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perotx

perotx

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perotx
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  • Acromio said:

    Freddy is by far the worst killer in Dead by Daylight. The only real purpose of his power is to remove the hindrance he has by default (can't interact with survivors), and he gets cucked by the most used perks in the game (Self care, Sprint burst and Adrenaline). He's the only killer that has to give a up to 9.5 seconds head start to his targets, who can, by the way, keep doing whatever they were doing right in his face without him being able to do anything about it. He's even less than your regular M1 killer (like the Doctor or the Trapper). He has a laughable stealth and the most basic-ass offense you can think of, that pretty much only kinda works if the survivors ignore him during the transition. He's so bad that he can't even camp. He has no way to stop/punish hookrushing, bad positioning or stupid plays by survivors in general. Killers win if the survivors play non-optimally or if they make silly mistakes, and Freddy is the only killer that can't capitalize on said mistakes. No matter how you "mindgame" survivors, you still have to wait 7 seconds to hit them. If a survivor is anything but braindead, they will run to the nearest pallet/loop, and proceed to stall you until you either get frustrated and give up or 5 generators get completed and they Adrenaline to an exit gate.
    Every other killer is far better than Freddy, because they don't take nearly as [BAD WORD] long to take action against survivors.
    So yes. He does need a rework. Sadly, though, it's not happening.

    <font color=#FFA500>Yeah, yeah, you're wrong. This ######### literally needs to become a copypasta because of how much it is parroted, with none of it being actually true.
  • @HatCreature said:

    @perotx said:

    @RabidWabbitz said:

    @perotx said:
    Not everyone wants the rework.

    the vast majority do want the rework and that is why they are doing it though.

    I don't see a vast majority. Quite a lot of threads pop up explaining how Freddy is actually good and a lot of people jump in to agree. I personally know many people who don't think he needs a rework. It's only a very loud and obnoxious minority who is demanding a rework without actually learning to play Freddy. Besides, even if Freddy was weak, it doesn't necessarily means he needs a rework - just a buff, and a lot of people hold that position as well. I'm okay with the devs being vague about the rework because it probably means it's never going to happen.

    I don't feel he needs the rework, just some simple tweaks and in all honesty the tweaks I want probably won't even be in the rework.

    I love his abilities, it doesn't match his character in the very leastbit but he is fun and has huge snowball potential. But I don't like that he can't defend himself, he has great offense and map pressure but no defense. He can't defend his hook and if the Exit gates are open then everyone just gets out like that, super easy because it taskes 7 seconds to transition, you're being slowed and then if you get the hit and they're healed well they're through the gate. If they're injured then everyone bodyblocks with heals and they crawl out the gate. Other Killers don't have that problem and like I said, the rework probably won't fix that.

    I agree, his defense is pretty bad. But that's another thing that makes his playstyle different and unique. When the the exit gates are powered he is indeed in a bad spot, but you can prevent the exit gates being opened by using one of his perks, or you can prevent the gates from being powered all together by slowing the game down to 0 progress on gens. He is also weak in hatch situations, but you can always slug for a 4k, the slugged guy isn't going to go anywhere anyway.

    I guess his ability doesn't match Freddy's powers in movies exactly, but the idea is the same. He kills people while they're asleep. Implementing all kinds of crazy stuff happening in dream world would be pretty difficult and unnecessary.

  • It works exactly as you're reading it. If one person dies, the killer cannot read your aura if you're within 24 meters. If two die, the radius is now 48, if three - 72 meters.

  • @RabidWabbitz said:

    @perotx said:
    Not everyone wants the rework.

    the vast majority do want the rework and that is why they are doing it though.

    I don't see a vast majority. Quite a lot of threads pop up explaining how Freddy is actually good and a lot of people jump in to agree. I personally know many people who don't think he needs a rework. It's only a very loud and obnoxious minority who is demanding a rework without actually learning to play Freddy. Besides, even if Freddy was weak, it doesn't necessarily means he needs a rework - just a buff, and a lot of people hold that position as well. I'm okay with the devs being vague about the rework because it probably means it's never going to happen.

