gibblywibblywoo
gibblywibblywoo
About
- Username
- gibblywibblywoo
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@hentailord said:
https://forum.deadbydaylight.com/en/discussion/comment/2037201#Comment_2037201
I believe spirit need time to learn for me its hard tracking a survivor with only scratch mark and sound specially because of the chase music but in general M1 killer can use the same 4 perk and do well because of the movement speed and solo queue but they cant do ######### vs a swf who communicate my opinion and the mmr test prove me that.
For blight i think people judge him to fast at the start the collision were a nightmare and they finaly fix that and the FoV is bad and its getting fix next patch so i think you will see more people play blight specially the console user.
I have no opinion on nurse because im bad with her and i dont think shes worth the time investment for this game because you have no reward for doing well.
I disagree on Spirit. A SWF can't do much against a good Spirit that can consistently end chases in about 16 seconds tops. But maybe its just because I had been playing for a while when she came out. If someone started DBD today I admit it would take them a while to understand her but that goes for most killers. Once you have some knowledge of survivor habits she'll become very easy.
There is a high reward for learning Nurse, its that the game becomes unloseable. I know a few players who actually stopped playing her outside of private matches as she just turns the game into a joke. A good Nurse is very impressive and takes an incredible amount of knowledge of how good survivors play aswell as fast reactions.
That said, knowing that thats whats waiting for me if I learn her is actually whats keeping me away, feels like just cheating yourself out of the main aspects of DBD gameplay.
-
@FattiePoobum said:
https://forum.deadbydaylight.com/en/discussion/comment/2037196#Comment_2037196
How can you say that’s not what happened?
l have seen no Billy’s today or yesterday.
You are missing the point, the changes they made to him have made him unplayable for the majority of players.
those addons may have carried bad players but at least people were able playing him
now no one plays him except the more skilled player.
this isn’t about being elitist it’s about killers being viable for everyone.
You aren't seeing Billies because people played him for an easy ride. Not because they were good at him or liked his power.
Think back to those billies you used to play. How many of them used charge speed add ons or patrolled hook whilst revving? Probably a good 90%. You can still play Billy just fine you just need to learn him.
The ranking system and this new MMR exist for the very reason you're describing. Bad at Billy? Well you will most likely play against bad survivors to even it out.
"Unplayable" LOL. You're the type of player to call a FADC into super "cheating" in a fighting game.
-
Side angle blinds seem almost completely reliant on if Shadowborn or M&A is in play in my experience. Then again theres been times where I've been blinded by a beam I cannot physically see in my FOV.
-
@hentailord said:
https://forum.deadbydaylight.com/en/discussion/comment/2037091#Comment_2037091
The thing is most main billy find him bad the overheat have nothing to do with it its only because most of his addon come with a huge downside.
Another example is the nurse nerf her addon need to got nerf 5 blink was too much instead they just killed her and you need 2 addon to have old base nurse back but shes cripple with bug
The Nurse nerf only made her harder to learn. I've spoken to several dedicated Nurse mains and they said it had no effect on their playstyle.
Also no one in their right mind would try to argue that 5 blink Nurse was even remotely fair. Literally a triple second chance add on combo.
People stopped playing Billy for the same reason no one learns Nurse and people complained about Blight week 1. Most killers nowadays don't want to learn a killers quirks, they want to throw on 4 perks with minimal effort and win the majority of matches because lolsoloqueue. Look at the Spirit and Freddy pick rates.
-
@FattiePoobum said:
https://forum.deadbydaylight.com/en/discussion/comment/2037091#Comment_2037091
Exactly my point
lf you nerf a killer to the point where only the best can play them, then you rarely see them again.
Except thats not really what happened. All they did was remove insta saw, which carried bad players and just encouraged assrevving. Overheat was unnecessary but a common offering all but removes it. I've seen 2 Billys overheat ever.
-
@FattiePoobum said:
https://forum.deadbydaylight.com/en/discussion/comment/2037066#Comment_2037066
This is true
lf they nerf Freddy he will be hanging out with hillbilly.
They never slightly nerf a killer they usually make them unplayable or a joke.
Billy only became unplayable to players who were carried by his add ons. He's toughter to play now, sure. Because you have to actually learn his power.
