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Freddy's New Control scheme is Needlessly Complicated, I MUST GIVE THIS FEEDBACK.
I just played 6 matches as Freddy, One of the things I can see now straight away is that his Power is needlessly complicated by new the control scheme, the ability of swap between two modes, one for snares and one for pallets.
This reminds me of old Doctor, it was incredibly annoying to use, easy to screw up and confusing to learn back then, so I HAVE TO PROTEST and ask that you change it, because yes, new Freddy is easy to screw up and needlessly annoying to control.
This was also the case with the last Killer Houndmaster, instead of charging the power up (Use Power Button) and switching commands freely (Secondary Power Button), you designed it in the way that if you are not watching the corner of the screen and charge the wrong command, then you must uncharge it, change the command and then recharge to send Snug, again needlessly annoying imo.
You must be able to see that a simple control scheme is better, because having perfect button combination really should not be what skilled play is, but mostly I think of the new and people who are bad with buttons in panic situations. I think you are taking a dangerous course at the moment BHVR, because the better you can live into the role as Killer, the more satisfying it is to play that particular Killer, so controls MUST be simple and easy, please.
Hope this Feedback makes it to the person who designed the control scheme for new Freddy, Hi, I have some Constructive Feedback for the way Freddy's Power Controls are designed and I think it could be made simpler for the player:
So currently, you can switch back and forth between Snare & Pallet Mode on the Secondary Power Button, you also HOLD the Secondary Power Button to teleport. When in each mode, you charge your Use Power Button and use the Attack Button to Place Pallet or Fire a Snare.
here is my revised version:
In this new version, it all revolves around if you have the Use Power Button pressed and charged or not.
When the Power is not charged, Freddy will 1. Attack on the Attack button, 2. charge the Power on the Use Power Button and 3. start a Teleport on Secondary Power Button.
When the Power IS charged, Freddy will 1. Fire a Snare on the Attack button, 2. Place a Pallet on the Secondary Power Button and 3. return to the not Powered state by letting go of the Use Power Button.
In short, this means Teleporting is not possible when charged up, but it gives the Player much more agency for quick plays without needing to change plays, it also makes the mistake of pressing the Secondary Power Button too shortly or too long to accidently trigger action you didn't want to do, like the Clown.
I know its probably the hardest thing to do, to reprogram how a power works and is controlled its time consuming and needs extensive bug testing. But I know you will be creating a Killer that stands the test of time longer by having easy and simple control scheme. Like Huntress, Hag, Dredge and the recent good work you did on Singularity.
Comments
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Like dredge choosing to teleport to the remnant or the locker while charged, I like it. That would be way better.
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EXXACTLY! and I think the effort to reprogram would be worth it.
Do you see my rationale regarding Killer Controls being easy to control and pickup but difficult to master?2 -
I agree with this, sometimes I don't understand why instead of switching to pallet mode, teleportation is activated.
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I agree with everything you said here
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Excellent feed
Excellent Feedback! This was perfect. I would agree 100%
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Damn you guys, this is like first post in too long were everybody agrees with me. 😌❤️
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Emeal always bringing the thoughtful takes. :)
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very good feedback! hopefully bhvr sees this!
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I'm just hoping we can convince BHVR to make sure they put in extra effort in making controls for Killers in favor of simplicity and not being prone to error commands, this is also a general point to keep in mind for BHVR. Killers like Clown really do suffer a lot from the use of the Reload and Change of Flask to be on the same button, I just want Killers to be more fumble proof.
Simple Constructive Feedback is: A Button that does two things depending on how long you press it is the easiest to fumble, which will always annoy the player who controls them. Making that character less attractive to play than they should be/ ought to be.
But ill walk over a 1000 miles to get them to see the value in this topic, its imperative.
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Hard agree. Houndmaster could also be changed in a similar way.
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The pallet part is the worst offender of unnesessary clunkiness, it's an active downgrade from live.
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