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tehshadowman33

tehshadowman33

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  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/526011#Comment_526011

    The best part is the Survivors actually believe to be good when pulling off something like this.

    The devs essentially hand them a win button.

    @Peanits any possibility of considering broken synergies like this? If certain addons for Killer's powers shouldn't be stack, then certain Survivor perk combinations shouldn't stack.

    I mean you LITERALLY are powerless if someone with MoM and BT unhooks someone with Adrenaline (unless you are outside the terror radius during the unhook).

    There is NOTHING you can do to stop this. There are no counters. No soft counters. No hard counters. NOED doesn't do anything to either target because of MoM and BT + Adrenaline.

    Who thinks killers should exist for these type of shenanigans?

    Seriously, you don't have stuff like this in Deathgarden. Scavengers can't bully the Hunter.

    I mean, Killers don't have perks like "If 4 survivors are injured and no heals occur within 3/2/1 minutes, a random survivor is put into the dying state" because the survivors would cry a river of tears that they can't counter that perk because having that perk on doctor/plague makes them unable to heal... Yet killers have to deal with broken combos like this???

    Speaking of synergies that bully the killer, yes, I know Deliverance + DH + MoM + DS is an annoying thing, but it's really stupid, not cost effective, and won't work after this patch... but that's a perfect example of how nerfing one perk make certain synergies extremely hard to get, or just discourages them entirely.

    :)

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/526008#Comment_526008

    This is proof the devs don't really think about their balance fully

    And all of it requires zero skill. Hell, it rewards you for being hooked right before your teammates finish the last generator. You just waltz on out the exit gate with both middle fingers sticking straight up. You don't see this kind of crap in Deathgarden.

  • @GrootDude said:

    I don’t see the problem with it, I’ve had no problem dealing with survivors at endgame as Myers.

    Well yeah, because you're playing as Myers. They're unhooking outside of your terror radius, so Borrowed Time won't trigger. Even if they get the Adrenaline, all you'd have to do is trigger your T3 and then instadown them.

    Most other killers cannot deal with the bullshit at endgame of BT + Adrenaline absurdity.

  • I find it incredibly annoying on certain builds that are all 2nd-chance perks.

    BT + OoO + MoM + DH = Pure Cancer

    Sure, it's a double-edged sword, but if you've got 3,000+ hours as survivor, you don't even mind that the killer sees you. You've mastered looping, so you hang around generators next to safe tiles.

    You can use it to bait a killer into looping you around a safe tile. This guarantees that once you get hooked, your one hook is worth three generators. The killer isn't going to be making a comeback from that!

    Not only that, it completely prevents a killer from herding you into a dead zone with no pallets. Ambushes are literally impossible unless you're playing T1 Myers, but in that scenario, you won't ever catch that survivor due to low movement speed.


  • @MrsPiggyIsSoSneaky said:

    Apparently what I got from him is

    Super safe pallets = sKi11

    Infinites = SkI11

    Putting a bunch of time learning on how to do what is basically an unintended thing or exploit in a game is pretty stupid. I mean, for example, the only reason wavedashing wasn't removed in Smash Bros: Melee is because it was console, and patching already published games wasn't really an option back then for Nintendo.

    Nowadays, why even bother learning things like this if they are going to get patched out eventually?

    Literally just reeks of "I want to win at any cost."


  • @ygnea said:

    https://forum.deadbydaylight.com/en/discussion/comment/525105#Comment_525105

    How is an exhaustion perk in any way similar to the HUGE buff noed gives? Noed not only gives you one shot downs but also increases your speed, which is a huge deal. If you are getting to end game as killer, and have not done your duty, LET ME REMIND YOU YOUR JOB AS A KILLER IS TO PREVENT GENS FROM POPPING AND KILL SURVIVORS then you are bad at the game and don't deserve a buff like noed. You will not change my mind, noed is crutch and a terrible perk that bad killers rely on, just like bad survivors rely on perks like MoM and old DS.

    Let's think about this:

    NOED LITERALLY is the ONLY hard counter Killers without an instant down have against a team of four Adrenaline users.

