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Remedicist

Remedicist

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Remedicist
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  • @Brokenbones said:

    If they want to balance it out, then they should just add a small cooldown to it instead

    Instead of resetting, maybe once you're unhooked the perk is disabled for a bit then comes back

    That's both creative and balanced. I like this idea and it wouldn't trump over other aura perks that are always on but work in certain conditions.

  • Yeah, I don't think this perk needs a deactivation. You already have to perform altruistic actions for it to activate on individual survivors so what is then point of the deactivation? And other survivors only see you the entire time, not everyone else like you can so I don't think it would be overpowered over other aura perks if it did not have a deactivation penalty from being hooked.

  • Another reason that I also like Set B more is that Set A, besides David and Dredge, looks like it contains cosmetic sets while Set B looks like it has outfits that can be mixed.

    I'm also biased and want that Trickster + Yun-Jin skin and for Adam peeps to be happy.

  • I don't notice a difference when playing Solo Queue personally. Gens noticeably take a bit longer but in my opinion not enough to be the result of my death in a match. The game still boils down to teamwork and efficiency and the randomness in that hasn't changed in my matches so neither has my win-loss ratio. I'm also the player to sacrifice my life for another to allow them to escape so that definitely affects whether I escape or not but not different from how my games went before the patch. All in all, still having fun in my matches by playing as the support.

  • One time I wrote "Yun-Jin" in a sentence and it censored "Jin." Can't even talk about that actual characters.

  • Trickster before:

    BBQ, Deadlock, No Way Out, Iron Maiden

    Trickster now:

    Agitation, Brutal Strength, Darkness Revealed, Iron Maiden

    Survivor before:

    WGLF, We'll Make It, Botany Knowledge, Desperate Measures

    Survivor Now:

    Autodidact, Botany Knowledge, Solidarity, Leader

  • My matches have always felt random so nothing new here. Overall, I have been happy with all of my matches.

  • I think we should buff solo queue to swf level before any more changes are made in my opinion.

  • @geni said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092219#Comment_3092219

    Regarding the swap from action speed debuff to another debuff, it could be that asleep survivors couldnt see wake survivors, so the wake ones would need to catch the sleeping ones to wake them, plus missed skillchecks dont wake up survivors but the clocks from todays freddy continue existing, just a idea

    Yeah, I think a blindness debuff in general would be interesting since it'd be like "the Nightmare can see your aura out of his TR but you cannot see any auras at all" type of thing. Survivors already had a reduced skill check chance in general to prevent easy wake ups so he already debuffed them in a good way and wouldn't need the action speed penalty in this era of DBD imo.

  • @aarontendo said:

    I don't know why people care about streamers opinions on this stuff. Chances are he's in the top what, 1% 3%? Do you think his experience in any way represents much of the community? That's like when politicians worth 100 million usd talk about their economic woes.

    At the end of the day, he has an opinion and is allowed to share it. Most of the time, people who reference a known figure's opinion is because they themselves already had the same opinion and are just using the known figure to expand upon points they didn't specify.

  • I swear I had a migraine from the noise itself, not the visual effect. My brain needed some rest after that.

  • @lauraa said:

    I wasnt here for old Freddy, but what exactly was peoples problem with him? The fact that hes into NTR? Because I love Judith's Tombstone despite the gameplay loop being just "Staring at survivors menacingly and Break Pallet simulator"

    I think theres room in this game for a more passive killer.

    I do think there is a place for him in modern DBD as well (except for one aspect which I will get into). Freddy was a tracking killer mostly. He could pull survivors into the dream world using his power and if they were outside his TR, he could see their auras. Survivors in the dream world also suffered from an action speed penalty.

    This is what I think most survivors didn't like. Back then, there weren't many gen regress perks so his power being this way was fine for the most part. However many Freddy players used Dying Light + Thanatophobia to further increase that action speed penalty (he add add-ons that could do it as well). This is where the term "Forever Freddy" came from because objectives too forever to do. Obviously if he were the same today, that would be even worse considering the current meta of killer has plenty of slowdown perks to choose from.

    Therefore, I think if he were to be added back, they should change the action speed penalty to a different debuff and I think both sides would be happy with his tracking power afterwards. That's just my thinking of it anyway.

    @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092097#Comment_3092097

    Thing is, from the moment the OP was posted, it was about glorifying old Freddy and "remembering the good old days". Which would we be fine if people didn't then try to push the "old Freddy was well-designed" bit... he wasn't for the weaknesses described previously.

    And yeah, you just considered an statement you like to be "wholesome". I'm assuming people who point out old Freddy's weaknesses like me are bad apples, then?

