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Zarathos

Zarathos

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Zarathos
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  • They did alter the hitbox once before. Survivors became invulnerable to hatchets when vaulting. Also her hatchets girth is kinda designed with her wind up in mind you alter the hitboxes to lose width and you have effectively weakened a killer that is already suffering from additional loop debris on reworked maps. The increased number of indoor maps which massively limits her power potential and just general improvement of survivor reflexs when it comes to juking long range hatchets.

    Shes probably been shadow nerfed the most because of how her power just plays so badly with modern dbd design. Ie indoor maps or large maps with lots of cover. It is a little frustrating to see all the talk around her center on only her strengths ie iri heads and big hatchet hitboxes but at least they changed her lullaby so its no longer directional.

  • @Moxie said:

    I do not exactly feel good about it but...

    If I go on the hook after running the Killer for 3 minutes and people are messing around with chests, self-caring in the corner or what have you, I am out. No sense in wasting my time when the rest of the team doesn't care either.

    Someone said it perfectly in a previous post: There needs to be incentive to stay in the games, not more punishments.

    Until your the player doing the same thing 5 games later. I love how as killer I have seen people complain about not doing gens whilst being chased yet when someone calls them out for trying to flashlight save and missing despite spending two minutes tailing a killer they go "gens boring". Maybe you have some stupid rift challenge like the dwight one where you have to hang around the killer. If you got an amazing chase done your reward is a high evader score gens being done is dependent on teammates. Yes it sucks when all your effort is in vain but reducing your mmr so you get even worse teammates is not a smart way to improve your survival rate.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1966169#Comment_1966169

    If there was any FOV reduction, it was to make all FOV's the same. Which was my point. Billy's FOV isnt smaller compared to any other killer. And Tofu isnt ######### with Billy, there were many issues that have been RESOLVED since. People still avoid the killer because of the issues back then. Same reason why people avoided Nurse for the longest time, because the issues that came right after her nerf were issues that were actually problematic(recovery rates were too slow to compensate for larger maps, they were even too slow to work on maps like The Game). Those issues have been resolved.

    Yes, there used to be a fire, but now people find the ashes of the original fire after the house has been refurbished and claim there must still be a fire.

    Billy works exactly the same as he used to on high level play. He simply is punished for overusing his rev's. So yes, perhaps you should research the actual patchnotes on changes that have been made, and perhaps actually pick up Billy instead of claiming me to be wrong because Billy during the PTB and early release being bad. That's like saying Twins sucks because she sucked on the PTB(spoiler alert, she doesnt suck).

    Firstly fov wise billy needs more visibility his saw has huge issues connecting mid range vs competent survivors and visibility and correction become nightmarishly difficult post changes. This creates a lot of the curving issues billy mains have been stressing. Not only that but add on changes have massively reduced his turning capabilities with absolutly awful replacements like mother helpers. He is not in a good state and as is referenced in this forum the devs have gone on record saying they have plans to improve his fov as they do not suit his gameplay.

    No every killer fov shouldnt all be the same fov wise it will need vary depending on how the killer plays. Making a power clunky to balance it is horrible game design. No dev worth there salt makes something feel clunky because that kind of game design creates frustration. Tofu payed bily post ptb very recently i will link it below and his opinion hasnt changed. Also the twins being good isnt the issue people have with them. Its that her gameplay has one playstyle that is infuriating and prone to long cooldowns due to massove distance lost when using victor. This killer has not gotten a good reputation as fun to play or enjpyable insisting there good dosent track with the wider opinion from the killer community.

    Frustration in the context im talking about is a punishing elememt of a killers gameplay that results in a circumstance massively handicaping the player for a prolonged period of time ie terrible game design. Blight is a great example of a kiler being punished for failling or missing with there power without being aggravating to the point of putting a majority of players off playing him. His cds are short and is always gaining some distance.

    Cooldowns are suppose to be used sparingly aggresively long cooldowns in short games like dbd makes the killer horrible to play and aggravating to learn. Saying git gud bear with the steep painful learning curve and suffer through prolonged cooldowns is bad game design. People's greatest joy with billy has always been the ability to saw accross the map drifting freely across the map additional obstructions in reworked maps worse turning and anxiety induced by his overheat mechanic robbed him of his main appeal.

    https://m.youtube.com/watch?v=CCequ6QY-bA&t=196s

    3:16 this is his current viewpoint on billy. Unless there was some massive patch note changes the video should still be in date.

