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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/874383#Comment_874383
I main Freddy, but I like to experiment with other killers and try to get good at them. Last month played alot of Bubba, and thinking of trying to practice Billy this month. Threads like this one that wants a cap on action speed slowdowns look past everything else I feel like. The guy who cant slow you down with Freddy's ropes will just slow you down with his dresses instead. Even loadouts like mine are considered "Forever Freddy" to some, even though it would go uncompletely unchanged by such change suggestions.
It's because you have Red Paint Brush and Swing Chains. That combo is very effective on it's own. Surge and Pop also contribute to this. I agree it's not "Forever Freddy"
by Calvin Kleinbut it is "Hot Minute Freddy" at least.My Freddy build is BBQ, Pop, Thana, Ruin (usually), ropes, and a drawing. I know between Thana and ropes I'm slowing them down quite a bit, and BBQ + Pop let's me really shut down gens quickly. Ruin I just put on for chill games, but if I'm feeling especially evil I put on Dying Light instead. With Jump Rope, THAT is a Forever Freddy build.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/873472#Comment_873472
first of all, i would be interested to know why you think this would be over-complicates / why this would be exploitable.
cause i think its actuall pretty simple: start an action, start the timer. get rid of the timer or go down.
imo the current version is much more over-cimplicated.
___________________________ (yes, i'm a copycat)
now for your idea, i do kinda like it, though i dont find it to be fitting for a Deep Wound...
imo this gen slower effect (which already exists), should be its own status effect.
your idea would be a literal 180 degree turn from the current version, which is something i dont think is gonna happen tbh...
If there is a timer where you will go into dying after a point, it will somehow be exploited. And if not, it just becomes a non-threat. Those are the two options for such a mechanic. There is no in between, especially when a killer can inflict it upon you at will. Maybe if Legion's power wasn't tied to DW you could find that precarious balance point but it would require an entire rework of the killer. I'm not going to sit and theory craft this because it's just inevitable, the whole idea that you go down after X time is a poorly design mechanic, period. It might sound good on paper, but in practice it's just lame for all parties.
What I suggest is simple. The effect is basically already in the game under Begrimed add-ons (albeit with different values). You'd just turning Deep Wounds into that effect. Legion becomes a slow down killer, similar to old Freddy, where the goal is to spread the damage, slow down gens, and use your power to find everyone. Except it wouldn't be to the extent of old Freddy and would make Legion an actual threat with map pressure.
With Deep Wounds working this way, you also expand the options for future powers/perks/add-ons. Clown, for example, could have one of his purple add-ons changes to inflict DW on survivors he hits while in the gas. Something like 40 seconds. This alone could help him with map pressure, you wouldn't need to make other changes to him as much to make him more viable.
It just makes more sense to ditch the dying timer altogether and go with something else, and since we could use a Mangled effect for gen repair, this makes the most sense and fits with the current mechanic. Begrimed add-ons are the same as before, it just says "Inflict Deep Wounds" instead of a full explanation.
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@ScottJund said:
I agree that GF is fundamentally broken because his power is literally broken. You can look at him and nothing happens. You can also cancel his power through walls.
As far as being overpowered...not at all.
Agreed. If they fix the bugs of the stalk break mechanic I bet it would be a dramatic improvement for both sides.
I can explicitly remember a recent game where I was flat out hiding behind a short wall while injured, glanced in his direction for a second and broke his stalk, revealing my position. It was a serious ######### moment as not only was I not trying to do it, but I was behind a flipping wall.
And other times I will be standing there staring right into his sad little face and nothing happens. I don't get it.
And as GF I've had my stalk broken from like 40m away by a survivor behind a full Macmil jungle gym wall.
Like really the whole mechanic is so janky, just fix it please BHVR.
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Honest opinion... this is over-complicated and wouldn't solve the underlying issue that Deep Wounds is both non-threatening and exploitable.
________________________________
Better solution. REMOVE THE TIMER. Instead Deep Wounds reduces repair speed of survivors by 10%. Different sources incur different timers. Basically make it the Mangled for repairing.
Legion is 30 seconds of Deep Wounds. Nasty/Filthy Blades increases the duration of Deep Wounds to 45/60 seconds and do not stack. Stab Wound Study increases the effect by 50% (so 15% penalty). Frank's Mix Tape makes the timer pause when within the killer's TR, in Dying State, or on a hook.
Begrimed Chains (Billy/Bubba) and Begrimed Head (Huntress) now simply inflict Deep Wounds for 120 seconds. The timer does NOT reset if hit again. Functionally these add-ons would be the same (though numbers would change slightly) all that really changes is terminology here.
