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xenotimebong

xenotimebong

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  • @Thatbrownmonster said:

    Like godamn 3 matches and I am allready facing toxic red rank swf

    I thought the rank reset was supossed to mix a bunch and help me get the adept achievements

    Not put me against red ranks?

    Because rank reset now puts you down just a few ranks, so people who were rank 1 will be rank 5 and it’s trivially easy to rank up as survivor, especially if you play in a SWF.

  • In addition to what everyone else has said, in my experience Freddys are the most toxic killers. If I get slugged and left to bleed out for the full timer for no good reason, it’s a Freddy. If the killer hard core tunnels one poor guy who did nothing wrong at 5 gens, it’s usually a Freddy. They’ll slap you on the hook, camp, nod at you on the ground, and then if anyone escapes, they ######### about “gen rush” or “no skill survivors” in the end game chat.

    Not all Freddys do this obviously. But enough of them seem to have anger issues they take out on people in the game that I dread every match against him now.

  • @CasualConsolePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211541#Comment_1211541

    So it's DS and unbreakable. Survs can have 10 second chance perks but killer can't have 1 which can be easily avoided

    What do you mean “can’t have”? The perk exists and you’re free to use it, and the devs obviously have no plans to change it. Some people in this game will moan at you for using it, but there are people who will moan about almost every single perk.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209588#Comment_1209588

    You stop playing survivors because you cant bring EXTRA items?

    Jeez....

    Not the person you quoted but it’s more like... for example, if I’m trying to do a tome challenge for healing, and I bring a medkit with some add ons, and then I go against a Plague... I just get punished for not being psychic enough to know which killer I’d face. I can’t use my item or my add ons, which would be ok, except that I lose the add ons I couldn’t even use, meaning I have less for the next time I try.

    As add on dependent as killers are, at least we can use the add ons we pick.

  • @bendermac said:

    I'm not arguing that the add on is really strong. But how many times do you actually encounter this add on in a game? The last 5 weeks I only saw it once as Survivor (Red Ranks) and only used twice myself when I played Huntress (Red Ranks). I asked friends whole only play SV and even they said that they encounter this very rarely.

    Even strong Huntress players like @ScottJund said they rarely use the add on because it's so strong. So stop bringing this add on up. If the devs really decide to nerf it, we are in for very annoying time, because all Huntress player will use their stockpiles. Myself has about 70 of them and about the same belts to run 3 hatchets.

    On the other hand, just because a Huntress uses the add on, it doesn't mean they will have an easy game. You still need to hit those hatchets ;)

    Just saying

    You know, before the nerf to med kit syringes I didn’t see them that often either. A few times here and there, but for the most part I would go a pretty long time without seeing them. Does that mean they didn’t deserve to be nerfed? No, because they were extremely frustrating to face and completely unbalanced.

    Something being uncommon doesn’t mean it should stay in its overpowered state. Iri head Huntress is uncommon because she’s one of 19 killers and it’s one of many add ons. That doesn’t mean it isn’t completely unbalanced and in need of a change.

  • @DarkFox85 said:

    I made a thread about Kindred addiction a week or so back and it got a good response. I even went so far to say it's the only S-Tier survivor perk. I really think Kindred should, nay, must, be embraced by solos like us. Its just that good.

    100% agreed. I think the buff the devs gave the perk was amazing - the info it gives you as a solo survivor is invaluable. Definitely one of my favourite changes they’ve made in the last... forever, haha.

  • @johnmwarner said:

    So I have been playing with one of these perks for a few months now and when I try to remove them I really feel the lack of info.

    When I use bond I feel confident without a medkit because I’ll be able to find a teammate.

    When I run Kindred I know I do not waste time going for saves when someone else is headed there already so I can stay on gen.

    Any suggestions for learning to go without?

    Just embrace the addiction! I run at least one of these perks about 90% of the time myself, and when I take them off I end up dying way more often so I figure they’re worth the slot.

  • @CornMoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207997#Comment_1207997

    I’ve played console dbd for 2 years. I never Freeze or anything like that, I get frame drops when I play Freddy though but I don’t even like playing as him anyways. The one tingle I’m worried about is the mass increase of SWF on console because of pc players

    A lot of people do though. The game freezes briefly when someone opens a chest, the killer gets bloodlust, or a status effect like Mangled is applied to a survivor, to give a few examples. It can ######### you over pretty badly.

