immortalls96
immortalls96
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@Sluzzy said:
My only complaint is when Victor is on someone's back, they should be hindered more. Why can someone still open a gate with Victor on their back? I had a game where I closed the hatch, I found the last survivor and pounced on them and before Charlotte could even get to the gate, they had it opened. They should have to remove Victor first before doing any actions.
Hence why I think the transition time is insane
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@Kolossoni said:
Exactly how I felt using the Twins.
Charlotte is a regular killer without Victor and it feels too sluggish.
Victor on the other hand feels more of a "half" killer with nothing super powerful.
I think the twins need more buffs and an entire new coding system.
(I had Victor running sideways the entire time with the camera tilted 🤣)
Yeah this patch is something
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1803870#Comment_1803870
Basically the only time I haven't 4k'ed with her is against SWF. I've played 33 games so far and only not 4k'ed in 5 of them, in those 5 games I still got 1-2 kills. I am playing her at level 1 with just Tier 1 Oppression (though rank doesn't matter in this game, I am playing at red ranks, I think I am either 2 or 3). I try not to slug more than 2 people at a time.
Yes you are right, against SWF or Solo survivors that are healing constantly, I have a much harder time or lose. However, and this is going to be in caps YOU CANT BALANCE A KILLER AROUND SWF IT WOULD BE COMPLETELY BROKEN FOR MOST OF YOUR GAMES
You can't win every game, you shouldn't 4k every game, you are not playing against bots, you are playing against other people that have poured their time and money into this game and also want to have fun. And sitting on the floor bleeding out for 4 minutes isn't fun.
You lost me at can't balance around swf..thats backwards thinking..every other game balances around team play and for good reason..
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@MeneLaw said:
https://forum.deadbydaylight.com/en/discussion/comment/1803881#Comment_1803881
Imagine a killer who can be in 2 places almost at the same time, aint that map pressure?
It would be if you didn't have to walk across the map to get your hooks..the fact that you do basically nips that away
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@MeneLaw said:
https://forum.deadbydaylight.com/en/discussion/211904/devs-the-twins-need-some-serious-help
Rank 1 3k hrs /1k hrs survivor if this make u an opinion all i can tell as sirvivor i lose 3 games against twins cuz they slug like hell and the cooldown for vitor is so short, so im thinking at slugging and basement camp u cant lose with twins
Trust me you can..a lot of survivors are already figuring it out, just stay in pairs and heal when able, victor cant hyper slug and gg
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1803807#Comment_1803807
Yeah it does, because this community is toxic as ######### and would abuse it if the devs made it even easier for her to slug
If you'd read my post even her slugging is too weak against teams with organization..I think your not being realistic
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I don't wanna be THAT GUY..but we have waited a long time expecting some interesting mori change and key as well..only for the most unimaginative option to be your final choice while keys remain untouched while offerings to control the hatch spawn are now in the game as well..this is frankely very disappointing and I know you've heard this a lot, but recently events haven't helped in avoiding disappointment..I say this as a player who's tried to give every doubt i can while being constructive but this is just outrageous
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@EvilJoshy said:
Personally I don't think the Twins should have released in their current state but the devs need a reason to either
A: Bring in new players
B: Try to draw back players that left
Possibly
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/211904/devs-the-twins-need-some-serious-help
- This is a design mechanic to help slow down her slugging power I am assuming. I don't really mind if people hold onto victor as its the only real way to prevent them from slugging at 4 gens. Yeah its annoying, but I think they only real balance would be if they reduce the timer in which you can call back victor, they would then have to increase the time you can use victor again as a balance to help prevent slugging. She is already OP at slugging.
- Once again, the transition is meant to prevent her "unfun" tactics. If the transition was instant you could easily block and camp hooked people with almost no downside. She already has no TR while in control of victor. I feel like her transition time is perfect
- Yeah, healing is actually an issue I am noticing playing with her, but victor doesn't have a lot of counter play other than to heal. So its kinda a give and take. Its annoying someone can keep your power for almost a minute, but its also super annoying on the survivors side to be 4 man slugged at 3-4 gens.
Just Because she can slug is not a valid reason to remove any fun play she could have
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Hh..hes doomed at this rate
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1796923#Comment_1796923
They can't down with their power. They can however counter loops with it if the Survivor is healthy. Sometimes they can even if they Survivor is injured.
Not very likely..the stun is too long for that..the body blocking strat rarely works
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1795355#Comment_1795355
I am wondering what part of...
- Having a speed difference against the Survivors that is double the normal amount.
- Having the ability to vault pallets and windows about as fast as Survivors do.
- Having the ability to obscure the Survivor's vision so it is more difficult for them to keep track of you.
