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Warcrafter4

Warcrafter4

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Warcrafter4
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  • @Cerebral_Harlot said:

    What do you mean by slide?

    They mean as it running into a flat wall and sliding off the side of it like its made of jello which denies them their bounce chain/lethal rush.

    It completely cripples Blight's power.

  • @Seanzu said:

    Why can't you just let people have fun?

    Why does it matter whether they pull off in front of you or not, it's fun to chance the 4% especially if you're going to get saved, it's not the end of the world, the person will still need healing and it's incredibly rare they'll even pull off anyway.

    Its spiteful towards your own teammates?

    They went out of their way to help you but you deny them their reward for no reason.

    Also a personal story I have flatout have had teammates die doing this not because of them failing but they succeded denying my "We'll Make It" Then dying to the death slinger/Pyramid head because I couldn't heal them in time due to having my double healing speed being denied by my own teammates.

  • Maybe if this was a perk where you could choose to move while healing a downed survivor at lets just say a flat 30-50% speed/Heal speed(Aka unaffected by healing speed increases as its a special action to do both at once).

    Mind you like any healing like action the person being heal pulled could stop it at any time.

  • Survivors really don't like doing totems as it is so making fired up punish them for doing them just means people will ignore totems more which the devs don't want survivors to ignore.

    The entire point of NOED is to try to get survivors to do bones while it also helps against Undying.

    Having fired up get more stacks from uncleansed totems if 3 gens are done for example would be interesting though as it adds to the gen rush punish part of the perk.

  • @GrimReaperJr1232 said:

    Given that this is a gamebreaking bug that completely renders a killer unplayable, it should be high priority. Given this fact, I assume it'll be coming up in the next hotfix.

    People said the same thing about the game breaking nurse bugs that came with her rework.

    Those bugs still haven't been fixedin over a year.

  • People always seem to underestimate how much of an advantage items give to survivors(Its also the reasoning why getting a maxed item+ with add-ons is so difficult).

    I mean there's a good reason why most survivor nerfs target their items instead of their perks or base kit.

  • Surge tends to come to mind as its not strong enough of a slowdown perk to be run alone.

    However I also want to have my normal slowdown + tracking + killer specific perk(s)(Such as Iron maiden on huntress or M&A on Michael) in my builds so its always ends up being cut for something more useful for that specific killer as shown above.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1797642#Comment_1797642

    It was ca. 10 minutes after the match started. I had 20k BP. I had atleast one chase with every survivor. I know this kind of disconnect, it was different.

    From what I know of that type of crash its one of two things:

    Either the server crashed the match which will end the game and give out full rewards.

    Or

    Steam went down and disconnected everyone without making them lose their rewards.

    If you get your rewards from the disconnected game it means something caused the game to end prematurely.

  • @catnip18 said:

    Removing that you passively fall asleep would be enough imo, make the gauge only go up in his TR or something.

    The passive status gained in a TR was proven to be unusable design with the doctor(Static blast used to be static aura which passively built up madness but was so weak it got removed).

    Also Freddy's entire kit gets gutted without the passive sleep as neither his chase nor his mobility(whose cooldown is based off of how many survivors are asleep) can really be used if survivors are awake.

  • @JHondo said:

    Another interesting experiment would be to turn off the aim dressing for a weekend and see how it changes hits and get feedback on how it looks and feels to play without.

    A no chase music weekend would be really interesting to gague how much it effects both sides.

    This actually makes a lot of sense to test as one of the reasons the devs brought up not doing the test on perks is that they aren't in every game.

    This however opens the door for testing how no aim dressing effects the game as it is in every game.

  • I'm going to bet he's get "Nursed" just like billy and despite how borderline unplayable he will become people will still say he's op even though they can never prove that he is...

    Just like with Nurse and Billy...

  • Toolboxes get stronger the later you get into the game where generator completion speed matters more the efficiency.

    With that perspective any buffs to toolboxes will break the end game as if you make them complete more of a generator or do it faster then they are now you'd just have survivors do the first 3 gens like normal then use toolboxes to gen rush the last 2 before the killer could really do much that game.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796478#Comment_1796478

    The devs actually confirmed that they never intended DS to ba an anti-tunnelling tool, that's what the community inferred from its rework.

