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  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221274#Comment_1221274

    wow you are still arguing this? I countered each argument you had according to your ORIGINAL comment. You keep changing it every time to get me to "UNDERSTAND". I can not help it if you decide to say something that leads someone else to the conclusion that you didn't want. You said and I will quote "but one of their primary perks give you 2x bloodpoints so the average killer gets more than 2x bloodpoints that a survivor gets." you are talking about a single part of ONE PERK. this is what I replied to and you decided to change that to the fact that BBQ has a secondary aspect yet WGLF does not. which I even told you IF that is how you had said it I'd have agreed with you that WGLF should have something else other than just blood points. but you keep running on about anything and everything BUT the fact I answered your original complaint. with this I, myself, am DONE. Your arguments hold no weight and are countered by one comment after another.

    i could and have shown where the sheer fact that your survivor add-ons have no visible effect in the game that survivors know more about a killer at all times than a killer ever knows about survivors. I don't give a damn you have to spend more blood points to keep your reserves high, why? because it's not even part of your argument and countered by almost 4 years of survivors keeping their add-ons when the killers have always lost theirs. I don't care, the killers have one way to hold on to their add-ons since the game began and that is to use a black ward. survivors before now could walk out the trial with the add-ons in their pockets and could use white wards to even protect them when they died. NOW you can use white wards (once this issue is FIXED) OR USE ACE IN THE HOLE a perk none the less! that now lets you keep your add-ons! when will the killers get a perk to keep their add-ons... oh wait that's a perk with a function that's secondary, much like your complaint about BBQ! wow.... what do you know, survivors STILL have one up on the killers in keeping their stuff! and killers have one up on survivors in knowing where you are... shall we go into perks like kindred and even dark sense? sure why not... dark sense allows any survivor to see where the killer is no matter where the killer is when ANY gen is complete (detection perk OP!) killer's version: bitter murmir where the killer can only see survivors within a certain distance to the gen completed (detection perk not even close to OP!).

    GET used to loosing your add-ons and saving your blood points for the survivors you want, and stop spreading them amongst the other survivors... you don't need to P1,P2,or P3 anyone anymore anyways! I'm done here, I've proven your original point null and void, countered every time. your new points I am not even trying to counter because it's pointless to argue something when that something keeps changing.

    Dude reread everything I wrote. I never changed anything that has been my argument the entire time. SMH. And no you didn't counter my argument because you never understood my argument to begin with, proven by the fact you keep talking about stuff that has nothing to do with my main point.

    "You said and I will quote "but one of their primary perks give you 2x bloodpoints so the average killer gets more than 2x bloodpoints that a survivor gets.""

    I never said this, that was @Zamblot You should pay attention to who you are replying to.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221226#Comment_1221226

    I see where you're coming from. But I don't think they intended it to be that way. Because, you have to land your shot in the first place. I personally think if you gave the survivors more leniency with the chain, his power would be a coin flip. In which, you could land a terrific shot but still not be rewarded for actually hitting the shot. The chain break time is already so minimal when there is anything in the way. Currently, it's only 2.66 seconds for the chain to break when the survivor is wiggling and the chain goes through a wall. I think more free movement for survivors would annihilate his power and he'd be punished more than rewarded for hitting his shots. If you gave survivors more movement on the chain, you'd have to increase the charges required to break the chain.

    He's a very complicated killer. In the sense that bad players will struggle greatly with him, but a great player will pretty much win every chase he takes. He reminds me a lot of Nurse in that sense. But, this is just my opinion on it.

    See I don't think it takes all that much skill to hit these shots. You can popshot and instantly fire. At mid to long range there is some skill, but at the average distance where jungle gym loops take place, for example, it doesn't seem very skillful to me. The projectile moves fast enough it might as well be hitscan at that range. By contrast both Nurse and Huntress still take skill to land hits at this range. Huntress because of wind up time, and Nurse because you do need to charge a certain amount to ensure you go through the wall (also the fact she is slower than survivors and NEEDS to blink means she probably won't be right behind you anyway when she starts a blink).

    On PC, this problem is even greater because you have a mouse. On console there is at least some small amount of skill in aiming at close range, but with a mouse that skill is nonexistent, sorry to say.

    I don't want him nerfed, I just want there to be some more counter play to getting speared than "hope you can wiggle behind some fat tree or rock".

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221200#Comment_1221200

    Wow... so you're complaining about hitting a cap of blood points? I have to spend blood points to avoid hitting a cap about every 3-4 matches survivor OR Killer. that still does not invalidate my points, and rebuttals to yours. you are all about points points points. when it's not that. you obviously are lightyears ahead of me in killer and survivor skill. You know what? I know so many survivors that have so many add ons it's not even funny! they are litterally begging people to take their stuff just to get rid of items and add ons they don't want. killers don't even get to do that. alright, we now need to remove survivor's abilities to give items to other survivors except by leaving what they find in a chest there for others' to pick up.

    STILL does not invalidate that the answer to your charge that killers have a perk that gives 2X blood points and survivors do not have a perk that gives 2X bloodpoints. your actual argument here is not that the white ward isn't protecting the things you want, but that you don't like that you can't get a secondary use out of We're going to live together like BBQ and if you had phrased it that way I'd have 100% agreed with you. but no you had to make it "killers get a perk for 2X blood points, while us poor, poor survivors do not get 2X blood points" Guess what YOU HAVE IT! thus your complaint was resolved by what I said. you however didn't like that and changed what you said and yet I STILL countered every comment you made.

    "Wow... so you're complaining about hitting a cap of blood points?"

    No not at all. Re-read what I said, it's obvious you don't get the issue. Even better I'll make it clear...

    As killer I can make sure I have an infinite supply of whatever add-ons I want.

    As survivor this is impossible.

    This is because I can earned BP at a significantly faster rate as killer, I can find games at a significantly faster rate as killer, and I have way less objects that can spawn per bloodweb meaning I have a higher chance to get the exact things I want in fewer bloodwebs.

    WGLF is not the same as BBQ. BBQ is super easy to get stacks AND has value outside of extra BP. WGLF is not as easy to get 4 stacks AND has no value other than BP boost.

    You clearly don't play survivor or this discrepancy would be crystal clear to you.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220744#Comment_1220744

    The thing that separates Slinger and old Legion is the fact that old Legion didn't take any skill to actually be rewarded with a hit or down.

