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SunderMun

SunderMun

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SunderMun
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  • Playing against deathslinger is like you're the bot in a single player game for the killer player. It's entirely down to the killer how the game goes down; there's no interaction that makes chases feel meaningful or fun. They removed this issue from Executioner, (honestly, the mindgame potential with him now is insane for both sides so it's really fun interaction for killer and survivor) so I look forward to Deathslinger getting the same thing.


    I'd even suggest a change that ends up being a net mega buff:

    -Fix his TR volume or change it altogether; it's cheap;

    -Make him 115% (Partially in line with TR)

    -Remove quickscoping but give him better ADS sensitivity for flicks, etc.


    There. All of a sudden, you can actually 'juke' him but a good DS will be able to dominate just like the Huntress. And his map pressure would massively increase. 2 in 1; increased interactivity and he'd feel better to play as.

  • It isn't. There's no point to reporting, even though I find myself doing it almost every other game.


    I've seen people who were blatantly cheating months before still playing after multiple people reported and gave evidence. Same goes for racist/homophobic abuse/harrassment. Unless it's a fog whisperer or big streamer that calls attention to it, I have no reason to believe reports actually do anything.

  • @kcwolf1975 said:

    Is solo queue really that bad or is SWF just that strong.....

    Solo queue is really that bad.

  • @GHOSTfaceP3 said:

    The past few months of solo playing has made me consider playing only swf I feel like I’m doing most of the work and I’m almost always at the top of the leaderboard..it’s also extremely frustrating when my team mates go down within 5-15 seconds or drop pallets almost immediately or sit there and wait I just want a good ranking system

    I keep dying first hook with like 30k+ points, with the other 3 surviving and having about 10k less points than me. It's an odd experience.

  • DC penalty is incredibly unhealthy for the game in my experience.

  • @Ace_Ventura said:

    https://forum.deadbydaylight.com/en/discussion/202383/undying-ruin-is-very-engaging

    DS/Unbreakable/DH for Distance is very engaging.

    I'm glad that this very smart and well design combo is in the game. How would survivors function without it??? I assume they would actually have to play the game enough to be good, and accept their screw ups without needing a free escape at the press of a button, or hit of a skillcheck to compensate.

    Maybe we should invent a perk that let's killers hook survivors on everything on the map, not just hooks. I mean, fair is fair right. But they should also make it so that the aura of the survivors is seen constantly by the killer when they get close to the hooked survivor to make a save. Because what if the survivors actually try to save their team mates and activate BT/DS? We can't have that. So when the survivor is dead, another survivor gets to use DS.

    See how silly that sounds? Do you ACTUALLY see how silly you sound? Difference is - unlike DS/Unbreakable, and DH for Distance, Ruin/Undying actually has a counter, with perks and items to facilitate said counters. Get good. Killers don't exist to make the game fun for you. You can whine about undying/ruin when you and every other survivor stops using DS/Unbreakable, and E for Distance.

    While I agree Ruin/Undying is fine, it's a bit of a strawman to go on about DS/UB/DH.

    (don't get me wrong, I see the issues with the way two of those perks are used together and I consider one of them to be outright unfair since they mitigate mistakes and also mitigate the effect of a successful mindgame by the killer; I just see this as a pointless whataboutism that puts words in the other person's mouth)

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1719000#Comment_1719000

    Undying is the problme with this convo tho. Ruin is fine, tinkerer is fine. Undying breaks both of these. All i would like is for a cooldown on ruin if it pops whilst undying is up say for 30-60 seconds where ruin is inactive. Would bring it inline with the rest of the hex perks considering they all have penalties when they are popped whilst undying is up.

    See, this suggestion is interesting, tbh. It could well be a fair idea, imo.

  • I have no issue with this combo; I know how to counter it but the one thing I don't like is the effect it has on solo queue; it causes teammates not to even touch gens until Ruin is gone, which is very frustrating. That isn't an issue with the perk, though.

  • @Chechia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1716594#Comment_1716594

    This is explains why there are so many complains about tunneling and camping. Real tunneling and camping is actually pretty rare in red ranks.