  • That's the risk of running it. It can be very powerful, but it can also be cleansed fast. I run Than instead. It's kinda weak right now, it needs a slight number buff, but at least you know for sure it's going to stay.

  • Not everyone wants the rework.

  • I'm a lot more angry at people who DON'T stay on the gen after blowing it up. If the killer is coming, he is probably going to see you running anyway, and if he is not - well done, you're wondering aimlessly and wasting precious time. If he is coming and you're on a gen, then you start running and looping, and if he is not - do gen.

  • Don't let him stalk you. Cleanse totems against NOED. It's easy.

  • @BigBadPiggy said:

    @ToxicFengM1n said:

    @darktrix said:
    Bad enough I get two of them always in my bloodweb, now half the time I find one of these useless things in a chest competing rng with a toolkit or medkit. Cannot wait for this event to end.

    So you don't run selfcare?

    Not everybody likes using it, not everybody wants too spend shards on it in the shrine, and not everybody has a level 40 Claudette to teach it.

    And not everybody wants to waste time healing for a solid 40 seconds with Sloppy. Finding other survivors to heal you is easy enough.

  • @Bongbingbing said:

    @LegitAdventurer said:
    I think people would rather complain that SWF is imbalanced instead of learning how to beat SWF lol. 

    That just kinda sums up the gaming community as a whole lol. "This is too hard, instead of getting better myself, they have to make the game easier for me"

    It's not about beating SWF it's about the obvious advantage they get from coms, How can you not see the imbalances?
    Here's a list of all the information that can be shared by over voice coms, You tell me if it's game braking or not.

    • Where the Killer is at all Times.
    • Where the other survivors are.
    • Killer's add ons if they effect survivors.
    • When to Hide.
    • When to Save.
    • When another Survivor is being chased.
    • When It's safe to work on a Gen.
    • What Pallets have been used.
    • The Wiggle progress bar of other survivors and if to take hits.
    • Where the good loops are.
    • Where Totems are and how many have been cleansed.
    • Where Traps are placed.
    • What traps have been Disarmed, Triggered or flash lighted.
    • Where Gens are.
    • What Gens are completed.
    • What Gens have been Kicked.
    • If the Doors are Open.
    • What Doors are Open.
    • Where Hatch is.
      *Once used, they know Killer perks like Iron grasp, agitation, spirit fury, enduring, Brutal strength, Bamboozle, Overcharge and a lot more.

    • Aura reading Perks if one survivor has Distortion.

    • Counter Blindness Perks like Hex: Third Seal and Knockout.

    and probably more, They have eyes on the map and have the potential to know everything that happens from start to finish.

    Sure, but they also have to effectively communicate it to each other which is difficult and doesn't happen often. Besides, SWF also have a different playstyle. Two specific things about their playstyle is that they tend to work on the same gens and they are extremely altruistic. Simply because of the two features you can play around their advantages. Also, SWF communication can sometimes even be used against them.

    @DudeDelicious said:
    LegitAdventurer said:

    I think people would rather complain that SWF is imbalanced instead of learning how to beat SWF lol. 

    That just kinda sums up the gaming community as a whole lol. "This is too hard, instead of getting better myself, they have to make the game easier for me"

    This is a rubbish response. The game was never designed around coordinated voice chat, hence why no in-game voice chat. It’s near impossible for a single player to combat such strategy because they can’t be damaging/guarding gens and chasing/downing survivors at the same time, no matter how skilled a killer they are at both of these essential gameplay mechanics. 

    I make 4k's every game against any type of team, including DS flashlight Adrenaline "toxic" SWFs, on high ranks as what's called the "weakest" killer in the game. Maybe you guys really do need to just git gud.