    A bad Slinger has a large amount of counter play. I will say, a very good DS doesn't have much counter play, but still does have a bit to him. Old Legion just had none. A good Slinger reminds me of a very good Nurse or Oni in terms of counter play. These 3 don't have much counter play when the player is very good at them.

    That's the exact reason I actually do believe that he is fine though. It requires the player to be very good at what they do and fully understand the character they're playing. In this game very good players aren't very common. This is why I believe Slinger not having much counter play is fine. Because it takes a very good player to reach that point. Old Legion didn't require any amount of skill to reach that point so every player you faced could down you. This isn't the case with Slinger. A bad Slinger will get pummeled.

    If you were to actually nerf him right now because he lacks a good amount of counter play when he's used by a very good player, he'd be gutted. Any indication of him shooting would make him a horrid killer. He takes plenty of time already to be alright with.

    The thing is you're supposed to have some counter play options when he spears you but it doesn't at all feel like it. I just want more wiggle when speared as a means to avoid the hit, or requiring Slinger to either reel or reposition not both.

    @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220523#Comment_1220523

    "What bothers me about Deathslinger is that when he shoots you with a gun, you take damage."

    So... Huntress?

    If you read my posts I already went over how it's not the same.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220991#Comment_1220991

    1) you can get protection hits as well.

    2) you mentioned nothing but the blood points so i kept with that. sorry you didn't make your argument that way at first, my point still remains, YOU CAN GET 2X blood points if you desire.

    3) I play them i earn between 10-25K and it varies. as I said, if you have evenly matched players in the match my comments stand, even with freddy or legion.

    4) I guess my efforts are not up to your red rank 1-4 killer standards. again my comments on #3 stand even the odds the killer will over all be in between the 4 survivors in point total, if you have disparet skill levels killer will have way more points or way less points.

    5) again you are proving exactly what I said about skill levels

    6) so? you have more add ons so you can get different powers.. killers are limited to what power they are designed with (a much narrower way of playing than the survivors), the killers add ons are instantly known when observed (darkened traps, 3 blinks, speed walking nurse, multiple traps instead of one, pallet freddy, swing chains, and even more) yet killers have the idea oh you have a med kit, no indication a styptic agent, extra charges, syringe. how about a tool box! hey who knows what's in there! flashlight is it a battery? is it an odd bulb? Oh what kind of tool box is it? what type of med kit? is that a broken key or a dull or even a skeleton key? Take into account 3 years of killers loosing their add-ons and constantly having to re-buy them, your argument here holds no water.

    7) that was never anything I disputed. perhaps there is an issue, and because before it was "if you die" and YES I verified that the ward says add-ons are to be kept. THIS IS A RECENT CHANGE and they have since that edited the description, and there is a mid chapter patch coming perhaps this will be fixed as things have not been specific about the mid chapter patch and the PTB does not encompass the whole of all the changes they have made and even changes after.

    If killers don't completely use an item, then they should not loose it. oh wait they are forced as it applies directly to the item used. so in your instance ONLY time i'd accept your description is if you didn't use your "POWER" at all. I'd be happy that if the item has 100% of the charges it went in with this means add-ons are not lost. this includes not being affected by franklin's demise, nor being exchanged for an item in a chest. once the item leaves the original surivor's hands or even used for a micro second then the add-ons are toast. You will also notice my response to you was not in reference to the white ward but your complaint about a perk that killers can use (if they have it) that gives 100% blood points, which survivors ALSO have... I will also say this: killers are required to purchase a DLC, spend blood points to get Leatherface to level 35 (bbq's teachable level) or purchase the perk in the shrine for 2000 shards. Survivors get David in the default game without purchasing a DLC so they are only out the time it takes to use blood points to get we're going to live for ever (I think level 30, but i'm not sure).

    You completely missed the point that it is very easy for killers to sustain add-ons while it is near impossible for survivors to sustain items AND add-ons. Both in terms of average bloodpoint earnings and in terms of the sheer volume of things that can spawn in a bloodweb.

    I regularly have to spend bloodpoints every maybe 10 games as killer to avoid hitting the cap. I can play all day as survivor and MAYBE have to spend about 100k once to avoid it.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220928#Comment_1220928

    if you are talking about BBQ and Chili, then I will also say survivors have the exact same idea in We're going to live forever. this can give you 100% more blood points just like BBQ does. so you want more points, dedicate a perk slot to it, don't try to make it out to being that you don't have anything like it. nice try, also killers do not get more blood points than survivors i've seen survivors get 28-32K bps when the killer only got 20K or even less. If you come out and say well that's not the norm, I'll inform you that killers do not always get more than the survivors. and generally when the killer and survivors are evenly matched, the killers fall in the middle of most survivor groups. so two survivors are above and two below the killer in points. Now if you get a killer that has the skill of a rank 8 versus a group of rank 16's, YES the killers are going to smash the survivors.and when you get a group of survivors that are the skill of a rank 8 versus a killer rank 16, the survivors are going to smash the killer and they might be lucky to pull 12K!

    1) Getting 4 hooks is infinitely easier than getting 4 safe rescues consistently.

    2) BBQ has value as a tracking perk. WGLF has no value other than BP boost.

    3) Play Legion or Freddy. You will easily earn 25k or more per game whether you aim for it or not (unless you suck THAT BAD as killer).

    4) Regardless of #3, you can consistently earn 20k BP or more per game as killer if that is your goal. You cannot do this as survivor consistently.

    5) If the killer sucks, you will get 10k BP max assuming you do all the gens AND get chased for a long time. If survivors suck you are walking out with 15k BP or more, plus 4 stacks of BBQ.

    6) Did you miss the part where I mentioned above that killers have 20 add-ons while survivors have 55 add-ons PLUS 18 items, for a total of 73 (SEVENTY THREE!!!) possible objects that can appear in a bloodweb. It is insanely easy to sustain add-ons as killer. It is NOT easy to sustain add-ons or items as survivor. You'd be lucky to get the things you want once per 5 webs as survivor at p3 50. I get Mother Daughter Ring or Yakuyoke Amulet at least once every other web, usually more than 1 of each per web at p3 50.

    7) White Ward states "Protection against loss of item or add-ons", yet when you escape you lose your add-ons. Basically false advertising.

    If you completely use an item, I can see a valid reason to lose the add-ons even if you escape. But if you have charges left, or use a White Ward, you should keep your add-ons.

  • @Speavy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220560#Comment_1220560

    Mate, survivours has more control where the chain goes than Deathslinger, my vision is locked and i can only move backwards or forward, maybe strafe a little to the side, but the survivour controls where the chain goes and thats the problem.

