StarLost
StarLost
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Another one.
Wraith:
Mirror Dust (Ultra Rare). While cloaked, if you are afflicted with the Lightburn status, you trigger a blinding explosion that blinds nearby survivors.
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@Mandy said:
I think PvP games can often bring out the worst in people, that's why we enabled a chat filter, in an attempt to prevent these things from happening so much. (you can also use the arrows to close chat completely, which I know a lot of players have done).
Unfortunately we have no control about things that happen outside of the game, so messages sent on console chat or even on Steam profiles etc. Those are down to the platform that they're on to manage - and I'm pretty sure that they do take things like this seriously (with regards to death threats here). And that's the same on Twitch, it's down to them to police their platform.
And the word "toxic" gets thrown around so much right now, to me personally I don't think things that happen in game that are within the game rules, are toxic - what becomes toxic to me, is people abusing others in aftergame chat or as mentioned above, other places other than the game.
Honestly, I'd prefer post-game chat toxicity to survivors playing hide and seek on their final gen to stall out the game forever.
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This has turned out to be a fun thread. I'll do another.
Nurse:
Eternally Held Breath (Rare). The Nurse loses the ability to make a second blink, but can now see the aura of any injured survivor within 8ft of a generator, and no longer has a terror radius for 10 seconds after she blinks.
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@[Deleted User] said:
Because people will buy it anyways. May as well charge more for it.
This, pretty much.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2545488#Comment_2545488
I've yet to see a survivor team afk'ing. They always give their 100%, even if that's just holding a button on a gen and not really outplaying me at loops.
My guess is that your MMR is significantly higher than mine. I'm pretty middling, and I see a fair amount of 4man teams either AFK, or running directly to me and then killing themselves on hook. It's certainly not every game, but I do see it enough to be concerning.
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@baseballfan4877 said:
That's it. Why are you nerfing his basekit. Why can't you just nerf his addons that were problematic and not touch his basekit? Such ridiculous balancing.
Yeah, it's baffling. He was mid tier, at best - which is fine.
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There are lots of things that could be done for GF, however - he's getting a 'rework' already, and even though it comes out at a minor nerf when you factor in the nerfs to his addons, BHVR are likely going to be done with him for a few years. See: Legion.
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@bacon said:
Is slugging the only way? Thanks
I'll usually drop the survivor I'm carrying, and tunnel down the sabo player.
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@Elena said:
Not a suggestion but your ultra-rare idea for the Pig sounds really brutal in-game.
It would be about on par with some of the better ultra rares, I think.
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@Hagravating said:
SB would definitely replace DH but I think the biggest issue people have with DH is the fact it feels cheap and can be very frustrating at times since you know it's coming but there's nothing you can do about it and the Survivor using it will always be able to extend the chase by an amount of time that can be pretty significant depending on the RNG of the loops that spawn (if used properly, needless to say).
Not to mention how it impacts some killers much more heavily than others due to how their power works (hello Trapper) and requires basically not effort in almost every situation compared to SB which at least needs to be managed in some way for you to have it during a chase.
Then there's also the latency issue that can be annoying for either side funnily enough.
Well said. The issue is that it totally negates some killer powers, which SB does not.
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@Frontdoor6 said:
https://forum.deadbydaylight.com/en/discussion/comment/2547292#Comment_2547292
Oh, did i spell it wrong? Whoops
Haha no worries mate, we understood what you meant from context. It just gave me a chuckle.
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@Frontdoor6 said:
https://forum.deadbydaylight.com/en/discussion/comment/2547285#Comment_2547285
Under 18s? What you mean?
I was making a joke.
'Minor' = someone below the age of majority, usually 18.
'Miner' = a guy with a silly hat that digs underground with a pick.
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@Frontdoor6 said:
As the title says, i think there's now a chance the Minor from My Bloody Valentine could enter the game as a Legendary skin now. The Crypt TV skins worked out fine, this one could too
It could be for the Trapper. I know the Trapper already has a gas-mask head, but it could still work. I mean, the Doctor already had a creepy grin before Look-See came in.
