fixblitzskin
fixblitzskin
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@RedGreenBlue said:
If Friday the 13th would come to Dead by Daylight, what power would Jason have?
There is only a few things I could think of.
He can go through walls and make a whole new opening for everyone.
He can break windows.
He has a teleport.
He can brute force himself through breakable walls and pallets.
In-built spirit fury.
I don't know what else he should have.
He is a pretty basic slasher mechanic wise in the movies. Myers could be a close comparison to how a simple classic movie slasher can be put in game. He doesn’t have something obvious like a chainsaw like bubba or the dreamworld like Freddy. DBD been out for so long so all the simple powers were taken already. Singularity has built in spirit fury enduring. While walking through breakable walls would be very fitting and should be in his kit it will not be so useful especially how walls are becoming less used in map design. However would be awesome for jumpscares in “the game” and breaking all the breakable walls at the saloon. He would probably have a teleport since he mysteriously gets to places like myers and imo myers should have a teleporting power as well. Breaking through walls and making new opening would be so cool but I don’t know how much BHVR is willing to add mechanic wise for killers. The last couple killers has me believe that they aren’t willing to program whole different mechanics for one killer and rather recycle. Houndmaster is like pinhead+ wesker. Dracula is like spirit, pphead, and wesker. Vecna is unique but his little powers are very simple things the most revolutionary one would be the orb since blocking pallets isn’t new ( blood favor ) moving fast has been done, and flight if the damn is kinda like artist. I’m really hoping that the FNAF chapter will add something we never seen before. If BHVR was willing to actually do massive coding for Jason yes breaking walls ( not destructible )would be so cool. Perhaps even having multiple different weapons available in locker as the game progresses maybe. Maybe this is ft13 game talking but somehow survivors hitting Jason with stuff would be cool but idk how that can be incorporated
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How the old houndmaster would be a direct comparison to slinger + weskers bound but after they changed it to how the dog just stays in place instead of bring the survivor towards you I would say she is more like a pinhead + wesker. But yeah slinger needs some buffs and I think he needs a total add on pass and faster reeling in speed. Perhaps the limits on his kit were necessary in 2020 when he came out but with stronger killers releasing his 110% shows. I think he can stay 110% if they made reeling reloading and aiming a bit faster and less clunky. The stun change and reloading movement speed they did was a step in the right direction. Overall I agree that he needs some buffs.
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@danielmaster87 said:
I like both licensed and unlicenced chapters. There hasn't been too much or too little of either. The only way I don't like licensed chapters is when they take a famous horror character, and make them super bullyable by survivors.
That’s I feel with myers but he’s just old. Xeno is strong but pretty boring
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860678#Comment_3860678
i haven't seen anything suggest that he is getting a rework. if anything, these changes…. are the rework. my problem with myer's especially in regard to his m1 gameplay is that he doesn't get enough chase capacity in tier 3 to be effective killer. his tombstone pieces make his tiering system rewarding but in practice, the killer should have be playable as m1 killer without needing mori's to gain reward from the power.
I really hope this is part of BHVR new philosophy of temporary solutions while we wait for a rework. They done it with skully, perhaps chucky and now this.
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@OrangeBear said:
Honestly yeah the tweaks were good at making him a bit smoother to play, but he still has no real chase tools. It often just feels like you are following survivors around for them to drop pallets instead of chasing them.
I imagine he is pretty good for beginners but he's not very engaging for me who has thousands of hours.
Also the frustrations with tombstone add-ons were not really addressed at all. The ultra rares probably take too long now, and tombstone piece seems to be better than before because it requires proportionately less evil.
Overall… hopefully the rumours about him getting a rework further down the line are true. Well, i dont think he needs a complete overhaul or anything but he needs additional tools i thinkWhere did you hear about this rumor. I’m watching a tatariu video and he said that he heard a rumour about myers too. But I never heard of any. Also I hope if they do rework him that they make tier 1 accessible again and better. For it can be a deliberate choice in being in tier 1 for that undetectable.
