tehshadowman33
tehshadowman33
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- tehshadowman33
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Comments
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Trapper's so bad makes me wanna cry.
'Grats on maxing him out though.
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@ClogWench said:
Black Box looks nasty.
Very, very nasty. Imagine a game with Dying Light, Mori, and nobody has a perk that switches the obsession.
Pair Black Box with one of the addons that decreases action speed, and you've crippled the survivors by 1/4th their team right from the beginning of the game. :)
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Seriously. Why are there no addons that effect the time it takes before survivors fall asleep automatically?
Seems VERY short sighted. Maybe they couldn't agree on any of the values, so they just made awful addons as filler.
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@Acromio said:
He's better than how he is in the live build, but that's about it.
I'll need to test how well New Freddy stalls. As of right now, I still think Old Freddy has a higher maximum potential than New Freddy.
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Can we all agree how godawful Z-block has become?
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Utterly MURDERING that one toxic survivor who BMs (teabags/finger points/spams flashlight clicks during chase/spams cleanse when they know I'm running TOTH/spams quick vaults when I'm not in a chase with them), and/or sandbag/YOLO unhook farms their team, and/or are toxic in postgame chat.
=]
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Z-block is hilariously bad.
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@Tzeentchling9 said:
I have not tried it yet, but I don't see way they will let Blindness effect the alarm clocks. The same reason it doesn't effect pig boxes.
There's a 0% possibility that blindness obscures the aura of the alarm clock.
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@noneofyourbusiness said:
Ikr, Freddy was a garbage, now he will be meme od garbage, devs just bring him into anothe level, idk why but i feel like this is NERF
His teleport gives 3 seconds of telegraphing his arrival.
That's a maximum 12m of distance between you and a survivor even before you have time to determine what direction they ran off into, which let's assume that's around 0.5 seconds to ascertain the direction to go chase them.
That leaves approximately 14m of distance created between Freddy and Survivor.
I mean, obviously, Freddy has those teleport addons, but this sounds like only a slightly better deal than Legion, who creates a 16m distance, if I'm remembering right, between survivor and Legion after FF ends on self stun.
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@LapisInfernalis said:
They want easy games. Or they use Deliverance and DC because they won't get it if found first. Some don't like the killer or the map etc.
But usually because of easy games they want.
To be fair, if I'm not playing Nurse and a survivor uses Haddonfield map offering... I won't play seriously if two or more survivors have Balanced Landing. Those houses are zero fun to play around.
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@[Deleted User] said:
Those addons seem rather boring.
They're awful for the most part.
I think at least the number of builds you can theory craft is about the same as old Freddy though, I hope.
I mean, who in their right mind is going around in the dream world knocking over every pallet they think is a fake? You're not going to be able to capitalize on any of that. Ironically, aura revealed on triggered traps at least is SOMEWHAT useful on Hag, I guess.
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Makes me want to cry.
*Insert crying Freddy emote*
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@artist said:
I don't think they'll ever make new exhaustion addons and I'm so glad about that
Unless they buff Blindness's effects, or add Deafness somewhere cool, Exhaustion is pretty much the only interesting status effect left aside from Broken, but devs never add Broken to anything actually good.
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/569977#Comment_569977
Yeah the pin add-ons are just silly which is why I called it a total meme, but letting more add-ons apply broken would give them a niche use for those games where you get this funny voice in your head that says "see those 4 medkits? you KNOW what they are, don't you?"
EDIT: and I didn't even think of the fact that DW has that effect, but as it's just extra holding m1 without even skillchecks I'd honestly prefer broken.
Considering someone has to be outside of chase to WANT to mend, there's zero point to the broken status. I mean, are competitive survivors literally gonna do a mend, then wanna do a heal while Legion is on the other side of the map? Gimme a break.
Besides, if you waste the time two-hitting someone with FF, you're GOING to tunnel them unless another juicier target walks past, like an injured survivor who's on death hook, etc.,
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@oxygen said:
Mangled add-ons can be okay if they last for like 2 minutes+ or something even if they're not very interesting.
Seeing that one total meme of an add-on that is the Legion pin that applies Broken, perhaps that could be more interesting... because you can't instaheal while you're broken ๐
I thought that as well, but here's the joke though.
You can't use medkits while you have Deep Wounds. Mending action takes priority over healing, so you couldn't instaheal anyways even without the Broken status effect addon on Legion.
Makes it go from niche use to flat out useless beyond useless. Oh, and you have to hit that same target with FF twice then enjoy that nice, long FF stun! :D
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@HatCreature said:
@tehshadowman33 I looked at the patch notes, it is based on distance but if it was based on TR it could be OP because M&A with Furtive Chase on Freddy could probably make him completely invisible lol
Exactly. Which is why I assumed it was a predefined, set distance number.
