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ad19970

ad19970

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  • @DBDbuildsYT said:

    I think it will be a miracle to see a nurse after this massacre

    It's not a massacre. At least wait until the ptb has been out for days.

  • In my experience Freddy is one of the killers who receives very few DC's honestly.

  • Oh my god. All these posts that are going nuts before she even releases on the ptb. Just because one killer who is beyond powerful gets a bit of a nerf to allow for more counterplay.

    I can just pray the devs will remember the huge outcry of survivor mains when exhaustion got nerfed. This feels like the same thing just this time it's the killer mains.

  • Or maybe, just maybe, the killers used at red ranks are used because you can 4k so often with them, no matter how good the opposing team is. When people talk about Nurse and Spirit being the only two red ranks viable killers, I feel like the reason is because they can get 4ks most of their games. It can mean they are the only viable killers, but at this point, except for maybe on a few certain maps, I believe the reason is that they are a bit too powerful.

    This outcry is crazy. PTB hasn't even been out yet, and it will take many days before people can really tell if she was overnerfed or not. This nerf only allows survivors to break LOS for a bit longer, so it buffs their counterplay slightly. That shouldn't hurt Nurse too much in any way.

  • @SpacingLlamas said:

    https://forum.deadbydaylight.com/en/discussion/comment/741814#Comment_741814

    Every thing that happened with legion was mostly because of survivors.

    And all their changes were survivor sided and didn't improve legion in anyway, made him worse if not the worse killer depending on who you ask

    Yeah, they messed up a bit with Legion. Killers still have received many buffs in the past. Less pallets on a map, healing time increased, just look at Freddy. He got reworked and now he is really powerful.

  • I personally think it's fantastic that survivors have a bit more counterplay against Nurse in general. The nerf to Nurses base kit sounds fine to me personally.

    Maybe her having 4.1 M/S would be fine, but not more than that in my opinon. If she is faster than survivors than it's harder for them to break LOS anyways. Which is the one counter survivors have against Nurse, which is why that counter is getting buffed a bit.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/741765#Comment_741765

    How is that not big? Now, even when a survivor is hit, they can create alot of distance and break LOS. Then it becomes a complete random guess into another 3 seconds if they aren’t there.

    It doesn't become a random guess, you still know approximately where survivors have run to. Breaking LOS is the only counterplay survivors have against Nurse, since she ignores any kind of defense survivors have, so I don't see how it's fair if survivors have a slightly longer chance of being able to break LOS.

  • @Blueberry said:

    It's just first impressions as we haven't tested it yet, but she honestly looks dead to me...like not even A tier strong anymore.

    Their priorities should be a lot more focused on bringing the weaker killers up to par right now than nerfing the stronger ones.

    Weak killers are no reason why the devs shouldn't look at killers that are too good, and in the Nurse's case, the devs agreed that she needed a small nerf. I can't imagine this change hurting Nurse too much in any way, all killers should be brought to a similar power level, not just the weaker killers.

  • Survivors have a slightly better chance of breaking line of sight, that won't make Nurse useless. I'm quite sure she will still be viable against really good survivors teams. She just won't 4k almost constantly in the right hands.

    Also, survivor mains won once again? That's just not fair. Killers have received many buffs in the past, you make it sound like survivors dictate what gets buffed and what nerfed. That couldn't be further from the truth. The devs do try to listen to both sides though, not just killer mains.

  • Do people really immediately believe this will destroy Nurse and make her so much weaker? Just because survivors now get a bit more time to break line of sight from Nurse? Because they now have a bit more counterplay? Why is it that map reworks that give weaker killers more counterplay against survivors are fine, but when survivors get a bit more counterplay against a killer that ignores any defense survivors have, that's not ok?

    I am so happy about these upcoming changes, she will probably now be a viable and balanced killer.

  • Definitely a hard one.

  • Her prayer beads addon is ridiculous and her power should be tweaked so that survivors have some more skill based counterplay.

  • Trapper does need a bit of a buff, but if you are using bad perks on a killer and playing on a terrible map, then I wouldn't immediately come to the conclusion that killers suck and that's why everybody is using Nurse and Spirit. If anything, those two killers could need some slight nerfs.

