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@Lumionesty said:
Rip my girl Hag ;(
She’s one of my favourites, I don’t understand why so few people play her. Might be due to her completely different play style compared to other killers which most people don’t know how to use. Once you learn she’s so much fun.
Anyways as to the actually stats, it’s very well made lots of interesting information. The one thing I could have asked for was specific kill/escape rates for each killer. To give a sense of how well each killer was made,
I checked the killrates/killer. Since there was only 2 or 3 matches for some killers these numbers are quite unexpected.
Killers by lethality:
Legion 3
Huntress 2,56
Wraith 2,5
Pig 2,5
Ghost Face 2,33
Clown 2,33
Nightmare 2,2
Cannibal 1,8
Hillbilly 1,78
Spirit 1,67
Deathslinger 1,6
Nurse 1,5
Trapper 1
Doctor 1
Plague 0,5
Oni 0,5
Shape 0 :'(
Demogorgon 0 :'(
Legion OP plz nerf! And I don't know why but seems like everytime I counter Demo it's a baby Demo.
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@Dead_by_Gadfly said:
Thats a suprising number of huntresses. I imagine thats because of the tome as it seems high, and it also explains why nurses seems high as thats a great perk on her
Yes I think the tome has boosted her pick rate. I checked and 5 of the 10 Huntresses ran Nurse's, 4 did not and one was one of the video captures I took too early so I had no perks stats for that match. Also half of the Ghost Faces ran Nurse's.
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Kill/survival rates get skewed when you take moris and keys into account so those numbers should be taken with a grain of salt. I'm quite sure the average kill rate gets closer to 2 when you don't take the mori games into account.
What rank were the killers on average and what rank were you after rank reset? Because in red ranks killers cannot afford to camp to the extent what your numbers imply. What platform do you play?
Also the total sum of your gens per game is 147 yet you have other stats for 222 games. Why is that?Edit. Never mind I noticed you elaborated on that in your post.
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Joel would be the killer.
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@Blueberry said:
Interesting stats to see. They pretty much match what I would expect.
Do you have these stats strictly for the 27 red rank games you could post as well?
Okay here comes some pure red rank stats:
Average killer rank: 2,11
Average survivor rank: 2,76
Average amount of hooks: 8
Average amount of gens done: 4,41
5 gens were done in 16/27 games, average time was 8 minutes and 52 seconds. I survived 16/27 games or 59,25 % of the games.
Killers:
4 Huntress
4 Ghost Face
3 Wraith
2 Hillbilly
2 Spirit
2 Trapper
2 Nurse
2 Clown
2 Deathslinger
2 Oni
1 Cannibal
1 Pig
Killer perks:
21 BBQ & Chili 77,8 %
13 Nurse's Calling 48,1 %
13 Pop Goes the Weasel 48,1 %
6 Corrupt Intervention 22,2 %
5 Sloppy Butcher 18,5 %
4 Hex: NoED 14,8 %
3 Whispers 11,1 %
3 Hex: Ruin 11,1 %
Survivor perks:
85,2 % of the games had SC
54,3 % of survivors had SC
74,1 % of the games had DS
40,7 % of survivors had DS
77,8 % of the games had DH
34,6 % of survivors had DH
59,3 % of the games had Adrenaline
28,4 % of survivors had Adrenaline
55,6 % of the games had IW
24,7 % of survivors had IW
Ruin popularity in red ranks totally sinks compared to full stats. Also red rank killers need less NoED and use more Corrupt instead. Also red rank games has noticeably more Dead Hard.
Edit. Also red rank matches have 1 hook more on average compared to full stats, which I thought is worth mentioning.
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@Lumionesty said:
Rip my girl Hag ;(
She’s one of my favourites, I don’t understand why so few people play her. Might be due to her completely different play style compared to other killers which most people don’t know how to use. Once you learn she’s so much fun.
