Wolf74
Wolf74
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- Wolf74
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Comments
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-Trapper: reset traps without picking them up before
-Freddy: being able to pick dying survivor up, even when they recieve healing
-Huntress: gimme a crosshair^^
-Leatherface: remove the slowdown while revving his saw.
-Myers: Bring back EW1 bloodlust (it was a mistake to remove that)
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@Raging_Ryuga said:
I don't have a name for it, but a lot of people / killers hate decisive strike - correct? So instead of trying to change D strike... why not add a killer counter perk? Here's my idea:
Once per game, on a survivors first hook - a killer can roughly pull down on a survivor that is hooked, causing it to severely damage them, making the survivor instantly progress to stage 2 of their hook.What do you guys think?
Pretty weak perk.
No where near the power of DS. -
@Aerys said:
- Add basic Skill Checks to Dull Totems (similar to the difficulty of a medkit) and moderately difficult Skill Checks to Hex Totems (similar to the difficult of a Generator). Failing a Skill Check will reduce progress by 30% of the bar.
- Allow half the Cleansed progress to be kept upon breaking away. Note that if you were to spam cleanse this would halve the progress to near nothing.
Skill checks are beneficial to the survivor and would count as a nerf.
Same is keeping cleansing progress, it is already difficult enough to defend totems, so keeping any progress would be a huge nerf to totems.I really start asking myself if you really want to buff killer or actually nerf them.
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@Aerys Sorry, but your rework suggestions are weird.
I would like to see the simple fixes for his most pressing issues first, before everything is reworked from the ground up. -
@Aerys Where did you mention that survivor can't wake themself up? And actually they don't need to, since they wake up after a timer runs out.
That timer thing is a huge nerf and I do not see anything good that balances that out.
Right now having the whole team asleep for a prolonged part of the match is the most benefical situation you can get, when playing Freddy and your suggestion would ruin is greatest strength. -
@MasonHugsCats said:
@Wolf74 that is the point but it's kind of dumb. If your going to camp your not going to be using it? With Devour Hope it makes sense as it's very strong when maxed out, so it balances itself by preventing any sort of interuption to saves at all. With Make Your Choice it makes sense as it would be super op. A token based system wouldn't make Pop Goes The Weasel super op, it would just make it useful.But it would not make killer leave the hook and that is the primary idea behind the whole thing.
They just need to make the perk so good, that it is worth leaving the hook.
-Increase the timer
-show which gens are repaired to what degree
-done -
@GT_Legend2 said:
I was thinking token based, no timer but tokens to use when you kick a genAgain… the core mechanic of the perk is to reward the killer for leaving the hook.
With token to spend some other time, the system would not work. -
@Entità said:
... chosen randomly among those who have not entered the lobby in SWF mode, will play one in the other's shoes, …
Why exclude SWF? That would even further encourage people to do SWF.
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@preetygoodforumsofar said:
i won't ask the dev to punish camp or tunnel but survivor should not depip or get less point if survivor get camped on the start of the matchActually… why?
If you depip once every couple of matches, because you had bad luck being first on the hook and got camped, that should not really stop your ranking up.
On the other hand, if you are basically ALWAYS the first one on the hook and get camped, maybe it is a YOU problem and you should change your playstyle. -
@Aerys said:
I'll put in my two cents, as though I thought about making a thread to balance him I heard the devs were already on it and thus didn't care. Either way, I feel like the best way to fix Freddy would be to cause his dream state to be more powerful overall but weaker at the same time, being not only his bread and butter but a punishment for those who aren't utilizing stealth properly. Ultimately I believe Freddy should be king of his domain and the Survivors caught within it should be scared for their lives. Here's the modified version I'd propose;Power: Dream Demon
Death won't accept him and thus he remains, a calamity, indisputable master of his victims' nightmares. Dream Demon allows The Nightmare to pull Survivors into the Dream World.- Survivors who are awake do not see or hear The Nightmare.
- Once targeted by The Nightmare power, Survivors enter the Dream Transition after some time.