    Would any other perk be better than NOED in dealing with Adrenaline during end game?

    Hex: Devour Hope is too unreliable to be worth taking. If it works, you won't even get to end game, but if it breaks, well then it's even more useless than NOED.

    Make Your Choice is highly dependent on how altruistic survivors are in a game, relies on you proxy camping, and it won't guarantee you downs. Potentially useless in end game because of body blocking.

    Hex: Haunted Grounds is worth maybe one down a game, so again, it's not worth taking. It wouldn't survive to end game ever.

    Rancor: Way too iffy, and it's bugged at the moment anyways. If you kill your obsession before the endgame, then you won't benefit from the instant down on your obsession end game.


    Typical Situation:

    Killer gets one kill but doesn't have a 3 gen strategy to fall back on. If you're not playing a top-tier Killer it's now impossible to maintain pressure on all gens once you've reached 2 generators left because the survivors will run towards safe tiles to loop you around, which means you can't start a chase without another generator going off.

    You get into a chase, injure a survivor, and the last generator goes off. With 3 survivors alive, you've got to hit everyone twice now because of Adrenaline AND deal with the speed boost. NOED counters this. It gives the Killer a slight speed boost and a chance, at best, to get two more kills... If all 3 remaining survivors die because of NOED, the survivors misplayed, not the killer!

    Not to mention, survivors can counter this strategy. Just run Unbreakable. I'm a top rank killer and I always slug if I'm running NOED if I think I can get two downs. That perk got a buff this PTB too!

  • This change was necessary. We should all be putting praise on BHVR for this change.

  • Can someone answer me this question?

    Hypothetically if you have Adrenaline, last generator goes off while you're hooked, someone with Borrowed Time unhooks you inside Killer's terror radius.

    You would need to be hit 3 times in order to get downed? Unless insta-down + regular hit?

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/523091#Comment_523091

    The killer can do nothing and rely on NOED during the Endgame, sure, but that's only if the survivors let the killer do so. The survivors can break noed, and in the event they absolutely can't, they can accept a single person getting downed and escape. There's no excuse for multiple survivors going down to NOED, especially in a match that the killer isn't doing anything in until it activates. NOEDs use is solely determined by the actions of the survivors. It doesn't reward the killer for playing poorly, it punishes the survivors for playing poorly.

    Devil's advocate here, but...

    A survivor can literally do nothing but meme all game, hide in lockers, crouch walk, flashlight click at the killer and still get the benefit of Adrenaline.

    If we did the changes you propose, then Adrenaline should also require survivors do something to attain the benefit of the Adrenaline perk. Minimum of completing 1 generator themselves or with a teammate. This should make it function like Detective's Hunch perk in a way.

  • @Bongbingbing said:

    Personally I think all killers should be strong and the Add ons should focus on play styles and give slight buffs to different kinds.

    Having a weak killer that's add on dependent like so many of the killers on the list just doesn't work with how hard it is to get add ons, It's not like you can stockpile them and have a permanent build.

    Exactly! Myers is the perfect example. I would only tweak the values on Vanity mirror, and he'd be golden.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/522110#Comment_522110

    @tehshadowman33 you don't need Lery's lol. Unlike other stealth killers Freddy is 100% completely invisible and has no need for LoS blockers

    You have a zero terror radius with the build listed above. You can literally hit someone. Use your aura reading to wait for them to go self-care somewhere. Walk up behind them. Lunge and hit them before they even know you're there. :D

  • I'm sad jumpscare Freddy is going bye bye.

    Red Paint brush + Monitor and Abuse + Lery's = Pooping your pants

  • @MrDardon said:

    Take Make your choice, hook a Survivor near a gen and when he gets rescued you just play him like a Hag.

    That requires you to know in advance a survivors going for an unhook and factor in the 5-second channel... Otherwise, yeah... That's completely devastatingly effective.

  • @sorrowen said:

    Just run object or spin chill lol those will hard counter him

    Yeah, Ghostface needs immunity to detection perks while using Night Shroud. Detection perks work as normal when Night Shroud isn't active, so the survivors won't be robbed of a perk slot.

