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not_requested49

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  • @YukariTheAlpaca said:

    So what is the killer supposed to do now? How do they gain pressure? By getting downs? Yea right, usually 2-3 gens pop by your first down anyways. EVEN if you manage to get a down before 2-3 gens pop, the remaining 3 survivors not on hooks (unless someone DC'd for some reason) will usually pop said gens shortly after hooking the survivor you managed to catch.

    Camping someone secured pressure, that is why killers started to do it more and more ESPECIALLY after the stall nerfs. You think it is fun to camp survivors to death? No, it is not; it is boring. I want to go out and chase, but I also want to have a chance at winning the match and potentially getting 2-4 kills.

    At the highest level of play, this is the smartest strategy to do, regardless of if it is fun for anyone. Killers do not have enough time to go for 12 hook games against survivors that want to actually do their main objective efficiently. Chase time has never been the issue for good killers, it is the game length that is the issue. The earlier you eliminate a survivor from the match, the more the match slows down for the killer to chase and get downs. It isn't rocket science; then again, no one said it was.

    Lets look at this mathematically. You find the first survivor at the start of the match. You are a 115 M1 killer. This means that if said survivor starts running away as soon as they hear the TR, regardless of if they even have an exhaustion perk or use pallets/windows, it will take you upwards of 30-40 seconds or more to catch up and get one hit. The killer after hitting them needs to wipe their weapon, the survivor gains the short burst of speed, and now its another 20-30 seconds for that second hit. Add another 6 to 10 seconds to hook them, and you got a minimum of 56 seconds for one down.

    With how little time remaining before gens start popping, this means the killer needs to find another survivor within 34 seconds or 3 gens pop (if you do find another in this time, congrats; now only 2 gens of the 5 needed will pop, with one other gen nearly completed). THIS IS ALL ASSUMING YOU FIND SOMEONE AS SOON AS THE MATCH STARTS. You start adding the fact that survivors will utilize pallets and windows after just running away for the maximum amount of time they can, and now it could take even longer to get a down.

    I get it because I play survivor as well. I hate getting camped and tunneled, but I also know what it is like on the other side of the coin. There needs to be some way for the killer to get pressure and actually be encouraged, not forced, to leave the hook and go out to hunt other survivors.

    If you want to get kills AND chase, you can equip rancor + game afoot

    When using these as well as remember me + no way out, most games I can get 2k or more and almost never fail to get at least 1 since you can just have the obsession slugged so that you can trigger the mori as soon as the last gen pops

  • @pigslittlepet said:

    Than punish the other side too. If killer can't do his objective fast neither should survivors. Punish people who gen rush as well. Bnp, prove thyself, and ignoring heals to sit on gens. All things survivors use to speed there objective up to give them a easier game. Punish them for those and then go ahead and punish the killers who do their objective too fast and annoy poor little survivors.

    There already is,they're called endgame perks

    Rancor is one of them, which is severely underrated for some reason, even tho it can be incredibly powerful against genrushers with game afoot

  • @Rokku_Rorru said:

    Just to disclaim this perk will not be able to work while the killer is carrying a survivor

    "Out of desperation throw whatever item you have in hand at the chosen direction, it creates a noise notification where thrown and will stun the killer for 1 second, the item requires charges and will despawn after hitting the killer."

    I just want to be able to have throwing fights with huntress, trickster and stuff.

    Finally, green keys could actually be useful for something

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377280/decisive-strike-buff

    you know that before it was 3 seconds and everyone considered it very good

    time increased to 5 seconds only due to the fact that the hillbilly perk reduced the stun by 50%

    so it was just reverted to its original state and it still guarantees you escape if you don't stand afk

    How does it guarantee this if you arent anywhere close from any vaults or pallets?

  • @Ithiria said:

    I get why people do it, but can we get some sort of countermeasure for it?

    Perhaps if you've been on the floor for 1 minute, an extra action is enabled that causes you to bleed out much more quickly?

    Or perhaps the option only becomes available when all but one survivor is slugged instead.

    Mabye when there are only 2 survivors left there can be an unbreakable basekit but you have to succeed multiple consecutive skillchecks and missing one resets the recovery

    Idk just an idea

  • @JonOzzie16 said:

    Tunneling isn't so bad. It's face camping and slugging that are the real cancer to the game. And as soon as this nerf to face camping goes live, it's going to be a slug fest. Being slugged is probably my least favorite aspect of this game. Especially in the end game. I say let killers tunnel and then take a good look at slugging.