    I used to play on PS4 exclusively for a long time, then bought a gaming PC at the start of the year and the way it runs is like a different game.

  • @ATJude08 said:

    If BHVR were to add crossplay between platforms into the game, what would be the main issues with balancing between console and PC players? There are obvious things like PC nurses and huntresses, but other than that I feel it’s mainly just different play styles without much more imbalance than is in the game already - what do you think?

    The vastly different levels of performance and some customisation are the biggest issues, IMO. I own the game on both PC and PS4 and the performance on PC is fine, but on PS4 it’s awful as both survivor and killer. Frame drops and random freezes mean you’ll get hit when you shouldn’t or miss hits you should have landed. And no ability to customise the graphics settings will give PC players a definite advantage.

  • Yeah, key escapes can feel pretty bad. Similar thing happened to me yesterday - I killed a guy with a key and someone else, two survivors were left, both on death hook, I knew they’d try to grab the key and go for the hatch but they beat me to it by a split second and got out. Lucky.

    It’s just one of those things you have to deal with. This game is so heavily swayed by RNG, perks, items, offerings, maps and just sheer luck that sometimes it feels unfair, but it goes both ways. Sometimes luck is in your favour and sometimes it’s against you.

  • I don’t understand why these changes are either complete garbage for killers or for survivors. They’ve made tiles and structures in the past that have a decent balance whereby good survivors can use them well, and good killers can mindgame and get hits. Were they just flukes?

    Most reasonable people don’t want a stomp for either side, or a brainless free escape with M1 / brainless free hit with M1. Give us balance and opportunity for both sides to win.

  • Your mistake was failing to play around a very common survivor perk. Understanding the tools that your opponent has (or may have) and reacting accordingly is an important part of doing well in this game.

    For example, as a survivor you should always assume and try to play around popular killer perks like BBQ, NOED, A Nurse’s Calling, etc. because if you don’t, you’re liable to pay for it and give the killer a chance to snowball.

    Same with killer. Always assume DS, Unbreakable, Dead Hard, etc. and play accordingly. There’s counterplay, so use it. The game will frustrate you less.

  • It’s not just you. Dedicated servers were supposed to fix lag switching, but unfortunately because of the way they’ve been implemented it’s now easier than ever to do effectively the same thing by using a VPN to join a distant server. And survivors can’t do anything to avoid it because there’s no indication of killer ping in the lobby, and now you get slapped with a disconnection penalty if you wanna quit. Pretty good job so far.

  • @Dolls said:

    What can you push on nintendo switch?

    Whatever the sprint button is, the one you hold down to run. That should stop people from interacting with you.

  • @cipherbay_ said:

    I had a match today in Badham Preschool where i killed two survivors and the last two just hid, no gens were touched, no chests were open, no totems were broken, they legit were able to scout me out and hide so well that crows would not prompt because they were always moving. This went on for over 10 minutes and i was finally able to find one.

    I suggest having the devs implement something that limits survivors from doing absolutely nothing. In Identity V, a survivor can hide for X amount of time and if they do not do any objective ie. Cipher,Chests,chairs. The hunter will get a notification to get the game going.

    Thoughts?

    Do you play with headphones? It’s hard for survivors to stealth around for too long at the end of the match if you keep an ear out; you’ll hear breathing, rustling grass, footsteps, etc.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1203664#Comment_1203664

    Oh yeah, Self Care is the best killer perk to fight gen rushing because gen rushing isn't a current issue.

    A+ for effort.

    I use Self Care, I'm a solo player and I don't like relying on others to heal me, and I'm not going to spend 30 seconds looking for a totem, 10 seconds looking for a locker and an extra 8 seconds healing in the locker.

    I'm Rank 1 at the moment, and you know what they say

    https://us.v-cdn.net/6030815/uploads/770/L4CDLTDZKR5S.png

    And it's working for me.

    You don’t need to spend 30 seconds running around looking for a totem, lol. You load into the match and run to a gen, and like 90% of the time you’ll see a totem on the way. Cleanse it and then your Inner Strength is prepped and ready for when you need it.

    You also don’t need to spend time running around looking for lockers since more often than not they’re near hooks. Get unhooked, enter nearby locker for a few seconds, heal, back to playing.

