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lazerlight
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@Manky said:
https://forum.deadbydaylight.com/en/discussion/comment/1727236#Comment_1727236
Every killer has the same lunge of 0.5 seconds with the exact same range. The only exceptions are Spirit's grudge and Michael's T1 which is 0.2 seconds and Michaels T3 which is 0.6 seconds. I can tell you for a fact that Freddy just has a longer looking lunge, thats not an excuse, thats a fact. The way to play around this is to just know how far his lunge is from practicing against him and dont play as recklessly against him if you struggle.
what do you mean by longer? longer as in duration, or longer as in it looks like his arm is longer? Because, if it's the latter, I've stated over and over, that that isn't the issue. You still get hit... from 2 meters away. Because his claws, on the survivor's screen, look like they are two meters away... and it still connects. It's not him APPEARING to have a 10 meter arm. It's that he hits the air behind you, and you STILL. GET. HIT.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1727236#Comment_1727236
short killer + short weapon, blight and hag have longer weapons so it matches the hitbox of the animation better
freddy just yeets himself
also the images are saying there is another killer who has addons that directly affect gen speed
it doesnt matter if he "yeets" himself. He connects the hit when in the survivor's screen it did not. That's not a problem with "visuals" it's a problem with the hit boxes. His needs to be adjusted.
Billy and Bubba have (or atleast used to have) gen speed affecting add ons but, the difference with those, is that you must have had to get hit by their powers first, which means they must have had to do a good job at hitting you. And they were only there while you were injured. PLUS their effects were/are only individual, not stackable like Freddy's purple add-on is (cant be bothered to learn its name).
Freddy just walks around, you fall asleep after 60 seconds over and over again, and BOOM everyone has slower gen speeds. His power does everything for him. He doesn't need to do anything in order to get that debuff to activate on survivors (which btw, affects other actions too, not only gen speeds).
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1727182#Comment_1727182
https://us.v-cdn.net/6030815/uploads/0DREM1N19KIL/image.png
https://us.v-cdn.net/6030815/uploads/OLJQAW5P8UV1/image.png
also lunge is fine they just need to make the animation more clear on the range because all killers have the same lunge however
small killer + small weapon = it looks like he YEEEEEEETS himself at the survivor
First of all, what;s the meaning of those images?
Second of all, Hag and Blight are shorter than Freddy and they don't feel like they're hitting you from 10 meters away. Yet Freddy does. I'm willing to bet it's because of his 1st person model. We all saw how outstretched that arm was. You can't keep using "he looks like he hits from far away cuz of his stature" excuse anymore.
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@ALostPuppy said:
The fake cooldown is 10 seconds, not 5. It's still very short and basically meaningless but yeah. And 45 seconds should just be the standard teleport cooldown for Freddy. It shouldn't be able to be shortened by up to 60 ######### percent (80% with both addons. Pretty sure it takes it down to about 13 seconds. Wow amazing. Definitely very fun with ruin, undying and tinkerer.)
Not only THAT, it takes gradually longer to wake yourself up with survivors so it shortly becomes pointless because the moment you fall asleep the clock spawn literally the furthest away from you as humanly possible. So keeping awake to try and keep his teleport cooldown up is a total waste of time and not worth it. And then he makes everyone oblivious, counters BT for free and the ability to slow down survivors with spammable snares that doesn't slow down or affect him at all when placing them so it's completely risk-free.
Not an overtuned killer at all, BHVR...no, not in the slightest...
Its overkill. They just needed to make falling asleep more threatening and make him able to m1 you regardless of your status. Not have Freddy's power do absolutely everything for him.
Clocks? Farthest one.
Waking up with others? Takes longer each time.
Teleporting? Every 15 seconds and I dare say less.
Snares? Feel like they slow you down for much longer than Clown's gas.
Arm? 5 meters long (we saw that 1st person bug BHVR, his arm is stretched out, ya'll ain't slick)
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@BillyMain77 said:
Freddy is also the only killer that has add ons that effect gen speeds.
Freddy needs a rework with that lunge and add ons.
if you saw the 1st person bug, you can clearly see his arm is 3 meters long lol. I bet real money that's the reason he can hit people from so far away.
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@TheClownIsKing said:
I’ve suggested something similar before.
