typervader
typervader
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Why, the map was kinda really awful on the ptb. It was tiny, it had littrely nothing going on.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902855#Comment_3902855
Pre-emptive feedback on the PTB - Live changes isn't really a focus, we focus much more on the feedback once something is live and people have had a chance to play it, it's always been more of an update than anything else.
The scheduling is tight because the plans have to be finalised then tested, then we write the blog, then it has to be reviewed, then localised, then the localisation needs reviewing also by our Regional CM's, that can often mean that it's running very close to the PTB itself before being published. We're looking at other ways to get this information to players, potentially in the form of AMA's, Q&A's which would be around the same time.
For this particular PTB we also have the Livestream where we'll be giving out a lot (if not all) of the information on what's changed, we already shared the changes for Xenomorph based on the PTB feedback and there's minimal changes on anything else that was in the PTB.
it seems werid that you guys think a livestream is less punishing for time reasons then a simple dev update you can read. That reasoning makes 0 sense to me.
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so bacailly you want it to be immpossible for survivors to pick up a survivor.
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that is the single worst idea ever, it would make slugging even worse because you pyscially couldnt even pick up a survivor
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Can we stop trying to giga buff killers.
I think Freddy is pretty much fine and perfect how he is. -
@HolyDarky said:
The devs buffed the duration for the hindered stayus effect and nerfed the cooldown. The issue is that his Dream Snares are also used for putting survivor into the dream world.
Overall, it is more of a nerf than a buff or a fair deal. I cannot understand why the went this direction. It would be fair to have a 6 seconds cooldown for a slightly longer Hindered status effect but 7 seconds for only 0.5 seconds and nerfing the ability to put survivors into the Dream world is not really fair
Because 6 seconds is not enough to make a differnce the entire point is to lower the spam
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Yea because having a 5 second hinder on a 5 sec CD was totally fair
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@Devil_hit11 said:
pretty heavy nerf for a character that did not need any. 5.5 hinder -7 second is 2.5 second cooldown +charge time to activate it, so around 3 seconds.
the funny part… 0 changes to fake pallets and enforces running the jump rope+rake add-on even more than before.
Um…are you blind? Fake pallets got like 2 pretty big buffs
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@KaTo1337 said:
They overall nerfed him from the PTB. C-Tier at best.
Very disappointing.the hell do you mean nerfed him from the ptb.
Pallets were buffed, dream projection was overall more buffed then nerf, snares wont change. -
@danielmaster87 said:
Way to punish the killer for using his power: with lengthy cooldown. Can't they come up with anything else for balance? And I know it's two different effects, but if you look at the numbers, this is a net 1.5 second loss for the killer. Half a second longer slowdown for 2 seconds more of waiting. I can't believe they always play so safe with killer design.
as it should be. They were way too spmmable with littrely 0 downside for missing.
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@KaTo1337 said:
Dream Pallets still stun the Nightmare also is a reason to JUST IGNORE these things at all.
you could just..not get hit by the stun or run enduring
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To give survivors a more fair mind game. Dream protection is still twice as fast as before so it's alot stronger for that alone
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Just ignore the 20 buffs he got, very convenient
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Seems likely it wont be today
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866639#Comment_3866639
First freddy rework, Bubba rework, skull merchant rework, doctor got the static blast, Clown got another bottle etc... I personally like freddy but I definitely understand people that want old freddy back
But those killers still worked the same.
Bubba was the same, just made alot cleaner. The core of doctors and clowns powers remainend the same besidfes the new editons.
SM is a mess of a kilelr and i dont know if she can even count. Shes had like 4 reworks
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866827#Comment_3866827
Lichen was not nerfed because of Hex Builds.
Lifeguard Whistle and (Sealing Time) addons were nerfed because of Hex Builds in a Patch with a bunch of Killer buffs and changes, with the intent of moving away from Devour Hope Demogorgon. Keep in mind that Hex Builds on Demogorgon were only an issue because of Lifeguard Whistle, it was the only problematic addon. This was Patch 8.4.0.
Leprose Lichen was nerfed (not removed, like you suggest, it was nerfed) in Patch 7.2.0.
Leprose Lichen was nerfed was before Demogorgon even came back to the game, and they were still a removed character as well, so it's not like Demogorgon's were running rampant doing Hex Builds to begin with. Since, if you dont know, Demo came back to the game shortly after the release of Patch 7.4.0, aka the release of Xenomorph.
yea i realized that i got the addons mixed up after i posted lol
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866628#Comment_3866628
Leprose Lichen gave you consistent and on-demand lingering map-wide aura reading with no real downside
- Knight has Iridescent Company Banner which gives you infinite Blood Warden and re-useable Bamboozle for free. But that's perfectly fine to have in the game.
