danielmaster87
danielmaster87
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@ACERESS said:
https://forum.deadbydaylight.com/en/discussion/comment/3148988#Comment_3148988
Thanks a lot, now I can say that Oppression is almost same as Ruin, but worse.
I had so much hope for it when it came out too. Same with Eruption. Oppression's cooldown is just too long.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3148681#Comment_3148681
Yeah endgame DS was BS and I’m glad they got rid of it. At this point though I see no point complaining about anti tunnel perks when neither are extremely strong
They're plenty strong. That's why you still see people body blocking and going for flashlight/pallet saves, because their perks make them practically immune and don't deactivate from them doing those things. It's defensive perks being used offensively.
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@Itslat3ncy said:
https://forum.deadbydaylight.com/en/discussion/comment/3148772#Comment_3148772
This is were people get it wrong. The 1 shouldn't be stronger than the 4. The 1 should be on the same level as the 4. If the 1 is stronger than that's an imbalanced game. This notion that the 1 should be stronger needs to stop.
But then where's the fear? This game specifically is a horror game, so of all the games out there with this format, this game should have the 1 be a threat at all times, not just in the first 1/3 of the game. There have been too many matches where 2 or more of the 4 didn't pull their weight, but got out anyway just because their objective is so easy. That makes the 1 bullyable. The role that is mechanically harder should have an easier time through simple game balance, not be thrown into the deep end which is what these devs have done. Many people don't want to play killer because it requires time investment and skill development that, in 90% of scenarios, isn't gonna matter anyway.
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@GoodBoyKaru said:
This is a phrase I've seen used around very frequently, initially used in terms of Decisive Strike, more recently in debates around Off The Record and basekit post-unhook Endurance, and as of Project W, Reassurance. The general argument is that, during endgame, certain perks should deacitvate which hamper the killer's efforts of killing the survivor. I will try to keep my own opinions around any perks discussed here out of the conversation- feel free to look at my comment history if you're curious.
My question is, though, why should the killer get "free kills"? Because, in essence, disabling all of the anti-camp, anti-tunnel, and anti-slug tools that Survivors possess will equate to "free kills", where the Survivor team has very little they can do in terms of assisting a hooked teammate, which becomes progressively more likely as a Trial continues due to resources being consumed. Naturally, good SWF players on comms are able to bodyblock for each other and try and get their teammates to safety, but even bad SWF players or just solo queue will struggle substantially more without, say, BT or Reassurance to help with camping. And quite frankly, if you still can't get a hook after 5 gens have popped, you really don't deserve one, so the edge case of the killer having nobody on the hook nor having them been hooked the entire trial doesn't really apply.
So, why is it always that Survivors don't deserve "free escapes" and yet end-game camping/tunneling is justified because it's how the killer is able to score some last kills? Why should Survivors lose access to their tools while killers gain a massive boost to theirs (due to a lack of map resources)?
I'm genuinely curious why the argument is used so much- in my honest opinion, there are other arguments that can be used in their place which, at least to me, sound substantially less balanced.
If this post feels like a ramble and/or makes very little sense, I do apologise- I've been sat on a coach for the past 24 hours and caught an illness that's turned my brain to mush. Writing in grammatically correct sentences is about all I can manage right now, because my brain unhelpfully supplies every third word in German instead of English.
Because the role that's supposed to be the power role should never feel helpless. But you feel that way plenty if you actually care about winning as killer. Comeback potential, for example. The killer has to have everything go 100% right for them to bring the game back when they're in a losing position. But survivor? If they don't get all the gens done, they have hatch. If they don't get hatch, they now have gates. If they don't have gates, they can find a key for hatch again. You see what I mean? That's all base for survivor, but the killer has to equip a perk, sometimes multiple perks, just to get one second chance.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3146871#Comment_3146871
https://forum.deadbydaylight.com/en/discussion/comment/3147148#Comment_3147148
Last night I was running OTR, DS, DH, and BT.
We were on Shelter Woods against a Devour Hope/Pentimento Demo.
I was the first survivor to die, on the 4th hook of the game, with 1 gen remaining.
The demo went on to 4k.
Killers who want to win will always choose the most optimal play. It doesn't matter if the map favors the killer, or if the survivor is armed with anti-camping & tunneling perks, killers will camp & tunnel until the game is designed to prohibit those strategies.
