Blueberry
Blueberry
About
- Username
- Blueberry
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2127617#Comment_2127617
There are a lot of survivor perks that are garbage or situational though. Let's not act like this is a killer exclusive problem. Most of the meta perks for survivors are fine, the weaker perks need to be buffed. More stuff like Soul Guard, For The People, Fast Track, and Smash Hit are what survivors need for the meta to be shaken up.
Aggressive balance changes are needed on both sides, though.
"Most of the meta perks for survivors are fine"
Most the survivor meta perks are very unhealthy design.
"More stuff like Soul Guard, For The People, Fast Track, and Smash Hit are what survivors need for the meta to be shaken up."
These are the complete opposite of what we need.
You're wanting new perks to be brought to the level of perks that are too high to shake up the meta when what we need is those top perks brought down to shake up the meta.
-
@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2127630#Comment_2127630
Not really... just going down the list, there are quite a few decent killer perks that aren't meta. The problem is that many killers want to conflate any remotely useful perk into being meta.
Perks like Thanatophobia, Sloppy, Thrilling Tremors, Dark Devotion, Rancor, etc. are all decent perks.
Both sides have fairly decent perks that aren't meta.
Sloppy and Thrilling are meta.
Thanata, DD, and Rancor are not. Of which all 3 of these are garbage.
-
Nothing to do with hit boxes.
The issue is ping and desync related.
-
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2127617#Comment_2127617
I don't see how that's different
A lot of survivor perks are situational and worthless in 90% of games
A lot of killer perks are situational and worthless in 90% of games
so everyone just picks the more consistent and strong perks.
It's the same problem
Both sides need lots of perk buffs/reworks that we can agree.
However the power level of each sides meta perks are not on the same level at all.
Also, when you wipe away each sides meta perks what's the power level of the perks remaining? On survivor side there's actually quite a few decent perks still available. Not on the power level of second chances of course, but decent.
Now look at the killer side after you wipe away the meta perks, what's left? It's not decent perks, most are trash/meme perks.
There are a few exceptions, but generally speaking.
-
@Brokenbones said:
Because survivors run the same 4-5 perks and the meta is stale
You can say they are "too powerful" but killer also has strong perks, so survivors should also be allowed strong perks too.
Both sides should have strong perks and both sides should be able to have variety.
The two sides have meta perks for different reasons though.
The survivor perks are meta because they're just insanely too good and blow all other options out from being considered.
The killer meta perks are chosen not because they blow all the other perks out but because most the perks are trash and it's just the best that's available.
-
As long as the survivors have their slew of second chance perks in their current state their meta is never changing no matter what gets released unless it's another second chance perk.
The perks are just too good to where they blow everything else out from being considered.
The only reason you wouldn't just stack all those second chance perks is if you didn't care about winning and were just wanting to mess around. That's a sign of poor design.
The survivor meta generally speaking hasn't changed in years and isn't anytime soon without heavy reworks/nerfs.
-
And that's a 3 year work in progress of improving totem spawns.
-
Base regression needs to be increased and survivors should have to work on a gen for like 3 seconds to have the regression removed.
-
I would love Sam and Dean! That would be so perfect. Not really a specific killer for that license so I imagine it would be just 2 survivors like how Ash was alone.
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2125725#Comment_2125725
What being injured at a pallet? I mean it kinda happens.
First you had the advantage when you weren't injured, injured is now her advantage.
Second not at a pallet, if you already threw the pallet and are standing there. You have more options if the pallet is still up.
-
If you're standing their deciding what she's doing during that standstill you already messed up. You shouldn't be in that position in the first place.
Even then, it has counter play if you understand how Spirit works.
-
Solo queues issues right now are a flawed ranking system that ranks people up too easily to ranks they don't belong in, a bad rank reset that perpetuates keeping them in ranks they don't belong in, and a matchmaking system that doesn't match well.
