lettuchia
lettuchia
About
- Username
- lettuchia
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
At least 50% of the anti tunnel/slug and related updates need to be cancelled for live or else this will possibly be the worst update the game has ever had. Will make a forum post going into further detail why I think this for the team's sake later if I don't just give up on this game entirely by then
-
@syttemis3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989514#Comment_3989514
This is some of the worst case of survivor main energy I've ever seen. When a 4 man swif is pre-running because of calls, gen rushing and now also have base kit unbreakeble, you need a mirical as a low tier killer to have a chance at getting even 2 deaths. Now remove their primary source of presure and they will get a 5 gen with ease. And now you're telling me that this isn't enough? It should count all the way to the t-bagging at the exit? Behavior listening to people like you, are the reason the killer/survivor dynamic will never be in balance. (for reference I play 50/50 killer survivor)
Survivor perks and low tiers should be changed too. Wouldn't you prefer low tiers to be strong enough to have a chance of getting a 3-4k with skill expression instead of only a 0-1k without skill expression?
-
@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990991#Comment_3990991
You have teammates and your on the brink of outing the killer. Giving survivors these benefits during endgame is just unfair.
You're on the brink of outing the killer because you've earned it, and even if you have good teammates it's impossible to save vs bubba and other killers without at least one person dying
-
@ph45m0ph0b1c said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990993#Comment_3990993
So essentially you have had enough of playing with teammates that can’t coordinate an endgame rescue and you die so we delete the whole escape thing and you just win because you completed 5 gens?
That’s it, yay on to the next game?
How about we have an easy mode where you just have to load in and run out of the already open exit gate?
No gens needed just a 30 second run and you get your GG for being an awesome player 👍
No, I've had enough of dealing with camping killers who are impossible to save against regardless of how coordinated my team is
-
@Birdy335577 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989514#Comment_3989514
Lmao this change is Already broken enough, if you didn't disable it in endgame it would literally just be a guaranteed escape for survivors.
Its already hard enough to secure a kill in endgame, this would actually make it impossible
A guaranteed escape for the survivors...after they've completed all 5 gens, which in itself is not guaranteed
Also it should be impossible to secure a kill in endgame, you don't deserve a kill just for hooking and camping one person
-
@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989514#Comment_3989514
If you even make it that far into a match, you don't need anti camp or anti tunnel.
Why don't you?
-
@Mistfit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990436#Comment_3990436
The thing about it is its not about deserving a kill it's securing at least 1 assuming you didn't get anybody else that match and also in endgame most likely whoever goes for the unhook is going to be traded with anyway, once they get hit jus chase and down that person depending on who it is and where you are to the gate
Since you don't deserve the kill you shouldn't get it either
-
@Mistfit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989514#Comment_3989514
I have to disagree with this (I didn't downvote nor upvote). I would like to hear your opinion on why you think they should be disabled. I personally think that it shouldn't because 1. There isn't anything else for a killer to do than to secure a kill 2. If they allowed it then people would only run OTR and DS guaranteeing they get out and body blocking for someone else. The way it works now is perfectly fine granted they still get basekit BT and haste where they can still make it somewhere
e
Plenty of killers like bubba, billy, huntress, trickster, and others still make it impossible to save without repeatedly trading even with free body blocks, leading to a free kill. The killer doesn't need anything to do in endgame other than finishing up chases and whatnot, and if that results in a 4 out so be it, you don't always deserve a kill
-
@kommandantlocke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989514#Comment_3989514
its endgame just leave through the gate
Ah yes, just leave through the gate while you're on hook getting camped
-
@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989514#Comment_3989514
I think at this point the devs also need to take a close look at the end game. It's been turned into something where literally anything can happen to flip the game heavily into the killer's favor, and so it incentivizes the least interaction and gameplay so survivors will just leave. No I'm not talking about tbagging at exit gates, but rather when someone is inevitably left hanging on hook and then people have to make the tough choice of even attempting a save or leaving them to die.
Perks like noed and no way out flip the game around into what was once a decisive victory and back into terrible danger. Or what was just barely a passing win into a crushing defeat. Blood warden still keeps survivors afraid of opening exit gates, or panic leaving before one of their team gets hooked.
