xEcoLog1cDuk3Xx
xEcoLog1cDuk3Xx
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1859211#Comment_1859211
The consequences was the killer was playing 1v3. The consequence was the killer seeing your aura, and if it was a burning totem rushing immediately over to push you off of it.
Get over yourself.
... big dumb moment?
It's still a 1v4 during the match. It's just that 4 gens aren't immediately done in the first 5 minutes of the match because there's a secondary objective in play (which is healthy for the game) and if Survivors choose to ignore the secondary objective they will be massively punished for their mistakes in the later stages of the match. Also, the Aura reading part of the perk isn't that big of a deal, it just gives information on where someone is and can't be utilized to it's fullest potential as maps and the killer power in play are a factor.
Like I said in my earlier post. Totems spawn next to pallets, windows, generators, and inside some loops (forgot about this one).
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"Press F to pay respects"
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Can't wait to start slugging as Spirit with Knockout while using NOED because rather than allow killers to get value from their skill and knowledge mid-game that makes them feel rewarded. Just give the most unfun, uninteresting, and boring role to play which is Survivor more leeway and control over how the match plays out.
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Survivor mains apparently found it hard to find Totems spawns next to pallets, windows, and generators. Then holding a button for 14 seconds with no gameplay elements (i.e. no skill checks) and no consequences when cleansing totems.
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@HollowsGrief said:
I'm gonna be honest: if you needed this trash perk combo then you aren't any better than the survivors who run DS/unbreakable nonsense. Now if they would kindly UNNERF pop I'll be happy.
I really don't understand this mindset of Ruin+Undying being on par with DS+Unbreakable. It's not, you use Undying to get value from Ruin. Which is basically using 2 perk slots for the use of 1, also RNG plays a huge role in how the combo works. While DS+Unbreakable is consistent and the perks are pretty strong on their own but when combined makes you nearly invincible for a minute which is unhealthy for the game, since slugging is on the rise. There's going to be a surge of more Unbreakable usages.
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As a player who played Wraith back in 2017-18, with this minor update he's still crap. I feel like the Wraith needs an actual Rework similar to The Doctor rather than a buff that will do almost nothing. The Doctor got an extra ability to his kit with some add-on changes/tweaks and number changes to the main ability. I feel like the extra ability should be tied with The Wraith's "Archive lore" where he got caught up in flames and burned that will work similarly to Pyramid Head's Rites of Judgement.
Also, Clown is still gonna be the "Worst" killer in the game as he's still an M1 Killer that has no map pressure and the weakest anit-loop. The increase movement speed from the second set of bottles is weird and I see no value from it as of now.
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You would not be saying this if you face good survivors every 2 matches or on playing on EU servers.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1793702#Comment_1793702
Actually they released stats from all ranks and then red ranks only.
And from my own personal experimentation, I can very easily get consistent 4ks as Freddy using a single brown add-on (Sheep Block). He needs toning down.
I hope that after him they take Spirit, but the buffs to Clown, Wraith, and Demo boost them up into the meta instead and they don't touch the Huntress' basekit (Except her hitboxes), just her addons.
Once again Nerfing Killer's kits are the solution to "fixing" the game, I could see add-on changes or reducing the length of the slowdown from the bloodpools but if it's a straight up removal of one of his abilities or replace it with something weaker, then NO. Not to mention we got to take into account of Survivor's skill level and maps that are being played.
Also i'm pretty sure Tru3 pointed something out this in the past along the lines of "Survivors are killing themselves against certain killer, in order to get them nerfed".
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/1793672#Comment_1793672
untrue, old Freddy had some issues that needed tweaking but nobody complained he was unfun to go againt, only that he was weak but I had a blast playing him.
"Yes, as a Killer I enjoy not being able to hit survivors after I use my ability for 1 second then waiting a additional 7 seconds, I enjoy a power that doesn't have any skill or gameplay, I enjoy being mindlessly pallet looped by Survivor without being able to do anything."
"Yes, as a Survivor I enjoy doing basic game mechanics 50% slower, I enjoy having my Aura shown to the killer at all times, I enjoy purposely failing skill checks just to get out of the Dream World."