  • Yeah, I don't dodge lobbies unless survivors have bad ping and I want to give them a fair match.

  • Gameplay wise, you're able to chat with other survivors in the lobby but not in the trial, so I assume lore wise it's the same way.

  • Both sides can be toxic when they are angry at the game or the players. I know for sure that I had moments of toxicity and saying things that I shouldn't have said while playing either side. It's not just killers and not just survivors, it's everyone. And it's not just in DBD.

  • I play Freddy and I love him to bits. He's amazing, and much stronger than anyone says.

  • Wouldn't say that I'm a survivor main because I play both sides equally as much. I think that playing the other side not only helps you understand the balance of the game, but also makes you better at playing the opposite of the said side. I play Freddy, and I do, in fact, get 4k's every game on high ranks. I also play Laurie.

  • @NoShinyPony said:

    @perotx said:

    @NoShinyPony said:

    @perotx said:
    There are downsides, it consumes the med-kit upon use. It also reduces the charges by 25% and 50% for the styptic agent and the anti-hemorrhagic syringe, respectively.

    These aren't real downsides gameplay-wise and it has definitely nothing to do with the principle of risk/reward.

    @perotx said:
    There are already strong killer add-ons and offerings, some of which do give you an insta-down.

    There aren't any offerings that give you insta-down. Only Clown and Huntress have insta-down add-ons. On top, the huge majority of strong killer add-ons are still balanced.

    If you think that the current insta-heal is fine and balanced, what would you have against a similar add-on for killers (as described in version 2)?

    Maybe stop twisting my words if you want to have a discussion.

    Where did I twist your words?

    @perotx said:

    @NoShinyPony said:

    @perotx said:
    There are downsides, it consumes the med-kit upon use. It also reduces the charges by 25% and 50% for the styptic agent and the anti-hemorrhagic syringe, respectively.

    These aren't real downsides gameplay-wise and it has definitely nothing to do with the principle of risk/reward.

    @perotx said:
    There are already strong killer add-ons and offerings, some of which do give you an insta-down.

    There aren't any offerings that give you insta-down. Only Clown and Huntress have insta-down add-ons. On top, the huge majority of strong killer add-ons are still balanced.

    If you think that the current insta-heal is fine and balanced, what would you have against a similar add-on for killers (as described in version 2)?

    When I mentioned offerings, I specifically was referring to the ebony mori, which cuts the number of objectives for killer in half with no gameplay-downside. How do you figure that?

    So everytime somebody wants to discuss an unbalanced survivor perk/item, you'll say " but killers have moris"? Did I get that right? And when somebody wants to discuss an unbalanced killer mechanic, you can say "but survivors have insta-heals and DS"?

    @perotx said:

    @NoShinyPony said:

    @perotx said:
    There are downsides, it consumes the med-kit upon use. It also reduces the charges by 25% and 50% for the styptic agent and the anti-hemorrhagic syringe, respectively.

    These aren't real downsides gameplay-wise and it has definitely nothing to do with the principle of risk/reward.

    @perotx said:
    There are already strong killer add-ons and offerings, some of which do give you an insta-down.

    There aren't any offerings that give you insta-down. Only Clown and Huntress have insta-down add-ons. On top, the huge majority of strong killer add-ons are still balanced.

    If you think that the current insta-heal is fine and balanced, what would you have against a similar add-on for killers (as described in version 2)?

    Besides, instadowns are stronger for a killer than an instaheal for a survivor.

    All insta-downs require some skill and a lot of killers don't have insta-downs. Insta-heals don't require skill, they are freebies.

    @perotx said:

    @NoShinyPony said:

    @perotx said:
    There are downsides, it consumes the med-kit upon use. It also reduces the charges by 25% and 50% for the styptic agent and the anti-hemorrhagic syringe, respectively.

    These aren't real downsides gameplay-wise and it has definitely nothing to do with the principle of risk/reward.