Anyways as to the actually stats, it’s very well made lots of interesting information. The one thing I could have asked for was specific kill/escape rates for each killer. To give a sense of how well each killer was made,
The reason I didn't calculate them was because there was so few matches/killer so it would have been quite irrelevant in the big picture. But maybe I will if I get motivation/I have time. :)
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Thanks :)
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@Blueberry said:
Interesting stats to see. They pretty much match what I would expect.
Do you have these stats strictly for the 27 red rank games you could post as well?
Yes I have. I just have to take those rows out and calculate the info. Takes a moment tho. :)
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@ActulCasul said:
Platform?
PS4. I mention it in the first sentence. :)
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Hits got by using killer's power are meant to give killer an edge and are balanced accordingly. Giving cooldown reduction on some of the killers' powers would tip the scales too much and it would be very hard to balance. Just imagine Huntress' hatchet throw with oak haft and babushka with STBFL affecting it.
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Jane. Because BOOTY <3
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@MrCookie said:
Le'ts see what's the harm for consoles because there is no for PC players.
Bad things for console survivors:
1. Good Huntresses, Nurses, Deathslingers (because it's hard to aim on consoles). PC players have dealth with that just fine so I don't see any problems with that.
2, ######### 30 fps - Ok that is a problem though it's playable.
Bad things for console Killers:
1, Survivors 360 - which is a problem only once because it's always unexpected. PC killers also fall for this and you just need to be more careful once you saw survivor do it.
So if anyone wants to add any more reasons I would like to hear it. I don't play on console so I have no idea why would anyone refuse to have faster and fairer matchmaking.
The FPS drops are the biggest issue. FPS drops don't happen as much when playing survivor but holy sh*t when you play killer almost every action causes frame drops. The status effect activations are the worst. In PC you can turn much faster and do sharper turns compared to console. With controller stick the turning radius is larger thus causing slower turning despite the sensitivity increase. And if you have the sensitivity too high, it makes harder to do more precise actions such as aiming a hatchet.
Console optimization should be a pressing concern for BHVR since they are implementing crossplay. Otherwise facing a PC survivors as console killer is going to be awful and facing a PC killer as console survivor is going to be awful. Console players are screwed either way, how fun.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1306755#Comment_1306755
Definitely not impossible, but I doubt they'd go for it. Even if they were to go for it, from what I read in another thread, if you disable the current crossplay option (playing with/against people on the Windows Store), you'll only be matched with people who did the same. If they did the same here, you'd have ridiculously long queues.
@Fibijean said:
When crossplay is added to consoles, they will be put in the same pool with everyone else (Steam, Windows Store, Xbox, PS4, Switch). However, apparently it is an opt-in system - although of course, your queue times will be affected if you choose to opt out.
Okay, thank you both for the info. I really really hope they are working more on the console optimization then. I wonder if they will change it so that players who have opted out the crossplay can be matched with players on the same platform who has the crossplay enabled, if that even is possible.
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@Orion said:
The whole point of crossplay is to have crossplay between all players. I doubt you'll be able to turn it on/off for each platform.
Well at least Hunt has the crossplay feature while keeping PC and consoles separate AND they also have an option to turn off the crossplay with other consoles. It really should not be impossible for BHVR to add an option to it.
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@I_Teabag_Gate said:
No, all systems will be in the same pool.
Cowards wont be able to turn it off unless they want really long queues.
What a mature comment and contribution to the discussion. We console players are such cowards.
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I hate encountering FPS drops on console all the frickin time! Bloodlust kicks in, FPS drops; here's a free escape for survivor. Myers got tier three, FPS drops; I got stuck into wall and killer got a free hit. Oh, here's a certain map/cosmetic and DPS drops. Teleport as Hag, here's some FPS drops. Shock as Doctor, here's some FPS drops. Generator got finished, here's some FPS drops. They really should start optimizing for console more.
Regarding actual gameplay, I hate encountering boosted Freddys and having selfish and cowardice teammates who leave you die at first hook even though the killer is in the other side of the map.
