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Bugs, suggestions and review on everything on PTB 8.5.0

fussy
fussy Member Posts: 1,757

Hi devs and to all who reads this.
I have a lot of things to say, which I didn't read here, so I feel like I need to create this post.

Freddy rework

Rework is definately fine as concept, but very undertuned at current state and has many questionable things. Freddy at best mediocre killer in current state, but has a lot of potential to be really good.

DREAM PALLETS
Dream pallets are almost useless. I barely had a use of them even in matches, where I tried to use ONLY them as power. In usual matches you don't even remember about them, because it's simply not worth its time. I will be short, considering the facts that survivor can see they are fake, they can throw it to prevent explode, can stun Freddy with it and overall they do almost nothing with the fact you can place them only in places without resources, my suggestion:

  • Rupture radius 4 meters by default. And no, you shouldn't do Unicorn Block addon 0,5 meters because of this change, like it was with Vecna's fly.
  • Decrease Rupture time.
  • Consider remove stunning with Dream Pallet. Not sure about this yet, but the fact your power can remove from you more than give in some rare situations, where you could already land a hit without it, is really disappointing.

SLEEP IMMUNITY
Should go. With SO MANY Alarm clocks around the map it's old EMP situation all over again, you simply ignore killer's power majority of the match. And you have many other ways to leave Dream World on top of it, so have no idea why Immunity still a thing.

DREAM SNARES
Seems like have broken hitbox on PTB. I'm Artist main, so I got used to new Freddy power pretty quickly, but I often saw how survivor didn't scream and recieve Hindered even after I clearly hit them with DSnare.
Firstly I thought that hitbox is too tiny, but then I mentioned one thing: with Z Block addon, which gives aura after hit with DSnares, shows me aura of survivor, meanwhile survivor clearly don't recieve any Hindered. It's maybe depends on some (even tiny) height difference.
Other than this, I think Dream Snares are fine. But this bug definately should be fixed on live.

TELEPORTS ON HEALING
I thing it will be really rough for majority of playerbase. Let's be honest, most of the people here still believe that turrets are weak against Alien and place them in front of the exits, lol. There is 0 chances survivors will really do something to prevent teleports on them, only claim that this ability is OP!!!
But I think teleports to survivors should be longer, maybe old 4 second? Just give to survivors slightly more room to react on this tp.

TELEPORTS TO GENS
PLEASE do something with directions I see after projections. It's always "Where I am, who I am, what is this place" in first seconds. Some visual hint on which direction I will watch after projections, SOMETHING

NO PROJECTION CANCELING
I understand that cooldown become smaller, so you want prevent spamming, but maybe make it so Freddy can't cancel it after half of progress or something like this? I mean, I will really miss Projection mindgames in chase, that's about it.

ADDONS
Most addons are fine and even interesting, I only have complains about three:

Blue Dress: I got you wanted to make addon with old Snares, but hell, it's flat out huge nerf even to old Freddy. You basicly old Freddy, but only with 1 snare, thanks to 5 seconds cooldown. Make it brown and remove cooldown with this addon, or better rework it.

Class Photo: I think, if projection canceling will stay, old effect can easily stay on top of those with exit gates. I honestly hate run addons, which do something only in endgame and do nothing during the match. Perks? Sure. But addons I take to make my power more interesting or better during the match.

Black Box:
Once again, give it some additional effect. It's too situational and boring, really sad to see almost no changes on this.

Perks

Fire UP
PLEASE DEVS PLEASE I BEG YOU ADD LOCKER OPENING TO ACTIONS PLEEEEEEEEEEEEEEEEEEEEEEEEEAAAASEEEEEEEEE
I also think it could be 7% per token. 6% is good, I definately will take it into matches more often, but I think with 7% it will be really good and worthy perk on every killer. ESPECIALLY WITH LOCKER OPENING

Beast of Prey
Should see a complete rework. Honestly have no ideas. PTB version is not it.

Vigil
One of those perks, which was fine as it is. Low pickrate doesn't always mean that perk is bad and need huge buff. I'm not against exactly buff, but stacking shouldn't be a thing anymore. Don't think it needs range buff either.

Really want to say thank you for fixing Knight bugs (even if I mad it took more than 2 years)!

Also bots on PTB are even worse and still vault into you after a hit.


Thanks for attention!

Comments

  • fixblitzskin
    fixblitzskin Member Posts: 259

    I appreciate blue dress and how they want to keep some portion of current Freddy for those who like him but yeah removing the cooldown is a absolute must. I want them to make an addon the same as blue dress but for current pallets. Replace rupture pallets with actual fake pallets

  • HolyDarky
    HolyDarky Member Posts: 881

    I really like the new Freddy. Once survivors are in the Dream world, it really feels like a nasty world for them where they get damaged and Freddy knows what is going on inside of it. Having the ability to put survivors to sleep by using Dream Snares and Pallets makes it feel like you are interact with the survivor and the survivors have more interaction with Freddy. Currently, it feels so lame that your power is useless when survivors are awake and putting traps also felt a bit boring for both sides. However, he still feels a bit underwhelming, especially the Dream pallet part. I would say against equally good survivors, he will be something between low B and mid C - very early impressions.