    Like, you didn't name drop me, but if I remember the flow of the topic, I'm pretty sure you mean me.

    And yeah, my original post was just showing what Old Freddy was like for those that never experienced it or wanted to relive it again. I do still think his older power could work if they change the action speed penalty for a different debuff because obviously nobody enjoyed Forever Freddy back then, but his gameplay without those slowdown perks was interesting and just needed some small buffs in my opinion. Either way though, they definitely need to do something with Freddy whether they give him a buffed and slightly changed old power or fix his current one because I think everyone can agree he is not in a good state.

  • Everyone plays the game for a different reason. Kills are nice, but I also prefer chases, hooks, and bp over just kills.

  • I got a 4k with my chase build Freddy (STBFL, Bamboozle, Brutal, Fire Up) earlier today. It is definitely rough in larger maps though as the loops and pallets may be more spread out, meaning not much need for a chase build, but so are the gens and survivors.

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091972#Comment_3091972

    Tysm!!!

    While you're at it, can you tell me how this was obtained?

    I believe this was from the Year 6 Anniversary Broadcast, but I simply obtained it from a Reddit post. I'll share the video tho:

    https://youtu.be/hILUtCTf7GU


  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091849#Comment_3091849

    That second paragraph is actually a VERY good point. Incapacitation while asleep would make Freddy extremely broken for slowdown, since the number 1 way for removing sleep was blowing up skill checks. Dream clocks wouldn't be enough, Self-Care would become meta.

    You'd have to drastically change old Freddy in order to make him actually fun for both sides, people WILL complain otherwise. And if he was changed, then this crowd would complain about how "it isn't old Freddy".

    The "many" who agree with GeneralV and Remediast is a small minority of people with high post count who have forgotten what old Freddy was like or didn't care about doing well. The forums will be flooded with complaints if old Freddy was brought back in the way he was.

    @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091470#Comment_3091470

    Self-Care destroyed him because it allowed Survivors to break from sleep easily, even mid chase after throwing a pallet, forcing Freddy to sleep them again, granted Self Care isnt used as much anymore but it would still be decimating against him.

    Incapacitation on asleep Survivors? thats beyond broken, the only way you had to break out of asleep by yourself was missing a skillcheck or being hooked, sure awake Survivors could break you out of it but if the 4 were asleep with incapacitation nobody would be able to progress the generators ever, even with the newer alarm clocks it would be beyond broken.

    Freddy only real strength was once the Exit Gates were powered if you put everyone to sleep there was no way to break out of it except getting hooked or missing a skillcheck while healing, since being asleep increased every action timer by 50% the Exit Gates took 30 seconds which allowed him to have an easier time at 5 gens, thats why all his perks revolved about the Exit Gates being powered, you could only do something with him once all 5 gens were done and by that time the Survivors would just 99% them while you downed someone and then prepare for the save (or wait for the hook, open and get away to bypass Bloodwarden).

    I don't know why my comments were deleted when I responded separately to these your posts, but I'll try responding to them here anyway.

    I understand Self-Care was a problem. If I recall, they even reduced the amount of skillchecks that occurred for survivors in the dream world, and add-ons that reduced it further, to counter this. I don't think Self Care would be that much of a problem today because there are more useful perks that people run due to the sheer number of perks we have today compared to back then. Also they nerfed Self Care to oblivion now.

    Also, I didn't mean that survivors in the dream world are incapacitated (because that would literally mean they cannot wake up). I meant that survivors in the dream transition state (the 7 seconds when Freddy pulls a survivor into the dream world and cannot attack them momentarily) would be affected by incapacitated until that transition ends and then they'd be fully asleep and not affected anymore. This would mean that the survivors cannot finish a gen or heal a downed survivor in his face while he cannot attack them but still allow the survivors some time to get to a loop without being almost insta-downed by STBFL or something.

  • Man, both times I responded to comments for some reason needs to be approved. Not sure why.

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091849#Comment_3091849

    That second paragraph is actually a VERY good point. Incapacitation while asleep would make Freddy extremely broken for slowdown, since the number 1 way for removing sleep was blowing up skill checks. Dream clocks wouldn't be enough, Self-Care would become meta.

    You'd have to drastically change old Freddy in order to make him actually fun for both sides, people WILL complain otherwise. And if he was changed, then this crowd would complain about how "it isn't old Freddy".

    The "many" who agree with GeneralV and Remediast is a small minority of people with high post count who have forgotten what old Freddy was like or didn't care about doing well. The forums will be flooded with complaints if old Freddy was brought back in the way he was.