-
No double hooking unless its the endgame and its the only option.
If a survivor saves me from my final hook and they're hooked in the endgame I do what I can to save them instead of myself.
If NOED is active and the gates are open we are no longer teammates and I'm out.
@AsherFrost said:
1. No. Returning to the hook is just good sense, especially if the killer has nurse's calling and can see people healing. Never ever assume the killer won't come looking for you if you just saved someone.
2. Also no, at that point the objectives the killer should have been watching are finished, the only real chance he has of turning the match around is playing the hook.
The only "code of honor" should be among survivors. Help and watch out for your teammates, and don't work with the killer. If that means blocking the killer from reaching the hook with a survivor via pallet, flashlight or your own body, so be it. If it means rushing gens so everyone can get out, so be it. If it involves using a key to try for the 4 man hatch instead of risking the gates, so be it.
Too many people have this idea that they can tell the other team what is and is not acceptable for them, to me that would be like Tom Brady telling the opposing team they aren't allowed to sack him during the game. Just doesn't make sense.
While I agree that sometimes returning to the hook is the only option if you can't find anyone or don't have BBQ. Experienced kills mostly won't do that if there are other gens being working on as its throwing away gen pressure to chase 2 players who aren't on gens.
-
Losing on hook is why I've never used it. It's nice when another player has it but its not worth using over bond or kindred to me.
-
The game isn't and most likely never will be properly comp viable. There's too many design oversights baked into the game. Like randomised map RNG. You think that would stand?
One team gets 16 pallets all spread evenly and the other gets 12 all on one side of the map? No thanks. That doesn't even mention perks or killer tiers.
Remember Hexys "best of the Nurse featuring Spirit" tournament? No thank you.
Most modern esports games like OW or CSGo are designed from the ground up with it in mind.
-
Nia
Twins
Right now a mixture of Doc and Blight
Was Jane on console, now Yui on PC
I think that'd be weird and no matter what they do with it some people would be disappointed
Freddy or Twins, just find both incredibly dull to play against. I don't even enjoy it when I win
Nancy players because they all play like they're drunk or have just undergone lobotomisation
Preferably neither, I like the reeling aspect of Deathslinger though I don't really the instant ADS aspect
Devour hope is a lot of fun when it pops up at 3 tokens and terrifies all the survivors
Survivor, probably something simple like Fixated. Killer I dunno. I guess I'll be basic and just say BBQ or something.
-
@HexSoLonely said:
So, given the fact that BHVR aren't implementing cross progression for consoles (but they're doing it for Switch... Amazing... How many people play on Switch exactly?), I've had to start from scratch on PC as my PS4 has died. The grind is absolutely absurd, as we all very well know. But what's equally frustrating is getting matched against high ranks all spamming meta perks... When you only have 2 teachables unlocked... This is not only incredibly unbalanced but also frustrating and just a painful reminder of the disgusting grind you've got ahead of you. WHEN are the Devs going to address this? Can't imagine how awful the experience is for genuinely new players. What a mess.
Know that feel brother. 3 years on Xbox. All DLCs and tons of cosmetics. Down the drain for PC. I planned on continuing both but the pathetic performance on Xbox and years of lies about fixing it turned me away.
I waited to buy all the DLC on sale for PC. So far haven't bought the last chapter and probably won't buy this one as both have been pretty lame. Also not buying any premium outfits ever unless cross-save is added and I get my old ones back. Shards for everything.
-
That's pretty silly. Afaik there's no physical or monetary reward. Just the outfit added.
-
@Pilot said:
You could make this to look more appealing...
----------------
MMR is a double edge sword.
Its lose/lose. Right now I'm not enjoying killers as 90% of my matches are easy 4Ks and I long for a challenge.
But when MMR hits and suddenly I can't play Doc or Clown or even Blight anymore because every match is a 3-4 man comms team with Prove thyself, Adrenaline, Dead Hard, etc. Am I still going to be able to play these killers and have a fun, fair match? Hell no.
-
@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2035942#Comment_2035942
But these guys sit and play DBD all day every day. They're the equivalent of these strong survivor groups, so them winning with low tier killers against average players game after game and going on huge winstreaks isn't a realistic experience for the average killer either. Heck I've seen all of these good players lose hard when they play low-mid tier.