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@tyantlmumagjiaonuha said:
The act of hanging a survivor on the hook has become the key to getting DS or OtR used, and the gen regression perk associated with hooking has been weakening over the past few years.
Also, the hook stage time has been increased by a total of 20 seconds, and with perks that manipulate the hook count, there is almost no incentive to hang a survivor on the hook by bringing him down.
The inability to protect hooks and gen, the addition of base kit buffs to survivors to prevent them from camping tunnel as much as possible, and the neglect of OtR have resulted in the current slugging meta that continues to severely limit killer play.
I know a lot of perks are activated by hooking and wanting to just bleed everyone on the floor to not see them makes sense but the game is blanced around hooks. Perks, powers, pressure etc are all tied to hook. 4 man slugging to me is an error in game design not a strategy. Slugging a person who trying to force ds or is under a pallet with power struggle make sense and are accounted for when designing perks which is why unbreakable exist. But when you just four man slug the entire game it is so easy and effective because it is an error in game design. I think they are going to address 4 man slugging bleed out playstyles not slugging for the 4k. Who knows though.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858338#Comment_3858338
When I said he'd have a teleport and stealth, I meant in addition to his stalk. I doubt he'd have just stalking as his only power today.
I agree that he'd have his mori base kit some way, and yeah it would be very uncommon to see in game haha.
True actually, they haven't released an insta down killer in a long time. So he probably wouldn't have an insta down then. I don't think he would even have Tier 1 anymore if he released today and just start in Tier 2. But at that point he probably wouldn't even have Tiers and just have his normal form and his super stalked up form.
And his stealth would probably be a much bigger part of his kit as well. Aside from Tier 1, current Myers' only 'stealth' aspect is a reduced Terror Radius. If he released now he'd probably have some way of activating Undetectable for a short time.
Always thought a way to go back to tier 1 would be nice since once you leave it you can’t go back.
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@BlightedDolphin said:
He'd probably have a teleport in someway to reference how he just suddenly vanishes and reappears and his stealth would also be way more than just a reduced terror radius.
Tombstone definitely wouldn't exist but I could see him having a second mori like Onryo and Pyramid Head a part of his base kit.
Some sort of teleportation would be awesome. They messed with terror radiuses more often in the past. Pig and deaths linger used to have them different
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Also bhvr has been touching these killers so hopefully they get more changes in 2025. Base kit ourple chili for bubba , basekit partial brown addons for Ghostface, upcoming freddy rework, and Myers buffs are all good things that helped these legends.
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@NarkoTri1er said:
it should stay a scourge hook perk. Why? Because that's literally what makes it good (if we exclude bad scourge hook placement rng sometimes). You definitely don't want every hook to be able to proc it because quite often, you'd end up in a situation where you'd waste a token on a gen that is not even 20%.
Pure knowledge of when to hook a survivor on scourge hook and when not to is why it's still the best slowdown perk.
Good point. I use them asap since most games the first minute or less the winner is determined . Or at least that’s how I feel when playing killer.
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I thought i was the only one lamao.
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@MechWarrior3 said:
When it comes to the health of the game, balances on perks, killers, reworks. Are we going to be able to get these more often?
This seems to be the biggest gripe people have with the game in terms of frustration is how LONG everything takes to get done. Maybe the process needs to be more refined, or maybe it’s due to employment I have no idea truthfully but I hope truly we can really make further progress.
I have started to see more of that this year for sure but at the rate we get content, all the maps, perks and killers, this game needs more QOL.
