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ElementDoom

ElementDoom

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ElementDoom
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  • Cool so now I can play a killer with the learning curve of Nurse and the anti-loop potential of Clown xD

    Oh but survivors will have to spend an entire 6 seconds off gens every 45 seconds. What a great bargain!

  • @Phasmamain said:

    Yeah I feel bad for everyone who bought the fisherman slinger not knowing the gun covers half your screen

    I feel sorry for anyone who bought anything slinger related at this point haha

    *looks at my collection of every harpoon gun and sheds a tear.*

  • He isn't. He's a rework that was phoned in with the sole intent of making him viable while neglecting to keep him fun and interesting and he needs a fat revert.

  • I remember seeing that back in the day. I liked the game aesthetic but from what I recall the survivors were

    -Faster than the killer

    -Had dead hard without a cooldown base kit on top of the killer giving a sound notification for swinging

    -Only needed 1 person to finish the objective to give the killer a defeat and all 4 survivors a win

    No way I was gonna touch that with a 10 foot pole. If they never changed any of that then that's why the game died.

  • I'd really love to see some dc statistics. I can count the amount of killers I've personally seen dc on one hand despite the role being arguably more frustrating. Not only that but the killer can do it guilt free since they don't have anyone relying on them and instead just end the match. So why is it that survivors do it so much more often than killers? I really can't wrap my head around it.

  • @Human_Giraffe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649958#Comment_1649958

    It takes a lot of hard work and coordination to "gen rush" and "abuse safe loops" (Okay the only "safe" loops I'll give you is the house on ormond because that loop is pretty damn safe). Gen rushing isn't actually a problem if you have perks like Corrupt that stop them from getting one or two gens done too early, and paired with a few information perks so you know which gens they're working on, it's hard NOT to apply pressure to the gens so they don't do them too effectively. And there are no completely safe loops in Dead by Daylight except for the pallets you have to break, but even then just because you have to break a pallet doesn't mean that survivor will run you for the rest of the game, and if they do you committed to that chase WAY too long. You should've stopped at one gen nevermind five. If a survivor is looping you at a pallet really really well then just break it. Even if you just break every pallet that gets thrown immediately you still gain something from that.

    "there are no completely safe loops except for the completely safe loops"

  • It's definitely been changed and the fact that it wasn't on purpose worries me. If Blight's collision ends up being like the sound where it gets altered at random anytime something unrelated is changed imma have to drop him.

  • Leatherface should be above Billy.

    Bubba's Chainsaw offers top of the line maneuverability on top of never overheating. Not only that but it sports a fashionable yellow chassis and is so energy efficient that you can leave it on for the entire trial. Clearly a gamechanger for the chainsaw business. They'd be stupid to not invest.

  • Yeah somethings definitely happened to him. I haven't noticed getting stuck in jungle gyms but I'm sliding off things I should've hit a good 2-3 times a game now. First week he was out it never happened once.

    I doubt it's intentional but I'm pretty sure it wont get fixed if even acknowledged.

  • @ZCerebrate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645951#Comment_1645951

    @Ghostyboi @HectorBrando Just some guy (who I won't directly mention here since his thread just got flagged out of existence anyway was asking for a new Pregnant survivor so he could see them in Maternity clothes (which led to some insights into Mori'ing one) and a lot of general disgust toward the idea. He pressed on in the thread and kept replying about why it "would be nice" probably to goad more reactions (or he was serious which would be a bit more disturbing) for about 4 pages

    Damn I always miss the spicy threads.

    Anyone have any idea why this game attracts so many kink lords?

  • Lmao as if these devs have any problem whatsoever with being inconsistent.

  • They clearly don't know the first thing about the game.

    The pop nerf doesn't even make sense. The only killers it's even going to effect are the ones that are already struggling. A Freddy player that didn't read the patch notes could go months without noticing the change.