    This is an outright lie, but ok.

  • @Ace_Ventura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1716903#Comment_1716903

    X perks being used doesn't translate to X tactics being the reason.

    BT is, in my experienced, used for hook farming regardless of if the killer was camping or not (instasaves before the killer even had a chance to leave), and DS, again in my experience, is used offensively more then defensively. Survivors will commit to a gen, or a totem, or jump in a locker in your face just to try and bait it. Or go for an instant hook save while they still have DS knowing you have no choice but to either let them get the save in your face or grab them and eat the DS.

    Some people use BT to hook farm; many do not. Some use DS in a scummy manner; many don't.


    If I run BT or DS it's because I've come across a string of scummy killers and I'm trying to mitigate the effect that has on the fun of the people in the game. And I'm far from alone.

  • @Yords said:

    I feel like many people exaggerate how horrible and common these two things are in the forums. Like seriously, almost every game to the point where you don't really want to play the game anymore? Yeah I find that hard to believe, but who knows? I might be wrong which is why I am posting this discussion. If possible, provide a possible reason as to why you were tunneled and/or camped.

    I have been tunneled and camped pretty hardcore before for being considered "toxic" or just for literally no reason sometimes. However, it is usually 1/20 games for me. Usually if the killer tunnels me and I know that he/she will not stop I will use all the resources I need so that everyone else remaining can escape. If the killer camps, I stay on hook without struggling (because I have kindred) so that my team will know what is happening and they can finish the match and move on.

    Not trying to start a war, just curious as to how common camping and tunneling are for you. Please include things like rank or playstyle such as being a rank 9-13 or tbagging a little bit (tbagging is ok IMO, just don't get upset with the consequences) along with flashlight saving.

    This past week, at least half. Doesn't have to be me for myself to recognise it.


    If there's no DS, which is a lot of my games, because I don't run DH or DS unless I'm doing a perk wheel and the wheel wills it, the killer will always go out of their way to tunnel thesame person off the hook repeatedly.


    If I'm playing killer? Never. I go out of my way not to tunnel; I might slug the person that just got unhooked for some handy and free pressure, though.

  • @Yords said:

    I suck against trapper in solo queue. I am very good at the game but I am always scared to loop a trapper because of his traps. I know for sure my team will not be disarming his traps so when I get into a chase I usually panic a bunch and end up leaving every tile with a hiding spot for a trap. Most of the time I look around and try to find where he places his traps instead of doing gens.

    Does anyone else feel the same?

    Yeah he gives me anxiety, tbh.

  • @Chilli_man2400 said:

    No one is mentioned Oni or slinger they have the worst perks in the game that nobody uses.

    Blood Echo is a pretty good perk, imo.

    Retribution is pretty valuable, too.Dead Man's Switch can be annoying to go against; it may not be strong, but it does it's job. Heck, whenever I've run Gearhead I've gotten plenty of use out of it. (that isn't to say it couldn't do with a buff)

  • Wraith. At least Lullaby gets some good use if you're lucky.

  • No. It's a fair perk. It isn't hard to work around if you think a survivor is running it, either.

  • The only thing about The Pig that's unfair is the Crate of Gears + Tampered Timer combination.


    Honestly, her issue is that there's too much RNG to her. She would be so much more consistent if the devs found a way to lessen the effect of RNG.

  • @Phaeris said:

    This is why i don't play Blight anymore. The amount of invisible objects he hits is atrocious.

    And when it isn't an invisible object, he just slides off the damn thing. I still win most games with him, but sometimes it just feels unplayable thanks to dodgy collisions.

  • @OperationMintyHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1712486#Comment_1712486

    I thought maybe it was just the update maps but I experienced this on autohaven maps. And you're saying father Campbell's. So idk.

    Yeah, IDK how this happens but it isn't exclusive to the new maps, although happens a lot there.

  • Because it's boring to go against, and incredibly unfair to the person getting facecamped and survivor players like to try and have at least some fun. Killers who do this, though, definitely don't.