I've been running this build in most of my games since 6.1.0 released, and it has done very little to help my situation. I'm either tunneled through all of my second-chance perks that I despise needing to equip, or I loop the killer so long that DS and OTR deactivate and I die in EGC because BHVR decided I don't deserve my easy escape after keeping the killer busy for 4-5 gens.
I really wish they would crack down on this problem--to seriously deminish the possibility of camping/tunneling netting the killer a kill. Survivors either escape because the killer lets them (by playing nice), or their teammates are the ones tunneled instead of them; neither of those scenarios feels rewarding to the survivor.
I want the devs to make tunneling and camping the worse play to make, I really do, but I don't think they can do it. If we somehow make tunneling unviable, to where you can win without doing it 90% of the time, what happens in that 10% of the time where killers need to do it to win? They just lose by default? It would mean going back to the same thing we've been fighting against for years, which is survivors getting out guaranteed once they're off hook and it's endgame.
I believe that a lot of survivors want to use their anti-tunnel tools to prevent themselves from being tunneled, but this is what I see too often at the higher levels: body blocking and flashlight saving, without fear of the killer being able to punish them, simply because they have that 80-second Off The Record and 60-second DS.
The best play for the devs is to make things fair, focusing on high level play only, by encouraging killers to leave the hook and rewarding them for that. People can call it a "free reward" all they want, I don't care. It means not destroying perks that let killers pressure gens and not giving survivors arbitrary advantages that are built into the killers themselves. Why was Pain Res nerfed if it only rewards killers who get multiple hooks? Why does Ruin deactivate after someone dies, as if the rest of the survivors can't win with it up at that point? Why do Twins have cooldowns and lengthy animations on everything they do? Why do Freddy's clocks let survivors wake up AND give immunity to falling asleep for a while? I feel like nobody questions this stuff.
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So you've got a person on hook, right, and the killer's face camping them. If the killer's smart, they're not gonna hit you until you go for the grab animation so they can hook trade. So what you do is you run up close, activate the perk, killer doesn't hit you, and you run away to do a gen. All this time, the other survivors have also been doing gens. Then when the perk finally ends and their hook meter starts going down, a second person activates it, rinse and repeat. That's how this perk is gonna kill camping. It's not a bad perk at all. Sounds like you just want something super overpowered.
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@Name_Unavailable said:
https://forum.deadbydaylight.com/en/discussion/comment/3146873#Comment_3146873
Is this the perk you guys asked to be nerfed million times to the point now is totally useless?
It's useless when you get dropped behind the killer and decide to run through/in front of them. People don't want to use the distance the perk gives them, or run to safe pallets immediately afterwards. They just decide to go down again.
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@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/3146876#Comment_3146876
But it is ONLY 5 seconds..
Without using a perk or anything. Compare that to before.
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They are survivor sided, but I think they're gonna take the sea of backlash around this perk to heart. I think it's an overreaction, what people have been saying about the perk, and I also can't see the perk getting buffed at all.
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DCer's gonna DC just like haters gonna hate. I think they just need to get good because killers like Doctor and Wraith are not overbearing compared to other killers, and have some of the easiest to pull off counterplay in the game. It just takes a little bit of thinking about what the killer can actually do to you vs what you can do to them. The main complaint about the Doctor being that he can use his ability to find you... I think that speaks to the level of people who are complaining about him.
The Doctor has problems with his detonation delay and the latency on his shocks hitting survivors, both of which causes them to get to pallets and windows that they really shouldn't. For that reason, you have to preempt your shock basically every time, and use shock delay add-ons to make the start-up animation not be so brutally slow. Also, those Doctor illusions and pallet illusions aren't fooling anybody.
As a B-C tier killer, the Doctor is fun to play as and against, but he needs a little help. I'd rather keep him mostly as is vs doing a Freddy-level rework.
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@Omans said:
It was always the strongest strategy, and now it is even stronger.
Can't believe the devs actually thought that useless 5 second BT would do anything to prevent tunneling.
I'd say 80 percent of games are the killer trying super hard to make their third hook a kill.
"It's ONLY 5 seconds of Endurance and Haste at base" never fails to put a smile on my face.
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I'm seeing plenty of complaints about tunneling, but rarely have I seen survivors running builds that would make them basically unstoppable. You can run Off The Record and DS for 2 layers of anti-tunnel, and after getting downed and DS'ing the killer your deep wound resets (meaning you can now use an Endurance perk again), so you can use Dead Hard for a 3rd second chance/anti-tunnel. For the 4th slot you could put Unbreakable, Adrenaline, Resilience, or Prove Thyself. And that's a handful for the killer, just 1 survivor running a build like that. I just want people to question that if you're not using the best tools available to you, why are you saying it's unfair when you know the other side is bringing their best?