    Only thing this does is push the trash like pig/clown/trapper further into the abyss

    Also I love the line "To add some urgency back into the perk". There isn't a single second of playing an m1 killer that isn't already filled with a sense of urgency. Anyone that's ever touched the role would know that.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643985#Comment_1643985

    The easiest solution to SWF would be to artificially inflate the MMR (or whatever metric DbD uses to match players) of people queuing together, increased proportionally to the number of people in the SWF group, and also to go back to the system where SWF groups would always face a killer based on the highest ranked person in the party, not the lowest.

    Inflating swf mmr is the worst solution possible. Good killers don't enjoy going against it anymore than the average player. Doesn't matter how well you play you can't negate comms.

    If you started punishing killers for being good at the game by sticking 4 man swf groups into 90% of they're lobbies I guarantee you most "high level" killers would leave the game. Then it's back to business as usual with sweat groups bullying purple ranks and all you accomplished was running off part of the playerbase.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643621#Comment_1643621

    There’s a very short period between the indicator and the actual damage however, only dodgsble if you have robot reflexes. You can also use it in narrow places or when survivors go through a narrow gap like a doorway etc and guarantee a hit if you know what ur doing. Hardly say his power is unusable.

    Robot reflexes are an exaggeration. It's very possible to dodge just the shockwave on command if you're anticipating it. I've seen it done and I've done it. Even if your reflexes aren't good enough to dodge the red line I'm pretty sure anyone can see which direction he's facing at the start of the animation and not stand there. There is no excuse to be hit by that attack assuming you have line of sight and aren't stuck in an animation.

    So you're left with a chase power that can only be used in doorways or when survivors have lost line of sight and aren't fast enough to dodge the neon red "don't stand here" sign. That sounds like a niche power to say the least.

  • @Babyyy_Boyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643482#Comment_1643482

    In my opinion I think it’s great balance. I actually tried to use my ranged attack in chases and I would miss them most of the time and it was a pretty lengthy cool down. Most PH I ran into never used his power just faked it for an M1. Now that they’re reducing the cooldown for the ranged attack, I can practice more without having that extra cooldown. This could allow people to master the ranged attack now.

    It doesn't matter how much you practice and there is no mastering the attack. There's a reason nobody ever used it aside from when survivors were stuck in an animation it totally locks your camera upon releasing it then gives the survivor a very clear danger zone with ample time to move out of it. The attack practically asks for permission to hit survivors but let's be honest you know that.

  • @aregularplayer said:

    can't you read? it's not a nerf you potato

    "We are not aiming to make The Executioner stronger or weaker overall"

    Yeah what the devs write is never what they mean.

  • @ALostPuppy said:

    So is this patch gonna do what it did to Nurse players, i.e weeding out the bad ones and the ones who are actually good will still play and do just as well? If so then I can't wait. I definitely wanna try and play him now, on paper it sounds like you actually have to try to down people with him now which I'm looking forward to. More depth and challenge by nerfing one thing but buffing another to make a killer more streamlined is always a good thing.

    The difference being that a good nurse can actually control when she lands her hits. Pyramid head's attack has a huge red "I'm about to do damage here" indicator attached to it. You'd have to be brain damaged to get hit by it outside of an animation lock. PotD is about to become the most unreliable attack in the game.

    But hey at least he can still waste time trying to force survivors into torment so he can send them across the map for a free rescue right?

  • Anyone else remember the last time they "buffed" Thanatophobia?

    It was brought up to 24% slowdown max during one ptb which was an actually decent 9% buff.

    Then they decided that would make Legion too strong (lol) and gave it a fat 1% buff when it came to live instead. I'm pretty sure this change will keep the perk a garbage tier borderline placebo but I'd love to be wrong.

  • Ah yes a 1-2% buff to some perks that are irredeemably bad by design and a couple unneeded killer nerfs. Pretty standard mid chapter patch

    If the thanatophobia buff is somewhat substantial Plague might actually be able to use her power on occasion. That's how I know it'll still be absolute garbage if not weaker.

