Toybasher
Toybasher
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@LULKEK said:
https://forum.deadbydaylight.com/en/discussion/comment/875601#Comment_875601
with skilled hands haha you dont need skill for him
OG Freddy. Before the rework.
As someone who semi-mained OG Freddy I can confirm you needed serious ADHD to play him well. Juggling targets, attempting mindgames during the sleep transition, harassing all 4 survivors at once, sleep n' run aiming to try and keep 2+ survivors asleep at any one time (Even if you have to disengage from a chase to re-sleep someone) etc. was important since Freddy was very good at stalling. If you played him like any other killer he was awful, but once you start switching targets and never letting yourself be looped for too long (If I felt a survivor was wasting my time I'd simply disengage and find someone else meaning they have to waste time waking up, or watch their aura and re-engage in a dead zone) he was an absolute monster that made "Forever Freddy" look like a joke in comparison.
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Use unbreakable.
I agree DC to give hatch is "exploitation of out of gameplay mechanics for an ingame advantage" similar to when people would disconnect when downed by Caviera in Siege to avoid being interrogated and giving their teams positions away. (Thankfully it was patched.)
99% of the time I'm not even slugging for a long length of time. Usually it happens less than 10 seconds after I down them.
AT THE VERY MOST it's 4 minutes to bleed out. I've been slugged for a 4K plenty of times, and if I don't have unbreakable I simply see if I can crawl away and bleed out into the dirt instead of being sacrificed.
The same can be said if survivors DC on death hook or during endgame to "Counter" BBQ's aura reveal or to avoid proccing stacks or perks such as Blood Warden and Pop Goes The Weasel. I've had a few endgame power plays denied via DC.
I am hoping the DC husk system the devs want to eventually implement will help counter the DC into hatch tech because I feel the disconnection punishments won't be enough to stop Survivor Team Six from making a Tactical Disconnect to screw over the killer.
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https://youtu.be/oHC1230OpOg@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/857382#Comment_857382
Last time I checked, a key can't be used against a Killer within 2 minutes or less, so yes.
3 gens get done in 80 seconds, 2 survivors instantly DC spawning hatch, and the key gets used. All in less than 2 minutes.
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It'd be interesting if just like Wraith's Bone Clapper, there was an addon that made the camera sound global. Survivors would know somebody is being stalked, but not who. Also Ghostface could take pictures of nothing to make survivors paranoid.
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@BDS22 said:
The new Kindred will help, it won't counter anything but you'll know not to go for the save.
Yeah but Insidious now grants Undetectable, making you immune to aura reading.
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Use Franklin's and trap the items. You'd be amazed how attached these types of survivors are to their flashlights. Usually nobody really expects you to trap the items, and they'll get tunnel visioned on getting their flashlight back resulting in lots of easy hits.
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Devs plan to add DC husks (DC'd survivor remains in the game in Dying State instead of instantly keeling over dead.).
This will allow you to still get BBQ stacks and (In theory) also prevent "Tactical" Disconnects to deny Blood Warden, deactivate Dying Light if you're slugging the obsession repeatedly, give hatch when a killer slugs for a 4K, etc.
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https://deadbydaylight.gamepedia.com/Patch_Notes_1.3.0@MonsterInMyMind said:
Mori canceling is only a bannable if you spam them to death with it as it does indeed bug out the bleed out timer and make it take longer then intended to die which we saw in the case of Hexy being banned which he did it until they bled out.
Point being its only if you go out of your way to do it will a punishment be handed out granted i would not recommend doing it at all for those who didnt know about what happened with hexy i provided some context to represent that you can indeed get banned for it.
Context: https://twitter.com/hexytv/status/1171492664971153408
Note this link is simply for context not to shame this person in any way shape or form only for context for the OP's Question.
"Survivor dying bleedout now keeps on progressing while in the Kill Interaction (Memento Mori)"
I have not actually taken a stopwatch and timed it but it does seem like the timer depletes at a normal rate compared to something like when "Wiggle progress when killer drops you" wasn't a thing. Killers could pick you up and drop you forever and the bleedout timer would be stalled during it.
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Can you post a screenshot of the email with personal info of players edited out? Just am curious exactly what they said.