I don't think they would permit any under 18s as killers.
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@pseudechis said:
Under the old rank system when I hit the reds I usually got destroyed and wound up back where I belonged pretty quick, not always but mostly games felt best sitting in the green to purple range. I'm not that great but typically I could get 1 kill and often that wasn't enough to avoid a derank in the reds, which I'm fine with.
Under the new system I had to eat roughly 30 total losses, no kills, sometimes 1 hook max before I started getting games that I felt weren't completely unbalanced.
I think the MMR is over rewarding kills and not de-ranking efficiently, resulting in easily boosted killers who take forever to get out of their MMR if they even try and go for one kill. Something feels off about that.
But who knows as we have no information on how the MMR works so everyone is just guessing.
Which killer are you playing, if you don't mind me asking?
I have a theory regarding a possible MMR bug.
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2546440#Comment_2546440
Even a killer you've never touched will start at an MMR higher because of your main. IE if your main is at max MMR your other killer will be at like 90% of that. So not exactly as high, but pretty close.
@luv2splge1488 said:
Wait MMR is shared between killers? So not being able to change killers in the lobby because of MMR was a flat out lie by BHVR. They just wanted give survivors every advantage. Makes $en$e
Yeah, I really need to see some proof of this beyond an assertion, as it's straight up contrary to what I've read.
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@Blueberry said:
SBMM for high mmr players just isn't fun at all. Not to mention how they gutted the whole "separate per killer thing". If your main is at max mmr you could jump on a brand new killer never played before and still be matched just barely below mmr cap level.
Wait, how did they gut the 'separate per killer' thing?
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@Myla said:
I mean he baited out on a response from you in the form of you making this thread. I would just say don't read post game chat but that would be too easy of a solution eh.
The problem is that I sort of enjoy some interactions in PGC. I also feel weirdly compelled to say 'GG' or 'Well Tried' (if it was a stomp), or to commiserate if they had an AFK or ragequit. It's probably a holdover from team sports when I was younger.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2545699#Comment_2545699
MMR feels off sometimes. It might be due to queue times and amount of players though.
Yeah they need to do something about cheaters.
Give it a try. Do 12 or so games as Doctor, and 12 or so games on, say, Wraith. Bring your best perks, and no addons. Try your best to win every game.
Really curious as to see if it's just me.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2545731#Comment_2545731
Again:
That was my point, that there is no "one definition to rule them all", there are many definitions of what "toxic" means.
I'm not here to argue about your definition, just to point out that there is no "one true definition". Your definition isn't even the one you posted.
I honestly think that you are just here to argue, period :).
Don't worry, I do it too.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2545729#Comment_2545729
It's literally what I've heard people tell their small children, but whatever you say.
Is it? Man, society has changed significantly since I was a lad. In my day, you'd be more likely to hear 'better luck next time' if you were lucky, or 'you need to try harder' if you weren't.
'Good effort' is something you'd see on a project that got a solid 'B', but wasn't good enough for an 'A'.
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@DelsKibara said:
Oh boy, here. I have a couple of things to get off my chest:
- MMR is fine. The only reason you would complain about it is if you're in the higher end of MMR, where the game's balance scales are absurdly tipped on either side often and you face some of the worst cheaters in the game. With that said...
- BHVR has done absolutely nothing to cheaters in this game and it's starting to show how little they care about it. EAC is one of the, if not, the WORST anti cheat software in the market right now. The very fact it's own by Epic Games and is completely money oriented (they won't work on it unless they keep getting paid) shows that this situation isn't going to get any better.
- Killer balance is in a sorry state. While it's important to make sure that Killers are balanced and fair to play against. It should not be at the expense of the Killer player who is playing the game. It should feel fluid and fun to play these killers even if they are relatively low tier. Not clunky and horrible. One of the reasons I stopped playing Twins is the 5 seconds cooldown on any pounce, even successful ones. You feel PUNISHED for using your power.
- Not even MMR can help solve the biggest issue with DBD Balance. Solo Queue NEEDS some level of information that isn't tied to perks. It's completely unreasonable to ask survivors to run Kindred or Small Game for ######### that is free for SWFs to have. Give Solo Queue survivors or survivors as a whole ways to identify ######### like this.