In general though it's widely accepted that a number of killers have a cap to how good they perform.
Yes but with a killer as simple as Wraith or any killer that doesn't require significant time to learn like Nurse, for example. Anything they can do a reasonably experienced killer could do also. Red stain mindgames aren't exclusive to streamers. Looking away as to not trigger Spine Chill whilst running to a gen isn't exclusive to them. I picked up on them pretty quickly back when I started. Anyone can win with low tiers in pubs or against average players.
In 2021 you're more likely to win a killer game than not. Assuming you're even half decent. The SWF squads of the past aren't as common. Mainly because a lot of them were carried by the pallet vacuum, old BT and old DS. There are still god tier survivors but they are extremely few I know a few who simply quit as the game got old.
I don't even consider losing now when I play killer and load in. I can't remember the last time I saw someone actually make it out an exit gate and I almost exclusively play low and mid tiers and don't use much slowdown if any at all. I play this game a lot, maybe not as much now as I used to but I have a lot of hours on killer, and I haven't played a true sweat squad, the kind where I felt my lower tier killer was powerless, in close to a year maybe more. Not saying thats a bad thing but when every match becomes as one sided as most are for me nowadays it makes killer very boring.
Even if it were just because these guys were streamers.... why's that a problem? All the other killer mains on this forum jump down my throat when I say balancing around the 1% is a bad idea. I see more players are for that than against it here. And there's no way in hell more than half the people saying that are close to being considered that good.
-
@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2034954#Comment_2034954
I don't get Scott. He finally admits openly that Nurse & Spirit are the only 2 viable killers, and yet half the time he does more to influence killer nerfs than anyone else.
Probably because he's aware that thats only at the top level of play which an absolutely miniscule amount of players actually play at, even less in actual public matches.
If he believed that were the case altogether he wouldn't be playing and winning with Wraith and Oni as often as he does on stream. And I'd say he's up there with Otz as the most impartial public figure in this community in regards to balance.
-
Jason should just be an unstoppable force. Prefferably 6,7 or 8 Jason.
-
@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2035720#Comment_2035720
As long as he's hitting people and putting them to sleep, that shouldn't be an issue. Also, make hooks no longer wake people up, which would keep them asleep longer. As long as Freddy is being active, people will be asleep. If that's not enough, increase the charge time slightly for each person asleep, so long as he's hitting them to put them to sleep. If that's not enough, make blowing gens no longer wake people up, so long as Freddy is hitting people to put them to sleep. If that's not enough, make it so that players can't wake each other up and can only use Clocks to wake up, so long as Freddy is putting people to sleep.
See where I'm going here? As long as Freddy is being active to put people to sleep, you can buff other areas. I'm not calling for a nerf, just a slight balance shift so he doesn't passively gain bonuses. You can buff other areas in turn. The absolute WORST thing about facing Freddy is how Survivors will passively enter the Dream World. Get rid of that, buff other aspects to give him strength without a full stack of sleeping nerds, and BADABING, he's fine.
I think that's what most people, myself included hate about Freddy. He just... gets given pressure for free. Spammable snares are very annoying but its when you combine it with other factors that he gets tedious.
-
@SilentHillOnDvD said:
This game isn't balanced for 12 hooks. Takes way too long to achieve and gens go to fast.
You mean to tell me that the game balanced for an average of 2 kill 2 escapes isn't balanced for 12 hooks. I think too many killers get used to 3/4Ks in beginner ranks where killer usually dominates and take that as the standard. It's just a problem with the early game.
Jokes aside, same here OP. Kind of disillusioned with killer right now but for different reasons. Just not really having fun anymore. Might just be burnout. Hope you've got friends though. Solo is a real test of your patience.
-
Pretty much entirely what you decide is a win. Consider a killer can potentially 4K and get a depip there really is no real way of telling.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2035745#Comment_2035745
I play all killers. And a lot of survivor. Rank 1 both sides. So I feel like I have a good grasp on what most killers/survivors need. And dislike nerfing talks of things that don't really need nerfed just because people don't know how to deal with them due to inexperience.
