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Blueberry

Blueberry

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  • Wraith is fine.

    Pig has needed substantial buffs for literally years.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2231559#Comment_2231559

    https://forum.deadbydaylight.com/en/discussion/comment/2231554#Comment_2231554

    Yeah, I’ll just jump off the gen I’m currently on, at 5 gens, with Ruin still up, and Hag is at 3 or 4 hooks already, and I’m still not quite sure where traps have been set yet...

    If this is the actual scenario you are in either you or your team are playing like complete potatoes. This scenario is a skill problem, not a Hag problem.

  • I'm probably one of the few people that plays a ton of Twins at rank 1.

    Their last nerf was a terrible decision that did nothing to solve their problems. All it did was make them less fun to play and kill off what few Twins players there are. The nerf shows a misunderstanding of what the Twins issues actually are.

    The Twins actual issues are hook camping and taking Victor hostage. The slugging is not an issue, it has tons of counter play.

    What they need:

    -Revert the last nerf

    -Increase the distance they have to be from the hook to swap

    -Charlotte gains Undetectable while Victor is being held.

  • It's why I have no issues with Hags in all my rank 1 games. Hag has pretty easy counter play.

  • You swing into them and pop them from your radius when she's busy/animation locked.

  • Good for new players. For everyone else it’s hot trash and not even close to being good.

  • Increase the distance of placing a trap near a hook and remove flashlights destroying her traps.

    Boom. Fixed.

  • A world where gen regression perks weren't necessary and we could actually have fun with our loadout sounds awesome. The chance of this actually happening properly is another story unfortunately.

  • Up the duration of losing collision (the part with counter play) and remove the dash component (the part without counter play).

  • They're all really bad.

    Only argument is LP if you want to make the case it's supposed to be a new player perk for learning spawns and isn't intended to be good.

    Lethal Pursuer: The only way this gets good is if it's able to generate immediate map pressure. 7 seconds is not even remotely coming close to that. Even on the fastest killers you aren't getting to them in 7 seconds generally speaking. Good players already know survivor spawns so the information it's giving you is near redundant. If it was like 30 seconds and it had some secondary effect that lasted throughout the match like interacting with any killer belongings will also reveal your aura for 3 seconds then we might be talking. The early aura reading getting you into a chase is near irrelevant as that's not difficult for a good player. It needs to be long enough to be able to capitalize on and get an early down.

    Hysteria: Drop the cooldown to 30 seconds.

    Eruption: Now this one is just complete garbage. Let's go over why. It's regressing kicked gens by 5 seconds when you will nearly waste at least that much time going out of your way and through the kick animation. This means you're wasting a perk slot for a neutral effect. Then we also factor in the map pressure you're losing through all those kicks and it has a ridiculous 90 seconds cooldown...you could almost even make the argument that this perk hurts you more through using it than not taking it at all because of the bad decisions it requires you to make.

    To put this into perspective Eruption could have zero cooldown and it would still be bad. That's how bad this perk is.

  • The chapter is probably one of the smoothest PTB's we've had in a long time and a killer that enters the PTB in an actually relatively decent spot. He still needs some small buffs however. 2 zombies on larger maps is also simply not enough.

    Most the survivor perks are quite unique and decent but with a few still needing buffs. I like that they're getting a little more adventurous with some of the perks here.

    The killer perks are all trash however and need substantial buffs.

    Contrary to popular opinion I actually like the new map. My only issue is its size. I thought we'd learned after 5 years that maps are too large? Not only haven't we fixed the maps that are too large but we're now actually adding more...alright.

    Autoban feature is probably one of the worst possible ideas they could have thought of. Scrap it. So many ways for this to go wrong.

    Boon feature sounds like a cool concept but we really can't comment as we know basically nothing.

    Really disappointing that we heard no information on MMR, cross progression, or perk balancing. Especially the perk balancing, near 80% of the entire perk roster on both sides is complete garbage. There isn't even heavy work needed here. A majority of them can literally be fixed with number tweaks..that isn't a lot of time investment.

    It was concerning as well to hear they are mainly going to be focusing on future killers rather than older ones. We still have a lot of older killers that are really bad and need work done to them. I get they don't really have the time to keep going back on them but that's really not an excuse. Why? Because they're the ones that released them in those poor states in the first place. Release the killers in a good state to begin with and we won't have to keep doubling back like this. We tell you how much they need on release/PTB and it goes ignored. This exact same issue is what's happening with the perks that get released as well.