Eh...MMR feels really hinky on some killers (Doctor in particular) which makes me think that either it's factoring something in that it shouldn't be (like the number of shocks or something), or I'm winning the lottery in reverse.
@RenRen said:
- You need Gen Defense Perks at High Level
- SWF's are gets a huge advantage
- Old Undying wasn't too strong, needed a nerf, but not as much as they have.
- Pyramid Head was fine on how he was on release.
- Nemesis should have been way more threatening.
- Exhaustion perks should be removed.
- Flashlights should have a delay between turning them on and off.
- If someone has BT active they should lose killer collision.
- Hexes should still have some kind of a effect when they're destroyed.
- Noed should have been changed already.
- Leatherface is really easy.
- Freddy shouldn't have been purely nerfed. He should have received some buffs.
- Lethal Pursuer should be buffed/nerfed.
- Dbd isn't as casual as people like to say.
What frustrates me is that Undying was nerfed, rather than reworking Ruin (or better yet, looking at why regression perks are so heavily required, adjusting speeds and then rebalancing accordingly). It was a hefty defacto nerf to all hex perks.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2545708#Comment_2545708
This is also probably the first time in the last 14 months when there's been a new matchmaker.
I don't see how that would have any effect on killer queue times. If anything, I'd expect them to be longer, as the game attempts to find you better match-ups.
Hell, they were longer back when killers had their matchmaking removed entirely.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2545717#Comment_2545717
Your alternatives honestly sound worse. They sound like what you'd tell a small child after he or his team lost.
Shrug. I think that you've have to deliberately be assuming a negative interpretation here. You'd have to be astonishingly thin skinned to be offended by 'good effort'.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2545668#Comment_2545668
He's not. There was a picture of what is Most played/Perk and whatever earlier this year and Wraith is actually the most played.
I think this is because:
- Wraith is free.
- Wraith is easily one of the most enjoyable killers to play, regardless of his current tier ranking. His speed lets him get into chases fairly easily (seldom do you have the dreaded 'yay, I've lost 3 gens and haven't even seen anyone' games) and he is one of the few killers that can 'scare' survivors. There are few feelings like bonging your bell and watching everyone scatter.
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@Thrax said:
https://forum.deadbydaylight.com/en/discussion/comment/2539259#Comment_2539259
gg can be construed as sympathetic
I always prefer 'good effort' or 'well tried' - GG can come over really condescending when you absolutely crushed.
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Whatever it is, I doubt I'd be able to name it, as I've probably forgotten it exists.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2545694#Comment_2545694
It says that the game isn't dying. Killer always had shorter queues, so it's not like that changed.
They've always been shorter, but this is the first time in the 14 months or so I've been playing off-and-on where they are reliably instant. It at least suggests to me that while the game has a lot of players, fewer than ever want to play the killer role. Which would be quite something if true, considering that the cast of killers are one of the most standout things about this game.
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@Gardenia said:
I think killer is a hit. When he was first released i loved him. He just has that special something where he doesn't take himself too seriously yet can be intimidating and psychotic.
I also love his style. That new skin is so elaborate.
Eh. I really liked the idea of a Joker tribute, but he just doesn't feel like he 'fits'. It's like sticking a penguin into a group of crows.
Beyond this, regardless of how powerful he is in the game at any point in time, it always feels like I'm tickling survivors to death.
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@Orion said:
https://steamcharts.com/app/381210
Check the data yourself. There are more people playing now than at any other point in DbD's history, except when the RE chapter was released.
I don't think this says much though, considering that I get instant queues as killer while survivor can take ages. Something feels very squiffy about an asymmetric PvP game like this where the solo role isn't the power role.
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@ChampagnePapi said:
Just a question that I had in mind.
Toxic - acting in such a manner as to annoy, frustrate, demean or otherwise troll another player, usually in a manner outside of standard game mechanics. It's also very much determined by context, and intent.
Teabagging and flashing a killer to get him to chase you? Fine. Just don't complain when I tunnel you.