The biggest complaint around freddy seems to be his snares. Which leads me to my suggestion of. Just rip off Oni. His snares at least visually appear to be made of blood. People want him to earn his ability ? Let him build his snares up with blood after hits the same way Oni does. If they don't heal you can keep the snares going.
That's an interesting idea for a rework. But I'd like to try it out in PTB first. It sounds like it would suffer from the same problem as Oni. However his additional utility that Oni lacks could make up for it.
Deny that first hit by playing safe at pallets and 3 gens can pop before that first down. Granted that only really works in swf as he can just break off and ambush a gen.
-
As a survivor when I see a key I think "oh great this guys going to do the bare minimum of the objective than leave us to die". That's been my key experience more often than not.
As killer I just focus you in any situation where I see multiple players.
-
@GingerBeard said:
The problem even with totems that are hidden well is it just eventually boils down to memorization. Doesn't matter how well a totem is hidden if I know where they can spawn. However, if a totem is hidden what it does do is waste more time for the survivor as they will actually need to run up to the location to check instead of being able to see it from afar.
This is obviously better than some spawns such as the ones out in the open, and I want those gone just as much as anyone else. Its just that against a team that happens to know where the spawns for totems are, its just a matter of time before they find your hex.
Spot on. But its a way better choice than the alternative. If they were completely randomised you'd get the occasional match where every totem was out in the open or 8 meters from a gen on a hill.
Even with memorization the survivor still has to make their way to each one, one by one. And that can save you a lot of gen progress. Especially if you get a hook or two in that time.
-
@FablPlayz said:
Just one question
Why aren't totems hiden good?
When i have a hex perk i hear it being destroyed in the first two minutes cause the totems are right next to gens or on the complete open.
Some maps like Dead Dawg and Badham have some incredibly good ones. As in, not finding those without a map or totem perk good. Others like Crotus have always been completely terrible.
But they shouldn't all be hidden good. Remember that the idea behind hex perks is risk/reward. Sure, Ruin and Devour are really the only ones where the reward meets or transcends the risk, thats a problem. But getting a bad spawn plays right into the risk.
If you can't handle it getting a bad spawn or just getting outplayed by a Small game/map user. Use more reliable slowdown or utility like Corrupt/Pop or Make your Choice.
-
People seem to think I want him nerfed to dirt, this forum is full of morons so I'm not surprised.
I just want to reach a point where I don't go "oh great, a freddy. Welp this'll be boring", which is unfortunately every match.
I want to go "ooooh, a Freddy" like I do when I get an Oni or a Billy or Blight. All strong killers, I don't care if I win or lose. But I have fun. I actually get excited when I hear their specific sound effects at match start. I see those alarm clock icons and immediately want to play a different game.
Nothing about Freddy's current design inspires fun gameplay. Same reason I stopped playing Freddy and Spirit. They simply weren't fun nor challenging.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2035700#Comment_2035700
Soooo nerf him because people are bad at the game ? 😂😂 It's hilarious that I see so many "nerf freddy !" threads. When spirit exists and there's literally 0 counter play to her
You'll find no love for Spirit from me. But that's not what we're talking about here.
You're getting awfully defensive. Play a lot of freddy, perchance?
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2035693#Comment_2035693
His sleep power would basically be useless then. His teleport recharge is already tied to how many are asleep. So how do you propose he be "fixed" or "earn" his abilities ? Would his teleport no longer be tied to it and a base recharge of about 30 seconds..? Because if you keep it tied to the dream world. You'd never get to use it. If you untie those 2 things..And just make it so snares and dream pallets are for his dream world. Is that even enough to justify having a sleep mechanic at that point ?
At this point passive sleeping should just be removed alltogether or completely reworked. It's shockingly poorly implemented compared to old Freddy. Give the teleport a flat cooldown or something.
It feels like an afterthought. It only matters if hes stacked slowdown, it DOES have a pretty major effect on the teleport but as survivors cannot see this nor wake up for any reasonable amount of time without wasting stupid amounts of time to find the clock it is more or less irrelevant.
Wether you wake up from a missed skill check or find the alarm clock, you lose more time than simply doing gens (even with some of the slowdown add ons). It's bizarre and makes me wonder why they even kept the dream realm to begin with. There's just zero incentive.