  • That perks sheer existence gives me anxiety that a survivor might be packing it and that hook in the distance might not be reached in time because of it. Usually I'm fine but flip flop especially with power struggle is nasty.

  • @Adeloo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1966206#Comment_1966206

    about Lucky Break wasn't it suppose to get buffed to only restart the countdown when you healed up ? coz right now it's a meh perk as 3 minutes isn't really that long.

    Lucky break is a good perk. But any perk you compare with the likes of bt, iron will and ds is gonna end up looking terrible. The perks I have listed are so absurdly powerful its not a healthy standard to hold other perks to. Lucky break also doesn't play well with meta survivor play which is alleviate pressure rush hooks and let bt and ds do the rest of the work. I can't imagine what it must be like to design solid excellent perks like dance with me and second wind only to have these long standing survivor perks overshadow every other perk option.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1966206#Comment_1966206

    Disagree with you on lucky break, iron will, and kindred as full-on anti-tunnel perks. They are just perks that in general that help you evade the killer, but that doesn't make them anti-tunnel perks specifically.

    BT though was a camping/tunneling fix though for sure, and I think it should be changed.

    Anti tunnel perk design should be about robbing/mitigating the killer's ability to track a survivor post unhook, not grant them more health states and stuns. Your view of anti tunnel perk design creates perk design templates like current ds which allows for 60 seconds to push objectives at little to no risk which unsurprisingly is prone to exploitation and is broken. Anyway these perks create scenarios where your decisions as survivor and have no lose condition. Anti tunnel should be perks that mess with the killers tracking senses so the injured survivor can try and evade them. Its the logic of anti tunnel perks needing to add health states and force the killer into lose lose situations that enable design like ds.

    The point of lucky break is to prevent tunneling by allowing you to sneak out of a killers patrolled zone. You can still be punished for messing up and getting caught post unhook This is good anti tunnel design. End game wise I do believe bt is needed It has a purpose if a little to strong in some other areas. What would you suggest that would be anti tunnel that isn't prone to exploitation? You can't preface every anti tunnel perk with do objective this doesn't work condition on every anti tunnel perk you put forward. That mechanic reeks of being bug ridden and prone to exploitation. What if gen tapping bypasses it or maybe they start running around with a key what then? The cleanest way to do anti tunnel without breaking the game is having unhooked survivors use periods of reduced sensory tracking to sneak away.

  • I suspect you will be right for the first week of its change until survivors realise there are plenty of anti tunnel perks that whilst not as good as old ds can still do phenominally. Lucky break, kindred and iron will the list goes on. Unlike ds you need to think and come up with a plan to slip away.

    Ds was and still is a broken concept because invulnerbility/extra health states are inherently broken in a time trial based game espicially when its clause for activation is you as a survivor losing to a killer in an earlier chase.

    Saves should be complex affairs ones with risk and actual thought bt is a terrible response to deal with tunneling you need to obscure the survivors position make it hard to chase or at the very least take a hit to buy them enough time to reach the strong loops. Bt is for camping/desperate plays.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965589#Comment_1965589

    Then you were ######### with Billy prior to the nerf. Good Billies see no difference.

    So oh tofu is ######### with hillbilly? He and many billy mains voiced issue with the fov and turn changes. Many avoid the killer now. You cant claim that there is no fire when theres smoke pouring out of the house. Even behavior acknowledged there making fov and animation changes for billies saw.

    Consider researching and backing up your points instead of shooting off from the hip.

  • In order to win in red ranks you need to 4k or 3k with a lot of points. So a 70-75% kill rate is likely the most ideal. But i dont care for kill rate what really annoys killers is buggy broken mechanics. Survivor this patch got to see some of the absolute nonesense crap many killers have to deal with.

    By that I mean the desync issue is awarding unfair hits. Meanwhile im playing blight and several months after release still sliding off walls. I'm still getting huntress hatchets give an indication of a hit (blood splatter) but then randomly not connect because dead hard? Then theres recent map changes that have gimped many range killers even though indoor maps exist which horribly neuter them as well.