Teabagging and flashing a killer from the exit gates after you just stomped him in your SWF group? Toxic.
Hiding to avoid a pursuit? Fine.
Playing hide and seek with the killer after you've done 4 gens to stall the game out for half an hour? Toxic.
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@kodiaky said:
I'm tired of losing 2 generators in the time it takes me to get 1 hook. sometimes i think i managed to take the survivor down fast enough and before i can get him to the hook 2 generators are done.
SBMM killed 90% of the killers for me. If you don't play Nurse, Spirit or Blight you will probably have to tunnel and camp to get the second kill after the gates are 99%.
Most of my games i get 4-5 hooks by the time the survivors finish the 5 generators. So I end up needing to tunnel and camp to get at least 1 or 2 kills. This makes the game extremely stressful.
This wouldn't be a problem if that happened sometimes. After all, you win some and lose some. But every game is like that. meanwhile playing survivor has never been better. At least in my games the team can loop the killer and make generators efficiently.
Honestly, some killers feel absolutely fine. I regularly get good games as Wraith, Hag, PH and even Nemesis. I don't always win, but I seldom feel mismatched.
Others feel like something is badly...off, again - Doctor being my best example.
@[Deleted User] said:
I played Myers 5 games, I lost 2 and won 3. You can play all killers, just let your rating be adjusted.
Obviously in higher rating, you will lose but not all players elite.
Yeah, I haven't really played Myers in ages, but I suspect that something is wrong with SBMM on certain killers. It makes me wonder if it factors in BP gain somehow, as Doctor is really good at racking up high scores.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/285705/there-i-said-it
The MMR part on SWF is a common practice in most competitive games, i hope they are doing the same in DBD
It's anecdotal, but if that's the case, then either there are a lot of SWF groups deliberately AFKing out a lot of games or something isn't working properly on some killers (Doctor, specifically - no matter how often I get pounded, I still constantly run into full SWFs way, way better than me).
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@JawsIsTheNextKiller said:
Corrupt and Ruin together? You are just asking survivors to go and look for your Ruin at the start of the game.
Anyway, if you are using meta-perks its only fair that you are matched against meta-perks. The survivors could probably make the same argument as you. Go on a meta-perks boycott, take some losses and hopefully you will end up in the casual player pool where you can enjoy the game again.
Honestly, I don't even consider Ruin a meta perk anymore. On most maps, it's really easy to find and even at my (likely) terrible MMR, it's basically a waste of a slot. I get much more value out of Devour Hope and Pop, or even Surge on sufficiently mobile killers.
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@TeabaggingGhostface said:
Iridescent oni addon: Iridescent kanobo handle
Your blood fury meter no longer decreases while demon dashing
Your turn rate for demon dashing is considerably better (20%)
You lose considerably more of your blood fury meter when downing a survivor (20% more of the amount you usually lose)
Ah, Oni. One of the killers that I really want to like, but struggle to.
I dig your idea though.
Here's one of mine:
Namahage Knife: Blood orbs no longer spawn. Instead, hitting 3 survivors will automatically cause you to enter demon form. This effect will also trigger upon the completion of 3, 4 and 5 generators.
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@GoodBoyKaru said:
Oh, people can play how they like. My stance is that if they play scummy, though, they have absolutely zero rights to complain when the other team (or same team) plays scummy back. If you facecamp don't complain when gens fly and 3 people tbag you at the gates. If you clicky clicky all game don't complain when you're facecamped- that sort of thing. If you bodyblock a survivor repeatedly then don't expect that survivor to save you, and a lot of killers will leave them alone to tunnel you because it's a dick move.
Play how you like, but if you're being a dickhead then don't complain if the other side are too.
This.
If you bring a key, don't complain that I tunneled you down as a priority.
If you teabag or flash me, and I camp you to death - well, you wanted my attention, and you got it.
If you are going to bring annoying second chance perks, don't complain that I'm running NOED/Undying.
If you are going to bring a bunch of toolboxes and a medkit, I'm bringing some nasty addons too. And probably Franklins.