    I was particularly excited to hear there would be a winter event, even if a small one at that. Winter Solstice has been my favorite event/season and it's good to hear it's coming back.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2228271#Comment_2228271

    To be fair sloppy applying on everything would be pretty bad ngl lol. Sloppy legion was insane. So i guess they wanted everything to follows sloppy example in fear of making perks to op. Infectious is the only exception because i think the devs just don't want to touch it. But zombie downs...really?

    That's actually pretty funny ngl lol

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2228247#Comment_2228247

    The devs love to say its for constiency since stuff like sloppy and stuff they want all perks to proc on "basic attacks". *looks at infectious which procs on victor and zombie downs and grabs out of lockers*

    People don't even mind consistency of good ideas. The problem is it's consistently bad ideas and bad implementations that are getting repeated.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227627#Comment_2227627

    That's what I still don't understand. A lot of people still complain to this day about the basic attack requirement and the cooldown on Surge, and they somehow had the idea of applying the same conditions for another perk that is actually worse?

    Yup. Not only is Surge still not fixed but here we are repeating the same mistake all over again.

  • As others have said, it does nothing while on cooldown.

    The perk reduces the gen time by 5 seconds, however you probably waste at least that much if not more with the time of walking over to it and kicking it in the first place. IE you're barely even coming out neutral for wasting a perk slot.

    What about the Incapacitated effect for survivors on the gen currently? Near worthless and hardly even worth mentioning.

    This perk could have no cooldown whatsoever and it still looks bad. That's how terrible it is. Yet it has a 90 seconds cooldown...just wow.

    Oh and did we mention it also requires a basic attack?

    Man this perks bad.

  • I'm playing solo just fine every single day and escaping at least 80% of my matches and pipping almost every single one. This isn't a solo problem.

    I only see a genuine tunneler/camping probably every 20 matches, if even that. It's generally just survivors playing badly and making excuses.

  • @TheBus4K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2225534#Comment_2225534

    They refuse to do "x" thing because supposedly they have tried it and didn't like it, instead of trying it on PTB and / or Live Servers.

    They also tried the Trickster and liked it?

    Yeah supposedly 4 zombies was "way overpowered". I find that hard to believe even for a rank 15. Even then, balancing around low ranks is flawed design in the first place.

    Apparently the tentacle length was more of a programming issue which is why they weren't wanting to mess with that.

  • Haven't had a chance to test this or even seen it tested as no one really uses the vaccines in the first place it seems.

  • I like quite a few of the buffs mentioned here but in another post a dev commented they would not be adding more zombies and they would most likely not be adding any more range to his tentacle attack.

    Really a buzz kill there, especially for the zombies to me. 2 just doesn't cut it on larger maps. They said well killers have some good maps and some "bad maps". So the zombies not really functioning on larger maps is just going to be their bad maps, even though that coding would be extremely easy to change.

    Rather than more distance on tentacles they said if anything it would be something like added features. IE maybe the tentacles in t3 can hit more than one survivor if they're stacked. I suppose this would also include something like decrease cooldown time as a consideration by that criteria.

    So when we're looking at buffs extra zombies and tentacle length is basically already off the table. Figured this would help us narrow down other potential ways of improving them.

  • @Dr_Loomis said:

    Hasn't he got add-ons that increase the amount of zombies? (Haven't got ptb).

    Unfortunately no.

  • Blood Favor just needs the cooldown removed, not a rework.

    Coup De Grace actually needs a rework to function differently.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2224277#Comment_2224277

    well you should understand their major updates are quarterly and they have 1 minor update between major ones.

    Which is why I said things like "fall" and "winter". I didn't imply anything other than updates being quarterly.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2224204#Comment_2224204

    I don't remember them saying anything about the key being in the base game. I am fairly certain the base game was related to Mori. i just remember them saying a small change to keys. i just posted my ideas for what i think would be a good key change. less power in opening the hatch(ending the game early), more power in holding the key. I think they were specific but did not want to write it out in timeline format. I think it has to do with uncertainty in being able to deliver on each change. Like for example, if they say "We will rework backwater swamp art" in august, than it might give perception to the player that it becomes a promise, whereas if they're vague and say "we're working on finishing all map redesigns with no specific dates", than there is no expectation other than it will be finished at some point.

    I think that is totally a find approach. I imagine for them, they have a lot on their plate that they want in the game but they cannot do everything, they have to pick and choose what they want to work on. that is just how life works. I personally think they do fantastic job.