-
@Tomskrex said:
https://forum.deadbydaylight.com/en/discussion/comment/2035676#Comment_2035676
Why not? It is public data by behaviour which can be used as argument in discussion, are you calling them fake?
Lots of unorganized teams are players fault, one of possible improvements there is Normal and Ranked games,
Myers is then also "OP". He has ability to kill whole team without mori or devour hope. He will eat unorganized team with this, but organized team will eat him up. If you like challenge, try deathslinger, he is challenging and rewarding. If they revert to old Freddy, rest assured, I will not touch him, because getting run down is not my thing. Lots of survivors are comfortable with killers being weak but wreak havoc when killer can't be bullied that easily. (I play both survivor and killer equally.)
https://forum.deadbydaylight.com/en/discussion/comment/2035686#Comment_2035686
That is my point, Freddy needs bit of fairness balancing, what he doesn't need is hammer nerf which will push him from A tier to F tier as lot of people propose it should be done. Survivor loses to good Freddy and in angry rage calls for nerf as Freddy is this 1 click 4K killer. Freddy who does not know killer basics will get eaten up same as any other killer. I am an average casual. I've eaten bad teams with Freddy and got eaten by good teams with him.
I'm saying that using kill rates for Freddy does not help your case. If a killer as "fine" as Freddy has higher kill rates (significantly so) than other top tiers thats a problem.
I don't want him nerfed into the ground. People react and go "REEEE stop nerfing killers" like there's no case ever where a killer should be nerfed, no matter how small. I don't want him nerfed to dirt, I don't want Spirit nerfed to dirt. I just want them to be more enjoyable to play as or against.
Freddy needs to be neutered a bit and given some form of skill ceiling. He's mindless right now and too much of his strength is handed to him on a silver platter. Even nerfing passive sleeping could have a large knock on effect to his presssure. They should try different things in the PTB and see what keeps him strong whilst also making him not a snoozefest.
I think one aspect of him should be nerfed, either make snares load in slower to prevent just cheesing every loop with no setup in 2 seconds or maybe nerf passive sleeping and lower teleport recharge rate or something else.
-
I hope it makes me get closer matches more often. My main reason for stopping killer recently is that sitting in queue only to get 3 players that don't know what a pallet is or that I can very clearly hear them hiding while injured just isn't fun.
I want those close nail biters, where that last gen gets popped as I'm 3rd hooking the 2nd/3rd survivor.
That said I feel this system will just hurt veterans. Ruin/Undying Spirit/Freddy/Nurse and nothing else for good survivors.
Gen rush sweat squads all meta perks for good survivors. Fun
-
@ethan99 said:
The third survivor is down, do you try slug for the 4K or contest the hatch?
Just wondering what the general response is.
For me when the third survivor is down and multiple gens are up I feel like I've dominated the game and won already so I will contest for hatch, I don't mind if the survivor finds it first.
Only if I know their location. I.E I saw them in the distance as I downed them or they mess up a skill check. I don't really get slugging for the 4K. Especially when it massively drags out the match. I just assume its those "REEEE I'm entitled to the 4K I brung good add ons abloo bloo".
Pack up, move on. Whoever gets the hatch gets it. Makes it more tense. Faster time to search for the next match, more BP. Everyones happy.
-
Object. I see that outline at match start and sigh. Knowing theres a 99% change that they're on comms and my entire killer power is most likely redundant. From that point forward my win is based solely on them misplaying and not my skills or decision making. There's other strong perks that annoy me but I wouldn't remove them. They can make the game more interesting.
@GoobyNugget said:
Calm Spirit and wake up
Not cause they're good, but cause i run into more of these than I should
They are not good. Stop using these perks.
pls no. Smacking someone in the back of the noggin with me mallet is always so funny when they just flop over with no scream.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2035686#Comment_2035686
Ok....You just said it yourself. Against good teams. He stands 0 chance. So he should be nerfed because he's a pug stomper ? 🤷
"pub stomper" means nothing in a game where 99.9% of games are pubs btw. And competitive dbd is laughable.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2035596#Comment_2035596
So he should be nerfed. Because you don't find him -fun- ? When he's not even that strong ?
I think you're mistaken.
