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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/564583#Comment_564583
But the one side has 4 players and the other 1 and as the killer, you need more points by doing this they small % of killers the play for blood point will stop. As survivors is easy to "win" and have fun and now you get the same point as a killer even tho you are 1/4 of him ?
Each individual Survivor should have a reasonable opportunity to get about as many Bloodpoints as a Killer.
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/564580#Comment_564580
What kind of friend you are?
One who isn't willing to let personal bias get in the way of how he feels about the matter?
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NEW KILLER LEAKED THE BERD WHY DEVS DO DIS
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@Atrushan88 said:
How is this wonderful? I don't want Bill and I already have the ability to access all his perks. Now I'll have to level up another survivor just to get perks I already could have before. -.-
Because now we get Bill.
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"Game Over - 500"
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@Zarathos said:
His snare do are they destroyed if a survivours moves over them?
I believe they last for five seconds after being stepped on.
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@Jacoby2041 said:
If that was the case why would he say "playing as pat" that doesn't really make sense. I mean if that is the case then I feel like mega stupid right now but the way he worded it didn't make it seem that way
He said "playing against Pat."
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/563313#Comment_563313
They do, and that's useful when it's a competitive game like Street Fighter or something, but DBD has never had an actual competitive structure that would benefit from this.
It's always useful for the game to be balanced at high-level play.
@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/563313#Comment_563313
@TAG Many other games, whether it is fighting games, hero-shooters, shooters, et cetera are also symmetrical games and the higher end can more reliably be used for balance. An asymmetrical game is a different beast entirely, and when a voice comm SWF make-up at high ranks can skew the skill level versus straight solo players, it adds another problem to the balance equation.
BHVR shot themselves in the foot on being able to actually balance DBD three years ago. Hell, even their relaunched Deathgarden is suffering the exact, same problems already, and finding it damn near impossible to retain players over there.
Hence why the devs need to figure out if they want to balance high-level play around SWF or not and then make the necessary changes from there. Being an asymmetrical game does not really factor into whether they should balance the game so much as how difficult it would be to achieve proper balance. It is not an excuse for ignoring high-level balance.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/563304#Comment_563304
High-rank games are all edge cases in the grand scheme of how a DBD game goes. You cannot use those as a yardstick for Dead by Daylight overall.
Many other games use high-level gameplay as a benchmark for balance.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/563225#Comment_563225
Rank 1 games are extraordinarily non-representative of what a typical match looks like.
It may be non-representative of the typical game, but I would not call it non-representative of the typical match between skilled players (though sometimes it can be).
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I want an add-on revision for Amanda, as well as either RSN2 being base kit or the first Jigsaw Box being auto-fail. Also, revert the EGC nerf for Amanda and make it instead so the EGC timer pauses while someone is wearing a Reverse Bear Trap.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/562912#Comment_562912
I have my issues with this Freddy rework, but where are all you people finding these matches where survivors instantly repair 3 gens in the first minute? I've been up against some efficient survivor groups, but I have never seen this happen, not that quickly.
We call this "Magical Christmas Land."
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@LordGlint said:
@anarchy753 I do agree with some of your points, but I feel like being able to hit someone and put them to sleep immediately might help some with that problem. Freddy has a lower TR than Plaugue, so combine that with his "Flickering" when awake, and you might be able to land a first hit fairly reasonably. From there, swap to typical "Clown" gameplay with his snares on loops and use BBQ aura reading after the chase is over to teleport to whatever gen is being worked on, or teleport to a gen you see a survivor is walking toward in an effort to cut them off and surprise them.
I DO find its alot less incentive to wake up with these changes than CURRENT Freddy has, even if you take out the fact of being immune to dmg while awake with current Freddy, but I dunno...there might be some perk combos to make things interesting. I DO think its dumb he cant teleport to blocked gens though. These gens already cant be kicked, but now you cant use your teleport either? I feel like a killer's own perk should never HAMPER them.
"I DO think its dumb he cant teleport to blocked gens though. These gens already cant be kicked, but now you cant use your teleport either? I feel like a killer's own perk should never HAMPER them."