These things lead to you being in games with bad teammates that aren't really your rank even when it may or may not say they are.
IE it's a skill mismatch issue at the root of it, not a balance issue.
-
@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2124001#Comment_2124001
I had a four man SWF team running all the meta perks last night. They would unhook in my face, swarm me, and everything. All had borrowed time, all had flashlights, Unbreakable, the works. I actually had friends over watching me and they were in disbelief at how they were acting. SWF allows survivors to make mistake after mistake and never have to be punished for it. Because they have their buddies to pick up their mistakes. Killers never have that option. One mistake in the match can snowball and make you lose completely. If they buff solo to be a copycat of SWF then solos can now be toxic and do this together. I seriously don’t want solo buffed.
A lot of that they can get away with because of the myriad of second chance perks that exist. Imagine how that scenario would have played out without BT's, any exhaustion perks, Unbreakable etc etc
-
@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2123990#Comment_2123990
It helps the rage honestly. I’m not mad at nice SWF but it’s never the nice ones that make me rage. It’s the one who tbag, click their flashlights, then send me messages after the match
Well that's the thing I'm not mad at survivors for playing SWF, I'm mad at the devs for not properly balancing around SWF. I just want to play a fair match and seeing as the game isn't balanced around SWF, that isn't a fair match.
The toxic survivors you mentioned are what is truly irritating.
-
This is just a you needing to learn how to play against Spirit issue, not a balance one.
-
Knowing that they may be bad individually does nothing to improve the experience of playing that match unfortunately. If anything that would make you feel even worse for losing to people that didn't even win because they were good.
-
Out of all the like 90% of survivor perks that are terrible and need buffs badly why are we focusing on We'll Make It? It's already a highly underrated and very good perk. I really don't think it needs more buffs at all.
-
There's quite a few up there that are a stretch and I'd remove.
However in general yes, the second chance perks have been ridiculously out of control for years. Very unhealthy for the game.
-
Blindness and Hemorrhage especially need reworks to be better. Most the time they are near worthless.
We're 4 years later and hooking still gives a notification ping eliminating the entire point of blindness.
-
@Salty_Pearl said:
https://forum.deadbydaylight.com/en/discussion/comment/2119505#Comment_2119505
I agree with pretty much everything you said. I doubt that they would put all the changes in but if there is one that is heavily needed, it's Rule Set 2 becoming base kit.
Also, I think they should give her addons that increase her speed while crouching (similar to Ghostface)
Yeah once they fix her crouch/ambush to not be so terrible they should base a lot of the addons around that. All the status debuffs on the trapped person doesn't make sense and even in some cases encourages continuing to tunnel them and we don't want that. We don't need the traps to be more deadly, we just want them to waste more time which is their real intended purpose.
-
@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2122171#Comment_2122171
I think you confused the iridescent add-on (which is indeed a meme) with the tombstone piece (the purple one) which is actually busted if he killer wants to take advantage of it.
No. I was referencing the piece, not the ultra rare variant. Even the piece is just for meme's.
-
Very fun killer. He's still too limited on his flick though makes his counter play way too easy against good survivors. He's still a solid A tier but will get out played by good survivors.
-
"Unless someone brought a BNP or something, gen speeds are the Killer's fault just as much as the chases"
No. The vast majority of the killer roster simply does not have the capability to properly pressure gens if the survivors are actually good. It relies on bad survivors making mistakes and wasting time.
Most killers aren't blaming survivors for doing gens fast, they're blaming the devs for balancing the game where gens are able to be done that fast.
-
@ciabay1999 said:
https://forum.deadbydaylight.com/en/discussion/comment/2122205#Comment_2122205
Well, it certainly doesn't feel that way, can literally smack me from the other side of the map it feels sometimes lol
It's all visual. This is something that gets brought up all the time from newer players.
He uses a glove where as other killers have a weapon that sticks out further than the glove, so in order for the glove to reach the same distance as the weapon it has to "visually" reach further because it's starting further back than the weapons.