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202732#Comment_1202732

    That doesn’t even make sense. You’re not punished. You’re slugged. Which is a game mechanic. If you want to counter it, bring Unbreakable. Or get better at not getting downed.

    you think killers enjoy having to slug to ensure a 4K? It’s the hatch mechanics that cause this. Killers don’t enjoy having to leave someone on the ground either. Because it’s easy for them to be picked back up by someone else.

    You know, you don’t have to slug for the 4K. There’s nothing forcing you to do it. It’s boring, like you acknowledge (nobody wants to do it), and half the time you find the hatch first anyway if you don’t slug. I stopped slugging for the 4K a long time ago and I wouldn’t bother wasting my time doing it now. Just let the match end and move on to the next one.

  • @caz_ said:

    the new patch will make "looping" pretty much not a thing anymore.

    the fact that now every map will have in the future just 5 pallets and will be very small i think its time to play immersed again. the time is over with playing aggresiv as survivor!

    first we make sure we have a claudette with a dark outfit we call them "blendettes" this is very important for hiding in bushes, bushes are known as claudettes natural habitat. also when you make it even harder for the killer you're free to use a mcmillian offering its the darkest map.

    our first perk will be urban invasion a very important perk for the new meta. everytime we hear the heartbeat we will urban in the corner and blend with enviorment and let the killer search for us for 2 minutes and waste time.

    BUT because killers can hear the breathing of survivor from a mile away we need to equip Spine chill so we are prepared for the killer.

    and the last 2 perks i suggest is using self care with iron will. because we will always go in the corner and self care for 60 seconds and iron will helps to not make noises.

    i hope the devs also make sure to change the boldness emblem so we actually get points for sneaking around the map for 5 minutes without getting caught!

    and the last thing is we wait till the devs decide to punish and nerf immersed gameplay.

    good luck

    You forgot one thing in your list of perks: Doctor is the anti-stealth killer. So once full immersion becomes meta, Doctor will become top tier and Calm Spirit will be a must pick perk to ensure total stealth. 😉

  • He looks meaner. :c

  • This would be too overpowered, and would encourage BM.

  • I can’t wait for the new Blendette with purple mist, Urban Evasion and Sprint Burst meta. Playing 20 minute matches of hide and seek against immersed survivors who avoid chases because there are no pallets left will be fun for everyone.

  • @finitethrills said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201701#Comment_1201701

    It absolutely matters how the game is designed. It cannot be balanced to be all things to all people. That leads to the messiness we have now. If you make a racing game, you make it about racing. You encourage people trying to win races. You don't start balancing around people who pull into the infield and start doing donuts.

    If they want this to turn into a super casual party game, that's fine - just make games be vs bots, whichever side you're playing. Or something equally ridiculous where the killer cannot actually kill and just amassed points for how much they delay and harass Survivors.

    If they want it to be a pvp game, then it needs to be arranged around people attempting to WIN. It can be tempered by people who don't have or aren't using the absolute optimal builds and strats, but it cannot be tempered by people who ignore open doors so everyone can go die around a single hook together.

    This game was designed as a spooky horror game, but nobody plays it that way. If the devs tried to balance the game around scared, immersed survivors it would be ridiculously imbalanced, unfun and at odds with how the vast majority of people play this game.

    I’m gonna bow out of this conversation anyway because we’re talking past each other and I don’t see it ending in any other way than agreeing to disagree. You’re talking like survivors throwing themselves at camping killers is a common occurrence, and that’s not my experience at all. It happens, but the vast majority of matches ARE people playing to win, and I believe the stats reflect that. But there’s no way to prove or disprove how common it is so I’ll just leave it here. Thanks for the civil discussion.

  • @finitethrills said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201358#Comment_1201358

    It's makes them inaccurate because the game isn't designed around intentionally throwing the entire match for a single unhook. There is a big difference between a survivor dying to a mistake (ie going for that one last loop without realizing the killer is too close) and a survivor group going into a leatherface basement party with the doors open. That's not a mistake, it's a forfeiture. It's a pvp game, the "normal" play for those is attempting to win.

    It doesn’t matter how the game is designed, it matters how it’s played. The game wasn’t designed for a killer to stand there and face camp one kill, but it happens. It also wasn’t designed for four survivors to derank and then mess around and troll the killer with flashlights, DS and Head On, but those matches happen too. And killers giving people hatch, and survivors sandbagging each other, and so on and so on.

