Zucker_Schock
Zucker_Schock
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@Zucker_Schock said:
https://forum.deadbydaylight.com/en/discussion/comment/2117395#Comment_2117395
Exactly, something that would be even more elegant, giving the different powers stats and letting the addons effect the stats of all powers.
For example Multishot stat on Trickster. Throw multiple knifes in one throw, dependent on the value, like multishot 1 : throw one extra blade but decrease throwing speed by 50%.
This would work with all power variations like bouncing blades, exploding blades, normal blades.
Normal blades would have the base advantage of being able to throw a lot faster than the other variations.
Would basically give Trickster a shotgun depending on the value. Like give extra angle variation.
On Max. it could be like Multishot 10 but it has a enormous cooldown. Throwing 10 Knifes in one throw, very inaccurate but leathal up close.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2117389#Comment_2117389
Oh man that'd be frickin' awesome.
I also want to be able to play Pallet Freddy without wasting an add-on slot. Also, maybe powers can have separate add-ons like how items have separate add-ons?
It could give plenty of variety.
Exactly, something that would be even more elegant, giving the different powers stats and letting the addons effect the stats of all powers.
For example Multishot stat on Trickster. Throw multiple knifes in one throw, dependent on the value, like multishot 1 : throw one extra blade but decrease throwing speed by 50%.
This would work with all power variations like bouncing blades, exploding blades, normal blades.
Normal blades would have the base advantage of being able to throw a lot faster than the other variations.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2113921#Comment_2113921
DBD does have its own power menu that would work like the item menu. They should make it so Freddy can switch between his old power and his current one through that menu.
This would be exceptionally nice.
This idea really has potential, giving the menu that feature could give the devs the ability to give Killers different variations of powers or different powers all together.
Besides the obvious place for old Freddy, this could give Killers more fun powers.
Like for example Trickster with build in bouncing blades that ricochet like 10 Times but he could be weaker in another aspect. Or exploding blades with bigger radius and more shrapnel.
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@SeannyD115 said:
They could change black box from the mini blood warden to giving freddy his old power.
They could, but they would need to adjust him with some of his old addons to make him viable enough in red ranks.
Just having him baseline without addons would be rough in higher ranks/skill level/Swf.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2111724#Comment_2111724
Nah, i prefer the old Freddy. I mained him but now i only touch him for a daily.
Yeah its sad, isnt it ? Its pretty similar for me, old Freddy was the first Killer that i played regularly and pretty exclusively.
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/2111064#Comment_2111064
That the whole point of the add on. It now in pill bottle form. I main old freddy and ran a skill check build on him.
Pill Bottle has not much to do with old Freddy. Sure you are a little more stealthy. But its still just an addon for new Freddy, while old Freddy had a completely different playstyle and power.
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@JackZ said:
https://forum.deadbydaylight.com/en/discussion/comment/2109649#Comment_2109649
YES, this would be perfect, they should renew their license with Warner Bros. Pictures and get the rights for Robert Englund Freddy.
Than release "The Original Nightmare Chapter". Than we have "The Nightmare" and "The Original Nightmare" as playable characters.
I would gladly pay again to have old Freddy as another playable character. I would even pay twice the price ontop of the "A Nightmare on Elm Street Chapter".
Please BHVR #GiveUsBackOldFreddy
This would be a dream come true and not the nightmares we are used to.
But i doubt they have enough dedication to do something like this. And their marketing team (if they even have one) probably wouldn't be happy about that.
But having different versions of characters is not something unheard of, many games have multiple versions of characters with different abilities. And it would even kind of fit in the lore and the movie aesthetics.
But both characters probably would need to look different enough to discern them. Having 2 nearly identical characters would make everything a lot more confusing for newer players.
I believe that should be realizable though. Giving old Freddy some tattered clothes with different color hue, Englunds Face and his hat. I believe that would be enough to discern them.
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I really hope this can get big enough for the devs to notice. Maybe, just maybe it doesnt have to be like this, loosing hope for my old love and only despair to follow. Maybe there is a shimmer of hope left. A small ray of light that shines in the dark.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2111103#Comment_2111103
Although I never stopped playing Freddy, I know exactly how you feel. I still remember my first match with his new power, and everything just felt wrong.
I loved old Freddy, he was unique and had his own playstyle, different from anybody else. New Freddy just feels bland, like every other Killer.
I also find old Freddy to be way more fitting to A Nightmare on Elm Street. Only being able to attack sleeping survivors.
New Freddy lost his identity, in my eyes he is just like every other Killer and his flair is gone.