Same as how there are no game mechanics to alter lullaby distance on current live build's Freddy and Huntress.
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Most of his addons are just copy pasted version of each other with pointless status effects that do nothing.
I mean, seriously, why are we seeing hemorrhage by itself. That shouldn't ever be a thing. Hemorrhage is useless.
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I WAS RIGHT.
I WAS RIGHT.
WHAT DID I SAY?
WHAT DID I SAY?
I KNEW THIS WOULD HAPPEN!
FREDDY HAS 100% GARBAGE, STATUS-EFFECT ADDONS.
I am saddened by this revelation. I was really hoping for once, that I'd not be disappointed. =(
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It's impossible to make all killers perform equally as well on each map.
Huntress will be awful in maps that don't have many open spaces, for instance. Pig/Myers/Ghostface will be awful on maps that are too open and lack alternate surprise routes.
That being said, Killer "power" is primarily based on their effectiveness in causing/forcing survivors to misplay (ergo Spirit does that quite well) and secondarily based on their ability to reduce the time spent between hooking survivors (something Trapper sucks quite badly at because his setup takes too long, and his chases can last too long).
Nurse breaks this formula because she ignores game mechanics. Fatigue is Nurse's only real inhibiting factor. Nurse changes the game into being based on the killer's ability to not make misplays, rather than the inverse.
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I'm going to assume that flickering is set distance and not tied to TR.
He's probably a 32m standard TR.
Using M&M, just means that he'll flicker intermittently past from 24-32m distance from survivor, even though survivor won't hear TR past 24m distances. I assume at least.
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@Peanits said:
For the traps, paying attention alone isn't necessarily good enough. Realistically speaking, you're not going to memorize every single pallet. Doing so would require you to search the entire map before falling asleep, but even then, as soon as someone gets chased all of that goes out the window; they could have used a real pallet and it could have been replaced with a fake one. For the snares, you might be able to see them, but seeing them won't change the fact that they're there. If it's in a loop, you're still going to be slowed. If it's in front of a window, you're still going to get a medium vault instead of a fast vault.
The dream projection is three seconds, not five. Assuming the survivor reacts instantly- they're not going to- and starts sprinting right away, they could only get 12m of distance. They would also leave a trail of scratch marks, effectively allowing you to hook someone, spot another person with BBQ/TT, then teleport and immediately start another chase. Bonus points if you've got Pop Goes The Weasel. It definitely has some practical applications.
Good luck on the PTB! Hopefully it all goes well. It's good to hear that you're excited to try him.
Broken pallets leave debris on the floor.
If you can replace broken pallets, wouldn't that just scream "HEY LOOK. FAKE PALLET!"
Kinda like if you're spy in TF2 and disguise yourself as a scout, it's obvious you're a spy. Scouts don't run that slow, lmao.
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Yep. I mentioned this in another thread.
It's a status effect that's already in the game, but it's not really used much at all. :D
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*Happy squees in Legion*
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@DaS_only said:
@tehshadowman33 what exactly do you mean? It was perfect (chase music very low) then they raised up the chase music again and NOW its even worse? #########, why?
Chase music is deafening once more. You can't hear anything survivors are doing during chase. Completely ridiculous.
KEEP IN MIND. FERAL FRENZY DEAFENS YOU TO SURVIVOR ACTIONS. ALL OTHER KILLERS ARE NOT SUPPOSED TO BE DEAF DURING A CHASE.
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It's completely inconsistent if Stridor works during a chase.
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I tested the sound on surround sound configuration (supposedly the hotfix was just for this).
It doesn't even work properly on 5.1 or 7.1 surround sound.
You almost can't hear generators unless you're looking at them. You can't hear survivor footsteps while in a chase.
Sound is completely messed up.
This needs to be rolled back to 3.0.1 NOW!
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This bug is back?
Basically, she doesn't have any forward momentum when attacking after a teleport?
That was a bug WAY back.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/564953#Comment_564953
You were supposed to be able to track survivors by sound. There's literally an in game tip that pops up on the loading screen stating exactly that. But it would appear that BHVR has proven their survivor bias by reverting the killer's ability to do what they had previously claimed killers should be able to do. They could have just made music have a sliding audio preference like hundreds of people have suggested, but they're definitely catering to survivors with this now. I guess all those promises that they would fix sounds for us have not only been forgotten but broken entirely.
Exactly. Tracking by breathing is the only real counter Killers have against super immersed survivors that don't want to do generators.
I'm sorry, but stealth doesn't have a place in this game. Go play Death Garden or Metal Gear Solid if you want to pretend to be a lawn ornament and never move.