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@Gomolazoli said:
https://forum.deadbydaylight.com/en/discussion/comment/1297703#Comment_1297703
Don’t know what you mean by the last sentence. I meant the website is being trash. It didn’t send my comment firtst, than it sent it twice.
I thought it was about other comments. My misunderstanding then, apologies.
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@Gomolazoli said:
https://forum.deadbydaylight.com/en/discussion/comment/1297655#Comment_1297655
“if you don't pip you are at the rank you're supposed to be, except red ranks are still full of potatoes.“
That sounds pretty controversial given the fact that it means the potato noobs are belong to red ranks. And me not being able to go past rank 2 for the achivement due to these noobs are hardly my lack of skill. There is only so much you can do in a match and as I said you hardly get rewarded for it. What I just “claimed” was my latest match and it’s outcome.
Okay, maybe that sentence was a bit unclear. What I mean is that safety pip USUALLY means that you belong to that current rank, but because (everyone who's played this game long enough knows this) of rank reset changes and SWF boosting there are still bad players in red ranks who don't actually belong there. As a consequence, these players also boost bad killers to the red ranks (me being one of them). And as a solo rank 1 survivor and boosted red rank killer, I still think pipping as survivor is too easy.
@Gomolazoli said:
This site is soo broken holly #########. //ignore the multiple comments//
If you get this mad about the responses to your problem, maybe it is time to reflect your gameplay instead of denying the possibility that you are doing something wrong. Take video captures of your matches and watch them again, you will learn more.
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If you do all those things you claim you do in a match, you pip. Remember that unsafe unhooks worsen you benevolent emblem. I have been keeping my solo survivor red rank game stats and so far pipped in 33 games out of 41, so it's not that hard. Lastly, if you don't pip you are at the rank you're supposed to be, except red ranks are still full of potatoes.
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Freddy's power level is fine, he doesn't need a nerf. His skill ceiling however should be risen quite a bit. He is too easy to play and gets maximum results with minimal effort which boosts bad killers in to higher ranks. Freddy should require more skill, especially because he is so powerful.
In my experience (this is all SUBJECTIVE, not objective), Freddy players tend to be more toxic/camping/tunneling on average compared to other killers and 9 out of 10 times they have NoED. I don't know how someone would need that perk for so strong killer, but each to their own, I guess. This usual playstyle of Freddy players has left a bad taste in my mouth about the killer, even though it has nothing to do with his power level.
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LOL! I want to upvote this a million times! I've watched this three times already and cannot stop laughing.
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I personally don't think Freddy is necessarily boring or OP but playing him does not require any skill whatsoever and is therefore very unrewarding to play against. Changes that would require more skill from Freddy players could be, for example, increasing the passive sleep timer to 90 seconds (from alarms to 120 seconds), the timer either slows down or stops when getting chased and placing snares has a cooldown and/or slowdown so it requires more strategy from the killer. To balance this, successfull hits and hooks could hasten the sleep timer of survivors by a certain amount.
I watched Otz's stream yesterday and someone on his chat asked him
"Who is the killer that you hate the most?"
This is a direct quote of his answer:
"Old nurse was pretty bad, I didn't like it. I hate how easy and stupid Freddy is at times. I've seen a lot of Freddy players that are just so mediocre and they just have a killer that's so strong and the addons can carry you as well, the good ones. Probably Freddy then, if I have to pick one killer that I think is the most "broken". At least if you play Nurse you have to be good."
Here is a link to that stream:
https://m.twitch.tv/videos/622805833
The timestamp for that question is 7:07:57.
Now I know that his opinion is not the absolute truth just because he's a streamer but I also have seen that many forum members values his take on these matters. The fact that he has so much knowledge and experience of the killers in this game gives his opinions a lot of credit. The claim that Freddy boosts mediocre players does not come from nothing and seems to be a rising topic among the dbd community.
Edit. My final take on the topic of fun:
How can you have fun when you cannot outplay an opponent who is worse than you?