    Most of the stuff mentioned above was unintentional whats even more grating is the intentional nerfs that have utterly annialated the play rate of traditionally popular fun killers. Ie billy and nurse. The deliberate effort to rain them in was so horribly executed many lost interest in the killers entirely. Again kill rate isnt pissing off killers its these horrible god awful design choices.

    I remember when the pallet vaccum got changed we could still get kills even with pallet vaccum nonesense exisitng or double pallets. These changes forced survivors to play better. Coasting off easy pallet vaccum safe zones was out. Looping and pathing got more efficient. This will continue espicially since even now people are adjusting there pathing to accomodate the new map changes.

    Tldr killer mains want cleaner less clunky gameplay that dosent break or have glaringly simple counterplay.

  • No way am i playing that turd of a killer. He had a lot of fun and exciting gameplay before the devs neutered his ass. His saw had way more consistency and i hold out no fate that the devs will ever fix the god awful mistakes that were the billy changes.

    Btw congrats devs on making nearly all of the default killers wortless to play bar nurse and as for huntress well the added debris blocking shots on reworked maps didn't go unnoticed. Isn't it strange how every base killer got nerfed with pathetic buffs for base killers who are so low on most tier lists they almost have there own tier.

    The devs are so arrogant they wont ever listen to the communities feedback. We said no to the ui changes. We explained in graphic detail the issues. We stated core issues in the twins gameplay and expressed concern with upcoming patches. But they never listened they just roll it out and basically say no rollbacks suck it up. Stop selling us/vandalising your undercooked content.

  • This is more a general dbd thing but if its 5 or 4 gens and your rushing to end the game by slugging up the entire team I don't understand why? Once your capable of slugging the entire team and your 4 or 5 gens up there no reason to push to slug everyone. You have to really mess up to lose from that point. But ya general slugging is definitely important for generating pressure especially if your playing a low mobility killer. Its a good habit for killers players to recognize the insta pick up isn't always ideal.

  • I encountered another he was teleporting all over the map. Literally during the pick up animation I saw him and his friend drop down in front of me. On ironworks with no hill at all nearby. His channel was linked to me but I'm pretty sure its naming and shaming on this form to point to him. Ya hackers exist and they do all kind of nonsense didn't get a response to my ticket either so it seems behavior lets em away with it or are to understaffed to handle it.

  • @Enlyne said:

    Here's why:

    That's it, that's the pinnacle of his skill ceiling and floor.

    It takes you 1 minute to pick freddy and win nearly every match.

    https://forum.deadbydaylight.com/en/discussion/comment/1951477#Comment_1951477

    You people keep throwing survivor gameplay into everything as an argument, can you stop being like that and bring something constructive instead? Just asking.

    Why are you asking them to elaborate beyond survivor play and are massively shortlisting all of the tasks required for Freddy to win. Yes he dosent have as dense or janky gameplay but you still need to know how to pressure the map. You need to teleport and apply pressure to gens being pushed and you need to still mindgame loops as simple hold w killer gameplay as freddy will lose you the game. Yes by other killer standard's he is simple but again as I have stated above he makes for a good entry way killer which dbd desperately needs considering how hard it is to pick up and continue playing the role.

  • They made a simple, versatile kit but effective killer. I don't see the problem with making an entryway killer other then the fact that he is purchasable dlc only. I want all of you to take a step back get off your ivory tower's and examine the following question? How do I make the killer role approachable for newcomers bar telling everyone who's struggling to suck it up and "git gud". You can hand them guides you can give them tips but trying to convey how to create pressure and apply it effectively will take a good deal of time. Let's not forget community behavior is so disgustingly toxic that asking them to bare with it is terrible for newcomers, I don't see a problem with having a strong versatile killer that has a low skill celling. I'm not against toning him down that is reasonable. Lets hope behavior doesn't botch it and end up sending him to the trash tier. Never forget OG Freddy and never forget the nerf the applied shortly after his release.

  • @shitman said:

    to break them in advance at the beginning of the game and will not have problems

    Your down on time at the most important point of the game. This is still worth doing to any nearby problem doors but its added early game pressure killer doesn't need.

  • @REL1_C said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947008#Comment_1947008

    This was another idea I had too but what will keys be used for then?

    I had another idea where you actually change the hatch to an emergency escape.