We need more giant perk QOL changes. They did it to a bunch of healing perks and made them useful. They also did it with a bunch of killer perks that had ridiculous cooldowns. I want more perk number changes two I can think of is increasing the time of cruel limits from 30 seconds to 50-60 seconds and decreasing ultimate weapon cooldown to 30 seconds. UW at its current from isn’t close to how it was so I don’t think 30 second cool down would be bad. Basekit changes should be added like how purple chili was to bubba. I want more of this for 2025. I also want addon passes for pyramid head and deathslinger (iri iron is so bad )
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I love when mechanics are added that open up new perks. My favorite is the obsession mechanic by far the best perk mechanic they ever had. Lots of my favorite perks exist becsuse of the obsession. I just wish other mechanics were as successful. My 2nd favorite are scourge hooks. It allows for stronger effects with more risk or dependence on a 2nd perk to get consistent value. I always thought that was a interesting perk type idea a perk that requires 2 slots but has a strong effect. There are plenty of failed types that aren’t strong like boons, hexes, invocations, and teamwork perks. I want them to Revisit these perk types and make them good or add something else. Something like the obsession or hex totems
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is there only motion blur on that map? Also yeah the frame rate is awful on Xbox series x. House of pain on haddonfield also has awful frame rate
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yeah it’s really bad at the main building
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853722#Comment_3853722
In this regard, I like the approach to knight addons more, bronze addons are associated with general numbers for the ability, yellow ones are associated with the chase, green with statuses, purple and iri for all sorts of unusual things that expand the functionality of the ability, it seems to me that more addons should follow this logic , not just +5 strength +10 strength and purple +15 strength
Number addons are extremely boring. I like when addons changes the way the killer plays in meaningful ways. There was a post not long ago on here that suggested some fun addons for myers
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@MrMori said:
Like you mentioned, now that Lock of Hair got buffed to need 50% extra stalk on the first tier 3 for 40s extra duration, why not buff the Hair Bow, Hair Brush and Blond Hair to require less than 50%? So instead of direct downgrades they're kind of sidegrades. It's a little boring with addons that are just directly worse than one another and there's no reason to run the weaker versions. Wraith comes to mind.
That's how killer addons were made in the past. The same effect but worse # depending on rarity. Pretty boring. Freddy has some of those. I would love an addon it can be green or yellow that it adds 12 seconds of evil within 3 every time you down a survivor for I can pick them up and hook then without losing tier 3
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@Devil_hit11 said:
Michael's lore is that he's obsessed with obsession. Laurie. Much like how hag has 3 hexes perk, Michael has to have 3 obsession perks. there is 0 chance they will remove obsession from Michael's perks. It is lore accurate.
I have no clue how to improve the perk. Maybe increase the number to 4% and make so obsession is affected by the perk.
Obsession part is there. Its the exact same word by word from how it is rn except its 9% and not 3% and you gain them from hooking a survivor on a scourge hook.
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@SidneysBane1996 said:
I was skeptical this would be enough at first but I am so pleased by these buffs, he feels so much less clunky and slow now. I no longer have to use Walleye's Matchbook every match just to fix a slow power recharge, and I no longer have to waste as much time sitting and spending precious seconds stalking when I could be gaining more Stalk from further. I mean I was able to get a third of a meter off of Stalk before being Revealed, and the Shroud at 17 seconds cooldown means he's not so hampered by losing it anymore. It really is an improvement. It also feels like you tweaked his reveal to be less sensitive again, which helps a LOT with him. Thanks for showing him some love. :)
Now please, fix the lean mechanic and maybe redo some of his addons? I think he's more than due for another addon pass. He's nearly perfect, just needs a few more changes. I hope you will consider those for the next patch or hotfix.Those add ons that prevent a couple seconds before breaking out of stalk is so boring. I would love an addon pass
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@Iron_Cutlass said:
https://us.v-cdn.net/6030815/uploads/8FUHPZ4F50WE/screenshot-from-2024-12-07-19-32-20.png
I sure do love being Bleed out for 4-minutes when the Killer can just end the game. It would be nice if there was some level of agency from the Survivor's end to deal with this issue. :)
Also yes, as you can imagine, the Killer did ye ole' W + S on top of me, nodded, and threw hatchets at me while I was on the ground.