  • @Volfawott said:

    Build- 1

    Legion pin - Filthy Blade

    Thano, Enduring, Sloopy, Surge

    Thano- you can injure extremely easily getting the fully four stacks quickly, frequently and efficiently

    Enduring- Eat a pallets takes that ridiculous 4 second stun down to 1 second bonus if you hit through the pallet.

    Sloopy- Keeps Thano in check so time is wasted whether you heal or not

    Surge- with slower repair speeds and sloopy making it harder to heal you will often one shot by gens.

    I love running Legion pin with thana! Ensures at least a minute of slowdown. I think Filthy or Nasty Blade would be overkill with it, but certainly not bad lol

  • Oooh, I can imagine the aesthetic fitting really nicely with the new style they're going for in the map updates. If only I was an artist, I could draw a concept lol

  • @Venoxxie said:

    So, apparently I'm entitled even though I strive to not be toxic/that kind of survivor really. Sometimes my frustration might slip but it's not be trying to be toxic. Anyway...

    Did a match vs a Billy... cool. I like versing Billys. Cut towards the end of the game, the rando had given up early on and a friend had died. Just me and another left. They get slugged and killer has NO IDEA where I am. So finally they hook the person they slugged and I find hatch. Person who died earlier makes a remark and the killer goes "what" to which I just say "Trying to slug like that when you got no idea where I am. It'd be a different story if you knew where I was." Basically, I just saw it as a waste of time on both sides... I don't want to potentially have to wait for someone to bleed out or for the killer to stop proxying their body so I can heal to have a chance at escape or not.

    So killer calls me entitled then proceeds to say "If you don't want your time wasted, come out." wait wait wait. So I'm entitled because I'm not coming out and giving the killer a FREE KILL? I'm the entitled one?? Hello?? Can someone explain??

    Sounds like the killer was entitled, tbh.

  • Never, because of alliteration.


    Seriously, though, I think he needs to have some form of Windstorm add-on, but without the unnecessary drawback, be basekit in order for him to compete with other killers. I feel like his some of his add-ons have so many drawbacks for no reason, tbh.


    I don't think Spine Chill, and certainly not Premonition, are in any way an issue; if you think a survivor might have it, you are able to circumvent it by simply looking to the side as you approach them.


    Also...nurse, spirit, freddy...those are the killers you chose to name in the same league as the Wraith...really? Freddy is busted; if anything his pools need their radius and slow time reducing. And nurse is fine as she is apart from the bugs; the bugs get fixed, and she'll be destroying every game. Spirit kind of speaks for herself, tbh. The sound bug that's in now needs to be fixed and replaced with a fix of the bug that stops her footsteps from being audible in phase walk.

  • @OperationMintyHippo said:

    Anybody else been noticing a lot more recently when you loop your character gets stuck on absolutely nothing visibly there? Maybe it's just me and my movements idk, but I don't remember it being this bad. My character will just stop moving as if I've hit a wall. And no, it's not a controller issue, I've tested multiple ones. Tell me to get gud, stop looping, what-have-you, idc. I'm just curious if anyone else has been catching on little invisible edges. (Or is that bug back where you just stop moving, idk, help plz)

    Yes, this has increased, especially on the updated Macmillan maps. It happened earlier on Father Campbell's Chapel, though.

  • I had a feeling this was a bait post, and I love it.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1711066#Comment_1711066

    I mean we could also consider the fact most players play solo which would also boost the kill rate. Then you have the people who play those op items and perks and that negatively affects the kill rate thats the issue. These "stats" do not matter unless its in a specifc situation like Kill rates for killers on azarov's. You see a high ass kill rate and adjust the map accordingly. Killers are way too different to try to buff or nerf them as a whole. And the fact you think i only care about the killer experience is laughable. i played both sides. Highest as a survivor was rank 8 and highest as killer was rank 3. I used to play casual swf with an old buddy and know how bad it is for casuals and solos at that rank. Seriously we got a forever freddy, a slugging nurse, and bunch of impossible skill check doctors all in one night. But i do care for solo since thats all i play. If you look back in my post history you would see my stance on the game