For a killer requiring no real mechanical skill freddy is overwhelmingly strong. No other killer in the game has free map pressure through passive sleeping, built in anti loop with infinitely spammable traps and near instant across the map mobility that Freddy has. And that's before perks come into play, which lets face it, determine 90% of match outcomes nowadays if the killer/map pick hasn't already. Every other high tier killer requires some form of learning their power to play well. Nurse is obvious but a good billy needs to learn to curve, a good huntress needs to learn charge time and what will and wont clip her hatchet at loops.
Even Spirit. Another killer I stopped playing and am not fond of, at least requires a knowledge of survivor habits and quick decision making during phase. And is still extremely fun to play as.
Freddy you play like an other M1 killer but have training wheels bolted on to you to prevent any potential losses. I feel like Papa Cote is holding my hand when playing Freddy. Making sure I don't lose and leave a bad review on the steam store page.
He's pretty boring to play after the first 10 hours. There isn't even a difference between a 10 hour freddy player and an 1000 hour freddy player. He's incredibly shallow yet extremely strong. There's nothing to learn with him.
-
@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2035625#Comment_2035625
yeah by overkill i didnt mean as in "the add on itself wins you every game you play", but that they can be freely combined with any slowdown perk build you want, aswell as being present all the time due to passive sleeping.
like, basekit freddy already has a LOT at his disposal, he got map pressure (teleport), stealth (2D lullaby), chase (snares), tracking (survivors glow white when asleep) and game slowdown (waking up requires either missed skillchecks, a waking up animation that takes longer each time its performed or one specific clock that spawns on the other side of the map - and not waking up can be countered by using slowdown add ons).
now add any type of perk build on top of that and you just get a killer who has way too much going for him at once, especially considering, as you correctly said, his almost non existant input to get all of those benefits.
Agreed. Basekit Freddies utility even with no add ons is kind of insane. Before I stopped playing him I used to just use Corrupt and still win a good chunk of games with a landslide.
@Tomskrex said:
Survivors call for Freddy nerf -> Freddy gets nerfed
Freddy gets nerfed -> Freddy gets played only for memes
Gets played only for memes -> Not competitive
Not competitive -> Other killer comes at his place
Other killer comes -> Survivors call for nerf
Survivors call for nerf -> Killer gets nerfed
See the pattern here? Freddy is unorganized team stomper but struggles versus good teams. I've lost versus very organized teams with Freddy. No killer is "OP" If he was OP killer he would have 90%+ 4K rate, he doesn't though. :)
A lot of people playing old Freddy despite his blatant weaknesses. I loved him. Freddy being buffed to be overwhelmingly strong actually ruined him for me as I liked the challenge. Might be why I was so drawn to Clown at release.
Micheal is not competitive, tons of people still play him. I still break him out sometimes when I want to take it easy.
Also "unorganised teams" make up the vast majority of survivors. Even in red ranks. Devs released stats (admittedly a long time ago now) that showed that something like 60% of games played were all solo players.
Also don't bring up kill rate. Did you see his kill rate? Devs want balanced matches to end in 2 kills 2 escapes. Most killers average to about 40-60% depending on their strength. Freddy was above 75% iirc. Quite high for such a braindead easy to play killer.
-
@edgardot02 said:
remove iron will perk and I will stop using stridor spirit.
Your wish is granted. Iron Will is removed and now every survivor uses a stronger, non passive meta perk in its place. Monkey paw
I like IW. There arent too many viable perks for stealth builds anymore, devs saw to that.
-
@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2035429#Comment_2035429
still doesnt mean it'd be fun to have something like this to go up against.
they really need to remove the slowdown add ons, those are just way too overkill.
honestly, remove slowdown Add Ons and make Pallets basekit and he'd probaply be fine.
The slowdown add ons really aren't that bad on their own. Most players are just fooled by "red bar bad". Don't get me wrong they have absolutely no reason to exist. Gen slowdown add ons have existed in the past like the Begrimed Saw/Head. But they atleast required usage of your power. Those add ons are free pressure for nothing, which sums up 50% of Freddies power.