    And delete the twins.

    I really don't see how, and don't get the hate of slugging either when it's outside "slugging for the 4k" when there's only 2 survivors left

    If you REALLY hate slugging more than anything there's always unbreakable, tenacity to make you faster, soul guard, or no mither

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/376845/tunneling

    Balance will not exists as long as survs can be eliminated before endgame.

    My solution to this is to tweak objectives. Not change, but tweaked:

    Hooks are infinite, every survivor can be hooked as many times as they can. Being hooked lasts for X seconds after which entity breaks hook and release survivor, for that time those msurvs are unproductive. Survs can be unhooked by teammates, but this takes another person.

    Trial lasts Y min, after which survivors either finished their objectives and are free, or they didnt and are killed.

    This description is not polished, few things have to be adressed here like engame collapse, slugging, etc. But i hope You got the point: either all survs won, or neither.

    Honestly I'd wish that was an extra game mode, survivors can just be hooked until the time is up or they are all hooked at the same time

  • @Rokku_Rorru said:

    Hi all,

    I think it's time we maybe remove the altruistic healing penalty off of Botany, as a healer it makes using medkits just not appealing at all when I feel it should be the opposite, it should compliment the playstyle. Self healing I can understand but at the same time medkits now have it baseline... so why?

    You can run streetwise if you really hate it but yeah it sucks but I'm fine with it really because it's a huge boost

  • @Technature said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438903#Comment_3438903

    I don't have a foot in this race, but I just want to point out Game Afoot doesn't do #########.

    It literally only works if you're chasing a very specific survivor.

    Game Afoot switches the obsession, allowing you to kill them with rancor

    If the one you downed does not become the obsession after killing the original, leave them slugged and move on to find another at the exit gates

    This is much easier to do however with an Intel, teleporting, or high mobility killer tho, I found skull merchant works the best since they cannot do the exit gates without you knowing when both drones are on them

    Hag to an extent as well if the map is large, but only really with the mint rag. Or demo

  • @Cyn0_0 said:

    I was thinking base kit sponge and sutures giving the increased great skill check area and a mild bonus to healing progression with said skill checks. Nothing too major, but something to differentiate the med kits. At this point I don't see any reason to bring anything other than the brown med kit.

    Agreed, but tbh I'd rather they fill different niches, like how Alex's toolbox specializes in sabotage while engineer's specializes in faster repair, and commodious is duration

  • @Technature said:

    You still have three other players to interact with. What's the problem?

    Unless they all DC lmao

  • @jesterkind said:

    I don't think lessening the self heal penalty is a good idea at all, that's in place for a reason, but I do agree the medkits probably should feel more distinct from one another than they currently do. I'm not sure exactly what to suggest to achieve this, but it is a shame that the literal only difference between them is a 5% difference per tier for altruistic healing speeds.

    Agree, I think that my idea above would be a good way to do it though instead of just making them straight buffs from each other

  • @jeffkillsyou96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436587#Comment_3436587

    Well I don’t like taking credit for something I didn’t come up with

    Well you can idc, if it's really that heavy on your conscience you can just tag my username

  • @FootMan2893 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437355#Comment_3437355

    That's basically like giving up from the start and settling for easy pity kills. Who wants to play the game like that?

    Well I do lmao and I like playing that way, it's more exciting than simply hooking them till they are killed by the entity, idk I just prefer being an actual KILLER and killing them, not hooking them to death. That's just me though, and if you don't like getting genrushed you can do that too and it will help a lot, more than deadlock, Corrupt, and regression ever will

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437355#Comment_3437355

    All survivors have to do is trade 2 hook states (their first down usually) for 5 gens.

    It's that easy to break a camper.

    If played right by survivors, the killer gets at most 1 kill and 3 survivors (if not 4) escapes.

    The issue is bad survivors not understanding the counter play and throwing the game for their team with a silly rescue attempt at the wrong time.

    Where people loses me is when they throw in the "but chases is what I like so that killer is bad!" argument.

    What if a particular killer don't like chases? What if they like living on the edge and brings an end game collapse build with no escape and noed?

    Why would anyone dictate to others how to play?