    Buff solo to swf level and buff and nerf killers accordingly. At this point im going to say this. In solo every killer goes up a tier or 2. In swf every killer but spirit nurse and freddy go down a tier or 2. And thats the issue. The strength disparity between solo and swf make stats meaningless. Unless you have stats that show killers do consistently well against 4 man red ranks without any moris then i think we are done. I don't care about the average. I care about specific situations. Another reason why stats in this game are meaningless. Map rng.

    https://www.youtube.com/watch?v=jGFY2GeetfM

    Im using scott's video because i agree with him. But yeah keep making assumptions i only care about one side and see how many people dismiss your argument. And you used fake news unironically

    https://us.v-cdn.net/6030815/uploads/0VTNNGI2AYS0/kekw-emote.jpg

    This, tbh.

    A killer vs two duos is the most balanced state a game can be in right now.

  • Oh god not this dead meme.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1708603#Comment_1708603

    I had a chest spawn there, so i think its intended.

    Also the chest blocked me from walking through it.

    Chests started spawning there before the hole appeared, since the map got the update with the latest chapter.


    I really hope it's a bug.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1708603#Comment_1708603

    Thank you!

    When looking at this post:

    https://forum.deadbydaylight.com/en/discussion/comment/1708634#Comment_1708634

    I can imagine it being unintenional when a Chest can spawn there, meaning that nothing will spawn there if there isnt a Chest.

    https://forum.deadbydaylight.com/en/discussion/comment/1708689#Comment_1708689

    While it was not an infinite, it was a really, really strong Loop before the Walls were added. The Walls made this area much better (probably the best Breakable Walls so far in the game).

    It wasn't nearly as bad as people said, but certainly was annoying until the filler pallet inside the school was gone. As for the breakable walls; the one that blocks this loop is fair. The opposite end of the corridor was a horrific addition. And the house with the basement has a breakable wall that if you leave it up leaves an infinite, but if the wall is somewhere else it makes the house incredibly unsafe. It's obscene.

  • As an Adam main, I didn't have issue with it for him.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1708539#Comment_1708539

    Why are the two numbers different?

    Also, if that's your actual experience, buy a lottery ticket - it's a huge statistical anomaly.

    The first number is for the killers that ran those specific perks; the second is for those that play for facecamps.


    Since the rework, this isn't my experience, although it is the killer that is most likely to facecamp even so.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1708610#Comment_1708610

    This is a lie, when it went live, i tried the 3 perks on the same game, and Dragons grip never got survivor to cry, even if they touched it right after the kick, or within the 30 secs, and i know people said it was still buged on the forum :)

    Since then i never tried the perk, caus eif it doesn work... yeah you see what i mean

    It's always worked for me; I always get the scream, so it's not a lie. It's happened. I even got a ton of value while doing my adept game.


    I've since also seen streamers use the perk, and it's worked as intended. But thanks for telling me I'm lying, when I'm not. :)

  • @Unicorn said:

    Everyone: Screw this event! I hate it, it how dare you BHVR.

    Me: OMG theres a Unicorn Charm!

    https://us.v-cdn.net/6030815/uploads/1GID0PKBELVU/3ec30e61-cf73-4ae7-9a00-9f383f6890c4.jpeg

    No but, seriously please stop acting like BHVR doesn’t do so much for their players. It’s ridiculous.

    The amount of money they make off their players, and they have the audacity to market this week as an 'event' when literally nothing is happening for it, including the ability to earn the skins made for the period.


    Of course, they've backtracked and lowered the Iri shard price while giving us daily login rewards, aswell as giving us a very short bloodhunt (seriously, it should be much longer than a few days...) and the only reason they've done this is because of the backlash they got for what's going on.


    Personally, idgaf if there's no event, but they advertised it as such and simply didn't provide one.