Doesn't sound like a chasing mechanic? Sure the first two pieces only work for the first hit, but that plus the fact that Frenzy does not have a cast time or any sort of more difficult to handle control scheme... if it worked on more than just the first hit, Legion would be broken. In fact that was what caused Old Legion's rework in the first place.
Can you down with his power or counter loops with it?..no..so no he doesn't have one..that is a pressure tool, no more no less
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1795512#Comment_1795512
I would agree that the overheat mechanic wasn't needed on billy.But he's still in a decent spot power level wise.
On the other side however all the other changes made killers waaay better than they used to be or at least only a bit harder to play (e.g spirit and nurse)
Its always hit or miss..however they succeeded in making some killers so rare to vs..why bother ? No point in a killer if they aren't played by anyone but a few..
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1795349#Comment_1795349
Sure,they shouldn't,but in my opinion strong killers should always be harder to learn (e.g blight,nurse,hag,oni etc.).
Which isn't the case with freddy,obviously.
Perhaps..but I'm not seeing that happening here...look what happened to Billy as a not nerf
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This is why I think huntress needs to be 115 with her addon pass, maps won't revolve around her..she needs tools to deal with it
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He needs a chasing mechanic..and it seems like he won't get it as he is
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@Xavier22 said:
I'm not gonna say he needs a nerf but what he does need is a higher skill cap. Same with spirit. They either need to be nerfed or they need to actually be harder to learn. They are way too easy to learn to be as good as they are unlike nurse who is very hard to become really good at and is also a very good killer.
Killer shouldn't be miserable to do well in..thats not fair
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@Hektic3000 said:
Nerfing freddy again is really dumb. This man was garbage for about 2 years because survivors complained about him before. So after more survivor complaining we're going to go through the same thing again.....really? Its like what happened with pyramid head, first he looses his ability to see his cages(which is his power so why cant he see them), then he gets slowed down after using his power because survivors dont like to guess when all killers do is have to guess.
It does seem a tad ironic
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1794433#Comment_1794433
yes thats the mechanic I suggested
Thats still too slow and lessens them to just..hit..down with victor..rinse..would be a very boring killer tbh
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1794424#Comment_1794424
What does victor have to do with this discussion?
You mentioned camping and tunneling, victor is the best at that
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1794383#Comment_1794383
having victor be closer to charlotte and charlotte be closer to victor after victor downs somebody wouldn't speed them up at all, now thats just not thinking with portals
But then every time victor moves charollet will too, meaning it would only help if victor did ot one person at a time..and thats if it works perfectly
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1794325#Comment_1794325
So what you're saying is you'd be upset that you can't tunnel even though it would no longer be required for pressure?
What I'm saying is this will screw over the killer..the best they can do with victor is give him a tr and frankly that's silly , and this would make them weaker .not stronger
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1793976#Comment_1793976
oblivious wouldn't be a hindrance if people in this community could look around (which, seeing how they claim deathslinger has no counterplay, they can't)
It has its uses but freddy has the weakest for of oblivious
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1794255#Comment_1794255
ruin their theme of camping survivors on hook and being the slowest killer in the game and forced to heavily slug to stand any chance against even average survivors?
This would do nothing to help their slowness at all, it would just remove what they do have in map presence..this killer will always be a slugger without major redesigning..nothing can be done about that
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1794248#Comment_1794248
True, but it would be given at the same time as the early game slowdown mechanic.
Plus with the suggested deactivation mechanics you'd really have to go out of your way to tunnel somebody for it to be activated.
Well here then lies the issue for me..my biggest beef with current ds..end game invincibility..and it would just be handed out to everyone like a free 5th perk..
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@NomiNomad said:
I 100% believe Freddy is the third or fourth best killer in the game. He is very powerful, and Waking Up isn't really that much of a detriment to him as hey, a little over a minute later, or a single hit, the Survivor is back asleep. I think Freddy is too powerful for how easy he is to use.
At least the other high tiers, Blight, Oni, Nurse, they all take alot of practice to get right. Not just anyone can pick up Blight and 4k the first time they're played. Freddy can. It's the same reason as to why people hate Spirit - She's far easier to use then a lot of the other high tiers, and get's the same, if not more, reward from the game.
His pools are much better than Clown's bottle, simple because he can precisely put it anywhere he wants, and it takes him about a second. Clown has to aim, throw, wait for it to land, and not get cucked by a branch or the games wonky hit boxes. Do I think he needs to be destroyed? Not at all, but something to make him more interesting to play as and against.
I can agree that, most of the time, statistics are a terrible way to balance the game, but Freddy is at the top in killrates for a reason. He destroys low ranks, and can do well against high ranks. That's of course just my opinion though, but I think this is a good thing. On top of the (hopefully) buffs we'll be getting for Wraith, Clown, and Demo, this is good news. Again, just my opinion.