    Once they stuck behind something you either break the chain, yeah the survivour gets injured and also the speed boost while i stand there stunned for 4 seconds, 4. Thats almost a DS stun to eat for an injure.

    Or lets M1, so I wont get stunned, but still behind with 110% movespeed, either takes almost 3 second to reload where I'm is slowed, so you have even more time to run away, or I comit and might get 1 hit and then you run away. Back to 110% with almost 3 sec reload.

    He is slowed down everywhere in his kit just to be fair. If you litteraly cant use anything in your way to break the chain either you are in a deadzone, or you just not moving at all.

    Thats all.

    Walk backwards and you have a LOT of control over where the survivor goes actually. Unless the object is significantly large, you aren't going to be able to use it to break the chain. That's like majority of the map, and even on objects that are pretty large he can strafe around the sides and swing early, still hitting you. I've done it. I've had it done to me. If survivors are breaking your chain that much you have to be doing something wrong. Survivors do not have much control over it as you claim.

    @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220523#Comment_1220523

    Do you also hate huntress then? When she hatchets you you just get hit. Imo if you get hit by the projectile there shouldn't be a big chance to not get hit only a very small one.

    The not get hit part comes from the killer actually missing their shots.

    The differences are:

    1) If Huntress hits you, then you just go down. There is no feeling of "I can still do something" because that's just the end of it. With Deathslinger you get the feeling like you should be able to do something, but you really can't. So it might as well just down you instead. The only time I've seen survivors have a lot of control when speared is with macros, which is basically cheating anyways. No human player can fight the spear like that.

    2) Huntress can't throw a hatchet instantly, and her projectiles are large enough that she can't snipe you through the tiny holes in the wall (barring the wall clipping glitch). Deathslinger can aim and shoot instantly before you can react, and he can hit you even when you should be fully protected by cover. A Deathslinger with good aim will spear you every time, and there isn't much you can do to avoid it, or avoid getting hit after he spears you.

    He is basically just like old Legion. He spears you, you get hit. The chances of you avoiding the hit are very slim, even if there are objects in the way he can walk backwards and pull you away from them. You're only hope is that there is some nook you can get caught in where he can't manipulate your movement.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220523#Comment_1220523

    You can literally move behind obstacles while he's reeling lol. What more do you want?

    Yea good luck with that. He walks backwards and around the obstacle, still hits you. Or the chain breaks and you still get injured. Or he pulls you to the window and hits you through the window.

    The times where you can actually use objects to get away like that are rare, and any good Deathslinger will avoid even trying to hit you if there is a chance you could do it.

  • What bothers me about Deathslinger is that when he spears you there is basically nothing you can do. You just get hit. It feels a LOT like old Legion, and it's lame.

  • She got legs tho. Just look at her upcoming outfit. One word. THICC.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219877#Comment_1219877

    As someone who uses iron will religiously, I'm aware of the value it has. Unfortunately when playing solo you need a lot of your perk slots to have a fun match (not to stand a chance, to have fun). DS to save you from tunneling as there's no team to communicate to, kindred so people can actually coordinate, usually then an exhaustion perk and one other perk of your choice. To counter spirit you'd need to put on iron will and probably spine chill, iron will then being countered by stridor too making the perk a lot more useless than it usually is.

    I admit you don't need any perks to escape as survivor, but to have fun is a different story. You shouldn't need to run a perk to counter a style of play. This goes for killers and for survivors, and shows the issues with the game.

    I run Calm Spirit because I hate Doctor. I run Spine Chill to counter stealth killers. I run Iron Will to help in chases and maintain stealth (and it helps a lot against Spirits which is a big plus). I'll run BT if I get a lot of campy killers. I'll run DS if I get a lot of tunneling killers. I'll bring a key or run Plunderer's if I get a lot of mori's. I'll bring a medkit and/or healing perks to counter anti-heal builds.

    Likewise I run perks on killers to counter specific survivor tactics. I use Sheep Block on Freddy SPECIFICALLY to counter OOO, because OOO is devastating against Freddy. I run Whispers on Huntress to counter Urban and stealth perks. I run Stridor on Spirit to counter Iron Will (which BTW isn't even a hard counter, it's a soft counter, since the survivor is still quieter than normal, it just makes it so they can't hide right next to you when injured). I run Brutal on Clown (I rarely play him but still) to counter the very common tactic of dropping pallets early. I run Shadowborn on Nurse and Legion to help with fatigue. I run Thana on Plague to counter survivors that don't cleanse. I run Sloppy on Oni to counter survivor heal builds.

    I have absolutely no problem with any of this. Running a perk to counter something is 100% fine. Playing to your opponent's weaknesses has always been a thing, in any game ever.

    Also perks are not going to help you have a fun match. If a killer tunnels and you have DS, they are still going to tunnel only more now that you used your DS. Whether you have the perk or not won't change that honestly. I've seen plenty of killers just continue right on tunneling through DS. If you don't want to run a perk then don't, but you're fooling yourself if you think using a perk to counter something will result in more fun.

    @blue4zion said:

    To you she might be ranked as the most unfun to play against, but i hope for her almost every survivor game.

    There IS more than just guessing, sound makes it easier for her but its up to you to not stay at loops when she phases, or up to you to see the cues she is phasing and using your brain figure out if you need to silently vault something, walk away, even run in circles if you have few options, it very well can throw them off and buy you more time.

    Its different facing her than most killers and people arent used to it. I guess what helps me against her is i mained the hell outta her when she released and i just usually think "what would i do?" when im against a spirit.

    You need to pay attention to when she phases and change gameplan when she does, be an unpredictable as possible.

    Again, sounds make it easier and i would say that bringing back the volume of the phase she would hear from her PTB can help reduce easier tracking through sounds.

    I agree, exposure is a major part of it. I feel like if more PC players would come on over to Xbox they would actually learn how to play against Spirit because she is super common at high ranks. Well, she was, I've seen way less of her over the past months (probably because of the nerf to Prayer Beads and the ongoing audio bugs).

    But as a Spirit main on Xbox I swear I encounter a TON of survivors that know how to play against her at high ranks. Majority are still full potatoes, but there is a hefty amount of survivors that know what to do against her. Probably more than PC or PS, and it comes down to exposure. You had to learn how to counter play her if you wanted to escape (though were a lot that just DC when they see Spirit).

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219882#Comment_1219882

    There are more days. 4 if im not wrong. Winner is Triple Six team(PC). Rules were no items no addons . Find the rest of videos on that channel. Stream.me.