  • @Faceless said:

    It's so op. And this build is tired asf with ruin. It's basically a lose game, só i die on the first hook

    Well now that's ridiculous. I agree, their should be a cap on how much killers can slow down action speed of survivors, but just giving straight up, that's not good. The killer does use 3 perks for that combination, so that means he is only using one other perk that could help him in chases or with detecting survivors. It's not that op, you still have a chance to win. Especially since Ruin usually gets destroyed before Dying Light and Thana can properly kick in and become powerful.

    Once enough maps are succesfully reworked (more pallets but less safe pallets, smaller maps), Ruin should be nerfed though.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/727119#Comment_727119

    I think the new map is a good example of map design I like. "Most" of the pallets are decently mind gameable, there's a lot more stealth options for survivors and stealth killers are actually more viable here.

    Less pallets/more mind gameable pallets/vastly more stealth options for survivors

    Those are what the map designs need. I also don't mean just hiding from killers when I say stealth, I mean even like fog/darkness/reeds/bushes/boxes massively increased so that you can make jukes mid chase if you were skilled enough. We want survivors less reliant on pallets and windows so that we will be able to weaken them as currently they are too reliant on them to survive.

    It's hard for me to be too excited about map reworks though seeing as at the rate they are going it would take us YEARS to rework all the issue maps. That's also assuming all future maps are okay.

    As for the Clown video, the big issue is that even if he had made none of those mistakes that he pointed out, he STILL would have been lucky to kill just 1. That's a problem.

    True, Clown is weak, but he will profit from map reworks so he wil probably just need some small buffs.

    I agree, more pallets on maps, but much less safe ones and more mindgameable ones, and then more stealth and juking possibilities. Would be great. I feel like Hawkins isn't perfect in that regard either though. There are a few too many loops that feel a bit too unsafe for survivors, the best loops are those that can be mindgamed by both killer and survivor. Also, Hawkins doesn't have that great stealth options in my opinion, it's good, but could be slightly better. I do get that all the interior rooms and hallways allow for better stealth, but some of the rooms or hallways themselves could use a few more objects that break line of sight or allow survivors to hide behind them when crouching. Because you also don't know where the killer is coming from, which in return can make stealth harder on Hawkins, even though stealth is also more effective on Hawkins. Also, Balanced landing can be too good on this map, at least from what I heard.

  • Many people don't want a nerf to Nurse's base power. I would be happy though if her base power was nerfed slightly as well.

  • If you see a level 3 perk and a lower level perk, it can be helpful to go for the level 3 perk because that means there is one less perk that can appear on the next level.

  • I wouldn't mind a small nerf to her sooner or later. Her counterplay right feels almost like it's 100% luck based, which isn't fun. Killers will all receive general buffs if map reworks end up being good, so that's another reason she might need a nerf soon. Just like Nurse and Hillbilly maybe. Especially if maps become smaller. Buffing the weaker killers by buffing all killers means they will need to nerf the top tier killers. Obviously they will profit from the map reworks much less than low tier killers, but still.

    That's why I hope they buff survivors stealth and juking potential a bit when reworking maps as well.

  • I wouldn't call it pathetic. i mean it's just a strategy people can use while playing killer, maybe they don't know better. Calling it pathetic is just extreme. Just a video game.

    Problem is, it's insanely unfun to go against which is why I still have hopes that it will indeed be nerfed sometime in the future, even if it isn't that viable already. It's still too viable in my eyes. Esepcially at low ranks.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/727075#Comment_727075

    With vastly different varying degrees of how much of a buff they would actually need, I would include everyone except Nurse, Spirit, Billy, Hag, Huntress and maybe Freddy. All the other killers are quite weak.

    Keep in mind though that most of the weak killers are weak because of bad map design. If all the maps were properly reworked a lot of them might not need anything.

    Yeah that's something to consider. I just watched the Clown video, and on top of mistakes he made that he even admitted in the comment section, the map is also huge and had that ridiculous window loop. Devs have confirmed they are working on map reworks, so that will hopefully not be a problem anymore in the future, which would have given him much more of a chance to win that match. Heck, if map reworks are good enough, even killers like Clown won't need any big buffs. Instead, some of the top tier killers, Nurse, Spirit and Hillbilly will most definitely need some small nerfs, if maps indeed become smaller and have more mindgameable pallets. Maybe even Freddy and his snares, though I don't believe so.