BT now just gives Endurance and works just like MOM. But if you take a hit, you get Deep Wounds and Hindered for 60 seconds. DW adds risk to using BT before end game, and Hindered adds risk to using it after end game (as killer can more easily chase down the BT guy if they are just booking it to the gate).
Styptic Agent would auto-heal the survivor over 40 seconds. Anti-Haemorrhagic Syringe would auto-heal the survivor over 20 seconds. Buffs/debuffs no longer affect this timer and the survivor will be shown in the Broken status during the auto-heal process. Only the add-ons would be used, not the entire medkit.
MOM doesn't change.
More add-ons/perks can be made with the Deep Wounds effect at durations that are reasonable.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/873359#Comment_873359
Fair enough, at least you brought math. You have my respect.
I hold my postion, until the rank system is fixed, 3K average is fine. After it is, by all means, 2K average, until then, I'd rather not de-pip.
Even though I disagree with the path of your logic, I agree with your conclusion.
If the game is going to be balanced around 2k that should mean a killer should be able to 2k and consistently pip at red ranks. Currently, you can 3k and still safety pip which is really dumb. I blame Gatekeeper because of how it functions and the fact that gens go so fast there's no way you can stop at least 2 in the first 4 minutes. The only way that happens is that the survivors are potatoes that spend time looking for Ruin instead of doing gens. But as you well know, on Xbox Ruin is worthless at red ranks. 2 gens will still pop in your first chase, at which point you can kiss Iri GK goodbye. If another gen pops within the next 2 minutes, that's an automatic silver unless you can lock down the game at this point, which is unlikely.
Furthermore, the fact that one shots punish your Malicious/Chaser is a problem too. And you can get robbed of Devout from DC's or hook suicides. Heck you can lose out on these emblems just because you ran over survivors too hard.
Killer emblems need a rework plain and simple. GK is the top offender, Mal/Chase just need to scale for one shots to be fine. And Devout needs more so that you can end with a 2k but still get at least gold from enough hooks.
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@Ascended4Head said:
https://forum.deadbydaylight.com/en/discussion/comment/873349#Comment_873349
No. It would be closer to an average of 3k. 4ks are possible, which means that 4k's are also in that statistic. I don't know how you look at 74 percent and think that's closer to an average of 50 percent, rather than 75 percent.
But that's how it works on The Price Is Right.
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"We got hard numbers that show this game, is in fact, not killer sided."
I'm confused, I think you meant to say "survivor sided" here? Unless I misunderstood.
Also snares are better than pallets. Pallets are map dependent and won't help at the strong loops where windows exist. They are strong if survivors fall for them, but good survivors will just start using windows at which point it's going to be a lot harder.
I personally think Freddy is fine as he is. The only objection I have is giving him Oblivious in Dream World. That's too much, as it hard counters BT in every way possible. Either it doesn't proc because the guy is asleep, or it procs and Freddy can just follow them until they go down. It wasn't necessary.
I'd also say that snap-clap shouldn't increase each time it's done. Maybe if that effect was on an add-on sure, but not for base. Red Paint Brush should add 30 seconds to the delay when you use a clock, just because without skill checks it's hard to stay awake and clocks don't help as much as they should. Reduce Swing Chains to 2% per sleeping survivor, Jump Rope to 8% and Outdoor Rope to 5%.Do all that and Freddy would be in a better spot without completely ruining him.
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@Revansith said:
Then they need regular (unranked) matches where pips are not considered. Players enter at the rank they are and dont pip up or down, they just play the match against a que.
We don't need this.
We just need less stupid challenges that don't require you to throw a game or do something that is seriously toxic to another player.
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No but really the devs need to go back to the drawing board on some challenges. If you play at red ranks you are going to have to throw the game for some of these.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/872203#Comment_872203
You cant control the actions of the killer, only yourself. In this case, what determines a safe unhook isnt the unhooker being sneaky or trying to body block or anything like that...Its a perk. Your being awarded a bonus you wouldnt normally get because you equiped a perk. BT should be used to get your teammates out of a tough situation, not for the sake of farming points. I want ppl to equip it so they can use it responsibly, not equip it so they can farm me guilt free. If the only reason you equip it is for farming unhooks...id rather stay on the hook.
Then you just die on a hook. That's honestly your only other option, because if there was no safe rescue for using BT no one would even attempt it. And if they did, then you just go down immediately. No extra help at all, because if the killer wants you they want you and will ignore other survivors even if they try to protect you.
So would you rather A) die on a hook, B) get saved and immediately go down and die anyway, or C) get saved and gain a free hit that you can use to actually run from the killer?
I know you will say D) get saved without needing to worry about the killer, but this is honestly not always an option. In fact it rarely is, and when it is BT is irrelevant anyway.
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"I think the definition of Safely needs to be looked at!"