    "Like for example, if they say "We will rework backwater swamp art" in august, than it might give perception to the player that it becomes a promise, whereas if they're vague and say "we're working on finishing all map redesigns with no specific dates", than there is no expectation other than it will be finished at some point."

    That's why I referenced something like "fall" or "winter" and not a month of the year. IE room for wiggle.

  • @Devil_hit11 said:

    looking at image does not tell you anything. Its because they say it individually what they're working on

    Small recap on stream.

    They said that newer players struggle with the base starting point of the game so they want revise tutorials and create bot matches. -> First step in the fog.

    Game health refers to bugs and existing gameplay updates. Within first years of DBD, they said they focused more on creating content because the goal was to create a rich experience for the player. Now a days, there is a lot of content in the game so they want to improve existing content.

    The realm beyond is referencing Visual updates for survivors(We already saw them update Dwight, Meg, Claudette models) and all the maps. There's only few maps remaining so they're almost done with this.

    Live design is referencing keys and Mori and new survivor-type of perk(Boon totems). From what i remember on stream, They said they want remove killer offering for Moris and integrate to the base game. They do not want moris to be seen as toxic. Boon perks, they said very little about other than you will see first boon perk next chapter.... which is in 6 months from now? November I think. They also said they want to do small update to the key item in the game. They also recap saying that they will continue to look at existing killer powers and adjust where necessary every few months for new killer/recent killer releases.

    -------------

    I think keys are ok, I think only problem i have with them currently is survivors opening the hatch before they complete all generators. it can end game prematurely sometimes kinda like old mori. At the same time, the key does not do much beyond opening the hatch and their add-on are kinda tricky to use as the key item has little charges with not many particular great effects for channeling the key. the 3 add-on that you can channel are Blood ember which reveals killer aura in 32 meters, Gold Token which gives 48 meters of Bond(Perk) when channeling the key and Erode token which gives 24 meters of Bond(Perk). The blood ember has a strong effect but you need channel the key to use it in a chase and it is not very intuitive for the player. It also doubles consumption of the key further limits its use. I haven't seen survivors really use tokens purely because if they need aura reading, they'll just run aura reading perks instead.

    I think weeding ring has better implementation where you just equip add-on and the effect persists permanently. perhaps they should do that for blood amber, gold token and erode token where you can no longer channel the key but the effects of the add-on for holding the key activate the effects although maybe blood amber would need a lower aura-reading range(like 12 or 16 meters). Maybe they could add other add-ons for the key that give you passive bonus for holding the key. I am not sure... maybe holding the key adds 7% haste effect like the survivor Hope perk. Either way, Keys rarely get used for anything beyond opening the hatch to end the game early when the killer wins convincingly. Less power in opening the hatch and more power on holding the key might a better design direction for the key.

    Yes I know there was explanations attached with the images in the stream. I was referencing how they were still quite vague and didn't really tell us much or have a timeline for accountability.

    In reference to keys we might as well not work on ideas for them as they plan to implement them in an entirely different way of the base game anyway. Unless of course we want to think of ideas for that base game implementation, but I'd say that's not really the topic here so that would probably be a new post to make.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2222176#Comment_2222176

    That is an interesting possibility.

    But that raises my question again: if a killer decides to run 3 Hexes and Haunted Grounds, where will a Boon Totem spawn?

    Will the devs possibly increase the totem count? Could a Boon and a Hex occupy the exact same totem? Both removing a killer hex, and buffing the survivor upon cleansing?

    If it is this way I'm expecting it to add an additional totem to the map in one of the unused spawn locations.

  • You fix the hold W issue by decreasing map size. The real issue causing hold W to be a counter is the problem of map size. We still have too many maps that are way too large.

  • @Tsulan said:

    *year 6.

    The 5th year has already passed. I already forgot that we were supposed to get new game modes...

    My bad, corrected.

    Yeah new game modes and couple other things were scrapped. MMR was already running in the background collecting information when it was announced a year ago as well and we still don't have it.

  • @Avilgus said:

    Like i said in another post:

    0 to 9km² = 2 zombies (Dead Dawg Saloon/Coal Tower...)

    9 to 11km² = 3 zombies (Wretched Shop/The Pale Rose...)