    Those playstyles are inherently part of the game's designs clearly intended by the devs, just learn how to deal with it.

    Besides, they keep giving a bunch of built-in advantages to survivors every patches... it's not like its that hard to do counter plays anymore.

    Um I never said anything about camping in my reply? You said the game is survivor sided but it really is not at all, especially since the death rates are higher than survival rates

  • @darksouls3600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437741#Comment_3437741

    Exactly, BHVR are nerfing to the hell all gen defense perks for the killers, but they don't nerf gen speed perks or addons, recently all matches the gens are flying, it's rare now to see a bunch of potatoes playing if u are in high MMR, a chase of 60s is enough to probably lose as a killer.

    If BHVR remove the ability to tunnel or camping, this game will be dead in no time, if the game don't have killers mains playing, we can't play this game, and if this don't happen, we will only see meta killers because this game will become a race of who kills or escape faster.

    I can guarantee you it won't be dead lmao, it will only delete the most no skill strategies in the game

    Plus, if you get genrushed a lot before you can hook them all more than once, you can just bring rancor + game afoot and that will instakill them when its endgame

  • @DEMONANCE said:

    tunneling --> you have basekit bt which guarantees you get another chance at a chase and you have ds which is also guarantees another chance at a chase if you're near a tile or a pallet this is more than enough counterplay for Survivors against tunneling nothing more can be done about it and people need to understand that.

    camping ---> i agree and the devs already said they're testing a nerf to it in a ptb soon so idk why we're complaining still.

    DS basically does nothing tho? Not to mention it punishes you for looping too long because it will expire if you don't let the killer down you immediately, then it only works once AND only gives you 2 seconds of distance as well as needing to hit the skill check (which you very well can fail)

    Not to mention if your teammates do the last gen right as you go down then it can't even be used

  • @Nos37 said:

    and survivors have been able to work on gens from 0% to 100% for 7 years.

    I don't like being tunneled, but you can't stop killers from tunneling survivors without stopping survivors from tunneling gens.

    Otherwise it would just be a hook-each-survivor-once-and-watch-them-teabag-in-exits simulator and that will surely kill the game.

    It's amazing how many killers complain abt genrushing when rancor + game afoot is a thing

    Pair it with NWO and Remember Me it's a completely braindead strategy, like tombstone Myers but on any killer

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437355#Comment_3437355

    So do you believe bubba is the best killer just because he can facecamp a survivor to death just by utilizing "unusual strategy", and then use those perk to get two additional kills?

    Using completely wacky perks like that doesn't really reflect majority of actual gameplay.

    No because against good survivors, you won't have time to facecamp them AND get the others if they loop you long enough

    Plus facecamping won't even work anyway with the upcoming fix, resulting in even MORE time lost

  • @EternalRique said:

    Consider making his add-on Original Pain base kit and reworking the add-on; I feel it would help him perform better.

    It's fair considering the survivor is already injured and rewards using his special power.

    I also feel Engineer's Fang should be base kit but I'll start off with asking for Original Pain to be base kit first.

    Yeah I like original pain and it'd be nice to be basekit but it would make the camping problem even worse since endurance doesn't work in deep wound

  • @yeeeitsdustin said:

    Hey everyone! I've been playing Demogorgon for a while and have about 1,000 hours invested in him. Through this time, I've noticed that I don't use a good portion of his addons. I mainly use Black Heart, Rat Liver, Barb's Glasses, occasionally Rotten Green Tripe, Rat Tail, Lifeguard Whistle, and Leprose. Outside of these, Demogorgon's addons are pretty mediocre to down right bad. This is why I would like to suggest a new addon for him. I know that BHVR can't change anything about him unless it's a bug, but this is still fun to do.

    Unititled addon: When the Demogorgon teleports from one portal to another, all other active portals will glow red as if the Demogorgon is about to emerge out of them. Any survivor who is within an 8 meter radius from a fake portal emerging will be afflicted with the deafness status effect for 10 seconds. Any survivor who is within an 8 meter radius of the portal the Demogorgon emerges from will become hindered for 3 seconds.

    I think this would be a fun addon to trick survivors and keep them on their toes, while also afflicting survivors with some status effects to throw them off. This addon would be similar to the addon Freddy has, but better and on a better killer. Let me know what y'all think and if you would change anything! And help me come up with a name for it!