It's when you combine them with Corrupt to prevent early game gens, than once that first hook happens and Pop comes into play it just snowballs from there. The gen progression lost for survivors both from an across the map teleport (rather than all the potential repairing as the killer walks over), Pop and then being chased is devastating to anything but a 4 stack SWF. Then there's Ruin/Undying/Tinkerer which is basically the "yeah you should probably just play a different game today" build.
I miss when cleaning up a good team as Freddy meant you just had a great understanding of chase fundamentals and good decision making, knowing when to hit and run and when to commit. Now it means you have good perks.
Also to note. I think I'd be kind of OK with pallets base kit. Wouldn't make him anywhere near as good in a chase but would give an actual reason to try and stay awake. Currently theres no reason to wake up unless he has stacked slowdown add ons + thana or something. Mainly because you fall asleep again too quickly and the alarm clock 9/10 times is on the other end of the map.
-
Hopefully soon. There's a worringly large amount of Ruin/Undying+Pop Freddies that are being hard carried by it with slowdown add ons. I mean, awful in chases and just mindlessly spamming snares, but still winning because he farms Pops off that 1 bad player that goes down in 10 seconds. 90% of freddies just win through attrition or survivors getting bored and giving up.
Freddy matches aren't fun, they aren't tense. Just a waste of time for all involved.
-
I would have been fine with the timer lasting indefinitely in cases of actual tunneling, even if just leading up to EGC.
The fact that people are still whining about locker DS after this is incredible. So lacking in self awareness that they're the reason this new version of DS exists. I myself should never get hit by this new DS as killer for playing too well so I'm happy.
I may even consider running it on survivor again, doesn't feel scummy now.
-
@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/2035538#Comment_2035538
I don't know how you could elevate solo queue to be on par with SWF without completely breaking the game for the killers in the middle. Survivors, in spite of their lacking communication (assuming solo) have all the tools they need to win, they just choose not to. Yes, you heard me right, they -choose- not to. They don't run the best perks, they don't do gens efficiently (split up, one on a gen each), they waste time on secondary objectives (chests/totems), they save recklessly, don't bother learning tiles/tile linking, etc. The base mechanics need to be reworked, changed, or expanded upon for both killer and survivor in order to add equal opportunity for outplays on both sides.
I don't want to write an essay on ideas I'd have, but the forum is littered with them, and there's a few diamonds there if you're willing to look.
You can have 3 god tier survivors and they'll lose because one weak link lets them down. That's the problem with solo queue. 1 survivor deciding they want to plunder and hatch escape over 3 who actually focus their objective WILL lose against a decent killer. 3-4 players together are usually on the same wavelength about their objective to that game.
In the rare case I play SWF nowadays I'm not doing it to win. I'm doing it to actually have fun and not feel frustrated.
-
But you don't UNDERSTAND. Every match is against a competitive sweat squad SWF/Ruin+Undying high tier killer. I NEED my crutch perks or the game isn't fun.
MMR will be the death of this game. Killers and survivors won't be able to actually try fun builds on characters they like anymore unless they want 3 minute matches. Stacked slowdown only on killer and chase lengthening perks only on survivor.
You think its bad now wait until this MMR is added permanently.
-
@TheDarkTyrant said:
I love Clown. Always have. I never thought he was bad but he definitely needed buffs and changes. The problem is the antidote is not enough. Its a pure buff and does help sure, its not useless or bad, just not enough. The TRUE buff to the Clown was his reload speed.
Even the reload speed has an issue. You lost about .5 seconds to the toggle buffer for the bottles.
-
@[Deleted User] said:
His piss bottles are basically free bloodlust, how is that bad? I'm just disappointed because that's uncreative as hell.
When you add up how much that one bottles adds to total reloads throughout the match where a normal tonic would have done just fine, and the time spent waiting for it to activate, the effect is extremely minimal. This isn't conjecture its fact, people have done the math.
-
The problem with Clown that I've found after playing him for a few years, is that his power only goes so far.
I'm not going to pretend that in the matches where I've faced really good teams as Clown that I played flawlessly in them. But those matches were always insanely one sided even with top tier slowdown and chase perks in play. And I know what I'm doing as Clown, I'm not one of those throw bottles directly at the survivor thats 16+ meters away 2 hook Clowns. I could make optimal plays with my bottles and make sure to get at least 1 hit off each, and chases would still take too long in comparison to gens being done.