    The stats take into account every kind of game, as they should. There’s no way to cherry pick only matches where everyone is serious and only plays optimally and in a certain way, and even if there was it wouldn’t give a representative overview of the game as a whole because a ton of people don’t play like that.

  • @Almo said:

    "the static blast was added because many complained about his 'no effort tracking ability'"

    Actually, this update was not "because many complained". The design team didn't feel Static Field being passive was as interesting in terms of interactions. The Blast is now more of a choice for the Doc. 60 seconds is an eternity in DbD. In the average match, he can use it 10 times. Once it's gone off, you have some idea how long it will be before it's used again. Got a Doc who Blasts after every hook to find his next target? Jump in a locker when someone is being carried.

    Overall it's healthier for gameplay.

    Can you confirm whether the changes to the Doctor’s madness visuals on the PTB are intended?

  • @elvangulley said:

    This is why i say survivors are entitled when ruin was nerfed they loved telling people to stop leaning on it and adapt but here we are doctors tracking can be stopped by using calm spirit bit its not one of the 4 meta perks so they refuse to use they refuse to adapt

    Who are you talking to? Nobody here has mentioned Ruin and this isn’t a discussion about counterplay or killer strength. Reread the first post.

  • @Zeidoktor said:

    Whenever I see someone say "There’s still no ability to stealth against [the Doctor]." I think "Isn't that the whole idea?"

    The Doctor's whole gimmick is that, for one reason or another, he's supposed to be difficult to stealth around, so that particular complaint always feels to me like it misses the point.

    I’m not trying to argue whether or not Doctor’s anti-stealth is good or bad. I don’t mind it personally because I don’t play immersed. But it’s a common complaint about Doctor from new players, one of many, none of which were really addressed by his rework in my opinion.

  • @finitethrills said:

    Kill stats will never be accurate. All of us know how many, many 3 escape games turn into 4ks handed to the killer on a platter even with the gens done, because so many cannot simply walk out the door while one guy is left on a hook.

    You do see an occasional afk killer pushing stuff the other direction, but there's far fewer of them than there are Survivors who would rather feed killers kills than leave 1 guy behind in egc.

    Add in failed bully squads who all swoop in to flash the killer 3x before they realize they drew an actually skilled killer and they go 3 down right there in the space of 20 seconds.

    Why would these games make kill stats not accurate? Survivors throwing the match due to over-altruism or misguided attempts to bully are part of the normal gameplay. They don’t skew the stats, they’re a legitimate part of the stats. The survivors messed up their game and the killer capitalised on it, and they died.

  • @Tactless_Ninja said:

    But the point was there is a counter present. It's like saying beartraps are op because not everyone runs Dead Hard or Slippery Meat.

    And locker mileage depends on the map.

    Calm Spirit works against several other killer perks as well. Infectious Fright and Spies from the Shadows are both countered as well. And Quick and Quick is often worked into sneaky juke builds. It's by no means a niche perk or specifically anti-doctor. That's silly.

    People say to just move outta the way when Billy chainsaws at you. I'd say the ability to down the entire team inside spawn is a bigger problem wouldn't you agree?

    I’m not talking about Doctor being OP. Please reread my initial post and understand the point I’m trying to make. You’re arguing against a straw man.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201264#Comment_1201264

    "There's no ability to stealth against him"

    Unless you meant the ghosts which is valid. You'd pretty much have to force yourself into tier 3 to undo it.

    Okay, rephrase: “there’s still limited ability to stealth against him unless you run an anti-Doctor build”. They didn’t make it any “less frustrating” to hide from his power, that was my point. Before the change you hid in lockers, post-change you hide in lockers. If you’re not near a locker you’re out of luck.

  • I wish they’d just delete some of the garbage add ons to be honest. There are over 50 possible survivor item add ons, if you’re looking for any particular thing you probably have to go through five or six bloodwebs before you find it.

  • @Tactless_Ninja said:

    Calm Spirit for face tanking the Static Blast and Quick and Quiet for diving into a locker to avoid it.

    That's two counters right there to maintain stealth.

    Not sure how this is relevant to my post?