    That's why I also hope the devs consider survivors as well when reworking maps. Pretty sure they did say they wanted to have more pallets on a map in general, just less safe ones and more mindgameable pallets, but I hope that the devs will buff the survivors juking and stealth potential on maps a bit as well.

  • @Blueberry said:

    This is why you don't see Clown in red ranks typically. You can apply this to like 75% of the killers as well though.

    https://www.youtube.com/watch?v=vhhpvy04ng8

    As he points out there a few things he could've done better but regardless those mistakes wouldn't have changed much.

    75% of the killers? That seems a bit much. Which killers do you mean exactly?

    For me the low tier killers that could need some buffs are Legion, Trapper, Wraith, Doctor, Clown and Leatherface. Maybe Ghost Face, Pig or Myers, but not sure about that. They seem alright.

  • @ThePaleKing_ said:

    @ad19970 Honestly after running it on Freddy that 55% slow down with ruin and his map presence. I think He's the contender. I have been running it on plague and she still struggles. But at least now they feel pressured to give me my power or suffer the slow. I actually think she might be more fair at this point. I refuse to run ruin on any of my killers now. I hate that perk so much.

    Yes I agree totally. Didn't really think about Freddy and his addons. 55% is just insane, didn't know it can get that slow. Honestly, I believe we really need an action speed debuff cap, don't even care if they buff Dying Light and Thana or not, and I'd be surprised if it didn't happen in one of the next patches, now that these values can stack like this. I feel like a 25% would be a fair cap. So survivors actions could never be slowed down too much. Healing speed debuff cap could maybe also be 30%, but repairing should probably be 25%. 55% repair speed decrease plus Ruin is just absolutely insane, and shouldn't be possible.

    Obviously the cap should only be for stacking addons and perks, since there are perks like Coulrophobia that have higher values and should of course still stay the same. But action speed debuffs that are caused by multiple addons and/or perks should only stack up to 25%, and no more.

    Honestly, since the devs themselves said that they are always very cautious about action speed debuffs, I wouldn't be surprised if they added a cap to action speed debuffs in the next patch. I do hope so. Better than if they come up with the idea to just nerf Freddy in general.

  • Wait did they nerf the range of shred? Because it didn't say so in the patch notes, and I personally haven't noticed any difference.

  • @Mochan said:

    They need to adjust the wiggle a bit though in my opinion. It's actually too easy to get to the basement on many maps. I have had killers bring me to the basement from two tiles away even though I was wiggling the heck out of it. And that's without Iron Grasp and Agitation.

    Killer who actually abuse these two perks will get basement games every game.

    Given how close hooks are to everywhere in this game the wiggle needs a little adjustment.

    Please no. Killers are already playing against time, making it a little more likely to escape the killer's grasp wouldn't be good in my opinion, since it can waste so much time for the killer if someone manages to escape the killers grasp, time the killer doesn't have.

  • It can be really extreme if you get unlucky, which isn't fair especially at low ranks. I feel like 4 or 5 seconds after you get a skill check you shouldn't be able to get another one. At least as long as Ruin is up.

  • I personally enjoy most of my matches at red ranks. Winning a challenging match is more satisfying.

  • @KittKatt said:

    @Mookywolf I have heard to play killer to see it from their perspective but the thing is, I only have gone against killers that just appear in my face. I haven't even seen a demogorgon yet. The spirit. I played against about 20 spirits. Welcome to Dead by Daylight. Where killers magically appear in your face. I like to think i'm a decent gamer that can catch on fast but man, play with your friends and get killers above your skill cap. Play solo and every one of your teammates hide and let you die. It's frustrating.

    I mean if it helps in any way, though I could imagine you know this already. But as soon as you hear the whooshing sound that Spirit makes when she is phasing and close enough to you, be prepared for her to appear out of nowhere and try and hide or gain distance from the gen you are working on if you are working on a gen.

    If you hear her heartbeat though, you won't hear the phasing sound Spirit makes.

  • @altruistic said:

    I played 50 games at R1 solo last season and kept track of every stat.

    I am a 5000 hour player since beta, and have primarily played survivor.