    I'm asking if there is a document that outlines the rules. I'm not sifting through a bunch of videos to find it. Any reputable tournament organizer would have posted the rules in text form somewhere.

    The reason I ask is becuase EVERY SINGLE DBD tournament I have seen has complete doo doo rulesets. Not one of them have actually found a reasonable way to declare a winner or balance out the game such that it's actually balanced for tournament level play. Having 4 Blendettes is very unbalanced for a tournament.

  • Fungoose is probably one of the better killers I've seen. He is very tactical and knows a lot about the game. Plus he can explain exactly what he is doing while playing which is not at all easy.

    @Reborn2020 said:

    They are not. They dont play with equals.

    This is the recent big tournament:

    https://www.youtube.com/watch?v=k1wknr7ZwQA

    Players that made it to final are the best players.

    Where are the rules for this tournament? It kinda looks like a joke with a 4 man Blendette squad V Nurse as the final game.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214376#Comment_1214376

    But nurse, ghostface, freddy, Billy, huntress- every killer on the roster has counterplay without needing to dedicate 3/4 of your perk build to countering them. Spirit is the one exception and that's what makes her so unfun to face.

    Because Iron Will is such a low tier perk that has absolutely no value against any other killer. /s

    @Rayzacks said:

    https://forum.deadbydaylight.com/en/discussion/144343/spirit-rework

    The thing is that when you are in chase the pallets are totally unsafe because of the 50/50 guess and that's a huge problem in the gameplay. Spirit is in my opinion way too unbalanced.

    If you don't camp the pallet then it's not unsafe.

    Also for anyone wanting to say the stand still trick isn't intended or some BS, the game LITERALLY tells you to do this...

    DBD_20190905_Spirit_LoadScreenTip_StandStill.jpg


  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218313#Comment_1218313

    I have to think a little bit more about the ramifications of these, but they sound like nice suggestions on the surface. Maybe make a thread for discussions.

    What ramifications? It is basically as if EGC doesn't exist, as it did before. EGC only becomes a factor when no survivors have an RBT on them.

  • Yes, if you die you keep the add-ons, but if you escape you lose the add-ons, even though White Ward description suggests you should keep it in either case. I've tested this myself.

    It should protect them either way. It's honestly stupid that the only way to protect them from loss if you escape is to use Ace In The Hole.

    In fact it's stupid you lose them at all if you escape. If you have charges left on the item, you should keep your add-ons. It's not like killer add-ons where you can easily replenish them after each game. Killers have 20 add-ons. Survivors have 55, plus 18 items, for a total of 73 possible bloodweb objects. I could easily play every game of Spirit with Mother Daughter Ring and Yakuyoke Amulet if I were to dump BP back into Spirit after each game. It would be IMPOSSIBLE to play with an Emergency Medkit with Gel Dressing and Gauze Rolls every game, especially because you earn way less BP as survivor.

    Wiki is outdated. Check the description in the game.

    DBD_20200410_WhiteWard_desc.png


  • IMO Pig should have special rules when it comes to EGC.

    1) RBT applied after the exit gates are powered will be active (just like before EGC).

    2) The EGC timer stops if there is an RBT in play.

    3) The EGC timer resets if the Pig places an RBT on a survivor after the gate is open.

    Basically if you use RBT during EGC the game treats it as if there is no EGC, making it just like it would be before. Once the RBT is out of play (survivor removes it or dies) then EGC timer starts like normal. The EGC timer reset is to prevent her from getting free kills if she waits until there is like 20 seconds left to put an RBT on a survivor.

    I think this would be totally reasonable. End game pig was a lot of fun and it's removal is basically why I don't play Pig anymore.

  • @Steel_Eyed said:

    I've been working on Huntress to prestige 3 and once I hit level fifty, I unload all her best add ons and offerings. I was surprised survivors still straight up disconnect against Iri Heads. Even with the DC penalty.

    It probably needs to be nerfed, but I would prefer it remained with restrictions like hitting beyond fifteen meters or something. If a penalty was added like this, then the hatchet reduction should be removed, too, though. Balance it out; not delete.

    When queue times are longer than the DC penalty it's not going to have a great impact.

  • @OniWantsUrLocation said:

    I had to play a lot with Huntress until I "mastered" her. A lot. Way more than nurse. So her skill ceiling is imo the highest in the game. With Spirit it was a little different. I played with her for a couple of hours ...and destroyed ppl with ease. You don't need to see the survivors. You just need to hear them. She's definitely weaker now, but she's still a killer with a low skill ceiling. 

    You can play whatever you want btw. Never let anyone tell you what you can and cannot do. 

    Just wanted to comment on this...

    You should keep in mind that if you played Huntress first then of course it will be harder, because you are learning basic killer AND Huntress at the same time. If you did this before switching to Spirit it may seem like she is better than she is because you already have the basics down, and you already have experience playing as a 110 killer.

    When Ghostface came out I was already a rank 1 killer, and I performed very well with him from the start because I already knew what I was doing, I just had to learn Ghostface was all. But when I started playing killer way back when, as Billy, I had to learn everything and it was significantly harder. So now, pretty much any 115 killer I will already be playing well enough to dominate most teams, it's just a matter of learning the new killer's power (also 110 killers because I main Spirit and used to main Huntress, so Deathslinger felt rather easy for me).

    IMO Spirit is the killer where you can get seriously overconfident. If you think you are good with her, play enough at high ranks and eventually you get survivors that will make every read and not fall for a single trick. Then you will know how good of a Spirit you really are because you will get crushed, since you assumed you were good with her since a vast majority of survivors over think the counter play and make dumb decisions, which leads to an easy catch.

    What you mean to say is she has a low skill FLOOR, as in the barrier for entry is lower. But her skill ceiling (eg. how good you can possibly get) is as high as any other killer barring probably Huntress.

    A low skill ceiling is old Legion, where you can quickly reach the maximum potential of the character.

  • In a way, we already have plenty of bots in the game.

  • @Crazy_Coyote said:

    https://forum.deadbydaylight.com/en/discussion/comment/1217655#Comment_1217655

    He was never the weakest. People just didn't know how to play him. The complete rework was never necessary. He was the most unique killer in the game. A simple buff is all he needed at best. A top rank friend of mine said the same. Didn't really feel he needed any changes.

    Saying Freddy was the weakest killer doesn't mean he can't 4k in the hands. It means he was objectively weaker than all the other killers. Just the fact he had to wait to hit you automatically puts him at a massive disadvantaged compared to other killers. I mained him, and could 4k pretty consistently at rank 1, but I can still recognize he was the weakest.

