gibblywibblywoo
gibblywibblywoo
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Nah. Gates already spawn on the same wall or on touching corners way too often. If its that big of an issue use whispers. You've already won anyway.
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@Olokun said:
https://forum.deadbydaylight.com/en/discussion/comment/1816697#Comment_1816697
Mori was used in the way -> 1st hook -> then unhook bim mori ... was not healthy for the game some killer always done that so all killer paid for a small group say thanks to them , now i can use my mori without they say i'm toxic and as surv ... i dont care keys never use them exept for trials
I talso means if you just want to use a mori for the animation you aren't going to have one player "mysteriously" crash in the loading screen.
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I think a big problem is killers getting used to playing against bad/new survivors and assuming 12 hooks is the standard, then when they play against better survivors they panic and camp/tunnel.
In a game with 1 good killer against 4 good survivors a 12 hook should never happen unless the survivors let it.
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Playing better is a pretty good counter to toxic survivorsl.
That said I agree with you on colorblind options and brightness. It's absurd that to this day they still refuse a proper options menu for "balance reasons".
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I feel like the fog being low to the ground makes them think they saw you but you didn't see them.
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@Wesker09 said:
I'm getting frustrated with this killer cause no matter what I do he's always up my ass and making him dodge feels impossible so what are counters to this killer that aren't stealth and gen rush?
Sharp turns. Knowing what he can splat off in range. I will say that right now as survivor his osunds are glitched and you won't hear the splat sometimes even in close range.
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still too dark for me. at least as killer.
By the way, didnthey massively reduce the middle area size of azarovs?
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Its weird how this isn't actually noted in perk descriptions or the wiki but I've had a lot of fun using it recently. Some pop users get HELLA salty if you use it on them. I've been camped to death multiple times and even trash talked post game because of it.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1816252#Comment_1816252
It is, however that's the only thing they thought they can "perk tier". And making hits go down with tier would make tiers 1-2 useless/close to useless even more.
Ah you're right there. honesylu at this point removing perk tiers would go a long way to actually balance perks imo.
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@Milo said:
MoM should just get 2 protection hits instead of 3.
I feel like the aura reading aspect is also kind of unnecessary.
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Stop playing so well. You're ruining the swfs fun >:(
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I think the best change to flip flop would just be 1:1 conversion. Currently you need 95% recover to get the full effects which only removes 50% of struggle phase, and it takes a long time.
Imo it should be 1:1 but cap at 50%.
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@rafajsp said:
https://forum.deadbydaylight.com/en/discussion/comment/1814852#Comment_1814852
Pop is not mediocre. It synergies with all killers.
It only excels when survivors go down right by active gens or tap them at a bad time and go down. For pop to be effective survivors have to play poorly.
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@Dpooly said:
What if you could blind the husk and stop her phase wherever she was at? It would require risky teamwork, but I think would be an interesting change that adds to the 'is she faking' mindgame.
Nah. I'd like her to be more enjoyable to play against and have more back and forth, but giving the survivor full control of her power is a bad, bad choice.
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@rafajsp said:
I don't have him, i don't play him and i hate to go against Freedy but i'm sure he doesn't need a nerf ... just "Pop" need. This perk is 3gen guaranteed and with mobility (Freedy, Billy, Spirit etc is almost impossible to loose).
You shouldn't nerf one (kind of mediore) perk just because one killer has too much synergy with it.
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I always thought it would be cool to activate them on gen completion OR hook. At least the hook could be used in the endgame.
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this would probably take too much effort considering a lot of the pictures show both the head and body slot.
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@kin said:
https://forum.deadbydaylight.com/en/discussion/comment/1813517#Comment_1813517
Thanks for the criticism. What do you think needs to be changed to make this nerf better?