    More than half the playerbase can't access him, so what would be the point?

  • @Smoe said:

    Now that we've gotten cosmetics designed by Ikumi Nakamura in the game, you guys at bhvr should continue this as a trend and start bringing in more cosmetics designed by different well known people in the horror industry, such as Tom Savini or Masahiro Ito to name a few obvious ones.

    There's already skins in games like Friday the 13th: The Game and Evil Dead: The Game that are designed by Tom Savini, dbd could and should very much so bring some in as well.

    Savini Trapper when

  • @FootMan2893 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434612#Comment_3434612

    The game itself is broken and needs a rework. Nurse is just the killer side's nuclear weapon to beat out try hards. Come all you survivor mains and roast me now. But survivor is completely one sidedly broken to the point it's impossible to win as killer when played efficiently and skillfully.

    I think you're confusing this game with Evil Dead

    Even with survivors who genrush and never get hooked you can still usually kill two of them with rancor + game afoot as it's just instakill, especially if you've slugged the obsession beforehand

  • @jeffkillsyou96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433870#Comment_3433870

    I’m sorry did you make a thread like this and maybe a unique side feature per tier

    No, but not like it would matter lmao

  • If the killer is hitting you on hook.. you will still have your meter build up because they are close

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433821#Comment_3433821

    I don't think it's op, I don't even think the examples of killers I gave in the original post are op, they're just dumb imo. Also I would think, you have two ppl by the downed person, 1 person has a gen 99d and completes it as soon as the obsession gets picked up, then goes for a gate and hopefully probably maybe (?) the other teammates have bought enough time for the gen completer to then come in and take a prot hit? Idk I'll be honest w u it's hard to say since it's much less binary than say bubba camping a hook and I just haven't been in this situation very much

    Well I'm in the situation very often and can quite say that never works out for them very well, especially because of no way out

    I think that most of the time if they are good loopers they can mabye waste about half of the NWO timer before I mori them (but also depending on how many pallets are left, however theyre mostly used up by endgame anyway so)

  • @jeffkillsyou96 said:

    Make medkits have a lesser penalty self healing speed per tiers because there’s nothing that’s really makes them different from brown med kits

    Exactly what I've been saying

    But instead of a straight buff per tier, id rather have them fill their own distinct niches of Healing

    For example:

    Brown tier: Being the most economic option with only 1 heal at current speed (-33%). +25% speed and effeciency with no penalty while healing others. 16 charges

    Yellow tier: Being the most balanced option, 1 and a half heal with slightly less than current speed (-35%). +30% speed with +45% efficiency and no penalty while healing others. 24 charges

    Green tier: Being the quickest for self healing, but a large charge effeciency penalty (-50%) and slightly higher heal speed than default (+15%). +25% speed and efficiency and no penalty while healing others. 24 charges (however this is only about 3/4ths of a self heal because of the effeciency penalty)

    Purple tier: Being the best for altruistic healing, but slowest for self healing albeit still possible, 2 self heals at less than current speed (-45%). 75% speed and 60% effeciency bonus with no penalty while healing others. 32 charges

    Thereby making sure that while keeping the nerf made to them, they are different from each other

    Then to make sure pharmacy gets properly adjusted to this, have the chest opening speed be constant regardless of health states, gaining a token each time you are injured from the healthy state that can be used to rummage through an opened chest to find a yellow tier medkit or above (with all 3 having an equal chance, with any green medkit you find already being equipped with the bandages addon)

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433811#Comment_3433811

    You can't "just down them again" if they have enough ppl to take hits and are maybe not bad at looping + pick them up as the last gen gets popped, but I'd vouch for a rancor rework anyways, perks just dumb

    It's my favorite perk but can understand why you'd want to remove it as well, lol

    However I'm not really sure it's OP at all because if it was, a lot more people would be using it, even if it can FEEL op when going against it

    And yes, I've done it time and time again, and if I notice that another person is around, I just hit them before the obsession can get picked up, and the person picking him up never has enough time to bodyblock either

    If all 3 are there to bodyblock, who is doing gens?

  • @Nos37 said:

    Sure, as long as the perk injures the survivor, applies Broken status, and can only be used one per match.

    There are some breakable walls that killers would never want to break, as they would open up better pathing for survivors to loop/evade with.