    My response to that comment for some reason didn't show up (I think being reviewed), but I didn't mean asleep survivors would be incapacitated (because then they literally couldn't wake up). I meant survivors in the dream transition state (that 7 second period when Freddy pulls survivors into the dream world) would make them incapacitated and only during that time. This would mean that survivors cannot finish gens or pick up downed survivors in his face when he initially pulls them in for those 7 seconds where he cannot hit them as well but gives them time to run to a loop or something so he doesn't get an insta down with STBFL or something.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091470#Comment_3091470

    Self-Care destroyed him because it allowed Survivors to break from sleep easily, even mid chase after throwing a pallet, forcing Freddy to sleep them again, granted Self Care isnt used as much anymore but it would still be decimating against him.

    Incapacitation on asleep Survivors? thats beyond broken, the only way you had to break out of asleep by yourself was missing a skillcheck or being hooked, sure awake Survivors could break you out of it but if the 4 were asleep with incapacitation nobody would be able to progress the generators ever, even with the newer alarm clocks it would be beyond broken.

    Freddy only real strength was once the Exit Gates were powered if you put everyone to sleep there was no way to break out of it except getting hooked or missing a skillcheck while healing, since being asleep increased every action timer by 50% the Exit Gates took 30 seconds which allowed him to have an easier time at 5 gens, thats why all his perks revolved about the Exit Gates being powered, you could only do something with him once all 5 gens were done and by that time the Survivors would just 99% them while you downed someone and then prepare for the save (or wait for the hook, open and get away to bypass Bloodwarden).

    I know self-care was his weakness back then. If I recall, all actions had a reduced chance of getting a skill check, with add-ons that reduced it further, while survivors were in the dream world to counter this. Although all I'm saying now is that most people don't usually run Self Care with all the other perks we have today, especially now that they practically butchered it.

    And no, I didn't mean asleep survivors were incapacitated (that would mean they could never wake up or do gens). I mean survivors in the dream transition state (that 7 second period when the Nightmare first pulls a survivor in) are incapacitated. This would prevent survivors from doing gens in his face, healing downed survivors in his face, and immediately waking up before falling asleep completely.

    I agree that old Freddy was always a pretty good endgame tracking killer, but I believe that the current state of the game would have a good place for him and help him perform better.

  • I still don't like how NOED works personally, but NOED is an endgame perk specifically while DS and OTR are not. As others have said, it can be disabled before endgame and its aura is shown for survivors to find.

  • @Phasmamain said:

    While he was kinda terrible back then (Just due to how strong maps and Survivors were) I feel like old Freddy would have a place in modern DBD

    He’d be a less mobile but more info/slowdown oriented sadako basically

    That's exactly how I feel. The game was rough for him back then, but the game has changed since to make most killers viable and I believe that includes him as well.

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/337079/old-freddy-gameplay

    Since people are trying to make old Freddy seem like a decent Killer by withholding his negatives and only showing off the good (evidence of an agenda?) let me remind everyone here that:

    1. Self-Care destroyed Freddy by allowing Survivors to get skill checks anywhere and everywhere, allowing you to bully Freddy easily
    2. Freddy had absolutely no power whatsoever. No anti-loop, no mobility, bad "stealth" killer, 100% M1. His games would involve him getting the game to 20 mins to break EVERY SINGLE pallet on the map because he was powerless. Which isn't fun for Survivors or Freddy.
    3. You could unhook and pick up Survivors right in front of Freddy and there was nothing you can do as Freddy. Endgame bodyblocking situations? Basically gg ez, you WILL fail to secure a kill as Freddy
    4. Was described as a snoozefest to go against, was considered the worst Killer in the game, worse than 1.0 Legion

    The strongest "ARGUMENT" for old Freddy was him being "uNiQuE" (by being a garbage Killer) aaaaaand that's it. Old Freddy deserved to go, unhealthy for game in every way.

    Stop focusing on the past, and look to the future. Focus on buffing current Freddy, not bringing back BAD DESIGNS.

    1. Self-Care definitely isn't doing much now with its change in this patch

    2. Freddy's power revolved around information through auras and debuffing survivors in the dream world. When I played him back then, the best way to make use out of his power was to gather as many people in the dream world as possible to know where they are at all times. Combine this with a buff of dream transition survivors being incapacitated and keeping the gen teleport ability, and you have yourself a decent m1 killer that has constant information and map mobility.

    3. This status effect didn't exist back then, but if they made survivors in the dream transition state be affected by incapacitated, then that scenario wouldn't happen as it'd make the survivors unable to heal up the downed survivor.