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#GiveUsBackOldFreddy
Yes please, i rarely played Freddy after his change, even though he got stronger in general. He got more brain-dead as well. You only need to do the same stuff over and over again with new Freddy. Hook someone teleport to the gen thats being repaired with pop, kick it, chase the survivor/s that repaired the gen, rinse and repeat, place traps in the same spots on every loop and you are good to go.
I suspect BHVR has so much chaos in their assets/data that they probably cant manage to find and or implement old Freddy. Even though it wouldn't be that hard to bring him back. My view on their work ethic is declining day by day.
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Borrowed Time change:
The thing with this change is, it promotes bad gameplay with unsafe unhooks behind the killers back and hook farming. That already was the case before the change but it will not make it better. Basically you can unhook everytime, without consequences. So strap on BT and shut off your head while unhooking. Its also a nerf for stealth killers, which already arent in a good spot. I dont like the concept of strong perks having no counter play at all, giving a free hit every time.
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Good idea, would be fun and fitting for him, gameplay aswell as lore wise. Has a nice flair to it. And if Freddy can teleport to gens and get a free hit or pop stack/25% regression, why shouldnt clown get a little something along those lines.
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Nice idea, being slower than survivors while throwing really hurts his viability right now.
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I like it, makes farming easier for both sides. But i wish eternal damnation to the survivor who dares to destroy it instantly.
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@NomiNomad said:
I'm honestly so confused. Didn't people want them to delay chapters and stuff when they aren't ready (even if this technically isn't a delay since they never announced a release date)?
But now they are 'delaying' it and people are upset?
I'm all for criticizing BHVR when they deserve it, but this seems good imo.
People would have reacted differently if bhvr would have said something, anything. And preferably not on the day of release but a little in advance.
If they would have said, no release next week, we need more time.
People would have been understanding and more supportive.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2040484#Comment_2040484
They used to do that, and people complained when those releases were delayed. When they weren't delayed, people complained about the quality of the releases. Now, without the devs saying anything, people still hype themselves up and blame the devs because their completely self-made expectations aren't met.
There's no winning this. I don't blame the devs for shutting down most communication when people complain every single time. They might as well save themselves the trouble and do nothing, it's easier on the nerves.
Yeah i know that. But in my oppinion, werent they great on informing us back in the day either. In my oppinion information can not be a bad thing, if the individual has a problem with it, its his/her own fault. Its better to do the right thing and piss people off instead of doing the wrong thing and piss people off. You will always make people mad, no matter what you do thats just how it is. It just depends on the number of people and how mad you make them.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2040441#Comment_2040441
They set the general timeframe themselves and created expectation, it's on them if they want to address that or leave it be, but in either situation they are responsible for the outcome and reception that entails.
They also finally did give information, but put it through a fog whisperer where I mean it could be a joke and we wouldn't know, because of their lack of any official word. This only exacerbates the situation further.
So it's the devs' fault that people hype themselves up and then get disappointed when their 100% self-made expectations are shattered, despite the devs never saying anything, but at the same time any info the devs give through established channels (and yes, that includes FWs) is suspect and unreliable. And if they do say something, they're still to blame if people misunderstand (or blatantly misrepresent) what they said and get hyped. Sounds like catch-22.
Just for the record, you (or the devs, in this case) are not responsible for other people's fabrications in the absence of information. The devs created no expectations because they literally confirmed nothing regarding release dates, that was all on the forumgoers. It's not the devs' responsibility to shoot down every fabricated story, especially when doing so will create the notion that any story they don't shoot down must be real.
Community interaction and information is part of their job as a big modern gaming company. That they dont give any information or release dates in advance is a flaw in itself and originales from bad time management. If they would know what they are doing, they could give valuable information a week in advance. Like for example no release next week because of ... or estimated release on... before that.
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2039592#Comment_2039592
Always look on the bright side of life.
Missed opportunity for a Blight buff pun.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2039109#Comment_2039109
That's an Input Lag Problem. Changing resolution scale is the best way to fix this issue.
You need to set it to 100% not 125 or 150% because you start with those settings.
However, if 100% is your default, it's worth trying out 125% or 150%.
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Make a thread in the technical problems section on the forum.
Yeah, basically what i said. Sorry if it wasnt clear enough.
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Try to set your Windows scaling mode to 100% if you use bigger resolutions it will probably be set to 125% or 150%. In the past that resulted in some issues and is probably still not fixed knowing bhvr.
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@Sonzaishinai said:
I will play him, he's fun.
Will i "lose" a lot? Maybe but a fun game beats a won game.
You say that now, but after a few days survivors will know exactly how to counter him. Meaning you will basically never be able to use your power, since you are always slower than survivors while using your ability or ultimate.