    The devs have also said in the DS rework QA that DS was intended to be an anti tunnel tool so idk where your getting this info from.

  • Depends on if its intentional.

    If a survivor loops a killer from that spot all the way around the map twice back to it(So making 2 full loops around the map) then no as the killer is probably cutting their loses chasing a survivor they will clearly never catch.

    That or if you constantly run in the same direction that they tend to loop.

    Such as if you notice your teammate running to shack every chase doing a gen around there is probably not a wise idea.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795629#Comment_1795629

    I disagree,there's nothing wrong with characters that are easy to pick up and learn,but in my opinion strong killers should always take a lot of skill to learn.

    I don't really like that you get the same amount of raw strength like hag,oni,blight (killers that take a lot of time) just by playing freddy (required almost no time to learn)

    If the only usable characters in said role are high skill then it will drive away any new player from even trying that role and do you want to have even longer survivor queues?

  • I think people are caught up on the fact that he's easy to play as that's irrelevant to how strong he is.

    The game would and probably still will die if we had no easy to learn but good killers just look at the (Nearly dead)Arena shooter genre for what happens when you have no easy to learn characters.


    For his balance:The main thing I'd hope they would test first on freddy is just removing his passive generator slowdown add-ons as they are simply 2 extra slowdown perks in his build letting him overcap the normal slowdown perk cap of 4.

    If that isn't enough I'd double his initial sleep timer and if needed increase the clock's sleep timer to two minutes to try to force freddy to get hits if he wants to use his dream projection a lot early into the game.

  • @wisdomwielder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793451#Comment_1793451

    You can't deny that Undying is insanely oppressive when paired with Ruin compared to other regression perks. I almost never lose a game when I run this perk combo. Its like running DS/Unbreakable.

    Unlike DS/Unbreakable it can be destroyed in the first 30 seconds of the game and heavily nerf the killer by removing HALF of their perks from the game all the while requiring high pressure from the killer for it to even do anything.

    Trust me I have tried that combo on blight and had that happen...Repeatedly before I could have even reach them to stop the totems from breaking even with the aura reveal.

    Its not OP it just forces survivors to treat totems as a secondary objective like they were intended to be while also rewarding skillful play from the killer.

  • Undying doesn't need a nerf its the only viable hex defence perk in the game and I am really getting tired of having to say this every thread.

    Undying has shown the power level needed for hex defence perks to be played.

    Once again I ask this:

    When was the last time Thrill of the Hunt or Retribution had any noticeable impact on your games?

    If you can't remember then lets buff Thrill of the Hunt and Retribution instead of nerfing Undying.

  • There is a known bug with devotion not counting hooks for an unknown reason.

  • @Dustin said:

    If Freddy's killrate is high it's likely because people just suicide on hook against him. Even in my rank 1 games people suicide against him because they find him boring to play against. His current power is good but imo it needs some refining to be more engaging. Everything is there it just needs to be made more fun to play around. I still feel like the Dream Pallets are the more fun game mechanic to play against. That's why I kept saying the snares and pallets should be available at all times and share the current charges he has now. Would require Freddy to manage resources more but that's just me.

    i agree with everything but the resource management.

    Resource management as a killer mechanic it simply doesn't work with the way the game is set up:

    Killers already have to micromanage a lot in the game anymore will be overwhelming.

    Resource management by design meant to be detrimental to the fun of the game by stopping you from doing things so unless its designed around which all forced resource management in the game haven't been it won't be fun nor interesting.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1790559#Comment_1790559

    the third one isn't really a buff because they never intended his camera to be that low ingame so its more like a bugfix than a buff

    I'd called it QoL but its still will be an overall buff due to it letting him track survivors much more easily and also makes it so a single purple fog thickening offering doesn't randomly blind him like it does now.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1790550#Comment_1790550

    I mean even on the day of release he was still called weak despite buffs. But is say hes number 2 with add ons or 3 without.

    He didn't receive his 2nd buff until about a week or two after release which lets blight go for these more aggressive lethal rushes due to not being completely bodied by pallets.

