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gibblywibblywoo

gibblywibblywoo

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  • Same here. Can't see anything. Having survivors disappear mid chase. Mcmillan was similar but not as bad.

  • @Hopesfall said:

    it's just an endless cycle of killer nerfs.. it's quite obvious, once they finish gutting one killer, they move on to the next that whiny survivor mains cry about

    Nurse -> Spirit -> Doc (backfired) -> Freddy -> Blight (compound21) -> Billy -> PH -> Freddy

    and after that it'll be DS or Spirit or maybe 3 people will complain about Myers and he'll get an "addon sweep"

    game's a joke

    Not to sound like an ass but you must not have been here for the 2 straight years of survivor nerfs after BHVr broke off form Starbreeze.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793855#Comment_1793855

    I wouldn't mind going against Freddy so much if they weren't generally such meta-slaves. Paintbrush, swing chains, or other slowdown add-ons, ruin undying tinkerer and an exciting 4th perk selected from a very limited list. Possibly an ebony as well because that default meg gave you a dirty look in the lobby. And let the esports commence

    It feels like most freddies are just drawn to completely unnecessary slowdown because of his add ons. I still dont entirely understand why hes the only killer who still has add ons that affect gen speeds.

  • @JesseJH28 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793840#Comment_1793840

    I don't go in expecting to win or lose. I just go in and play my match, contribute as much as I can to my team. Honestly you just have to normalize having fun even if you lose. I'm still escaping quite a few matches but I'm absolutely the player who'll trade hooks during endgame so someone else can escape just because going for plays like that is more exciting to me. That might be a loss for me but for somebody else, it turned into a win... Again, it's just perspective

    I definitely dont do that myself but when your chances of winning get thrown out the window simply because one player got a bit too greedy for an unhook or was doing a challenge and threw the entire match it really kills my motivation to play.

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793855#Comment_1793855

    You definitely don't need 4 man death squat to beat average Freddy. I've beaten decent Freddys even in solo. He is quite annoying to go against as a solo survivor if he teleports to your gen when its like 95% and you cannot inform to your team to go finish it, then it keeps regressing as he chases you. Problem is when other survivors just give up and die on the hook, they aren't even trying to survive, so kill ratios will stay very high against him

    If the Freddy has Pop or run/undying one weak chaser will completely kill the match for the team, at least in my experience. I threw on repressed alliance and ruin/undying purely because I was getting small PP build freddies one after another.

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793838#Comment_1793838

    You need to look at Freddy and stats in general with grain of salt. He is quite easy to use and quite strong, that's why his kill ratios stay up always. But Freddy even in current state struggles against top survivors no matter how good you are, more nerfs to him and you can forget him being viable against strong survivors.

    Back in 2016 when survivors were OP as hell survivors defended that they shouldn't be nerfed because killers were getting 2 kills 2 escape ratio, so according to the stats everything was balanced (even when it clearly wasn't) I had to wait 45 mins to play with my friends because survivor queque were so horrible because of lack of killers

    I would argue that only an organised SWF can beat a half decent Freddy if he commits to those cancerous stacked slowdown builds. Also taking the most boring part of DBD and extending it further (gens) isnt exactly fun to go against. The weirdest part is that freddy doesnt even need that slowdown. His snares cna be insanely strong when placed properly and he has free map wide mobility. I feel like most freddys are just sadists who want to troll.

  • @MythMage said:

    I don't think Legion needs a rework. If they full reworked him, I'd probably quit Killer.

    That said, he needs some of the nerfs from the rework reverted, such as being able to double stab someone and not losing all your power upon miss. Also, getting rid of the losing half their power on M1 and 3 second fatigue would be nice

    That would not make him any stronger or remove the problem of him being mind numbingly dull to play against.

  • Because farming is boring as hell and most people would just rather play. Especially if its not a double BP event.

  • The dream realm was definitely more interesting looking and also more important to his play. It actually made maps look different. It was unique but weak. I still preferred it to new freddy though. New Freddy bores me.

  • @JesseJH28 said:

    I dunno man, I started playing solo survivor more often lately and it's so much more relaxed than almost always playing killer. Guess it's all perspective, but I really don't think solo survivor is bad at all 💁‍♂️

    I guess its relaxing if you go into every match expecting to lose because one survivor makes a POH ridicolous play. I cant stand solo anymore.

  • @lazerlight said:

    How we feelin' Freddy stans. Your precious killer is finally gonna get the nerf he needs 🤭🤭🤭

    Good maybe they'll add the ability to play with an ounce of skill. He should never have been updated with his current state.

    The problem with Freddy is that hes a jack of all trade with no major downsides. He has a tool for every situation.