Everyone is always saying "What else is the killer supposed to do!" but camping the last survivor on the hook is by far one of the most boring parts of the game, and arguably still frustrating if you happen to be a killer without any instadown or multi-hit capabilities.
Something really needs to change about the endgame.
Completely agree.
-
@Vipershock108 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989537#Comment_3989537
so…nothing, you want killers to not be able to apply pressure to the survivors at all? unless there is something to do which you haven't stated at all i cant think of anything. exit gates cant be pressured because their are 2 of them and are normally on the other sides of the map, so unless your playing a killer like blight you cant pressure them at all, and even blight will have a very hard time doing that. that's why you are allowed to camp hooks in endgame, because it allows killers to apply pressure to the survivors reliably.
You would still be able to try, and that's the limit to what you should be able to do. You don't deserve a free kill
-
@notyarbllewe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989514#Comment_3989514
But dude, you have no argument on WHY they should stop disabling them at the end. Our argument is the fact that it'd make it even harder for killers to get a kill at the end if they've already had a terrible game. What is the killer supposed to do during End Game if they got no kills? Just give up and walk away and let the rest of the survivors simply free the hooked person and leave because the anti-camp feature will free them anyway? They need at least a chance to get a kill, and disabling the features gives them a slightly better one.
Why do people keep asking me this? What would you do in endgame if you couldn't camp? Literally there's your answer, it's so simple. And no they do not need a chance to get a kill, you don't deserve a kill for hooking 1 person and camping them, get a kill before then, and if you can't for some reason other than skill issue then that's a general killer/survivor perk balance issue, not one which is solved by giving killers free kills just because they feel bad
-
@AxoGod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989611#Comment_3989611
One problem with anti-tunnel staying on is that it could be actively detrimental to hook. If the player has enough states, it could confirm a free out for the survivor. In that case, the survivor would get an out without deserving it. Killers would feel the anti-tunnel constantly if left on. Survivors have to deal with an annoying death less frequently. Anti-tunnel turning off is the overall less frustrating option.
It's not a "free" out for the survivor, the survs got all the gens done, they earned it. Meanwhile what does the killer have to do for their actually free kill? Get a single hook and camp :/. Anti camp and tunnel being enabled in endgame is definitely the more reasonable option, survivors earned their 4 out plenty more than the killer earned a kill
-
@EinRaikou said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989530#Comment_3989530
"Stop givining killers free (arbitrary) buffs" they say, while reading patch notes giving (primarily) survivors mass buffs. Sure Jan.
It's not even about the "buffs" killers are getting, because they aren't even buffs when it's only a lack of nerf with a system that didn't even exist before, it's about the philosophy that anti camp/tunnel is a necessity in early-midgame but not endgame and that killers should just get free kills
-
@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989514#Comment_3989514
The reason why camping and tunneling are biggest pain points for the survivors is because it makes them difficult or impossible to engage in game's aspects like hook saving, healing, and gen repairing, leading to die early with lower score. But I don't think being survived until all gens being repaired means you died early with low score or failing to properly engage the game.
Ok, but it does mean that you died likely without deserving it
-
@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989514#Comment_3989514
With no more gens to defend, what else is a killer supposed to do?
What would you do with no more gens to defend if you couldn't camp/tunnel? There's your answer
-
@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989514#Comment_3989514
Would love to hear folks' feedback on once they get a chance to test these features in the PTB!
Listen I'll test them to whatever extent I can, but this has already been an issue with anti tunnel perks and anti camp. Stop giving killers free kills as an excuse to not balance the early-mid game
-
Stop disabling anti tunnel/anti camp features in endgame, jesus christ
Plenty of downvotes but hardly any counterargument because I'm right :)
-
@CoCane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966921#Comment_3966921
Check this out - https://www.reddit.com/r/deadbydaylight/comments/1msrweg/to_the_scratched_mirror_mike_myers_we_faced_the/
Your point?
-
Let's not buff things that encourage not chasing
-
@Coordi said:
Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.