I saw a pretty good idea in another thread that basically involved combining OId Freddy with the new. Remove snares (or nerf them so they no longer can be easily spammed mid chase for a free shut down, this promotes boneheaded play), keep the teleport, bring back slowdown in dream but lessen the slowdown from 50% to about 20% or so to encourage actually waking up, but not give Freddy free pressure. Passive sleeping stays as does the teleport speed from sleeping survivors, but allow survivors to wake at any alarm clock for 60 seconds (right now there's no incentive to wake up even with slowdown add ons if the clock is too far away), keep the other methods at 30.
But don't bring back the old aura reading and also remove the slowdown add ons and don't bring back needing survivors to be asleep to hit them.
This would make him slightly weaker in a chase if the Freddy hasn't played smart and set up ahead of time and punish bad freddies who just spam snares mid chase for free pallet drops or hits. His map mobility would stay the same but the removal of the constantly used add ons and giving survivors an actual incentive to wake up would reward him less for doing nothing.
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@BioX said:
Just bring back old Freddy but keep the gen teleportation for some mobility.
And add a massive slowdown to all actions during the transistion period so that all but 99'nd objectives should be abandoned rather then pursuit with freddy just standing there waiting for you to go into the dreamworld.
that would be my dream, but if you want to be ez about it, lets start by just not automatically throwing survivors into the dream state but having the killer work for it.
I hate that I actually think this would be better considering how long it took for the rework. But I loved Old Freddys micro managment aspect and like the teleport.
If they removed aura reading, bought back the action speed but maybe nerfed it to 20%, removed snares and kept the teleport I'd love it.
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Hate to break it to you but old Ruin sucked against good survivors. I could easily solo gens in 80 seconds flat once I got great skill checks down. At the very least new Ruin has actual agency against good survivors now. You just have to work for it.
Old ruin was a complete waste of a perk slot if your survivors had half a brain and just brute forced it
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I mean, the whole reason Doc was changed was because he was very finicky to play effectively with his mode changing. Outside of static blast he plays pretty much identical, just streamlined.
Freddy needs changes to be a bit less oppressive, I don't think he should be nerfed into dirt. That would suck.
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Who knows. Somedays I get none and have fun. Others I get 5 in a row and just quit and play another game.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1810845#Comment_1810845
One thing the chart doesn’t take into account is skill floor/ceiling. Nurse and Blight can be influential but are difficult to learn, a Killer Main might try them out but not expect 2K, yet alone 4K. This might be why those 2 have such a low kill-rate.
Pig and Mike Myers on the other hand have a lower skill floor, but they have a decent skill ceiling. A Killer Main could probably achieve a 2K or more their first couple of games and still improve to a degree but would be limited by their kits with what can achieved.
Freddy has a low skill floor and ceiling. Essentially, a Killer Main could pick him and master him in a couple of days. He’s simple to play but his kit has a lot to offer. That’s why hen has a high kill-rate and is strong.
This is true. If you know basic loop/red stain mindgames as Pig/Micheal you've learnt all there is too learn, they aren't strong but with good perks and smart gameplay you can still do well, but you still have to actually work for it.
Blight and especially Nurse take considerably longer to learn and most players don't want to put the time in. Just go back to launch week for Blight here to see just how many killers want lower skill ceiling with high power.
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Not sure why you're including knock out thats a pretty mediocre perk.
As for Ruin/Undying while I don't like to use it on low mobility killers its pretty strong on Doc due to his static blast and ability to (sort of) force gen slowdown with madness 3.
The Doctor isn't OP. Ruin/Undying isn't OP.
Best way to play against Doctor is to predict if he's going to shock you or not at the pallet, if he does and its a safe loop, drop it early. If its unsafe you need to try and figure out which side of the pallet you need to be on.
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@SilentHillOnDvD said:
https://forum.deadbydaylight.com/en/discussion/comment/1810632#Comment_1810632
So Basically balance the game around scrubs because they can't just git gud
A good team of solos that aren't organised (so solo players) will lose to a half decent Freddy every time if he has the right perks. As others have said. Freddy takes less skill or tile knowledge to play than even Wraith, yet gets significantly more payoff from his power.