    Edit: let's not talk about the issues with the petals, the fact that the visceral canker challenges mean survivors spend 30 seconds in a match doing nothing after having spent a lot of time locating one (that's an incredibly long time in a game with DBD's pacing)

    The fact that they lowered the iri shard price after a lot of people had bought the skins full price with iri shards. That's a LOT of grinding to save up shards.

    The exclusive dwightcrow charms, which, in an even worse turn of events, turns out to be for killer only. (#########, seriously?) And let's not forget the hellish situation this charm is putting fog whisperers in who are trying their hardest to make it fair, but it simply is not.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707379#Comment_1707379

    You know footsteps and survivor sounds are way louder now right? As well as the newdust animation which leaves a trail if you can't follow scratch marks up close.

    Sounds have hoenstly never been better.

    This patch, footsteps are bugged again. They usually get fixed and then the next patch/hotfix they break again.

  • I feel like it's gotten easier than ever, tbh.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1708599#Comment_1708599

    there are no breakable walls in that loop. without the hole it's very much the autohaven crane, just more annyoing.

    without that hole this was a loop that often forced to break off a chase.

    No...this is completely false. There are two breakable walls on either side of the school, completely removing the loop from the game. And even then, it wasn't an infinite before the breakable walls came to be.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707278#Comment_1707278

    Well this...makes actually a lot of sence, thank you

    yet i sure hope/wish they would take some time off from the rift and chapters to fix some bugs up... i don't even know if they fixed the bugs on some killer perks, like Dragon's Grasp, that didn't got survivor to scream when touching the gen right after a kick

    just like i would love an option to "turn off the aim-assist" so you can try to see if it really helps, and not get abused about this (i mean of course console probably need it, but PC? i dunno)

    Dragon's grip was fixed on the move from PTB to live; it functions perfectly right now.

  • @MeltingPenguins said:

    Because that vault point isn't a loop, it's the vault point equivalent of Decisive Strike.

    Not with breakable walls existing...

  • It's just a killer that you can play while turning your brain off and still 3-4k most games; I assume plenty of people just play him to chill, tbh. That's how I did in the past.

  • @II_KURO_II said:

    Just wanted to know what everyone's thinking about Halloween this year, what you wish was different, that kind of stuff.

    It isn't an event, so there aren't any thoughts to be had except that it's insulting the devs would advertise it as an event.

  • I hope we get less of licensed killers and more of original killers; licensed killers are limited in what they can do based on how they work in the franchises they come from. Meanwhile we just got Blight, who is hands down the most interesting killer in the game, with an insane skill ceiling (even if an average skillfloor) with insane mobility making him really fun, and he's fun to play against too.

    No more ranged killers, though, please...Huntress is the perfect ranged killer and DS and PH were such bad additions to the game imo.

  • @ill_Boston_lli said:

    Im honestly done playing this game for survivors to have fun. Hits continuosly misregister and survivors continually talk alot of smack. Im just on ehooking everyone until this is fixed

    Cool, survivor is trash to play right now anyway so this doesn't even make it worse.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1702597#Comment_1702597

    Honestly I do really appreciate Otz and Scorpionz.

    For being very honest watching scorpionz trying really hard to make the codes as accessible to his community as possible is nice. But even with his best efforts console players are still at a massive disadvantage.

    It's sad to say but it really shouldn't be the job of Fog whisperers to iron out out this code situation because of how poorly executed it is.

    This code promotion was handled extremely poorly. I really want to give a behaviour benefit of the doubt and say that it just looked a lot better on paper and they didn't realise it would be this bad in execution.

    But they really need to do something to make this better. Either finding a better way to distribute the code or just making an unlimited one for the last day.

    How do I say I want to give them the benefit of the doubt but they're really can't allow this thing to happen again whether they decide to do this wave another event or just some cosmetics

    At this stage something like a twitch drop system would be so much better you reward people for watching The Fog whisperers but you don't have any unnecessary pressure for the fog whisperers and the community

    Yeah, I questioned it not just being a drop system...and then realised, they're only just beginning to roll out Bhvr accounts, and atm they can't be linked to consoles...and, to add to this; it's currently bugged so you lose all your shard, bps and auric cells that you currently own if you connect your account. I hope next time they try something like this, they have this all set up and bug free by then.