I'm sure you're a good person and that this decision is beyond your reach, but it needs to be known that this is an absolute embarrassment for the company on so many levels, and this is only one issue out of so so many that have recently been added, it's nothing short of shocking to see
-
You're acting like pink bottles are any more skillful than yellow
-
@Choaron said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972243#Comment_3972243
? I've been using yellow bottles extensively ever since they were implemented. Yellows were in the perfect spot during Clown's previous iteration, they were very efficient support tools giving him some map/carry mobility and increasing the lethality of the purples (his main offensive tool) in many loops. And if you wanted to sway the power balance more towards yellow then you could thanks to addons (the majority of Clowns I went against for the past year were running the now-demise Cigar Box so yellows weren't even underused too).
Calling them "support tools" is quite the way of saying that they were weaker lol
-
@Choaron said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972176#Comment_3972176
Even if he is, this (unneeded) rework killed his playstyle and identity for no reason.
Only if you considered crutching on pink bottles and never using yellows his playstyle/identity, in which case, good?
-
@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972176#Comment_3972176
- Decreased the Hindered effect linger time from Afterpiece Tonic gas clouds to 1 second (was 2).
This is the patch note that kills him.
If you ignore the many buffs, ok
-
@TimberGoingDown said:
You guys really went through with butchering the Clown.
He's getting buffed tho?
-
@bnork said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971127#Comment_3971127
i don't think what you view as problematic is unanimous. and i don't think we're gonna agree. because the version of this character you want to see, and what most people want to see, are very different. i also still think you're unintentionally disregarding alot of the points ive made about the intentional counterplay these changes in tandem would introduce.
Of course it's not unanimous, I'm not acting like it is. And most people in the community don't know what they're talking about, why should I care what they want to see? Also feel free to clarify what you mean by intentional counterplay, I saw that you said "reducing the range would inject intentional counterplay into the ability, as he cant vault over an obstacle anymore, meaning if your playing a resource well, you theoretically wouldn't get injured" but full transparency I think I'm misunderstanding what you mean by "injecting intentional counterplay" in this context. I still think the injure would be very guaranteed and easy with your changes, if I'm missing something crucial please clarify
-
@bnork said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970693#Comment_3970693
the thing is, its it would leave the realm of problematic, as you said, it would become "balanced" it would have a definitive counter, and the down itself would massively increase in difficulty. i think your suggestion hinges on an almost complete rework and i just cant imagine i, or most ghoul players would. ever want to see that. i think there's a possibility that your massively underrating the range decrease, as well as the inability to hit over windows and pallets beyond incredibly short distance.
the one concession i will make, is i think if you absolutely had to add a stance swapping mechanic, i wouldn't be ideologically opposed so long as his normal grapple mode, the version we have now, was left completely untouched. but that system is almost impossible to discuss as its a theoretical entire new system.
i do appreciate the way you always look for solutions for things you view as problematic, but i cant agree that my changes would leave this version of the grab-attack unhealthy, or in anyway problematic. possibly unfun, depending on your view point, but nowhere near unhealthy.
Whether or not ghoul mains want to see a partial rework shouldn't be a deciding factor, if that's what needs to be done to make him not problematic that's what should happen. Besides, it'd only really hinge on being a rework because there'd be a "new mode" or "new mechanic", but he'd still play plenty similar to how he does now/how he would with your update.
I do very much believe he'd still be problematic with the range reduced to 8m and vaults removed, even if the distance you could hit through an obstacle was reduced too. He has almost no charge time, moves extremely fast/far during the leap/slide, is hitscan, and would still be able to hit over plenty of short obstacles including pallets and windows, which would still be a huge deal. He'd still almost guaranteed to hit you and there'd still be nothing you could do about it, and that is problematic. You shoudn't get pressure like that just by asking for it, and if you're gonna try nerfing it further to make it not guaranteed you might as well go with what I'm suggesting instead.