    I agree some QOL buffs would have been enough but we got a rework. Now he is top 3 strongest killers in the game. I don't mind the changes so much, my point is that he just needs stuff that is base kit moved to add-ons to balance him out. He has way too much naturally and when you compare it to other killers (even the two above him) he has way too many abilities.

  • Yes, which is still plenty relevant considering that neither killer got any major changes since then (Freddy was nerfed slightly but that's it). This was also only a few months after Freddy's rework, and if he can perform better than a killer that's been unchanged for 2 years in such a short period that says something.

    Freddy is a stronger killer than Billy. The only ones who will argue against this are Billy mains that don't want to admit their character is inferior to one that used to be the worst character in the game.

  • I'm more concerned with bloodlust.

    Now that there are less safe loops, bloodlust will just be a guaranteed hit in a lot of places. It's already a problem on Badham where most pallets are super unsafe.

    IMO there should be 1 tier of bloodlust, a 7% speed boost that kicks in after 25s in a chase. That will help when necessary but prevent killers from relying on it too heavily. Then I would just change Beast Of Prey to have bloodlust activate 10 seconds sooner.

    Camping isn't that big of a deal except in extreme circumstances.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216480#Comment_1216480

    the fact that up put freddy over billy is next level, LULz.

    Yet according to the stats released by BHVR, Freddy has a higher kill rate than Billy (and the highest kill rate of all killers).

    ¯\_(ツ)_/¯

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216148#Comment_1216148

    Abuse can mean different things.

    Survivors who use unfair mechanics or tactics against another player is abuse. That said, I don't blame the player, I blame the devs.

    When you use a god loop you're abusing the devs' terrible map design. Some survivors even know they are abusing map design. I've heard them say so during game play.

    Aaaaaaaannd when you stand in front of the hook rev'ing your chainsaw making it impossible to save, that is also abuse.

    Again what is your point? Killers "abuse" mechanics as much as survivors do. If you can't admit that then I don't know what else to tell you.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216400#Comment_1216400

    how can he be top 3 when thats for Nurse, Huntress and Billy. top 5 maybe but not top 3. other then teleport every other power he has HAS to do with survivors sleeping. i dont remember but i think failing self care skill check while in chase also wakes u which cancels his power.

    freddy has nothing when awake, period and thats a fact.

    Freddy is better than Billy. He has more map pressure and a stronger chase mechanic, besides all the slow down/anti-BT/semi-stealth built into his kit. Billy has better snowball potential but that's it, and not enough to make him better than Freddy. Run to certain loops and he is just like any other m1 killer.

    And like I keep telling you, if all he has to do is hit you to put you to sleep then you aren't going to be awake very much during the game.

    Also failing a skill check in his face to wake up is a very poor decision. You just lose distance on him and he gets a hit sooner anyway. Plus now if you DO get away you have to heal for longer. And if you had already gotten away you just gave away your position.

    Lastly, Freddy does indeed have stuff while you are awake. He can teleport, and he has semi-stealth because you can't see him at all past 32m. That's enough for him to quickly start chases one after the other.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216350#Comment_1216350

    most of all of this is assuming they are running Forever Freddy, i clearly didnt in the picture but the picture is showing a totem bug when in this case Ruin was up BUT it wasnt on my perk list and didnt have any effect on the match. meaning i only had 3 perks.

    https://us.v-cdn.net/6030815/uploads/697/SSLR90DW6GAN.png

    BUT again most of what ure talking about is assuming everyone runs forever freddy, which they dont.

    No where was I specifically talking about Forever Freddy. I even mentioned "he is even stronger with add-ons" at several points. HE HAS TOO MUCH IN HIS BASE KIT. Period end of story. When he can use add-ons to become even stronger, that is the problem with him. He is top 3 strongest killers no matter how you slice it.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216305#Comment_1216305

    let me go @ these 1 by 1.

    • it takes 60 seconds to enter the dream world without getting hit. and using an alarm clock takes 90 seconds which is more then enough to bang out a gen before any slow downs. also if working on gen together @ the start will net u 1 gen finished before u fall alseep and any slow down. after which u will be forced to wake up BUT youll be moving on to next gen anways.
    • clock and buddy wake ups are both ez 2 do, all facts there.
    • u can BT after u wake up, idk why we have to keep going on about that. BECAUSE if buddy stands in front of u @ 99% there wont be a save and if u wait till after his chainsaw then buddy would get 2 downs and not 1, UNLIKE FREDDY. ALSO that im tracking you can 99% while using insidious which cancels out BT anyways.
    • Freddys power doesnt slow the game down, BUT HIS ADDONS DO. so while Plagues dont either some perks do, and if no one cleanses then BT cant go off either, just saying.
    • the 1st 3 sentences are covered the point right up top. you talk about waiting out "Corrupt" but isnt that a time waster as u claimed in ur 1st point up top?? soooo why is it ok to waste time for plague but u can waste time using the clock to wake up for 90 seconds?
    • Freddy only has Teleport when everyones a wake and thats not even @ the start. Freddy doesnt have anything else while everyone is awake.
    • if Plague ran both Pink addons then shes on top of Freddy, id say top 3 forsure.

    its pretty simple, if ure saying waking up is a slow down then waiting out "corrupt" is 2. without his addons his power doesnt slow the game down. also Snares do nothing @ safe pallets UNLIKE plagues Corrupt.

    -60 seconds PASSIVELY or he can hit you, meaning that on average you will fall asleep sooner than 60 seconds. First gen might go quick if you are all there and team up, but that also means if you get found everyone is getting put to sleep, so you are saving the killer some time.

    -Snap Clap takes longer and longer each time. It's only practical to use it once, MAYBE TWICE, before it just takes too long to do. I've already established that clocks take time becuase you have to traverse the entire map to use them. On most maps, that's a solid 20-25 seconds of not doing anything important.

    -If you have to go wake up before you can use BT, that means the guy loses time on the hook. In some cases, spending the time to wake up means this person will die. Plus as I've said Freddy just needs to hit you to put you back to sleep. Is it this hard to undestand?

    -Freddy's power does slow you down because you need to wake up. If you don't he gets his teleport faster, and you are punished in a chased by snares (or pallets). And unless you know something I don't (unlikely), you can still make BT saves when sick against Plague. Not sure what your point is there.