This just speaks volumes of you having no idea of how to play old Freddy, think of Freddy as Plague, you chase a survivor, you see some others on a gen, you hit them with your power and move on, they now have to adress this, that is gameplay, and if you ahve trouble being looped...well again that is just you not being good enough at the game yet.
As a survivor I did enjoy not really knowing were freddy is and once he got me with his power I had the room to run to some area of safety, then you try to avoid him and run up to a gen to get rid of it again or a survivor, but heck this is actually still in play so you just dont like freddy and frankly dont seem to enjoy the entire game.
I could make this same senseless argument about any killer in the game:
"yes, as a survivor I enjoy working on a gen only to have a hatchet hit me in teh face from across the map"
"yes, as a survivor I enjoy being one shot by a man with a big stick after he hit me once I bled all over the place"
"yes, as a survivor I enjoy (insert anything that remotely makes your goal a little bit hard aka the gameplay)"
The whole "You don't know how to play certain character" is very flawed and is a poor excuse of saying I know how to do this correctly.
The way I played old Freddy was I pull the first Survivor I see into the Dream World, if I see more, pull them in as well. Chase the survivor as a M1 killer, hook them and repeat the process. (Which is what everyone else pretty much did)
You use 1 of 3 sets of add-ons; Decreased Dream Transition time, Extra Slowdown penalty and Decreased Skillcheck odds. His old design was more late game rather than earlier or mid-dame, not my preferred playstyle but still got the job done.
Also my examples didn't describe the prime issues of Freddy's old design but gave you a brief picture of way he wasn't fun to play as/against (mainly as).
Yes, I agree with you on the fact I don't enjoy the game as much I used to back in 2018 and 19 because of weird decisions from the devs and obvious favoritism.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1793505#Comment_1793505
It's less people crying freddy op more the devs have stats showing he has an almost 3/4 kill rate on average each game. Significantly higher than all other killers and he's maintained this position for a year. He is legitimately overperforming and does need a change.
This is coming from a Freddy main; he's doing far too well. I'm actually kinda excited to see what happens.
Once again, the stats that are released by the devs don't tell you the whole picture. For a matter of fact I guarantee you that 90% of those are from red renks. As killer main, i'm afraid that every good killer is getting nerfed because of a kill rate that doesn't tell you a whole lot.
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@jotaro said:
https://forum.deadbydaylight.com/en/discussion/comment/1793505#Comment_1793505
Lmao, it's a known fact that Freddy is overperforming. And that thing you said about survivors crying "killer OP", sounds kinda like killers complaining "DS op SWF OP nerf survivors" instead of adapting. Killers are way more whiny on this forum than survivors. Maybe instead you should adapt to the nerfed freddy?
Did I ever say DS or SWF is "OP"? Seems like you misinterpreted my actual point, granted they're annoying but nothing game breaking. Also describe "overperforming" by that you mean Kills, Hooks or Chase length? Kind of hypocritical you tell killer players to adapt even though they adapted to 30 pallets every map back in 2016-17, how unfair old DS and BT were, old BNP's and Instaheals and the Old Hex: Ruin nerf...
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@BioX said:
I want old freddy back, that is what i paid for, that is who I enjoyed playing, new freddy is just so freaking braindead and boring its pathetic.
Already mentioned what they should do:
bring back old freddy,
no more falling asleep automatically, no more clocks on the map to wake you up, no more bloodpools or fake pallets,
but he can keep the gen teleporting for mobility,
Freddy gains his old absence from the map if you are not in the dream state
gains his old distance dream inducing ability
gains the new feature that during dream transistion survivors actionspeed is reduced to almost nothing so in all 99ed cases its best to abandon what you are doing and run.
done and done, old freddy back, buffed still, has mobility, good times for all
Old Freddy was just plain bad and not fun for both sides.
Yes, as a Killer I enjoy not being able to hit survivors after I use my ability for 1 second then waiting a additional 7 seconds, I enjoy a power that doesn't have any skill or gameplay, I enjoy being mindlessly pallet looped by Survivor without being able to do anything.
Yes, as a Survivor I enjoy doing basic game mechanics 50% slower, I enjoy having my Aura shown to the killer at all times, I enjoy purposely failing skill checks just to get out of the Dream World.