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So they just have to listen to Disturbed?
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/3145304#Comment_3145304
A lot of those things did get fixed before they had to stop working on the game, everyone got servers be it pc or console so no more hosting, they put a DC system in and you could leave once you got your results be if escaping or getting killed and they put it in that you could pick if you want to be Jason more, Counselor or both but even if you picked counselor you would still end up being Jason at some point.
That doesn't make any sense to me, because unless all of the players in the lobby had their preference to counselor, why would it ever pick a counselor preferring person to be Jason?
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One tip I have for is if you buy 1 part of the outfit for real money, it lets you buy the rest for shards. I skipped on True Blight's cane and head, even though I bought his torso, and that's what it shows for me.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/3145309#Comment_3145309
They were till they buffed Jason once he gets rage only 4 things will stun him a gun, pocket knife, knocking his mask off or when you go to kill him otherwise counselors can no longer stun him and they reduced the amount of items they can find. They did put a system in place for people that DC all the time i can't think what it's called but if you DC all the time you would only get matched with other people that DC. Just before the lawsuit made the game come to a halt they put a lot of good changes and fixes into the game but they were a bit to late with the changes even without the lawsuit.
And I'd say that Jason was over buffed for that, him being unstunnable except with the shotgun, but I did like the fact that you getting stun locked makes your rage go up faster. It just feels like there's no DC penalty because every time I get on there, that's all I see. 1-2 people leave 10 seconds into the match. If the host leaves, everyone gets kicked out. That's why I don't play it much.
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It's funny how survivor streaks are always more extreme in numbers than with killer streaks.
Killer streaks: "50 wins on Plague!" "20 wins on Trapper!"
Survivor streaks: "75 escape streak!" "200 escape streak!"
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They did, but not because they buffed killer.
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I've seen both sides of the coin with new DS. Survivors who actually know how to use the distance the perks gives them, and not run inside/in front of the killer after they were dropped behind, have taken me on 20+ second chases afterwards. Meanwhile, the survivors who do exactly what I said not to do, and who run away from safe pallets afterwards, end up getting tunneled fast and then complain that their perk "is useless".
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Jill's RE1 outfit. A Luis skin for Leon.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/341979/killers-are-op-now
If you think this game is hard you will find F13th even harder there is no hooks, only one person can come back as tommy and you could be dead in a min. If Jason catches you and grabs you and you don't have a pocket knife or someone around to hit him then your pretty much dead and his abilities are a lot stronger then the killers here so have fun in F13th.
Counselors at the highest level in that game are by far the power role. It's just that you never ever see it because there's no matchmaking system. Also, no DC penalty, and you're getting constant people DCing.
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The game is nowhere near killer sided when you get to the level of survivors being efficient and knowing how to play. The problem with switching to Friday13th, as I've tried multiple times to do, is that the host leaving means everyone gets kicked out, there's no DC penalty, and not finishing a match (either the match getting disbanded or you leaving before the results screen) results in you getting no points or XP. Also, you can't pick when you want to be Jason. It's just chance.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3141062#Comment_3141062
Like I said, killers can literally afk at a 3 gen right now and win.
Actually, that's literally impossible.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3141052#Comment_3141052
Play a kick build with wraith with the addon that lets you see which gens they are working on. Every single time I have done it since patch someone has given up. It is to the point that killers can afk at a 3 gen and only play the last 5 minutes and come out on top right now. Something needs to be done about stacking regression perks and 3 gens.
There are two types of killers right now. The first stacks regression perks and the second tunnels.
Right, so you're basing how OP that build is off of people rage quitting against it?
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@Regulus47 said:
A simple change would be that the chains don't stop you from doing things like healing or gens, they just make you slow. That way he'd be a lot more tolerable in solo queue, instead of getting free 4Ks because the box exists. In return they can make his chain easier to hit.
The chains would be pointless then. Survivors can already power through the unhook animation after they've been hit with a possessed chain.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3143240#Comment_3143240
Yeah but Killers are almost guaranteed a 4k now days.
How do you figure?
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I just don't like notification bubbles getting in the way of seeing the survivors.
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What's weird to me is those perks y'all have on.