    -Yes waiting out Corrupt is a time sink, but it's one time assuming no one cleanses. How many times do you fall asleep when facing Freddy? You will spend at LEAST 75% of the game asleep, unless you are incredibly active with staying awake in which case you are just wasting a lot of time. So at base, Freddy's power wastes significantly more time than Plagues. Plus he can make it WORSE with add-ons.

    -His teleport takes 60 seconds when everyone is awake. That's very quick, and it's faster if everyone is asleep and even FASTER if he uses add-ons. Freddy is at his weakest at the start of the game but very quickly gets up to speed. You will be able to finish 1 gen in that time before he can get a snowball going, and once he does it can be hard to recover.

    -Plague with both pink add-ons is just barely stronger than Freddy WITH NO ADD-ONS. If he runs Swing Chains alone he is already stronger than Plague with her 2 strongest add-ons.

    You have no argument. Freddy is really strong. That screenshot I posted is quite normal for me, perfect games at red ranks. Plus he is super easy to pip because he has built in slowdown to boost Gatekeeper, and can get Malicious/Chaser points faster than majority of the killers due to his teleport cutting out a significant chunk of time traversing the map. If you aren't getting 25k BP and a pip on average as Freddy, then the only explanation is you are just an awful killer. Getting a perfect or near perfect game is very easy as Freddy because he has so much built into his kit.

    It's literally to the point I stopped playing him because I just find it too easy and thus boring. I liked old Freddy because he had a lot of variety to him, and while he was the weakest killer no doubt he could have been tweaked a little to be mad stronger and kept his original design.

    Freddy's strength needs to be spread out among his add-ons. He shouldn't get everything for free. Just having teleport and snares is more than enough in base kit, but he has so much more he's just insanely strong. How you can't see that is beyond me.

    @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216141#Comment_1216141

    Why Should your crutch perks take priority over a killers power your dreaming in his world where he has the power makes no sense to override him so no bt for you next dont unhook in his face

    It makes a lot of sense actually. He is PLENTY strong without a built in anti-BT. Not to mention, the fact you call this perk a "crutch" tells me everything I need to know about how good of a killer you are.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216141#Comment_1216141

    what ure claiming isnt even true tho.

    • he is insanely strong in his current state
    • it's spreading out that power to his add-ons
    • Freddy gets free anti-BT
    • free slowdown

    he gets none of this once ure awake. if hes camping and puts u 2 sleep via* hitting u then yes its a anti-BT BUT so does LeatherFace.

    meaning if LF (Leatherface) camps u wont be saving, period.

    if ure saying Freddy is Strong then Plague is hella OP with normal movement speed with Range attacks. BUT Plague like freddy arent OP, freddy is strong because like Plague survivor survivors dont wake up/snap out like they dont cleanse with Plague.

    @thesuicidefox when survivors dont cleanse how strong does her addons rank her up?? like for example:

    • Black Incense, which lets u see survivors when they dont cleanse.
    • Iridescent Seal, which upgrades ur Vile Purge to a Range attack when a gen is done.
    • Both Apples, which are green and yellow and give u range attacks.

    looking @ the 1st 2 that i listed couldnt that put her A-S Tier, even higher then Freddy?? Those were just some examples.

    The fact you fall asleep both passively and actively (from being hit) means waking up is a constant struggle, ie. slowdown. If you spend all game waking up what are you NOT doing? Gens.

    It's not that easy or quick to wake up. Either you Snap Clap (which only works once before it becomes a massive time sink), use clocks (which is a massive time sink running clear to the other side of the map), or fail skill checks (which means more time spent doing whatever action you are doing). No matter what you do to wake up, it's a time sink.

    Also, comparing an m1 to a power is ridiculous. Freddy can just hit you and now you can't use BT. Bubba's chainsaw downs you, but if you have some way to sponge the hit (eg. Styptic Agent) then you can still make a BT save. Plus it is way easy to bait a chainsaw and then save just as it ends when he cannot do a damn thing about it. The fact Freddy just needs to hit makes it significantly harder to bait (plus if he uses STBFL you can bait it and still get hit right away).

    The reason Plague isn't OP is because her power doesn't actually slow you down. Freddy's does. Waking up is a slowdown. If he uses certain add-ons it's a slow down. When you are asleep you can hit snares which GREATLY shortens a chase. And he gets his teleport faster when you are asleep. Which is a passive mechanic BTW.

    By contrast, Plague can only ACTIVELY make you sick. Being sick does nothing to slow down your actions, and does not help in a chase nearly to the same degree. The only edge she has with her power is Corrupt Purge, but she only gets 1 fountain (3 if she uses 2 apples, which is a waste of add-on space honestly). It is pretty easy to just wait out Corrupt, then she has nothing to pressure you with. She can be looped just like any other m1 killer (where Freddy can very easily beat every loop in the game by spamming snares). She can't teleport either, and it's very easy to see her coming unlike Freddy.

    Freddy has way WAY too much in his base kit. With or without perks/add-ons, Freddy is easily top 3 in the game. Plague and Bubba aren't even close to being that strong.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216116#Comment_1216116

    Survivors have options to counter tunneling and camping. Those tactics don't work so well against competent survivors.

    And for the record, I don't like moris. I think they should go (just like keys).

    But what do you call it when a survivor with thousands of hours uses a god loop to end a chase? Or, a survivor that uses their DS protection to make reckless plays? That's called abuse (whether it be intentional or unintentional).

    Don't even get me started on SWF.

    If someone uses DS to make a play that's a smart move, not abuse. You could argue that a killer with NOED makes "reckless plays" when they ignore gens and chase 1 person all game.

    Most killers have was to deal with most loops in the game. God loops are getting changed, so that is completely irrelevant at this point. But even so it's not "abuse" it's making a smart play.

    Again abuse is something reserved for literal cheating, like using a glitch, which both sides are guilty of.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215973#Comment_1215973

    i dont care about u, but i do care about nerfs coming to killers when they are under-powered.

    Freddy is definitely not underpowered. Again I played him since he came out, he is insanely strong in his current state.

    These aren't nerfs, it's spreading out that power to his add-ons. It means you have to pick and choose what special effects you get, they all wouldn't be base kit anymore. Freddy gets free anti-BT, free semi-stealth, free slowdown. It's just way too much for base kit.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1213725#Comment_1213725

    I don't even know what you're talking about.

    Many of the experienced players know this game is unfair to killers. There's plenty of documented evidence out there of survivors abusing mechanics and tactics.

    I've been around for years, I've seen it all.