    • 1 - When all gens are done, it'll take 20 seconds to open
    • 2 - Only 1 survivor can escape through it
    • 3 - If there are 2 gens and 1 survivor, it will not spawn, only when all gens are done or 1 gen remaining.
    • 4 - WHAT ARE KEYS FOR?

    There for bypassing obnoxious gate spawns, getting a 4 man end game hatch escape or allowing a player the ability to escape if the gates were are being guarded. What's the point in mori's if I can't speed up the killing process. Bypass ds and give you a way to remove a player without having to hook them. Speeding up the escape or killing process is the issue extra steps doesn't balance it out. If two people are left then two will escape since only one will be left thus hatch open the problem of early escape is still there,

  • Kindred base kit makes too much sense that's why it won't be done. It should be but it won't happen because behavior insist on making the solo experience utter garbage and make the swf experience broken and largely untouched. Wouldn't be surprised if they walk back the OoO changes like they did ds long ago.

    A lot of add-ons feel mandatory playing shape in red ranks feels impossible without some stalk add-ons of which you only have 3 with the third requiring nemesis to take advantage of. Trapper an obvious one although I do think many killer's have addon's that could be extremely problematic and are holding back a lot of these changes. Trapper iridescent are straight busted but his inherent slow map traversal, trap preparation and lack of range reset capabilities makes him a terrible killer. Huntress iri heads obviously nonsense they could make the first hatchet thrown at max hatchet capacity instadown's instead to increase the skill cap but maintain the reduce hatchet capacity. Most of the other killers I argue are fine in the balanced add on department but I 100% agree killers need to have a lot of these low rarity add-ons be base.

    Why not have experimental weeks. Where during every 2 weeks some survivor and killer perks/addon's are on them at base. People have been asking for so long new content why not open up build option's.

  • @REL1_C said:

    https://forum.deadbydaylight.com/en/discussion/comment/1946995#Comment_1946995

    As a survivor main I hope it isn't too rubbish but how the hell are the DEVS suppose make the key nerf the same as the mori's nerf.

    Simple hatch only spawns at all gens done or when the last survivor is alive. It has its purpose as an alternative escape but you can't skip the last few gen if two people are up.

  • I don't want the ui reverted I merely want it all located across the bottom of the screen. If I want info on what's happening across the map injured state hook states it needs to be located in one area of screen as opposed to being scattershot across the screen.

  • Of the reworked maps that needed to be changed only one of them was actually in need of a rework. That was the Game map props to the re-designers fro the game map, bar some breakable walls it feels a lot better and actually accommodates more playstyles. People have been asking about going over the coldwind maps, haddonfield which no, saying its a licensing issue is a pathetic excuse if the map is not fit for purpose disable it. Finally midwich which yes recent map but you royally botched the map if it again is a disaster of a map gameplay wise disable it and leave it till its fixed. The fixes aren't even complicated more points of elevation with a stairs in the middle corridor areas for better ease of access (no don't put breakable walls there). With two additional pathways in the middle of courtyard so holding w doe's not become the core gameplay element of this otherwise aesthetically cool looking map.

  • Ah yes let me break this pallet while you leave through the open exit gates 5 inches away so you can leave genius. A killer will bloodlust because there likely cornered. Understand no matter what you do to killer they will resort to desperate measures the worse the situation gets. I don't get how survivors can bang out 3 gens early on and be baffled by a killer tunneling or resorting to mean tactics like tunneling and camping. It boggles the mind its like you think all killers are bots with a built in desire to observe a non existent code that stacks the deck heavily in the survivors favor.

  • Ah ######### here we go again

  • Looks at billy and nurse rework. Reeks of disappointment alienation and failure. Hears huntress is getting changes nervous sweating intensifies. I 'd recommend those who haven't got there huntress cheevos get them soon because if behavior's track record has proven anything they will nerf huntress and rip/mess with her kit that it alienates a large portion of the huntress community. If you think they will find a way to do a clean rework examine the state both billy and nurse are in. From a balance perspective yes they are no longer a problem but after all was said and done billy and nurse are one of the most frustrating killers to play in dbd since there rework bar maybe the twins.

  • I miss the downvote button

  • Every survivor is gangsta till the shape whips out tombstone pieces. Nemsis + judiths journal with tombstone piece. You wont pip but it's a thing of beauty to see myers straight up yeet people out of the game.