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@Chaellooo said:
https://forum.deadbydaylight.com/en/discussion/comment/3143247#Comment_3143247
he made this tier list not just by himself but also with his viewers. guess thats what people think about plague lol
I don't trust his viewers to have serious or well thought-out opinions about balance. They meme around too much, and say that "Because otz does streaks, killer is balanced."
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3143170#Comment_3143170
Freddy is dead. With the latest 39 perk-change-patch + DMS-Hardcore-Nerf, he is the biggest loser of it.
"His" Perks Tinkerer, Dead Mans Switch, Pop, Ruin got all nerfed or destroyed and now he has nothing for his Gen-Teleport left. Okay, you could run Call of Brine, Eruption, Overcharge and TInkerer (new one), but besides that, there is nothing left he could use. No TR-Perks, worst addons in the game etc.
For me Freddy is even worse than Myers (decent addons for different playstyles) and Onryo (can use Teleport even after 5 gens are done = NOED-Option + The Teleport is instant).
Freddys Fake-Teleport do nothing anymore without Dead Mans or normal Tinkerer.
Like Demogorgon, if survivors just play safe against him, he fails to even get a hit before a gen or 2 is done. The thing is that survivors know Freddy is a huge joke, so they just give him hits at loops to be greedy and not use pallets. I don't see how he was ever thought of as oppressive. He teleports to stop the gen, yes, but then the survivors run off and push a different one, same as with any killer. Doesn't matter if he got a bit of regression with Pop, Ruin, or Overcharge.
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@Phasmamain said:
It’s crazy to see Freddy below clown. People used to say he was S tier when his rework first came out which seems ridiculous now (I know he had slowdown add ons but without them he kinda sucked)
He was never even close to S tier. Nurse is the standard for that, and nobody comes close, which is why I consider Blight A tier, not S.
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Spirit and Oni were outrageously overrated, but everything else he put seems fine.
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@ImNotBobDylan said:
OP please record your solo Q gameplay and show us even a 5 game win streak.
The point is that survivors have the tools to win. If a random wants to ruin that, that's on them, not the killer. This misconception that survivors can't win simply because they're not SWF is absolutely untrue. If you have 2-4 efficient survivors, not babies or rage quitters, you will be playing at almost 4-man SWF level. The only reason solo survivors aren't going on 20+ win streaks constantly is because of poor matchmaking and camping Leatherface.
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@Hes1hp said:
https://forum.deadbydaylight.com/en/discussion/comment/3143496#Comment_3143496
Like bubba facecamping with dead lock?
I have yet to face this.
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It was horrible. But every now and then, it feels a bit like that. This game's optimization isn't great. Using your killer's ability, or having survivors unhook in front of you can randomly lag/stutter your game.
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@GentlemanFridge said:
I remember Mandy stating she was interested in getting the forums a Rainbow Bird avatar.
Just the characters/perks from the game is fine. I'd be annoyed if we didn't get those but got that.
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@Gary_Coleman said:
Where's our paychecks? I feel like I work for BHVR.
I'm not gonna work for free. Why would I report a hacker if it's a hassle and then they're not even gonna do anything about it?
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I want it, but it needs to actually work. I'm tired of swinging around the survivor when I'm right in front of them.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3143146#Comment_3143146
You definitely haven't been on the forum long. People are definitely asking for nerfs to prove thyself
They were asking for it to be nerfed before this update as well. It isn't new.
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Killers didn't have any crutches, but everything else, sure.
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@AvocadoPablo said:
https://forum.deadbydaylight.com/en/discussion/comment/3143964#Comment_3143964
The game is easy mode for killers. Survivors have to play near perfect to have a chance to win a match. Killers can get steam rolled the whole match and if survivors make one or two mistakes, they end up with a 3k or 4k. And that's with a bad killer.
Good killers usually steam roll the survivors no matter how good they are. See Hexy's stream and many other killer mains for proof.
What are you talking about? You don't even have to play perfect if you're running loops in a risky way instead of the safe way. The key thing is to keep pushing gens and don't waste time. No reason for their to be 3 people running to unhook instead of 1 going to unhook and 2 on gens. Survivors doing dumb plays like that, and going down in 10 seconds, is what causes killers to win, not because of anything the killer did.
Hexy and all these other streamers seem to get the easiest of survivors. I don't know why or how, but they just do. Their survivors don't do gens, they bait windows just to run into a wall, and they let the killer win while using perks like Spies From The Shadows and Mad Grit. How these killer streamers get away with playing so chill so consistently, I'll never understand. But trust me, they do not represent what high MMR killer is.