And yeah the definition of Griefing is pretty grey. What's the difference between teabagging at the exit gate and mori spamming? IIRC the devs claimed slugging till bleedout or during EGC isn't bannable as it's not a hostage situation (You bleed out into the dirt or die from the collapse timer expiring.) and the bleedout bar still drains at a normal rate during mori spamming. (Was changed a few years ago IIRC)
Teabagging is explicitly mentioned as something they won't ban for. If teabagging is fine where exactly is the line drawn where it enters "Yeah this is Griefing and bannable" territory? Hitting people on the hook? Nodding your head? Running a "Salt-Mining" build designed to frustrate survivors like Forever Freddy or Iri Head Huntress + Ebony Mori? Slugging for the 4K? Bringing a cypress mori, taking the last survivor to the hatch only to shut it in their face and mori them? Going in as a survivor No Mither sabo team with no intent to actually do the gens but 99 every hook and buttdance as you drop them until you get downed enough times to bleedout?
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@HatCreature said:
There are so few Killer challenges this time and they're mostly Master Challenges which is fine as they reward more but there are only 5 Killer challenges, hooray for playing Survivor and WHY does the Killer node END with a SURVIVOR CHALLENGE?!
I know the Challenges are meant to get progressively harder down the line but some of these are designed to be done through dozens of games or play like ######### to get them done. Use 6 Med-Kits, well if you play Quentin you can start with a Med-Kit and then find a Med-Kit but then you rob everyone of Altrusim points and maybe you'll die before you can use the 2nd one.
I am not excited for Grabbing 1 Survivor off a Gen, Grabs have been so bad because of the servers that I lose chases because it denied me the grab and they got away; I don't trust that I can get the grab even if I play Ghostface. That's another thing too, ''Grabbing'' can only be done by Licensed stealth Killers and all of those are paid DLC, that challenge requires you to spend money to complete, unless you're a damn GOD with Tinkerer or have a Coxbombed Clapper on Wraith.
Pretty sure the killer node ends in a survivor challenge because when the tome things were datamined, there was a mori one survivor challenge, and it probably was switched out because they didn't want an influx of moris in matchmaking.
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OG Freddy was underrated. If you played him like any other killer (or tunneled one person to death at a time) yeah he was very weak given the 7 second delay.
If you juggled targets, constantly disengaged from chases, and otherwise aimed to keep 2+ people asleep at any one time (Even if this meant breaking chase to re-sleep someone who woke up) you'd discover Freddy had best in class stall, tracking, and stealth.
With Pill Bottle Freddy basically became similar to Spirit for getting a hit on an awake survivor. They can't see you during the transition meaning you pretty much have a free hit.
I feel like OG Fred was stronger than Leatherface, Wraith, and rework Legion.
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@thesuicidefox said:
I don't think Doc is getting a buff, he is getting a rework. He might end up stronger than before, but if they actually listen to us he will lose some really stupid parts of his kit too. Stuff like needing to Snap Out before Mending, or that insta-grab trick he can do in treatment mode. He might not be that strong now, but he does a lot of things that are seriously annoying to deal with.
If anything I hope they make Doctor even more obnoxious.
Also with how janky grabs are, M1 treatment mode spam is pretty much the only reliable way to get grabs these days.
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Basically they plan to have disconnected survivors "Stay in the game" dropping into dying state instead of faceplanting down and counting as dead. This means people can't weaponize DC's for an ingame advantage like to open the hatch for the other survivor while slugged, This will also mean killers won't miss out on BBQ stacks or certain perk activations (Most notably Blood Warden) because a survivor quits, since the "husk" can be carried and hooked.
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I agree blindness needs a buff. One option could be to change blindness to Oblivious. (Would make Hex: The Third Seal pretty interesting as well as most blindness addons, although Freddy already has Oblivious in the dream world meaning they'll have to find a different effect for it.)
Anyways blindness (Survivors cannot see MOST auras. They can still see Jigsaw Boxes or Freddy Alarm clocks, etc.) is currently pretty wimpy. Not everyone is running an aura reading perk and the default aura reading isn't all that helpful unless you're slugging.
Hilariously if there was a survivor perk or item that let them give Blindness on the killer, that'd be pretty strong since it'd counter gen and hook auras, etc.
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I think it'd be busted/OP.
If Legion simply insta-downed them and was booted out of Frenzy it'd be less of a pain, but if he can "Chain" instadowns similar to deep wound (Instadown, refresh frenzy meter, get killer instinct, rush over to next survivor, instadown, refresh frenzy meter, etc.) that'd be crazy combined with NOED.
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Doctor with double calm addons, unnerving presence, distressing, overcharge, and Hex: Huntress Lullaby + Jigsaw Piece.