He should have much longer cooldowns on Dream Projection while survivors are awake (longer than currently), and shorter cooldowns for each one that’s asleep (shorter than currently).
This would make waking up against him feel like a much more meaningful choice/action.
That won't make waking up with the clocks more meaningful. It will still be the same but worse. The bots will never do gens and instead will waste time waking up. Clocks should be RNG and his cooldown needs to be increased, both for when survivors are awake, and when they aren't. Personally, I'd just remove the whole micro sleep and just make the match just have everyone asleep.
With that change he'll literally be teleporting every 5 seconds.
His power gauge should stop completely for a whole 10 seconds after touching m2 (whether he comits or not) to then start regenerating. And on top of that increase his cooldown. He should be relying more on his snares than his teleport.
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Literally most of the recognized dbd streamers have commented on how Spirit, Nurse, PH, and DS have little to no counterplay, and Freddy's power does everything for him. Phase with Spirit, you win, blink with Nurse, you win, fake your shots with DS, you win, fake your Punishment, you win, (the recent change did nothing to him, he can still M1 immediately after cancelling his Trails, or at least right after just tapping M2). Freddy can fake his entire bar of the teleport and teleport again after 4 seconds.
It's not just Scott that's been vocal about these killers. People who keep defending these Killers saying that they're "okay" literally just want easy downs because they're easily bullied when playing as other killers. Once bhvr addresses gen rushing, these Killers and their powers will actually need to be addressed because no one is gonna be able to escape against them if gen accessibility was actually balanced.
Everyone and their mother knows that those are the most problematic killers (and even Hag) because every time you see the threads with "what if there was a Killer ban feature" everyone, even the mods, jump up saying how "that's just gonna make people ban Spirit, Freddy, PH, and DS." ................because maybe... there's a reason for that.
With this change I was actually able to last way longer against two different red ranked Spirits. This "bug" was the best thing she's ever gotten. And what do they do? They add it to her description, just to remove it as a bug... cooldowns and charge times are there for a reason... idk why they've been giving killers shorter and even non-existent cooldowns... and people defend it...
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@[Deleted User] said:
To call the developers greedy on their own forum regarding the game you all obsess over isn't necessary and you can just stop please.
so calling the devs, who have not rewarded their playerbase outside of bloodpoint codes or charms, who just keep putting new content behind paywalls, greedy is bad but calling players that don't agree with their monetization "strategies" even though they have been playing the game for years and spending a lot of money on it greedy is fine?
They are being greedy. They thank their playerbase by selling them stuff. If we want to get something "nice" from the game for free we have to grind for over 80+ hours to get it. To get just ONE thing.
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They CHOOSE to ignore your points. Literally Ayrun and JRM's videos are sufficient proof of why this needs to be addressed. WGLF Healing boost should be decreased to 50 / 75%. Or survivors preventing pick up by healing should be removed.
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the way they all just ignored the main concern in your post... I wonder if these are the same people that stan Decisive Strike.
People have already said Soul Guard is a bs perk and they're gonna pretend its not.
Someone on the ptb feedback was talking about this, how the new WGLF would make it difficult for the killer to get the downed survivor after smacking someone, before the other survivors got them up. I love the "just wait 8 seconds for soul guard to wear off" those 8 seconds are enough to heal up a downed survivor with WGLF, especially if there are two survivors performing the heal.
I'm really interested in seeing what changes they are planning to do to deep wound. Maybe this'll make abusing multiple soul guards stop.
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girl... just lower the menu music to zero my guy
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I disagree with all the people saying the game will die. That's what ptb's are for. They could go down the list with suggested changes, do a ptb for say, no more than 10 of those changes, and see what the players think. If they just did ptb's with minimal changes and not super big mechaninc overhauls, on a regular basis, the community would actually be listened to and actually learn why some changes wouldn't work, or be glad that other changes are good for the game. The community would become more active and happy, bringing more players into the game.