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@humanbeing1704 said:
Borrowed time is the healthiest survivor meta perk and people should stop complaining about it
I like what the skill attempts to accomplish, but it's too easy to use offensively (rather than being an anti-tunneling tool like it's supposed to).
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@Kill_Yr_Idol83 said:
As killer, SBMM is an absolute joke. I know I've made similar posts about this but no one should have to run Corrupt, Ruin and/or Pop every single match just to have some sort of fun or stand any chance against this nonstop sweatfest the game has become, whether you're good at the game or not. I'm sure many could agree with that. Hell, even if you're slightly good as killer now, every match is consistently sweaty because of SBMM. Casual play is as nonexistent as the working class for christ sakes. It's ridiculous. Been playing this game for over 4 years, have dumped a stupid amount of money into it and am about to call it quits once and for all because SBMM has killed the fun completely. I wish it wasn't the case. I've stuck around this long because I love this game to pieces but it is what it is. SBMM was the nail in the coffin.
P.S. Outside of the dismal SBMM, I played one match tonight as killer (after I said I wasn't going to play) and while I was using Discordance, 2 survivors each were on gens across the map. By the time I got there, both gens were done. Like #########?! They weren't even using toolboxes and only one due had Prove Thyself. It's bullsh-t like that where you know the game is in an imbalanced, terrible shape.
SBMM works really well for some killers, I find (Wraith, Hag, PH and Pig all feel absolutely fine on my side, usually get a pretty even, good game), but it feels like something is broken on others (Doctor is my best example).
He's certainly not my best killer and yet I constantly find myself up against really sweaty, full 4man SWF groups far beyond my skill level. I wonder if it's something to do with his naturally excellent BP gain, and some or other skill of his rapidly inflating his MMR.
And yes, I absolutely know what you mean about gens. I have so many games like this, and it's frustrating to have two gens remaining before you even get a real chase in.
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@dspaceman20 said:
I don't know if these are controversial but
- Using meta perks doesn't mean you have no skill
- There are no toxic perks and a person using a certain perk, item or build doesn't make them toxic.
- Using perks isn't abusing them. This is another stupid word the people throw around to things they don't like.
- Survivors body blocking is not toxic (I have heard killers say a lot unfortunately). If you argue this then I can only assume you think being a good teammate is toxic.
- If you call out the opposing side, be it killer or survivor, for using meta perks but don't acknowledge your side also using meta perks your a hypocrite.
- The communication aspect of swf isn't the problem. All the communication I the world won't help the survivors cannot by enough time to do gens.
- Even though camping and tunneling is fine they can be used to be toxic. It's not the strategies that's toxic its the intention behind the strategies that toxic. Tunneling a person to help you win the game is fine but tunneling a person because you don't like the character they are playing as or perks they are using is toxic.
Thats all for now.
I'd disagree on two points.
- The communication of SWF is absolutely the problem. It allows for a degree of coordination and information sharing that the game simply doesn't feel balanced around.
- Tunneling because you don't 'like' someone's perks (which also frequently plays into which character they are playing) is absolutely not toxic, because getting them out of the game as fast as possible should be a priority. It also places a lot of pressure on a coordinated group, as they have to run interference. The only character I'll straight up tunnel, however, is a 'Blendette', as these players always seem to be incredibly BM and abusive, or someone that brings a key.
As to the other responder (no idea why, won't let me quote you).
Interesting.
Why would you say Swamp is worse than Haddonfield? The only time I don't like Swamp is when I'm running a lot of hexes.
Flashlights are...situational. They are incredible versus a Hag or Wraith.
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@FreshCoal said:
https://forum.deadbydaylight.com/en/discussion/comment/2545605#Comment_2545605
Did you not read the first addon? That was definitely be more than a minor inconvenience
Yes, lol. I was agreeing with you. Hence the upvote.
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@Mattie_MayhemOG said:
BHVR is not transparent about MMR because the whole point is for inexperienced survivors not to face capable killers and never the other way around. Time and time again we are told that red ranks only show time spent in the game but that is a lie too as one has to do well to pip and move up. By nature those who spend alot of time in the game are either good at it or in a team that can communicate the whole time, or most likely both. 2 kill balance is unfun for everyone when 1 of those kills is a camp on the first hooked and the other a tunnel on whoever is being chased when all the generators are done.