    @perotx said:
    There are already strong killer add-ons and offerings, some of which do give you an insta-down.

    There aren't any offerings that give you insta-down. Only Clown and Huntress have insta-down add-ons. On top, the huge majority of strong killer add-ons are still balanced.

    If you think that the current insta-heal is fine and balanced, what would you have against a similar add-on for killers (as described in version 2)?

    And there are also a direct counter to ANY item add-on, which is Franklin's.

    Why do you think it's balanced to counter an add-on with a perk slot?

    @perotx said:

    @NoShinyPony said:

    @perotx said:
    There are downsides, it consumes the med-kit upon use. It also reduces the charges by 25% and 50% for the styptic agent and the anti-hemorrhagic syringe, respectively.

    These aren't real downsides gameplay-wise and it has definitely nothing to do with the principle of risk/reward.

    @perotx said:
    There are already strong killer add-ons and offerings, some of which do give you an insta-down.

    There aren't any offerings that give you insta-down. Only Clown and Huntress have insta-down add-ons. On top, the huge majority of strong killer add-ons are still balanced.

    If you think that the current insta-heal is fine and balanced, what would you have against a similar add-on for killers (as described in version 2)?

    Also, not all offerings/add-ons need to have an exact opposite on the opposing team's side, it makes gameplay 2 dimensional and boring.

    Was that your reply to my question if you would be fine with my suggestion in version 2, giving the killer a similar add-on? It would be "boring"?

    No, that's not at all what I'm saying when I'm bringing up the ebony mori, and once again, you're twisting my words, which you had done several times now, and if you can't see it - you're not being intellectually honest. You said insta-heal doesn't have a gameplay downside, which I disagree with, but for the sake of argument I went with it. I gave you an example of something that most people think is balanced and doesn't need a change, and that actually doesn't have a gameplay downside. Simply because something doesn't have a "gameplay-downside" doesn't mean it should have one.

    Instadowns don't require any extra skills, that's what matters. Instaheals don't either, true, but as I've previously said, instadowns are stronger for killers than an instaheal for survivors.

    Why do you think it's not? It's just an advice. Personally, I don't have any problems with add-ons, but if you do - run Franklin's. Also, it's not just a counter to add-ons, it's also a counter to items in general and you know it perfectly well. It's just another instance of you being intellectually dishonest.

    Yes, 2 dimensional gameplay, especially in a asymmetric game, is boring. It's not my main argument against it, but you're once again being dishonest and putting it in this perspective.

    So, to conclude, you've twisted my words and were dishonest every single chance you got, so don't act like you don't understand. Instaheals are fine the way they are. Killlers don't need more instadowns, and certainly not in the form of add-ons.

  • @NoShinyPony said:

    @perotx said:
    There are downsides, it consumes the med-kit upon use. It also reduces the charges by 25% and 50% for the styptic agent and the anti-hemorrhagic syringe, respectively.

    These aren't real downsides gameplay-wise and it has definitely nothing to do with the principle of risk/reward.

    @perotx said:
    There are already strong killer add-ons and offerings, some of which do give you an insta-down.

    There aren't any offerings that give you insta-down. Only Clown and Huntress have insta-down add-ons. On top, the huge majority of strong killer add-ons are still balanced.

    If you think that the current insta-heal is fine and balanced, what would you have against a similar add-on for killers (as described in version 2)?

    I didn't say that there are offerings that give you an instadown, and I didn't say that there are many add-ons that give you an instadown. Maybe stop twisting my words if you want to have a discussion. All I said is that there are already strong add-ons and strong offerings for killers. When I mentioned offerings, I specifically was referring to the ebony mori, which cuts the number of objectives for killer in half with no gameplay-downside. How do you figure that? Do we need to slow the killers movement speed by 50% now because there are no gameplay-wise downsides? Also, not all offerings/add-ons need to have an exact opposite on the opposing team's side, it makes gameplay 2 dimensional and boring. Besides, instadowns are stronger for a killer than an instaheal for a survivor. And there are also a direct counter to ANY item add-on, which is Franklin's. You can't use an add-on if you don't have the item.