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@Lightpkm said:
https://forum.deadbydaylight.com/en/discussion/comment/1693091#Comment_1693091
Just remember deathgarden was dbd 2.0 that failed twice and they took everybody's money said you have a few months left to play then shut it down. With how these devs are I would pay 60 for a bootleg version if the devs actually listened to the player base and took their responses with some passion/weight.
look at that. wow. never even thought of this.
yup, a bootleg where the devs actually listen? And actually reward their players for playing? This game will have real competition in that department
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1693001#Comment_1693001
it’s only for mettle of man. Second wind only activates once I think.
nah, just tried it. you can use it both times
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@Lightpkm said:
I agree 100% these devs are plain useless, not to mention there are some many perks that need bugs or reworks and the devs are like. "I'm a bhvr dev, I think that the player base doesn't know anything and we will just give dlc to these mindless monkeys for more muney!"
yup! In almost every Q&A stream they read some concerns and write them off as "well, we don't feel good adding that"
Like.... it doesn't matter what you feel lol, we're the ones playing the game and keeping it alive, not you.
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yup. they are just doing this to troll with the fans. Because they know our concerns. They've read all these threads. But they choose to do the complete opposite just to mess with the old players. They really have taken the "customers are always wrong" to a whole new level.
At this point I'm just waiting for a bootleg version of DBD to be released just so it can be better at everything this game lacks in just so that this game's devs get the karma they are attracting.
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@Deficient_Artist said:
lol just fix it stupid, see you cant do that when your community is literal dogshit, cause people like you, complain :)
lmao imagine going to an amusement park and all the employees inside ignore you cuz you already payed for the ticket. And the rides are all broken and unsafe. But the souvenir shops are all clean and spiffy. You went to the park for the rides, not the souvenirs. The souvenirs are just a bonus. If the main purpose, the purpose they sell you the ticket for, is broken, will you not complain?
"Lol, at least they have cute bobbleheads! They are living breathing human beings, I can't be mean to them even after they lied to me and took my money :'c."
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in game voice communication would open up the door to even more toxic behaviour from both parties. Cocky survivors, taunting, swearing, name calling, survivors being toxic and insulting eachother for making "bad plays", etc.
What we need is more emotes and a way to kick survivors who are trying to unhook you without borrowed time lol.
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the recolor was to help sort out the perks in alphabetical order. It does not make it harder, it's easier now. But I agree that a search bar is needed.
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The thing is, no matter what rank you are, there's always gonna be dumb survivors who don't know what loops are and crouch around the entire map. Making Rank-based mechanic changes will just make it worse for Solo players. Cuz the braindead bots will just make the games draw out longer than they already do.
The core mechanics of the game need a complete overhaul. There should be a secondary objective for survivors, killers should be denied of camping and tunneling early game. Bloodlust should stop being reset after breaking pallets, THE TUTORIALS NEED AN UPDATE, there should be a PRACTICE MODE, the list goes on...
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i just think that once undying is cleansed, any other totem that respawned should die out.
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wait, it's a one time use?? I thought it could be used twice already?
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yeah, it feels like his camera is down on his chest and not his eyes lmao.
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survivors should need to search for gloves or instructions around the map to actually be able to start work on a gen. After they get that item, gens work just like they do now. No multiple items to search and come back cuz then gens would never be repaired. Specially with S tier killers with sweaty builds
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yup! It's literally useless. They can read 100 threads on the topic and ignore it cuz "We just don't see the need for that change".
Most of the PTB feedback threads were about WGLF, most of those threads talked about adding healing someone from the dying state giving a token. They had what? Three weeks to add that? Still didn't add it. Haven't even at least told us that they're working on adding it later.
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yurp.
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@selflessnea said:
Interesting but that is a lot for one perk to do by itself. I would say it would only need the following from your list
Ignore endurance status effect
Gain 3/4/5% movement speed buff
Exit gates passively regress at 1/4 speed (kinda changed it a bit)
well, since NOED is already a powerful perk, I wanted to change it into something fairly similar in strength. I feel like if gates regressed slowly, it would just make survivors open the gate. If they decide to let go of the gate and it gets blocked off, that'll have as much of a "surprise" factor as the current NOED has (maybe only blocking the gates after the bar reaches 50% so as to prevent survivors from tapping the gate at the start of opening it). Of course, I'm saying this assuming your suggested change removed the whole "blocking the switch" feature, if not, then I wouldn't mind it going down at 1/4 speed instead of going down to 0 immediately. However, they'd still have to find the totem or open the other gate in order to stop the regression, and by the time they do either of those, the gate will most likely have reached zero...