About the snares there are a few factors..1..they only get use if freddy presets them or is in a loop..clown ruins people in the open, Freddy's snares cannot be modified, clown can, and freddy has a 1 second delay after firing the snares for it to prime, clowns travel time is roughly that or less dependant on range..I think you give them a tad too much credit
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@Axe said:
https://forum.deadbydaylight.com/en/discussion/comment/1794286#Comment_1794286
I would love reworked addons that could make some intresting playstyles. Like bring back Ninja Freddy. Have addons that decrease his lullaby radius so you could combine it with perks like monitor abuse.
That would be kinda cool ngl
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@Deckergirl said:
'Announcement of freddy changes has been made..and yet I think its a terrible decision to be making.'
Ah clearly another true case of you THINK you want it but you don't. ~blizzard
Toddler mentality, its broken so I don't want it anymore.
Honestly not sure if your trying to be degrading to me or the devs at this point
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@Alex_Splicer said:
https://forum.deadbydaylight.com/en/discussion/comment/1794268#Comment_1794268
That's not completely true, not everyone gets better.
I am a killer main simply because I CANNOT play survivor. I'm a coward and that's something I cannot get through and over - I'm a jumpy person, so I will just be a liability to my team because I'll be solo. There are surly others out there that feel the same and cannot just simply overcome how we physically/mentally are.
I'm starting to just not play unless I'm angry anymore, I used to play this game for fun but because everyone always wants to win instead of having a fun/good time. Winning should be a bonus and not the objective, but people will play the way they want; and in my 2400+ hours I've had about enough of everyone only doing what they want and not thinking about the other party. It makes for really unsettling games.
Thats not entirely the fault of the players..you know some killers play lazy because it feels pointless to try and be more active, survivors use their insane builds because rhe devs allow those builds to exist, the devs need to listen and try to find a compromise but they seem to not do that sometimes
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@Axe said:
Everything you do against Freddy often feels punishing.
Go to a clock and waste time not progressing gens while your team is going down. Stay asleep only for him to slap you with penalty addons and dream snares in chases.
Its a lose-lose situation going against Freddy and you pretty much have to suffer thru it and hope your team is active on gens or its over
A tad of an exaggeration but ill humor it..then what if we removed slow addons altogether? Frankly forever freddy died a long time ago , but I'd shed no tears for some more interesting addons
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This would be a disaster frankly..plague would be useless
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@Phoenixrebirth1 said:
Slow down all killers remove that cheap lock on they have remove some hooks
Thats not relevant to the discussion..and frankly looks like a bait post..so I'll ask you to not derail my topic if you would
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@Alex_Splicer said:
I agree and totally understand it affects the people with more TRUE experience in this game - but they have to try and think about the new player base as well; which is why I really think they need to have separate game modes and proper banning system to go with it.
Another thing I had in my mind was that every killer they have come out with ever since Leatherface has been intermediate difficulty or higher - they haven't given a new killer that's easy to handle in a long time; I feel that's for the others that have played since the start but I'm not settling that in stone just yet.
Newer players get better..thats inevitable , so the devs needs to understand that..I went through it..everyone before me went through it, yet we are still here, people don't need to be hand held at the expense of dedicated players..its not right
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Oh look..bait
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I'm not a fan of this..it would not only be glutchy and buggy but ruin the killers entire theme
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1793997#Comment_1793997
I haven't suggested any solutions, nor am I saying that they need infinite uses.
What I'm saying is the devs need to address match speed and unfun tactics. The primary reason killers use the listed tactics is because they slow the match down, Often at the cost of the survivors fun.
And to be fair infinite use DS as a base game mechanic wouldn't be bad if it had deactivation conditions, such as healing or repairing. But infinite use unbreakable is definitely too much.
Perhsps but even with restrictions a base mechanic that powerful would be a tad unfair to just give
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So whats your solution? Infinite unbreakable and multi use ds base kit..? That would shatter the balance of dead by daylight completely
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I'm just relieved its not just easy loop by easy loop..hated autohaven for that
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These maps had major issues..ive had no issues with autohaven yet, ormand im still exploring
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1792846#Comment_1792846
Snares are better than Clown's whole power at a loop. They do what his bottles do without having to actually aim, and he never has the reload at a loop or be smart about how many snares he uses.
Freddy is the most autopilot killer in the whole game.
Any clown worth a hooch will never use more than 3 bottles per chase, and id say clown is easier as its a big aoe slow and as i mentioned before setting placement is quite important, now he doesn't have to reload yes but he can't use them to slow outpositioned survivors either and he can't use them at all if the survivor is up
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@TheMikeOTR said:
I think he'll get a small nerf. Thing with Freddy is that he's insanely easy to use. He can teleport, he can place traps, replace pallets with fakes and he's immune to BT. Honestly I think if they took away his immunity to BT he will be balanced out.