If the survivor is aware that the pallet they are at is safe when dropped, the Clown has already lost that skirmish.
Clown can get downs, yes. He just takes way too long against a good player with a surplus of pallets. I still enjoy playing him, just disappointed at this pathetic excuse for a rework.
-
It's not that its bad, its that its so situational and saves so little actual time that its just disappointing. Clown still plays practically identical, still countered by dropping the pallet early and forcing a reload, except now he can waste his bottles to also give the survivors a buff.
Yeah, most people are wasting the bottles for map traversal over using it at loops, but the time spent throwing, switching and eventual (unavoidable) reloads make it practically even out the time saved/lost.
I've been watching some of Otz road to 50 wins for Clown and the times he used the antidote to try and get a play at a pallet before the drop, he could have just gotten a trade for in less time and taken the pallets power away.
All in all I'm incredibly disappointed that after all this time waiting, this is what the devs thought Clown needed.
-
@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2028364#Comment_2028364
Even if the basement window doesn't spawn you can literally run the 2 top windows infinitely and there is nothing the killer can do about it most of the time.
Yeah its pretty bad, used to be an infinite with old BL. I've never really liked that map.
-
The problem comes from deciding what is and isn't camping, for example. What if theres other survivors waiting just out of range for you to leave so the other can get an unhook.
How would you even punish hard tunneling? Make the killer move slower in a chase? What if that is legitimately the smartest choice the killer could make in that situation due to the survivor not playing well?
And no, gen times absolutely don't need increasing in any circumstance. Solo play is an absolute nightmare with teammates not doing gens because they don't give as much BP as altruism. And thats before you take ruin/undying Corrup and pop into account.
If you increase gen speeds all these slowdown perks would also need to be nerfed (some significantly) to scale with how long gens now are.
-
@Fuzzels said:
I had made an discussion about thia and explained why Billy is still strong and that the only people having problems with him now are people that just arent as good at him as they want to think. Billy is still easily low to mid A tier when played optimally. Hes just harder now to curve with, and no more instasaw. Also the overheat but thats honestly laughable. Youll never overheat if your even halfway good with him. Like, you have to absolutely be trying to overheat to have it happen. People quit playing because of a mix of herd mentality as well as bads that only ever used instasaw.
For me the quitting came from moving to PC and never quite liking how he controlled since I rarely use add ons on killer. Even using A and E to turn just felt way too sensitive compared to a controller. It actually made his Rift a nightmare for me.
-
How are you doing in chases? I think most less experienced killers will tunnel when they know they're going to lose but they find a "weak link" so to speak.
A good killer is never going to get 1 hook early game and just tunnel that player out. No way, never. They'd sacrifice too much gen pressure. Well, maybe a Pyramid Head but that's their gimmick.
-
Kind of a agree/disagree.
There's times where camping is absolutely necessary. Like turning around and seeing 2 players near the hook when theres 3 gens left. Leaving then would just be stupid. Tunneling I'm not a fan of. I never really need to do it unless I get absolutely clobbered and need to defend a hook in the endgame.
I don't agree that killers are underpowered anymore thanks to a lot of the tools and perks they have, though there are still a fair few outdated killers that just can't compete in modern dbd. Pallet nerfs have also made the first chase, by far the most important chase of the match, significantly easier over time. Though it is still somewhat map/killer dependant. I think the DS nerf will go a long way into preventing bullish plays that have no consequences.
Slugging can be boring to play against but its absolutely one of the killers most important tools in tough situations. Don't take anyone who complains about it seriously, there are more than enough perks and then some to deal with slugging in dbd right now.
-
I've always had a strong distaste for that window to the left of the stairs. The longer drop. There's also a very strong basement window that sometimes spawns.
-
@SpiritedSalsa said:
https://forum.deadbydaylight.com/en/discussion/comment/2028282#Comment_2028282
I have respect for Billies who can get a clean hit, even with a bunch of walls and other obstacles in the way. In general, he's so speedy that for me I'd personally just go into the walls lol. It's a shame that there's issues with his build.
Yeah when a curve billy gets a crazy hit on me I just stare in amazement. Never could get those curves down myself.