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Yes. I play PS4 pro and the game lags and stutters like crazy. I was playing Leatherface and charging my chainsaw, in the open, right up on survivor's *ss and the survivor just warped three meters ahead and I missed my chainsaw. Multiple times. In a other match the game warped me two meters ahead when I was charging the chainsaw before a window. This was in the corner of mother's dwelling main building and the game warped me behind the corner where the window was not, giving the survivor free escape. As the Plague sometimes the puke gets cancelled even when it is charged 1/3rd of the progress bar. The game feels laggy/stuttering also when playing as the Hag and the Doctor. Something happened with the Chains of Hate patch.
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Well I had a match the other day where the killer got stuck on top of a pallet. One survivor was dead and the gates were 99d. I went to see what was happening and these two other survivors just teabagged and pointed the killer.
So I started vaulting the pallet in hoping the killer would be freed. Well the killer got me downed but didn't get free from the pallet. What happened was that the two other survivors didn't help me up, didn't open the exit and they teabagged me the whole bleedout timer. And when I finally bled out, 30 seconds after they opened the gates and left. I mean, how toxic and childish you have to be to act like that?! Although I wasn't surprised when I opened their PSN profiles and saw their languages. It's truly a wonder how the most toxic ones always have at least one of three certain languages.
I reported them for griefing but I doubt if that's going to do anything. Next time I won't forget to open the exit fully before trying to help players with ingame bugs.
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Since the Clown is a bit chunky, as a secondary ability he could transform in to a circus ball, then roll to the other side of the map in high speed while laughing uncontrollably. HA HA HAAA!!!
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@immortalls96 said:
Ignoring those who fail to be objective freddy already has a big weakness in that he has no power outside the dream world in chase, plus he has a cd on his gen teleport, waking up can be done in several ways with ease, and he loses his teleport altogether during the EGC..Its this kind of convenient leaving out of factors that nearly brought dbd down in the past..its why freddy ended up how he was for over 2 years..hes honestly very well designed this time around and along with doctor really shows progress in their design choices..not everyone will be happy with it but when you look at the big picture the only issues freddy had were already addressed in patches prior to now
This discussion is not about Freddy's power level and/or weaknesses. This discussion is about the amount of skill/effort required to get maximum results out of Freddy's power.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1252046#Comment_1252046
The point is that I hear a lot of people saying that Freddy is "mindless" overall. So I'm wondering - if he's considered mindless and boring or whatever else - what's the bar for that? It would seem like at least half the cast is even simpler.
I cannot answer for others, but in my opinion it is good that survivors have to engage in other activities during a match than holding m1. It gives diversity to the gameplay; do I go wake up, do I commit to a gen, do I go trigger snares and reveal my position etc. But when even a less skilled player catches you because of passive ability and then spamming snares leaving you with no possibilities to outplay your opponent, that is not healthy gameplay. And the last paragraph in your first comment implies that you agree with me that the snare placing should require more strategy.
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@Bovinity said:
Freddy's teleport is really good, there's no doubt about it.
Calling it "Mindless" compared to other killers seems silly, though. I don't know what's so big brain about (most) other killer abilities. I feel like I'm doing more thinking with the teleport than with many other killers. Simple mind games like not teleporting at all but tricking survivors into running toward you with it until you've conditioned them to think that all teleports are fake, and then actually teleport when they're committing to a gen.
Does it take as much practice as Nurse blinks? No, of course not. But I find it more engaging than almost every other ability in the game.
If anything, I'd say make his trap spam require a little more commitment. Right now nothing keeps me from just sprinting at max speed and flinging traps everywhere I please without a second thought to the opportunity cost. When I play Hag I want to throw traps everywhere, but I have to balance that with the time spent doing so and such. Granted, Hag's traps can also be more impactful, but it still feels strange to not ever ask, "Should I lay a trap or do something else?" with Freddy.
I checked the whole thread and nobody hasn't said Freddy's teleport/teleport faking is mindless. Actually, I have said in this thread that the MORE SKILLED Freddys use teleport faking and others do the mindless SNARE spamming. So I hope this cleared some things for you.