So it may seem further, but it's the same as all the other killers.
-
@ciabay1999 said:
Honestly, all they needed to do was take away his massive lunge and that's it.
He has the same lunge as all other killers.
-
@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2121202#Comment_2121202
Exactly. That's all Behavior needed to do. Not rework him, just buff him.
Yeah the rework was totally unnecessary. The old version was very much salvageable.
They're never going to bring old Freddy back though after they put all that time in unfortunately.
-
It's not busted at all, it's even bad. It's just a meme perk and it doesn't need changes.
If he even gets enough stalk to start instant killing people y'all played terribly. Playing bad doesn't mean an addon needs nerfs.
Realistically against people even remotely decent all the gens will be done before he gets to use it.
-
Honestly +1
Old Freddy from long ago was so much more unique and fun to play than what we have now. Bring him back and revert the original nerfs.
-
Absolutely ridiculous nerf. The Twins don't need nerfs.
All they need is to make Charlotte have to be much further from the hook to swap unless a survivor is nearby to prevent hook camping and then give Charlotte Undetectable while a survivor has Victor to encourage removing him and not allow their power to be taken hostage.
That's it. Stop trying to make the only 3 people that actually play The Twins quit them as well. One of, if not the least played killer in the game and we're gonna nerf them, it just makes no sense.
-
They currently balance around a rank 10 solo queue group or lower. This is why high rank games are mess.
And no solo queue is not even remotely a 9/10 killer 4k. I do almost strictly solo queue and 3-4 escape most games.
-
Trapper needs quite some substantial buffs. All the maps needs significantly more grass and what not to have more placement potential as well.
-
-Remove crouching sound.
-Faster crouch.
-Put roar at the end of ambush and make it last slightly longer.
-Traps auto activate in end game collapse.
-Rule Set #2 base kit.
-24m TR
-Minimum 2 boxes for trap removal
-Full addon pass. The vast majority of them are terrible or bad design.
The simple fact that in 99% of the cases you are better off uncrouching and m1'ing instead of using her ambush should make it blatantly obvious there's a design flaw. The only spots you could actually use her ambush are such unsafe loops that you don't even need it in the first place.
They really need to stop using the kill rate stats that are horribly flawed for a multitude of reasons in determining killer balance. I wouldn't put Pig at the dead bottom, but she is definitely well near it.
-
They really should add badges like in LoL for thumbs ups. Would give the thumbs up a purpose.
-
If they don't slug they lose vs good survivors, it's just facts.
Her other play styles aren't viable enough.
-
Except you're blaming the killer for slugging when you should be blaming the balancing of the game to where slugging is necessary.
-
@megswifey said:
https://forum.deadbydaylight.com/en/discussion/comment/2117181#Comment_2117181
I mean that I don't pull like the three to four person slug, I have gotten one or two people across the map but I play for fun and don't want to win just by having everyone laying on the ground lol. Thank you for the toy sword suggestion, I will try it out :)!
If you aren't playing that way you're just playing a weak version of other killers. You can have fun without playing by survivor rule books.
It's like saying you aren't gonna use traps on Trapper because survivors find it annoying to step in them.
-
"I don't slug with them"
There's your first mistake. You aren't winning against good survivors without slugging. They're a snowball killer, that's how they win.
Don't hold your Victor pounce for a long time. Survivors usually expect this and you can get quick split second pounces when they underestimate the charge time.
Always use Toy Sword, default to Victor move speed addons unless there's 2+ medkits and then use Spin Top. Anti-slug/healing perks are your counter.
Most people over use Charlotte. You should be in Victor like 90% of the time.
You can use Charlotte to afk block your hex from being cleansed while you pressure with Victor.
-
I'm thinking a surprise this time with actually 2 killers.
This seems to be a direct link to Code Veronica. Maybe Alexia Ashford as one of the killers.