I feel like just the movement buff and endurance neutralization isn't strong enough to compare to current NOED. It won't feel like a second chance perk, instead it'll just become another situational perk. Right now, current NOED, just from having infinite exposed, already feels like it's "a lot to do by itself" IMO. Which is why I added all those buffs to compensate for the replacement of exposed. You sacrifice using only 3 perks during a match, to acquire the equivalent of 5+ in end game.
EDIT: I wanted to compare it to how Jason from F13 the game has the anger mechanic where he starts walking through doors and walls and stuff. It'll make survivors poop their pants.
Also, I came across a post suggesting a new status effect for killers titled "Enraged" which gives the Killer more or less the buffs that I'm suggesting here. So, maybe new NOED can give killers infinite Enraged status.
https://forum.deadbydaylight.com/en/discussion/comment/1684888#Comment_1684888
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@IshinSolarc said:
long story short:
is about the devs trying to sell the product in a way that gets the customer's attention. Even if the customers are not a fools, it makes them start thinking on how buying it would be beneficial to them, increasing the odds of them buying it.
This method doesnt increase the odds of buying the packs after you've bought the first pack and discover it's meaningless. All it does is make people go "that isnt a bonus. But I want this outfit so i have no choice"
People buy cell packs simply because they want the outfits, not because of the "bonuses".
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bringing this back...
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commenting on this, cuz it's still relevant
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1686648#Comment_1686648
Oh, ew.
Also, that's pretty exploit-y, it probably wasn't a good idea to ask for explanation.
there are a couple of videos of it on youtube thats how we know about it
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@MrPenguin said:
I agree with the edited form. If bloodlust is supposed to prevent long chases, then losing it for breaking a pallet is kinda dumb. I always thought that. Would help with the gen time/map design problem a little as well.
exactly! What's the point of adding a chase shortening mechanic if it can be reset by removing chase lengthening obstacles...
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A visual indicator of where she is and a movement slowdown after phasing/phase attack would be appreciated tbh.
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these changes do sound cool. i would increase the footstep audio to 6 meters.
the melting thing would be very much appreciated. There is no visual indication when she starts to phase. "her hair does this. her shards sparkle. her animation resets" no it doesn't. There is no indicator. When they first added her quote unquote "nerf" she had actual sparkles but they removed it for some reason.
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@Shymare_11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1684791#Comment_1684791
I congratulate you on making a better explanation than me, so basically yes.
vxdhgfhgfcjghch
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ooh i get it, so as to give the survivors a little more time to get away before the killer zooms in on them at mach speeds? xD
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She needs a delay after teleporting, and her traps should not auto-aim.
Also, make traps only triggerable when running.
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I wrote this in another thread, but I'll bring it up here again.
"The other survivors can do gens!" ..........AND?!?! What about the person on the hook?? It's not about the overall match outcome. It's about the players PLAYING the game. Getting forced to do NOTHING for 2 minutes is GRIEFING. No matter what your excuses are. If you camp when there are more than 3 gens to be done, you are DENYING A PLAYER FROM PLAYING. You are denying them of making points. You are IMMOBILIZING them. And what do you call it when another player immobilizes you for long periods of time and/or prevents you from making points in a game? Griefing.
If you camp right off the bat at 5 gens. You are GRIEFING. You are not "securing a kill" you are denying that player from PLAYING the game. It's not so different from bodyblocking someone in a corner the whole match. (Ya'll remember hatch standoffs??)
When survivors get hooked, that hook should switch places with the farthest hook possible. The killer can still decide to go and camp that hook, but the survivor should get A LOT of points if they enter 2nd stage without being rescued (the killer being nearby will not need to be a requirement for this scoring event to trigger, the survivor should be rewarded for being patient and sacrificing a hook state). If the survivor attempts an escape, this scoring event does not trigger.
And PLEASE make struggling on the hook give 2k points. It's ridiculous that it only gives you 891 points for mashing your spacebar for a whole minute. Bonus points if you die with the Killer being nearby for more than 30 seconds.
This won't punish killers, but atleast it'll relief the griefing by giving points to the survivor that's being prevented from playing.