    Anyways its pretty telling how bad a killer was on the PTB if they are receiving their THIRD CONSECUTIVE BUFF SOONtm.

    Remember first impressions matter a lot to perception and he had a pretty bad first two impressions.

  • Given that was after 2 buffs:

    QoL making his power work on most circular objects and if I am remembering correctly more reliable turning when he went from PTB to live.

    His lethal rush now breaks pallets

    Finally he's receiving his 3rd buff with a PoV buff coming SoonTM...

    He was trash on PTB and got buffed repeatedly because of it.

  • The nurse after the nerfs and with the double CD she has(Self stun from blinking and the recharge system) has effectively rendered her a 115% M1 killer as her blinks if used most effectively for distance only gives you the normal distance despite the restrictions making it harder to capitalize on any survivors you found.

    I feel like most of people's fear of the nurse is just trauma from old Omega Blink Nurse which no longer exists.

    She really isn't all that special in terms of distance she travels(And thus her chase power) it just throws off people who aren't used to playing against her which makes them think she's op when she really isn't.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1790222#Comment_1790222

    So it can outright prevent him from getting his traps?

    yep also

    https://forum.deadbydaylight.com/en/discussion/210383/what-happens-to-totem-spawn-on-the-autohaven-wreckers-map#latest

    is the read where he posted it. Idk if the one in the picture itself can be picked up but he did confirm he couldn't with multiple of the other gitched spawns spawns.

  • @C3tooth found one where the trapper's traps can spawn inside of objects on the reworked maps:

    If he could repost the picture here confirming it that would help as Idk how to quote cross thread on this forums.

  • Did you see the thread about the bugs with this patch.

    Victor alone has 20 game along with Charlotte having 13 more breaking bugs herself atm and more could be coming too.

    At the time of posting the twins have 33 game breaking bugs with them....There's a good reason your not seeing them.

  • @Leachy_Jr said:

    Inb4 the Demo Defenders get here saying how demo is the most perfect designed killer with no flaws.

    Being honest: Even people who defend demo think he's flawed in some way:

    Its the fact he's too loud for no good reason(His powers aren't strong enough to warrant the constant global/Semi global noise warnings).

    His add-ons suck(This is virtually indisputable due to how more or less unusable everything but his browns are).

    Or that his shred has too long of a cooldown(Aka self stun) on successful hit(Nearly being as long as legion's Feral Frenzy cooldown).

  • They are weak(With missing mechanics such as the locker hold) and somehow buggier then the nurse...

    There's no real reason to play them until they get both fixed and finished.

  • Was he using the shop lubricant addon?

    It mimics knockout if there was no other survivors in the terror radius when he downs them with his saw.

    As for him knowing where people were if they were on gens it was probably just tinkerer.

  • Devout is known to be bugged this patch for whatever reason where some hooks aren't counting.

  • Idk if anyone else has noticed this but I swear huntress' aim isn't always going straight this patch.

    I haven't seen a single huntress being able to hit the broad side of a barn as a survivor meanwhile when I play her my throws sometimes go 20-30 degrees in the wrong direction making long distance shots nearly impossible.

    It honestly feels like I am playing Gaige from Borderlands 2 where one of her builds gives massive damage but makes your bullet spread and angel fired increasingly random.

  • @chieften333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1785527#Comment_1785527

    Macmillan works just for me, and it's distance fog is normal.

    You sure it's not just a system performance issue?

    The map has always had weird quirks.

    Its original borderline unplayable frame rate was due to the old snowplow of all things so that tile ended up being removed which made the map playable but still having frame rate issues.

    So the fog causing frame rate issues on that map specifically somehow doesn't surprise me.

  • If a killer is giving up 3/4ths of their build to keep Ruin up for longer I feel like that's fair as they aren't bringing much else to help them.

  • This would require survivors holding over survivors accountable which we all know won't happen.

    The cognitive dissonance and mob mentality makes survivors blame the killer for the misdeeds of their fellow survivor.

    Seriously though the amount of threads and end game chats that I see where the killer is blamed for not going easy on them after having either teammates suicide on first hook or DC is mind boggling.

    If your teammate DCed THEY SABOTAGED YOUR GAME NOT THE KILLER!