    They could just fix those, because most don't do this

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433796#Comment_3433796

    You're able to find out about rancor as the obsession so you can play omega safe and hide a ton and even then if they're just slugging a teammate can just pick you up and then pop the gen and take hits and whatnot. Not exactly easy but absolutely doable

    I run rancor almost every match as most killers

    They've never been able to do this, especially if I have undetectable or obsession switching perks because they simply won't know its in play until its too late

    Teammates try to pick them up, I just hit them down again, rinse and repeat until they give up or the last gen is popped. 2 can try to bodyblock while the last one finishes gens but that won't really save them because of NWO + remember me

    I think the only time I failed to even get 1 out of this strategy is if I'm a 4.4m/s killer & they are exceptional loopers, and even then, I almost always get them, if not 2 or 3 with game afoot

    I'm not saying it should be nerfed because hardly anyone uses it despite its strength in the right hands, but saying it's less guaranteed is pretty false when they can sabo hooks and/or take hits when you are carrying them

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433789#Comment_3433789

    Rancor just has a stupid perk design but even so it's literally less guaranteed to get you a kill than bubba lmao

    How is it not guaranteed by legit camping the slugged obsession when 1 gen is left?

  • @1ettuce said:

    Bubba, hillbilly, oni, plague, huntress (particularly with cooldown addons or iri head), trickster, pyramid head, stbfl, myers, pinky finger, original pain, etc.

    All these killers/tools allow killers to pretty much guarantee or near guarantee a kill for free just by camping someone on the hook. I can understand the anti-camp system being disabled in endgame being more fair for the average killer, but that's not a luxury these other killers should get.

    It is so unarguably stupid that a bubba can get their first down in the endgame and then guarantee they die just by camping the hook. As survivor it doesn't matter how good you are or how well you played the rest of the game, if the killer has someone hooked in endgame, they're gonna die and that's that unless someone has deliverance.

    I have no problem with the general endgame camping scenario where survivors can coordinate a 4 out if they work well together, it's when these tools are involved that it's a big issue.

    Obviously I don't mind if any buffs are implemented to compensate for any of these things becoming worse at camping, especially myers, I definitely don't think Myers needs a net nerf.

    Maybe a hot take but getting to endgame with 4 survs alive is way WAY more deserving of a 4 out than getting 1 hook is deserving of any kills, as to say, getting a single hook doesn't deserve a kill *in the slightest*

    Boy oh boy are you gonna hate when you hear about Rancor..

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433113#Comment_3433113

    She's not good at hit and run because she kinda can't run. Her mobility is severely capped so she can't outpace survivors. You can attempt to use tv's to make up for it, but generally speaking they usually don't spawn in ways that make sense to use them like that. It works on small maps, but not consistently enough to be proper viable. It definitely gets worse on larger maps and on those maps which there are more of she often doesn't have a choice but to chase straight up. This is where copy/pasting a bit of Wraith movement speed increase while de-manifested would have been a good idea. She's the worst of the hit and run killers in the game and the worst of instant death killers.

    Now to Fredboi again, I get you're saying make him more powerful, but understand how that functions for everyone involved with what you have suggested. Alarm clocks exist so people are incentivized to get off gens and go wake up with them because it is faster than constantly having teammates wake you up. Making those take longer will just make people not use them which is bad, you want people to use them more than they do teammates. It's a direct cut to efficiency for them which gives the killer more time which he needs.

    Making people fall asleep faster on paper sounds great, but I am pretty certain that is something that ends up being the first thing changed as you making people fall asleep faster and faster needs a very tight cap or else his power becomes unmanageable for survivors. Also balance wise having his sleep be a more consistent timing metric is good for both sides as you have a better chance of avoiding weird situations like a Forever Freddy 2.0 where people are constantly fighting with the waking mechanic to the point the game grinds down to halt not because the player is doing well, but because the game just went past an arbitrary time limit. Making it harder for coordinated teams to wake up isn't binary, it's going to affect the uncoordinated even more which is what consistency checks like a clearly understood and rarely changing timing help with balancing out.

    His old power wasn't particularly interactive and also didn't have much in the way of counterplay. You couldn't dodge being put to sleep with his laser pointer of doom which generally from a gameplay feel wasn't good. Now the downside for killer is that because his power just worked as long as he could vaguely point straight he couldn't interact with survivors in anyway unless he did point at you. Which made it so at crucial moments during the game he was stuck waiting for folks to nod off unable to do anything about it. Currently he can approach the game normally, people fall asleep at a consistent rate (which is thematic as he never made people sleep he just controls their dreams), and when he hits people they go to sleep which is much more interactive for both parties.