  • @YoshisCookies said:

    Played 18 games tonight mostly tunneled off hook no face camp but it was way easier than being a tool and chasing 3 diff people hooking them x3 times and dealing with DS vs just getting rid of 1-2 people off the bat

    #stopplayingfair

    I don't play that way because its boring, not because I want to be 'nice'.

  • Thats actually in the mobile version and has been for a while. I quite liked it myself.

  • @Pig_Is_Pog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1791356#Comment_1791356

    that also relies on him missing or hitting someone else tho. if you don’t have a rock or something to go around that’s it, your as good as you are dead

    Thats the same situation as Billy but less punishing. So why is it a big deal.

  • @Pig_Is_Pog said:

    There entire ability is just to slug everyone and victor can just camp then switch back when killers instinct goes off. i thought this killer was gonna be fun to verse but it ended up just being aggravating and annoying. i really hope behaviour do something to make this killer a bit more fun to verse.

    Not to mention if victor fails to land a hit and you crush him, she just gets him back within seconds anyway. there’s basically no penalty for missing, twins are not fun to play against.

    Noone wants to sit there and be slugged constantly nor do we wanna be camped with victor next to us. i’m disappointed :(

    The penalty for Victor getting kicked is that the killer wasted all that time for nothing.

  • @Lavos99z said:

    Is it just lost on people in solo queues? Do people not understand if you don't heal, especially against the new killer, it's kind of a death sentence? Start healing people when you unhook them guys. If you're not playing in a SWF, it doesn't matter. HEAL YOUR TEAMMATES. Don't be stupid.

    In my experience its the bad survivors who heal when the killers getting looped on the other end of the map that are the clueless ones.

    Healing is important against a lot of killer, ranged/stealth killers and Oni/Nurse/Blight. Everyone else you can comfortably just throw on Dead Hard to act as your first health state and jump on a gen.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1790452#Comment_1790452

    I don't really see how. Imagine if said nurse hooked every survivor after downing them, the most activations of surge she would get is 12. Now factor in how many generators she is activating it on which will likely be only 1 or 2 at most on average. 8% damage per activation * 12 activations = 96% total initial regression, assuming its only activating on 1 gen at a time. Even if she still manages to hit 2 gens every time she activates Surge, the total damage would amount to 192%, but since its hitting 2 at a time, that's still only a maximum of 96% lost on each gen, and completely assuming that she's hitting the same 2 gens the entire match, in reality however, if she manages to hit 2 gens every time it won't be the same 2 that take the heat all game long.

    For example If she was damaging only 1 gen at a time, and the affected gens were spread out between 3 gens each losing 8% per activation, she's achieved the 96% damage but only regressed 32% on each of those 3 gens at the time she achieves the final down in the game.

    Now we factor in the time for the downs, and this is important... The average match takes 10 minutes. Getting 12 downs in 10 minutes would mean that she has to down 1 survivor every 50 seconds in order to keep the damage consistent and achieve that 96% damage spread out on a possible 5-7 generators. If she's downing 1 survivor every 50 seconds, that's 50 seconds of progress on 1 or more generators minus the 8% damage or +6 seconds added to repair time per activation on 1 or 2 of the 5-7 gens on average.

    Even without cooldown, Basic attack requirement, or even the distance requirement, the fact remains: the killer STILL has to down a survivor to activate it. 12 downs doesn't even equal 100% progress lost on 1 generator, and by that time the nurse has already won the game, otherwise she'd have to do triple the downing without hooking, and in less time in order to achieve in 10 minutes what Ruin accomplishes in only 2.6 minutes without needing for you to down a survivor. Hell, if she were to use Pop goes the Weasel for each of those 12 hooks, she would have done 300% damage to a generator or spread out among any generators of her choice. That's 3 completed gens worth in damage! Yet Surge can't even pull off 1/3rd of that damage with 12 downs.

    I could go on with more math over this, but Basically, It all amounts to the fact that no matter how fast she downs the survivors in a row, there's no way the damage done By Surge can compete with the progress gained by survivors. Ultimately, Surge is incredibly underpowered compared to other gen defense perks that are currently available, and would remain underpowered even if they removed all but the "Down a Survivor" requirement to activate it, because it simply can't apply its damage frequently enough to counter the progress survivors make in the same amount of time the killer achieves a down.

    I wouldn't call that "Disgusting" I'd call that "Funny" because the killer apparently overvalued Surge and wasted a perk slot.

    I would still say I prefer it to Pop. The main gain of surge is the need to not break gens nearby that chances are a survivor is off of waiting for the save or currently being chased. I don't think it'll ever be meta. But I think its also quite good for 3-4 gen situations on smaller maps. When you count the time spent walking to a gen with Pop the math balances out to be the same thing.

    Pop only shines when someone taps a gen you just popped then goes down next to it.

  • There's 2 things they can do.

    Remove the cooldown or remove the basic attack requirement.