If I come within 2 meters of you, I am entitled to know of your presence due to you breathing. That's how this game works. That's how the designers intended the game to work. Arguing anything else is pointless as the game is not designed around stealth and never was.
If you've been RUNNING, and STOP. I'm supposed to hear you from even further away, around 3 or 4ish meters.
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You can't even hear pain grunts with Stridor now, when you're literally two feet from an injured survivor.
Broken. Game. Doesn't. Work.
They weren't even using No Mither or Iron Will.
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Taking stridor off my Nurse build again. Useless once more due to broken sounds. Going back to Shadowborne/Monitor and Abuse due to not being able to friggin using the sounds for anything.
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I can't hear footsteps during chase, even when someone's right next to me.
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Well, in way, you're using a good measuring stick.
If all the king's horses and all the king's men couldn't put Freddy together again....
Who would be foolish enough to think they could do any better with map reworks?
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WE ALL BLEED FROM OUR EARS DOWN HERE.
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I only give hatch if the survivor was boned over by another survivor who was being a dickish, sandbagger of a teammate.
I love to mori the offender in front of them, nod, then carry them to the promised land.
LMAO.
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I love you sempai BHVR.
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@Mister_Holdout said:
Ruin is only a problem because matchmaking is a joke.
Even though I play survivor at rank 1, there are still plenty of games where Ruin is never found. I finally discovered that this is because a lot of us are getting matched with boosted teammates. People with relatively few hours of play time (I know this because I started checking profiles).
These players don't know the map layout, so they pretty much can't find Ruin. Which unfortunately means the match is going to be a drag.
Again, it's just another issue that can be attributed to matchmaking.
Yeh, I've started seeing weird things like Rank 16 and a Rank 9 and a Rank 4... Some matches are just a rainbow of different ranks. Shouldn't happen unless it's a SWF, but I don't expect that sort of thing with solo matchmaking. =/
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If you can't hit the great skill checks, then just generator tap.
Seriously, I've had games against 4-man Solo as Nurse running PGTW, Hex: Ruin, BBQ, and Stridor and I only 4k'd with 1 generator left and my chases lasting 40 seconds or under.
Trust me, it's fine.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/564539#Comment_564539
You can hit further than halfway across the map. If you arc the throw right you can throw across the entire map.
It's EZPZ in Rotten fields since it's the map with the least obstruction and it's also possible in some other Cold Wind maps. Some Autohaven maps allow it to be easy as well. Any other map it's difficult because generators may be behind jungle gym walls or there's just too much other stuff in the way (like trees).
To that end, I wouldn't recommend discordance for cross-map throws. The sound notification spam makes it so you can't actually see the generator or gauge its distance easily, making throwing at the generator difficult. Best to just use game sense (or BBQ) to throw at the generator yourself.
Sounds hilarious once you learn the parabola of the throw, I guess.
Iridescent hatchet outside of the humming radius... LMAO, it's raining death... GET TO THE TRENCHES M' BOYS.
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@Yikes_A4K83 said:
As a spirit main, that perk is so useless. Like cool, you see my husk... but now im behind you with prayer beads and a mori... sorry ๐ฒ
OMAE WA MOU SHINDEIRU
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Is it possible to use Discordance to hit a survivor halfway across the map with a fully charged hatchet?
I always thought it'd be lulzy to do.
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@Laakeri said:
Nurse requires prolly 50 hours to get decent at. Using Prayer Beads on Spirit requires nothing so its viewed as cheap. As it is.
Only people I use Prayer Beads against are people that are blocked in MLGA. I also acknowledge that there are potentially 3 innocent survivors in same game and I dont blame them for DC'ing vs something that they have no way to outplay.
If you have bad internet, forget even trying Nurse.
If you can't change up your game during a match, don't bother trying Nurse... Good survivors know how to change up their jukes to keep you guessing.
Nurse is all about muscle memory in blink timing.
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New Freddy will only be better on maps like Bedham Asylum and Temple of Purgation.
Will be considerably worse than Old Freddy on any other maps, pretty much.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/564479#Comment_564479
@tehshadowman33 More people should play Deathgarden. ๐
Yep. At least Deathgarden doesn't do hand holding, and you have better stealth in that game as the weaker role than in DbD.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/564481#Comment_564481
That sounds normal.
Optimal game requires optimal gear.
Which is why natural selection of strategy makes all the survivors better. It's been a No Heal meta for a long time now.
I don't see the current meta changing unless the map reworks makes it VERY DEADLY to remain injured AND it takes less time to heal another survivor teammate (solo heals should always be taken at face value to where it would take LESS amount of time to find someone and get healed.)