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@PigNRun said:
Things to note:
- Survivors already get a bubble notification when others step on snares. Pallets, no. But considering how situational they are... do they need changes? After all, the whole point is to catch them off guard on what pallets are real and which are not. No SWF will waste breath saying "I dropped that one pallet in between the two hay bales!".
- He doesnt have Undetectable. Survivors get Oblivious. Theres no aura reading immunity anymore.
As for the main topic, whats wrong about having Killers with more accessible powers? Not everyone wants to play all the time a Killer like Huntress/Deathslinger that require aiming, or Plague who relies on the Survivors' decisions, or Nurse who has a(n) (unnecessary) cooldown on top of fatigue, or Legion and their plethora of penalties for using their power. Remember DbD is a game. There has to be options to fit with a player's playstyle and preference on subjective engagement.
About Freddy not having a slowdown, maybe we should see it the other way round. Is the slowdown on certain Killers actually worth it? Clown has a slowdown, and, between other stuff, has been a feature that has been the most requested thing to be removed. Old Doc had a slowdown while charging his shock, they didnt remove it, but fixed it by giving him more range. Did Legion 2.0 need that decrease in vault and Frenzy speed? There are several cases in the game where a slowdown isnt needed, so "Its there for others, why not for him?" isnt really an argument. Sure, some others are 100% needed, however not all slowdowns do.
As for the Freddy-Demodoggo comparison, why should Freddy need such a massive downgrade? Demodoggo is punished for placing his portals. He doesnt get them back unless Survivors break them. They become useless as the matches progresses. With these two in mind, they are also too easy to seal. This thread is about Freddy, so Ill stop here. However, same logic applies here that I used on my previous paragraph. Instead of asking "Why can Freddy teleport so easily?", maybe we should be asking "Why do other Killers have such a hard time teleporting?" (or Demodoggo, more precisely, because Hag, for example, is fine).
https://forum.deadbydaylight.com/en/discussion/comment/1250065#Comment_1250065
Then welcome to low ranks, buddy, where balance is subjective beyond any kind of comprehension. This is true for ANY Killer (the only exception being Nurse and maybe 110% Killers), because low rank Survivors are so mediocre that Killers dont need a power to kill them. You are saying Freddy should be balanced around low tier players, which is exactly what nobody wants.
Oh yeah it was oblivious, not undetectable, my bad. Thanks for correcting.
As for the accessibility, raising Freddy's skill ceiling would not mean his power is not enough effective for mediocre players. But I guess this one comes down to opinion. I think maximum results should require more skill and it doesn't make the killer unplayable. All players have their killer they are most comfortable/gifted with and in those games you don't have to sweat. That's why there is a lot of different killers and playstyles. I just don't think one of 19 should be free win, especially when it boosts you to wrong ranks.
My main problem is not the teleport, it's the snare spamming. Freddy places a snare without slowdown -> try to loop -> get downed. Freddy places a snare without slowdown -> leave the loop -> get downed. You are doomed either way and it's not rewarding gameplay. You asked why slowdowns are in the game? Because it gives a chance to counterplay and mindgames. What's the point if there isn't any? As for the Clown, they could reduce, not remove, his slowdown a bit, but primarily he needs some other buffs/reworking for his lack of map pressure because his chase potential is allright.
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@AnnoyedAtTheGame said:
Freddy isn't that powerful at all.
- I've personally crossed mapped it to wake up from clock many times and Freddy hardly/never sees me. I've also blew a gen or got a survivor to wake me up. It's not difficult.
- You've already countered his trap because it has gone off and not usable again unless he places one down. I think what you mean here is you want his pallets nerfed because your survivors try to loop Freddy and then get hit on a fake pallet thus no one likes looping him.
- His sleep state stops survivors gen rushing and forces them to do something other than just sit on a gen. Why would he need nerfing so players can spend more time on gen instead of trying to wake up.
- Freddy stealth? No need to do this.