  • Because a 24/28m terror radius killer with 4.6m/s movement speed is now suddenly anathema to the dev team!

    32m terror radius I always thought was too big anyways. 28/28.5/29m just sounded more reasonable than giving everyone such an early indication of a killer's presence... Just nerf addons and perks around that baseline decrease.

  • @HeHeBoii said:

    https://forum.deadbydaylight.com/en/discussion/comment/521847#Comment_521847

    You know as of late, it seems that the community knows more about balance than what the devs know. I mean, this is coming from the same people who destroyed Freddy in the first place and left him like that for about 2 years with no changes not even minor ones. Than, you go after Legion, now he is ok but that's debatable. Then now we have Jokeface, yea we shouldn't jump into conclusions. We aren't the ones playing the game anyway. If it wasn't for our voices, Jokeface would be utter F- tier. So us voicing how we feel before implementation is justifiable by judging Bhvrs history on balance and changes on killers.

    Preach brother!

  • Again, everyone keeps underestimating Freddy. He's really good in the current meta. He flat out denies Borrowed Time and unsafe unhooks. After next patch comes in on Tuesday next week, he's going to be unstoppable. Freddy will not have to deal with MoM!

    Next Tuesday, Freddy becomes a true nightmare. Thank you MoM nerf!

  • Yep, my conclusion exactly. If the dream snares aren't just outrageously good, he's going to be worse than Clown who can slow on demand without setup, and still beats a limited teleport.

    @Redd said:

    They thought it was too hard for people to wake up.

    I repeat. Too. Hard. To. Wake. Up.

    Ignoring the fact that this is only a problem that needs fixing if you keep the auras (which they aren't); it is in fact TOO EASY to wake up in Freddy's current state. Allowing for survivors to have another way to wake up was not needed. This is absolutely the definition of fixing a problem that doesn't exist after they already "fixed" it by removing the aura reading.

    Like...... that is the number one complaint people have about Freddy in general. Sleeping an entire survivor team doesn't do much because you chase one and the other three wake up almost immediately. In a meta where it's already a major complaint that it is too easy to wake up; the first thing they are doing with the rework is making it easier to wake up.

    -------------------------------------

    The second thing I don't like about the rework is that they removed all the major downsides to being asleep. The downside is that dream snares or dream pallets, not both but just one, will now work on you. You no longer get the action cooldown, the aura reading, or anything else that actually made putting people to sleep good. All you get out of dream state is some of the worst parts of the builds from the trap killers and the doctor. There is absolutely no way under any circumstance that dream snares + dream pallets is ample compensation for losing the 50% action speed cooldown and the aura reading. "But Redd they put a weaker version of the cooldown on some add-ons." Why the flying popsicles do we always need specific add-ons to make any killer not terrible? Shouldn't a killer be viable at base instead of hot doo doo without specific add-ons?

    Oh and did I mention that it's now easier to wake up? Which was already super super easy?

    -------------------------------------

    Being able to hit survivors immediately, something every other 115% ms killer could do already, comes at the cost of the majority of Freddy's stealth. Goody goody gumdrops. Yes, it's very very nice that we can now hit people. But Freddy is now JUST an M1 killer except for the one positive they gave him.

    --------------------------------------

    So what compensates Freddy for all these changes? Well it's supposed to be the gen teleport. Which, to be admitted, is pretty good for some map presence. But unless the Dream Snares are way better than they look, he's going to be somewhere around a worse Clown when he starts an actual chase. I'm sure he'll get some cool add-ons, but I hate having to run add-ons to be able to do anything.

  • @Gardenia said:

    I think he will be stronger overall with his new rework, of course this is all based from speculation.

    I saw you forgot to mention a new mechanic to wake Survivors up: The Alarm Clocks.

    Recall that in the anniversary stream they showed footage of Survivors going to clocks across the map to wake them up temporarily. I think this is a nice touch and also maybe gives a bit of an edge to predict where Survivors may go when they are completely asleep.

    One other thing, Isn't it a good thing that all Survivors eventually fall asleep instead of having to put them to sleep yourself?