    REmoving trhe cooldown could technically make the perk stronger, but removing the attack requirement would make the perk usable on more killers.

  • Pig, Micheal, Trapper and Wraith are the only ones I personally feel are outdated. Doc is fine. His main power is his anti loop, not his static blast.

  • I actually think that removing the 50/50 made him a lot more tolerable and fun to play against. A lot of people hated the guaranteed hit from a projectile/hit from not dropping the pallet/vaulting but now its only truly guaranteed at a vault. Now at pallets you can mindgame back and forth as survivor and you can still drop the pallet early.

    He's not as bad as he used to be. I actually don't mind playing against him now. I just wish less PPs tunneled. I personally don't use DS. But it feels like every PPhead is butthurt after being DSed last match or something and goes out of their way to look for you once caged and chase you to death.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1790856#Comment_1790856

    Damn that looked so sketchy though.

    Kind of a shame that you need particularly high dps to get better turning. Although to be fair I would argue that the turing in your original video is a bit too much anyways. Some middle ground between that and the turning I have at the moment I feel would be nice. I just think it's a shame that a killer power's effectivity is partially tied to the mouse sensitivity.

    The lunge should have a fixed turning value no matter the mouse sensitvity. Then they could balance the turning of his lunge perfectly.

    this. I've said it before but it should function like swings in Mordhau. Once you start that swing everyone is on the same level sensitivity wise.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1790550#Comment_1790550

    I mean even on the day of release he was still called weak despite buffs. But is say hes number 2 with add ons or 3 without.

    Only people that hadn't played him thought he was bad at launch. In PTB he was wonky but had potential. After the hibox fix he immediately shot up in tiers. I knew he was good day 1.

  • The amount of large empty spaces is insane and the darkness makes them all look the same

  • @Onyx_Blue said:

    So, as it is, Corrupt Viabilty is most commonly used for late game effects, for a 3-gen strat. What I propose the change is, is as follows:

    The 2 furthest generators from your starting location, as well as the gen closest to you, are blocked for 80/100/120 seconds

    ________

    Simple fix for the more braindead in-game application to the perk.

    I only use it for late game 3 gens as Trapper/Hag/Demo

    Its not the killers fault if you 3 gen yourself.

  • @UncleStabby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1789442#Comment_1789442

    Its toxic behavior. Actively abusing a game mechanic to taunt someone isn't okay.

    For the billionth time. This was legitimately in the original website description for how to bait a killer as survivor. It's intended game mechanics. If you get tilted by someone pushing a button and chase them, congrats. You got baited.

  • You're about 4 years too late for this post.

    The game is all about chases and chases are all about looping.

  • Even just a sound effect to tell you shes phasing in a chase would make her tolerable. As it is there's just no back and forth in the chase. She's extremely uninteractive for survivors and it makes for a boring game. Nowadays I just sandbag my way out of the game against a Spirit and either find another game or play killer.

  • Even when they work they still suck. Snowball? If two survivor are near and Victor downs you can still kick him, and be healed up before Charlotte is even near. They suck absolute ass.

  • I'm having trouble seeing pallets on loops or even having trouble figuring out what map I'm even on thanks to how dark it is.

  • She can send him right back out sure. But what did she gain? Nothing. If she downs near you? You can still kick Victor even if he gets a down by you, and be revived before Charlotte is even on your end of the map.

    She's terrible. She's actually weaker than Clown or Legion. It's incredible to me.

  • If they did it was needed. The main problem with Ormond was always size combined with the sheer number of linked tiles.

  • @Lightpkm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1785575#Comment_1785575

    Right and me screaming bloody murder when I was 16 because I snapped my wrist in half and had to go get surgery for it. I think I know what a blood curdling scream is. Edit; just want to add on in the fact that the survivors are getting a rusted iron hook through their shoulder so the pain would be even worse than a regular wound

    This might come as a shock to you but not every females vocal chords are the same.

  • I'm beginning to feel like the people that keep complaining about Elodie's screams have never heard a real, regular person scream and not some scream queen.

  • @DwightFairfield said:

    Personally I don't care if one comes out, but my question is why?

    The devs always say they're not doing something like that, but I've never understood why because there's never is a definitive answer. It's not a licensing issue because you don't need a license attached to it, it's not an issue of being overpowered because truth be told it really couldn't be, and it's not an issue of not enough people would buy it because you absolutely bet they would.

    So why is one not coming out?

    Edit: I've received comments confused on whether I meant props or survivors, I mean either/both, just a killer that can disguise itself as things or players within the trial to ambush them. Sorry for not being explicitly clear on what I meant by "disguise itself"

    For the same reason Stealth killers are ass. Good survivors won't fall for it.

  • this just play Civilisation 4head

  • @UkilledLegion said:

    i think survivors must found clocks without aura because they can wake up brake gen or wake up from each other.