No it doesn't. Survivors can't control whether or not the killer tunnels someone, so the only true metric of whether or not it was a safe hook was how long it took for the person to get downed again. If you save with BT you invariably gave that person a way to extend the chase and/or deter the killer from tunneling them. But if the killer wants them dead they will get tunneled regardless. All you did was give them an extra hit so they don't die immediately after the save.
I swear some people in this community. If you are a killer and see someone save in your face, expect BT and go for the guy that made the save. If you are a survivor and someone saves in the killer's face while giving you BT then RUN. You got an extra hit, make the best of it. If you are making a save with BT in the killer's face and the killer still tunnels, you should do what you can to protect that person if only because in doing so you increase your own chances of survival in most situations.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/872179#Comment_872179
You also have alot of ppl who just use BT as an excuse to farm their teammates. Ive seen ppl get tunneled down because someone does a yolo save 5 seconds after the killer hooks someone with the excuse that ALL saves with BT are automatically safe unhooks. Ive seen the game reward safe unhook points to someone who just farmed his teammate WHILE said teammate was getting moried...
You can't control whether or not the killer tunnels someone. Again removing the near guaranteed safe rescue just means people will NOT do it in cases where they need to. While the situation you talk about does suck, it's no reason to remove the safe rescue aspect of BT because in doing so you just cause problems elsewhere.
I've seen the exact same situation you mention where the guy that got saved still survived because he was able to loop the killer for a long time too. So just because the killer decides to tunnel doesn't mean BT shouldn't give you guaranteed safe rescues. Without BT that dude would have just gone down immediately anyway because the killer would still tunnel them either way. You're just making it that much more effort to tunnel if you give BT.
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The main difference between DS and NOED is that DS has a very clear indication that it is likely in play, where NOED doesn't. If you see obsession claws, that's almost always going to be DS so you have the heads up to adjust your tactics. NOED, on the other hand, has nothing except the killer's behavior to signal it. In fact, majority of perks in the game have a tell that you can see as the other side that let's you know "this person has this perk". There are only a handful that don't have a tell, but none of them are that powerful anyway (Spine Chill and Whispers being the only 2 exceptions I can think of).
If NOED had some tell in the game it would be much better IMO. The reason to run NOED as killer is to scare survivors into doing totems and thus slowing down on gens. It's really not for the one shot//speed boost at the end game. So if say, 3% of skill checks did not have a great skill check zone as a "tell" that the killer has NOED that would be a huge QOL improvement to the perk, because now survivors have no excuse to not cleanse totems AND the killer benefits because survivors that see this will now slow down on gens and look for totems. It's win-win for both sides.
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@PigNRun said:
The problem here isnt Freddy, its Borrowed Time itself.
I think the only change needed is so that BT isnt a free escape for failing. It should go back to not applying Deep Wounds at all, and making it a limited time to heal or going down. As well as not counting BT saves as "safe unhooks".
No more "Legion nerf = BT buff" and actual downside for braindead saves/farming.
If you got hit with an unsafe rescue penalty when using BT like that it would de-incentivize saves in times when there literally is no other option. If the killer is camping sometimes you HAVE TO make the rescue in his face, and if that's going to happen you want BT to ensure you get a safe rescue. If it didn't, even if the guy just got hit and didn't go down, then people would just leave you to die negating the entire purpose of BT. Saving with BT is not braindead, it's done purposefully to give the guy BT. Your's is the same argument against DS plays "he made a stupid move" no he made a SMART move by utilizing his perk. It's like saying that a killer made a dumb move by eating a pallet with Spirit Fury active. No that IS the smart move to make.
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Good perks are good perks are good perks. Some killers might have off-meta perks they synergize well with (like Stridor on Spirit, or Brutal on Clown) but for the most part that's just how meta works dude. Every game is like this.
Take ANY fighting game. Look at the roster. Now pick either 6-8 characters or 20% of the roster, whichever is the smaller number. Those are going to be the meta picks you see in tournaments. MvC2 is a perfect example. The game has like 60 characters, only 6 or so are viable with another 4-6 being viable for assists/team comps. That's 10 characters out of 60 that are meta.
Look at Overwatch. 31 characters, maybe 8 are viable in competition. Be generous and add another 2-3 based on team comp synergy or the mode.
So it's really no surprise that out of 74 survivor perks/66 killer perks, that only about 8 each are actually viable at the highest level, with another 5 MAYBE being useful depending on the map or specific tactics. It's a natural part of any game, DBD is no exception. And if the devs buff/nerf perks guess what? There will still only be 10 viable options at the end of the day because those changes shift the meta to new tactics. There is no avoiding it.
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I agree. Giving him Oblivious in Dream World was a huge mistake.