  • There are downsides, it consumes the med-kit upon use. It also reduces the charges by 25% and 50% for the styptic agent and the anti-hemorrhagic syringe, respectively. There are already strong killer add-ons and offerings, some of which do give you an insta-down.

  • I would like some change of pace in the form of a new gamemode, but that ain't it, chief. First of all, the requirements to unlock the gamemode are harsh. There are already very long queues in rank 1, you will never find a match in this gamemode. Besides, I would want a gamemode that is readily available for everyone. I also don't think that simply making everyone a bit more OP is really a "change of pace."

  • I don't want the Freddy and DS changes, but everything else I'm looking forward to. Hopefully the next update will be the PTB for the new chapter, I'm hyped for a new killer, survivor, and most of all, new perks.

  • Non-top tier? Doctor. Top tier? Freddy.

  • I think we already have a Wendigo/Baba Yaga/Ghoul like killer, and it's the Hag. I don't think we need another. The power is good. Mori is very reminiscent of the Hag's, which is not surprising. Fevered Reach is interesting, but seems a little too strong. I don't really like Vengeful Roar, and it's also overpowered. Survivor's perks 1 and 3 are also too strong, though the concepts are interesting. The second one is weird, and I'm not a fan. It's not very helpful, and implementing it would be strange.

    Overall, certainly some interesting and thought out ideas.

  • This idea has been proposed many times. Personally, I'm all for it. Even if changes are minuscule it would still be pretty neat to be able to pick a character that complements your playstyle. However, there are people who think that not only will it break the flimsy balance in this game, it will also result in "meta" characters who will be the only ones picked, and if you don't pick those characters you will be flamed/sandbagged/etc.

  • Starter pack: Losing all the time and blaming the game for being unbalanced and perks being OP, while thinking you're actually good.

  • @FayeZahara said:
    perotx said:

    This one warrants a

    Stop being basic and using same meme as main response in many forums. I see you use this all the time and unlike actually good critiques above. Provides nothing but such a base simple response that any child can make. Next post hope showcase personality instead of being repetitive dull one note person.

    I literally used it twice my entire time on the forum. Besides, I didn't comment "anything of substance" because I read what other people were saying and realized it was already done for me. There is nothing more to say, Borrowed Time is by no means OP and you should stop crying on forums and learn to work around it like everyone else.

  • Do gens, wait for them to crawl far away from each other, and then help. It depends on the situation though.

    What would other survivors do? DC, of course. I had a killer game recently where I already had 2 sacrifices and I slugged the third, and he DC'd to give the last one the hatch. He said I was slugging for a 4k and he "wasn't gonna let that happened." Pretty pathetic, if you ask me.

  • Yes, it's worth it. You get emblem points and bp's. Besides, it feels so good when you successfuly rescue someone from a hook in the end of the game. I just had a game recently where the huntress ran iridescent heads and infantry belt. We got all the gens done relatively easy, but as we were popping the last one, one of us got caught and hooked in the basement. My teammates were very reluctant about going back for them, but I sneaked into the basement, used balanced landing and got them off the hook. They had adrenaline, so we didn't take any time to heal and ran out as she was getting into the shack. She went for me, and since there were not tiles nearby, I got downed. She could've hooked me right there and facecamped me, but she got greedy and decided to take me to the basement. I decisived off her shoulder and ran towards the exit. I vaulted into a barn, and she decided to go around. I turned around and went back to the other exit, which was being opened by the survivor I rescued. Everyone lived. Games like this feel really good, and just for that feeling I would say it's worth it, even if you may get downed and killed.

  • @antgnstea said:
    @perotx
    when I say dying light effect I didn’t mean as repair speed, but more like how dying light encourages tunneling. If you are the obsession on that match and happened to cross roads with killer, he will do anything to get you out first to make use of his perk naturally. And I don’t think a perk should not lead a specific play style. 