    4. Definitely I think they should have reduced the slowdown he caused. Removing the current Freddy's slowdown add-ons, which were add-ons in old Freddy's kit as well, would have been a step in the right direction for Old Freddy too.

    Whether they can fix this current Freddy or not does not change the fact that they definitely could have fixed old Freddy as well through viable buffs and that many of us still enjoyed old Freddy's power and prefer it over the current one. I understand you prefer the current Freddy though and that is completely fine of an opinion to have as well.

  • I genuinely thought a gen always spawned there. I have never seen the gallows without a gen. It just looks unnatural.

  • @geni said:

    https://forum.deadbydaylight.com/en/discussion/337079/old-freddy-gameplay

    how did Nea used DS at the start of the match and without getting hooked?

    DS did not have many requirements way back then.

  • Chases are definitely fun, but being chased the entire match is not as fun in my opinion. This is because I have fun playing a support role when playing survivor. I like healing and buffing my teammates with perks. There probably aren't a ton of people like me that find fun in that kind of thing, but people generally have different ways of playing that they find fun and that's okay.

  • A lot of players have been testing out different killers and builds they don't usually play since the killer buff. That combined with BP queue incentives being gone in the meantime would probably make for some slower killer queues all around.

  • Only to yourself. But hey, bring Prove Thyself and Situational Awareness and everyone can enjoy faster gen speeds for that particular gen 😤

  • Has anyone tried messing with their fps limit? I noticed when mine is 105 or lower, no rubberbanding occurs but if it is higher, then I experience it occasionally. There was another forum user that had the same solution as I did and it worked for them, but there was also a situation where a user experienced rubberbanding no matter what they changed their limit to.

    I don't know what the fix is to it and I'm just putting this out there in case it helps anyone as it did for me.

  • From what I remember, there were some asking for a rework but more people were asking for simple buffs. On-release Freddy was a good killer that was nerfed in the first week of him being out due to people not knowing how to face against him. I think the devs back then panicked and nerfed him too quick.

    If Freddy were reverted to on-release Freddy with some nice buffs that @GeneralV suggested such as survivors in the dream transition suffer from the incapacitated status effect until fully asleep and keeping the current gen teleporting power, then Freddy would be a unique tracking power killer able to debuff those in his dream world and can occasionally have map mobility. Most of all, you'd actually feel like Freddy Krueger when playing him.

  • The meta has changed, but the type of meta it is will always remain the same: a slowdown meta. The difference in this meta is that it is dominantly more focused on making survivor action speed slower through Thana, Gift of Pain, and Dying Light than through the regress and gen block perks we had before. I would say the slower action speed is more annoying but both metas probably had equal effectiveness.

    However, just because the meta is this way doesn't mean you don't see people using different perks in general. Some people like myself don't use slowdown much at all. Chase, aura, and utility perks are a lot more fun to use for me. There has been a rise in players running STBFL and Brutal Strength recently.

    On the survivor side, the meta still seems to be endurance and second-chance perk focused, but once again the type of perks being used to fill that role are different such as SB and OTR being used over DH and DS. All in all, both sides have the same type of meta respectivly as before but using different perks to fill those roles.

    Once again, though, just because this is meta doesn't mean everyone is running these perks as of late. I have still seen variety in perks like some using Distortion, Lucky Break, and even Deception quite recently. I, myself, like using a healing or support build on the survivor side of things.

  • Part of dealing with Plague is knowing when to cleanse and where to cleanse. Cleansing in locations where objectives are already finished would normally be a hindrance for Plague because she'd have to walk over to an area with no survivors to activate her power. Additionally, don't cleanse if you're going to immediately touch a gen or survivor that is infected.

  • Huh, this happened to me in a match where I was fooling around with survivors but I wasn't sure why it happened. Now I know why so thank you. Originally, I thought it was maybe a visual glitch. Hope they are aware of this and fix it soon.

  • I want to hug that little peanut 😤 It's refreshing to see a nice post like this out of nowhere. We try our best to not let anyone or anything stress us out but sometimes it doesn't work out that way. Still, I hope everyone is doing just fine!

    See you all in the fog as well

  • I'd have to go with 3. Dunno why, I can just see that happening with them first.

  • @KolbyKolbyKolby said:

    How exactly are survivors shaking your camera

    Sometimes when survivors do a twirl 360, you can clearly hit them perfectly but the aim dressing does a weird camera shake and makes you miss. Weirdly, it doesn't happen all the time so I don't know why it happens. Anyway, aim dressing really isn't useful at all. Can't think of a situation that it helped me but can think of many that caused me to miss or hit an object.