If you ask me, Oblivious, Undetectable, and Deep Wounds all need to be redesigned. Their interactions between the first two and the last is honestly unacceptable. Especially on Freddy since he can just hit you and wait for the timer. Not only does he have the ability to STOP you from using BT if you are asleep, he has the ability to just cheese the BT timer worse than old Legion.
If you ask me the Deep Wounds timer shouldn't even exist. Deep Wounds should give you a repair speed debuff for X time depending on the source, and BT should just give you Endurance like MOM, but if hit you get DW plus either Hindered or Broken for the same duration.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/872102#Comment_872102
Yep. So it counters Iron Grasp, but only barely, and only if you can get it to activate properly.
Counters the extended time. It doesn't counter the wiggle effects, the survivor you are carrying would need Boil Over for that.
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@Fibijean said:
I hope not. 120% wiggle speed shaves less than three seconds off the 16-seconds it takes to wiggle off by default. Half the time, there's a hook nearby enough that that won't even make a difference. Not to mention it's a pretty big risk for the player running the perk. Reducing it to 10% would make it not worth running at all.
Quick maths
16/1.2 = 13.333...
Iron Grasp say "Time to struggle out of your grasp is increased by 12%" so the formula could be either;
16 * 1.12 = 17.92
OR
16/0.88 = 18.18
I'm going to lean towards the first since it increases the time, not decreases the speed.
So if you have Iron Grasp and a survivor has Breakout the formula should be
17.92/1.2 = 14.93
Or about a second less than normal.
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@AAAAA said:
https://forum.deadbydaylight.com/en/discussion/comment/869311#Comment_869311
"There is really no reason to use bl over other exhaustion perks now."
THAT'S THE POINT!!! Exhaustion perks shouldn't give benefits when you're exhausted! Complaining about BL getting nerfed is like saying Dead Hard is useless because you can't use it when you're exhausted.
You misunderstand.
Balanced Landing is HIGHLY dependent on the map and the tile. Some maps it's really good, while others it is literally a wasted slot. Most maps it's barely even useful because of the lack of drop points and your inability to make it to said drop points from certain places on the map.
Dead Hard, Sprint Burst, and Lithe have no such limitation. You can use them all equally on every map and most tiles. Lithe is probably the most conditional after Balanced but even then there are 10 times more places to use Lithe on any given map than Balanced.
This is why we say there is no reason to use it. Because it's SO conditional that it's just worthless now. Who would run Balanced for the low chance to get to use it in a chase when you could just take any of the other 3 perks and almost be guaranteed to use it?
@joker7997 said:
It was broken before, anyone that says otherwise didn't ever chase a toxic Nea up the stairs and out the window 4 times to get a hit. Play both sides or stfu
Except that the problem spots where Balanced was OP are still going to be problem spots. The houses on Haddonfield, Preschool, swamp structures, Game... all still problem maps for killers. It will only be slightly better now that Balanced is nerfed. It would make 1000 time more sense to fix the problem tiles than it would to nerf a good but highly situational perk. It's like nerfing Breakdown or Sabo because hooks on X maps are spread too far apart. Maybe the problem is the maps, not the perks.
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/869853#Comment_869853
Nothing wrong with a Killer build in addition.
Well I made the thread to talk about this build. Because it has all the meme survivor perks in one where you are basically just an annoying little brat.
Stun with a pallet, pick up pallet, stun again (if the killer doesn't have Enduring at least).
Pebble is the biggest meme.
Head On is a meme meant to just piss off a killer.
OOO is also to piss off a killer.
Basically you are playing to annoy the killer as much as possible with this build. That's what makes it so meme-y.
If you want to talk about killer meme builds I'd ask you make another thread please.
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Sorry should have mentioned this was just for survivor.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/869656#Comment_869656
Same on PS4 for me.
Killer queues are literally instant; less than 5 seconds before the lobby is full unless the people who show up leave.
If I try to play Survivor I can wait anywhere from 8 to 30 minutes to get in a lobby, and then I usually get dodged if I'm Nea.
Now that I think about it, it's no wonder I prefer Killer.
2 or 3 months ago it was the opposite. It would take me easily 5 minutes or more to find killer games, where I could find solo survivor games instantly, and SWF games in about 2 minutes.
I blame the matchmaking. I know there are a lot of people playing this game.
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The thing is Balanced Landing is highly map and tile dependent. The fact it only works once pretty much guts it's entire purpose. It's not worthless on a good chunk of maps where it was semi-decent. It's only going to be useful on a handful of maps with reliable drop points.
I would rather they just took away the exhaustion/speed boost entirely and just left the stagger alone.