    Ah, yes. The clocks that always spawn as far as possible and are not worth actually using because you lose more time than you'd ever gain. Lets make them even less worthwhile.

  • @Healthore77992 said:

    Old Freddy was weaker than Clown, i don't want to wait 7 seconds so I could hit survivor, I don't miss survivors healing in front of my face when i can't literally do anything. New Freddy is fine.

    This. Don't get me wrong I loved old Freddy and even mained him. If you went against an old Freddy they were GOOD and knew what they were doing. But for people that didn't know every trick and M1 killer needs to use they would get decimated. Even more than Legion. I hate new Freddy but its better to have a strong killer than a weak killer.

  • @DaFireSquirtle said:

    https://forum.deadbydaylight.com/en/discussion/209140/those-killers-that-have-no-counter

    The others I agree with but hag- no. No no. No. She has plenty of counters. Flashlights, crouching, looping and knowing to just hold the run button.

    Heck, if anything Patience is a huge counter. Most people dont want to crouch walk 10 feet to a hook because it "takes too long".

  • Solo has reached a point where the match starts, I see Corrupt on a gen, see a gen spark from ruin, than hear the Spirit phase or Slinger shot and just alt tab and watch Twitch.

  • Add a tooltip that says which side has longer queues and offer bonus BP to play the side with less players.

  • @voorheesgt said:

    His add-ons need a re rework. They're so situational and useless.

    "Gain undetectable for 15 seconds after landing a chainsaw attack"🤪

    "Chainsaw charges slightly faster.......but, you'll move at hag speed" 🤨

    "Chainsaw cools moderately faster while having a flashlight beam on you" 🤔

    "Chainsaw charges slightly faster for 30 seconds after being stunned by a pallet" 🧐

    Can't wait to get a pallet dropped on me so I can insta saw (ok, not insta... But a little than usual) and land a hit so I can be undetectable while I carry a survivor to a hook.

    ######### were they smoking when they considered these add-ons? 🤯

    That flashlight one is so silly.

  • I get positive exchanges after match more nowadays then negative. Occasionally I'll win a match where I played a way which should have made me lose but I'll win due to 1 weak link. Said weak link is usually a huge ######### in the post game chat

  • I get why they don't do it, as it would make Micheal/Pig/GF a lot stronger. But I wish it also disabled killer ambient noises, mainly for Demo.

    The global "HELLO WORLD I AM TELEPORTING RIGHT NOW" and the loud footsteps really ruin any ambush potential of his.

  • Surely if you're dropping frames having more stuff on screen at any time is going to make it worse.

  • @The_Bootie_Gorgon said:

    I was going to start wraith on the road to p3, but it's almost December.

    Merry ######### xmas!!!!!!

    LOVE:

    https://us.v-cdn.net/6030815/uploads/OYVSRSMVWVJG/mfc.png

    Goddamnit you just reminded me that I don't have Sandy Claws on PC. I was looking foward to rocking it again. PLs cross saves dev sI have so many Clown outfits on Xbox.

  • @OctaviusK said:

    Eh, as a wise person said.

    "He is a bounty hunter, so just like his lore stay hidden and out of sight or you'll be brought back to jail"

    Deathslinger is unique because he encourages pallets to be pre-thrown survivors to hide etc. He requires a different playstyle, thats not to say you can't loop him normally you can, but if you do. You'll have to take into consideration of a lot of things. To counter deathslinger you Gen Rush and make as much distance as possible. His chsin is only 18 meters. So pre-throwing pallets is quite effective.

    He's a uniqur killer that gets way too much beef.

    The pallet thing isn't really unique. Doctor, Clown and PP all require this when playing against a good player. Difference is that Slinger can counter that while the others usually have no choice but to break and continue chase.

  • Cool design, fun weapon concept. His name is hilarious. "Death Slinger" Wish he had a poncho style Fistful of Dollars outfit.

    Gameplay wise I think he's fun to play but a little simple and there isn't much to learn. As for playing against him I absolutely hate it, knowing how simple it is to get unreactable pop shots from playing him myself it just feels cheap a lot of the time. There are some cool shots you can pull off, don't get me wrong. But the no ADS time and ADS for free zoning is an incredibly cheap tactic that I avoid using and an obvious design oversight.

    Every DS uses M&A for a free first hit on any map that isn't massively open. Its a good thing that so many perks work with him due to the chain being an M1 attack, I wish more killers worked that way.

  • @foxboi440 said:

    Which killer 👁👄👁

    Buffed? Over half the cast

    Nerfed? I don't think any need 'nerfs', killers sohuld be strong, but there are ones I would like to see made more fair and enjoyable to play against.

  • @shalo said:

    or do only Killer perks have cooldowns?

    That perks been nerfed enough times. It's still a strong perk but its a lot more fair than it used to be.

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