- During the Dream Transition (default: 10 seconds), they can see The Nightmare intermittently.
- When the Dream Transition lapses, the Survivor is pulled into the Dream World.
Once in the Dream World:
- Survivors are vulnerable to The Nightmare's attacks.
- Survivors' Auras are revealed to The Nightmare every 7 seconds for 2 seconds.
- Survivors suffer an action speed penalty of 10%.
- Survivors suffer from Exhaustion.
- Survivors constantly hear a low heartbeat as though on the edge of The Nightmare's Terror Radius.
- Survivors will wake up from the Dream World after 90 seconds have lapsed or if hooked.
Erm… so you want to actually NERF him??
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Is this another thread about "killer do not need skill"?
How about SC,SB, etc.?
Where are those oh so skillfull survivor perks? -
@twistedmonkey said:
@Wolf74 said:
So tell me some things:
1. Why does the hatch open if other survivor already escaped?
2. Why do the survivor have a mechanic that avoids 4K matches, but the killer has no mechanic that avoids 4 escapes?
3. Why is the stand off in complete favor of the survivor?1 - To let someone who isnt near a gate escape? seems a bit silly so I do agree 100% with this, it should close if any of the gates are opened.
2 - Technically a 4K should be hard to do it should never be the norm, in terms of balance 2 die 2 escape, the killer actually does have a mechanic to use and it is the complaint you will see a most from salty players called camping.
3 - The standoff is just a silly term used by salty stubborn people who simply wont let it go, yes the hatch is in favour of the survivor and it is being worked on but anyone who stands there for a prolonged period havign a standoff out of shear stubborness instead of just moving on to the next match only has themselves to blame, personally I just hit them or jump in and let them grab me if they so wish.
- Why should he escape through the hatch, if he can just go for the gate?
- 4k are already hard to get and are not "the norm". So still there is no mechanic that works for the killer like the hatch is working for the survivor. No, camping is not the answer, because the killer has to weaken his own gameplay during the match by wasting time camping to secure that 1k, while the hatch does not need the survivor to waste any time before. They just have to do what they should do anyway.
- I don't do stand offs either. But in general, it favors the survivor. Beside being stubborn and waiting for the grab, the killer can't do anything to avoid the survivor getting that hatch.
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To sad… no Yeti/Tanker brute.
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@OGlilSPOOK20 said:
Killer gets 3 kills and 1 escapes... Who cares just move onto the next game. 3 kills mean you did a great job.1 Survivor escaping every now and then is fine and getting that 4th kill is like a bonus. I'm getting tired of seeing these how to fix hatch standoffs post.
Killer shouldn't be expecting a 4K every damn game. Stop having these ridiculous standoffs that waste time for both of you... Just let that survivor have the hatch and say gg and [BAD WORD] start another game. At the end of the day you're still gonna rank up.
So tell me some things:
1. Why does the hatch open if other survivor already escaped?
2. Why do the survivor have a mechanic that avoids 4K matches, but the killer has no mechanic that avoids 4 escapes?
3. Why is the stand off in complete favor of the survivor? -
There is no such thing as a "Locker vacuum".
You just hit the wrong prompt.
If you want that fixed, you have to ask for a better object placement.
No lockers in a certain radius around windows.
But talking about a "locker vacuum" makes you look like a weirdo.can everyone please get over the "pallet vacuum"-fix?
That crap was broken and way to long in the game.
Now every survivor tries to make up new "vacuums" that "also" need to get "fixed". -
With the above suggestions done, the most annoying situations, where I really feel cheated by the game when playing Freddy, would be gone.
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My suggestion:
-The hatch should not open if ANY survivor already escaped.
No more greedy survivor wasting time searching the hatch, if others already escaped through the gate.
We don't need the excuse "but the killer was at the gate". Of course he is, but there are TWO gates and he can't be at both.
Also, no hatch for the last survivor if another survivor already escaped by using a key. -
@powerbats said:
@Carpemortum said:
The noed safety net can be removed before useful. The hatch cannot.