Or, you know, fix the problem loops. Haddonfield houses are still entirely loopable without Balanced Landing. Only instead of 4 times around you get 3.
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Same here. SWF or solo takes about the same amount of time.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/869478#Comment_869478
The dves would need to buff WGLF to make it more appealing. Give it some other effect that is useful.
WGLF is just fine.
They need to add more ways to get BP and give more BP in those games where you get camped or tunneled out of the game.
Also add more perks that increase BP earnings for survivors like Distressing does for Killers. Currently I think the only perk that's worth using that does this is PT.
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@Jimsalabim said:
https://forum.deadbydaylight.com/en/discussion/comment/869345#Comment_869345
Unless you use that one extremely good addon where the plague sees all the injured players and their aura. it's insanely good.
You don't need that. Bring an apple and you can force survivors to cleanse once they are all sick by taking the fountain. If they don't, and you have Infectious Fright, the game is pretty much over.
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@SilentSpectre said:
https://forum.deadbydaylight.com/en/discussion/comment/869478#Comment_869478
If anything, killer needs more BP, considering the 4 to 1 spending ratio
Uhh what?
There are only 2 more survivors than there are killers. Killers get plenty of BP. I can get 1 million BP in a few hours playing killer with BBQ. It takes me like 2 days worth of playing survivor to get that.
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Alternatively, make survivor more appealing? More BP or something IDK.
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According to the first chart, killers at all ranks have at minimum a 55-60% kill rate anyway. So deranking is ultimately pointless.
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I'm a survivor main but I play a lot of killer too. Killer still earns WAY more BP than survivors on average. I could play without BBQ and I'll be at 1 million BP in no time. Been doing the 200k BP challenge in the Rift playing mostly as survivor and it took forever to do. I woulda had that in like 6 games as killer.
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The standard meta build for her is Nurse's, BBQ, Ruin, Whispers. For add-ons wind-up are some of her strongest (but if you play with them a lot you become dependent on them), but it seems most top Huntress players prefer cooldown instead (hafts). Exhaustion add-ons are very effective to counter Dead Hard particularly, and then of course there is the OP combo of Iri Head and Belt (which is gonna net you a lot of DC's).
Personally my favorite build is Agitation, BBQ, Iron Maiden, Whispers. Agi let's you make plays for the basement more often and saves you time when hooking. Iron Maiden makes you reload twice as fast, which feels amazing, and helps to counter BBQ jukes or give you a bit more tracking. It's a much more difficult build to play since you have 0 slow down perks, but the combination of Agi and Iron Maiden makes your basement game much stronger, where it's already one of the strongest in the game. Get a basement hook with this and you pretty much win.
Beyond that there's not much else I could recommend. Huntress is not the type of killer that has a lot of builds. She has literally 1 build, then some off-shoots of that build. Main reason being she is slow, so it's harder for her to generate map pressure, and she needs extra tracking. She's amazing in a chase, but weak in everything else.
Some people like to use Shadowborn on her. You can, it's helps for tracking, but if you ever take it off it will mess with your aim. I prefer to play without it personally. You are better off with aura perks for tracking.
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You have to take these stats with a grain of salt since Demo has only been out for 2 months and the stats go back 3 months. More than likely, he has a low kill rate because people are still learning him. I've played against maybe 10 Demos since he came out, and 2 or 3 were really good. The rest were babies.
If we could see these stats in another 3 or 4 months it might paint a different picture.
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I....
I clicked this expecting something else.
😐
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Because Quentin is already too ugly. It's actually a technical issue, Unreal Engine can only handle so much ugly.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/867230#Comment_867230
The sky is rainbow and pop tart cats fly everywhere while singing “meow meow”.
Facts
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@csandman1977 said:
Definition of opinion
a view or judgment formed about something, not necessarily based on fact or knowledge:
Thus you really can't say somones opinion is wrong. For instance i can't stand Wraith. In my opinion, he is the hardest killer to play against. Id rather play against spirit. I know looking at the stats, im completely wrong factually. Doesn't change the fact that i hate the bing bong boy.
In my opinion the sky is white with pink dots.
Your move 😘
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@Derp said:
Freddy is kind of like Spirit in that he's one of the easiest to play but is one of the strongest killers. Just spam snares at pallet loops, windows, doorways, stairs, and you are guarenteed a hit. Once you hook a survivor and have BBQ activated, dream project to their gen and use Weasel and then it's basically game over for the survivors. From my experience, whenever a Freddy gets a Weasel activated on a gen that's almost completed, there's no coming back from it. All that time wasted and it's just gone and his addons don't help either. I do think his basekit is fine but being awake for only 60-90 seconds is too short so I think it needs to be increased and his debuffs need to be capped. Keep in mind, his addons don't just slow down 8, 10, or 12 seconds, it adds up throughout the game. There's 5 gens and survivors need to heal each other from time to time.