    I understand, I'm just saying that right now there is no point not to tunnel with than, because it's effect isn't very significant, and everyone knows that a 3 player game is MUCH easier to play than a 4 player. Also, if only 1 player is dead and 3 are healthy survivors only get 6% repair speed penalty, which is not enough to encourage hard tunneling. Besides, perks lead to a specific playstyle all the time, that's what they're for.

  • @antgnstea said:
    Today against a thanatophobia running killer I was thinking the same thing. Two of the injured were sacrificed and after sudden relief finally got the remaining gens. I thought it’s so good that doesn’t effect the dead ones. 
    But I feel like changes like that can bring unintentional abuse to game. It is different trying to keep them in injured state and kill them as fast as possible and have the permanent state.
    It could have dying light effect on gameplay which I don’t think needs anymore incentives. 

    Thanatophobia is weak enough to not even consider its effect when sacrificing a survivor. It is always better to end one survivor fast rather than leaving him alive and injured. Thanatophobia needs a buff, and this is the most logical thing about it to change, other than just buffing the numbers. Besides, if you, for example, combine Dying Light and Than, with the obsession sacrificed and three injured, the repair speed of the gens is reduced by 40%. That's only 3% higher than what it would do now. I think it's in no way overpowered or game breaking.

    P.S. This change isn't exactly QoL.

  • Laurie Strode, because she is the best girl and I like the Halloween movie. Also, because when I started playing the first thing I wanted to do is to get DS teachable, but kept playing her.

  • No. My playstyle is very slow and games tend to last a LONG time, but I almost always get 4k's. My playstyle is clearly effective, therefore I don't see why you should be rewarded just because our playstyles are different.

  • So sad that you think playing with friends is sad. I bet you never had a friend.

  • That would be a good change.

  • Unpopular opinion: decisive is already a not top tier perk and should be left unchanged.

    Supporting evidence: 90% of the time, if you're not the obsession the perk is useless because the hooks will be close enough. The skill check isn't easy, and even on high(1-5) ranks people still miss it from time to time. If you're the obsession, the killer can just dribble if you're close to a hook. If you're not and you hit the skill check - the reason why you went down in the first place is the lack of pallets in the area, and you will most likely go down in a matter of seconds. If you manage to escape - well done, you saved yourself one hook state. But is it really worth it to run it every game with all the cons?
  • This is a very interesting hypothesis, I love this already. I really do hope that they will add Benedict Baker as a killer, if not both survivor AND killer.

  • @TigerKirby215 said:

    @perotx said:
    bamboozle is bad

    Don't know what meme to use here.

    or

    Against competent survivors you get hits on vault places, not pallets. If you block a vault space, survivor will just move on to the next vault place or a pallet. Besides, the block is not even that long. Anyone above rank 10 can confirm that bamboozle is not just a waste of a perk, but actually something that works against you.

  • He is not great, but if you learn to play him he is decent. Pop goes the weasel is good, coulrophobia is meh, bamboozle is bad. Is he worth it? The DLC isn't expensive, and you might enjoy playing the clown. It's up to you to decide.

  • As a Freddy main I wholeheartedly agree and I said the same thing over and over again. People legitimately do not care enough to learn to play him, and just jump in on this bandwagon that he is terrible. I love playing Freddy the way he is right now, and I do REALLY well in games. I really hope that the rework will never happen, and if it does it doesn't ruin what I already love about Freddy game style.

  • I think most people, even those who call pretty much anything viable OP and toxic, will agree that not only does this perk need a buff, but also that this effect should have been there all along. I'm all for the extra wiggle speed.