Less jokingly, I'm a Doctor main and Blendettes are in big trouble unless they bring Calm Spirit.
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What is the Anti Heal build anyway? All I know is Nurse's Calling is very good on Ghostface since you often have no terror radius, making it very hard for survivors to do the "Don't heal in the TR" tactic to counter it.
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Hopefully the DC husk system will end tactical disconnects.
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IMHO camping is fine but under most circumstances it's a poor strategy for the killer if survivors are smart enough to punish him. (I.E. if they're camping, do gens instead of sitting around watching and waiting to see if he'll leave.)
I only camp if a survivor managed to actually piss me off to the point I'm willing to throw the game just to camp him but you have to really be intentionally trying to get on my nerves for that to happen. (Teabagging after every pallet stun, using a flashlight macro, saboing event hooks and only event hooks, etc. Looping itself isn't toxic and never will be toxic.)
Only other time I'll camp is if the exit gates are powered. At that point I can either try to secure kills by camping (At least it's at the end of the game.) or move away and they simply get rescued. This especially applies once the endgame collapse has started since at least one exit gate is open.
Anyways if I'm being camped at first hook for no reason with gens left that's definitely upsetting. Once the gates are powered I don't care if I'm being camped because I do the same exact thing when I play killer and the killer has almost nothing to lose and everything to gain by remaining near the hooked survivor when all gens are complete.
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It doesn't presumably due to how it is worded, but it really should.
I love doing the STBFL + PYWF + Dying Light + Rancor "One Punch Man" build where you one-hit-mori the obsession after ignoring them all match but you effectively HAVE to let the last gen be powered. I ran this with OG Freddy during the Mettle Of Man Crisis (Dying Light wasn't an ignore the obsession perk back then, so I swapped it for Monitor and Abuse) and it was surprisingly effective.
I know I could just swap Rancor for NOED and bring a cypress mori but that method isn't as funny to me.
Maybe the location reveal would be too much (Since you'd be notified where the last guy is) but the exposed + mori should at least apply. Heck they could keep the aura reveal for the obsession so they get a heads up which gate you're headed towards first if it's that big of an issue.
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A month or so ago I saw a similar bug where someone's aura had a tiny block they were walking on. But yeah pantsless nea was one of my favorites.
BTW which one was noodle legs?
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I also like how they removed that high pitched noise when you gen teleport. I thought it was a cool sound, but as someone with tinnitus it was very annoying especially since I teleport often.
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The endgame one doesn't seem THAT difficult if you ran a full endgame build (NOED, Remember Me, Bitter Murmur, Blood Warden.) as I just got a 4K running one. Still think it's obnoxious though and survivors will see an influx of NOED.
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I'm pretty sure the "Kill them by any means" bit implies you can sacrifice them.
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It would be interesting if the "Spare the obsession" perk worked if the survivor escaped rather than killing them last.
You could combo it with Dying Light, Save The Best For Last, and Play With Your Food for a "3K build" and give the last guy hatch.
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I think the killer should get a point bonus for killing/sacrificing the obsession. Doesn't have to be a lot, but 1k or 2k points in deviousness.
Would act as a "Counterpart" to the Obsessions BP score event for escaping and dying, and would make the obsession mean a little more to the killer if he's not running any obsession perks.
TBH nowadays being the obsession is almost always a good thing as almost all of the killer's obsession perks (Save The Best For Last, Play With Your Food, Dying Light, Furtive Chase, and Dark Devotion) incentivize keeping the obsession alive, and VERY few obsession perks involve actually going after the obsession besides Remember Me, and Rancor where the killer usually ignores you hoping for the insta-mori at the end.
I guess it fits with Sole Survivor making you the obsession. Since 95% of obsession perks involve keeping the obsession alive, you will likely be the "Sole Survivor" if the killer is targeting the 3 non obsessions.
But yeah I think the obsession point bonus for dying/escaping is sort of weird. I don't mind it since Survival BP is very hard to earn, but it just seems really silly to get a "Consolation Prize" for dying as obsession when a obsession perk killer likely won't be targeting you anyway. Hence why a BP bonus for the killer would spice things up.
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I do think the point gain for killer and survivor is unbalanced.
However I think it's less of a "The killer gets too much points" problem and more of a "Survivors get too little points" problem.
The survival category needs to be easier to fill + more opportunities to earn BP need to exist for survivor. I know next patch is adding survival BP for wiggling and boldness BP for dropping pallets and vaulting in the middle of a chase.