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Graphics
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Won't not recommend it to new-comers/players as the grind and gameplay experience is bad and if there's a sequel after 100 new Survivors and Killer's worth of DLC has finally died down, the community should be more involved.
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I mean the main part of The Legion's ability is to "Stab You" (The first Legion nerf removed the ability to down survivors with the Power, which is just plain dumb. If my ability is to stab you, then it should down you as well.). The main aspect of Legion's ability is still there, just not the increased Movement speed.
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@ALostPuppy said:
Or remove the aura reading entirely because it's entirely unnecessary? That's the only need it needs, the aura reading on top of the already super strong effect is stupid. If you want to defend your totems run Thrill.
That response is basically saying remove the 5 second stun from DS. Killer's have to respect every Survivor that's downed after being unhooked, not many killers get stunned from the perk anyways because they wait out the 60 seconds or slug. (Can't imagine myself playing the one side that isn't unique or interesting)
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@Terra92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1793512#Comment_1793512
Oh god could you imagine just a black screen for thirty seconds?
I think it'd be a great perk if it just didn't show you anything important on the field, as if it was a blank map. Totems, gens, teammates, pallets, the Killer, hooks, chests, the doors. It's all missing. That might be a better debuff for Oblivious, though.
Maybe just darkened edges of the screen, less FOV in that sense. Maybe blindness wouldn't allow you to see past 12M or something, like an old Silent Hill game.
I like the idea. After all this is a horror game, hell even make it a game mechanic.
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I still get my 2x bloodpoints.
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There are less pallets on BS maps...?
Oof
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Wait a minute. There's actual gameplay and skill that's required from the Survivor's on Ormond, that's amazing.
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Bring a Ebony mori or Noed, maybe both.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1793505#Comment_1793505
Guy, do you really think is fair a killer that hits you 3m from you and a passive power that makes you run 45secs to be asleep for 60secs?
I'm pretty sure there are Killer lunges that are far worse than Freddy's (I really don't see the issue besides latency). Examples: EW3 Myers lunge, Legion's extended lunge and Spirit's lunge boost when she comes out of the power and swings. Also a passive ability that's tied to the Killer's power and game mechanic? I'm pretty sure Survivors have a stronger passive ability, it's called the "Obsession".
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@wisdomwielder said:
Simply give survivors a perk notification when they are within range of it's aura reading. (Like Leader)
This would undoubtedly make totems easier to find, but the trade-off is fair since it may just end being the wrong totem. This may also cause a new discordance situation (wherein the first tier of the perk is better than tier three since it has shorter aura reading range, so something may need to be done about that, or you could just possibly make the notification a fixed distance)
Overall I think having this small downside is a fair trade since the perk is so powerful. Yeah, you might lose totems faster but the perk is still doing its job. And this could even create some additional synergy with haunted grounds.
As a killer main, I'd be okay with this change.
You need the game to hold your hand as a survivor even more???
That system is very flawed and not a bad idea on paper but is poorly implemented by the devs. Here's a good example of a perk that does this. (This is just 1 of many examples)
Hex: Devour Hope literally tells you "Hey, I'm a threat now. Just wanted to let you know" when a 3 killer reaches 3 stacks for instadowns. Even though you down a survivor with Billy/Bubba Chainsaw, Huntress Hatchets, Demogorgon Shred attacks and Pyramid Head's Punishment of the Damned and other power based Special Attacks.
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You literally have all 4 perk slots based around generators with that combo. With Ruin and Undying you only lose 2 perk slots.....
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I mean, the status effect could be good if it did what it's labeled as.
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@lazerlight said:
How we feelin' Freddy stans. Your precious killer is finally gonna get the nerf he needs 🤭🤭🤭
I forgot, wasn't freddy deemed "OP" by Survivor players with less than 2k hours because he was able to see their Aura's through the power??? He finally got a power and add-on rework 1.5 years later and he was mediocre at first, then killer players figured out how to play him effectively. Now survivors are back to crying about "Killer OP" rather then trying to adapt to the killer...?
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You're the killer. You make the rules and how you want to play. No survivor rules matter, all that does matter is what makes you win. Every salty comment from a survivor tells you how good you did your job, keep it up.
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1/8 of your total boldness bloodpoint category is filled up?