  • @Caleegi said:

    I think the Midwich map is cool to play on and look at, i mean it looks amazing and i love the clock feature. Yeah it sucks for both survivor and killers but i think it will just take more practice. Afterall, all indoor maps kinda suck but look the coolest. I'd just get used to it.

    No there is nothing to learn about midwich. Other then break these walls don't break these. As survivor you don't have any agency besides hold w and keep an eye out for the inevitable free hit the killer gets around a corner. At no stage is the killer trying to cut you off. the movement up and down the map has only two stairs that the killer can limit it if he's smart.

  • @whammigobambam said:

    Range killers camp, proxy and patrol strong and if a survivor goes down near a gen setup before it is taken care you'll be in a 3v1 as in you'll be the 1 person even trying.

    This is often the case especially since his range limit and movement punishes his map traversal and ability to seek out fresh prey. Huntresses doesn't have it as bad but the map needs to have some open terrain for her to go hunting. Deathslinger's put a lot of pressure on survivors and that is kind of the crux of why many find him unpleasant to play against personally I can handle the pressure but I understand that most survivors being casual will have a disdain for him this applied for billy as well where a single mistake cost you more then the traditional hit. There's also an expectation that a balanced killer has simplistic rudimentary counterplay. Hence why if you ask a survivor about a balanced killer they will name wraith myer's and a selection of very mid tier killers. In truth mid tier doesn't handle the crème de le crème of excellent survivors so most experienced killers will just write them off as fun but not competitive with the exception of some addons.

  • @themirrortwin said:

    Coup de gra is a cool perk! I love it.

    However, I wish it was binded to "E" rather than M1, allowing me more control over when the long lunge occurs. There have been times when I believe a short lunge would have hit the survivor but a Coup de gra token was consumed. The ability to bind it to a specific key (e) would help players use the perk more efficiently.

    Good suggestion have a like. I'm sure there's all kinds of programming difficulties but hey this is the time to address it while the perk is currently under review new chapter and all.

  • @chadbeastofprey said:

    i can nearly always call when a killer will be console by how bad or tunnel-y they play...console killers are not better lol.

    There several years behind in play and experience if you looked on your gameplay two years ago would you or would you not cringe?

  • Survivor: we need more objectives! Stop yelling gen rush.

    Dev's: Implements ruin undying.

    Survivor: No this is nonsense 5 totems too hard.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1900980#Comment_1900980

    I feel its impossible. Like seriously is there any way to balance swf without it seeming punishing to them?

    Oh no the devs slapped my teams with a 5% progression healing and gen progression handicap. Now I hate playing with my friends! Lets be real even if you made swf more difficult it would still be played and probably better then solo queue. Yes you punish swf with a handicap it doesn't have to be huge just something small and if it still doesn't work and more stronger handicaps need to be implemented. we can call it Overh--- sorry overcast unity.

  • I used to think mikey was one of the best killers in dbd. I thought old Freddy could be competitive (ya no he was trash glad he's gone)

    That and I believed the dev's would never nerf old ds on account of there slow as hell response to fixing its broken nonsense. That and they teased a fix that never happened because the dev's got cold feet the first time (second if you count the 25% wriggle change) they were thinking of changing it.

  • Haddonfield is awful, trapper is crap and ds needs a nerf what's new? Ya give it the pop treatment reduce it to 45 seconds. It still will be abused but at least it will see less use.

  • @Ghoste said:

    https://forum.deadbydaylight.com/en/discussion/comment/1899081#Comment_1899081

    You're right, his mechanic removes any potential against coordinated teams. Although, how would his power work without a reveal? Then his stealth would have to be time-limited to make it fair.

    Seems reasonable to me. I would have just made it break via an attack hit, miss or stun. It's not like a zero tr killer is inherently broken we came a long way from using a tr to aware us of an oncoming killers. I can't count the number of times I tracked mikey via his footsteps alone the number of spine chill players, and the loud sounds like ghostface's whooshing cape.

  • Controversial opinion he shouldn't have a reveal at all. Hes basically myers with a specific target clause and a spot mechanic that induces massive frustration and makes using his power a nightmare against any organised team(swf). His power spotting clause seems like it came from the same kind of reasoning that gave survivors invincibility in lockers vs the twins.