WGLF needs a small buff too. BBQ is both a point bonus + survivor aura reveal after a hook, while WGLF is points and nothing else. They could "Nerf" BBQ by making the 25% bonus per unique survivor hooked completely baseline, and BBQ is just for the aura reveal. Likewise WGLF's current function can be baseline, and WGLF reworked into a different perk.
TL;DR Survivors need more ways to earn BP.
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TBH I'd prefer hook-suicides over DC's. Killer isn't screwed out of BBQ stacks that way.
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IIRC Franklin's USED to actually work on secondary attacks. Chainsaws, hatchets, etc. but it was promptly nerfed.
It's really inconsistent. I don't know if Sloppy Butcher still applies to chainsaws and Huntress axes or if you need the addons.
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@Karltastisk said:
I agree. It should be buffed and nerfed in another way. And people arguing it «instantly» removes survivors from the game have never played with it. It takes nearly the entire game to pop it once. And at wich point you can still loop for ages, be stuck in an animation to Get downed instead of killed or you know a locker... Myers ultimate killing weakness...
Pretty much. Even when I run "only" infinite EW3 and J Myers memorial (The fastest stalking addon Myers has that affects all survivors) it takes an extremely long time to hit EW3. I can't imagine BOTH Judith's Tombstone + tuft of hair. (Two addons that tremendously increase stalk required without any faster stalk addons)
To hit EW3 you basically need to nom every last bite of evil out of all 4 survivors (Well, more like 3 survivors and a half IIRC)
By the time you hit EW3 the game's usually over and you NEED Play With Your Food to have a reasonable movement speed.
I think Judith's (and Tombstone Piece) needs a buff. A common issue is the inability to tombstone people on the ground or in lockers.
One idea I might have read (or came up with.) is to make Tombstones more like Memento Moris. Option A: they stay as they are, but if you have hooked a survivor once and have Tombstone and are in EW3, you can Mori them on the ground so lockers are no longer a safe zone. It'll work once but after that, Myers shows no mercy. One could even play normally, hook everyone once, and THEN pop EW3 + Tombstone.
Option B: Make them MUCH more like Momento Mori's. You can't tombstone people period (Even while standing) until the survivor has been hooked once, but once you have hooked them you can tombstone them normally or on the ground, effectively turning the tombstone into a more versatile Momento Mori.
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@aazimuth said:
https://forum.deadbydaylight.com/en/discussion/comment/779586#Comment_779586
Then maybe this game isn't for you. You could also turn down your volume if you are having problems with some of the sound effects in this game. Just a thought. :)
Devs removed that irritating ringing sound from Hag's disfigured ear deafening addon because of complaints it was aggravating people with tinnitus. (myself included) Now the disfigured ear still deafens you (It muffles sound to almost zero for a few seconds) but it doesn't have this ear-splitting high-pitched ringing noise as if a flashbang went off directly next to your head.
I feel flashlight macro's ought to be tackled in the same way. There's no reason to use a flashlight macro other than to be toxic. HOW it should be changed I am not sure (Half or quarter second delay between clicks so even with a macro it's just clickclickclickclickclick? Charge being used up when flashlight is activated so macro spam rapidly drains it?) but people using external software/macros to click thousands of times per second following you around the entire match with the audio cutting through itself has flat-out no purpose in the game. Every macro-user I have ran into is also the type of survivor who'll teabag and macro-spam after every pallet stun thinking he's the most radical, awesome DBD player in the world and will trash-talk in post-game. Give up and try to ignore 'em and chase other survivors? They'll follow you around with it on.
I do play the game at a normal volume and have a ton of hours. (Over 1.5K) I'm not dropping the game over a few bad apples. I just think the flashlight auto-fire should be addressed. People only do it to be [BAD WORD]s. Rapidly clicking to get the killer's attention is fine but when it's being done so fast via autohotkey or something it's downright painful to some users maybe it should be addressed.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/779621#Comment_779621
Same with old Freddy if the Freddy knew how to play him.
Can confirm, was OG Freddy semi-main for a few months.
To be fair New Fred's slowdown is nothing like OG Freddy's. OG Freddy could slow the game to a literal crawl. Failed skillchecks I didn't really care about other than the fact it means a survivor woke up and I need to disengage from whoever I'm chasing, rush back over to the generator and re-sleep the survivor and go after them instead.