This I agree with. Reminds me a bit of Pig losing Traps during EGC.
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@redsopine01 said:
Only if u find all 4 in 60 seconds and get lucky to do 4 grabs though could be tweaked to the second anyone is hurt or grabbed its done
I thought you didn't want it nerfed.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/562928#Comment_562928
They just told us how all of his power works. Your head is lodged where the sun doesn't shine if you think there's some magic reason his power will suddenly do something.
He's a debuffing trap killer, Plague literally permanently injures people and she's laughable, but hey, telling people dream state is a debuff is going to make them brainlessly consider it threatening?
His traps don't affect the most crucial time of the game, and don't function intermittantly through the match.
I don't understand people like you who are so happy to have bad killers handed t o us, because "it might miraculously get better next week without any feedback!"
Plague permanently injures people, but she doesn't slow them down or stop fast vaulting or jungle gyms. ;)
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It's incredibly underwhelming.
"And don't forget, you can't use your traps until 3 gens are done"
Eh?
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Quote from the stream (interpret it as you will): ""If you use a specific add-on, or a specific series of add-ons, you will be able to transform the Snares into those fake pallets."
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Every single Freddy add-on is being changed in some capacity.
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The amount of super swingy RNG this adds to a trial seems nuts. No thanks.
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@Blueberry said:
First impression, he looks very weak.
Way too easy to wake up and not much of a penalty for staying asleep in the first place. They should have kept the action penalty in his base kit. I don't want another addon dependent killer.
So just fail a couple skillchecks every now and then to make him a useless M1 killer? Sounds too easy. Failing a skillcheck to wake up every now and then isn't asking a lot, nor is it very penalizing. Not to mention to also have the snap, snap or find a bookcase options.
The traps look bad and highly predictable seeing as the survivors can see them and the slow isn't that intense. The pallets look decent, but once again, requiring an addon....
Seeing as the timer to fall asleep is quite slow and how easy it is to wake up, the teleport should be a shorter cooldown than it is and not go on cooldown if you cancel it before it completes its channel.
I actually think the Snares seem stronger than the Pallets. Being able to place Snares by windows to force a slow vault without having to slow down at all (even if they take a second to arm) would make jungle gyms more treacherous to navigate.
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The devs verbally said 5 seconds, but the in-game footage took only 3 seconds.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/562647#Comment_562647
Survivors get a 5-second warning and vanish before you get there, while also knowing for certain that you're now far away from the hook and they can unhook safely.
The blood VFX needs to go.
I'd just like to take a moment to mention that in the footage shown on-stream, Freddy was able to teleport in, like, 3 seconds seemingly without add-ons. So either the footage is not indicative of what Freddy currently is as far as specific numbers (which could certainly be the case) or the devs may not have correctly remembered the amount of time Survivors get as a warning.
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@Keene_Kills said:
Doesn't really matter that a micro-sleep hit puts them into dream state when there's no real reason to wake up anymore. Use your clock if it's nearby, nap and gen rush if it isn't.
The more Survivors that are asleep, the more frequently Freddy will be able to teleport. That could be something.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/562610#Comment_562610
Not to be mean. However, if you watched the game-play during the devs stream your eyes could have taken notice to it.
Considering that the Survivors fall asleep automatically now and that Freddy can hit them while awake, it can be easy to not realize that the sleep was a result of getting hit and not just coincidental timing while watching the stream without that knowledge in mind already.
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Potentially relevant piece of information revealed by Peanits that the devs neglected to mention on-stream (though it was apparently shown coincidentally in the game footage): Survivors instantly fall asleep if hit by Freddy.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/562587#Comment_562587
It is indeed the case. It may have been passed over, but you should be able to see a few example of it throughout the gameplay that was shown.
This is an extremely relevant bit of information to forget to mention on-stream, to be fair.