If a killer is going to be strong they need some sort of skill ceiling to allow for it. This is why Freddy and to a lesser extent Spirit are a problem. Their skill ceiling is barely higher than their floor.
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@ChiTenshi said:
There's data showing he has the highest kill-rate in all Ranks. And playing as a SWF is a lot easier than playing Solo.
This. Simply knowing what perks your friends have or how they tend to play chaser/rescuer/genrusher has an significant impact on a match even without comms.
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A lot of recolors of base outfits. Some directly from the mobile version. I thought the last one was meh but this one is extremely disappointing. And I'm including the one where it was jsut a feng recolor for level 70.
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Disagree wholeheartedly. I could start a match right now not having played him for nearly a year and effortlessly 4K against even a decent SWF with certain perk builds.
His biggest problem is that his multiple tools give him insane perk synergy. And nerfing perks obviously isn't the right way to go. The game should be balanced around the solo experience. Not SWF as they make up the minority of players.
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LEts not forget the Nightmare chapter and Darkness among us.
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@kate_best_girl said:
Imma just say flat out moris were always worse than keys. At least with keys survivors had to either do ALL the gens or be killed off. With mori's you could tunnel someone and instantly ensure not only they lose with no chance of a pip, but that survivors are permanently weakened severely. I play both sides and I still never got why keys were so much of an issue like survivors still have to die or complete most of their main objective to use them.
Exactly. A mori in the early game (99% of mori kills) would render the game immediatley unwinnable unless the killer was a day 1 player. I would just give up if one got used early in as i knew it was a waste of time to try.
A key at least requires the majority of the survivors objective to be done. And lets not act like we saw more than 2 survivors ever escape with a key more than once in 2000 matches
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Tombstone piece is absolutely busted but Tombstone is fine.
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I got to about 55 before I was able to head back to work. I'll definitely be able to comfortably finish this one.
I've only completed 1 page of challenges so if I was working and just played for them I'd probably be around 45 or so. It's doable but like most battle passes they want you to exclusively play their game if you have a life.
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@dbdplsaddpennywise said:
In my personal opinion freddy may need some fixes on his lunge because of some hits i know shouldnt have hit. but im begging you to the bottom of my heart not to change his power or his addons. everything else is fine but if you nerf freddys add ons and power it just shows this game is survivor sided.
His lunge won't change. He's 115% so he has the 115% lunge. Its always been that way since his launch. Freddy is incredibly strong and takes minimal skill or knowledge to play well.
You can easily throw on Ruin and undying and a slowdown add on or two and win purely through attrition.
Snares need a cooldown between uses and passive sleeping should either be removed OR (and this is probably the more fair version as it wouldnt punish Freddies who actually play well and set up snares before hand) remove the 15% faster regen for every sleeping survivor. There's NO EXCUSE for him being rewarded for doing nothing. None at all. Especially as that was the reason for the ruin rework.
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@BioX said:
what happened to gamers man? is this just some new new new generation?
Where are my fellow 90s gamers who would spend days, weeks, on the same level in megaman or something jeez.
Same reason fighting games died. People don't like knowing they lost because they got outplayed and not because their team "sucked" or the other had an unfair advantage.
That's why team games dominate eSports now.
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If you 3 gen knowing the survivors have a key thats just silly. You're giving them free reign to search the entire map.
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I see keys all the time. Hatch escapes are still pretty rare for me.
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@lostboy said:
I just did a daily with Myers and got stomped literally all gens popped and only one hook. I'm just curious if it's just me or is this an issue with most killers? For reference I am a nurse main rank 1.
Entirely dependant on the skill of the survivors and the killer in question. I can easily stay in rank 1 as Clown as 90% of my matches are against red ranks that dont even know what a pallet loop is.