High MMR killer, for those who have never personally been there, it's brutal. You don't get to run whatever perks, add-ons, or killers. You bring the best or you get annihilated. Even when you bring the best, it's gonna be mighty close. There is no room for anything to go wrong. Too many jungle gyms spawn? You lose. You chase someone at shack? You lose. Someone brought Prove Thyself? You lose. They get 1 flashlight save? You lose. It's not fair. Too many people speak on this area of the game when they haven't experienced it and know nothing about it.
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@Phasmamain said:
So it’s not really a bold statement to say that Freddy is one of the worst killers in the game right now. He’s regarded as Weak, Uninteresting to play as and against and limited in his playstyles and perk choices.
So what can be done about him? As much as I would love to have old Freddy back it’s clear the devs have no intention of doing so. This lengthy rework idea I have is to expand upon his current kit by giving Freddy more proactive tools and a way to control sleep cycles more consistently. Note that the number can be tweaked since this is a recent idea
DREAM SNARES
- The Nightmare can now see the auras of his dream snares similar to how Trapper and Hag can
- The Nightmare can now use dream projection to teleport to an active dream snare. This will only cost 50% of his dream projection Cooldown and can be used when the ability reaches 50% charge. Cancelling a dream projection on a snare will remove 80% of the projection’s Cooldown
- Dream snares that freddy teleports to will shoot blood from the ground within a 12M radius during the channel time slowing survivors who are asleep by 15% lingeringfor 1 second after the effect ends and removing 30 seconds from their sleep timer if they are awake within the area after a teleport completes,
”These changes have been made to give the Nightmare the ability to control sleep cycles, Reward him for setting up snares in advance, and the tools to chase survivors more effectively. This will also make the Nightmare feel more proactive and engaging to play from the killer perspective”
DREAM PROJECTION
- Teleporting to a generator will now spew blood around a 12M radius during the channel time slowing survivors who are asleep by 15% and lingering for 1 second after the effect ends. Awake survivors will have their sleep timer reduced by 30 seconds if caught in the area when the teleport ends
- Cancelling the teleport action to a generator will now use up 80% of its Cooldown
- Hitting a survivor who is in the dream world will cut the teleport Cooldown by 5 seconds
”We liked how Freddy players were using the teleport in creative ways to surprise survivors during chase. These changes will encourage proactive play by giving Freddy a reward for teleporting during chase, the Cooldown change has been put in place to stop it becoming too oppressive in chase”
ADD-ONS
”Overall we feel the Nightmars lacks useful or impactful add-ons, Changes have been made to bring them more in line with the rest of the roster”
Garden rake
- Replaces dream snares with dream pallets
- Grants 10 Dream tokens
- Survivors who trigger a dream pallet have their aura revealed for 6 seconds and become hindered for 2 seconds
- Grants 100% bonus bloodpoints in the “Dream trap triggered” Score event
”We like dream pallets but feel they are difficult to balance when put against his snares, This change will make them a fun option but not a main stay in his add-on roster”
Prototype claw
- New effect: Reduces survivors passive sleep timer by 5 seconds
Paint thinner
- New effect: Reduces the immunity timer after using an alarm clock by 10 seconds
”These add ons were changed as we felt having 3 Dream pallet add ons was too much, They now give the Nightmare the ability to keep survivors asleep more consistently”
Class photo
- Effect now applies to all active dream snares and generators
- Dream projection now takes 25% Longer to recharge
”Being able to activate the area slowdown on all generators and snares is very powerful, We feel an increased Cooldown should be enough to compensate while still giving it a powerful ability”
Cat block, Unicorn block, Z block
- Effects now apply to the blood area from snares and generators
- Z block now applies incapacitated for 5 seconds if survivors are hindered by dream abilities
“This gives the Cat block and unicorn block more opportunity to activate, The new Z block will allow the Nightmare to stop generator repairs or totem cleansing with a well timed teleport”
Pill bottle
- New effect: If the Nightmare hits a survivor within 5 seconds of teleporting to a generator or snare the Cooldown of dream projection will be refunded
- Generators and dream snares no longer spew blood with in 12M range
”This add on will now give the Nightmare the ability to chain teleport hits but gives him much less leeway to hit survivors after a successful teleport”
Outdoor rope
- When using dream projection on a generator that is being worked on by an asleep survivor the generator’s aura will turn yellow
”We’ve kept the outdoor rope as a generator tracking add on but changed it to be more consistent on maps with walls that can block repair noises”
Jump rope