    I'm excited to see how he works and how strong he will be.

    Actually, I mentioned it in the downsides point number #3. That downside hurts Freddy the most in endgame because it completely prevents him from using his old tactics of sleep everyone, then whip out NOED + Blood Warden + Remember Me.


  • @indieeden7 said:

    People really be out here saying that the Freddy rework is going to make him WEAKER

    Most people underestimate how good Freddy really is if you play him effectively.

    This proposed rework, based on the leaked details, might end up as a nerf depending on how strong dream snares are.

    If the dream snares are weaksauce, it's going to be a straight-up nerf compared to current Freddy with a proper perk build and good addons.

    I mean, WHO CARES if I can teleport if that means my opponent will be two tiles-distance away by the time I even show up? Five seconds + telegraphing move = Bad, very bad, bad, bad...

    The rest of the changes are just more nerfs to invisibility and stalling capabilities.... If you don't compensate Freddy for giving those up, it's a bad rework!

    Most people whine about not being able to hit people as Freddy when they're awake, but I say... No, that's fine... He's got a tiny body, tiny terror radius, normal lunge range, and if you use the correct addons, Freddy's absolutely terrifying to play against.

    If someone dies early game against Freddy, more than any other killer, due to his stalling ability, Freddy shines the most because he slows the game down to a crawl and gets those 3 other kills!

  • @thesuicidefox said:

    Teleporting to a gen will be crazy strong dude. Equip PGTW and BBQ/Thrilling Tremors, you will be an absolute gen crusher. I highly doubt anyone will use this power in a chase expect for a few key spots.

    Devs also said that his chain/rope add-ons will slow down survivors in dream world. So he can still technically play to slow the game just not the same as before.

    That said, I will miss the old Freddy. He will be an entirely different kind of killer now, and I honestly liked the way he was before.

    With the buff to PGTW's timer, any killer can run that perk now that it has 60 seconds to use it or lose it, but I get what you're saying. With Discordance/Tinkerer, you could potentially see what generator's about to go off after an unhook and make maximum use of PGTW faster than even Billy or Nurse... But again, you still have to get into a chase, which as I said previously, you give them a 20m headstart.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/519663#Comment_519663

    Probably because it's a POS add-on and good Freddy players don't bother with it.

    Well. It depends. If you luck out and the obsession is a potato of a survivor who doesn't spawn next to teammates, you have some options that are really damaging.

    Combine it with Dying Light + Mori, or farm them for Play With Your Food Stacks and you can have the potential to snowball really hard early game as Freddy. Freddy really, really shines when there's only 3 survivors left due to his stalling ability.


  • @SlinkyJinky said:

    BBQC + Discordance + Nurses Calling + anything else and your good.

    As a killer main with 3,000+ hours, I haven't really used Nurse's Calling in ages.

    It's pretty much a dead perk when there's one or two generators left because everyone and their grandmother runs Adrenaline now.

    Survivors also aren't stupid enough to heal inside your terror radius, so unless you're playing Nurse/Myers/Spirit/Huntress/MAYBE pig/MAYBE Hillbilly/MAYBE tiny-terror-radius Doctor it's pretty much not worth picking, and even if you do take it over another perk, you're going to be almost forced to ALSO take Monitor and Abuse.

    Nurse's Calling is, I find, only to be a staple perk on Nurse herself because you get the most value from it going off and revealing a survivor's aura... Even if it only happens to be useful once or twice in a match where you play Nurse, it practically guarantees you'll get a confirmed hit unless you happen to suck with Nurse blinks.

  • I agree though. By the redesign to the end game, they've made this perk completely pointless. There's almost no chance a killer will camp the hatch and wait for you to finish all the generators... That's just not going to happen.

    Funny thing, if they changed it so that killers lose their default, non-perk granted aura reading of unfinished generators when there's only one survivor left in the game + Remove the glow and bubble from a generator going off, then you'd have much more ambiguity on what a survivor is doing in the game when they're the last one left alive.... Just a thought for something fun... Though that'd probably just make everyone run Whispers all day 'erry day. :3

  • Wait, what?