The latter is technically untrue since the hatch can't spawn unless 2 gens are done so by not letting 2 gens be done you can remove the hatch before it's useful. You can also kill all 4 survivors before it spawns also removing it before it becomes useful. 😁
And again… comparing apples and oranges.
So if Noed goes of is in whos control? Survivor.
And if the hatch spawns is in whos control? Survivor.I still wait for the game mechanic that prevents the 4th survivor from escaping.
Or at least that the hatch does not open if ANY survivor already escaped.
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@Dreamnomad said:
Technically speaking NOED was nerfed, not buffed. At tier 3 that is. It completely lost the reduced cooldown on attacks. Not that anyone took that perk because of that ability. But for those of us with max ranked perks it wasn't buffed. Also, as I'm sure has been repeated numerous times, if you don't want the killer to use NOED then either bring a map with the add on to track killer's belongings or use small game to track down all the totems. It is 100% counterable.Totally agree.
Good that someone is mentioning all that, that is not a known "biased killer main" (like me^^). -
@Fibijean said:
@Wolf74 With all due respect mate, "sorry but no" and just stating your original point over and over ("the hatch is free and you're wrong") has nothing to do with facts or logic. We presented new points and new evidence to back up our arguments, while you simply restated your initial argument every time. But you're right in saying that there's not much point continuing with someone like that - we've all made our case and anyone who cares to can read the points discussed and draw their own conclusions.Because you didn't bring up anything new.
But no worries, I already declared you the "winner". Enjoy. -
A new empowered Johnny after he died in the snow.

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@No_Cluie_Louis said:
@Wolf74 said:
Not this crap debate again.
Does this forum have a search function?
WGLF got nerfed and BBQ got buffed to BALANCE things.
Now they are good.What you on about. Relative to each other the 2 aren't balanced at all.
Just search the old threads, this has all been debated a 100 times.
Both perks got their buffs(BBQ) and nerfs(WGLF) to BALANCE them.
And all the people are asking for is going back to the unbalanced state of the two. -
@DwightsLifeMatters said:
Wolf74 said:@ReneAensland said:
This is why there should be a Safe Zone DC time period when it's ok to DC.
It's getting waaaaaaaay too common.
Nope, because "oh, a Nurse - DC"..."oh, a Doc - DC" … "oh the Game map - DC."
You can code around that this only applies in 3v1 or less survivors. Think around the edge lad
Yea, but it is important that it is been done and therefore needed to be pointed out.
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https://forum.deadbydaylight.com/en/discussion/31301/freddy-fixes#latest
Feel free to give a comment.
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@Mc_Harty said:
@Wolf74 said:
Do you remember WHY Freddy got nerfed after release?
Because to many people just straight DCd as soon as they heard the nursery rhyme.
Survivor do not want to adapt or change anything they do.
They want to play ring-around-the-rosie and pig-in-the-middle.
That's what they "enjoy".What does Freddy have to do with you having a problem about both sides being able to enjoy the game?
Barely anyone likes him. Many find him tedious to play as and against like I said. And as I said he needs changes. In fact both sides of the community want Freddy to be changed simply because they do not enjoy him as he is, even after he got nerfed.
What the [BAD WORD] are you actually arguing here? That survivors shouldn't have fun? That Freddy doesn't need changes?
From my point of view it seems like more pointless bitching about how much of a Disney villain the survivors are.
Freddy just needs some QoL changes, not a complete rework.
Killer do not like playing Freddy, because he is to weak.
Survivor do not like playing against Freddy, because they don't want to change their playstyle. -
@ReneAensland said:
This is why there should be a Safe Zone DC time period when it's ok to DC.
It's getting waaaaaaaay too common.Nope, because "oh, a Nurse - DC"..."oh, a Doc - DC" … "oh the Game map - DC."
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@Mc_Harty said:
@Wolf74 said:
Survivor only "enjoy" playing against killer that are easy to defeat.I get your a fan of projecting your experiences but you really need to get your priorities checked when you're trying to find a gotcha moment against someone that wants the game to be fun, regardless of the role.