-
@bnork said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970675#Comment_3970675
there's every reason to assume it would be more annoying, if you were to remove the system in its entirety, but i digress. if you were to replace the system with a stance swapping projectile or something, i dont see why you couldn't do that. but i dont entirely see the point. getting rid of the injury as a mechanic gets rid of enraged as a mechanic, dulling him down, and gets rid of the mark, which gets rid of prompt stealing, and assuming you still want to get rid of the vault. the only realistic tuning nob would be reducing the the cancel cooldown, which depletes the necessity to leap properly as the cooldown would be so short it would be realistically unreactable. once you nerf the bite range, and get rid of vaults. there's no reason to touch this mechanic anymore. doing so would largely be because the person doing it doesn't like the mechanic, and not because it needs a change.
For the example of a stance swapping projectile you gave and whatever else, why couldn't that then just apply the mark and then you get to keep enraged mode and everything else? In the alternative (or potentially combinable? idk) case of focusing on the way he currently downs as means for both health states, he could have a new special attack that can be charged after the leap finishes, say with 1.6ms movement speed and 2 seconds (or in the case of buffing it, a bit lower) charge time and a duration/ms matching that of a lunge. This would effectively mimic the effect of having a cancel cooldown a bit shorter 2 seconds without making him faceroll, since you would still have to have gotten close enough to get away with lunging right after finishing the charge time, I think that would actually encourage proper leaping, and the actual cancel cooldown could even be increased a bit with such a system still allowing for good plays. Even with your changes, the free injure would remain problematic, not just because I don't like it, but it would still be an issue. It would still be very very easy even with an 8 meter limited range, and it doesn't solve the fundamental problem.
-
@PigWithTvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970558#Comment_3970558
not learning to counter a killer 5 years after release is a skill issue tbh
Assuming every killer necessarily has reasonable counterplay just because they've been around for a long time is unreasonable
-
@bnork said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970281#Comment_3970281
the amount of retuning and redesigning you'd have to do in order to make this a practical is a terrible idea. the injury while currently free causes an very long cooldown before you get the power back, leading to a long time of breathing room. the amount of buffs youd need to give him in order for him to be strong enough to deal with a chase with two health states would lead him to being equally obnoxious.
there's also something i should elaborate on, as its not directly stated in the post. removing the vault, and reducing the range would inject intentional counterplay into the ability, as he cant vault over an obstacle anymore, meaning if your playing a resource well, you theoretically wouldn't get injured. removing the grab-attack is simply an identity shift that should never happen.
Literally all you would have to do is remove it and replace it with something else. Sure the injury has a very long cooldown, that makes it balanced, not well designed. No reason to believe he would have to become equally obnoxious either, how much more obnoxious could you realistically get than a free injure? If they just made the way to get an injure the same as the way to currently get a down, buffed it a decent bit to keep him reasonably strong, he'd 100% be more fun to vs than he is now. Just as strong =/= just as obnoxious.
-
Grab attacks should be removed completely regardless of how much would have to be done to make up for it, free injures are never healthy
-
@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969506#Comment_3969506
of course they are, it's not easy to give correct callouts during the game, especially when you are in chase.
Being able to communicate your location is not easy to do and trying to explain specific locker when you are in loop with 3-4 of them is even worse. People mess this up all the time.I mean that it's not a form of skill expression that needs to exist, say if info is given for free like it should be
-
@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969639#Comment_3969639
me when im trying to trick a killer into getting genrushed:
Me when I completely ignore the point about chasing getting buffed
-
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969639#Comment_3969639
Not always a good idea, especially if the person knows what they're doing, have resources and are hellbent on taking you on a long trip.
What did I just say? Buff chasing
-
Commit to chases and u barely have to worry about healing perks, buff chasing not hit and run
-
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969250#Comment_3969250
Thank you, there were too many people here making it personal against me for pointing this out. It's definitely not a stretch to say that healing could be a bit overtuned in some cases now, and that if that's the case we should address and talk about it, right? I don't see how or why everyone's angry at me for mentioning it. It's not taboo to want the game to be balanced.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969229#Comment_3969229
Brother, I am not lying. I was there. I PLAYED during CoH meta. I was a Huntress main. I don't know what else to tell you and I have nothing to prove, all I know is what it felt like.