I see a lot of people complain about Freddy but he's not over powered. I've played with him and find him a bit weak. He can put abit of pressure on gens but not an amazing amount.
I'm not saying Freddy is overpowered and needs a nerf. I'm saying that he should require more skill and not have every advantage handed to him for free.
I personally think it is not good thing that a bad player gets boosted to high ranks because of too-easy-to-play killer. This same thing can also be said about some survivors.
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@Aneurysm said:
I'd like to see some changes to the snares that make them more like demogorgon portals i.e.
-a survivor triggering them only disables them instead of removing them, they reactivate after some time
- they can be removed permanently by a longer survivor action like a demo portal, which would also give Freddy it back
- Freddy can't place more if all are set
Which I think would involve some more strategy in placing them while keeping them strong. That said the hdevs will be wary of even nerfing him in even a small way, given his history.
That sounds interesting. The killer would have to plan ahead and it would remove mindless spamming.
And yeah I understand why the devs are doing their changes little by little nowadays, and if they would change Freddy it would be small tweak at first.
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@Leachy_Jr said:
I play Freddy a noticeable amount, possibly my second most played killer under Legion. I see many peoples issues with Freddy and I can easily tell when i'm being a total pain in the ass to play against, which isn't because of my playstyle (I never use forever Freddy, never tunnel unless needed, never camp unless needed, etc...), but because of the teammates not having long chases.
Freddy thrives off of short chases, it's his make or break whether he's gonna have a 20 second chase, or a 70 second chase and that's what people fail to understand and what people need to play around. He's horrible at switching targets and it's why pop is so god damn good on him.
This causes him to be an absolute stomper against bad to mediocre teams with very little skill required, however, I don't have a problem with that. If the team is playing bad then it shouldn't require much skill to actually beat them. When it comes to actual good teams however you'll notice your decision making as the Freddy player really matters and where the skill cap on him is truly tested. You need to know when to fake tp or actually tp, know when to and where to set snares, your chase game needs to be on point etc. I guarantee most players who say he has no skilful things going for him would be destroyed if they versed a good team.
More importantly he's actually fun asf against a good squad.
Personally I only have one hate against Freddy and that how he gets passive pressure with Forever Freddy, other than that I have no issue going against addon-less Freddy as I know that if I lose it's most likely me and the team playing bad.
As for changes, i really wouldn't do anything to him. If anything id buff his CD on his gen TP to promote a more hit and run playstyle and not a "tunnel someone down" playstyle.
Many of the things you mentioned are true for all killers; when to use your power and being on point with your chase game. Fake TP is unique to Freddy and the more skilled Freddys use that where most of them spam snares without any penalty. Other killers have cooldowns and/or slowdown in their power. Freddy has no downside.
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@daddymyers3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1250017#Comment_1250017
Umm so you're telling me iri hatchet and mori are balanced?
I'm not saying iri hatchet is balanced but I just don't mind it because it's so rare. I have seen one iri hatchet huntress in 3 months. And when I play against iri hatchet the player is usually a green rank killer vs red rank survivors. Those matches shouldn't happen in the first place.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1250017#Comment_1250017
Why should moris stay unnerfed?
Cypress and ivory moris are okay as they are. I wouldn't mind as killer or as survivor if ebony mori required 4 hooks before you could mori anyone. But if it was nerfed to only work on dead hook it would kill it's purpose.
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@Rin_is_my_waifu said:
Ok I added him to the nerf list but please one at a time
✓ NOED
✓ Iri hatchet
✓ Mori
✓ Freddy
✓ Camping/slugging/tunnelling
✓ Doc
I think I included most of the posts
I see that you either didn't read the whole post or didn't understand what I meant. I'm not asking nerf, instead I want to start a discussion how Freddy's skill ceiling could be risen so playing him would require skill and not be so braindead. I'm ok with everything in your list and in my opinion they don't need to be nerfed.