A good survivor and an good killer is not a fair match when its 4 on 1. This is why the MMR system is not working for killers.
This is what it should be if they actually wanted balance
Poor survivors = Ok killer
Ok survivors = Good killer
Good survivors = Great killer
MMR is absolutely bizarre. It feels like it just isn't working right for certain killers.
I play a decent Wraith, and I usually get Brutal, sometimes Ruthless. Good games, both sides feel similarly skilled.
Doctor, on the other hand - I'm nowhere near as good with, get stomped a lot - and I still face back to back sweaty SWF groups who barely give me a chase before 4 gens have popped.
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Eh...no.
Good Blight players make it look easy, but he, like nurse, is really difficult to learn to play effectively and you can instantly lose chases if you foul up. 'High risk, high reward' styles will always seem overwhelmingly strong - until you try them yourself :).
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@Gylfie said:
And for some reason, I appear to be in the minority. I've taken to the internet many times, trying to find people who shared my opinion, perhaps find some advice on how to deal with him, but I mostly seem to find people saying he's fun to play against, 'weaker than Clown' and 'piss easy to beat'. In fact, I've even seen people call for multiple buffs.
I don't get it. I really don't. I can't seem to win a single game against this guy and every time I go against him it's a miserable experience. As soon as the chain hunt has begun, aside from the fact that it's very annoying, you can't really do anything anymore. You have to solve the box.
My problem with that is that he can either teleport to you while doing so or be close enough to interrupt you with a regular M2 to down you and trigger a chain hunt on the entire team. When he teleports to me, I never know exactly where he's going to be coming from, which often results in him getting a free hit. This means if I'm already injured, there's no way I'm touching that box.
In the few complaint posts I've found, I've seen people say that all you have to do is hold onto the box and solve it when he's carrying someone or when he's mid chase. Does simply holding the box stop the chains from spawning all the time? If not, what are you supposed to do in the meantime?
As for an example of why I think he's super frustrating to play against, in the game I just played, I finally found his Ruin and started cleansing it. The person carrying the box went down at around the 90% mark and it interrupted my cleanse. I tried cleansing it after that but the constant chains spawning prevented me from doing so and alerted the killer to my position. After a solid thirty seconds of me trying to cleanse that totem, he found and downed me and I let myself die on hook. I typically don't do this but it was my second Pinhead game in a row and I just reached my limit.
I'm really hoping I'm missing something obvious, some trick perhaps, that will make my experience with this killer less miserable. I'm looking for advice. Anything. Please help.
It really depends on how lucky/good he is at finding the box. Without it, he's excellent at hassling a single survivor, but he really struggles to pressure a map, particularly anything with verticality.
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@Lx_malice said:
So I just played a killer match as Oni. During the match I was chasing a Steve and he ran up to a locker that a Nea was in and showed me she was there pointing at it. I downed him, hooked him, and let the last 2 Neas taunt him on hook before he DCed and I farmed with said last 2 Neas. So I guess my question is if it's possible that I may be banned? If so whatever I guess, but that'd be dumb. If you ask me I did justice lol.
Absolutely not.
In at least half of my games, so long as nobody has been a jerk and I've had fun, I'm likely to let the last 1 or 2 survivors farm a bit or even escape. I also do this whenever the enemy team has an AFK or a DC.
If this was bannable, I'd have been gone a year ago.
AFAIK, the only way this would be bannable is if you somehow teamed up with a survivor friend and they are leading you to people, or deliberately sandbagging their team. Or if you were somehow preventing survivors from ending the game but not actively trying to kill them.
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@FreshCoal said:
I would opt to do a complete rework of Nemesis' iridescent addons.
Current Iridescent Umbrella Badge: Survivors are inflicted with the exposed status effect for 30 seconds after injecting a vaccine
New Iridescent Umbrella Badge:
- The Nemesis can see the aura of infected survivors when they are further than 48 meters away from him.