    I have over 9400 escapes and 36000+ saves off the hook. I’ve played Survivor, a lot.

    https://docs.google.com/spreadsheets/d/1Fmwuhlmag8s32myoqtKQvCxneF5WNWhRvE4bz6pWfRQ

    I only escaped 22/50 games or 44%.

    21/50 games were 4K’s or 41% of the time.

    Killers in a better place than it ever has been. Players here are just bad, for the most part.

    When people say killers aren't viable than they mean against really good or optimal survivor teams. Doesn't necessarily mean they are bad. It depends on the killer in the end though. Killers in general are in a good spot though, there are a nice amount of viable killers in my opinion. But when people complain about killers like Clown or Wraith, it's probably not because they are bad.

  • Old Freddy was fun, but it seemed like many people didn't find it fun to play against him. I'm happy with the new Freddy, mnore viable against really good survivor teams and more fun to play against.

  • @ColonGlock said:

    I just think at this point too many are distracted trying to get Spirit nerfed but I am pretty sure Fred will quickly become the most hated soon enough.

    Just keep playing OP builds guys, you are just hastening his rework.

    Doubt it. Nurse is also still the way she has always been, and more and more people have started to complain about Spirit, people are indeed able to want nerfs to multiple killers. If Spirit gets nerfed, I doubt people will start complaining about Freddy. If there are op builds on Freddy, then those builds need to be nerfed obviously, not Freddy. I believe most people will want to keep Freddy the way he is now. Might be wrong, but hopefully not. He seems like the perfectly balanced killer, with just the right amount of map pressure and chase potential.

    Unless survivor mains really all want any viable killer to be nerfed, then of course they will always go for the strongest killer no matter who it is. But I don't want to believe that.

  • @Supernaut said:

    https://forum.deadbydaylight.com/en/discussion/comment/725585#Comment_725585

    Pretty sure I've been detected from round a corner. My first stalk is always on a gen and am sure I've been broken out of it?

    Yeah maybe it's possible if survivors see enough of your Ghostface's body. I donÄt know, it seems inconsistent. Buf if you just see the head of Ghostface peaking past cover, I believe you aren't supposed to be able to reveal him.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/725585#Comment_725585

    In a Mexican stand off there wouldn't be one person crouching behind a rock lol

    Oh yeah right lol. Would be funny though.

  • @ColonGlock said:

    @ad19970 I ask as you seem to be talking from a killer perspective on it.

    As I said before his new kill percentages hopefully will get the devs to take notice.

    I am a killer main myself and even I can see that they made Fred a bit too strong. I played a lot of survivor this season to get fast games and it has made me empathetic.

    I agree with your cap on action speed regression idea but I am not sure that is enough.

    I'm trying to see this from both perspectives. As I said, a good survivor team should still have a very fair chance of being able to repair gens fast enough and extend chases long enough against Freddy to win. It is still a 4v1, and if Freddy is chasing one survivor, the others can repair gens. If Freddy teleports to a gen, which no doubt is a strong ability, the survivor who was being chased and survivor not on that gen can still make progress, at least after they have healed. I just don't personally see how Freddies powers are too strong for survivors to deal with.

    In fact, the majority of matches I've played as survivor against Freddy, most survivors escaped. Of course that's just my experience. But just looking at his power and the possibilities that come from his power and survivors possibilities, I don't think Freddy is in any way op. Of course this is just my opinion.

    Who knows what the devs will do, but it does seem like the big majority agrees that Freddy is fine.

  • @will_i_am_14_85 said:

    Have you ever had a Mexican Stand-off with a Ghostface? The survivor always loses :-P

    I can be staring and standing right in-front of him while he is staking me, I aint knocking him out of his shroud, but he for sure is one tapping me to the ground.

    But he was standing in the open, right? Cause you can't break Ghost Face out of his ability if he is peeking around a corner.

  • @xZeroStrike said:

    https://forum.deadbydaylight.com/en/discussion/comment/725410#Comment_725410

    https://forum.deadbydaylight.com/en/discussion/comment/725414#Comment_725414

    That's a fair argument. While I agree with the both of you, I do personally still feel it's a tad bit too overwhelming for solo players. (Just the pallets, everything else is fine and can be outplayed in ways other than "remember the entire map and pallet setup out of your head" or "don't get hit".) Freddy's pallets eventually turn into a guessing game with a 50/50 chance of succeeding it which, in my opinion, isn't very fun gameplay-wise.