  • @Jetsallday24x said:

    A classic horror movie where the survivors are running through the woods screaming. AHHHHH he's OP the nerf this killer all of this is unfair! All of you survivor mains complaining about the changes are just upset that your skill level is going to be exposed without Gen rushing and God loops. Get good guys now we get to see who the real skilled killers are. Time to nut up or shut up

    Is there a point to this thread other than trying to antagonise people? Can’t you think of a more constructive use of your time?

  • @NursesBootie said:

    I hope windows and zanshin will just get buffed to be passive aura reading without a cooldown. Trading a perkslot to get more map awareness to learn looping seems pretty balanced to me.

    Agreed. There’s no cool down on any other aura reading perks as far as I’m aware, and it’s not like seeing pallet/window auras is some overpowered ability. Even if they removed the cooldowns and buffed the range of both perks, I doubt they’d see much more use except by new players and in niche builds.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1198316#Comment_1198316

    My point here, is they are specifically addressing the map size issue. So the whole reason of it being less viable for non-mobile killers isn't as true anymore, and that is my point.

    The PTB isn’t out yet, so I think you’re jumping to this conclusion a bit too soon. None of us know how much the larger maps are being shrunk by. And even when they do get shrunk, it still takes a 110% or 115% movement speed killer a long time to cross even a small map, much longer than it takes Billy or Freddy or Spirit.

  • @mouse0270 said:

    So reading through these patch notes, I am liking a lot of the changes. As someone who mostly plays killer I am happy they are taking a look at fixing some of those over safe loops. I am also happy that they decided to not increase gen speeds, but make it slightly less rewarding for multiple survivors, but not enough that they still wont work on the same gen. Lastly, I am happy they are looking into map layout and tile generation.

    But to the title of this thread, Why didn't you mention anything about Pop as a changed perk and only survivor perks. Pop basically became king once you adjusted ruin, and can be quite annoying for survivors. With your proposed changes you basically in-directly gave it a huge buff, as it's now even more unlikely to finish a gen with multiple people before a killer could get to it. Why not reduce it to 20% (would prefer 15% but would guess that to be unlikely) or shorten its time from 40/50/60 to 20/25/30.

    Aslo, in all of your map talk you never once mentioned the horrible gate spawns. I find it ridiculous as killer that I can see two gates at once on so many maps. Like how is it even logical that the gates would be allowed to spawn on the same wall? End Game Collapse already hugely favors my side anyhow, to make it so the gates are within viewing distance of each other means I won without doing anything.

    Pop used to have a shorter timer, but the problem then was that it was much less viable for non-mobile killers and really strong on Hillbilly, Spirit, etc. Reverting it to that would just keep the perk oppressive on killers with mobility (who tend to need it least) and make those with less map pressure stop running it.

    Pop’s design as it is now is probably good for the game. The killer downs someone, hooks them, then goes to a gen to regress it. While it’s annoying to lose progress on a gen, it encourages killers to leave the hook and allow safe saves, which is a good thing.

  • Firstly, large maps being made smaller doesn’t mean they will now be “super small”. Maybe they will be, and maybe they’ll be reasonable, but that’s what PTB feedback is for.

    Secondly, this change will allow killers with low mobility to be more viable. Hopefully this will mean more killer diversity at higher ranks.

    Thirdly, there’s nothing stopping them from re-evaluating killer sided maps or bloodlust at a later date. The devs make changes to both killer and survivor bit by bit, for example first changing Ruin and then changing toolboxes. It’s all swings and roundabouts.

  • @Peanits said:

    For Ormond in particular, it's not actually a very big map. I'm not sure where the stigma of it being massive comes from, but it's actually tied for the 18th biggest map in the game (of a total of 34 maps).

    As for Mother's Dwelling, while it may be the largest map, it's also just about as close to the middle in terms of kill rates as it can get. That's not to say that it won't be reduced in size later, but it wasn't necessarily pressing at the moment. We tried to hit as many maps as we could in this update and we would rather focus our efforts in other maps that need tweaking more, such as maps with strong window loops.

    I think the reason Ormond feels like a big map is because the gens are really spread out. Then on top of that the spaces in between gens are filled with jungle gyms and log loops, so you can’t really walk in a straight line anywhere on the map, you have to weave through obstacles. It feels like it takes a good minute to go from one side of the map to the other, so even if it’s not actually one of the biggest it feels like it is.

  • Probably because this entire map needs a do-over. The building is too strong but most of the rest of the map is terrible and full of dead zones. If they just nerfed the building the map would become awful for survivors, it needs totally rebalancing so it’s interesting for both sides IMO.