Stop making it personal.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969361#Comment_3969361
And this was my whole point. These perks as they are now currently create a situaton which is similar to what got CoH nerfed - it made self healing stronger to the point that the medkit changes back in 2023 were utterly pointless as you can just do a sub-3 second heal anyway. This change kills hit and run.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969508#Comment_3969508
Not everything a person disagrees with is "crashing out", stop being weirdly personal. I'm not even angry, therefore not "crashing out." Meanwhile you literally come comment what appears to be purposefully inflammatory words every single time I post anything. It's weird. Stop.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969514#Comment_3969514
I agree healing needs to be viable. I just think there needs to be a middle ground between nothing, old CoH, and what we currently have. Killing hit and run as a playstyle isn't the answer either.
You mean purposefully inflammatory words like these?
"I've only been playing this game for 8 years, I CLEARLY need baby Killer advice about chasing."
"I'm just bad and unskilled at the game like ALL Killer Mains are in your eyes"
"Please get so over yourself"
"I'm tired of you and your Survivor-biased concern trolling"
"I'm honestly surprised your Us versus Them type attitude hasn't gotten you banned from the forums yet."
"when you DAMN WELL KNOW that isn't possible for every Killer because you clearly don't play ANY Killer judging by your attitude."
"you almost never add ANYTHING to discussions except more Survivor bias slop"
But yeah, nothing more than disagreement here, def not worth considering to be crashing out
Also killing hit and run as a playstyle is the answer, it's a lazy playstyle for people who can't bother putting in the effort required to commit to chases
-
@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969048#Comment_3969048
Having to figure out how to comm things like that is obnoxious af
Good as it should be, I don't think it's effect you should be able to use easily.
That's not QoL, that's a huge buff.
Like sure, make it brainless to use, but increase exhaustion duration to like double.Comms are not a necessary form of skill expression
-
@PetTheDoggo said:
Thing it still won't be used by soloQ, but you will just make it braindead easy to use for SWF.
Who cares? Having to figure out how to comm things like that is obnoxious af, it's already a thing to be able to see your teammates auras in 99% of modern games anyways, it's just a basic qol with the only adverse side effect being the removal of "skill expression" that is comms
-
Commit to chases
-
@LockerLurk said:
Absolutely not, Huntress' windup time feels like molasses. ANY Killer with a windup timer feels clunky and unfun. They adjusted it on Xeno, now Xeno' tail feels awful. Windup timers suck.
Springtrap doesn't need any more balancing and he certainly doesn't need nerfs. If anything he could be lightly buffed.
You're both misunderstanding the post and making a generally bad point especially for xeno, he feels exactly the same now
-
what would even be the point of this
-
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967447#Comment_3967447
So do you.
But, it is my discussion after all.
Yes, but I do not wish to, but you seemingly do, yet you keep replying
-
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967423#Comment_3967423
Well, that's the wonderful thing about opinions. Everyone has one.
You think Houndmaster should get the same treatment Freddy got (scrap them and rework them from ground up), I think it's excessive and not necessary.
This is how it is, and it's likely we won't get anywhere from there, so I suggest we stop here.
You are free to stop replying
-
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966920#Comment_3966920
Friend I comment equally about changes for both Killer and Survivor, and things that can and do affect both. Just because I happen to bring up the side I like more often doesn't mean I don't play Survivor enough to know what Survivor needs.
This mistaken assumption, that people who talk more about one side ONLY main that side and want the other one to suffer, is one that you seem to keep making with multiple people on these forums, myself included. Check your own bias before calling out that of others.
Speaking of that, I seem to remember you calling Killers as low tier as Doctor and Ghostface "overpowered", "boring", and "faceroll gameplay" because you struggle against them and think somehow that makes them unfair… I'm not trying to call you out or anything but it sure seems like maybe you're the one here who's not neutral.
If you don't have anything to add to actually improve a currently bugged Killer that is so glitchy it currently negatively impacts the Killer game experience, or if you do not play Killer at all (I'm sure you must play SOME as you commented here), then perhaps this discussion isn't one where you can help.
If you actually knew what survivor needs you wouldn't advocate for stealth gameplay, because that's a big part of what makes the soloq experience so awful, so clearly you don't know what survivor needs.
This is quite literally just about the only time I've made such an assumption lol, check your facts before making such a ridiculous comment.