(Also since I know someone will look at my perks and complain in some shape or way, Im going for the Left For Dead achievement and Im using Sole Survivor and Wake Up for the increased Gate Opening Speed. Adrenaline and Hope are there in case I get caught opening the Gate I can hopefully make it through without going into the Dying State.)
I think being able to hook yourself should be an option when slugged. It be useless to abuse because why would you do that when you can get picked up. It would only be useful when your slugged indefinitely
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@DNet89 said:
I agree. I ran an all scourge hook build with Compass, Hangman's, GoP, and Floods and turned alot of regular hooks into Scourge hooks and still didn't get much value.
The funny thing is the devs said when they buffed it from 6 meters to 12 that it would be to strong if it applied to all hooks and that's why they made it a Scourge Hook
I hope they buff it. It would finally be good. I love jagged compass and the potential future of scourge hook perks it brings
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@jesterkind said:
I think the concern there is that chests share the same spawn points as some killer objects, like Jigsaw Boxes and Sadako's TVs.
Maybe they're working in the background to separate those so more chests can safely be added? If they're not doing that now, they would have to before adding more chests.
I think they design maps with 13 chest spawns since survivors can all bring coins and killer can bring hoarder. What they need to do is change the coins to accommodate 6 chests in a trial or Better yet remove coin offerings for human greed can get a buff and have 2 chests spawn. Leading for a maximum 10 chests a trial. They even have 3 extras spaces to add chest adding abilities to other perks or something
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851773#Comment_3851773
Weave and Distortion are two good examples of perks that were nerfed in such a way that they're not trash now.
Weave slightly less so, granted, but that perk still has its use cases. Distortion, though, is just flat out still a good perk, no two ways about it.
Most perks are still perfectly worthwhile after they're nerfed, overall. There are exceptions here and there, but for the most part things don't really stop being viable just because they were nerfed.
Idk why they touched the aura radius on weave if they can see their items. COB and ruin are pretty bad but it was because they were part of a past meta that behavior didnt like. I think ruin should go to 200% and COB to get a buff of some kind since you can only kick the gen 8 times
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@UndeddJester said:
I'm constantly shifting my build anyway so I never get too comfortable with any particular perk or playstyle, so I'm never too attached to any perk.
I suppose I do stop playing perks that are about to change via nerf subconsciously, mostly out not seeing the point of putting some miles on it when whatever value I will see/learn will be made obsolete soon anyway.
Yeah im not putting anymore miles on freddy at the moment. I bet his rework will have some of his current kit but most likely going to play completely different
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851747#Comment_3851747
That's only one example, though, not the norm.
I also think Ultimate Weapon was massively overhyped from the start, but that's neither here or there in this context.
Well weave is kinda butt. I dont use it anymore. I also don't use distortion anymore I stopped using it when it was on the roadmap to get used to not relaying on it since its gutted but I understand why it was nerfed. Its pretty common for perks to go from god tier to trash in one patch.
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@jesterkind said:
Not really.
Pre-emptively avoiding things that have announced changes only really makes sense if you assume the thing is very likely to be worthless after said changes, which doesn't happen very often. It's usually a fair assumption the thing will still be worthwhile afterwards.
Plus, it also assumes the changes will be nerfs, which isn't always the case.
ultimate weapon was nerfed mega hard. Sucks too it was a cool perk. I used that for a while as my only tracking perk
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Hangmans trick has always been pretty bad but with jagged compass it is actually useable. If you buffed this perk before jagged compass it would be useless but a buff to 20 meters would be good. Pair Hangmans trick, floods of rage, gift of pain and jagged compass you got a pretty decent build. You can hook surivors on non scourgehook all match and get benefits of FOR and GOP while increasing the coverage you get with hangman's trick.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850173#Comment_3850173
Wouldn't that render Dominance obsolete?
Dominance could be mid game protection like deadlock.
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@danielmaster87 said:
Run Counterforce instead. Small Game is trash.
One day it will be in the shrine.
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@vBlossom_ said:
No, Thrill should be reverted back to 10% as it was fine there.