New Freddy, even with the "Time to slow the game down just a lotta bit" build AKA "Forever Freddy" is STILL nowhere near as potent in terms of slowdown as base-kit classic Freddy. Being asleep hardly means anything compared to the old one in terms of out-of-chase effects. (No aura reveal, no base-kit stall, and the new stall addons are pitifully weak)
Swing chains with everyone asleep is still faster than thanatophobia IIRC. I feel a majority of the complaining comes from the psychological impact of the red bar. "Oh my god this generator is taking FOREEEEVER" when in reality it might be like 8 more seconds tops.
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I had damage to my hearing almost a year ago and developed hyperacusis. The macro flashlight is literally physically painful for me similar to nails on a chalkboard.
If someone is using a flashlight macro (So fast it's like one constant noise) I will facecamp them. I'm sorry but I am NOT putting up with that. It's actually painful and my only options are to get the macro-guy dead so I can move on and play the rest of the match, or DC and I am NOT going to be a killer who will be known as the "Disabled crybaby who ragequits over a little clicky clicky."
The extremely fast clickers are using external software and not mousewheel.
I also remember the days when the macro could actually cause some kind of DDOS like effect and result in all survivors simultaneously disconnecting and still getting BP. Presumably it would click so damn fast the data getting sent to the killer (Flashlight on, flashlight off) is just too much and the game poops itself.
One solution I saw someone come up with was turning the flashlight on uses up a small amount of charge all at once. If people are using macros their flashlight would be drained pretty fast while not interfering with normal gameplay.
It's the macros that bother me. People who click manually are annoying yeah, but the macro is to the point where I decide "Yeah screw this. I'm throwing the game and facecamping 'em."
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@alienschmalien said:
Not a Doctor Main, but I hope his rework/buff whatever is purely about making him less obnoxious to go against.
As it stands there's no reason to play Doctor unless you just want to piss off other players. He's not in a good enough state to be a killing machine, but more just ''How can I piss off other people today?"
As a Doctor main I love being obnoxious and I hope he becomes even more annoying.
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Anything that makes him even more obnoxious. Fake generators, making dull totems appear lit, having the doctor illusions chase people around, making the hud show people in the wrong states (Injured instead of healthy, etc.) maybe an addon that causes deafness in madness 3 (Like Hag's ear addon) etc.
I also want the shock's delay to be removed and moldy electrode base kit.
For complete addon overhauls I predict it'll be Scrapped Tape or Maple Knight. Both addons are pretty useless and Maple Knight should be turned into an ultra rare to go along with iridescent queen.
I also predict just like Wraith some addons will be "Decommissioned" given they have names like "Carters Notes" and "Class 1/2/3" which is related to rarity. Since his addon rarities are "Abnormal" to the current DBD Killer Standard (4 common, 5 uncommon, 5 rare, 4 very rare, 2 ultra rare) they will likely have rarity changes and name changes.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/757692#Comment_757692
Because I wtry and consider the fun of both killers and survivors. And I can totally understand that it's no fun having a 40% action speed debuff.
Also, if a killer is able to slow down the game too much, at some point they don't have to even try because survivors will take so long to repair gens that a killer can pretty much just force every pallet drop and destroy all pallets, and then have easy downs on survivor.
Repair speed should only be able to be slowed down by so much.
Hah that sounds like my matches when Old Freddy was a thing. (RIP Old Freddy) I'd use my stall and juggle targets to sleep everyone and quite literally waste everybody's time until I got 50 concussions from pallets dropped on my head, then survivors were screwed.
I always ran something like DIscordance, BBQ, Monitor, STBFL, and I could close out games pretty fast even at higher ranks without ruin. (Survivors would kind of brain fart against OG Freddy. Sure you play against Nurse and Billy 24/7 but what about a Freddy who knows what he's doing and is constantly dropping targets and reengaging unpredictably? Especially if he burns a thick mist offering, making it very hard to spot him in the dream world. I also got plenty of gengrabs on cocky survivors working on gens because they expect 7 seconds when in reality my addons might have reduced it, and I had a very fast reaction time for the grab.) I later ran a One Punch Man build during the mettle of man crisis (STBFL, PWYF, Monitor, Rancor.) so I could one-hit-mori the mettle of man mcloopypants after ignoring them all game.
Loved Old Freddy. I can confirm matches took a very long time though. If you wanted to be really toxic you could run the "Classic" Dying Light + Black Box + Mori "Tunnel Freddy" build. Throw in Swing Chains and Jump Rope and you could slow the game down so much people start DCing because no progress can be made while asleep.