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@Waffleyumboy said:
I think his skill floor is also a problem
@Demogordon_Ramsay said:
Freddy’s power has too much going for him and too little going against him, to the point where it’s almost impossible to misuse Freddy’s power (fun fact, Freddy is the only Killer in the entire game who doesn’t have a movement speed penalty when using his power). His power has three passive effects with the sleep timer (Oblivious, lullaby instead of TR, and the Dream World vfx making it harder to see), his dream snares are almost impossible to counter because Freddy suffers no punishment for using them and they’re the more spammable than old Feral Frenzy, AND he has a teleport for when he can’t apply pressure properly.
Freddy’s power does everything for him and it is my staunch belief that Freddy is the easiest, most basic Killer in the entire game. The different between the average Freddy and the best Freddy is smaller than any other Killer. The fact that he can be so powerful for so little effort makes him extremely boring both to play as and against, and I absolutely think he should be nerfed—not to make him weaker, but to make him skill-based. Because right now, Freddy is anything but skill-based.
I absolutely agree that the Freddy's skill floor and skill ceiling are too close to each other. Some penalty when spamming snares would be justified. When I think about how much the Clown slows down when using his power compared to Freddy, it just makes me so sad. It's a shame that even bad players can get full benefit out of Freddy's power with minimal effort. Other trap killers have to think ahead when placing traps, Demogorgon has to place portals that survivors can close. He has combined power of many other killers but without any of the penalties.
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@Kebek said:
I don't think Freddy should be nerfed, some things about him adjusted maybe but there is no real reason to nerf him overall. Survivor gameplay chase wise can be pretty braindead as well if you play safely and your teammates rush gens so you don't suffer from the wasted pallets. I think having strong killer that you don't have to sweat yourself to death to use his power efficiently enough isn't a bad thing. His preformance is still bound to how many mistakes survivors make. He punishes greed for more loops harder then other killers but that doesn't make his power nerf worthy.
What I wouldn't mind seeing is making his passive sleeping be 50% slower when survivor is moving. So that way if you manage yourself to not fall asleep and Freddy starts to chase you he's forced to hunt you down as powerless M1 killer for a long time to get that first hit. Anything more imao would be overkill.
I would be okay with your suggestion. That would require skill and after the first hit you have a good power to use to down the survivor. Kinda like Oni who has to get two hits before having his power. Fortunately they are getting rid of the braindead loops and they require more skill from the survivora also.
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@daddymyers3 said:
Freddy just needs some minor nerfs and survivors shouldn't fall asleep automatically, or increase it to 1min 30s at least.
Freddy is too braindead for me tbh, just slap stblf + bbq + thana + pgtw + slowdown addons and say hello to the 4k's
At least they nerfed the slowdown addons, but forever Freddy is still awful to go against. Every tool Freddy has is just too damn effective. Some other mechanism to get survivors fall asleep would be better than the current one.
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It's usually okay and can be baited. Sometimes dead hard for distance can be annoying, but it is rare. But I think you shouldn't be able to dead hard over trapper's traps.
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Disturbed ward. Disturbed ward.. Disturbed ward!!! That middle building is pure cancer. I hate that map so much. At least they are removing 2 pallets from there, not that it's going to affect that much but it's better than nothing.
What's funny is that Father Campbell's Chapel from that same realm is my favourite map because I think it is the most balanced map in the game.
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My new favourite perk from the chains of hate chapter is red herring. It really works well since very few survivors use it so killers don't expect it. Works well with Q&Q and inner strength.
Hew: retribution works really well with devour hope. Also whispers, spies and bitter murmur are really good perks and it is a shame they are so underrated.
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I had the same kind of matches yesterday. I've had like yellow mixed into red/purple ranks earlier but yesterday was the first time (on console btw) my team had 3 grey and me as a red rank and the killers were either yellow or grey/brown. Also the waiting times even as a solo survivor have been abysmal in the past week.
They said in in one of their streams that the they will be "tracking" people's skill in the upcoming months and testing the new matchmaking behind the scenes. Maybe this is it and they changed the matchmaking parameters or something.