This kind of bugs me. Freddy and Spirit are not easy killers to play. They are labeled hard for a reason. It's just that, against many survivors it may seem easy because many survivors are complete potatoes, and the likes of Freddy and Spirit make them go full potato because they are scary by sheer virtue of how they work.
But get a group of good survivors, ones experienced enough to not be scared little tots, or a strong SWF with good communications and you will see why these killers are indeed hard to play. You will get stomped so hard unless you actually have experience with these killers against that level of survivor.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/867172#Comment_867172
Im just imagining a whole team of injured sleeping survivors on deathhook with 1 guy missing his DS circled around and going...
"OK, NOW this is overpowered..."
LOL IKR??
It's like a killer refuses to break shack pallet and then complains he can't catch the survivor at shack 🤦♂️
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Sorry for double post:
Also this regarding Nurse's stats: https://forum.deadbydaylight.com/en/discussion/comment/866458#Comment_866458
Basically the stats include all platforms, and Nurse on console is a different beast. Still potentially the best killer in the game, but WAY harder to achieve that ideal. Most Nurse's are bad, sorry to say. Only a handful, literally, have the ability to play at red ranks and dominate (on Xbox at least). No joke, I could name them all in one breathe (and I know them all too).
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/867074#Comment_867074
Thanks for breaking all that down.
Added an edit. Technically you could get 8 stacks on DL if someone were to DS you after you got 2 hooks on them. And DL obsessions should rush gens. If you are altruistic as DL obsession that will cost everyone their lives.
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"What is the reason behind Hag having an incredibly low pickrate. There are very few metrics that consider Hag to be a weak killer. The only logic behind her low pickrate is that people simply do not enjoy her playstyle for whatever reason. Is there any plan to make Hag a more fun killer to play as without necessarily increasing her strength?"
I think Hag isn't picked much because she is a very defensive style character, and generally speaking defensive tactics in games are less fun than offensive ones. All the top 5 killers are very offensive type of killers. Trapper is the only other defensive killer, however you have to take his pick rate with a grain of salt considering he is the cover child for the game. Plus the current Rift has challenges focus around Trapper, so that could be influencing his pick rate.
Regarding Nurse, even though she is statistically a weak killer doesn't mean she is actually a weak killer. Her potential is extremely high, but so is the skill required to play her. Since she is so mechanically different from other killers you need to consider this stuff. Stats alone don't paint the full picture.
I think Demo has a low pick rate/kill rate because he is the newest killer. They say these stats are from the last 3 months, and his DLC is only 2 months old. I've played less than 10 games in this time against Demo. I would disregard any of his stats completely for this reason. You should give at least 6 months for players to really work out the best way to play him AND for them to level him up enough to be able to truly experiment with builds.
GF is probably higher pick rate than it shows. His pick rate only recently start to shoot up. I literally see GF every other game now at red ranks, sometimes even like 5 in a row. Wasn't the case 2 months ago.
Even though Clown is statistically the weakest killer, he still has a kill rate over 60% (or just on it, hard to tell exactly). That means, on average, he still walks out of a trial with at least 2 kills. By contrast Freddy, with a kill rate over 75%, will only manage 1 more kill on average. Pretty small difference if you ask me. Clown and above are still entirely viable at red ranks if we consider the fact that "balance" according to the devs is 2 kills 2 escapes. If you want a 4k, yea you can argue he isn't viable, but that's honestly an unrealistic goal anyway.
I expect Haddonfield's escape rate to change little after the Balanced Landing change. The house loops can still be run without BL, just only 2 or 3 times instead of 4 or 5. There are still tons of safe pallet loops on the map. It is still super easy to hide from the killer or split the map. It will still be the third safest map for survivors, albeit only a fraction less safe.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/866839#Comment_866839
It is about 10 seconds. Wasnt gonna get into decimal points for fractions of a second.
Swing Chains full stacks = 12% ; 80/0.88 = 90.9
Jump Rope = 9% ; 80/0.91 = 87.9
Outdoor Rope = 6% ; 80/0.94 = 85.1
Swing Chains 1 stack = 3% ; 80/0.97 = 82.47
Thana 4 stacks = 16% ; 80/0.84 = 95.2
Dying Light 6 stacks (2 hooks each all non-obsessions) = 18% ; 80/.082 = 97.56
Swing Chains (full stacks) + Jump Rope + Thana (full stacks) + Dying Light (6 stacks) = 55% ; 80/0.45 = 177.78
Swing Chains can add up to 11 seconds. Jump Rope up to 8s. Outdoor Rope up to 5s. Thana up to 15s. Dying Light up to 18 (if we assume no one has been killed yet). The absolute MAX slow down you can get is 98 seconds with all this stacked. This assumes 1) everyone is asleep, 2) everyone is injured, 3) killer optimized DL hooks, 4) no one has gen repair buffs or toolboxes, 5) survivors do the gen solo.