    I'm not gonna pretend I know how to make Fredboi a good killer, but trying to fix his old power wasn't and isn't the way.

    Keep in mind I'm talking about hit and run with iri tape, otherwise it doesn't really work

    Yes, her hit and run doesn't really work without it and while she can't chase, her speed boost when coming out of a TV helps and can just hit them when they are at gens

    Back to Freddy however, people are hardly incentivized to go to Alarm clocks as is because his dreamworld is a joke, he needs to be more dangerous in dreamworld and it needs to be harder because as in the movie in which he was from (remake) the more they tried to stay awake, the harder they found it to be awake

    Even if they wouldn't do this though, I'd happily settle for literally anything to make his dreamworld more dangerous (or more disorienting) & less of a joke, having limited alarm clocks would help too

    I think a good first step would to have a constant lullaby that gets louder the longer you are in the dreamworld (until at max, your Aura is revealed) and is not affected by how close he is

    Mabye also an addon that starts the lullaby at max volume at the cost of the constant aura read and instead replacing it with an intermittent scream, could be red paint brush reworked

    Another might be that a survivor in the Dream world has to be woken up to be saved from the hook (so their "real world" body would be asleep wherever they were last at before they entered the dreamworld. Of course this can apply to everyone else, and everyone else in the dream world wakes up without being teleported to their body so they can save the hooked survivor by waking them up (which of course will appear in aura). When this is done, the survivor on hook gets teleported to their body in the real world as if woken up from just a bad dream (but with a very real hook state used). Survivors of course could wake up themselves with an alarm clock, in which they are teleported back to their body after the action is completed. I think this would actually make him fun & immersive to play against, but unfortunately this idea probably won't ever come to fruition just because of all the extra work it would take, even if it would be really cool to see. Mabye if vecna is ever added we can see something like this

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433070#Comment_3433070

    That was part of the problem to begin with though.

    Waking up being insanely punishing when not playing with people who understood the mechanics of waking up. Putting basically all his power into the dreamworld like they did with old Freddy just made games flatout terrible for both sides most of the time.

    Against competent players who literally didn't exist because basically no one was staying asleep long enough for him to do anything and since old Freddy literally could not interact with survivors who were awake he got wrecked. Against players who weren't aware of how he worked and what to do he still wasn't good because the only thing dreamworld offered was passive slowdown which on its own wasn't that great either. The only thing he had going for him was Forever Freddy which was one of the most mind numbing things to play against. Playing really long, slow, dull war of attrition matches against any killer just isn't fun. It also made him harder to learn how to play than he needed to be considering who he is.

    There is not a single thing that is redeeming about old Fredboi. He was a perk and addon reliant mess of a killer and arguably still is, but at least he do the normal functions of the game rather than his power being "Play regular DBD"

    Sadako's basically hard limited to Condemned strats which are overly feast or famine considering how bad her tv spawns can be and the general size of most maps in the game. I don't consider being insanely weak in chase due to having a lullaby that ruins her stealth and being addon reliant to an iri addon as being fine.

    You're not hearing me, I'm not saying just put him back exactly how he was. There are ways to make him powerful than he was and making it harder for coordinated survivors to wake up, the more times they wake up, the faster they fall asleep and longer it takes to wake up using alarm clocks (with removal of skill check wake ups)

    And no. I don't want sadako becoming another Freddy where she isn't thematic and is weak, there's no need for that. Right now though, she's in a better state than freddy

    She works best as a hit and run killer, not a chase killer

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432451#Comment_3432451

    That was his original power in the game. It's bad in basically every way because when you center his power around being completely non functional unless people are asleep he only power can be put you to sleep. Which isn't thematic because Freddy couldn't force you sleep he could only pull you into the dream dimension should you go to sleep. At least in the later Robert Englund films he started to develop more powers that had less conditional usage restriction or were at least more interesting if put into a game.

    Being weak yet thematic isn't a good thing long term. Look at Sadako, she's extremely weak and extremely thematic on top of just having to deal with the normal issues that come with being a character in DBD. The goal is to find a balance of theming and functional gameplay. When they're as out of balance as old Freddy was you can only redesign it. He still needs a lot of work in my opinion, but I don't see where they go with him.