    But for the first time, the devs are actually doing something fairly big to help killers. I'm here to make sure the devs continue making positive improvements for the game. The devs have a lot of work in front of them before they fully undo all the damage.

    "There's plenty of documented evidence out there of survivors abusing mechanics and tactics."

    And there is a ton of evidence out there of killers "abusing" mechanics and tactics. What is your point?

    "Abuse" is a very strong term. I won't disagree that the game leans towards survivors, but they definitely aren't abusing the game as you put it. Again killers "abuse" tactics like tunneling and camping, or moris. But you (and I) wouldn't actually call that abuse. It's called the meta game and it exists in literally EVERY game ever made.

    The only time someone "abuses" the game is when they use a glitch, which both sides have had so again it's not specific to survivors.

  • Obviously you do if you're drilling me for not being a Freddy player LOL.

    Nice cop out.

  • @sanki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214242#Comment_1214242

    Thanks bro. I'm so appreciate that you tested that perk yourself and gave me feedback. To be honest, this perk is really confusing, but now we all draw a conclusion that a standard med-kit with "streetwise" ought to guarantee 2 state of healing.

    I was definitely getting more healing out of the Medkit, it just seems like how "decreased consumption" is calculated isn't very clear. I probably only needed maybe 2-3 charges to finish the heal, so I was able to heal for basically 30 charges when given 24.

    Actually now that I look at it, this makes some sense. 6 charges is 25% of 24, so I basically had 30 charges in the Medkit. 24 + 16 charges was enough to heal 3 times with some left over, so it would be 40 + 25% which is 50, which 48 charges is needed to heal 3 times. Yea, that appears to be the case. Not sure how the formula works out but that's one way to figure it out.

  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214478#Comment_1214478

    Go try it in KYF then, I've ran Stridor multiple times vs Iron Will users in pub matches and didn't hear anything. A long time ago, you could faintly hear IW with Stridor.. now.. nothing

    It's a bug currently.

    I main Spirit with Stridor and can confirm 1000% that Stridor overrides Iron Will. Iron Will 3 is -100%, Stridor 3 is +50%, for a net value of -50%. Basically Stridor 2/3 turn Iron Will 3 into Iron Will 1.

    But Iron Will stacks with No Mither and Off The Record to make you completely silent even against Stridor.

    You can actually tell when a killer has Stridor if you run Iron Will because you will hear yourself cry in pain. It's been proven, not sure why you are arguing against it.

    On topic... I agree Spirit takes skill. Those that say she doesn't either never play her at red ranks or never pay attention to when survivors outplay them. The thing is, a lot of survivors really don't understand how to play against her, so you get a false sense of her being overpowered. It's not that, it's more that survivors do all sorts of whacky things instead of thinking practically about what she can and cannot do. They think she's infallible, she's not.

    As someone that plays Spirit I have a good understanding of her mechanics. I know how far and how fast she can move. My callouts on her add-ons are usually spot on, as it becomes pretty obvious when she is using something like Mother Daughter Ring or Saya. You can also tell when she has Father's Glasses because it will be hard to lose her even when you have Iron Will. She will follow your blood like a killer with Bloodhound, so you want to backtrack so she loses your trail. Or run through and area like red room on Game because it's covered in blood and she won't be able to tell yours from the blood in the room (the entire room will be one color, so she doesn't even have to option to pick out your blood).

    She also can't vault, meaning windows are often your best defense. LT walls can be played well enough to keep a chase going, and if you can bait her to think you are going to vault that would waste a LOT of her time. She is a 110 killer for 15 seconds after she exits phase, so like all slow killers running from tile to tile while baiting window vaults or pallet camps will extend the chase significantly. I consider myself a very strong Spirit player, and 95% of survivors are easy pickings. But then every once in a while you get a survivor that really understands how to run from Spirit, and they can lead you on a chase for a very very long time.

    And while I do play against Spirit's much better than the average survivor, I'm not perfect. I make mistakes or make the wrong read or she doesn't fall for my bait, or I just get bad luck. It happens, and I've caught a ton of those 5% survivors from stuff like that. I know it was them messing up, not me outplaying them, that got them caught.

    Spirit requires you to use your brain as survivor and be creative. Most people lack this ability and therefore it will seem as if she is overpowered, but really it's that you are over thinking the situation. It becomes a lot easier when you can narrow down what she can actually do in any situation and play to that. There is a classic psychological effect called "over choice" or "choice overload" in which you become unable to make a decision when presented with a vast array of choices. Imagine going to a buffet that serves 1000 items. What do you pick first? What do you pick second? For most people they become paralyzed by the sheer number of choices. Now imagine going to a burger joint that serves exactly 5 kinds of burgers, all with fries and a drink. You would be able to make a choice in a heartbeat. This is how you have to approach Spirit. If you sit there and think she is broken and infallible and can do all these things, you will fail to counter play her at all because you can't make a choice. It's why survivors will go full potato and slow vault the pallet back into your face when you just stand there. But narrow down her options to what is practical and you will see she doesn't have infinite possibilities. She has usually 3-4 options, and if you pick the counter play that beats most of those you will escape more than you get caught. I've led GOOD Spirits on long chases and been the sole reason for other escaping (or myself) because I play this way. If she tries to pull the stand still trick, look at it like she is both phasing and standing still. You will see a few options open up that can avoid both, and you pick one you think works best or might get your more distance.

    And of course, there are safe options and risky options. If you take a safe option it's usually not very strong. If you take a risky option there is a chance you will be wrong and get caught. It happens with every killer, but it seems like people exaggerate it with Spirit because they feel like they are just guessing. I really hate when people describe it that way. It's actually a probability calculation. What is the chance she will do X and if she does do X what is the chance I get caught doing Y? It's not guessing, it's not a coin flip, because those things imply complete randomness. It's not random, she has a very finite set of choices that would actually get a result. If you view it as a guess then you don't really understand the chase as well as you think you do.

    She takes skill. Period. Otherwise Spirit would be completely dominate and you could never beat one, even a mediocre one. I've beaten many Spirits, good and bad, and have been beaten by them too. Just like every other killer, if you make mistakes you get punished. And I've beaten many survivors as Spirit and have been beaten by survivors too. It's not like old Legion where you could literally circumvent the entire chase mechanic and play like a bot and still win chases in 30 seconds.