Do you remember WHY Freddy got nerfed after release?
Because to many people just straight DCd as soon as they heard the nursery rhyme.
Survivor do not want to adapt or change anything they do.
They want to play ring-around-the-rosie and pig-in-the-middle.
That's what they "enjoy". -
@Mc_Harty said:
@Wolf74 said:
Because he is easy to loop. Easy to deny his power. Hard for him to defend stuff like ruin.
So the answer is what I expected.Because he encourages breaking LOS and has variety add-ons that was game changing at the time. Both sides praised him when he was released.
Are you seriously arguing against the notion of players enjoying mechanics in the game? [BAD WORD] lol.
Survivor only "enjoy" playing against killer that are easy to defeat.
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Because he is easy to loop. Easy to deny his power. Hard for him to defend stuff like ruin.
So the answer is what I expected. -
In most topics Tyde is actually spot on.
People do nitpicking on him, because he is rating killer different than they would do, just to bad mouthing his rep in general.
Would I agree with all his killer rankings? No, but not that much, I would rank Doc, Hag and even Wraith now higher but Myers, Clown Shape, Leatherface, heck even Trapper and Pig are overrated.My ranking:
S Nurse (and Nurse only)
A Billy (and Billy only)
B Huntress, Clown
C Shape, Doc, Hag, Wraith
D Trapper, Pig, Leatherface, (Spirit?)
F Freddy -
@Mc_Harty said:
@BeanieEnthusiast whether Freddy needs buffs or not, no one can deny that he is extremely tedious to play as and against. He needs to be changed so players on both sides can enjoy him.Please name a killer that survivor "enjoy" to play against.
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@Fibijean @powerbats
Your both wrong, but it doesn't make sense to get in a prolonged argument with guys like you.
You won't change your point of view anyway, even if confronted with facts or logic.
I am not answering you guys to change your minds, because I can't do that. That's proven a lot of times in this forum. You guys will twist logic upside down to fit your view and in return will blame me doing it.
That's why I at some point I refuse to go on.
I just answer for other people that read this threads.
Others can read your version and mine and draw their own conclusion.
The problem is that you guys want to "win", because you know that in any internet debate the most stubborn will "win". You just have to repeat your arguments, no matter how often they have been debunkt, and reset any debate after a couple of pages in an endless circlejerk.
So enjoy, you "won". ^^ -
@NightmareReborn said:
But didn't they say that all killers had to have been human at one point? How would a yeti be human?Transformed humans?
Do you think the Hag got born like that? -
@powerbats said:
It's funny how you try and twist things to fit your false narrative which doesn't the fact that it's still FALSE.
Go to your bathroom and read that line to the mirror.
Repeat it 12 times and come back.
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@thesuicidefox said:
Maybe if you can't catch ANYONE then you aren't as good a killer as you think. Just sayin'.
Oh how I love those survivor memes.^^
Survivor got carries through the match by sanctioned exploits and call themself skilled. :P
At high ranks basically EVERY survivor can loop. It's a simple matter of practice.
Switching targets is only promoted by the same survivor that say "SC is fine, just loose the injured" or "if the killer lost the victim, he deserve the (free) heal".
You just want to play pig-in-the-middle and blame the killer for flawed game design. -
@SmokePotion said:
according to the stats just released. It would seem like it's balanced. an average of half the survivors are killed per trial. And I would think that's about ideal. You wouldn't want 75-100% escaping, or dying on average. That's a lopsided stat.That being said, there's definately work to be done. And I hear they are working on it, just slowly.
I also feel like they need to take another sample for that statistic, further away from events.
Those stats are not worth much.
DC = death (deranking, don't like the map, don't like the killer)
Remaining player after ragequits are also counted in.
Overaltruistic dorks turning a 1k match into a 3k match, because the yinsist to "leave no one behind", also count.
Those stats would be valid if survivor would actually NEED to survive. -
Jack Nicholson as Johnny in Shining.^^

At least he died in the end of the movie, which would fit the game lore.