Maybe but that still seems stupid..bt should not be infallible
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1793028#Comment_1793028
Any kind of counterplay you can apply to them is disadvantageuous to the survivor players. good counterplay should not do that. not in the sense that a counter gives survivors a clear win, but in the sense that it doesn't spike their chance of losing.
E.G. Disarming trapper's traps let's him know you did that (don't remember if he only gets an audio cue or an explosion too, been a while), revealing you, but it also forces him to go and reset the trap (even with the addon that resets trap automatically)
The above killers have counterplay on paper, but none that would be, well, balanced.
When people on here genuinely suggest to just give up on anyone hooked against bubba and just genrush and hope they'll buy you time by not hooksuiciding... then something is wrong if that has become the wide 'accepted' way to play when vs bubba.
When people do the same approach against Pig, again, something's gone sideways.
You say waking up against Freddy isn't mandatory in the other post. Sure, it isn't, but then you have to deal with the aforementioned set-backs: Oblivious, snares, dream pallets etc.
Oblivious isn't a hindrance unless your using bt though, and thats why its not just given for free..Freddy literally is an m1 killer till your asleep
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1793092#Comment_1793092
It's not just the metrics. Vsing freddy is one of the worst experiences in the game as survivor, especially in solo. Just because they are fun to play doesn't mean they are fun to vs. There's two sides to this.
Yes..and as someone whos on both sides..im calling out this nonsense for what it is
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@[Deleted User] said:
What Freddy needs is not a nerf, but actually something that makes him skillful. The fact that survivors fall asleep passively, can teleport and isn't slowed down while placing snares/pallets make him an incredible low skill floor killer. Basically the only thing you have to learn is landing M1s and his basekit does the entire rest for you, that's why his stats are so high.
Even clown doesn't get slowed by bottle throws..Freddy has more delay than him
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@Negi said:
Wait...there are people who think Freddy isn't at least high A tier? Though I agree with you about the statistics, they're both unreliable and often misinterpreted by the devs.
He's good..but not nerf worthy..no killer is
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@AUTOAIMISDIABOLICAL said:
https://forum.deadbydaylight.com/en/discussion/comment/1793090#Comment_1793090
I don't understand what you're trying to say with this reply? Are you suggesting that the stats are fraudulent? Entirely possible but at that point we have no info at all from which to base a conclusion. And it still means that the argument that Freddie has a higher kill rate because "survivors bad" doesn't work because you both have no evidence for it and it also just doesn't work conceptually.
I have plenty of evidence to say those stats are very flawed and backed by devs themselves saying not to trust them
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@Withered8 said:
Your complaining about a potential freddy nerf when this year we've gotten: Bubba buff, Doctor buff, Blight, Pyramid head, Spirit still in the game for some reason, clown and demo buffs coming.
Because I want all killers to be fun and good to play..not just some..and they're using bad metrics on their decisions
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@AUTOAIMISDIABOLICAL said:
Any argument you might make for Freddies stats somehow not being representitive will also apply equally to all other killers since the survivors all come from the same playerbase. As such the stats are still representitive.
Not when they are being used to gauge strength in a dishonest environment
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@MeltingPenguins said:
The thing with Freddy is that there isn't any counterplay that wouldn't be disadvantageous to the survivors in some way. The high killrate has nothing to do with DCs or hook-suids, but more with that:
- Survivors will fall asleep automatically, getting a disadvantage in the form of Oblivious, dream pallets and snares
- Waking up through another survivor takes longer and longer, keeping people 'locked' in one place.
- Waking up through missing skill-checks gives away one's position and regresses gens/uses up med-kits etc
- Waking up through the alarmclock keeps you away from gens/totems and leaves you rather out in the open
Add to that that Freddy can teleport willy-nilly (or pretty much so), and all this without any addons taken into account. you have Killer that is very easily exploitable, and that's an issue he shares with Bubba, pig and spirit.
The concepts of them are fine, but once you add scummy brats into the equation...
Thus, the best changes to any of these killers would be changes that take away how easy their abilities are exploitable, scaring brats off of them. If the devs can pull that off both sides would have more 'fun' playing with/against these killers.
The way his kit works is to give survivors choices..waking is by no means mandatory
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@ggallinftw said:
I got no problem with a freddy nerf. He gets good value with minimal skill requirement. I'd bet a good percentage of freddy mains would get crushed if they used a skill oriented killer like oni or hillbilly.
Billy isn't what he used to be to be fair..and if you can best those killers then freddy isn't an issue as hes way easier to chase