  • I wish they’d also reduced the size of Ormond and Mother’s Dwelling, but this is a great update and I think it will be very good for the game’s health. Can’t wait to test out the new map changes on the PTB!

  • I personally don’t think Wraith needs a rework, just some improvements to his base kit. Increase his default cloaked movement speed slightly to give him better map pressure, and remove or reduce the stupid lightburn stun. Those two things would help him out a lot.

    Predator could probably do with a change or a buff as well.

  • @johnmwarner said:

    First of all, let me state that the title toxic is in quotes because they weren’t mean toxic but I can see how a lot of people would whine they were mean, toxic, bully SWFs.

    They brought flashlights and went for saves (part of the game) and CJ tech which they got me with the first time and I obviously didn’t fall for the second time.

    After game we all laughed in endgame chat except the one solo survivor who felt they threw the game screwing around. But everyone got hooked 2-3 times and we all got decent points, and it was silly fun which is always nice for a change.

    if any of you happen to read this, thank you!!! I’d play you guys 10 times a day even if I never got a kill

    Yeah, I enjoy these groups. It’s more fun to play against survivors who are goofing around and being altruistic than it is to play against immersed gen jockeys, IMO. You may be blinded a couple of times or get Head On’d but you’ll probably get at least a couple of kills and a ton of bloodpoints.

    The only real toxicity is end game chat in my opinion. Someone clicking their flashlight, hitting me with Head On or DS, or teabagging doesn’t bother me as long as they don’t harass me in end game chat.

  • Usually they mean it’s actually boring, as in, completely uninteractive. For example being slugged is boring because you’re essentially on a time out from the game. Freddy is boring because every match and every chase against him is basically the same. Whereas a match against, say, a Huntress, could go one of a hundred different ways. Your chases against her are interactive, you have to gauge what the person playing her will do and when. There’s none of that interactivity with Freddy, you know exactly what they’ll do and when like you’re playing against a bot.

    There’s plenty of survivor stuff that’s boring as well for what it’s worth. People who run to those well known busted window loops every time they get in a chase... zzzzz. Dead Hard is pretty boring when it’s used at a loop. Being repeatedly blinded at pallets gets kinda boring.

    Finding something boring doesn’t mean you necessarily want it nerfed, you just wish you didn’t have to play against it so much.

  • If Spine Chill didn’t work against Undetectable, it would essentially delete the perk from the game. It’s already a non-meta pick, but nerfing it so that it doesn’t work against stealth killers would make it completely useless. The whole point of the perk is to give a warning that the killer is approaching, and you don’t really need a warning against killers with standards TRs.

    If you want to be able to confuse Spine Chill users, you can either moonwalk or just flick your camera around as you approach. Whenever I use Spine Chill, I only really get off a gen if I see the perk light up and stay lit up. If the killer is beelining for me I’ll move. If the perk keeps flicking on and off I’ll often assume they’re in a chase or looking for someone else nearby.

  • Pinky Finger is good. It’s fun to use but requires some skill so it’s not an “I win” add on. Survivors who pay attention can play around it and it makes chases tense.

    Black Incense, on the other hand, is kind of busted in my opinion. The only reason I think nobody complains about it is because nobody plays Plague so they never see it. Every time I’ve run this add on I’ve felt a bit dirty for it, and that was before Plague got her recent corrupted pool buff.

  • @yobuddd said:

    This has NOT been an isolated incident.

    Someone goes on the hook. I run across the map to rescue them. They struggle the whole time. It’s a safe rescue because the killer is attacking/carrying someone else. They have plenty of time left on the hook, but then they let go when I’m 5 steps from them.

    It’s been happening with surprising regularity. What gives?!

    They’re mad at you/the team about something and trying to give you the finger. Either that or they just missed a button. But every time this has happened to me the survivor has stuck around to ######### in the chat afterwards so it’s quite possible they’re salty about something.

  • @Spectre13 said:

    Lately I've run across a few teammates who after 3 gens done and 3 people still around somehow stumble upon the hatch...use the key to escape and never signal or try to let the rest of us know about it. This is next level selfishness and trash. So much for a team game this was supposed to be. It's worse than someone DCing. I think there should be some kind of punishment for survivors who pull this kind of crap.