    (Personal opinion, of course!)

    Understandable. It definitely is a power that is better against solo survivors than swf survivors. Personally, I got to say I actually enjoy matches against pallet Freddies, trying to memorize where real pallets are and where fake ones is a unique and fun challenge to me personally. I just don't seeing them getting nerfed because I feel like as Freddy you don't get that much values out of them. It can feel overwhelming as survivor when you use one of the dream pallets, but I've had games as pallet Freddy where survivor didn't once drop a dream pallet, making that power of Freddy for me totally useless. I feel like Snares are the stronger option actually.

  • @ColonGlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/725404#Comment_725404

    @ad19970 I have faced many Freds stacking up his strongest add ons with gen regression or healing slowdown. TBF even his greens are strong now.

    I played as him and was wrecking people not even really trying too hard with brown add ons and no gen or healing slow down perks. I can only imagine if I was using red or green and pop ruin ect.

    I mean the addons don't have that high values, but I can see it getting a bit too good when stacking with Dying Light and Thana. Which is why a cap would be nice. Everything else with Freddy is fine though, in my opinion. His teleport allows for nice map pressure, but it has a cooldown so it's not ridiculoulsy strong. And his snares are good for chases but definitely not overpowered, survivors still have counterplay and can extend chases long enough.

    A good team still has a good chance to win against Freddy if they are good enough on gens and in chases. Even when Freddy uses perks or addons to slow down the game because gens don't take long to repair. I do agree that a Freddy with Ruin, Thana, Dying Light, and his purple and green addons that slow down action speed is a bit much though, that's for sure. A cap to action speed debuff is needed. 25 or 30% feels right in my opinion.

  • It probably needs a total rework, getting grabbed off a gen without any chance of counterplay is just too much. Maybe have the phase sound be map wide, I think I read that idea somewhere. So survivors alway know when Spirit is phasing but they do not know if she's close to you or not.

    Simply increasing the rarity in particular wouldn't help, making it ultra rare won't make it any less op.

  • @xZeroStrike said:

    https://forum.deadbydaylight.com/en/discussion/comment/725365#Comment_725365

    Staying awake is a counter but a niche one. The only time you use a pallet is in a chase where you'll most likely be asleep or will soon be.

    I thought it was an add-on too but I versed a Freddy yesterday with 2 brown add-ons so I thought "pallets is a brown add-on? That's stupid" but then I checked and it was written in his power description.

    Not sure about Rainbow maps and small game. Rainbow maps can be good, small game will still be niche and a detriment to run in almost every game, unless you're not familiar with totem spawn locations.

    But you can try and memorize which pallets are fake and which aren't. Of course you won't be able to always know which ones are real and which ones aren't, but you also shouldn't be able to totally counter a killers power.

  • @ColonGlock said:

    New Fred's kill numbers are through the roof and I am sure the Devs will notice. His slowdown builds are just obnoxious, and although I admit it is fun playing as him, he is a bit too damn strong now.

    What exactly do you find to strong on him? His powers, or just his slowdown potential with his addons plus Thana and Dying Light?

    I do agree that it can be too much if you stack all of that, especially if you add Ruin as well. There should be a cap to how much you can slow down action speed of survivors when stacking addons and perks. 25 or 30 % would be fitting.

  • @jeyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/724403#Comment_724403

    He can still spam them while walking even without getting a little speed debuff.

    Survivors are automatically placed in dream state.

    It's not a drawback to be unable to place pallets in spots everyone know they can't be. Even if that was possible nobody would do it as few people would be tricked by it.

    A teleport that goes to any unfinished gen that doesn't even need addons to make it unlimited range. Broken.

    Yea he needs to be tuned down and have some sort of drawback to his utility.

    That teleport has a long cooldown. How is that so strong? Billy can chainsaw to any gen within seconds. Sure, objects that ar in the way will slow him down but instead his ability has no cooldown at all.

    And Snares slowing you down doesn't make you defensless as survivor. Sometimes you'll simply have to throw down pallets earlier, but then you force him to break the pallet. He can't place his snares in front of you while you are running away, so you need to try and just stay moving and not loop one loop for too long. That will probably get easier once maps are reworked to have more pallets again.