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According to Peanits in another thread, Survivors instantly fall asleep when Freddy hits them?
https://forum.deadbydaylight.com/en/discussion/comment/562584/#Comment_562584
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@Skrill0x said:
https://forum.deadbydaylight.com/en/discussion/comment/562576#Comment_562576
but I´m talking about his base kit, clown can one shot with addons but it doesnt mean that that should be considered when talking about viability
I wasn't talking about Ultra Rares specifically like you are.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/562574#Comment_562574
That is true. He's able to get around the map very easily with it. To add to that, any time you hit a survivor, they are instantly pulled into a dream world, you don't just have to wait for the timer.
"To add to that, any time you hit a survivor, they are instantly pulled into a dream world, you don't just have to wait for the timer."
Excuse-moi? I don't recall hearing this in the stream.
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You forgot to mention the teleport. Also, for what it is worth, he will have add-ons that will give asleep Survivors action speed penalties.
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@Kilmeran said:
It's 4th of July here in the U.S., so I missed the stream. Anyone have cliff notes on Freddy?
-Snare Traps are base kit; he can use one of several add-ons to replace the Snare Traps with fake pallets. Both can only be interacted with by asleep Survivors
-Survivors fall asleep after 60 seconds; they can wake up by either failing a Skill Check, having an awake Survivor wake them up (each time a Survivor uses this method, it will take longer to work, up to 16 seconds), or by finding a drawer your are linked to and stopping the ringing clock (doing this will give the Survivor a 30-second grace period before the micro sleep clock starts counting down again)
-Freddy can have up to 8 Snare Traps at once, placing more after that will override the oldest-paced one (similar to Hag traps); stepping on a Trap will slow the Survivor down by 15% for 3 seconds after leaving the Trap and will prevent them from fast vaulting. It takes a second for the plaaced Snare to prime, but Freddy can place them immediately without having to stop to do it like the Trapper or the Hag.
-If using Dream Pallets, he can place up to 10 I think? They appear as regular pallets to asleep Survivors, but do not stun Freddy at all if someone uses it. It will fool Windows of Opportunity if the Survivor is asleep, but currently a Survivor can still maybe detect it using Small Game
-As said previously, gen teleporting takes a few seconds to fire up and spew blood as a tell. Currently, the teleport is on a 45-second cooldown by default, but that cooldown speeds up by 15% for each fully asleep Survivor. Freddy can cancel the teleport midcharge, but it will still trigger the cooldown Freddy can teleport to a gen from any distance, but he cannot teleport to a fully repaired Gen or a gen blocked by the Entity.
-There are add-ons that give the Dream Pallet ability in place of Dream Snares, an add-on that will reveal Survivor auras if they use a Dream Pallet, and one at Very Rare that will make it so using the teleport will cause all Generators to spew blood at once instead of just the one he is teleporting to but at the expense of losing the ability to cancel the teleport.
I'm sure I missed stuff, but that is what I can remember.
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@Volfawott said:
I just find it really annoying that her power has been severely crippled and without compensation
I agree.
@[Deleted User] said:
They removed that feature for 2 reasons:
- It might take a survivor almost the entirety of the available 2 minutes during EGC to search jigsaw boxes and remove the trap, leaving the survivor no time to get back to a gate, which is 100% unfair.
- And 2. Even before the EGC it was very unlikely The Pig could rely on a survivor stupidly escaping whilst a trap was still on their head. Most survivors wont do that. Plus it’s simply not healthy for a player to rely on a passive way to kill survivors.
Just pause the EGC timer while a Survivor is wearing a Reverse Bear Trap. There, problem solved.
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We have not heard any planned changes to the Pig's interaction with the Endgame Collapse.
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@Keene_Kills said:
Spaghetti Code, ahoy!
You aren't kidding. This is "Magic: the Gathering Online" levels of spaghetti code.
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The problem for me isn't that there are too many killers but rather that there are too many Killers that aren't terribly viable against good Survivors.
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I use the scarecrow one along with the propane tank. Like to pretend I'm Hank Hill.
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/561065#Comment_561065
Why are you so edgy? XD
Nonconstructive necroposting tends to be frowned upon on forums.