- New effects: Whenever a generator is completed by a survivor who is asleep it will explode in blood within a 12M radius slowing all asleep Survivors by 15% for 5 seconds within the area
”We like how the black box mirrors the Nightmare’s own teachable perk Blood warden so we’ve given jump rope an effect to match his perk Fire up”
Swing chains
- New effect: For every survivor that is asleep exit gates will take 10% longer to open
“Similar to jump rope this Add-on now complements the Nightmare’s own perk Remember me”
Nancy’s sketch + Nancy’s masterpiece
- -New effect: Cancelling a dream projection will preserve an extra 10% and 15% of the Dream projection Cooldown respectively
”These add ons will still focus on letting Freddy use his dream projection more often but in a way that fits his new design better”
Kids drawing
- New effect: Freddy’s lullaby now plays while survivors are awake, survivors are oblivious while awake
- Freddy’s terror radius will now play while survivors are asleep and survivors are no longer oblivious while in the dream world
”This add-on will allow the Nightmare to make use of terror radius based perks such as Coulrophobia or infectious fright while survivors are asleep”
I’m still in the early stages here and number will definitely need to shift but I’d love to hear your opinions and ideas regarding my rework idea for him! If you have any ideas for changes you would make I’d love to hear them too!
I just skimmed and it seemed like some decent ideas. The easiest solution though would be to undo the nerfs. Anybody who says that version of Freddy would be OP, in this day and age, needs to do a double take at what they're critiquing: an M1 killer with worse Clown bottles and a limited teleport.
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@ThatOneDemoPlayer said:
The devs are trying to move Killers into the "nicer" direction.
Problem is, is that they failed completely. They nerfed the few Perks that made Killers leave the Hook while buffing the ones that keep Killers near the Hook
You've been hitting it out of the ball park as of late.
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Why would I spread hooks out if I never win that way, and then I get tbagged? Especially when every single thing, even hooks being spaced too far where I can't get someone on one, is considered my fault?
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Bruh.
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That is absolutely true. The gens seem faster than before when you're facing efficient survivors, because all they got was 10 seconds added on. Meanwhile toolboxes and Prove Thyself were untouched, Deja Vu and Overzealous were buffed, and gen defence was nerfed across the board. Were some gen defence perks buffed? Yes, but those were the ones that require you to stop to kick gens and give the survivors a lead on you, and then someone can gen tap behind you anyway. Survivors do gens at a good speed at base. If survivors bring just 1 gen speed-up thing like a toolbox or Deja Vu, the gens go really fast. When they bring multiple, they go insanely fast. And survivors can just pre-drop pallets to buy the most time. But they can also be greedy and save pallets so they can use them in endgame, and the gens will still go fast. Whether the killer camps or tunnels doesn't change any of this.
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@tippy2k2 said:
So you're the one who actually likes RPD 😅
All kidding aside, there were very very very few people on either side of the coin that liked RPD. I had even said when it was first announced that the RPD was a huge place in the game and would be way too big for a DBD map and that was proven correct. I'll still play the map because I just let the RNG chips fall where they fall but RPD is very rarely an enjoyable experience for me on either side of the game...
The size wouldn't be a such a big deal if there weren't god pallets everywhere. I think most of the complaints about the map were from people who didn't want to bother to learn the layout. Literally play 5 matches on it and you should have it down.
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@Kweh said:
Hyperfocus is fine tbh, any console player running it trying to hit greats at max 60FPS is gonna be hella funny.
So another perk that only PC players can use.
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@Dead_Harder said:
Some people are completing gens solo in 45 seconds with the new hyperfocus builds. Imagine how much complaining thats gonna cause if people are already complaining about PT, which is basically a killer sided perk : D
How is it a killer-sided perk?
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3142349#Comment_3142349
I have barely any knowledge on old Freddy since I didn’t play back then, but I’d listen to @GeneralV (the old Freddy expert) when he says old Freddy was way better than people give him credit for.
It's just hard for me to swallow. It's not like Nemesis where he gives you a free sprint burst, but you did have to put survivors asleep before you could hit them, which they could reverse by failing a skill check, and you gave them a big heads up when you did put them to sleep. I'm not familiar with his old add-ons, but I doubt any of them changed this interaction.