- Plague has Black Incense which gives free Aura Reading on sick Survivors just for being sick, which is the thing she already does anyways, and it gets better if you use Lethal Pursuer.
- Clown has Cigar Box which gives you on-demand Aura Reading on any nearby Survivors with quite literally no downside whatsoever since you can reload and practically have infinite bottles.
- Chucky has Rat Poison which is literally just free on-demand Aura Reading for using your power, can be used in a chase, and is complained about infinitely more than any other addon in the game because of how busted it is, and it has received little to no changes and can also be extended with Lethal Pursuer. All of this while being a Rare Quality addon making it easier to get.
I really dont understand why a Killer that is often regarded as being mediocre cant have a solid Aura Reading addon if they lack the tangible mobility to really use that Aura Reading to great effect.
Leprose Lichen was powerful enough to get nerfed during a time when Distortion was a meta perk.
I quite literally never saw complaints about Leprose Lichen before it got nerfed, and I saw a lot of people upset that it get nerfed. You can look up "Leprose Lichen" on the DBD Forums and there are no threads asking for it to be nerfed and a ton of people complaining about the nerf to it.
During that time as well, whenever I would find a Demogorgon, 95% of them would run Barb's Glasses and Black Heart, because those are objectively their best addons, especially after Lifeguard Whistle (deservedly) got nerfed.
Leprose Lichen did have a strong effect, but it wasnt strong enough to be meta, especially when it was always better to run BBQ so you can teleport to where a Survivor actively is versus teleporting and hoping you just so happen to go near a Survivor's Aura.
There are just better Aura Reading addons that are more useful than Leprose Lichen that still remain as is but Leprose Lichen got nerfed before the others, which is where my main issue comes from, inconsistency in how they handle addons.
Licen was removed because it was way too strong with Hex builds. Thats the only reason
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@Oputeeva said:
I agree, reworked killers are always overbuffed, oh, it's a pity that DBD is turning into even more of a killer-side game, no one is interested in the fun of the survivors
The game has b een survivored foucs for like 5 years my guy, its only recently weaker killers have been getting buffs, because you know, they are WEAK?
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@Oputeeva said:
I agree, I think he is overbuffed, 2 powers? Is he Dracula or Lich? I don't understand the new trend with killers where they have hundreds of abilities👿
Freddy always had like 4 ablities, more then most killers lol. Nothing really changed
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@TonTon said:
This "Rework" feels more like a Fix then a rework or at most a very soft rework being a former Original Freddy main that's what I'd call it.
I am glad that we can use both snares and dream pallets and even when Survivors are awake but with this rework putting emphasis on putting Survs in the Dreamworld the Dreamworld itself has no danger or urgency to want to cleanse it.
I would want it if your in the Dreamworld Freddy can just TP to you like Pinhead or Singularity can do instead of just when there just healing.
Ps why remove TP canceling that was an ok mind game?
freddy being able to freely tp to you would be ######### busted.
pinhead can only do it if you solve the box, and sigliaury can only do it sometimes -
@TonTon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866793#Comment_3866793
Then you clearly didn't understand the simplicity and casual fun Freddy was back then putting them to sleep always seeing them in dreamworld and being an m1 killer it was simple and fun
oh yea, sure is fun to just eat pallet aftae pallet with littrely no tools to deal with it. Or survivors infnite vaulting windows, waking up mid chase, yes so much fun
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866793#Comment_3866793
Because he was fun, unique, and very easy to fix.
Give him the Incapacitated status effect during the Dream Transition and thats it, his biggest problem is gone. The 2019 has always been unnecessary.
No, he had more issues then that.
He had littrely no power. No real chase power, very weak slowdown, no way to down faster.
His entire power was 'tracking in dream world, stupid and unfun slowdown, and a power that nerfed him for no reason.
All being alseep did was make it slow and gave him tracking. Wouldnt help him get downs on survivors, he woudlve had 0 mobilty.
I dont think you truly understand why old Freddy was bad. -
@kreeper124 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866743#Comment_3866743
You know that this wasn't OG Freddy, right? The person who said Freddy used to be the worst killer in the game is talking OG Freddy. What you're talking about about is after Freddy's first rework where forever Freddy was meta. He was reworked before pinhead was released so there's no way that he was up there with pinhead before the rework. He was absolutely horrible before his first rework, not being able to attack survivors until they were in the dream world was not good at all
Dont forget his first version was also hard nered after release for no good reason lol
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Freddy isn't even complex though? Avoid the blood which moves be careful about pallets, always try to wake up don't heal while asleep
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866640#Comment_3866640
Old freddy was the best freddy.
Lol no he wasn't. He was the worst killer in the game, even more than current skull merchant
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866563#Comment_3866563
Unless I'm missing something, this seems way overboard. Can't be seen at all? Awake survivors can't really do anything at all.