  • You can correct this by recording games and posting them on through support ticket and reporting them in game. Unless the procedure has changed. I did indeed encounter a speed hacking health adding survivor. It was pretty silly incredibly annoying at the time but eh I summited the ticket so he/she is probably eating a ban.

    edit do not name any players you see hacking it complicates the process and breaches forum and game rules.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1892408#Comment_1892408

    So dying every match because nobody does anything is fun to you? I get wanting to have fun in a game but dying because other survivors is not fun at all to the people who actually want to win and can do all those things at the right time and still survive , there's a time and place for everything in this game , you can play however you want because I didn't buy your game and can't tell you what to do but this is a big problem with this game and it's why solo q is so terrible, some guy trolls the killer with all that ######### and then suicides on the first hook because "ItS FuN"

    No suciding is a scummy move no matter the circumstance. But you still havent explained why escaping means so much? You havent addressed the boredom that comes with m1 gening either.

    Survivor is enjoyable to me for one reason. The chase. I will sit close by on a gen if it gets a killers attention but again you looping the killer for a prolonged period and expecting all surviors to end the game in that time period is just sending us all back to the queue. What did the other survivors get out of the game.

    Oh yes an experiemce of DOING SKILL CHECKS yes that's what we all want right? You dont get this is not what a lot of people want from dbd they want the back and forth of the chase.

  • Could we put up a poll for whether we want cosmetics to be exclusive. I'm interested to see what the player bases opinion is on this?

  • @Lycidas said:

    Excuse me, what? Do you really need some exclusive cosmetics in order to be able to enjoy the game? What kind of reasoning is this? You get a ######### ton of cosmetics basically for free if you complete the rift, and you get those cosmetics way before everyone else does.

    This might have been a valid argument for past events like Scorching BBQ or Lunar new year, but Rift cosmetics eventually coming in the store is fair enough

    Even with the event cosmetics I don't care if they are time limited or not. I never got the exclusivity argument why the hell should Timmy not be able to get the billy bbq hammer because he started later that seems kinda crappy. Cosmetics are there to expresses yourself this badge of honor crap is best demonstrated through excellent play not a gold glowing survivor or killer. Work for cosmetics you want not for cosmetics others can't get.

  • See I get that you the person being chased want some vindication for all the time spent in chase. But a lot of people want a game and holding m1 on a gen is dull as staring at dry paint. Some survivors want to go for flashlight saves and head on's because its fun shocking right. Imagine playing dbd and looking to have fun as survivor. Let me pebble, let me mess around with chest hunting. I never got the fascination with escapes equal victory logic. If you loop the killer for 5 mins pat yourself on the back you don't need the vindication of everyone doing all the gen's.

  • With the upcoming changes to rank reset no definitely no. We are going to be starting from 20 every reset. There is enough of a climb that its not going to be a concern to see low ranks reach high ranks as they will be starting from a much lower rank.

  • I imagine the hillbilly changes went something like this.

    Dev 1: So hear me out we have blight in development he's a fast moving killer who bounces off walls and can smack into survivor's.

    Dev 2: Isn't that just worse hillbilly?

    Dev 1: Ok so we nerf hillbilly then introduce the blight.

    Dev 2: Do we have a reason to do this?

    Dev 1: Yes well cite statistics and state our goal isn't to nerf him but dress it up as a skill cap issue

    Dev 2: Were still nerfing him right.

    Dev 1: Oh hell yes the killer mains will eat it up I promise.

    Dev 2: Survivor players will be happy to see less of him two birds one stone what could go wrong?

    It hard to look at blights release and not see it as motivation for the hillbilly nerf. Even if that wasn't the case the damage done has left our poor boi in a sorry state. I will say props to the writer's or writer of hillbilllys story tho. We appreciate the lore team are adding so many nuances to the older killers.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1886281#Comment_1886281

    This is precisely why I made this post. Not to suggest buffs to old Freddy to make him viable, but to make him fun and interesting. It doesn't matter if you kill anyone in a game as long as the game itself was engaging. Player engagement is far more important than win ratios.