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Could make it so that at 5, the time between the audio cue and the Skill Check is randomized. :P
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Jack and werewolf, IMO.
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Based on anecdotal evidence?
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@Frozenscum said:
I highly doubt this is anything other than coincidence. I don't see how this means the system of the Keys should be changed.Even it is a coincidence it happens very often, which denies stalling mechanic of RBT.
Percentage-based system provides more consistant stalling time than current one.
"Percentage-based system provides more consistant stalling time than current one."
Based on what?
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The shark from Jaws
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@Frozenscum said:
When Pig applies RBT key is placed in random box, all other boxes are empty. Survivor getting key at first try is solely luck based, BUT I've observed during games against Pig that most of time key is placed in closest or second to closest box, which is pretty #########.
Key mechanics should be reworked to be %-based to be more viable, the more boxes you search, the higher chances you will find the key. Last box has 100% of having key in it.
Probably something like 20%, 33%, 66% and 100% probability of key in 4 boxes. Which will take most of time 3 boxes to search to free yourself.
When Pig is using additional boxes percentages change accordingly.
"BUT I've observed during games against Pig that most of time key is placed in closest or second to closest box, which is pretty #########."
I highly doubt this is anything other than coincidence. I don't see how this means the system of the Keys should be changed.
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@miaasma said:
yeah, i see where you're coming from. i just don't want RBT to become a reliable killing power, since it removes you from the game rather than just facilitating downs, and it's an RNG-based mechanic
my main issue with making this base is that on larger maps, the scenario you're describing already makes it very difficult to deal with the RBT if you have bad luck (think cowshed or ormond), especially if you're a frequent chase target or people happen to bring the pig near a box you're searching
Again, the worst case scenario is already both possible now and is unaffected completely by RSN2. If RSN2 is active for a long time, it is because the timer is inactive, so they have all the time they need. If they quickly find the timer activating, then RSN2 didn't do anything. It doesn't really help with the killing.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/559777#Comment_559777
you're usually in a better position to start searching for boxes immediately after an unhook anyway
i see your point though
keep in mind that making this the default would be incredibly strong. a survivor who has to immediately begin checking boxes after getting unhooked on a large map like ormond or cowshed, especially against tampered timer, may just die by default if their rng is bad, and i don't agree that this is good at all. RBTs aren't really meant to kill (though they can), they're more meant to stall the game, and if you want to run an addon build that specializes in getting survivors' heads to explode that's already possible. there's no need to make it a base mechanic
pig could use a buff but i think her crouch is what needs looking at, not her RBT
RSN2 being base kit doesn't really make them much better at killing, though. It doesn't help the best case scenario where the timer starts before they can start to look. In fact, RSN2 is 100% useless in that case. If anything, it only helps the worse scenarios where they don't have to worry about time, spend time finding a box, and then get the Trap off on the first Box. This is an area that Pig needs help in, in addition to the crouch/ambush stuff.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/559764#Comment_559764
the point is that on larger maps you sometimes don't even have time to search every box if you have to start once the trap is activated
add in the pig chasing you from time to time and dropping chase intermittently and you're effectively dead if you're unlucky
don't think there's much thought being put into this though
Again, Survivors can already be put in a situation where they can't start searching the boxes until their Trap already starts ticking. Having RSN2 base kit is already less detrimental to those Survivors than the aforementioned scenario since it doesn't actually prevent them from looking through a box if they find one, so what is the downside?
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@miaasma said:
rules set no. 2 becoming base would be really broken on large maps with wider box spawns, especially paired with tampered timer
Not really, no. Survivors can already be put in a position where they have to search the boxes with Tampered Timer after a generator pops before they are unhooked (which also makes RSN2 do nothing in that situation). That is already a worse situation for Survivors than them having to look for boxes with RSN2 being base kit.
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Lightburn shouldn't even be a thing to begin with IMO.
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Very minor issue: Legion's Discordance is arguably better at Level 1 than Level 3 since you'll know faster whether or not two+ Survivors are still on the gen.