Idk why BHVR added buff, BBQ didn't get any buff after removing bloodpoints incentive and Prove even got Nerf.
I don’t think a full revert should happen. I think it should go to 11% or 12% leaning more to. 12%
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Yeah. P100 in itself doesn’t matter but for survivors the characters are all different skins. So they dump bloodpoints to one character and have the ability to run iris everygame. Syringes are stupid strong especially how perks like cleanbreak and moment of glory takes 60 seconds meanwhile syringe takes 24 seconds. BNPs too. For killer there are different killers to level up making p100 less favorable. P100 killer are actually imo a massive waste of bloodpoints unless you only play dbd for 1 character. The only characters I would p100 would be trapper becsuse you need that one Iri to have fun but that is not worth not putting bloodpoints in demo, myers , blight etc. Addons need a look over. Personally I think syringes, styptic agent and bnps need changes.
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I always spin my character around and yeah I noticed it immediately. Very annoying.
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had subtle speed hacks done to me with multiple survivors using overcome to mask it. The game right after ward was a sable with no collision doing gens right in front of me. Couldn’t hit her and after the Gen was done she speed away across the map. I was done for the night after that
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@SuspiciousBrownie said:
A Dev on here named Mandy said specifically that the Trailer has nothing to do with the swamp rework and is an environment just for the trailer.
mega lame
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847832#Comment_3847832
All year?
I disagree, friend. Here is my counterpoint:
https://us.v-cdn.net/6030815/uploads/OTSDNY73T3ZU/image.png
This one was way better, imo.
i like spooky mansions. RE1s spencers mansion is so cool. Wished they used that instead of RPD or they added that in the 2nd re chapter
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@Caiman said:
I hope you're right, because the current backdrop with the creepy manor and gloomy bog looks great and I'd love for the swamp maps to look like that. A proper pirate hideout map for the Houndmaster would be fantastic as well.
The background is the best we gotten all year. The movie theatre was nice but the manor is so cool
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@Nazzzak said:
My theory was always that the rework was going to happen at the same time as Project T's release, since the game was set in the Backwater Swamp. They're probably just trying to find the best time to release it amongst everything else. Or it may have needed editing since Project T's cancellation.
thats a good reason. I forgot about the whole project t thing. The background of the houndmaster looks so cool so hopefully they will release it sometime soon
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846795#Comment_3846795
To be fair, I am really not sure if these forums here are always such an accurate way to determine if a change was a buff or nerf either. Especially this early on.
Fr
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@DyingWish92 said:
Stalki boi doesn't think the change is a nerf.
He’s one dude. Not an accurate way to determine if it was a buff or nerf
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@xemogirlxalexisx used to alt f4 when I saw map offerings but every game started to have offerings and I was loading more than playing. But at least this won’t happen as much .
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@MissiCiv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846644#Comment_3846644
that's just a band-aid fix… you are sacrificing your BP offering to have a NORMAL game
Ill take a bandaid fix over nothing at this point. I’m just glad
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@Spare_Them_Mori_Me said:
Removing map offerings would be amazing for the game. Not one side or the other, but for the game as a whole. I support this.
We got it. Sacrificial wards are brown now.
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@Devil_hit11 said:
i think problem is 60 timer is too long. it should be 45 or 30 seconds but than it could replace exhaustion perks or stack with them with little downside.
Out of all the healing passively perks and addons MOG seems a bit odd. I think clean break is a worse syringe but it can still be used and get value but that’s probably because syringe is too strong. MOG activates when you lose a health state so It should heal you in chase but 60 seconds is to long maybe 30 seconds would be good with the 2 chest requirement
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@jesterkind said:
I don't think it's strictly worse. For one, if I remember the PTB correctly, you get an unlimited number of heals from it, you can charge the perk back up again after you've used it once.
Also, don't syringes take 24 seconds? It's affected by the penalty from the medkit that activates it. Still quicker, of course, but still.