    I'm not going to pretend that wins is all that matters but if your telling me your killer design is purely fun factor then let me remind you modern killer design has lend itself to more competitive designs this is due to the dbds competitive player base who insist on spamming your ez's and bad killer garbage. Powers that are flexible powerful and not prone to rudimentary counters is what matters first design and theme secondary. Examine the blights, oni, deathslinger design for reference on a killer that is not only fun but actually powerful. Thematically unique killer designs has resulted in killers like legion and the twins whom are problematic because there design doesn't acknowledge the basic requirements a killer needs to have in order to have depth and pressure nor play by any established dbd conventions. This often makes them a nightmare to balance. Mobility, gen control and lethality. If a killer fails on any of these categories they are trapped in b tier or lower and will appeal to very few killer players. Old Freddy had his appeal tracking and being where a survivor least expected it sneaking up on unsuspecting survivors and manipulating his phasing in and out of reality a true dream demon but his gameplay presented the dream demon as the butt of every survivors joke.

    His original power never translated well in terms of being a consistent threat and many regarded him as inferior weak and frustrating to play. Address the issue of staring dead face at a survivor doing a key gen without an ability to interact and we can talk but until then your killer has far to much counterplay is lacking in power and while thematically works well come across as powerless weak and pathetic. Remember you creating a POWER role killer. If you feel weak or powerless then you have failed.

    I'd argue modern Freddy was a success he merely needs tweaks and his power reduced slightly with add on changes to his gen progression reducers. His use of blood puddles calling on the souls of the damned is in line with the movies. Examples of the microsleep and characters being unsuspectedly brought to his realm is again in line with the movies. Finally Freddy travelling long distances to cut of the unwitting victim off is a staple ability he expresses in many of his movies. Everything about modern Freddy fits. The dream transition however was never once demonstrated in any of the movies. Yet it commonly shows up in these posts why?

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1886049#Comment_1886049

    He wasn't as terrible as people like to remember. But he definitely needed some buffs and was very add-on reliant. Did you feel like my suggestions fixed his problems while still keeping his identity?

    I can't stress enough the dream transition needs to die. It is too prone to frustrating circumstances such as being in front of a survivors who are a mere 3 seconds away from finishing a gen. Let me stress this no dream transition it was a horrible mechanic that no matter how you dress it up will involve staring at a survivor who is finishing a pivotal gen or giving a big heads up im here which imo is less in line with freddys actual character. This boiler room tile is by far the most interesting idea for freddy but also sounds nightmarish (forgive the pun) to programme.

    Then we have to acknowledge that the most important part of a killers gameplay is the opening few minites of the game if freddy cant find a way to garner pressure early this entire concept will be wasted. Simple tactics like spreading out could end up making this new freddy a weak killer.

    Its fine and dandy to say freddy should be unique and have his own playstyle but you cant ignore the essentials for making a killer viable for the more competitive players. A killer shouldn't be inaccessible in higher levels of play due to rudimentary weaknesses like setup.

  • Oh it looks so good returning to old freddy until you sat there staring at a survivor finish a gen because your dream transition is still occurring. Likely its the last gen and boom everyone adrenalines and the game reminds you why old freddy sucked booty. I mained the guy on account of him being the killer that introduced me to the horror genre and I can safely say new freddy just needs some of his gen repair slow downs reduced that's all. Don't pull a billy or nurse and mess this up again small tweaks to the slow down gen repair effect that's it. Remember we need freddy to exist as a new player killer nerfing him into an underpowered state is not good for the currently garbage survivor queue times.

  • Rng trap times heavily mess with her consistency. Her dash has rudimentary counterplay and positions where its strong most other killer powers are superior and more consistent. If any stage a pig is playing well players can resort to just throwing pallets down early. It sucks but eh at least your not at the bottom. Poor wraith

  • @bm33 said:

    I've cleansed hidden totems shortly after a Teammate runs by while being chased when I'm playing solo. It's usually just luck I was nearby and heard the crackling of the fire.

    Literally yesterday i had cleansed a huntress lullaby after my teamate called it out. Nerf undying btw. Could behavior at least slightly consider slight exclusive swf nerfs. Its absurd how both solo and swf is balanced under the same rules. Start with minor healing, cleansing, gen progression changes to compensate for the efficiency swf brings.

  • More mechanics is needed. A secondary power where the trapper can re arm a trap by similar to Freddy holding the secondary power button this will of course make noise to aware survivors its rearming with an add on that makes no noise when a trap is being rearmed. This can be done within 32 meters with a cooldown. Trapper gains traps throughout the match with a maximum capacity of 12 traps total that can be generated. No traversing the four corners of the map for traps and the ability to rearm trap in a chase.

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