Getting bullied with a 110% M1 killer and futilely trying to make it work doesnt sound fun to me.
Lets hope he gets some good buffs since he has some potential i guess.
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@malloymk said:
For the record. I'm devotion 21. I play a lot. Not saying I'm great at either side. Obviously I'm not a great killer. Would be nice to play some games where you can at least hook a survivor more than once.
Oh well. Just venting I guess, but I really have had some unjoyable killer games over the last month.
I would suggest to get a very strong setup for your killer. Pick the best addons and perks and maybe switch the killer for a better one. Its to hard to depip until you get easier matches so only way to have fun is to get on a power level that matches your opponents. If you pick a setup or killer that is weak you are forced to play more unfair to get a good game, try to remember the hook count and completely eliminate a survivor as fast as possible. As soon as its a 3 vs 1 you can play more relaxed and fair. If you need to derank the only effective way would probably be to afk the matches with Wraith until you get to a reasonable rank but that is a offence that can be reported in after game report.
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Console could use this aswell, if they allow them to have high sensitivity. Back in the days in cod on playstation i had maxed out sensitivity aswell, trickshots und instant 180s when you get shot from behind were only doable like this.
You can not make a macro for something like this, it requires very accurate aim while being extremely fast and hitting a precise angle instantly.
I dont mind having tech like this in the game. Would probably be a pain to fix aswell.
I believe watering everything down and taking away skill is boring.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1996072#Comment_1996072
How can you really think slinger is better? Huntress does almost everything better. She has unlimited range, way more generous hitboxes, has 5 shots basekit, doesn’t get slowed nearly as much for missing/hitting shots, has significantly more powerful addons, and to top it all off she can down you over a pallet.
Slinger has a smaller terror radius and that’s about it. Even his faster projectile speed can be mimicked with hatchet charge speed addons.
He is imo far more versatile in loop scenarios, the bigger hit box of huntresses hatchets is more of a disadvantage for me, since it makes a lot of angles impossible, it makes attacks over barricades sometimes impossible, good survivors always hide in the deadzones of huntress hatchets while in a loop. Just crouching behind a low obstacle can make it impossible to hit for Huntress but not for Deathslinger, he can even shoot through cracks in the killer shack walls and other cracks in walls, and i got hits many times in those scenarios.
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@AChaoticKiller I can the potential in your scenario with multiple survivors at a longer range, possible best on very open maps, while Deathslinger favors thighter quarters.
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@AChaoticKiller One thing i like about Deathslingers chain is, you pull the survivors towards you inside meele range, meaning they cant get as far away from you. If you have reload you can take 2 shots in rapid succession and get a down directly.
Also you can pick survivors up directly after a down with the attack, making walking towards the downed survivor unnecessary giving you a time gain.
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@AChaoticKiller Thanks for your information, i believe both sides can learn a thing or two from the arguments about the 2 killers.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1996042#Comment_1996042
Long range can refer to across the map or somewhere around 32 meters or so as huntress and max range as deathslinger, even if you miss a shot you don't waste that much time in fact i would argue that even if huntress fully charges a hatchet and misses she still doesn't waste as much time as deathslinger missing one shot.
Huntresses fully charged hatchets travel at 40m/s, at around 40 meters a good huntress can often hit survivors so i would say that as long as she has the shot it is worth trying it. The trade off with either is injuring or downing a survivor, huntress has a lot more leeway for this due to her multiple hatchets.
Well i mean if you can get a little closer before throwing and than hit with the first throw, it is better than missing the first throw and using another one after that.
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@AChaoticKiller said:
Huntress is better simply because she can deal with multiple survivors and deathslinger cannot.
they both can end chases very fast and while deathslinger does so a bit faster huntress can go on a snowball sprees and a good one can land shots on survivors deathslinger just can't because of both range and obstacles.
A good huntress also will definitely down a survivor in 5 hatchets so ammo isn't a big issue unless you have gotten back to back downs, In my eyes she is simply better for having better crowd control/snowball potential.
While its probably true, that huntress can spread damage a little faster, Deathslinger with reload addons and great timing that breaks the chain early, can actually get multiple downs in a short time aswell.
I believe that to be the main difference, better stock (without addons) medium range damage spread on Huntress vs faster attacks on Deathslinger.
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@Zucker_Schock said:
@Trashmaster The long range thing is in my opinion only a good point if you have consistency with a long range throw, i consider it more of a rare occurrence to hit someone that is a longer range away with Huntress as Deathslingers Range.