    Oh yeah and Inb4 we get 20 or so "ThE pTB Is JUSt A TeST gUys" threads.

  • Yes.

    This is the only game i've ever played where you can expect at least 1 core mechanic to be broken at any given time.

  • Killers have to use half their slots for the Ruin/Undying combo which should be equal in power to 8 survivor perks. It's a strong combo but it's impact doesn't even come close to the time that 4 ds's and 4 dead hards can buy survivors.

    Also the only thing Undying does it make the rng of the killers perks not be wildly in the survivors favor. It never should have been in their favor to begin with.

  • Imo he's in the upper part of the mid tier. Stronger than doctor and weaker than Huntress

  • I wanna love any idea that involves Freddy actually having a dreamworld mechanic again but this idea sounds pretty terrible tbh. Unless I read this wrong you want to reintroduce his massive weakness of having to pull survivors into the dreamworld while removing half his aura range and his slowdown which were the main strengths meant to counterbalance it.

    In exchange for this Freddy would receive... demo portals?

  • @adamn40 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1635424#Comment_1635424

    There was nothing fun about old freddy. Can't see why people think having a power that can be completely manipulated by the survivors is a good way to design killers.

    I agree that Freddy was plagued with gameplay issues but his design was an excellent implementation of two tropes.

    1: Mirror dimension

    Whether it was walking behind a Claudette hiding behind the wrong side of a tree or phasing right through a clueless survivor trying to body block the old Freddy totally sold the idea that the dream world was a separate place from the trial And not just a grey filter with a minor debuff like it is now. This was also convincing from the survivors pov such as when a Freddy lunging at you would disappear in an instant after failing a skillcheck.

    2: Demons

    Typically demons are portrayed as beings that when allowed to will reek havoc on those around them. This is almost always offset by the demon having some extreme weakness that if known about makes them powerless. Sometimes the demon can't hurt you unless you make a deal with it. Other times its true name would render it powerless and in really old stories evil spirits could be stopped by something as mundane as a circle of salt.

    Freddy's weakness in the movies was being ignored/not believed in. This would come up in gameplay pretty often such as when a survivor cleansed a totem in front of you or stuck to a gen while falling asleep only to get a skillcheck buying them another 7 seconds. While this was frustrating it was an accurate portrayal of the characters canon weakness being exploited.

    To compensate for his massive weaknesses old Freddy has some of the strongest pro's in the game. Total invisibility at all times,massive slowdown that could be applied in a half second at a decent range, the best tracking in the game by a landslide (not counting class photo which was sleeper op).

    His old gameplay mechanics were both several times more interesting than what they were replaced with and several times more accurate to what Freddy is in his movies. The gameplay concepts could've worked if any effort whatsoever had been put into him. Instead they just tossed all of it in the trash and replaced them with a red circle that you spam on the ground.

    TL;DR: Dream demon >puddle man

  • The old dream world mechanics were so unique. I wish they had tried buffing him at least once before tossing everything good about his design in the garbage.

  • I'm pretty sure the devs have acknowledged it? I think I recall some talk about them trying to buff solo survivors to swf levels and then buffing killers to compensate. I believe they were going to test kindred as base kit but then never did and went back to ignoring the problem.

  • @BigBrainMegMain said:

    It's a bug.

    Report it in the bug section, I'm shocked it hasn't been fixed already.

    People were getting stuck in the terrain for two months and you're shocked this hasn't been fixed?

  • The gen speeds seem to be balanced around the assumption that most survivors are idiots who don't know how to hold m1 with the occasional W.

  • Watch them hot-fix it within a week after leaving the hill bug in for months

  • Old Freddy was my first main. He added a lot of flavor to the game and wasn't even that bad so long as you played him as a stalling killer who tried to slowly create dead zones. Also class photo was low-key the strongest addon in the game.

    The rework was absolutely terrible from a design standpoint. It made him strong but removed every aspect of his kit that was fun or unique. He's just a stat check at this point. I had to stop playing him a couple months after the rework dropped because his gameplay loop became totally stagnant.