    I've been meaning to make this statement elsewhere (and mind you I don't actually BELIEVE this, I'm just playing Devil's Advocate to make a point) but... Huntress doesn't take skill. If you play with a mouse and put a piece of tape on your screen, there you go you just became a high tier Huntress player. It's that simple. This is basically the argument I see all the time for Spirit, "just get a good headset". Yea any Huntress player would REEEEE so hard at me saying she doesn't take skill, but it's kinda true. Aiming with a mouse is easy AF and if you draw a crosshair on your television you really can't ever miss, especially when hatchet hit boxes are the size of a school bus. And before you REEE at me, keep in mind I don't actually believe this. I'm just making a point how asinine such a statement is about Spirit when I can make an equally valid argument against Huntress. All killers take skill, period. There is no argument that can be made "X killer doesn't take skill", except for old Legion because we all know how that went, and considering how much Legion has changed that kind of proves that such a statement was true about them when they first came out. It was pretty blatant. But it's not that blatant for Spirit, and that's because she does actually take skill.

    Play nothing but Spirit and get to red ranks, you will eventually see really strong survivors that know how to run from you. Again it's rare, because countering Spirit is not very intuitive and takes a lot of thought, but it can be done. Once you see what these survivors do, you will have a better idea how to beat Spirit yourself.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214754#Comment_1214754

    right and i couldnt have put my name as a streamer before they did??

    LOL and who else uses this name?

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214344#Comment_1214344

    anyone can screen capture someone elses video and game play.

    LOL I guess you didn't notice my forum name matches the name on the screen then?

    What's the end game here? It's pretty obvious this is me.

  • @HyperLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214354#Comment_1214354

    Probably because she makes you in broken status for the rest of the game unless you cleanse, letting her chases more dangerous

    I don't find that unfun to play against though.

    My theory is more to do with the fact her power is puking, and that triggers some people.

  • She's ranked low on the fun scale because majority of survivors go full potato when they face her and do seriously dumb ######### like slow vault a pallet back into her face.

    Don't go full potato and there wouldn't be a problem.

  • Question for people...

    What makes Plague unfun to play against?

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214156#Comment_1214156

    right they all killer/freddy mains when talking about nerfs or changes.

    Uploaded September 23, 2018:

    thesuicidefox playing Dead by Daylight: Special Edition at XboxClips.co

    Uploaded January 26, 2020:

    9aa135e1-201f-43e4-a115-dd139d559a9f_Thumbnail.PNG


    What now?

  • Hey so I did a test myself. I had Streetwise and a yellow Medkit (I had other perks but nothing that would affect healing).

    I was able to heal myself 1 full time and then about 90% the second time. I had Pharmacy, and was able to heal myself the rest of the way AND 1 full heal with some left over. So it seems the Streetwise definitely affects how much you can use an item, but the way the formula works is not, let's say usual.

    It could also be a bug, where the perk is doing less than it says on the charge. That seems like the most likely answer because I can't for the life of me figure out how "consumption rate" would work any other way. It definitely seems like you should be able to get 2 full heals from a yellow Medkit.

  • KILLER.

    IS NOT.

    A POWER ROLE.

    People need to stop making this statement. You clearly have no idea what a power role is supposed to be. If you want a power role fantasy, play DOOM. You are a nigh invincible killing machine that can 1v the entirety of Hell. According to DOOM Eternal...

    Spoiler Spoiler Warning ▲▼

    ... you are a literal god.

    Or play Minecraft, or Sims. You are literally God in those games (or can be if you choose). THAT is an actual power role.

  • I was an old Freddy main and I played both old and new Freddy at rank 1 (or rather I did up until early Feb, I stopped because I just found him so insanely easy to play it wasn't fun anymore).

    But sure. Whatever you say.

  • Here is how I would change Freddy to make him more balanced and fun without actually nerfing him:

    -Remove Oblivious while asleep from base kit.

    -Remove stacking penalty of using Snap Clap to wake up.

    -Freddy is always visible within 32m while awake. He is invisible to awake survivors beyond that range.

    -Remove current effects from Cat Block, Z Block, and Pill Bottle

    -New Z Block inflicts Oblivious on sleeping survivors.

    -New Cat Block inflicts stacking penalty for using Snap Clap, and prevents extra clocks from becoming active (see last point).

    -New Pill Bottle has Freddy appear intermittently beyond 32m when asleep, and between 16m and 32m when awake.

    -Every 30 seconds after you fall asleep, another clock becomes available to use along with previous clocks.

  • Do you have any plans to re-evaluate Deathslinger's power? Playing against him feels a lot like old Legion and isn't much fun.

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/143485/white-wards-and-survivor-item-add-ons

    Honestly i feel it should work but why have two things that essentially do the same thing. They could change the wording to make it more clear on you losing them if you die. But i do feel the devs made it clear that the only way you keep your addons is with AITH. Survivors have AITH to keep those rushes going and killers have their own ward to keep their killing going.

    Well they would have different uses.

    AITH is for Plunderer builds where you come into the game with nothing and leave with something. But you still have to survive.

    WW is for those who simply bring an item with add-ons into the game. They don't need to give up a perk slot for it, and it would be equal to a killer's Black Ward in that it protects from the loss of add-ons (and the item) regardless of what happens to you. The only way you could lose your item is if you drop it (willingly or unwillingly).

    That's why I didn't put this in bug reports, because the devs clearly said AITH is what you need to keep your item and add-on. But WW text says it should protect them too, and it doesn't make sense I would keep them if I die but not if I survive. It's like I'm better off dying then, which makes no sense.

    So either the description needs to be changed, or WW should protect your add-ons on escape. The latter makes a lot more sense to me, and is much more reasonable than to expect survivors to give up a perk slot to keep their add-ons.

    One last thing, I'd just like to say that this change to add-on consumption is really dumb. If you escape with charges on your item, you should keep the item AND the add-ons. If you had no charges, then yes add-ons should be consumed regardless. I can partially understand their logic for the change, but it just feels like as survivor to escape and barely have used your item only to lose the add-ons (especially if you offered a WW to protect them both from loss).

  • @sanki said:

    @thesuicidefox hey man, do you know something about this problem? I've read your post about toolbox charge of sabotage. So I think you may also know something about this.

    I'm not sure how "efficiency" and "consumption rate" factor into the equation. I think the formula you want to use would actually be 24/(1-0.25) = 32 but that is also 2 full heals so I'm not sure why it wouldn't work.

    You'd really have to check with a developer on this one. IIRC McLean said that they are reviewing all the things that say stuff like "efficiency" and "consumption rate" for this exact reason, it's confusing and misleading.

    Sorry I couldn't help dude.

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