    The PTB Dream Pallets are a joke. It feels like a worse Hag that you setup your Pallets but every survivor can remove them with no time waste. They definitely need a buff. I feel like awake survivors should not see Dream Pallets and asleep survivors should only see them when they are close to them. If we buff the range to 4 meters and decrease the rapture time (I guess you suggestion is 1second?), maybe 5 meters to give enough reaction time. I'm afraid that otherwise, SoloQ will have a greater disadvantage against him than SWF when it is impossible to know which one is real and there is not enough reaction time for them. I also think new players will get confused when they don't understand why some pallets damage them and other ones can be thrown. I also think something like this prevents a lose-lose-situation for survivors like original Chucky had. The stun feature should also be removed because it makes no sense. Maybe it can turn into an addon so you can play funny Enduring + Hubris.

    I love the Dream Snares too but I also love Artist and Unknown, so Projectile killers are welcome. I think they are fine and provides fair plays on both sides since survivors can dodge them and the killer has to predict which is more interesting than Clown's bottle or Doctor schock - maybe after a week of live gameplay we will see issues or weaknesses with them.

    The teleport to healing: year, players already do this and I think more will come when it hits the live servers. So increasing the time it takes would be fair to give them more reaction time. But he should then see in the direction of the survivor (kinda like Hag when teleporting always face the survivor direction). Maybe add the feature that Feddy can not teleport to survivors when they fall asleep during the heal because Gift Of Pain + Leverage takes ages and then it would be a bit bs when you lose all of the time last second but maybe I am too nice here(?) I also think survivors should get 20sec of sleep timer every time a survivor has been hooked to reward the killer for doing good. I like the idea of survivors in dying stage become awake to avoid a sluggy encourage like we have with Singularity but he should get something as a reward for doing good. He shouldn't be able to teleport to slugged survivors to limit his slug potencial.

    Teleport to gens: True, maybe they should improve the Killer Instinct for nearby survivors more because that is helpful when playing Xenomorph. I also hope they will give us the option back to cancel a teleport for the mindgames. It would be okay if he gets a 15sec cooldown when cancelling the teleport. Sure will make DMS stronger on him but that's okay.

    Addons: agree

    Fire Up should gain tokens through hooks and not through gens. It feels so weird to reward the one side when the other plays good and to let the other side finish something for such a little reward. This is also easier to balance because more number buffs could result in a harder nerf (e.g. like we had with Machine Leaning which I miss damn hard). Introducing more hookbased perks would be healthy for the game too.

    Beast of Prey: Agree. My best idea: It should work like Predator → when you're in chase and leave the survivor, gain the Undetectable status effect for 30 seconds. Then the Perk goes on cooldown for 40 seconds. Still not the best solution but better and more fun, in my opinion. Could also add the effect that survivor see the aura of the just chased survivors as an indicator that the perk is in play.

    Vigil: agree.

    No opinion about Remember Me? Ò.o

    Bots: No, the bot is just comp corner you. There is nothing wrong with it °J°

  • SoGo
    SoGo Member Posts: 1,620

    PTB Vigil shouldn't stack.

    Plain and simple.

  • fussy
    fussy Member Posts: 1,757

    he will be something between low B and mid C - very early impressions.

    I think on PTB he is around mid B. His chase is not amazing still, but he has map pressure, info, a tiny build-in slowdown, which currently works against him more, than for him. With my suggestion I think he will be High B – Low A, which I'm good with.

    I also think new players will get confused when they don't understand

    Can't care less, honestly. When I was new and didn't understand something, I watched matches against this killer on YT and played him by myself to learn how he works. Literally what I currently do with Marvel Rivals. It's gaming, you can't expect jump in and know everything in such big game. And it's normal.
    As I said in other threads, I doubt there will be a lot of lose/lose situations with pallets, because you create a pallet in a place without resources anyway. Sometimes it can be useful area denial tool, but most of the time it will be just fancy hit thing, because you could give it few seconds later anyway.

    Didn't you experienced same problem as me with Snares? I didn't see someone mentioned it, but Aura addon clearly proves it's a thing.

    Yeah, direction after projection should be looked at as whole, on survivors and on gens as well.

    Fire Up should gain tokens through hooks and not through gens. It feels so weird to reward the one side when the other plays good and to let the other side finish something for such a little reward.

    Interesting idea, but I better chose new perk with such mechanic. I used to Fire Up and really love it. Not everything is exactly reward for something.

    Beast of Prey: Agree. My best idea: It should work like Predator → when you're in chase and leave the survivor, gain the Undetectable status effect for 30 seconds. Then the Perk goes on cooldown for 40 seconds.

    Really cool and interesting one, I love it!

    No opinion about Remember Me? Ò.o

    Eh, I just don't care about this buff. Wake Up buff overshines it too much and we clearly will see new Wake Up very often. So it's more nerf in real matches probably, lol.

    Bots: No, the bot is just comp corner you. There is nothing wrong with it °J°

    Yeaaah, comp corner with 2 health states, new comp strat. Too deep to understand to us, silly meat bags 🤔

    Yes, but after additional testing I would say I'm afraid range buff even more. It's super unnecessary. 40% for whole team in 16 meters AND lingering effect for 15 seconds after is too much.