  • @JephKaplan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1701151#Comment_1701151

    The only actually honest fogwhisperer i've seen has been tru3ta1ent, it feels like he actually says whats on his mind without thinking "how can i lick the devs' asses this time", most fogwhisperers i've seen are just awfuly biased towards the devs and not the community, take for example paulie and king on twitter talking about how we are all ungreatful and ######### that we event got halloween skins.... also calling the ppl that want to have an event to earn cosmetics morons should not be supported by bhvr but i guess it is (not gonna specify who says that a lot)

    Uh, Otzdarva? Scorpionz seems pretty honest, too. I don't really watch anyone else that is a fog whisperer to say otherwise, though.


    Edit: I didn't realise OhTofu is one, too. He tends to be pretty honest about what he thinks too.

  • @thesuicidefox said:

    https://us.v-cdn.net/6030815/uploads/FZOPCKATNS8H/image.png

    The fact that Freddy has a relatively low pick rate but a SIGNIFICANTLY higher kill rate should be a major red flag to BHVR that he is too strong.

    IDC what you want to say about Nurse or Spirit, but Freddy is objectively one of if not the strongest killers in the game and there are multiple reasons for it.

    I must preface this with...

    • I was an old Freddy main at rank 1. I played him without Ruin or NOED and was still quite effective with him. However I would acknowledge that he was, at the time, the weakest killer in the game.
    • I play new Freddy regularly at rank 1 and I find him to be hands down the most oppressive killer to play. Consistently. Like I win games regularly with 3 or more gens left, AND I rarely have to camp or tunnel.

    So why is Freddy so strong?

    First is his teleport. He has the best map pressure in the game because he can instantly go to the gen you are working on. No other killer can do this, save for Demo and Hag but they have to set up first which greatly reduces their pressure. Every single gen slowing or gen tracking perk is borderline God tier on Freddy. BBQ, DIscordance, Surveillance, Tinkerer, Thana, Ruin, Pop (especially Pop). Yes these are good perks for many killers, but on Freddy they become exponentially more powerful.

    Second is his snares. He has an anti-chase that is very similar to Clown. Say what you want about Clown, but a good Clown will catch you CRAZY fast. Freddy is just a slightly weaker Clown in this aspect, as he can't plant a puddle in front of you during a chase. It is damn near impossible to run a good Freddy for very long around most loops just as it can be a good Clown. This is a minor issue however.

    Third is Dream World, or rather the fact it automatically gets Oblivious. This means that he gets a free BT counter, or any perk requiring a terror radius. Sure this hurts him too, but the perks he can't use aren't that great anyway (Unnerving, Insidious??? LOL). Infectious is probably the only TR perk that is good, but guess what? IT STILL WORKS FOR HIM! Yep try it, Infectious will make dreaming survivors scream. Oblivious doesn't stop that for some reason but it negates a lot of good survivor perks.

    Fourth is stealth. He has built in semi-stealth due to him being INVISIBLE to awake survivors outside his TR and even sometimes in his TR. This means he can get really close to you while awake without you having a reasonable way to react. He is basically a Wraith.

    Finally, he is the ONLY killer in the game with add-ons that affect gen speeds. This is the big one. He has 3 add-ons that do this, and while they were nerfed that is not good enough. They shouldn't exist, period. Don't get me wrong, at first I loved them because my main tactic with old Freddy was to use range add-ons and tracking perks like Surveillance and Nurse's to permanently keep survivors asleep for that sweet 50% action penalty. It was a strong tactic, however since I had to put them to sleep myself it was fair since I had to be active to get that reward. But now you just fall asleep in 60 seconds OR when he hits you. You are going to be asleep more than 50% of the game easily, and usually without any action on the killer's part. Basically he just gets this stuff for free by equipping an add-on.

    Let's summarize... Freddy is basically a combination of Hag, Wraith, and Clown with built in BT counter and passive slow down that no other killer has access too.

