules about fair play. As a matter of fact close the chat window at the end screen and never open it again.

  • It's just easier to lose track of them when you're trying to run all over the place. You have to place them outside of your preferred travel routes.

  • @Talmeer said:

    I just play and mod Skyrim/Fallout 4 in the time between and I thinking to play a little bit Battlefield 3 or 4 again. 1 shot - 1 kill, -not like in dbd with its 3 hook system^^.

    Still I wait for the undone of the patch. 1 day they will need to realize, that patches like the Legion patch make the game to boring. For killers and survivors.

    All those new threads in the dbd forums about boring gameplay, second objectives and so on - that is just a symptom, because they have make the game too easy for the survivors imo.

    Sooner or later they have to face this and then we can only hope for this game, that they turn the tables and coming to the right conclusions.

    I just got into Total War: Warhammer 2. Micromanaging vampire pirate armies happened to be a more rewarding and fun experience than slogging through Legion games. I'm at a place where I sort of need another break. I've slid into green ranks on survivor without even trying to and got bored. Played for the first time in like a week or so tonight just to get some dailys out of the queue. Pretty much stopped after that.

  • If you want to see any response and I mean real response start going to the dbd twitter and telling them daily you want them to #FixLegion. If enough people do and it gets traction enough for people to see it. Maybe we can actually get our killer back.

  • The way I see it they are both crutch perks but people have been meta slaving so hard Ruin is their life blood.

    Ruin is a years old bandaid for a years old problem that seems to be low or zero priority for the devs. The role of killer is on paper the power role. The role that survivors should be reacting to. In practice, the killer is very reactionary pretty much from the start. What is the most optimal way to deal with the killer? Limit the amount of time they have to react to what your doing. Now, you as the killer have a few tools at your disposal, but Ruin is the best in slot tool when at tier 3. It's fire and forget, drags the game out and puts survivors into reaction mode which is where killers need them to be.

    Devs could adjust the core gameplay to make that less of a necessity, but we're 3 years in with no change in sight. Both sides get to a point where if you want to press upward in rank you have to be a meta slave.

    Noed is something that shouldn't be a subject of discussion. The devs have said multiple times that they feel noed is in a good place. If you look at the history of the perk it has seen more changes than any other perk in the game. Most suggestions for the perk want to go back to the original things they tried and found didn't work. The more original suggestions want to add more stipulation to its activation under the belief that it should be "earned". The issue is that the game is full of perks that give strong benefits without being "earned". The survivor meta features a majority of these perks and has the most endgame perks. Noed sits right where it should as an endgame option should survivors be too complacent in ensuring their survival.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/558499#Comment_558499

    A) you absolutely can use the transition time to your advantage, and is not the hindrance it’s made out to be.

    B) He shuts down gen rush, gen rush being a massive problem at high level play. Freddy is the only killer i could keep myself in red ranks with, without Ruin.

    I acknowledged that Freddy has a useful gimmick in terms of strength. That still doesn't make up for the fact that the killer loses momentum in situations where waiting for that transition eliminates the possibility of universal techniques. Current Freddy doesn't have the ability to swing through palettes on a moment's notice or use quick strikes to interrupt Survivor actions. He can grab out of lockers, but can't grab off gens or unhook attempts.

    Making the game slower is cool, but the same results can be achieved with other killers on top of having those universal utility options. You playing him and staying in red rank consistently with him means you know how to play the killer role well in general. You could take that skill and a few extra hours learning any other killer and get the same results with the right builds. That said, pull back and look at Freddy from a design and balance perspective.

    Do new players to the game understand through context clues what is happening to them when they face Freddy? The devs' internal data seems to suggest the answer is no. Now, everyone has to take time to learn the game, but because Freddy is such an outlier in terms of play lower level players can't use the universal context clues they've learned from dealing with other killers. That means you created a 'Beginner's Trap". You want to avoid those as much as possible. On the other end of the spectrum you have a killer who has a power that adding aggravation to the game on both sides. Survivors whose learned to be optimal tend to dislike this that arbitrarily make them sub optimally.

    Freddy just shoots a laser out of his hand and just makes you sleep. There isn't any counterplay on that interaction and the result is your just worse at doing everything. That doesn't feel particularly engaging. From the killer side you have a killer who can make some quasi interesting mind games. Yet, at the heart of his design he is an m1 killer with a power that doesn't have long term usage in the chase. You get aura reading, but at high ranks that overall is less useful. Freddy also wastes time waiting for people to fall asleep before he can harm them. During that transition state they can still pop a gen and get adrenaline resetting your momentum in a crucial moment. That is unneeded frustration placed on the player. Why would you want that?

  • Couldn't the Freddy rework just be a new killer who uses the same concepts, but is just re-themed somehow?

    The problem with this sentiment is that it goes against the stated problems with Freddy. He's a killer who low level survivors can't properly understand and can't hope to be really useful and consistent in high level play. His current power takes universal options off the table for at lest 7 seconds. That by design isn't what they wanted to have him be. Does he have a strong gimmick? Yes he does, but the problems that come with it and the fact that it doesn't really express Freddy's proper power as a dream demon. If you watch his films he doesn't put people to sleep. He preys upon them with mind games and tricks after they eventually falls asleep.

    His new power gets him much closer to what he actual does in the films and gives people who play him and play against him a better understood way to interact with him.

  • @Nicholas said:

    It doesn't work and it sucks. 14 is not enough and 75% should be buff to 100% to truly counter iron grasp. It should also accelerate the wiggle meter by 25%. I don't know it just feels like there's always a hundred hooks in every nook and cranny on the map. There's no opportunity for Mind Games, does it matter where you go because there's always a hook right around the corner.

    You can't mind game a hook. If you've been getting hooked due to trying to mind game something you can't mind game I feel bad for you. Yeah if it was to accelerate the speed of wiggling then it would need to lose everything else it does.

  • I either face super tryhard 4man swf or 4 chill dudes who are medicore at best. No in betweens. And killers can't tell in lobby which its going to be.

    I'm against having a penalty for dodging SWFs. You are asking for people to be punished by not wanting to play an objectively worse experience. The game needs to incentize playing against them rather that saying, "If you don't play against this group you're doing a bad thing."

  • @AStupidMonkeyy said:

    https://www.youtube.com/watch?v=BILKMTUvYzg I tunneled in this match and I would have easily 4k'd but one DC'd on purpose to give the other hatch since it was a SWFs group. This made the match MUCH easier. I did what everyone tells me NOT to do and guess what? They didn't get all the gens done, that's for sure.

    I've literally been saying this for months now. Stop following these nonsense "fair play" rules and just play as efficently as possibly. The sooner killers start playing efficiently and setting aside these nonsense rules your consistency goes way up. Even then though when gens are popping fast and every survivor is playing optimally you're still more than likely losing or black pipping.

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