    I'm confused.

    So you're saying, that what this perk specifically does is if the Killer kicks the hatch closed, then you then have the ability as a survivor to open the hatch and then escape?

    If so, I'm fine with that being a perk. It's pretty much a waste of a perk, though. I would throw in Aura reading immunity as well to make it even slightly worth taking in case you are stuck in low rank solo queues.

  • Unlikely. They probably paid a premium for Ash in extra royalties because they used the likeness of the actor (Bruce Campbell). From a business standpoint, I don't think they would view Elvira as being mainstream/popular enough to be worth paying out those extra royalties. Wasn't her heyday in the late '80's and early '90's?

    Not enough return on investment for BHVR.

  • The IP to my knowledge has never been licensed for any media outside the show itself. They seem to have no interest in doing so, otherwise they would have already by now.

  • @Eguzky said:

    https://forum.deadbydaylight.com/en/discussion/comment/509310#Comment_509310

    Because Survivor mains would start screaming if they could not log in a 4-man SWF group and literally bully the Killers before waltzing off the map while ######### the dirt with crouch-spam.

    Just wait; someday the devs will give the Survivors extra BP just for playing Survivor, probably out of the Killer's current BP balance. Steal +3000 BP for each Survivor who makes it off the map. +2000 if they are sacrificed. And the Killer's temp-banned if he does not have enough BP to steal, because Survivors DESERVE that BP.

    This is probably one of the funniest posts I've read here.

  • I wouldn't be opposed to 2020 having only two chapters. They need to focus on fixing bugs, focusing on process improvement to increase responsiveness to bugs and turnaround time for fixing bugs, especially for sound bugs that are ever present.

    If this were to happen in 2020, they can just spend that extra time getting the game fixed.

    If they are having this much problem with the game's original code being spaghetti, they should just make a sequel.

  • Seriously, sample size is everything.

  • @Janick said:

    Hello

    We are reluctant at the moment at modifying her. First we have other killers who are higher in the list for modification/balance needs. Second thing, our stats shows that she is top killer (4K) at rank one. It seems that once you've mastered her, she can be extremely effective. She definitely has a high skill curve.

    What's the sample size of Rank 1 players getting 4k using Plague in that case?

    If that sample size is larger than 100, or even 50, rank 1 players I'd be surprised.

  • Deerstalker would be broken af with Huntress camping with Iridescent head.

  • Well, I'd argue that the changes to Gatekeeper make it almost impossible to get iridescent in red ranks. Depending on what killer you choose, it is impossible.

  • I thought that at some point it used to work like this:

    Each of the three lights was a point of progression: 25%, 50%, 75%.

    If you stopped pulling the level before the next level was reached, the progress reset back to the last point of progression, e.g., if you stop at 85%, it resets to 75%, etc.,

    I guess I was wrong though.

  • If every game you'd play against would be Plague, you'd take Hope over Adrenaline.

    Why?

    Fountains give free heals.

    If nobody uses fountain during the game against Plague, then you'd just finish last gen and go heal up. Hope would give you the speed boost necessary to do just that.

  • 1) Spirit has a stronger power, and she doesn't lose her entire charge on a missed hit, as well as she doesn't lose it from getting pallet stunned. Keep in mind, developers originally said that whiffing a swing ended Feral Frenzy at where it was currently at the time of the missed hit and NOT deplete the entire bar of charge.

    2) The whole idea behind nerfing the Deep Wounds effect to the point of absurdity. Pray tell, what was the point of making it so that the killer cannot see the status of Deep Wound's progression? It already doesn't decrease while in the Killer's terror radius, so this doesn't explain why you'd give the survivors more information over a status condition that the Killer inflicts over the Killer who inflicts it.

    3) There's zero benefit on hitting a survivor multiple times with Deep Wounds, or any added benefit, like the developer's in the past promised, of hitting an injured survivor that doesn't have Deep Wounds. In fact, it can be highly detrimental!