    Forum your thoughts?

    While I understand that this is frustrating, I don’t think there’s any reasonable way to punish it.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1192756#Comment_1192756

    See you claim you know how the perk works, and then continue to blame it on Freddy's kit, which is incorrect. The problem is borrowed time is attached to terror radius, of which Freddy has none in the dream world. So if the unhooking player is asleep no terror radius was read and borrowed time doesn't trigger. Same with wraith if he's cloaked.

    My point was they need to fix the perk itself so it's not tied to terror radius.

    Also this works against Freddy at times as well. In the dreamworld there is no terror radius, so someone with OOO can see me at literally all times. I ran into a group running four OOO just cause they wanted to meme and I didn't have unicorn block, so literally loops were impossible as they could wallhack me the whole time.

    Honestly terror radius perks like BT and OOO need to be reworked to be hard distances of 32m (standard terror radius) so they work as intended at all times instead of being wonky on certain interactions.

    Yes, exactly. When Freddy was first reworked the dream world didn’t give him Undetectable, and then the devs changed his kit so now he has it. Like I said.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1192709#Comment_1192709

    That's a failure on the design of borrowed time, it has nothing to do with Freddy. The problem is they tied borrowed time to terror radius, wraith and pig can get around it as well by concealing theirs.

    https://forum.deadbydaylight.com/en/discussion/comment/1192721#Comment_1192721

    I would argue Freddy is in fact exactly who I pull out when I check steam profiles or twitch and see the group I'm going against is an SWF with comms. Break out the red paint brush and swing chains or jump rope and a decent map offering and go to town. Usually Freddy's chase potential and map-wide pressure are enough to at least give me a draw at worst, if not win the game outright with a 3k or 4k depending on how generous I feel (assuming they weren't toxic).

    As far as Freddy's overall strength, I play him at red ranks the most out of any of the "core four" meta killers (Nurse, Spirit, Hillbilly, and Freddy). Freddy in my opinion is the best of the four.

    Nurse while having the highest potential is absolutely torturous to play as. Even if you master her high learning curve her quality of life is terrible. Playing stun simulator 5000 is just not enjoyable.

    Spirit has the second best chase potential but falls short on overall map pressure, she also has more trouble using pop goes the weasel optimally as she needs her power for chasing and not just for map movement.

    Hillbilly has the best overall map mobility and can utilize pop goes the weasel the second most optimally, only downside is he is still a regular loopable killer who needs time in a chase to setup his insta-down.

    Freddy has all the strengths of these killers (incredible map mobility, ending chases quickly) while also having the best built in generator slowdown with his addons like swing chains and jump rope. His teleportation combined with BBQ allows him to see the priority generator instantly, teleport to it, and pop it within 5 seconds of hooking someone, that is insanely good generator regression. Freddy's snares make ending loops significantly faster, as well as providing information. His fake pallets are a gimmick, and usually only used when people wanna meme.

    Yes, I know how the perk works. It’s part of his kit following a change the devs made to how Freddy’s power works.

  • I think he has a bit too much in his kit. He needs tuning down a little, not much but a little. He also shouldn’t counter BT, I’ll never understand why the devs gave him that.

  • @gatsby said:

    To rank up as Killer, you have to be good. No exceptions. You'll face red ranks from Rank 16 on and you are the sole factor in your performance. There's no one to hold you hand. Survivors will never go easy on you. On Killer, you sink or swim.

    To rank up as Survivor, you and your three teammates have to be strong combined, but not necessarily individually. Your performance at the end of the match isn't merely a showcase of your own skill but everyone combined. You don't have to escape to rank up. You just have to be productive with your time. Survivors don't have to learn the full game, they just have to understand one playstyle and be effective with it.

    There's a reason why the Survivors have longer queues and there's a shortage of high rank Killers despite Killer being the 1 to 4 ratio. It's not exactly a mystery

    There are way more boosted survivors, because pipping as survivor is too easy and you can be carried by a SWF. But there are definitely boosted killers as well.

    You’ve never seen a red rank killer who will try to moonwalk at low wall loops, massively respect every pallet, chase you the wrong way around loops like the cow tree or shack, run jungle gyms badly, tunnel a guy off hook only to eat through an obvious BT and DS, etc.? They’re not as common as the bad survivors who Self Care in a far corner and go down in 5 seconds but they exist.

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