    My entire point here is that Freddy just has WAY WAY too much in his base kit, and that is why he has such a significantly higher kill rate compared to other killers. You can say "don't draw conclusions from data alone" remember that I told you I play new Freddy at rank 1 and my experience is that he is oppressive. Furthermore, as survivor, a good Freddy with a strong slow down build is one of the most difficult killers to beat. Literally your only chance against a killer like this is to run in a 4 man SWF, which anyone who plays this game could tell you is already broken, but I digress.

    So what is the solution? How do we fix this? I'm not just making this post to complain, I'm making it to offer a suggestion. Now I have been writing down my ideas for changes to Dead By Daylight I would like to see that I believe would improve the game. It's a lot, I will just copy and paste what I wrote for Freddy. Let's take a look...

    NIGHTMARE

    • Survivors no longer passively fall asleep at the start of the game and do not see the sleep clock until they are hit and put into the Dream State at least once.
    • Dream Snare radius reduced by 20%.
    • Oblivious removed from Dream World.
    • Nightmare can be always seen by awake survivors within 32m.
    • Remove stacking penalty on Snap Clap wake up action.
    • Cat Block, Z Block, Pill Bottle, Paint Thinner, Outdoor Rope, Jump Rope, and Swing Chains reworked.
    • Cat Block inflicts Haemorrhage on sleeping survivors. Healthy survivors that are asleep will bleed.
    • Z Block inflicts Mangled on injured survivors that are asleep and blocks the aura of their dream clock outside of 32m.
    • Pill Bottle makes the Nightmare; disappear intermittently to awake survivors; invisible to sleeping survivors outside of 32m. 
    • Paint Thinner reveals the survivor's aura for 4 seconds upon falling asleep.
    • Outdoor Rope greatly increases interaction time for each successive Snap Clap.
    • Jump Rope causes the survivor's dream clock to move to a new location every 30 seconds.
    • Swing Chains causes Dream World to inflict the Oblivious status effect.
    • Garden Rake and Prototype Claws Dream Tokens reduced to 8.
    • Prototype Claws aura reading removed. Prototype Claws inflict Hindered for 10 seconds on survivors that interact with Dream Pallets.
    • Kid's Drawing adds 5 Dream Tokens.

    So let's unpack this.

    The first line is actually a slight nerf and buff to Freddy, as one of his only drawbacks is that you KNOW it's a Freddy right when the game starts. This would give some leeway at the start of the game for survivors, and also give Freddy more element of surprise opportunities. Though of course once he hits someone they would see, but the point is he would have a bit more spook at the start. Once you hit them the clock appears and it functions as normal.

    Making Dream Snares smaller means it would take better planning in their use. I feel like I can just spam them without care and they do more than what I need them to do. At least require me to use to skill here.

    Next. we basically take away all the "fluff" from Freddy's base kit. The goal is to shift most of them to his add-ons. Pill Bottle is a bad add-on IMO, it does nothing for him. This new version would do something for him. Notice how for most of these things while I offer to take away something from his base kit and move it to an add-on, I'm actually buffing it in the process because it now requires an add-on and therefore can be a tad better.

    This all opens up new builds for Freddy. I enjoy add-ons that change how a killer functions over straight up making something they do faster or stronger. It leads to more interesting emergent gameplay.

    The dream pallet add-ons I feel are redundant. You don't need 3 of them, hell 1 is enough. So let's take Paint Thinner and do something else with it, what I suggest is reminiscent of old Freddy and I would enjoy this as both killer and survivor. I only kept 2 dream pallet add-ons because I honestly couldn't think of another thing for Claws to do.

    All the slow down add-ons are gone and in it's place are add-ons that are still really good but not stupid to play against. Giving Oblivious in Dream World as an add-on is acceptable. Base kit it is not.

    Finally we make his lame BP add-on a bit better. This is just to offset the fact his snares just got worse.

    These are just my suggestions, obviously they won't be implemented but something like this would be a good change for Freddy. If you guys have suggestions you are free to put them here.