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I believe when it came to nerfing Nurse, Spirit, Old (The Superior) Ruin and now Coup de Grace. One of the devs mentioned that survivor players make up around 80% of the player base on DBD aka the majority.
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Here's the Pro's and Con's of Both perks.
Adrenaline
Pro's: 5 second Sprint burst and Heals you 1 health state.
Con's: Can only be used after the last generator is completed.
Spine Chill
Pro's: Gives you information if the killer is coming your way, gives a speed boost to everything you do and can be used in chase.
Con's: Lol what cons.
Now choose wisely.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1781880#Comment_1781880
But would the length of chases be so long if maps were balanced?
I agree bloodlust is a necessary mechanic, but only during the current balance state of the game. Primarily due to the speed of gens, and how unbalanced some loops are.
It's not that maps are unbalanced but the fact that most killers that aren't anti-loop can't do anything at tiles such as jungle gyms, long short walls and 4 lanes as well killer shack. Those tiles ae ultra safe and have no counter-play if the player knows how to use them correctly also RNG plays a huge factor on how the match is going to be played out.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1781935#Comment_1781935
I assure you it can be quite game breaking. It will sometimes prevent you from double blinking or outright stop you from blinking period. Does becoming the slowest killer in the game without a power sound not game breaking to you?
That's just one of her many bugs. We could seriously get an entire patch dedicated to her bugs alone and we'd still probably have some left over. But we do need that one day BHVR :/
As an old Nurse main I know what you're talking about when you can't use your second blink that's caused from dedicated servers. I mean playing Nurse in 2020 is a far fetch. Her design is outdated and it's proven by the devs, when it comes to new/reworked maps they don't take the Nurse's ability into consideration example pre-patched Midwich and PTB reworked Bloodlodge.
Also having no ability as the slowest killer is a game balance issue not a bug issue (:
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I thought they got the Legion design from Deathgarden?
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Isn't Survivor way easier to play than Killer...?
Whenever it comes to game balance the first thing that's looked into are killers, example the devs looked into bloodlust because some low level players are saying it's OP but they didn't even bother looking into gen speeds after they increased gen times by 10 seconds 4 years ago.
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It's more a personal issue than a game issue. Its a bug but nothing game breaking.
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The first nerf he got was because of players complaining that it's OP and the second nerf he got reasonable from both sides as it was a catch 22.
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Death Slinger IMO is a good and balanced killer. You need some time and practice to play him effectively and he rewards you for being good or having knowledge. His drawbacks are bad design maps/tiles and if he misses he loses distance.
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I mean the whole game is pretty much under a plasterfix with Perks, Add-ons and Game Mechanics.
Perks such as "Borrowed Time" and "Decisive Strike" are supposed to be anti-tunnel, in order to fix the whole "tunneling" situation but encourages bad play from the survivors because of how badly designed they are ie low requirements and high rewards.
Add-ons are just fixes to how badly designed some killer powers are. Killers that are add-on dependant in order to play them and have fun (At high level) are bad design from the get go and need to be looked into such as Trapper, Wraith, Nurse and Clown.
Game Mechanics such as Bloodlust are ok, the idea is supposed to "fix" the length of chases but it's contradicted by many factors.
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It's not that I don't want to play killer, it's whether I'm ready to take in more BS.
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LoL. Honestly I agree with you, they can say alot but not keep any promises. BUt wR'rE On A tIGht sChEduLe, NEw dLc eVerY 3 mONthS.
I feel like if they did a poll, where it was New content (DLC) or Game health updates for a whole year. The poll will speak since they only listen to data rather than feedback.
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I'm surprised you didn't use old Hex: Ruin as a example of a killer crutch.
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Both sides are entitled to their opinion it's just comes down to a matter of which side can do the most BS.
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Most of us can agree that PTB Legion (without Frank's Mixtape) was the most fair version of Legion for both sides.
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Nerf an add-on that lets you see the survivor for 6 seconds if their within a 16 meter range of you but don't question a perk that allows you to see the killer (pretty much) across the map at all times. Fun, fair and interactive.