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@TheClownIsKing said:
This has been a long needed change, and provides a lot of benefit to both sides. A mori can now be an animation both sides enjoy without it feeling like a survivor got cheated. Please, no “whataboutism” regarding keys as that’s an entirely different topic.
There should be no further reason now for “error: match cancelled due to a player disconnecting before loading” other than a genuine bug booting a player from the match
A killer crazy enough to use Shroud of Separation (or simply has a specific strategy involving the offering) also should no longer experience this either.
Mori’s will still offer distinct, strategical advantages late game to mitigate DS, Flip Flop, Soul Guard, Unbreakable, Flashlight Saves, and Pallet Saves.
So relax Killers. This has been needed, and is NOT going to be the handicap so many seem to be exaggerating about.
We dont take too kindly to informed takes here
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I was hoping for a minimum of 20 so this is massively disappointing. Still a trash killer that has to be played boring to be even remotely viable.
I'll wait for the Mid chapter to reconsider buying them again. PTB was enough for me
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1805708#Comment_1805708
If you read closely what they have said here, like defending that keys aren't as problematic and suggesting that mories were much stronger.. you can guess that key nerf won't be neaarly as severe as mori nerfs (which are bordeline useless now lmao). You want my guess? keys work exactly the same, but less survivors can escape at once. Maybe something like purple key one survivor escape, skeleton key two survivors escape.
Won't happen. The 'where did they go' achievement wouldn't be possible anymore and they can't change them on some platforms.
Best guess is a shortened open timer or a few seconds animation to open.
KEys aren't as big of a deal as a match has to be practically over for it to take effect. Still a problem though.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1805623#Comment_1805623
why do you think DS is so popular?
it's because killers tunnel when possible and that perk prevents it. your basically asking for players to be allowed to tunnel without worrying about anything that would hinder it when a survivor is on death hook which btw is usually how mori's are used and why they are hated.
I cannot name a game in recent memory as Survivor where there was no DS and the first to go down wasn't dead before anyone else was hooked.
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I'm surprised people are so outraged by it. I've never really used moris myself. I feel like if this is having an actual negative effect on peoples playstyles they should re-evalute.
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You've seen how killers play with moris right now. Its exclusively to get an easy game with an early tunnel kill. With this version the 4th survivor would ALWAYS be the first to die even if they'd played well and not been hooked whilst everyone else had twice.
This version is better imo
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@MythMage said:
I mean, true, but at the same time, the entire Bloodweb system wastes billions of BP on stuff we will never ever use, so nothing new.
Mist thickeners and the majority of map offerings are a BP sinkhole. It should be illegal
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You get to see a cool animation once and never use it again. That's how I always used them.
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@GoodBoyKaru said:
I cannot wait for shitshow these forums will become in a couple of minutes with everyone claiming survivor sided devs.
Come, enjoy some popcorn with me
It'll be the usual whining. It won't be long until some 20 hour killer main compares killer players to a persecuted minority from IRL history. We're close I can feel it.
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@Bravescorpio said:
As per patch notes:
- Ebony and Ivory Memento Moris now require the targeted survivor to have been hooked twice
No mention of keys... funny that.
Keys do need a nerf but its not as urgent. Before today you could hook a survivor 2 minutes or less in and tunnel them out the game immediately. A hatch escape with a key still requires at least 4 gens for more than 2 people to get out. It doesnt have the same effect on the match dynamic.
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Now they aren't experience ruining and don't give boosted killers a free ride. Good
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I hate moris as a killer. Don't use them. only for rift challenges and even then only on death hook. They're cheap and universally used as an excuse to tunnel one player out early for an easy game.
Best balance change in a while.
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@MythMage said:
Oni doesn't need a nerf. He's very easily counterable, and you can loop him similar to any other Killer, difference being you have to be more careful and you're punished more for messing up.
Oni is perfectly balanced atm
This. He's strong in his (timed) power because he has to be. You can literally deny his power the entire game if you loop well.