Yes, I did call those killers boring and faceroll (but never overpowered, but of course you're putting words in my mouth) because they are. Again putting words in my mouth because it was never because I "struggle against them." And you're response to me calling them boring and faceroll was something along the lines of "no they're not, the devs disagree, get over it." But sure, you're definitely not biased when the only point you can come up with to defend your stance is "because I said so."
What I have added to this discussion is that this killer is already problematic and shouldn't be buffed (like OP was referencing) and should really get a whole new power. That's adding to the discussion whether you like it or not, ignoring it doesn't change that.
But right, I'm the biased one because I point out that problematic killers are problematic even though they aren't high tier. If you weren't killer biased you would be able to recognize that, but time and time again you've put your killer bias on full display, and statements like "you're wrong, get over it" are literally inexcusable. You're killer biased, you get over it
-
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967190#Comment_3967190
You don’t seem to enjoy any killer designs or the game at all. I’m really not sure what drives you. Like why bother at this point.
Bro discovered 2 killer designs I don't like and decided that means I must not like any of them, that's on you
-
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967152#Comment_3967152
I’ve actually said it twice now, it was very clear. I couldn’t have been more clear. I literally said “Survivors can release the dog off of YOU. It’s a 1 second animation.”
No we are left with a ton of bugs.
Her hits are more than fair because as you said the killer has to actually aim. If you have to aim it requires skill. Those hits are deserved. Houndmaster has a high skill ceiling.Having to aim alone doesn't make a power fair, what a crazy statement. If Kaneki could down in power would that be fair since he has to aim? xd
-
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967148#Comment_3967148
Still a snoozefest to play as in my personal opinion, a sanitized version of him with 0 ties to his original, unique power. Even though some small changes were all it would take to make him perfect.
And, how long did it take again? 5 years? 6?
Yeah. I do not intend to wait years to get a rework that ultimately didn't need to happen.
But, I digress. It's kind of obvious that there is just not a way for us to agree on anything about her, and bickering only bloats this discussion with an argument that leads nowhere.
So, let's just stop here and agree that we just have very different visions of what she should be.
"Even though some small changes were all it would take to make him perfect."
Yeah right, his original power was one of the worst designed things ever, literally no chase power but free aura reading, so he was just forced into a brainless hit and run playstyle that only worked on soloq. The post-rework version of freddy was bad too, but a snoozefest, compared to the original power? Absolutely not
-
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966918#Comment_3966918
Why are you doing math on something that doesn’t need math? I’m talking about the animation time it takes for a survivor to set another survivor free. It’s around 1-2 seconds at most. Period.
Her bugs are most certainly an issue. I have a lot more videos if you want them.https://i.ytimg.com/vi/odWTVVcprTs/hqdefault.jpg
Play Video
https://i.ytimg.com/vi/R0wAChDs41o/hqdefault.jpg
Play Video
https://i.ytimg.com/vi/kTrALL_YiKc/hqdefault.jpg
Play Video
https://i.ytimg.com/vi/-Hequhd2Apg/hqdefault.jpg
Play Video
https://i.ytimg.com/vi/vpoHjXbcC3k/hqdefault.jpg
Play Video
https://i.ytimg.com/vi/WtivM9Jkic4/hqdefault.jpg
Play Video
https://i.ytimg.com/vi/aNJbi6sfuzk/hqdefault.jpg
Play Video
When you said “his ai is viable enough to go around objects” yet this happens every match.
https://i.ytimg.com/vi/p5g_bGySk8U/hqdefault.jpg
Play Video
https://i.ytimg.com/vi/C-kNG7fnUM8/hqdefault.jpg
Play Video
https://i.ytimg.com/vi/cqh4oOCjJic/hqdefault.jpg
Play Video
Ok that wasn't made clear until now. So what we're left with is a killer that unfairly gets hits and unfairly has them taken away from her, clearly well designed /s
-
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966915#Comment_3966915
Is Freddy not enough of a reason to not repeat it?
And there are multiple killers with 2 dashes, so...
What are you talking about? Freddy's in a great spot now, and even before he was still 100x better than his initial power