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It doesn't matter what people say, it doesn't matter if it's a "valid strategy". Campers/Tunnelers/Sluggers are preventing people from PLAYING THE GAME and making points. This is GRIEFING. It's fine if you camp or slug in the end to get some pressure. But to just target a player just to get them out of the game asap or prevent them from playing is scummy and GRIEFING. "The other 3 survivors just have to do gens" but what about the survivor on the HOOK. They didn't boot up A GAME to sit there and do nothing for two whole minutes and then get kicked out with no points rewarded.
Hooks should have a similar effect like Pyramid Head's cages. Once you're hooked, the hook switches places with the farthest empty hook. (A cool animation they could do is use the same animation of the entity when it's grabbing the souls of sacrificed survivors, but upside down. It sinks the hook into the floor and then brings the new hook in the same spot.)
Hooked Survivors should get a lot of objective or altruistic points if they enter the second stage on their first hook (if they didn't attempt to escape). Maybe 3k? The scoring event can be called "live-captive" or something. This way, even if they have been prevented from playing, they can atleast buy a brown item in the bloodweb lol.
And struggling should give up to 2k points in survival. I still cannot believe struggling for the whole 60 seconds only rewards survivors with 891 points.... Really? Not even 900?? That's just flat out disrespectful lol, especially since making points in the survival category is as hard enough already.
Everyone entered the game to have FUN and PLAY. How is camping early game different than a killer body blocking you in a corner the whole game? That at least on the hook you die, but you were still prevented from playing for 2 minutes...
Funny how the survivors' fun isn't the Killers' responsibility but the moment a survivor dc's, they ruined the game for the killer. So wait, survivors' fun isnt your responsibility but YOUR fun is theirs?? I don't think so.
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This sounds nice but with the amount of toxic people and the amount of situations that can MAKE people toxic or angry at others.. this would be a waste of a feature. I'd be fine if Killers just heard random character-voiced mumbles when survivors talk, like the parents in The Peanuts, cuz YOU KNOW cocky players are gonna be hella toxic and start taunting. But then again, survivors can still be toxic to eachother...
I just want more emotes so we can communicate better with eachother.
We desperately need a "No/Dont do that" emote so that we can stop other survivors from finishing the wrong gens for example. And we need a "Gimme that" emote so that we can exchange items.
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This sounds nice!
Also, Killers who are undetectable should not trigger crows imo
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I'd say, DS should deactivate if you touch a gen, hide in a locker, or enter the exit gates.
This'll prevent cocky survivors from doing gens and getting in lockers, and it'll stop cheap decisive escapes.
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@dratec said:
Every match the killer has ebony mori. Just played 10 in a row. Every killer has range like pyramid head. Can hit you even if animation has a whole 3 foot gaps. Through a window. Take 3 steps and still get hit with the killer on other side of window. Playing with friends game is tolerable. Playing with random. Impossible. Playing a killer is not even fun. Its easy mode whenever playing any. Work on balancing your game and stop coddling killers. If they need more so bad. Make it like DS and have to pass a skill check.
-hit range is not accurate. Fix hit boxes please.
- can't take 3 steps without a hook there. Makes wiggle pointless. Basically a Wasted feature.
- notice a lot of people complained in groups that even when spamming struggle. Entity glitches and still kills you with 25% meter still there.
- 85% of daily challenges are for killers.
I enjoy playing killers along with survivors but survivors are way to much a challenge and killers is way to easy mode.
- Yeah, getting hit from 5 meters away is WACK AF. But they are working on hit validation. It'll probably take them half a year for it to work properly though, so we'll just have to sit and wait until that gets fixed.
- Wiggling isn't supposed to be a guaranteed escape. It's there to inconvenience the killer a little and give you a chance, but there shouldn't be any spots in any map where the distance of the hooks makes wiggling give a survivor a guaranteed escape. Cuz that can be abused by the survivor running back to the spot where they're far from the hooks. You'll have to rely on your teammates to take hits or bait the killer into swinging to slow them down and give you more time to wiggle.
- That's a bug. If it hasn't been reported yet, you should post that on the bug report subforum
- They spoke about this in a live stream. Currently Daily challenges are very Killer sided so they are reworking the daily ritual system.