    There's definitely still mindgame potential against Freddy, it's just that he is actually dangerous if he finds you. Killers need to have a chance to down survivors fast enough to keep up with the gen speed. Which is why Freddy is actually viable at any rank.

  • Decisive Strike doesn't need to be an 100% anti tunnel perk and nothing else. I feel like it's fine the way it is now, it has counterplay.

  • Makes me so sad to see Clown get the most votes. I really hope he does get buffed in the future, but I personally don't think he is the weakest. His bottles do have some uses. Maybe I am wrong though.

    Once maps are reworked, Bubba might become the worst though, since more pallets means it's more unlikely to catch survivors out of position to chainsaw them, despite him also profiting from more mindgameable pallets.

  • @ThePaleKing_ said:

    I have been running it on my plague. I've mained her since she hit the test servers.

    Dying Light, Thanataphobia, Stridor, BBQ (If I have Black Incense or don't need BP I swap it out for a combat perk or Blood Warden)

    I used to run Ruin instead of stridor, but it felt like overkill. But I have seen a lot of survivors complaining about how awful playing a 15-20 minute game is instead of them just being allowed to power through gens. I still get hard looped at times and Dying Light sometimes never even gets going.

    With that said it feels like them stacking alongside ruin is really bad for the game. It forces survivors to cleanse or give me all that time to catch them. That or outright out loop me. If they can't I probably 4k.

    With 6 stacks of dying light and max Thanataphobia thats 34% slow down. That is a full dying light. I honestly think Ruin is whats pushing it over the edge.

    Freddy adds swing chains and thats 3% per survivor in the dream so 46%. Jump Rope adds 9%. That's 55% with just 6 stacks of Dying Light. With Ruin this doesn't seem fair to the survivors at all.

    Legion sounds like this should make him strong but it doesn't. He stacks knives and raises mending time from 15 to 20 seconds. He has to have momentum which is hard to get when he's play stabbing people to make them bleed. If he has momentum and is getting hooks it is potentially very strong. I'm unsure if it's on the same level as the other two. Needs more testing.

    Haven't gone again this yet, but a Plague with Ruin, Thana, and Dying Light does really sound like a pain. Another reason I would like to see these perks buffed and instead not have them stack at all or only stack until a certain action speed decrease is reached, so they are better on their own but can't become overwhelming when used together on certain killers.

    Heck I wouldn't mind if they added an action speed debuff cap without buffing these two perks, since it does reach a point where this combination can get quite crazy on some killers. Plauge is the main contender here.

    The only thing balancing this somewhat is that you are using 3 perk slots, Ruin for slowing down the game early and Thana and Dying Light for slowing the game down later on. But if Ruin stays the entire game, that can get very tough.

  • @Volfawott said:

    See the problem with dying light and thanatophobia is that you can never make them to powerful by themselves because they stack.

    Second you buff the numbers of thanatophobia you also buff combination it has with any other slow down perks.

    Same goes for dying light

    Now imagine you have Legion or plague ( two of the killers who have the most reliable at keeping survivors injured whether it's because it's not worth healing or healing gives the killer an advantage) running those two perks if they got buffed.

    Can you imagine the immense amount of slowdown that these guys could achieve very early on.

    Let's say thanatophobia got buffed to have a maximum 24% ( a number they tested with on the ptb)

    Let's also say dying light buff it give you 5 per token this is only a difference of 2 ( what's the harm)

    So with everybody injured and at least 3 hooks you already have a slow down of roughly 39%

    Whilst this is happening you could still have a ruin up

    the slowdown has already become so painful that you're probably going to start to get survivors just disconnecting or killing themselves on hook

    Lol this is actually getting very interesting. Does nobody read the first part of my post? Did you not read it? Not that I'm mad, I just find it uqite interesting.

    But as I've said in my post, I would only want these buffs if the perks either didn't stack at all or if perks that stack repair speed decrease had a max cap, like 25%. So no matter how many perks or addons you use that slow down specific action speed, it can't go higher than 25%, unless one perk alone achieves a higher value, such as Coulrophobia for example.

  • @jeyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/723204#Comment_723204

    After nurse and spirit are adjusted to proper power levels and the game is starting to get to a healthy place then freddy have to be next as he is yet another "no drawback" killer with unfun gameplay mechanics that cant even be called mind-games.