The thing about long range is, if you miss a throw or a shot you loose a lot of time, if you waste more shots or throws than you hit at that range, its not a favorable thing to attack at that range at all, since you loose more time than you gain with it.
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@Trashmaster The instant Damage can be useful but you have to charge your attack and sometimes you dont even need to reel as Deathslinger, since just stopping the Survivor from moving for a second can be enough to get the hit. The reel doesnt take that long if you compare it with the charge time and delay of Huntress attack.
Basically they are pretty similar in terms of timing.
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@Trashmaster The long range thing is in my opinion only a good point if you have consistency with a long range throw, i consider it more of a rare occurrence to hit someone that is a longer range away with Huntress as Deathslingers Range.
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@Trashmaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1995842#Comment_1995842
1. Instant damage, deathslinger will always have to reel and swing
2. Effectively unlimited range. Though with range hatchets are easier to dodge, potentially insane with aura reading
3. Doesn't need to reload all the time and hatchets have a very low cooldown
4. Massive hitboxes, while they can be a downside the absolute size of the hatchets heavily favours the huntress on dedicated servers
@Trashmaster Thanks for the constructive points, to get somewhere just saying "in about every single way" isnt very helpful. But naming your arguments is always great.
As for point nr. 3, she doesnt need to reload after every hatch throw but her reloading on lockers takes longer than Deathslingers reload and she cant reload on the spot but has to get out of her way to a locker in order to reload.
As for 4. i give you, that survivors cant react as fast if they have to move farther in order to avoid a bigger projectile but other than that its the same.
About her attack, she has to charge her attack, what takes a lot longer than Deathslinger, making her more easy to loop. A Deathslinger can shoot and hit instantly on line of sight what means deathslinger can effectively not be looped, other than in a range that keeps the survivor out of line of sight the entire time.
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@Trashmaster said:
Huntress is far above the deathslinger in about every single way, and has some disgusting add-ons while deathslinger mostly has total garbage
@Trashmaster Tell me about the ways in which Huntress is far above Deathslinger without the addons.
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All in all it depends on the situation and the player. Huntress can get hits over pallets what Deathslinger can not. But both can get hits through windows and the projectile hitbox and speed is superior on Deathslinger. (Both have a max projectile speed of 40 m/s but Huntress needs to be fully charged for that)
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Deathslinger can get hits where huntress couldn't and he has no wind up time. Time-loss is acceptably minimal if used with the right addons.
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Generally Deathslinger, on max potential Huntress because of Iridescent Head.
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@Seanzu said:
Pretty sure one of the survivors was hacking, this has been happening for a couple of weeks where maps with weird names have been played and there are dozens of gens.
Have you noticed anything else weird in the match ? I would assume a hacker would use more stuff, while he is at it. Hackers are pretty rare though.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1712030#Comment_1712030
Chucky would cool, but I cannot think of any way for them to put him in the game. Imagine his lunge.
@Spirez said:
Chucky. He’s too short to play this. Blight suffers already from low POV imagine chucky lol...
Well there are many ways but BHVR is pretty unimaginative, killers all follow the same pattern.
I remember asymmetrical games that even had playable monster choices the size of a human head or a little smaller. It was a tick that could latch onto humans. It could also move on walls and the ceiling. Of course there were more monsters to choose from. The way they did it was humans had ego perspective and killers had 3rd person perspective.
BHVR could do the same for Chucky, make him playable in 3rd person perspective. The lunge shouldn't be much of a problem either its just very small, he needs to get closer to the survivors to attack. If they wanted to they even could remove the lunge completely and replace it with a quicktime event where Chucky climbs the survivor and attacks them, if the survivor fails the qte he is downed immediately. If no other survivor helps the attacked survivor the survivor gets into the downed state after the animation / qte ends (a certain time).
Since he would probably be a lot slower than other killers aswell he would need such pretty strong skills to balance out the missing tempo.
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Well talking about bugs, this addon did not work for me on Oni.
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Well there could be a few extra factors that cause this:
Disconnects: As soon as the first Survivor dcs all 4 basically loose, if the Killer knows how to play. Disconnect paneltys reduced dcs but as we know that didnt last long.
Timeframe: depending on the timeframe of these stats many things could affect the numbers. Is it at the end of a rift ? Were rifts even introduced? Were dc penaltys active ? And so on.
Challenges: Many survivors just play to finish their Tome challenge, suiciding or dcing as soon as they cant complete the challanges anymore or as soon as they complete the challenge.
Moris: Guess i dont have to explain this one.