Either way the new "Forever Freddy" is nothing like the old one. The only addon combo I see that's cheesy is Red Paint Brush + Swing Chains but the debuff is less than Thanatophobia. Maybe if survivors combo Red Paint Brush + Swing Chains + Dying Light + Thanatophobia it gets bad but I've yet to go against it and it's still nothing like the original Freddy.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/743945#Comment_743945
I refuse to believe you. Cause even the Devs aren't talking about it.
To be honest I remember the devs mentioning they wanted to change instant heals to auto-heals a few months ago. I can't find it anywhere but I remember they talked about it.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/738628#Comment_738628
Plunderers Instinct it's not that kind of perk.
Adrenaline kinda it's because your team need to do 5 gens not you.
Lightweight it's not that kind of perk.
Left Behind it's this kind of perk.
NOED it's this kind of perk.
Remember Me it's only when the obsession is still alive.
BBQ&Chili nope.
Pop Goes the Weasel nope yet again.
Remember Me at least currently still activates even if the Obsession is dead. If anything you WANT the obsession dead so they can't get the door because they are immune to the effects.
Rancor could be one to add to the list. You get rewarded with locations of survivors every time a gen pops, and can even Mori the obsession once the last gen is finished.
Anyways my thoughts on NOED. IMHO NOED is fine as it is but I think we should get more perks that work like NOED where a dull totem becomes lit under certain circumstances. Once we have more "Dull totem becomes a Hex" perks, we can turn dull totems into an official side objective and add a counter to the HUD. (Or just make the dull totem broken noises global so people can keep track, or add a counter to small game, etc.)
Devs have claimed the game is balanced around 2 deaths 2 escapes implying the doors will be powered at some point in an "ideal" match. I don't think NOED rewards failure in of itself (It could be used as a trump card for endgame after a decent match where you got one guy dead, 2 people on death hook, and 1 guy on first hook, last gen pops, and everyone gets healed from Adrenaline, or as part of a NOED + Remember Me + Blood Warden + Rancor/Fire Up Endgame Build) but killers are able to use it as a crutch.
Personally I only run NOED on Trapper, Clown, Wraith, and Leatherface as they're all weak killers and Trapper wastes a ton of time getting setup. I sometimes run it on Myers for a surprise or if I'm playing Mirror Myers. Clown is very susceptible to gen-rush due to his plain inability to apply map pressure. Same for Leatherface who has an instadown so hard to land hits with you might as well M1 everyone.
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@justarandy said:
He needs a rework imo. He needs to be less annoying and more powerful.
As a Doctor main who often runs the 3-gen build I actually want him to be even more obnoxious. Doc is my "No fun allowed" killer.
Besides "Needed" stuff like making moldy electrode base kit or removing the "delay" when shocking (So it's easier to time zaps for loop-cutting) I just want his hallucinations to be more convincing and more "impactful". Doc illusions that play the terror radius and even pretend to chase you, only to disappear right before they hit you. Could be used to keep survivors on their toes (You're working on a gen and it looks like the Doctor found you) or even as a "Chase enhancer" by having a "Sidekick" to help confuse survivors mid-chase (You might end up looping the fake doctor while the real one moves in from another direction)
Other hallucinations could be scrambling the health status hud or making it look like someone got hooked, making hex totems appear lit/dull, applying the oblivious status effect (Could be tied to the Calm addons, although Oblivious with a massive TR from Calm addon might nerf doctor massive TR debuff builds) making jumpscare doctor more of a thing, replacing the TR with that of Demogorgon/Myers (For extra confusion who the killer is at match start) applying the deaf status effect like disfigured ear from Hag, etc.
Doctor is supposed to be a very chaotic and disorienting killer to fight but as of right now his hallucinations aren't fooling anyone besides the pallets (Which Freddy does better) and fake chase music and red stain (Which isn't that convincing).
In terms of addons I think Maple Knight (Shows shock area, which you can see anyway when you actually zap, and it often bugs out anyway) needs to get the biggest change and maybe become his other ultra rare. Currently it's garbage even for people very new to doctor. Scrapped Tape (Donut zap) is also pretty bad.
The only other thing I think about Doctor that needs to be changed is how the shock can be easily juked by simply running directly up against the Doctor. It's goofy the shock sort of lands a foot or two in front of him which means you can hug him to dodge it. Granted you can just swap to punishment mode to hit them with the stick, but I find it annoying when I want to zap someone repeatedly for bloodpoints.
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@MiniPixels said:
My bets are on reworking insta heal addons, and making healing more skill checky and less hold down m1y.