    My biggest regret was not getting to try furtive chase on him. Might've actually made him good. Seems like the perk was designed specifically to help him but then they reworked him a month later so idk.

  • What if t-bagging stunned the killer guys? That would be cool and epic I think

  • Just remove the ability for swf groups to run it. Problem solved.

  • Games so poorly coded people are ranking the bugs related to ONE mechanic xd

  • It'll still be next to impossible to save if he's face camping. Honestly don't know why they bothered.

  • I'm sure it'll be just like Nurse. All good addons are gonna be meme addons. Instasaw is almost certainly gonna be gone. Tuning guide will be replaced with something that almost brings him back to current base kit but not quite.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118437#Comment_1118437

    The "math":

    The "should":

    The truth:

    https://us.v-cdn.net/6030815/uploads/230/KSPIKOCTC8RD.png

    What are we even discussing here?

    PS. Once upon a time i was the same as many here, i thought killers are so poor and they need buffs and everything. Then i realised i am a noob and i tried to become better. I succeeded.

    The truth is that the devs said those stats are useless and shouldn't have conclusions drawn from them. Of course that isn't going to stop people from drawing conclusions from them.

  • Boring as in the least impactful change? Probably the 50% bloodpoint bonus being added to beast of prey. Still a useless perk and the bloodpoints aren't even calculated after match so it's not even useful for farming builds. Still haven't seen it being run a single time since it was updated and that was quite a while ago.

  • Freddy can stack all the slowdown addons and perks he wants. It's still gonna buy him less time than he would've gotten running just old Ruin. I really didn't expect to ever see a complaint about slowdown builds ever again but hey that's dbd for ya.

  • Putting Laurie alone to guarantee she's the least popular choice. We Laurie mains will not forget this. You've made AT LEAST a dozen enemies today.

  • @LordGlint said:

    Its Freddy...

    The fact that they did so well with the Freddy rework by completely scraping the original power and just starting fresh makes me wonder why they havent done that to Legion yet.

    Probably because it took em like 2 years to actually make it happen. Even then his addon's feel rushed.

  • Imma throw Laurie's hat in the ring. She's the quintessential final girl doing whatever it takes to survive. Plus she's the owner of 75% of the survivors obsession perks making her the killers constant target as far as in game lore goes. She's clearly on edge as a result in her campfire animation and never lets her guard down for a second.

  • Never. The overwhelming majority of my games are wiping out survivors that don't know what they're doing. The amount of simple easily avoided mistakes they make add up so quickly that I can't keep count. Then I 4k totally aware that I only won because the survivors were bad.

    On the off chance that I get a good group it's the opposite feeling. They make no mistakes for me to capitalize on and I can't do anything. Gens get done quickly with me having 2-3 hooks. If the majority of survivors had any clue how the game worked I'd never play.

    There isn't ever any in between and hasn't been in a long time.

    Atm the game isn't fulfilling because the outcome is decided in matchmaking. It's almost become a glorified slot machine.

  • True or false? A team of very good survivors can put a very good killer in a position where nothing he does will result in him winning.

  • @Okapi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1018869#Comment_1018869

    The next up should be Leatherface and Billy. The devs also mentioned they will be doing an add-on update for Myers.

    Where'd they mention a Myers update? Usually people point to him as the example of a good addon set. I can't imagine what they'd wanna do to it.

  • If you're gonna leave why bother deleting anything? It's not like you'll see the complaining.

  • Require's other perks to have a noticeable benefit

    Require's High mobility to be able to use that benefit properly

    Can be cleansed

    And then it's DECENT

  • "I expect this to be even stronger with the new ruin coming out."

    No. No killer is going to be stronger after the Ruin change. Every killer will be considerably weaker. Billy will look stronger in comparison to the low mobility killers that are getting dumpstered.

  • Get out while you still can!

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