False stats/hacks: Have you ever seen those videos of hackers that spawn hundreds of inactive player characters in the match ? Well if you count those in the stats you get a huge false number. These "players" could even be sacrificed by the Killer if i remember correctly. Also dcs could count double for this statistic under some circumstances.
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Pretty sure that's heavily prohibited, as long as you have no official permission, check the "general terms and conditions of business". You know, the stuff that you accept the first time you start the game. Changing and modifying their property is nothing small.
Also if you want to try to bypass easy anti cheat, that's nothing small as well. As far as i know they are extremely advanced, they check everything and ban your hardware id if they catch you, meaning you cant start the game on your pc any more. At least that's what i heard about them.
On the topic of VR, you would need to create a new camera either way if you want to use depth/3D. All in all you probably couldn't pull all that off on the official version of the game if you tried. If you manage to get an unofficial version of Dbd that isn't online play, thats a different story. I saw some fan made video compilations with custom cameras like for example a cinematic top-down camera that flew over the map while players played the game. Pretty sure that's how they did it.
Also i am pretty sure you will never get a official permission to modify their game, ever.
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Hmm Freddy, well imo they should have left him with his original power instead of removing it entirely and giving us this one.
The old power was unique and changed gameplay, the new power is boring but strong.
I dont think fake pallets are that strong though. They waste a addon slot, mind you and arent stronger in conserving time as the snares. Also if the survivors memorize all the pallets (i dont expect many to be that smart) his pallet power is useless. If survivors play SWF they can tell each other which pallets are fake aswell.
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Freddy is a good example of that, the original version was unique and fun in my opinion but most people did not get how to play him correctly. So they changed him and made him boring. The new Freddy is stronger than the old one but also boring. I consistently 4ked with old Freddy in Rank 1 and the survivors werent suffering because of that either.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1672734#Comment_1672734
yeah. but that's the thing:
look at the onslaught of threads complaining how X is boring or OP. often enough these threads boil down to said killer calling for a change in playstyle, be it how to go about playing survivor against them, or what perks to use as killer, how to patrol the gens etc. and some very vocal people simply don't want that.
they WANT all killers to be available to all, in the sense that all killers can be approached with the same tactic.
and that IS boring.
Yeah thats true, but thats only the case because the devs are weak and fast to buckle. If they would stick to their agenda instead of listening to the majority of people this wouldn't happen. Or if they would only listen to people that know what they are talking about instead of listening to the majority. They already have the fog whisperer program and many hard core players and streamers/youtubers that know what they are talking about.
Why aren't they using that instead of throwing everything away for people that don't know what they are talking about half the time.
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@LuffyBlack said:
https://forum.deadbydaylight.com/en/discussion/196652/please-be-more-creative-with-the-killers
I think with the game as it stands, it's going to be hard to get a killer that's going to really shake things up. Our only purpose is to kill and guard gens, that's it. Meanwhile in Friday the 13th: The Game((God rest its soul)) there's a ton of objectives to kill and a lot of map to roam around in, you throw in other killers in that game then the opposite side might see new and interesting objectives. You could use killers like The Pig or Freddy to usher in a cool new game mode however.
Well i believe there are still many things the devs could do, that would change things up a bit. But it seems they are deadlocked in their creation process. I also believe they tend to value graphical quality more than gameplay quality at least considering the killers. And they stick to a certain concept because it works, even though it limits their possibilities.
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@MeltingPenguins said:
The issue is more on the players who don't play the killers to their potential. They'll easily cherry-pick what gives them some advantage, and play the ever same with the rest.
There isn't much any dev team could do about that without overhauling the mechanics from the ground up. which so many players are absolutely averse against when asked.
it's the whole eat your cake and have it thing
I know what you want to say, but not all killers need to be for the majority of players. If most of them are bad with a killer since they dont play them to their full potential so be it.
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@MeltingPenguins said:
The issue is more on the players who don't play the killers to their potential. They'll easily cherry-pick what gives them some advantage, and play the ever same with the rest.
There isn't much any dev team could do about that without overhauling the mechanics from the ground up. which so many players are absolutely averse against when asked.
it's the whole eat your cake and have it thing
Hmm well thats more of a balance issue i guess. It all depends on what tools devs give killers and how strong or weak certain addons or other aspects are. I am more talking about abilities that are creative and fun that change the gameplay and give more decisions to make.
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https://youtu.be/f2oL06_KPPs?t=132
I like the chain idea for example, sure its very strong in its current state. And has some similarities with Pyramid Heads trail. Still the picking up and setting down and also blocking gen ability is quite interesting.
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There could also be a killer that can change the map, for example place new walls into the map that stay in place for a certain duration. Or a ability that blocks windows.