-
@Patrick1088 said:
https://forum.deadbydaylight.com/en/discussion/comment/2116763#Comment_2116763
Doctor is the number 2 with most kills in red ranks and number 5 overall from stats posted last year. A good doctor is scary. He's my main and I enjoy him immensely!
I wonder if its more of his power is more complex so people get turned off by him, so survivors aren't use to playing against him. Ive seen ranks 10-15 pallet camp and I laugh as I hit shock therapy lol
You shouldn't quote kill rates. Those statistics are flawed for a multitude of reasons to being near worthless in terms of actually measuring balance and a killers strength.
He's underrated because most people use him incorrectly. Underrated doesn't mean "strong" though, just better than most people give him credit for.
-
Doc and Bubba are pretty underrated.
-
The real question with BT is how we keep it strong for preventing face camping/tunneling while simultaneously not encouraging zero thought process just instant yolo'ing in with no skill required or downside for bad plays, as well as using it for purposes other than face camping/tunneling (body blocking other people with it).
That's the tough balancing question with it.
-
@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2116529#Comment_2116529
Having 0 collision for 12s is way too strong.
Timer could be lowered.
-
People not realizing how significant those 2 seconds are haven't played much Twins. This nerf may look small but it is a significant nerf to a killer that didn't even need one in the first place.
-
At minimum the perk just needs to give the person rescued zero collision for the duration. This means it's even better for anti-tunnel because it can avoid double hits like Bubbas saw, while simultaneously taking out its abusive use of blocking for other people.
-
It is ridiculous.
I've had it filtered dozens of completely random words. I can't even type normally because the filter makes it look like I'm saying bad things to people.
-
I believe it's meant to be on failed pounces.
Regardless, a 5 second stun on either pounces will neuter The Twins. The current 3 seconds stun is already extremely forgiving and more than enough.
-
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2112977#Comment_2112977
Can't stand at a pallet all game. I have the twins.. victor catches up before survivors reach pallets.
Pallets are quite numerous and you can actually do the same thing at windows.
Even if he does down you, like I said, healing perks/medkits, and anti-slug perks mean that many times you'll get picked up before you even get hooked so the down is irrelevant.
You can stand at a pallet all game when 3 other people are sitting on gens. You should always have a pallet or window in close sight.
-
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2112923#Comment_2112923
Then make it harder to hit with the lunge because he is a bloody magnet right now. On the rare event you do make him miss by using the terrain or somehow managing to avoid the hitbox, he shows up again before you can heal / be healed.
His hit box is fine, you just need to understand how to counter him. One way is using pallets. He's forced to run all the way around or back up quite a bit to go over and even if he does do that you have time to move on, kick him after he jumps, or crouch next to the pallet and he'll fly over you.
He's also hard countered by anti-slug perks and healing perks/medkits.
-
@Zozzy said:
Twins needed something else. Kicking victor is such a pointless thing to do with such a short cooldown as punishment. They should have given 20 seconds downtime to victor respawning if you kick him.
Her short cooldown to throw Victor again is deceiving. You may think it looks short but he also lost 3 seconds on each lunge, 1ish seconds on kick, another second of throwing him again and then even at high move speed the next 10+ seconds to run Victor all the way back to where he was before. Charlotte wants to pick someone up? Now she has to waste more time swapping and then walking all the way over there.
My point is there is a lot of wasted time with their mechanic to where Victor has to be extremely efficient to make up for all the really bad time efficiency in the rest of their kit.
-
@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/2112834#Comment_2112834
you said it right there. "chain slug potential". chain slugging at 150% movespeed while being able to be in another location camping a hook or even another body is exactly why that was changed. Pick someone the hell up.
Which is exactly why it didn't need to be changed. It is her only viable play style that also already has tons of counter play available.
If you also saw my other post I already proposed a change for removing her hook camping which is her only real issue.