Why would you need to? He cant attack you unless you are in the dream world.
So bascally bring back old Freddy who litterly got nerfed by his own power?
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@GeneralV said:
I think his changes are a "fix", if I may put it that way. It is the path they've chosen to try and make Freddy's post-rework power work, without making it as overpowered as it was when the rework first released.
And I really don't like it. All of this effort towards a power that was never healthy or good for the game. Freddy needed buffs, yes, but the gameplay loop with him (trap and the occasional teleport) did not change, when I strongly believe it should have.
I'll test everything in the PTB tomorrow, but if this is truly the direction we're going with Freddy… then I'll drop him.
I'm not sure why you expected any different.
No rework has fully changed a killers power besides SM because she's a mess.
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@xCakeStick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866558#Comment_3866558
3-4 seconds to use a clock? Breaking a pallet alone takes 3 seconds alone, with an additional blind you can just use that alarm clock anyways…
Breaking a pallet takes 2.4 seconds. A smart killer wouldn't be affected by the blind if you can hear them use it.
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@DBD78 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866513#Comment_3866513
Why would anyone heal in the dream world when you can go to any alarm clock on the map to wake up? Survivors will learn this very fast just like don't hide in lockers against Dredge.
that just makes it extra slowdown which is still very nice
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866537#Comment_3866537
I don't think they meant Freddy can teleport to survivors if they're healing, but rather Freddy can see sleeping survivors if they're healing while asleep and can teleport to a nearby gen. Considering freshly unhooked survivors are awake, this shouldn't lead to an increase in tunneling or anything.
No they littrely said he can teleport to healing survivors
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@Mandy said:
When the PTB is live we will be able to fully assess the strength of the rework - until then, it's very difficult to tell if something is too strong or too weak. It's not about "survivors or killers complaining", we use our own judgements on what needs to change based on how things play out.
Could you clear some things up about the rework if possible?
For instance, are snares a projectile now? -
If they manged to use an alram clock agasint you fast enough in chase, then your just bad. It takes like 3-4 seconds to use one
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866529#Comment_3866529
well maybe it shouldn't injure you. just put you into dream world. At the same time, i think it is fine that it injures you. as i said, it's simplification to the mechanic.
i think freddy problem isn't that he's m1 killer when your wake. it is that counter-play is too strong for waking up. this was same problem with old freddy. failing skill-check to counter the power is too good. using alarm clock is also too good. survivor should only be able to wake up using clap-hand method. 4. It is going to be singularity emp 2.0 problem. EMP too strong. now it''s failing skill-check+alarm clock too strong. 45 second for emp alarm clocks? I can already say that it needs changing without playing it. it should be like 90+ seconds.
Consdering FReddy has 3 ways to increase the sleep timer, no, it doesnt.
m1s fully do it, snares add like 15 seconds, pallets will make you instantly fall alseep, teleport does 15 seconds.if he didnt have 4 ways to make you alseep alongside a timer then sure
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866511#Comment_3866511
Then why can he hit you straight after you use a wake up box? What is the point of waking up if he can still injure you? That's not Freddy. If they wanted to make it feel like Freddy there would be a clear distinction of asleep and awake.
There is though?
Awake survivors can be injured by pallets, slowed by snares, be teleported to by Freddy if they heal, cant hear his TR.How much more do you want? Make them permeantly exposed?
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866507#Comment_3866507
It sounds better than his current version strength wise. That's good. But from a character perspective it doesn't feel like Freddy. Freddy operates as a threat in the dream world. His victims need to be asleep in order for him to kill them.
The only time we had anything close to that was his original version.
They ARE alseep. BHVR has said several times that when a trial starts, survivor are only in a mirco sleep. Which means they arent fully alseep but are falling alseep.
Im sorry but his orginal concept will never work in this game. You cant have a killer who can only interact half of the time -
@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866492#Comment_3866492
When it comes to licensed killers I like when they capture the essence of the character and make you feel like you're playing them. They've never managed to do that with Freddy sadly.
I disagree, the rework sounsd way better.
Hes always a threat, with snares chasing you down, pallets able to explode cross the map, freddy able to show up in an instant anywhere.
That sounds like Freddy to me -
@ThatRyanB said:
To confirm, the change to the Black Box add-on is specifically a wording adjustment to make its effect more clear.
Then why even bother mentioning it at all?
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even if you never use it, its teh fact it exists. it will make survivors not want to heal in the dream world, so waste time trying to wake up or stay injured
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866301#Comment_3866301
does not matter. it is not lore accurate.
Who cares?
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I dont think you guys understand, old freedy was never going to come back. he never will, because he just cant work.