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Yep, playing survivor as solo is actually quite good experience and it makes your blood rush in some tight situations, although actually getting scared happens too rarely. Making challenging plays as solo is so rewarding when they pay off. It really makes you a better player and improves your situational awareness when no one holds your hand.
I'm also very tired of seeing claims like "Survivor and especially solo survivor is so horrible because 90% of killers camp and tunnel with ebony mori and NOED!!1!!111!"
NO! This is so false. I see camping rarely and when it happens it's usually in the end game. If the killer tunnels you have DS for that and a good survivor can waste killer's time enough to at least 2 survivors to escape. I see mori maybe in 1/15 games. I see NOED in maybe half of the games and it doesn't even proc half the time and if it procs it's found instantly. As a solo, if you don't have time to cleanse, MEMORIZE the totems you pass by. As your awareness gets better, you will know where the totems are and if you only cleanse three totems you can easily check the remaining two after the gens are done.
At least on PS4 europe most red and purple rank killers are not a**holes and solo surviving is possible and fun. Also I don't BM the killers so that might affect to my experience. That being said SOME survivors should look themselves in the mirror and think what they themselves can do to improve their gaming experience.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1218594#Comment_1218594
The mistake you made was associating SWF with comms when they aren't always mutually inclusive.
What if the SWF doesn't have comms? They just get nerfed anyways?
Of course there are SWFs that are not on comms, but very often they are, especially on console. Solos can easily party up in the lobby before the timer ends. Even if you were not on comms and you play with certain people all the time, you learn their playstyle. But it was just a suggestion and it's never going to happen anyways.
In my opinion it would not be much of a nerf because surviving is so easy even with meme builds. I have played 2 years solo survivor and been rank 1 since august 2018.
But it's up to the devs to decide whether or not they ever change SWF.
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What would balance SWF without nerfing solo is that they can only take a certain perk for one survivor. This means only one could have DS or BT or DH ans others have to choose different perks. 4-man SWF would still have 16 perks but they would all be different perks. Since SWF have communication they could easily strategize who would do hook saves, gens etc. in certain situations to get most out of the perks.
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Commodious toolbox with wire spool and socket swivels/BNP is still decent to bring in to matches. Repair the first 25-30 % of the gen normally and if the killer is not close or is occupied you can repair the rest of the gen in a blink of an eye. If the 2 other survivors not getting chased know how to do gens that's 2-3 gens under 2 minutes. Yellow and brown toolboxes are better to be left for sabo. Engineer's and mechanic's toolboxes are quite useless tho, if found in chest they can act as mini BNPs at the end game.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/1206073#Comment_1206073
I am green rank killer. 5 minute wait times.
That might be because of platform. I'm just guessing here, but there's probably a bit more survivors in ratio to killers on console compared to PC because of the inbuilt party system and more killers on PC because of better controls/sensitivity.
Also after this patch many red rank survivors will drop back to the rank they actually belong to (I think I belong to purple and not red ranks) so there will be more purple and green rank survivors for killers in those ranks thus shortening the waiting times for killers. Hopefully the upcoming skillbased matchmaking will fix waiting times even more.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/1206023#Comment_1206023
I'm on computer but my killer wait times or horrendous. I usually play survivor because I hate how long the killer wait times are. I use to play killer more but having to wait around for 5 to 10 minutes between matches just sucks.
If you play enough to reach green ranks your wait times should shorten at least a bit. The current matchmaking system takes lower rank survivors to higher rank games if they are in SWF with a higher rank survivor and ranking up as a survivor is much easier than as a killer. These are the main reasons killers have longer wait times until green rank.
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I don't know what region or platform you play on, but in PS4 Europe red rank on both sides my killer games are instant and SOLO survivor wait times differ from 5 minutes to 13 minutes depending how late it is. If this patch shortens my survivor wait times I'm happy and I'm okay to wait my killer games a minute or two longer.
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Now I started thinking of Myers wearing a hair bow and holding a hair brush in his other hand. Or the tacky earrings.