*Happy autodidact noises*
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The Chili's do actually function. I noticed almost no difference (if any) in straight-line performance, (Even with speed addons, which supposedly Chili has a big impact on as you hit your larger top speed faster) but try going in a KYF match, chainsawing without addons, and mashing WASD randomly.
There is a noticeable difference with Chili. Without chili you seem to have to build up momentum while with Chili you pretty much turn on a dime.
I think the Chili mainly affects cornering. Which might be a big help in catching people throughout loops as you don't seem to lose as much speed when turning. (Oddly enough the chili addons themselves replaced Hillbilly's steering addons.) Devs have said a few times the addons do work.
Without a doubt LF needs a total addon overhaul though. Like I want him to have all unique addons and not just copy pasted hillbilly addons.
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As a Doctor main who runs the 3-gen "Hostage Doc" build (Distressing, Unnerving, Overcharge, and a fourth perk which is BBQ for me but sometimes Coulrophobia) I can confirm a killer can force out a 3-gen from the start.
IMHO a 3-gen strat isn't bannable as long as the killer is still downing people. If he's playing extremely defensive and not taking bait to be lead away from the 3-gen that's not an actual hostage situation. I run the 3-gen doctor build and I still hit, down, and hook survivors when I can.
A real hostage 3-gen situation would be a 3-genner doctor simply zapping people off of generators and kicking them with Overcharge and refusing to actually get survivors dead. I.E. never leaving treatment mode, not killing survivors when they're pointing at hooks, clearly wanting out of the game, grabbing survivors off gens only to dribble them so they get reset and don't bleedout, etc. and otherwise forcing survivors to disconnect because the killer is literally refusing to kill them even when they're standing under a hook.
To me there's a difference between doing the 3-gen strat to win and actively holding the game hostage.
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@MissGamer456 said:
https://forum.deadbydaylight.com/en/discussion/comment/730636#Comment_730636
You do. If killer quits you lose your item. One time I got heavily abused by flashlights, unfortunately I don’t have franklins so I just left match so they lose their flashlights. There was 1 purple 2 green 1 yellows.
AFAIK you keep your item if the killer disconnects unless they hit you with Franklin's first and THEN dc.
It might be different if the killer physically pulls the plug. Oddly enough I'm pretty sure a survivor plug-pull lets them keep their item and earned BP. You'll recognize it as killer because they freeze up, and after a decent length of time their icon changes to the DC symbol but without playing the disconnect noise. One guy did it to me and his icon changed to the DC symbol a good 40 seconds after I Mori'd him. A few months later I ran into him again, and I guess as "Punishment" for being a DCing punk I tunnel-Mori'd him and he did it again.
If you want to punish a 4 flashlight squad bring Lightborn, Overwhelming Presence, and Franklins Demise on Hag, hit them and trap their flashlights. Don't DC.
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Give it the Tinkerer treatment. Scrap it and reimagine it as an entirely new perk. It could still involve the basement but it needs to be something big (2 basements is an idea I saw somewhere) otherwise it can be some other hook related perk that affects all hooks and not just basement.
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One idea I see sometimes is a perk or game mechanic where survivors teabagging charges it up.
I.E. X teabags in Y amount of time/in one chase grants faster movement speed against them specifically for the rest of the chase.
If they continue to teabag, (10/20 more teabags in the chase) they suffer from the exposed status effect.
If they still continue to teabag (Beyond excessive. An additional 30/40?) the killer has the option to forfeit 25% of their bloodpoints earned that match to Mori them. One "Salt-Mori" per match.
And bam there you go. Only effects BMers while not being abused to go after Baby Dwights or people who weren't being toxic.
And very high requirements to trigger so if someone DOES wind up being salt-mori'd they were being toxic to the point the killer felt like cashing in 25% of their BP gain to take them out of the match was a fair trade. In other words: They deserved it.
EDIT: I do wish there was a purple Mori offering that would let you Mori any one person after one hook but doesn't get burnt unless you actually use it. Basically it'd be an Ivory you can "Keep" with you and just use it every game (It'd show up as a secret offering so you could burn it to scare survivors) until you decide "Yeah this pink hair flashlight clicking Nea has got to go."
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IMHO Myers should be able to tombstone people on the ground so you can just yank them out of the locker, drop them, and mori them.
Personally I think this achievement is only difficult because of how petty survivors are. People will DC mid-animation and it won't count.
https://www.youtube.com/watch?v=A9hkeHDbKZsGuess you know, it's an achievement, and not a participation ribbon and thus I am not entitled to it if I do accomplish the requirements but the survivor feels like I don't deserve it. Pretty good job so far!