- Ooof... I think you think Killer is easy because of how broken matchmaking and the ranking system is... most survivors out there are straight up bots. They either get downed in 2 seconds or run around doing nothing. This rank reset has been the worst by far. I have not been able to rank up cuz all the teammates I get do exactly what I mentioned and I have to deal with the agro since I'm the only one doing gens and not playing immersed.
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This happened to me too and boy did that make me rage lol. I didnt even see the flashlight beam on my screen!!! i was facing a wall and everything lol. It was on Father Campbell's Chapel. I'll remember it forever...
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Traps shouldn't be triggered by walking. Period.
Current Hag can make lose-lose situations ESPECIALLY near hooks. Crawl towards/away from a hook? Hag will walk there and smack you. Walk/Run away cuz she's coming back? She'll teleport and smack you.
Also, either they make her traps stop moving the survivor's cameras, or they lock the trap in the position that it first spawned in, removing their auto-aiming.
AND, the previous bug that she had where she couldn't move for a split second after teleporting? Make that into an actual thing. Hags out here spamming M1 after teleporting is really really wack. Or atleast remove her ability to lunge right after teleporting. Make it so she has to wait a second after teleporting in order to lunge, if she spams M1 she'll just default swing.
EDIT: Make Mint Rag allow traps to be triggered when survivors walk near them.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1682115#Comment_1682115
Hmm, I checked a few dictionaries and the pronunciation keys are all with the long i sound. Who knows though?
Anyway in case anybody's curious
https://dictionary.cambridge.org/us/dictionary/english/mither
I know you did not come in here to argue about how Mither is pronounced............
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oof. In my opinion she needs to be nerfed harder (Or reworked lol, don't eat me). Nurse's blinks makes it feel like she has unlimited dead hards. She can blink almost immediately after you get smacked, closing the gap you made from the speed boost of the attack pretty easily and no amount of mind gaming will save you cuz she'll just wait for her blinks and keep double blinking until she catches up to you or cuts you off. You mind gamed her first blink? Good on you, she's getting you with the second blink. She can just repeatedly correct her mistakes so easily.
The way she can instantly blink 5 meters just by tapping her power button... (im exaggerating a bit on that, but it really feels that way sometimes)
ps. dont head-on her right after she ends her fatigue animation cuz you'll get the score and the exhaustion but it won't do anything to her.
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@Shymare_11 said:
I believe I used this effect in one of my previous posts about perks, so let me try to remember it. This effect is similar to someone becoming unhinged and wild at the cost of being inefficient and reckless. I think this would happen for certain perks, addons, or if the killer has been stunned too many times in a row or hasn’t hit a survivor in a while.
Enraged: You brake pallets and breakable walls 50-75% faster. You recover from light burns, blinds, and stuns 15-30% slower. If you are stunned, you move 5-10% faster for the duration of the enraged effect. After injuring a survivor, you instantly lose this effect.
I think this type of effect would make the game more interesting since survivors will have to be aware of how often they are stunning the killer and whether or not it is worth it to stun again.
"you recover from light burns, blinds and stuns slower"?? is that correct? Or did you mean faster?
Either way this sounds neat. It could be coupled with the Bloodlust Status! Maybe when you reach Bloodlust 2-3 you get enraged and gain an extra speed boost, stun resistance and faster breaking/vaulting animations.
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@Warcrafter4 said:
The issue with this suggestion is that windows are already the best type of loop due to being infinitely reusable.
This would make them stronger as window loops don't have pallets so killers can't blood lust.
Keep in mind you have the "House of Pain" loop which is an already near infinite window loop against Huntress/Deathslinger with the current blood lust mechanics and would be an outright infinite with these changes.
yeah I noticed that and mentioned it in a previous comment. So my idea would slightly change to "stop pallet breaking from resetting BL"
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@musstang62 said:
I'd be happy with just not removing bloodlust when a pallet is broken, and then maybe either slightly increasing the time needed for a bloodlust stack or slightly reducing the movement speed buff to compensate if needed
Right? Cuz right now breaking pallets is just a lose-lose action for killers. You waste time, you lose distance, the only ones gaining an advantage for killers breaking a pallet are survivors.
Personally, I'd keep the speed buffs the same after breaking the pallets, unless they made breaking pallets faster the higher the BL tier, then that would be a fair exchange.