It's a terrible idea to make balance changes as if healing's still a thing. Any perks that revolve around healing are pretty much seen as Hahaha, that's nice lol, don't need that.
It's like BHVR doesn't want to acknowledge what they have unintentionally created.
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/564476#Comment_564476
Well,survivors adapted to the changes (like many killers were suggesting ) and Adrenaline is a must for an optimal game nowadays.
Yep. Although, apparently, the good survivors even before the healing nerfs had figured out healing was a waste of time anyways.
It's just that knowledge has proliferated so widely, among streamers to their fanbase and among friends, that it's pretty much if you've had the game for a week, you can know what to do and NOT to do to win your games as survivor.
Hell, you'll even learn that you just need to get that hatch if your survivors don't know how to team. Even a good survivor will die if they don't pay attention to what pallets have been used by their teammates!
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/564399#Comment_564399
The cooldown when cancelling the teleport is shorter than the base cooldown. You do not have to wait 45 seconds when you cancel it. It's crucial to have a short cooldown after cancelling the teleport to prevent someone from spamming the power on every generator.
OK, that's better than nothing I guess. I suppose in that case you MIGHT be able to jedi mindtrick someone using Lithe/Sprintburst + OoO into wasting their exhaustion perk.
But that's a big stretch.
I still to this day wish there was no cooldown on canceling generator kicks. It's soooooooo annoying if you misclick and have to wait there like an idiot until you can finally kick the generator again.
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@Plu said:
I mean they aren't wrong which how much hand holding there is in this game, players wont always seek to improve because half the job is done for them.
Which is bad, they need to rework this entire thing.
Pretty much, yeah. Obviously, you need perks like Windows of Opportunity and Deja Vu to introduce new players to the mechanics of the game. But you don't want something like old MoM to creep into the game that mitigates risk (get hit 3ร and get 1 free hit) for newcomers but it's insanely overpowered for people who know how to use that 1 free hit to do crazy things like 100% safe unhooks in front of killers face (noobs won't know you could do this).
That said, if map reworks are not good enough, I'll probably just play Deathgarden. There's only so much Nurse I can play before I'm bored of the whole ordeal.
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@Andreyu44 said:
I feel like people think the survs are better than they really are.
Besides,if they actually balanced around "low ranks"/bad survs then Billy and Nurse would have been nerfed into the ground already.
I view it more as a calculated decision that if they tweaked those killers, then you would have to be a freakin' mind reader in terms of playing less viable killers against VERY skilled survivors in red ranks. Unless you were just amazing at reading survivor's biases for interpreting your red stain mindgames, every other killer main would just either purposefully derank or just leave the game entirely.
I mean, I've run games at Rank 1 where as Nurse my chases were 40 seconds or less with max generator stall perks, and I still managed to only finish the game with 1 generator left. That's how incredibly rushed for time you are in red ranks.
You have to end chases in 40 seconds or else you lose.
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@KillermainBTWm8 said:
My problem is if the Freddy is good with his snares/fake pallets then the survivors will just wake up to avoid them since it is so easy. Hell you can even do it in the middle of a chase if you see fit.
It was completely superfluous to add the clock into the game. Just made end game Freddy builds that much more not a thing, even if you're going to run stall addons into New Freddy.
Old Freddy has a ton of different, yet viable builds. New Freddy from what I can see based off his mechanics is going to just get shoehorned into "Maximum teleport pressure" or some form of "Maximize Dreamsnare effectiveness".
Dreampallets are gonna be a joke to red rank players.
The only buff New Freddy got was that dying survivors healed up to injured are still asleep. Every other part of the awake/asleep dynamic is now just... Ugh.
I swear. He better not have any slowdown while casting dreamsnares.
I mean... Imagine if you could only catch injured survivors in beartraps, and full health survivors became injured with beartraps but not caught.
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I mean. It doesn't do anything in base kit other than reduce Freddy's teleport cooldown. It sounds like there's going to be a huge dilemma when it comes to his addons because you won't be able to plug any of the gaping holes the developers left in terms of New Freddy's weaknesses now... but that's left to be seen. We already know that New Freddy's going to get the usual range of GARBAGE status effect addons that don't actually impact the game in any meaningful way and are just there as filler... Seriously, just don't even bother with status effect addons unless they do something useful.
I really, really hope that Matt misspoke and that the teleport doesn't give an indication right when Freddy uses it. It's already bad enough OoO lets someone know Freddy's gonna teleport based on his change in animation. There's zero incentive for Freddy to cancel the teleport considering the fact it immediately puts it on cooldown... OOOH MINDGAME CITY.... LEMME CANCEL MY TELEPORT AND HAVE A 30 SECOND COOLDOWN
/s