How do you balance a killer who littrely cant do anything? He cant stop hooks, gens, gates, totems, ect, because of how long it took for them to fall asleep.
Then, he of course had no power -
@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787732#Comment_3787732
They pulled the lore from the source material but have mistakes in it.
No they havent, DBDs lore is about events that havent even happened in a game/video.
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You are aware its not BHVRs choice for the lore right.
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The backstep on wolf form is perfectly fine. The wolf form NEEDS a weakness and being unable to mind game is fair.
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It was FNAFS end that made them announce it early, not BHVR.
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There will never be a Freddy killer. Hes techailly a child which BVHR avoids
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Im sorry but his gameplay was just too hard. He NEEDS lower skill because right now his skill needing is just frankly too high for a medium reward.
He is harder then blight, nurse, spirit, wesker ect, all way stronger killers, who can be done with easier results.
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@NotJared said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745342#Comment_3745342
As I've described, breaking objects faster has no practical change in the outcome of any gameplay unless the Knight is 6 seconds' worth of travel or closer to the object he is kicking.
As a matter of fact, after ~500 hours of playing Knight, I've discovered using Carnifex to damage Generators is actually usually detrimental: The faster damage duration enables Survivors to get back on Generators faster, and Guards do not apply Gen perks when used to damage generators.
It is almost always better to actually use Jailer or Assassin to break Generators, because the 6-second damage interaction duration makes it incredibly more difficult for Survivors to stop a generator from regressing by the time you arrive: the 4.2 seconds saved with Carnifex is 0.8 seconds shy for Survivors to completely stop generator regression before you show up.
Even if one does use the Carnifex to damage a generator faster, then what? Practically, what does this accomplish in the way of downing a Survivor? The only benefit to using Carnifex to damage anything is when damaging a pallet or breakable wall that is less than 6 seconds away from The Knight, as now he may walk through it faster.
Even if you believe Carnifex shouldn't be used as a chasing Guard, he needs some reason to be used, otherwise the mere act of using him is an actively detrimental part to The Knight's kit because every other option is objectively stronger and better by every measurable statistic, especially considering now you don't have to use Carnifex to chase if you don't want to!
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745343#Comment_3745343
This is exactly the issue. Now that you can use the Guards in any order that you want, why would you ever draw a patrol path with Carnifex? Doing so is now actively detrimental to your gameplay, so people just won't use Carnifex for chases ever again.
Carnifex should have some use in chase! Why leave an aspect in Carnifex's kit that actively hurts him?
Benefits of Using Each Guard for Patrols/In Chase Under New Changes:
Assassin: Fastest chase speed, inflicts Deep Wounds
Jailer: Now has the fastest patrol speed, largest detection radius, longest patrol time, longest chase duration, and longest banner spawn time.
Carnifex: Nothing
If players now have the option to manually select which Guard they want to use in a chase, why would anyone ever select Carnifex? He needs some benefit to being used for patrols, or else there is no reason to ever ever ever choose him.
There are things to damage outside of gens you know…breaking a pallet or wall in 1.8 seconds is extremly powerful.
Also, you didnt even provide a good soultion to the problem.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735900#Comment_3735900
I dont think Vecna is an extremely powewrful killer like other heavy hitters like Plague or Oni. He doesnt even reach Wesker if you ask me.
First and foremost: I find it absurd, that the killer is nerfed, when the release hasnt even been a week ago. This is just plain bad consumer practise. It was bad with Alien, it was bad with Chucky and its bad now with Vecna. This has nothing to do with the nerfs being justified or not. Its about selling a product and then changing it, so people that bought it, bought something that is not what they paid for just day later. It makes people not trust in the characters anymore. Why buy something if it is just fun for you the first few days and then gets nerfed.
Dont get me wrong, Xenos cooldown nerf was fine, however, things like this should be adjusted BEFORE the product is sold. Not days after everyone has already paid money for it.
I genuinely hope that this will not make this killer a lot weaker. It would make BHVR look extremely shady.
Bro you do understand how TF a live service game works right?
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@zarr said:
The reason he latches onto the survivor on downs is that it will prevent Twins from using Victor to just keep downing people. It is a change made such that Victor can secure downs (with little to no meaningful counterplay, at that), but that Charlotte then actually has to pick up after him, and not play to slug everyone. If Victor would not latch onto downed survivors despite survivors not being able to kick him (or if Charlotte could recall him while latched onto someone on the floor, which I sure hope won't be the case), you could just use Victor to injure and down everyone over and over again.
But does he do anything to the downed survivor like current victor is my question
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@KatsuhxP said:
It gives charlotte 10% haste as long as he's latched on the survivor (or locker).
Yes but is that ALL it does? Cause if thats all it does then its a huge nerf