    Sadako is fine imo with her iri tape and ring drawing, but yeah she does need those to basically become playable, like trapper with his bloody coil + honing stone, simply is miserable to play without

    But Freddy he doesn't have any redeemable addons, they could bring back old Freddy while making him stronger in the dreamworld, while also making it increasingly more difficult to wake up as the match goes on, and falling asleep much quicker

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432434#Comment_3432434

    Beast of Prey's Bloodpoint bonus for the Hunting category doesn't work like old BBQ & Chili. The bonus points aren't added after the match, based on how many you earned during the match. No. Instead, it just helps you reach the 10k category cap (during the match) sooner.

    I don't know about you, but Hunting is one of the easiest categories for me to fill up.

    Beast of Prey needs more, as do all of Huntress' perks.

    I know, that's what makes it balanced and niche

    Helps you max it out faster so you don't have to drag out games as long, using it in conjunction with thrill of the hunt doubles the rate you fill it

    Nobody uses it because of what you said but like all niche perks, it can help in a specific thing you want to achieve, and in this case is maximizing your BP

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427106#Comment_3427106

    Folks be asking for this like every day, and it's just like why? He wasn't good not that current Freddy is good, but at least he's playing the game rather dumpstering people are new because his mechanics made no sense and getting absolutely deleted from the game by skilled players because his power was put people to sleep so he can just do what? Be an average m1 killer. The best thing about him was his absolutely insane ability to grind the game to a halt through passively making gens take forever with the right addons and old ruin.

    Now most of the stuff that form of him relied on is gone and wouldn't synergize well with the stuff available now so he would be less than nothing. It boggles my mind why folks want the worst possible version of this one killer so bad. Like I kinda get with people who weren't playing back then, but watched the old youtube videos people just grinding the game to standstill. Yet, somehow they miss the videos of Freddy getting bullied into the grave by coordinated teams not even swfs just coordinated pubs with enough to understand he can't hurt you if y'all constantly keep each other awake.

    Probably because that's thematic? That's pretty much the main thing in the movie, as well as the Robert Englund ones, he can only hurt you in your dreams

    Mabye he was weaker like that but he was thematic, now he's weak AND not thematic

    Honestly when I first played against Freddy I 100% expected that the Dream world actually did something like allowed you to be attacked by him, because yknow that's what the movies were like

    Nope, turns out there's basically no detriment at all and a waste of time to even find an Alarm clock unless you were already there

  • @eNKaj said:

    KILLER SHOULDNT BE ALLOWED TO CAMP next TO THE TRAP. THERE SHOULD BE TIMER OR A RADIUS HE CANT BE STAY THERE.

    GENERELL FEEDBACK:

    SINCE THIS NEW KILLERS ETC. THIS GAME IS UNPLAYABLE. THEY ARE TO FAST CANT LOOP FOR UR MATES TO DO THE GENS ETC. ITS UNPLAYABLE. DEFINETLY TO NERF MUCH THINGS.

    As an SURVIVOR there is not much option to do. be creative and dont do PAY TO WIN!

    HAVE A NICE DAY xD :)

    Ok, what killer are you talking about here?

  • @Nos37 said:

    Good survivors will milk a loop until they realize the killer has bloodlust. Then they drop the pallet to force a break and a bloodlust reset. Then they have time to get to, and milk, the next loop before Bloodlust kicks in.

    Really hope they buff Beast of Prey. Either have the perk let you keep some Bloodlust after a pallet break (you lose 1 stack of Bloodlust instead of all stacks), or have the perk convert Bloodlust stacks into pallet break speed.

    Beast of prey is OK imo just because of the extra hunting BP score event

    Yes I know you're all going to argue against this "because it has no impact on actual gameplay" but this is just MY opinion

  • @brodyman1219 said:

    No hate but how did the idea of a Nicolas cage crossover come about?

    Probably because they wanted him to play as himself in the dbd movie lol

  • ...what's wrong with this build exactly? Because of knockout? (Which is already a weak perk to begin with and only does anything against solo queue) or because of undetectable or the mori?