    EXAMPLE: Imagine that you're playing a game as Legion with 4 identical Claudette's wearing P3 bloody clothing. There's a good chance you might end up wasting your entire bar hitting someone already in Deep Wounds on sheer accident.... Especially if they are immersed and staying within your terror radius. The only exception is if that person is your obsession because you'd see you're chasing your obsession and therefore know if they have Deep Wounds applied to them.

    4) I completely disagree with the designer's philosophy of making 4.6m/s movement speed killers have a 32m terror radius. If a killer has a power that's on the weak side AND their power's mechanic revolves around the survivor being in the terror radius, then that should reflect in their terror radius being non-standardized... Legion and Pig should both be 28m terror radius. Doctor is fine as is, because his addons play with his terror radius's size, but Pig and Legion do not have that option!

  • I agree though, either make it so that it takes longer to regress generators, or give a 0.5%automatic regression when kicking generators to punish gen tapping during a chase.

  • Just remove the nerf, and add the condition that the perk deactivates if the killer closes the hatch. Problem solved.

  • RIP Legion BP farming.

  • You had a bright color sleeping bag. Basically, you could crawl up into and lie down and it would also silence your breathing noises and I guess negate your aura too. It would be the only way you could lie prone, but it would deny you camouflage.

    Downside is that a killer could pickup a survivor inside one for free, similar to how you do grab interrupts. You also obviously couldn't do any interactions while using it. Takes some time to get into it and to get out of it, and it makes a zipper noise when you get in/get out. Stillness crows still apply, obviously.


    The addons were something like.... You reduce your pain noises by 1/2, automatic healing and enhanced exhaustion recovery over a period of time, crawl speed on the ground in sleeping bag same as dying state (wriggle worm!), and being able to setup a decoy sleeping bag.

  • Maybe they can water it down by having it so that Non-obsessions that use it give the killer a 30% successful attack cooldown reduction when it procs... To reduce the distance between them... It would also strengthen the synergy with DS b/c that makes you the obsession... So it would force the killer to not tunnel, or else he's dealing with a full power MoM during late game. =)

    This would make it so that having a 4-man all using MoM wouldn't overly hurt M1 killers who aren't tunneling like Wraith who probably use STBFL, but at the same time not affect high ranks that much b/c it would still be useful against Nurse and sometimes Hillbilly.

  • @Endorb said:

    I think having them lying around the way they are is fine. Here are what I think needs to change

    • Bear traps can be set from the ground without picking them up; not being able to feels like an oversight bug more than intended gameplay
    • bear traps have a wider area of effect; if I place it under a pallet, I should not see survivors able to walk past the pallet without triggering the traps (it's happened a couple times because the hitbox is an oval)
    • bear traps can be placed more leniently; if I wanna take the time to lie 3 traps across a gate to block it completely, I should be able to. The hag can do it in like 4 seconds, and she can *block* the door if she uses an addon.
    • setting beartraps is slightly quicker

    That would pretty much fix him... My only other suggestion would be base trapper can hold up to two traps and starts the game with two traps. Refill his trap inventory by using lockers... Having to hunt the map for his traps wastes so much time it's ridiculous.

  • Space Coconut did a good roast of it.

    Basically, it has too many restrictions to be that useful except in very specific conditions.

    1) You need to hit the obsession

    2) Other survivor(s) are nearby

    3) Other survivor(s) don't see you

    4) You can find those other survivor(s) in 20 seconds and hit one of them


    So basically, it's pretty useless.

    It's only somewhat meme-viable perk on:

    1) Hag - Use Mint Rag, hit obsession, teleport to a marking somewhat near a generator and get a free hit, or grab off a generator while scaring the ######### outta them.

    2) Myers - Save up to 99% Evil Within in T2. Injure the obsession. Find another survivor and pray they don't see you, go into T3... You can now instant down that survivor probably because they will be so very confused. It could go wrong because they might panic and look behind them, but not likely as they wouldn't hear any terror radius... Just the Tier up music for Myers.

  • @ClogWench said:

    I assumed the killer was the one with slippery fingers. Freddy dips his hand in a bottle of lube

    Wouldn't that be the Clown?

  • It's like a worse version of Madness 3.

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