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But it needs to be repeated until something is happening.
And actually, as far as I know, that isn't a "bug". Hitdetection is working as intended, they just did not remove awake survivor from said detection.
Same level of lazyness is the pick up; all other killer can just smack the healer away and get their pick up, just Freddy can't! -
@powerbats said:
Ok lets stop with the histrionics here, the hatch isn't a free escape in any way shape or form and you all know it.In order for the hatch to spawn at least 2 gens must be completed thus it's not a free escape in way, shape or form.
The survivor has to actually get to the hatch and make it out, thus it's not a free escape in way, shape or form.
3.The survivors don't get the hatch mechanic for free, they have to do number 1 and have 2 happen. Thus they don't get the hatch mechanic for free in any way, shape or form
So since we know that 1 and 2 and 3 are true that means the hatch isn't an escape in any way, shape or form.
Lastly all you killer mains complaining that it's free, you've once again been proven to be wrong and are doing nothing but make yourselves look foolish by repeating that disproved claim.
It's funny how you call your point "true" and think everyone else is "proven wrong".
Sorry, but simply no.
The hatch is a FREE mechanic.
The survivor that takes the hatch does not have to have touched ANY gen to get it.
If the team overall was unable to do at least 2 gens before 3 are dead, the killer actually DESERVED that 4K anyway.
What you call facts, is just your opinion.
And no matter how you twist it, killer have no free kill mechanic in case they screw up.
Bottom line:
Hatch robs the killer his 4 kill.No mechanic can rob the survivor their 4 escape. -
@Star99er said:
I feel like there’s a lot of other perks that should be prioritized before WGLF.Technician
Detective’s Hunch
Lightweight
No Mither
Hope
Resilience
TINHSurveillance
Monstrous Shrine
Fire Up
Insidious
SFTS
Hex Third Seal
Territorial ImperativeYou are right.
but your point would be a balancing issue and all the survivor mains here in the forum asking for buffs to WGLF do not want balance, they just want to get MORE!
They try to play the victim card, but in a nutshell they just want to keep the survivorsided balance and just increase the reward for it. -
@Dreamnomad said:
@Star99er said:
I feel like there’s a lot of other perks that should be prioritized before WGLF.Technician
Detective’s Hunch
Lightweight
No Mither
Hope
Resilience
TINHSurveillance
Monstrous Shrine
Fire Up
Insidious
SFTS
Hex Third Seal
Territorial ImperativeI strongly disagree. The discrepancy between survivor and killer bloodpoint gains is one of the biggest issues I have with playing survivor. I hate feeling like I could easily earn twice the bloodpoints with less effort playing as a killer. It makes me resent my friends for even inviting me to join them. The biggest single reason that bloodpoints are so much easier to earn as a killer is because tokens are much, much easier to earn with BBQ then they are with WGLF. I would say half the perks you listed aren't even an issue anyway. None of them are nearly as important for game balance as WGLF either.
If killer is so rewarding to play, do it!
You only think that, because you are NOT playing killer.
Killer is more stress, more frustration. But if it so much less effort for you, why do you stick to survivor?
Killer gain more BP because they are a) the only one playing the match from start to end, no matter what and b) need to get bribed to keep on playing and c) need more BP to play, because they always lose their stuff and can't get free refill during matches.
Stop being greedy.
Survivor can make more BP per minute easy. It's just less "per match".
But guess what? Sitting there spectating a match while you wait for your SWF buddy to die is ruining that ratio. -
Hitdetection is still wonky at best.
So many swings that should have been hits, either go past the survivor or get stuck on obstacles. -
@aarongai said:
@Master said:
Insta heals increase survor lives by one or even by two in the ultra rare case. How is this balanced?Again, insta-heal medkits are items, while Moris are offerings. That would be like comparing Huntress Iridescent hatchets with Survivor Petrified Oak offerings. Two completely different categories of things. It makes no sense to pair them.