    11 to 12km² = 4 zombies (Mother's Dwelling/Shelter Woods...) Map sizes in details

    ^ This is really what we need.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2222221#Comment_2222221

    I think they were more referring to how they could be used which tbf they could be used in a toxic way

    I suppose I could see how we could construe that interpretation, still seems like a stretch and borderline still their original intended purpose even using them that way.

  • @ChiSoxFan11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2222221#Comment_2222221

    My assumption is that they somehow were referring to Moris pre-rework. I don't know how anyone could consider using a Mori on a player who's on death hook anyway "toxic".

    I played a game last night where I had someone dead, someone else on their second hook, and the last two players -- neither of which were on death hook themselves, IIRC -- keyed themselves out of the hatch (one had brought the key and the hatch offering). They left their teammate to die without even an obligatory attempt to rescue them -- if I were a dev, I would have called that (and the key/hatch offering to make it happen) far more "toxic" than a Mori, but then again, I'm not the first person to notice/comment on the apparent disconnect between the two in the developers mindset. And for the record, as I noted at the beginning of this thread, I don't consider either "toxic" -- while I thought the key escape was annoying and selfish that they left their teammate -- who was crossplay and likely not with them -- to die, it still wasn't "toxic", but simply them using a tool provided by the game to escape (even if didn't seem particularly earned).

    Even if we give the benefit of the doubt and assume it was talking about old mori's, that's still not "toxic". Overpowered? Sure, but not toxic. It was an intended function of an offering to act in that way. It would be the same as calling old Iri Head toxic. It wasn't toxic, just overpowered.

  • Toxic? No

    Sweating? Sure

    Ironically the devs called mori's toxic in the anniversary stream. Quite odd.

  • Huntress any day of the week. Huntress is one of the most fun killers to face, DS is one of the least fun in the game. It's not even close, polar opposite sides.

  • What I gathered is it will light a totem in blue at the start and if the survivor can break it, it gives them a buff. Essentially like breaking a hex totem except instead of breaking it to remove the power from the killer, it buffs you instead.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2221921#Comment_2221921

    Even with that, SWFs have a huge advantage, which bypasses most of the game's balance and design. SWFs have perks like bond, kindred, better together etc as their base kit.They also nullify killer's perks like Knockout. Other perks, like Adrenaline, DS, Head on, Unbreakable, BT, etc, can be abused in ways unimaginable in soloQ due to coordination in discord. So no, this game is SWF sided: however good solo survivors can be, SWF survivors with the same amount of skill will always be by an order of magnitude better solely due to the comms.

    You missed the entire point of my post mate.

    I didn't disagree in my previous post with anything you said in this post. Saying it's "good survivor" sided, Includes SWF. Everything you just said agreed with everything I posted.

  • He's generally fine, the issue is the zombies being too weak on most maps. They're supposed to be his pseudo map pressure which they fail at on larger maps.

    Is he the best PTB state killer we've had in a long time? Yes

    Does that mean he's good where he's at? No

    Most PTB state killers were just in literally embarrassing states, so when we say he's the best PTB state killer we've had in a long time it's all relative.

    He needs more zombies based on the map size and addons to add zombies. Unfortunately they've already said he's not getting it.

  • @Mandy said:

    I don't have anything yet @Blueberry I know the last 24 hour test did show some issues that had to be worked out, so I'm sure another test will be scheduled for some point, prior to a full release of it.

    Okay thank you for the update!

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/217721/developer-update-january-2021#latest there's more information about the plan with Rank Rewards on this thread.

    Mandy do we have any word on MMR coming in relation to the rank changes? A lot of people were expecting some kind of an update on where it's currently at in production during the anniversary.

  • @Junylar said:

    The game balance goes like this:

    • Good Nurse/Spirit stomps any survivors.
    • Decent SWF stomp ANY other killer.
    • A decent killer stomps any solo survivors.
    • Decent solo survivors stomp potato killers.
    • Potato killers stomp potato survivors.

    You are in the last term right now, still being a potato. If you find friends and start playing with them using discord, you will break the game balance in every possible way and win one game after another, except those rare occasions when you get matched against a good Nurse or Spirit. People complaining about the game being someone-sided just don't tell about the whole picture: the game is actually SWF-sided, not survivor-sided.

    Mostly right.

    However, it's not SWF sided, it's "good survivor" sided. SWF just simply guarantees you get good survivors.

    IE you could even roll the dice in solo queue, happen to good teammates, and the game is still sided in your favor.