- Survivors see The Nemesis' aura for 5 seconds after injecting a vaccine
Current Shattered S.T.A.R.S. Badge: Tremendously increases zombie movement speed for 60 seconds after a generator is repaired.
New Shattered S.T.A.R.S. Badge:
- Considerably decreases the cooldown after breaking a pallet with Tentacle Strike (From 2.5 seconds to 2 seconds)
- You begin the Trial in Mutation Stage 2
Mm. Nemesis really needs some mechanic to make the virus more than a minor inconvenience for survivors. I barely even see people cleanse the damn thing now, it honestly just seems better not to bother.
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@MckFinn said:
Ever since they nerfed Freddy so he has 5 dream snares/pallets by default, I've felt like Freddy is much weaker on bigger maps. Suffocation Pit, for example, makes it hard to place dream snares across the map where you need them. Is it just me or does anyone agree?
His base kit is fine.
His addons need a complete rework.
Nerfing either would have been adequate. Nerfing both was overkill. I see more Legion and Doctor players than Freddy these days, he's as rare as Myers or Demogorgon.
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2544091#Comment_2544091
>Has been most oppressive killer for years with only very minor and insufficient nerfs
Gets two nerfs which arent even that bad
"WAAAAAAAAH, they hate spirit and now i have to play the game."
Eh. I'll still play her, but it does feel a bit rough for one of the three killers that can reliably pressure a strong SWF team to get nerfed, while the weaker killers received either minor buffs to a few addons, or a defacto nerf in the guise of a QOL fix.
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I'll do another.
Doctor.
- Encountered Grave (Rare). You can instantly teleport to the location of your illusory doctors, with a 60 second cooldown. Replaces Static Blast.
A million internets to anyone who gets the reference.
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@slendermansmoom said:
wonder how fast boons will get nerfed
I'd guess it'll follow the same pattern the instant FL blinds did.
People post videos and talk about it being imba. Survivors defend it as 'well, it's fun, and killers had x OP thing for a week three years ago so it's justified'.
Whichever dev designed it comes in to defend it and say that they have no intention of changing it ever.
A few months later, it gets nerfed.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2542189#Comment_2542189
I don't think it has to be either/or. We want close matches where both sides are playing well and are allowed to play well. Killers usually aren't allowed to play when gens fly. And you can say the same for a survivor getting camped, because technically they're playing right and doing everything they can do, but against a competent team that killer's only gonna get that single kill. Whereas when killers play right and do all they can do, it usually ends up in a 1k or a 0k. So one side is clearly more pressured to play 'scummy' than the other, because doing so gives better average results than playing right. Gen speed is the root of the problems, I'd say, because both sides are having fun when they both get many chases in, which gen rush gives no time for. So longer matches, which can be achieved by slowing down gens, is what will make this game more fun, less stressful, and allow more room for variety.
The problem with SBMM is the same problem ranks had (once they finally gave killers actual matchmaking back, which took ages).
It's incredibly easy to smurf your MMR down as a team simply by AFKing.
I've seen it plenty, both in terms of a team of 3-4 players entirely AFK, or running into incredibly skilled and coordinated teams who play way beyond the level of the standard 'intermediate' players I usually play against at my undoubtedly mediocre MMR.
You know the exact type - the sort who do 4 gens before you've even downed someone and then play hide and seek for half an hour.
And before you ask, I can't even find anecdotal evidence of someone being banned for AFKing or 'holding the game hostage'. I'd guess that these reports are mostly to do with gathering metrics.
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@WexlerWendigo said:
And people have the absolute gall to say the devs are survivor sided, when they’ve been obsessed with spirit for years. Half the anniversary quotes were about her and it took teeth being pulled to get her reworked.
Remember how long instant blinds lasted, and how the devs stated that it wouldn't be changed?
Infinite loops?
Old sabo?
Yes, we can do this all day. QQ about QQ is the worst kind of QQ (and yes, I really that I'm creating a QQ-ception here).
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@Orion said:
Candyman.
I totally forgot one of my favorite killers of all time. Huh.