My point remains that an offering is giving the Killer a major advantage versus the Survivor team, and Survivors don't have an offering of equal impact. I propose that either Moris be removed as offerings, or Survivors are given an offering that immediately completes 25% of a generator's progress when the game starts.
Sound ridiculous? Good, because that's basically what a Mori is, an offering that allows the Killer to complete his main objective significantly faster.
And to be clear, I play both sides. Moris have never felt balanced regardless of which side I played on. The game is a breeze on the Killer side with a Mori, but an almost certain loss on the Survivor side.
You are asking for old BNPs.
They had been nerfed for exactly that reason.
First Moris AND BNPs got a nerf, than the BNPs got another nerf, because of … guess what… BALANCE.
Now the offerings are more balanced than before, because the killer NEEDS the better offerings.
Because the game is ASYMETRICAL.
You have to compare 1 green Mori with 4 yellow mist offerings.
"Oh the killer can kill one person after he got hooked once, IF he can ever find someone in that mist!" -
@CrowS said:
Werewolf should have a track ability. Maybe random tracks (like when a Survivor runs) to represent them trailing the Prey's scent?The "transformation" is a good idea, too. Maybe they start terrible and grow terrifying as they transform? Wolf-form gains leaping (over pallets) and tracking?
There are enough tracking abilities that would fit a werewolf/wolfman.
(Bloodhound, Predator, Stridor, etc.)
We need killer with core abilities that help in a chase. -
There never has been a real aim assist.
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"Hook vacuum" is just an animation getting brought in line, no gameadvantage at all.
Survivor just look for something to attack, to get another unnecessary nerf. -
@Carpemortum said:
Wolf74 said:From bottom to top:
What if the survivors connection "suck duck"? Should the killer be forced to stay?
If the survivor connection is crap, the killer doesnt suffer...its easier for them at that point.You wanna tell me that those lag-porting targets are easier?
Please elaborate how.
Because anytime I get that people they are almost impossible to hit, because they basically play like an Overwatch Tracer. :P -
@ReneAensland said:
@Wolf74 said:
Wow... the concept of "balance" seems to be to hard to grasp for some people.Of course bloodpoints affect ingame balance.
More BP = better stuff... better items/add ons/offerings.
Greedy people will farm stacks and queue times will skyrocket.
Survivor need less BPs anyway, that's why their BP gain perk should generate less.But like @Tsulan said, go on, buff it.
I like insta lobbies for killer, so I can dodge all day and cherrypick my lobbies.^^
But survivor will complain again and ask for more punishments for dodging killer and that the Devs should hide them at the campfire.
Maybe they get all that, like they usually do.^^This is hilarious, because I've been proposing a penalty for Cherry Picking during a Survey.
I hope they implement a harsher timer punishment for killers when leaving lobbies.
Starts out at 4 seconds, then 30, then 1 minute, then 1:30 and so on.It'll balance queue times for survivors.
Not attacking you, by the way.And In case anyone goes off saying "Well, why don't survivors get punished for leaving."
Well, what if your connecting sucks dick and the survivor doesn't want to stay when their ping is 300+.From bottom to top:
What if the survivors connection "suck duck"? Should the killer be forced to stay?If they buff stuff like WGLF, the killer lobbies will fill so fast, you can basically dodge with no loss of time.
Not that I WANT to do that, but it will become hillariously easy.Ofc I do dodge toxic SWF teams.
If I see a 4men SWF with Ochido fan groups and/or groups for "competitive Dbd" play (but the killer should not know that),, I opt out of that crap. -
I hope the other persons reading this, find it as entertaining as I am.
Sorry, like I said, I am done explaining.
Do me a favor and ask someone else to explain it to you. Better do it in real life, your really starting to make a fool of yourself.
over and out -
@SenzuDuck said:
What do the numbers you post prove? That it takes 32 seconds for someone to heal and 16 seconds for someone to heal another?
16 seconds of someone healing another they can both then be on a gen together for 16 seconds = 32 seconds of a gen at a faster rate, I don't get what point you're trying to make loooool.
And we are at that point again. Math 101 failed. I'm done again.