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Ayyy-Lmao. Hex: Undying has only been in the game for the past 16 days. Where Decisive Strike, Borrowed Time & Unbreakable have now been in the game for the past 4 years and still are an annoying issue. But when there's that slim chance of killers being good, all you do is complain to BHVR for more killer nerfs
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@unluckycombo said:
https://forum.deadbydaylight.com/en/discussion/comment/1638581#Comment_1638581
I mean, to be fair, a lot of their 'counterplay' is more so from sitting on gens and playing stealthy. And doing that usually requires certain builds and a lot of coordination between Survivors to get gens done quickly- which solo queue doesn't have, and that casual SWFs really just don't care enough to do. To add to it, there's a lot of complaints about how 'boring' it is to play against stealth (to the point where people will literally bring moris for Blendettes), so it really becomes a 'screwed if you do, screwed if you don't' situation.
Plus, it does take what a lot of people really like out of DBD- which is chases. Maybe it's just what I've seen, but a lot of players like the fair loops and mind games. Survivors like being able to outplay the killer because they played smart and not just running in a circle around safe loops all game- just like how killers don't want to hold W against a safe loop and would probably rather try to do some mindgames at something like an LT wall. Killers like Spirit and Deathslinger usually take that part out of the equation for survivors if the killer player is decent. (Or in Deathslinger's case, also if he isn't at high walls.) Just like how a survivor used to be able to run infinites and not be stopped, a good Spirit or Deathslinger absolutely decimates the 1v1, and even a good Survivor can't do much about it without support from their team.
Honestly, I don't mind them- I find Spirit fun to play as and against, and I find Deathslingers frustrating purely because the ones I like to face have a tendency to tunnel (and it always happens on games I dont have DS on...), but they're not bad or unbalanced. I could definitely see why people would complain about them though.
I get where you're coming with the many statements you used but let's be real this is BHVR that's in control of what does and doesn't happen. I understand why many people find it frustrating to play against Spirit with green add-ons + Stridor as well have Deathslinger shoot over/between loops but statements like that don't debunk the fact that Spirit and Deathslinger have counterplay in chase. In the 1v1 they're pretty strong but the game is 1v4, like you said the best way many people play around those 2 is if the survivors do the OBJ. The game right now is in a bad state where gen speeds are to fast and in turn killers will slug, tunnel bring mori's with noed and then on it's a back and forth with which side can do the most BS.
Granted "the chase" is fun part of the game but the only ones having fun are the survivors so in turn many killer players gravitate towards the stronger killers i.e. the best, high tier and potential to win as the game isn't designed around top play. 9/10 many killers rely on the survivors to make a minimum of 2 mistakes (per chase) not to mention most of the maps have way more safe and god pallets/loops than mindgame-able pallets/loops. In today's day and age in DBD it doesn't matter on how long 1 survivor can be chased, it matters on how fast the gens will be completed.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/1638581#Comment_1638581
Spirit has no counter play tho
Another flawed argument of "Spirit has no counter-played" in terms of counterplay like what do you mean?? You loop the spirit around BS loops until you (the survivor) drop the pallet/make the mistake or you're supposed to see/know everyone of her movements and what she's doing in chase.
All I can say is play Spirit yourself and you'll understand that she's not OverPowered as many people claim she is. She's a killer that requires knowledge over survivor routing, tiles and the map. She's not a killer you can just play 1 game and be a god with her instantly. I'll redirect you to this video of Tru3 counter-playing the Spirit.
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Freddy is in a good state right now. He has Anti-loop, Map presence & Passive slowdown you can get any better than that not to mention he gives many indicators of what he’s doing i.e. placing
snares/pallets, teleporting to generators and when you’re about to fall asleep as well if he has rope add-ons. Freddy is the perfect example of what a modern day killer should be in terms of power(s) and tools.
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This is just another case of survivor players refusing to learn and adapt their play-styles to become better players.
Both Spirit and Deathslinger have similar counters. They’re both 110%, if they don’t use their powers correctly/effectively then they are 110% for XX seconds.
Dropping safe pallets early in chase will 8/10 times force them to break the pallet as well windows hard counter Spirit while Deathslinger has a 50% to get a confirm hit.
(Also I can never see Hag being on the same level as Spirit and Nurse but not better than Doctor, Freddy, Pyramid Head & Blight)
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Remove the one thing that prevents 3 minute chases and infinates. Even though it's seen a major nerf
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Spine chill tells when a killer is coming and severely hinders a stealth killer