If Freddy gets to that last stage, chances are they just outplayed you. Survivors need to focus on gens BEFORE he gets to this point. If you only have 1 gen left to do at this point, you can do it. If you have 3 or more, that's game. Don't stay asleep either. Wake up to do gens. I go for clocks all the time, and while it might waste some time it's how you counter the slow down without buffs/toolboxes. Additionally, team up on gens. You do them at almost twice the speed. It's really not that bad.
Furthermore, old Freddy's BASE repair debuff was 50%. That's literally almost like having all this stuff stacked now. It was worse before, only Freddy was a bad killer with a power that also hurt him. Now that he can teleport and has anti-chase tools you have to take the slow down more seriously is all.
EDIT: Forgot to mention that while you can earn 2 more stacks on Dying Light if you got 2 on someone then they DS you, this isn't a very practical thing. Killer has no way to know for sure this person has DS, so since killer can't reliably force the obsession to switch it's not really optimal play. You could say this could be done using Nemesis, but I feel like that is going to hurt you more than help if you run Dying Light. Furtive Chase is also kind of counter productive to this goal. But if you must know, adding those 2 stacks means it will be 105.2s for Dying Light alone, and 205.1s stacked with everything else.
Also forgot to mention that if the killer has Dying Light, obsession is not affected by it. That means any game where you see yourself as DL obsession you should be rushing gens. DO NOT GO FOR ALTRUISM. Unless you really have to, if you try to take advantage of the altruism bonus you are just killing your team. Rush gens, let them worry about saving/healing each other. You are the only chance the team has at finishing gens in a reasonable time.
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He doesn't have the highest pick rate. He is third on the list, after Hillbilly, tied with Huntress, and only slightly above GF.
What I find interesting is that both Freddy and Billy have higher kill rates than Spirit yet she is said to be "over performing". Makes me question how the devs even came to this conclusion, unless both Freddy and Billy are also "over performing".
The second graph also proves that playing killer at red ranks isn't as bad as some people make it out to be. Even Clown has at kill rate over 60%. Freddy has a kill rate of about 77% it looks like, meaning that, on average, Freddy gets 1 more kill than Clown for each trial they are used. That's not a huge difference honestly. Say what you want about Clown, but even if he is the "weakest" killer he is still very much viable.
People saying Freddy isn't fun because slowdown... the slowdown isn't even that big. Swing Chains does 12% at max, which is a good chunk but you can counter it by waking up. Jump Rope does 9%, which is basically like 2 stacks of Thana (and again countered by waking up). Sure if he combos it with Thana and Dying Light it would be strong, but literally any killer with Thana and Dying Light will slow the game down immensely.
I can never get how people say a killer is "boring" to play against. I see this as a cop out. "I don't like losing to this killer, so I will call them boring and not try so my ego doesn't take a hit when I lose, as I can just say I wasn't trying." Like wow, gens take an extra 8 seconds to do. So boring right? Know how you beat the slow down stuff? Double up on gens. Resil/PT. Toolboxes. If you wanna call something boring, call the player boring for doing something that is ACTUALLY boring. Like going AFK. Or playing like a bot. Don't just call something boring because you don't like it.
By this same logic, killer can say it's "boring" to get gen rushed or looped at shack or something. If you are killer and honestly feel that way, you should probably find another game because that's pretty much how the game was designed.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/866185#Comment_866185
Like most stereotypes, its application to reality is non-existent, as you have just demonstrated.
It's not a stereotype dude. It's an observation of what a typical NOED user does. Of course there will always be exceptions, but better to err on the side of caution if a killer never relents in a chase.
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No it isn't.
1) Good survivors can still plow through gens and do all 5 totems really fast. My SWF can do 5 gens and 5 totems in under 5 minutes. It's not going to slow us down at all.
2) Ballsy survivor will rush gens anyway and then find NOED right away. They take the risk and will just rush to the gates. Even if someone goes down to NOED, so long as it's not death hook, survivors can easily scour the map for the totem and then make a BT rescue out the gate.
3) Bad survivors will rush gens, ignore totems, then just leave when the gate is open. You might catch one of them, two if you are lucky, but in most cases they will just leave. The game didn't slow down at all and you only got 1 kill for it.
Long story short, NOED is not a very good perk. It can be useful if you have a particular build, or get a particular map, but at the end of the day it's really a bad perk.
Ruin is good against majority of survivors, but good survivors with either rush gens anyway (because we can do great skill checks) or find the totem super fast.