    Edit: Same goes for sandbagging and bad hook saves.

    If your teammates sandbags you or do bad hook saves blame them for it not the killer whose trying to play like normal.

  • @StrickxNyne said:

    https://forum.deadbydaylight.com/en/discussion/comment/1780811#Comment_1780811

    You shouldn't be at the hook to boot. You're the reason DS exists 😂

    I am guessing you don't play killer much if you think the killer doesn't have any reason to be near the hook...

    Like survivors not letting you leave said hook before trying to unhook in your face.

    Or they loop you around said hooked survivor when another survivor tries to dive bomb the hook.

    Or they lead you back to said hook for whatever reason(Such as getting a pallet stun then trying to dive the hook).

    Or...You get the point.

    There's a lot of valid non tunnel/camp reasons why the killer would be near the hook.

  • We'd realistically need ~1 killer for every 3 survivors because survivors can re-queue the moment they are are out of the game but the killer has to stay until the very end.

    As for incentives I feel like its less incentives and more removing disincentives.

    Make the survivor's ability to bully killers to be lessened and try to reduce the "harassment" parts of the game that serve no real purpose other then to grief the killer like chain blinding the killer or constantly stunning the killer with head on/aggressive DS plays(Locker tech is a prime example).

  • @Terra92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1781564#Comment_1781564

    All it takes is for Legion to catch up to the survivor, wait out the stun, and bam they're like 5 meters away. That's how most of my games against Legion go, anyways.

    A 4 second self stun at 5 meters which is 1.25 seconds away means they gained roughly the same distance as if you hit them with Decisive strike(5 second stun at 0 meters distance).

    If you can't get away from a killer effectively being stunned by DS from their own power Idk what to say.

  • @Unseen_Force said:

    https://forum.deadbydaylight.com/en/discussion/209347/killers-that-sweat-vs-obvious-solo-queue-teams

    So because one of your teammates DC's early, you focus your complaints on the killer?

    Your issue is your teammates that DC, not the killer in this situation

    This a big issue with the game is that people would rather blame the solo player(Usually the killer) rather then admit their team acted poorly.

    I also notice this happens as well with 3 man SWF who will often flame and blame a solo survivor for their team's own mistakes.

    3 man SWFs also tend to flame the solo player even harder them if the killer spares the solo at the end of the game(Which isn't uncommon if the 3 man was toxic but the solo wasn't).

    Its both Mob Mentality and Cognitive Dissonance at its finest.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1781661#Comment_1781661

    Those buffs aren't like brain-dead buffs or rework, it's more like QoL level buffs that make him playable more consistently. Including hopefully the coming fov fix. That's how you know a well-designed and balanced killer. Blight can stay exactly how he is after the fov fix for the rest of the game's life.

    I agree but its also not hard to see why people haven't touched him yet until he's "Finished" as other comments have pointed out his PoV is a big issue with him atm for a lot of people.

    Myself included as having a single purple fog thickening offering randomly blind me is BS.

    Blight is a great killer whose unfinished(Still more complete then the twins though) that I love anyways but i can't recommend him to anyone until he's finished.

  • @[Deleted User] said:

    surprised no one has mentioned blight yet

    Simple: He's due for his their THIRD CONSECUTIVE BUFF:

    He was buffed massively from PTB to live by making his power work off of more objects(Instead of just sliding off most round objects like trees he can actually chain bounce off of them which means he has a power on maps like sheltered woods/mother's dwelling).

    He got buffed after he went live with lethal rush breaking pallets which helps a lot more then it seems as it lets you lethal rush into pallet hits more reliably.

    He's also due for a 3rd PoV buff which if you played him he's long overdue for as his camera is currently in his crotch which makes tracking survivors on him nearly impossible in a lot of circumstances.

    He's also low enough to the ground currently that fog thickening offerings can literally cause the fog to randomly blind him(I have lost so many chances simply due to that).

    For as much as people try to say he was an underrated killer in the PTB he's one of the most consistently buffed killers in the game currently.

  • Mine is any teammate who won't let the killer leave before they unhook me.