    Saying a "good killer" is stronger than solo queue is assuming you get unlucky and roll bad teammates which isn't always the case. When people say "survivor sided" they are implying a match of good vs good, which is how you objectively measure balance and where it is objectively in survivors favor.

    The main factor here is the skill of your teammates, coms is just an added bonus that throws it even more over the top.

  • We basically got told nothing other than their name so we don't really know anything.

  • Most killers ultra rares are pretty bad. A lot of them need reworks. When I want to run a killers best addons it should be their ultra rares. It’s currently not though, not even close.

  • An autoban system is the last thing this game needs. Terrible idea.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2218357#Comment_2218357

    Consider the context of the OPs question before assigning your own interpretation of my post. Both perk build have ruin. Both builds require the player to be playing in a way best utilizing each build. I did not say one build was braindead compared to the other.

    You are assuming malice where there is none.

    Nothing was assumed, I took you verbatim.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2217060#Comment_2217060

    So, assuming good killers. Ruin Undying doesn't require the killer do anything special to receive the benefit. They don't need to break chase or go out of their way to kick a gen.

    Both builds have ruin. Thus both builds require chasing survivors off gens.

    Take note this is a comparison of two perk builds and not some survivor main saying killer is easy.

    "So, assuming good killers. Ruin Undying doesn't require the killer do anything special to receive the benefit."

    You're statement was not if it required anything special, you're statement was that it didn't require killers to do anything for its effect. Those mean different things.

    Also I feel like you're downplaying a requirement of map pressure/playing well. That isn't necessarily just what a killer normally would do. Most players are quite bad and don't know how to properly pressure the map and there's players that don't map pressure intentionally, they just tunnel one player out at a time. It further incentitivizes them to play in a more specific (fun for everyone) way.

  • Get rewarded for playing well, as players should on both sides.

  • @Mr_K said:

    Well,

    Ruin/Undying didn't require the killer do anything for it's benefit. Pop requires you catching someone and kicking a gen.

    That's just factually untrue. Ruin/Undying does absolutely nothing for the killer unless they are good at pressuring gens. Bad killers get very little value from Ruin/Undying.

  • The perk is a meme. Even on Nurse I haven't gone down to that perk a single time yet.

  • Realistically all the males should be slightly quieter than the females seeing as they have quite a substantial advantage with size and height already. Making the males slightly quieter would be a fairer offset.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2210024#Comment_2210024

    You really are insisting that Spirit players don't use custom audio settings or increased volume pretty damn hard.

    And no, you don't have time to get to a loop just be ahse she didn't hit you directly out of her power, because you probably weren't near a loop to begin with. It's the same as Bligh, just because you avoided his Lethal rush doesn't mean you don't take a hit without any real counterplay.

    "You really are insisting that Spirit players don't use custom audio settings or increased volume pretty damn hard."

    The boogeyman that everyone thinks exists that in reality is extremely rare and not being realistic. It gives people an excuse for why they went down.

    "And no, you don't have time to get to a loop just be ahse she didn't hit you directly out of her power, because you probably weren't near a loop to begin with. It's the same as Bligh, just because you avoided his Lethal rush doesn't mean you don't take a hit without any real counterplay."

    Probably weren't near a loop to begin with? Is the survivor playing stupid? I'm almost ways within reach of a loop/pallet/window. That's also why Blight almost always allowing me to get to another loop after he's forced to cancel his power. Why would you be running around in a dead zone rofl.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2209745#Comment_2209745

    There's no way to avoid giving a good Spirit information. You cannot hide running footsteps, so you have to walk, and the Spirit knows this and therefore knows where you are. If you're not touching foliage (which is usually out of your control) then the Spirit still knows wher eyiu are because she knows where you aren't.

    Just because she doesn't get to phase-lunge your arse doesn't meant you get away.

    "There's no way to avoid giving a good Spirit information. You cannot hide running footsteps, so you have to walk, and the Spirit knows this and therefore knows where you are."

    Those sounds are so quiet that very, very few Spirits are actually reading you based on that. It's just generally intuition from most survivors being predictable and survivors think it's because they heard those minute sounds. The Spirit is doing a lot more guessing than people think she is. I doubt I've ran into a Spirit that was able to make reads from those sounds in the last entire year playing ridiculously more than the average player.

    "Just because she doesn't get to phase-lunge your arse doesn't meant you get away."

    But it does give you enough seconds from her coming out and chasing you at 110% to get to another pallet or loop.

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