It's a bit closer to Solidarity, which lets you reset with two injured survivors quicker than normal. The differences being, you don't need to also be injured when you charge Clean Break which makes it easier to use at different points of the match, and Clean Break allows you to skip any downtime for getting yourself healed since you can just be tapped and go on your way to do generators while you're being healed.
It's a niche perk, to be sure, but it does have some legitimate applications. It being repeatable makes it comparable to syringes alone, even not considering everything else.
60 seconds seems a little too much. Maybe 30 or 40. I don’t think a addon should be a better alternative than a perk. Ik it could be used multiple times but realistically maybe you will use it 1-2 times a game. Niche perk it is
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@GeneralV said:
Map offerings aren't the problem, the map themselves are.
No killer wants to see The Game, no survivor wants Haddonfield or one of the Coldwind deadzones. If the maps were better balanced, something like the good old patch 3.7.0, we wouldn't have this issue.
I mean sure obviously the maps are the problem but realistically behavior is not going to fix 8+ maps. Removing the map Offerings would be easier and something They can do in a single patch.
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@Brutha said:
REMOVE. THE. SLEEP. MECHANIC.
This single mechanic is what holds Freddy back, making him weak and boring. Think about it: when survivors are awake, you're essentially playing against a powerless killer, which is not only unengaging but also reduces him to a basic M1 killer. This creates one of his biggest weaknesses—being ineffective in chase.
By simply removing the sleep mechanic, most of Freddy's issues could be resolved. It would make him less boring because players wouldn’t spend half the game looping a killer with no active power. While his power might still lack excitement, at least he'd have something meaningful to use during chases.
Yes, the sleep mechanic adds a hint of uniqueness, but it ultimately restricts creative design. The developers are stuck working around the awake/asleep dynamic, which doesn’t fit a game like Dead by Daylight. If the Dream World were just a default state, Freddy could function more effectively, and the devs would have more freedom to innovate with his power.
Edit: I am aware it could be reworked or something I'm not saying it absolutely HAS to get removed (I do see it as a issue regardless)
Choy had a video that said this. I like his sleep mechanic. I just want a way to force them to sleep instead of waiting when chasing. I also love the dream world so it be so sad to see it go
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@No2Loser said:
Mine is Every Wesker Match Ever by RABLATS
His animations are funny. His Recent Myers animation was hilarious
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Hangman’s trick should have a lingering effect it be like an alternative to bbq
Floods of rage aura increase is alright but floods of rage is pretty good rn
Monstrous shrine should keep its effect and get a buff instead from 20% —> 40% to make up the nerf it got when hooks got increased by 10 seconds. And that effect should go to another scourge hook
Pain res originally had no tokens at 15 % and it was pretty strong so I don’t think it needs a buff especially with the new scourge hook that was on the ptb that activates scourge hook effects when unhooked on normal hooks.
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@ad19970 said:
I personally disagree. The buff to the hook timer was for good reason, a perk shouldn't counteract this buff completely.
The buff was for camping. No one had an issue with monstrous shrine for 2 years with 50 second states because this perk is hard to pull off. It requires basically an entire build surrounded on it, RNG hook spawns, you can’t camp with it and it tells survivors they are on a scourge hook by putting a debuff icon on the bottom.
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@danielmaster87 said:
I think it's a bandaid perk for a broken mechanic. The problem with scourge hooks is that they're almost never spaced properly, the result of which is a killer equipping a perk(s) and not being able to use it due to RNG, not even due to something they can control or something the survivors do. There's several solutions for this. Code the scourge hooks to be evenly spaced. Get rid of the scourge hook mechanic altogether, and just give killers the benefit of the perk whenever they get a hook. Or make the first few hooks the killer uses turn into scourge hooks. But no. They did the copout solution and just created a perk for it, the same way they created Shattered Hope. My view on this perk is negative for these reasons; I don't really care what the secondary effects are.
I had a little section in this post saying I could complain how this is a bandaid perk but RNG is something BHVR have never been good at so this is better than nothing