In terms of ground tombstoning making tombstone "OP" it's an ultra-rare. "There's no counterplay" there's no counterplay for Iri Heads, adrenaline, Prayer Beads, Rancor, either.
And 99% of the time when you hook people who are doing this they simply suicide on the hook so it's clear they're not even doing it to stay alive but to screw you out of your achievement, which really grinds my gears.
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https://youtu.be/zc61dKOVGUU
The worst part is the mobile port literally has this feature in the game. Why can't we get it on the PC version?
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New Dying Light seems pretty garbage.
I get the old version encouraged unfun gameplay but the new version's values just suck. Way too hard to get a reasonable amount of slowdown.
The fact the Obsession HAS TO BE ALIVE + Isn't even affected by the slowdown is a big joke. It's the proposed Remember Me Nerf all over again where to solve the "Killer tunnels the Remember Me to death so he can't get the door" problem, instead of simply making the Obsession affected by the slow gates, (thus eliminating the reason to murder them out of the game) they wanted killing the obsession to remove half your Remember Me tokens turning it into a "Damned If You Do, Damned If You Don't" situation.
Here! I'll show you!
It's the same exact issue, just replace hitting the obsession a bunch of times with hooking non-obsessions, opening the doors with doing literally everything (especially healing) and relatively fast with at normal speed. (Healing even faster)
It is true is synergizes with Myers other perks and it'd be fun to run in the STBFL, PWYF, New Dying Light, and Rancor "One Punch Man Build" but besides those novelty builds it's just...meh.
Old Dying Light was unfun as heck for the obsession (And maybe everyone else. I ran it as part of a Doctor 3-gen build) but I always brought a Mori as a form of euthanasia of sorts. Sure being tunnel Mori'd sucks but it's over quick. New Dying Light is going to promote slugging the obsession with Knock Out so they can't do gens or make themselves die on the hook and OOPS! He did a Tactical DC and shut your Dying Light off. Great!
I'd simply have the obsession affected by the action speed penalty and it'd solve a majority of the problem. Maybe if the obsession gave stacks too, and once he dies, similar to STBFL the stacks are "Locked in" and you can't get anymore. Perk would still discourage tunneling the obsession to death, (Since you can't get any more stacks) but won't lead to a Morton's Fork where not focusing on the obsession results in them doing everything at normal speed, (Faster for healing) and focusing on the obsession results in EVERYONE doing everything at normal speed. It'd also eliminate tryhard obsessions DCing once they realize you're not going to let them die.
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Yeah I can confirm I just went against a Freddy in the PTB and my Stake Out wasn't charging when asleep.
I kind of like this. If you're asleep no borrowed time, stake out, pebble, etc. and some of your TR related survivor perks are now less useful.
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I agree struggle needs to be changed. I think there was even a dev reply on one thread complaining about it and someone thought up to replace mashing with skill checks and a dev said that seemed like a good idea. (IMHO Missing a skill check should just remove a chunk of your struggle meter so one slip up doesn't = instant death)
Currently struggling, simply put, sucks. I get the whole "It's supposed to be a struggle! Immersion!" argument but even the torture sequences in the Metal Gear franchise (Which had you often mashing triangle or whatever like a madman for 2 minutes straight on harder difficulties) felt less "oppressive" because there, not mashing fast enough had a leeway (Your O2 meter would start running out, and THEN your life gauge would deplete in MGS2, or your life gauge would deplete and you could recover it via mashing in MGS1 and Peace Walker.) to it and even if you weren't mashing fast enough you had room to correct your mistake. It's also something that happens maybe once or twice per playthrough.
DBD? The absolute microsecond you're not mashing fast enough for the game's standards, be it your hand slipping once, or your rhythem is thrown off, or a lag spike happens, etc. you just die. There's been times where I WAS mashing like a madman and died anyway for no explainable reason.
It's not immersive, it's plain annoying, harmful on the wrist, can damage the keyboard over time, noisy, (Ever played in SWF with comms, a guy is hooked, and you just hear him smashing keyboard super loud through his microphone?) and it's something that's part of normal gameplay.
If we removed the mindless mashing and replaced it with skillchecks, (Or holding space to struggle, or auto-struggle and you hold space to die, etc.) would fun or enjoyment be taken out of the game? Because to me, I wouldn't miss it one bit.