  • @Ayolia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088635#Comment_3088635

    I didn't mean if all survivors are up? I mean when there's only 1 survivor and you close the hatch on him? If OTR and DS at endgame were considered a free escape and deemed unfair why should a SOLO survivor have to deal with No way out, hatch being closed and the already bad gate spawns?

    To be fair though, No Way Out does only work in the end game as it is the entire point of the perk to block the exit gates and has to be earned through different survivor hooks. I'd say it shouldn't deactivate just because one survivor is remaining when hatch is closed. It'd be like saying Adrenaline should deactivate when all four survivors are alive in end game despite the survivor earning the ability to use it by making it to end game because it is an endgame perk.

  • @[Deleted User] said:

    CoB + Overcharge is problematic because of the bug right now tbh

    There's a CoB & Overcharge bug rn?


    Edit: unless you mean the Oni blood orb bug

  • They probably just need to nerf slowdown perks. I've noticed games are a lot more fair and fun when I've been using 0-1 slowdowns compared to an entire build of them. And technically it should be that way where the base-game is more fair for both sides. That shows balance, for the most part, from just normal gameplay without any perks. Perks should boost certain playstyles but never be overpowered individually or stacked where it makes games unfun or remove skill and that is why I think slowdown perks should be looked at more (along with map design and base survivor information).

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086910#Comment_3086910

    I originally thought about keeping his 24m TR and make the auras instantly revealed.

    It is still a combination of on-release Freddy and Old Freddy, just the other way around.

    Either or is pretty great. I think I'd prefer your way as well. I remember when those auras would eat through distortion stacks for any survivor in the dream world. That was pretty funny.

  • @GeneralV said:

    You know, I do have a concept for a Freddy Rework that I would like to share.

    I hope you like it ^-^

    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.

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

    -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

    Would his TR be like on-release Freddy with the 16m? I think it'd be interesting if they combined the on-release and old Freddy aspect of his TR:

    16m TR, but survivor auras are not shown for 10 seconds after they leave his TR.

  • I thought the new tiles were pretty nice. Spices things up on the maps and they aren't too challenging to face from my experience. Unless we are talking about Suffocation Pit but that middle zone has always had chain linking loops that make me want to cry.

  • Yeah, I've seen latency issues as well since this patch.

  • On Trickster, I've mainly been using Agitation, Brutal Strength, Darkness Revealed, and Iron Maiden and have been having fun with the build. I genuinely don't feel like I need slowdown perks anymore since the changes as the matches more than ever really depend on my skill and the survivors' skill and how well each of us perform to determine who comes out on top in the match. Using slowdown just isn't fun for me, but I'd probably use Deadlock or No Way Out if I wanted some form of delay. Stacking slowdowns is not fun either.

    I've been really having fun using chase builds on most killers as they are very viable! Plaything is also a perk I have very fun using. Recently I've been combining it with Third Seal to block off the aura survivors would normally see from their Plaything totem. Fun builds all around.

  • I think base-kit Legion and most of their add-ons are fine. I also think Legion affecting Endurance is okay since their power is non-lethal unless all survivors are in the area. I think they should rework Never-Sleep Pills as it is annoying to go against and makes their power not have any real challenging downside. I think the problem with Legion is not Legion themselves but rather Thana and how well it pairs with Dying Light, Gifts of Pain, the extra seconds added to gens, and Legion's power altogether. I think they should revert the Thana values or change Thana to affect healing speeds and exit gates instead of the gen speeds and other actions it affects.

  • @shalo said:

    What's the actual challenge, do you have to hook x number of survivors while the effect is active? The challenge wording is just use glyph hook survivors, I'm just guessing you can't just start hooking next game and get credit.

    In the match, you have to find the orange glyph. The glyph will activate these visual and audio effects for the rest of the trial once you take it and you have to hook survivors like that while the effects are active.

  • @BadZilla said:

    I keep hearing it appear but I can't find them, annoying.

    Does it not spawn behind you when you first enter the trial? That's what mine did. If you have to actually find it and I just got lucky, then that is going to suck in the future tome pages.

  • I just completed it and felt like I was getting a migraine as the sound went on. Not exactly what I was expecting when I grabbed the glyph.

  • I sometimes run a Yun-Jin build that I consider to be close to lore accurate as she is a person that looks out for herself for the most part:

    - Left Behind

    - Sole Survivor

    - Self-Preservation

    - Wake-Up/Fast Track

    - Hatch Key

    Empowered from others' failures

  • @Phasmamain said:

    I’d say just make it cap at 6 stacks so it is basically capped at 40% like before

    6 stacks is definitely the change BHVR should make. It would still be useful without making it too overpowering.

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