    Then the game will be in a better state for everyone

    I honestly doubt it. I can see Spirit being tweaked in the future, but Freddy is in a fair spot with both fair chase potential and map pressure.

    Killers don't need drawbacks as long as their power isn't op, and I feel like the vast majority agrees that he is in no way op. I also don't quite get what's so unfun about him. The fact you can't loop him? And on most maps most loops can't be called mindgames anyways since many pallet loops are just too safe.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/724303#Comment_724303

    Yeah but to be completely honest i kinda like the way dying light is now i dont really want to see it changed as for thana maybe a small % increase but other then that i think it stacks well with dying i dont know if i'd be a fan of taking the stacking away but who knows.

    That's understandable. I would prefer them being better on their own but not as good when together, but perhaps the majority would rather just keep it the way it is now. I'd be fine with that as well.

  • @Zoldyar said:

    https://forum.deadbydaylight.com/en/discussion/comment/712252#Comment_712252

    1.) I said what you are saying for how a suriviour can loop a killer so easily and how a suriviour can easily counter her. Can be the same as if a suriviour main talks about how a killer can prevent gen rushing.

    2.) In high rank games, a killer wouldn't spend most of his time chasing after one survivor for more than 80 seconds.

    3.) There are more unsafe pallets than safe pallets. If there is more safe than unsafe pallets than I would like you to show me evidence of the devs stating that.

    4.) No I mean if it is a good killer they wouldn't allow the suriviour to loop them more than three times in one area. Multiple killer mains such as tru3 and Monto confirmed this.

    5.) No you are just wrong if you think a suriviour can look you endlessly. There are perks to stop loops such as endurance and spirit fury so I don't know what you are on about.

    6.) Not if you are a bad suriviour because the range in which a killer can hit through vaults is massive.

    7.) Clearly you are not the one to play red rank games.

    8.) No your statement about suriviors doing gens while injured is stupid because what if the killer has perks to slow down gens while injured? Or what if the killer has the add on to locate suriviors that are sick? You are telling me they would stay Injured? I think you are ignorant.

    9.) I have no experience? Firstly, I don't recall you showing me any evidence of you being experience at the game. Secondly, I'm pretty sure I know more about the game than you do if you think a survivor can look a good killer main forever.

    https://us.v-cdn.net/6030815/uploads/150/ZKMJ6ADPDGQM.jpg

    https://us.v-cdn.net/6030815/uploads/775/YITR7HFWKD3Q.jpg

    I know this post is 5 days old, but I'm curious to know what you believe are unsafe pallets. No doubt the new map has many of those, but the vast majority of maps have definitely more safe pallets than unsafe pallets. Especially the Coldwind maps or the Yamaoka map.

    Would you call the many pallet loops on the Macmillan and Autohaven Wrecker maps unsafe? The pallets that are surrounded by junk, by boxes or by a huge car for example, where you can see the killer, do you consider those unsafe or mindgameable? Because the loops around the pallets are too big in order to be mindgamed by the killer. At least against good survivors that are able to time when to vault well. As killer, getting from a position, at which both sides of a pallet are the exact same distance away from you, to one side of the pallet takes too long in order to catch a survivor before he can just vault to the other side of the pallet. Of course that changes when the killer reaches Bloodlust 2 or 3, but that's an entire different problem.

    After those maps are reworked, than they'll probably have more mindgameable pallets than safe ones, which is good though.

    Maps like Lerys have a good balance of safe and unsafe pallets in my opinion.

  • @CrowFoxy said:

    Have you even faced a plague and Legion with these perks? It's miserable.

    With both at the same time? That's why I said they should only receive buffs if they didn't stack like they do now.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/724283#Comment_724283

    Thats assuming you dont have thana then yeah 15% but the point is the combination is really strong as is it does it job and stacks well towards late game i dont think it needs any changes.

    In regards to the obsession i usually just slug them for more pressure thats 1 person off a gen and allows me to find and down another one to start the stacking Process.

    Once again, I would only want buffs to those two perks if they didn't stack with each other or could only stack up to a certain percentage, like 25%. So an additional change before buffing Thana or Dying Light. I get that buffing those perks in any way and letting them stack the way they can now would be way too op.

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