    Bonus points for them doing it in an Ebony mori game without Borrowed Time.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1781394#Comment_1781394

    Semi infinites still exist tho. I mean, I looped killers for ages during the bloodlust free weekend. So it's not about the infinites, but more about the differences in hitboxes. Make killers hitbox the same as survivors and you can remove bloodlust.

    Don't forget the "Fun Bus" (Open window bus) was a true infinite during the no bloodlust weekend.

    Not even counting the house of pain on haddon field/Springwood or any of the mariad of pseudo/semi infinites on most maps.

  • @Bard said:

    New Mechanic: Fear

    Upon being unhooked, gain the fear status for 100 seconds.

    If you are put into the dying state, the fear duration is paused for 15 seconds.

    When you are picked up by the killer, instantly convert each remaining second of fear into 1.33% wiggle progress (instant escape if you have 75 seconds of the status remaining).

    Certain events will calm you, erasing the fear status.

    • Starting repairs on a generator
    • Starting a cleanse action
    • Entering a locker
    • Being restored to the Healthy state
    • Another survivor being hooked by the killer
    • Another survivor being unhooked

    DS Changes

    Reworked. No longer grants a skill check based grasp escape if you have been unhooked in the last minute.

    Now increases the conversion rate of Fear to Wiggle progress to 1.5/1.75/2% wiggle per second of remaining duration (instant escape if you have 66.6/57.14/50 seconds of the status remaining)

    i feel like this list is just missing: When you're unhooking a survivor. as one of its disabling factors.

    As it shouldn't come to your surprise that survivors weaponize DS to auto win hook stand offs or chain DS unhooks to have a comeback in a game they have misplayed horribly.

  • @RaSavage42 said:

    Also having some not all survivors wait till the last second to escape and leave the match they're in increases the queue times for other survivors and killers artificially

    Also don't forget that a 4 to 1 ratio of survivor players to killer players will also result in a slow survivor que as survivors can get out of a game and reque long before the game ends but the killer player is stuck in the game until the end.

    This means you'd need more then 1 killer for every 4 survivors for ques to work efficiently.

  • Maybe if the devs stop adding endless annoying and/or infuriating things against the killer role.

    The way breakable walls have been implemented is just annoying at best(Spawn next to a god loop one you have to break it or else) or infuriating for when you don't spawn near it and survivors use it as a god pallet.

    Power Struggle's power is arguable but its infuriating if it ever goes off no matter what way you cut it and the fact that you will ALWAYS have to respect it when carrying someone is just annoying as well.

    This was just to name a few recent ones and not the old reliable annoyances you see commonly brought up.

  • @Ohnoes said:

    https://forum.deadbydaylight.com/en/discussion/209057/i-keep-seeing-undying-and-ruin-is-op-posts

    People do. They also got maps. Undying practically replaces Thrill of the Hunt with multiple chances is the problem. It is a balance issue and defeats the purpose of ToTH existing. I imagine its not touched to encourage people to buy Blight DLC.

    Thrill of the Hunt's issue is that it never actually did anything.

    Undying isn't overpowered its just the 2 main hex defence perks Thrill and Retribution are underpowered and always have been.

    When was the last time Thrill/Retribution had an actual impact on any of your games?

    If you can't remember any then instead of nerfing undying we should buff thrill and retribution so they have an actual use.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779115#Comment_1779115

    It a bandaid fix though when a perk is released to be the standard, and previous perks which did the same job now become obsolete. Undying should have provided something else, TOTH and Retribution should be buffed.

    I look at hex undying more as what type of power level hex defence perks needs to be to be used and its most likely only as strong as it is because they don't want to have YET ANOTHER unusable hex defence perk.

    Also how would you even buff Thrill of the hunt to improve its defence as the aura reading won't help as its sound notification visual covers up undying's aura reveal(Yes i had nothing else but Thrill and undying on my blight at one point) meaning giving the aura reading to thrill does nothing.

    Also outside of a full rework how would Retribution ever be a viable hex defence perk? That's a better question as buffing its numbers won't help it do its job.

  • If he's the 2nd from the top I think he might have been sarcastic about nearly everyone else on his team having 2-3(If counting iron will) meta perks.

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