Pop and Dying Light are the best alternatives to slow the game besides Ruin. The catch is they require you to catch survivors and get hooks. Pop can help you lock down the last 4 gens. Dying Light will start to really hit hard at about 4 or 5 tokens. A good killer that can catch survivors reliably will have way WAY better success with either or both of these perks than Ruin or NOED.
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@Volfawott said:
I feel like a better give away that someone has no one escapes death he said they're not too concerned with generators.
They'll usually not kick generators even if they are close to completion and they have the time.
Another thing they will often do is not really patrol generators. Basically if somebody gets unhooked they'll usually go straight back to the hook rather than focusing on people doing gens.
Most people who use no one escapes death (I mean actually use it not just have it to cover up a bad play) tend to want the generators to be completed especially if they're running an endgame build because if the it doesn't hit endgame the whole setup kind of a waste
While this may be true, even if you are running an end game build it is a bad idea to ignore gens completely. Like, you might not have to go out of your way to stop them but you do want to stop them when you can. Even the strongest end game build is a HUGE risk to the killer, because they are putting all their eggs in one basket. If you get a bad totem, or if survivors are smart and don't open the doors right away (for Blood Warden) they effectively gut your entire build. You shouldn't be forcing end game, you should be playing normally yet prepared for end game. That is a much wiser decision, one because you don't know how end game will actually play out (and if it goes badly you have 0 room to recover) and two to hide the fact you might be running NOED.
This also kind of plays into the "tunnel vision" I talk about since they will ignore basic killer function to chase. Also going right back to a hook is the classic tunneling we all know and love, so that fits my description too.
Basically if the killer acts like they don't care about anything but killing one guy before the last gen pops, that's a NOED.
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@DWolfAlpha said:
There's the possibility that these players play like this regardless, which consistently leads to an early end game. So they equip Noed instead of evolving their gameplay.
Yea, classic "chicken or the egg" problem. But either way, it's the signal they have NOED is my point. If they refuse to let the survivor go and do something else, that's a NOED gamer.
Additionally, if they ever lose the survivor you can see them visibly flustered trying to find them where they were last seen. It's like they can never accept they were outplayed by someone else.
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@VolantConch1719 said:
https://forum.deadbydaylight.com/en/discussion/comment/863979#Comment_863979
Akito's Crutch reads "The crutch used by Kazan's son after falling from a tree."
The Child's Wooden Sword and Blackened Toenail add-ons also mention Akito. And the Cracked Sakazuki add-on reads "A cup from Kazan's wedding ceremony". (And if anyone is wondering, I have this information written down.)
Oh so maybe he is her great etc grandfather.
Hard to imagine someone as sadistic and ruthless as Kazan having a kid. His wife must have been Fiona.
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@VolantConch1719 said:
https://forum.deadbydaylight.com/en/discussion/comment/863136#Comment_863136
Renjiro is the first Yamaoka. The Splintered Hull add-on is from the ship he was on when it sank. The first Yamaoka was a shipwreck survivor. Either the Yamaoka family is just really unlucky, or this is confirmation.
It's Kazan's relationship to Renjiro we need to figure out (I'll figure out where they fit into the timeline when they actually come out). Renjiro's Bloody Glove states "The glove Renjiro held to his sternum following the strike by his son." Kazan fought against his father. The thing that complicates this is that Kazan struck his father in the head, not sternum. But I don't know why this add-on would be important to Kazan otherwise. So, again, unless the Yamaoka's are EXTREMELY unlucky, Kazan is the SECOND Yamaoka.
So, distant ancestor = Yes. First Yamaoka = No.
And considering that he died with no mention of a wife or children probably means that while he was the first son of the first Yamaoka he probably wasn't the ONLY son.
So to Rin, Kazan is like her great great great grande uncle.
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@Kwanghyun said:
https://forum.deadbydaylight.com/en/discussion/comment/862663#Comment_862663
Thing about Clown though is, he’s a fat pile of trash. His power is useless and harmless, you need exchaustion and extra slow down to make anything out of it. And even than you’re probably lose because...you know it’s Clown. Compared to the way how D-strike and the overly buffed borroved time works, these mid tier add-ons are nothing. Nerf those first and than complain about pitty stuff like these.
I'm all for buffing Clown to make him a stronger killer, but let's face it... his exhaustion add-ons are BS. It takes no skill on his part to actually inflict exhaustion, unlike Huntress who has to hit you with a hatchet or Pig who would have had to catch you first. It's just really lame.
Either increase the timer and make it so you need to land direct bottle hits, or severely reduce the timer to like 5 seconds or something as a means to force the survivor to walk during a chase to gain back their exhaustion.