    Not to mention knockout only works on basic attacks so if he downs you with frenzy it won't do anything

  • @ccoxrox said:

    After playing as both a killer and survivor, I think there are many killer perks that make a DBD match particularly unfair. One of such perks is the ability to ‘kill’ a survivor (or all survivors for that matter). As a killer, this perk is helpful when playing against skilled players, but provides no additional benefit to the gameplay, it does not really ‘equalize’ the playing field, and it is not fun for anyone but the killer playing. Make no mistake, I think matches should be challenging and frankly hard. But, matches should also be relatively fair as well. My thoughts are that game creators should remove this perk and encourage better gameplay. Additionally, they could also supplement this perk with a survivor’s ability (or a multiple survivor ability) to ‘kill’ the killer. While this would not be so fun as a killer, this may defray unfair killers from tunneling, body blocking, or camping players. Whatever the case, I’m curious as to what others think. I think a full dialogue on this might be helpful to provide robust recommendations to game developers. What do you all think?

    So.. you want to take away moris? Seriously?

  • @Crowman said:

    It was added to prevent survivors from unnecessarily keeping the game from ending by just not letting themselves die on hook and forcing the full 2 minute wait.

    Before someone mentions 4 minute bleedouts, it's clear the devs want to address that too with the ptb test about half a year ago.

    I don't see a reason to change this on niche situation like yours.

    Can't it just be like a 3 second delay though? Thats enough time to wait out and gives survivors a chance to use deliverance

  • @MrDavidRay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430401#Comment_3430401

    This has nothing to do with being against the killing winning. This is against some jagoff thinking it's fun to slug four people and watch them slowly bleed out for five minutes. It's a waste of time. Sure, the game will end eventually, but do you want to spend five minutes just looking at a screen while you're slugged on the ground?

    You can move around, there's more to do than being on a hook

    But if you REALLY hate being slugged over anything else, there's always no mither

    If not, then choose to accept that sometimes (rarely), you'll be slugged instead of hooked? Honestly whenever I'm slugged I'm grateful that they left me and did not hook me, but that's just me

  • @MrDavidRay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430401#Comment_3430401

    This has nothing to do with being against the killing winning. This is against some jagoff thinking it's fun to slug four people and watch them slowly bleed out for five minutes. It's a waste of time. Sure, the game will end eventually, but do you want to spend five minutes just looking at a screen while you're slugged on the ground?

    Then should the solution be lessening the timer and thereby encouraging it? Or extending it and thereby discouraging it but even more of a pain if the killer does choose to do so

    Because if you give basekit unbreakable, it's really too abusable with sabo, power struggle, etc

    Honestly? It's best to leave as is

  • The codex in the pause menu explains some, but not all

  • @NoHookDC said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426169#Comment_3426169

    I had a friend commit suicide, so I don't like that word being used for gaming/entertainment purposes. So I did not use it.

    Oh, sorry to hear that

  • @fegelein said:

    well, i guess it's a bug, thx for the answers.

    Is it still bugged tho?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426322#Comment_3426322

    they are following rules. the perk specifically states basic attack and special attacks.

    https://us.v-cdn.net/6030815/uploads/D0J00X179U7G/image.png

    Trapper placing trap is not special attack. there several actions in the game that are not special attacks. Plague is not green puke is not counted as special attack. They only count special attacks if special attack directly leads to health-reset. Not health-state loss, health-reset. What that means suppose you 99% a heal, If the attack would reset your 99% heal into 0% then it counted as an attack. Basic means m1 and special refer to m2.

    Plague does not do that. She applies status effect called broken and broken is status effect that makes you unable to heal and put you into injured state. Only Plague's red puke is counted as special attack because it actually does damage and inflicts health-reset. Trapper trap is also like that. If you enter trap and you are freed from trap either by luck or teammate, it does not change your health-state. that is why its not counted as special attack. There are many other actions that are not counted as attacks. Like blight rushing into a wall is not a special attack. Stalking on either Myer/GF is not counted as an attack. The description specifically says special attack. Not all power activation's.

    It is consistent to what is written. It is just that there is no definition or description in game to define the vocabulary.

    What about if its honing stone or lengthened jaws? The health state resets when they free themselves with either of those addons..

  • @Sharby said:

    That's what happens when you delete every alternative playstyle.

    "Healing is too OP, nerf it now BHVR"

    *they nerf it and nobody wastes time healing*

    "Why are gens going faster now?!?!"

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