  • 1. I think most will agree that something has to be done. If Legion doesn't moonwalk, he is extremely easy to outplay. When he is moonwalking, there is no counterplay and it's unfun for the survivors.
    2. Please no Freddy rework, he is fine as he is. People legitimately don't know how to play him, and complain without trying to learn.
    3. Bubba is very weak right now, and something has to be done, but I don't think he needs a rework, just a buff.
    4. A rework is not needed, but some tweaks should be done.

  • As I was typing up two paragraphs to respond as to why I think it's a nerf, I realized that I read the post wrong. You only get the broken effect after recovering instantly. Now it makes sense. I think the rework is good, but I would be sad to see the meme sabo squads go :(
  • This is a nerf to the perk. No Mither is fine as it is.

  • This color seems nice

  • @BingBongBoi said:

    I do like your points however few things.
    1. I mean tombstone piece, not that god awful add-on

    2.Myers is typically used as a stealth killer, not a slow the game down killer, for example reduced terror radius allows you to sneak ip on survivors pretty easily even on tier 2.

    1. It's actually pretty easy to get to tier 2 despite survivor efforts, and despite the chase being extended, stocking on tier can end it vert easily, not to mention Ew3 GODLY lunge

    2. I like your points Freddy though, I can't deny that he is the best 3 gen and game slower, however why does Myers need to give up chases? Getting tier 3 isn't hard unless you have an addon to extend it. In addition, if you have tier 3 built the chase can last less then 10 seconds

    Other than that, I like your reasoning, gg

    P.S. Scratched mirror myers is the most fun thing in dbd history

    1. My bad, I'm not going to lie, I actually completely forgot that add-on existed.
    2. I think most of the time on most maps survivors will see you coming with a tier 1, unless you are on Lery's. And yes, Scratched Mirror Myers on Lery's is a lot of fun, but if it's any other map it's a big sad :(
    3. I think it's also sorta map dependent, but I think you're right, I may have overstated the time to get tier 2 or tier 3. Besides, I don't mean to argue that Myers is underpowered and can't ever get kills.
    4. What I meant by giving up chases wasn't exactly what I typed. I meant that he has to extend chases by stalking instead of actually chasing. With tier 3 chases can be very short indeed, and a lot of times they are because some survivors get scared of tier 3 and don't think straight, but there are several counterplays to it. If you're a fair distance and Myers pop tier 3, you can still loop him. You have to be extra careful and not at all greedy because of the lunge, but you can still do it. If he waits to get closer and pop it, you can find a pallet and camp it. From there he has two options: hit the survivor and let them run to the next pallet, or pop tier 3 right there and get stunned immediately while the survivor makes distance and runs to the next loop.

    So yeah, Michael is strong, no doubt about that, I think he is in a very good spot and very balanced. But in my experience in playing Freddy how, I think, he is meant to be played and watching other people play the said killers I think that I struggle with their problems very little or not at all, and the problems I struggle with they struggle with them just as much.

  • just dribble lul

  • Why reinvent the wheel? Other games already came up with a solution, which ARE temporary time-outs. Your concern is that people will just suicide on a hook or afk as a killer, but that one is solved in other games as well. If you're reported for unsportsmanlike conduct by people from different parties and in different games you're also given a time-out, or put in queue in which games take longer to find and are with people who also committed some offence. You don't get bloodpoints or pips(can't rank up or down) and to get back into normal queuing you need to do enough actions that would not are equivalent to a safety pip. If you don't get an equivalent of a safety pip, but instead get an equivalent of a -1 pip, the game doesn't count and you have to play again. If you get an equivalent of a -2 pip, you need to play TWO games and get a safety pip in both.

    Obviously, I took the idea from CSGO and Dota 2. The two games handle their players who commit offences very well, and I don't see why DBD can't learn from them. My proposed system may not be perfect, but it addresses the concerns discussed.

  • I think it's a decent idea that would buff a sub-par perk. It's not very powerful(It would take you over 3 minutes of running to get rid of exhaustion from level 3 perks!), but it could be helpful in some situation.

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