    Be aware I'm not looking to argue with anyone about whether Freddy is too strong or not. He very much is and the chart above confirms it. We need to discuss ways to fix this.

    All this does is show the correlation between skill floor/ceiling with kill rate, regardless of pick rate.


    And it shows it consistently with what the community as a whole believes as a whole to be true, too:

    -Freddy has the lowest skillfloor, therefore is the most lethal across the ranks, (on average) since even someone who doesn't know any clever tricks with him, can still get good value out of them.

    -Nurse has the highest skillfloor, therefore is the least lethal across the ranks, (on average) since in order to do well with her, you need to know her mechanics well, and in the case of multiple maps, there are tricks you need to know and things you must know to avoid as there are consistent deadzones, etc. (also she has game destroying bugs that probably affect a significant number of her chain blinks, which doesn't help imo) Even at red ranks, most players who pick her up aren't really Nurse mains, so naturally her stats become deflated, especially when lower ranks are included.


    These stats don't show anything directly relevant to balance, but it is possible to extrapolate some educated conclusions from this.


    That said: I don't think a radius decrease for Freddy's snares would hurt him; in fact it would be an interesting way to even out the main difference between his chase power and that of the clown. He doesn't just use up resources that he needs to regain over time when putting snares down, so he can just freely spam them and they're so big that survivors have no choice but to run through them or take an incredibly wide turn along the loop (while most likely still being hit by the snares' gigantic hitboxes anyway) thus conceding a hit anyway, meanwhile the clown has 4 uses of his power at base. Sure, he doesn't get slowed down anymore, thus slimming the gap between his and Freddy's power ever so slightly, but even that aspect of Freddy is still far stronger than the version the Clown has. Yet Freddy also has massive map pressure in addition to having the Clown's power without the major downside that is having to reload and truly think about his power usage.


    -Also, Freddy isn't the only killer with add-ons that allow him to slow the game down. (Bubba and Huntress have add-ons that do this on successful power hits and they're not even that effective, while Freddy's version of this are) However, he is the only one that achieves this slowdown without even having to interact with the survivors.

  • @Momentosis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1702415#Comment_1702415

    The new "event" skins they put up are 21k shards.

    Due to how terrible the "event" is and the massive backlash against it, they've lowered the cost of these 21k skins by a huge amount.

    2 days after they put up the skins and with no warning.

    Looks like the people who already spent 21k won't be refunded/reimbursed.

    The new skins are? That's...horrific.


    They did say the old event skins would be on sale beforehand, however.

    Also I'm a bit confused as for me on the day the event began, the skins were showing as 13,600 shards? Definitely a scummy move and they should really refund the excess lost as goodwill. Doubt they will, though. It IS Bhvr.

  • @Hlidskialf said:

    I had around 74k iridescent shards and spent 43200 in two skins and now, without any warning, each skin costs 9k.

    #########?

    Receive a response from support:

    https://us.v-cdn.net/6030815/uploads/OSHFVIY5TSSU/tqunher.png

    I'm done with this game.

    I lost my time getting all those shards to getting literally scammed.

    That's a developer who really put their players in first place, huh?

    Wait what happened? I'm lost. Is this about loss when trying to link with Bhvr accounts?

  • @ZQX_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1700644#Comment_1700644

    I dunno where you play to say that most killers play fair.

    l play in Asia and we play like the first hook is death hook because once an Asian killer puts you on the hook you stay there, and if you get off, you bet your rear you are going back on.

    the maps over here have been modified to tunnels only.

    Whenever I get someone VPN from the asian server as killer, it's always fun because they always seem to camp and tunnel even though they're already cheating to get an edge in chase. Like, what? This isn't surprising, whatsoever.

  • @Ihatelife said:

    BTW the funniest thing about it was that the bug was already acknowledged. Lmao, then fix it please?

    I mean they took a whole year to fix rank update error, so this isn't hard to believe.

  • No evidence they've ever done it, and I've seen plenty of cheaters that have been reported with evidence given with regard to what they did.

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