Blueberry
Blueberry
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2031307#Comment_2031307
This paired with the removal of TR condition and replacing it with flat 32m radius of activation would be ideal change imo.
Deal.
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Make the hit transfer to the rescuer.
Still prevents the rescued survivor from getting tunneled but also has a cost and requires a skilled save from you instead of just yolo'ing in which is what it currently is.
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Well that's the thing, you'll generally speaking only be seeing those few viable killers at the highest tier of mmr which will leaves the best of the best survivors almost always going against the same killers.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2030312#Comment_2030312
From what I'm seeing from the video, with those two addons she phases every 2 or 3 seconds and occasionally immediately after a phase has finished with less than a second to see her red light. Isn't it safe to assume that every couple of seconds you're phasing? One could run Unrelenting and immediately after the swing ends, a phase begins. As I said, I don't have spirit so I can't test this theory
It's not that simple.
If the passive phasing always started right at the start of a chase for example then you could potentially keep a mental clock of the phasing...but even that would a little ridiculous to keep track of.
None of that matter though because she is always passive phasing so unless you're gonna count 1,2,1,2,1,2,1,2,1 to infinity from the very start of the game to the very end of it it's irrelevant.
TLDR she's always passive phasing so without a visual or sound queue to tell you when you're passive phasing you aren't gonna be able to play around it.
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@JinSime said:
I love using this combo because she looks like a real spooky ghost. But in gameplay, I barely notice a difference of going without add ons and using these. I like it for the looks.
Essentially this ^
It's just for being funny and messing around for the most part. Not something you'd run for the intention of winning.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2030299#Comment_2030299
What if she heard the same exact sound when survivors hear when she's passive phasing?
Imagine if she had control over her phasing, like pressing CTRL to consume a token for passive ontop of her random ones.
Well like I mentioned if she had control over the passive phasing or even if she could just see/hear when she was passive phasing for the survivors then that would raise her skill cap a lot. You'd try and get skilled enough to time your misdirections around those blind spots for the survivors.
I'd like that it would add some extra skill ceiling and I always like having higher potential for skilled players to improve on. However, it would technically be a buff for Spirit so that would never happen.
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It's pretty much just for memes, not really that good at all, especially considering the other potential addons you're giving up for them.
Now if the Spirit could see when she's passive phasing as well to be able to play around it and take advantage if used skillfully then sure, it might have something there. However, she can't, so it's not that good.
I literally just throw those addons on when I essentially want to run zero addons and they just fill in some funsies.
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She needs improvements, but this isn't it. She can already semi avoid DH using it correctly anyway.
She just needs to be able to channel her Corrupt Pools remotely and some extra negative to remaining fully infected and never cleansing.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2030214#Comment_2030214
The top-level windows are not an infinity anymore. they used to be before balance landing got obliterated. There is special technique for killers where you can swing as you fall from rooftops to demolish that loop but yeah Myers house bottom window is really bad.
You needed to read my other post as well. I wasn't calling the top windows infinite's.
I was referencing their combination with the god window spawn at the top of the stairs.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2030177#Comment_2030177
I'm pretty sure that's one of the best windows in the game, especially since it can be paired with the other two or three windows inside of the Myers house.
May god bless your soul if that accursed window spawns.
Yeah since you can chain it with the second level windows it is one of the few literal infinite loops left in the game. The only way you're getting someone here is with certain killers, bamboozle, or they just play it really, really badly.
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Let's not forget the window that can spawn right at the top of the stairs from the basement. God loop right there for any even half decent survivor.
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I think you're underrating how it adds up.
Stack Spine Chill, Resilience, Prove Thyself, Streetwise, with a toolbox and double charges addons.
It all adds up to a lot.
It's not about how much it is single handed.
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You're mixing up people:
blaming the survivors for those things (what you are implying people are saying)
and
blaming the game for being balanced in that way (what people are actually saying)
Most the time when people make comments about how they're not even doing anything skillful, they're just holding W, they are complaining about the game being balanced in that way, not blaming the survivor. Those are very different things.
It's the same thing as "gen rush". People aren't saying survivors shouldn't be trying to do gens as fast as possible, as that's what they are supposed to be doing of course. What they are saying is that gens shouldn't be able to be done that fast in the first place.
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I play him quite regularly. To answer your question though, it's because he's weak and gives survivors way too much information. Most his addons are also trash.
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It's too late to change it.
That said, The Trickster doesn't make any sense at all. It's literally just thrown into his bio to make it connect. Nothing about him is even remotely related to the word "Trickster".
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Yeah honestly these last two chapters have been some of the worst the game has seen. Seeing as we weren't getting new maps with them which is the second draw if people don't care for the killer/perks, the killers needed to be good.
Binding of Kin was pretty much dead on release and without even a new map to checkout I'm expecting something pretty similar with All Kill unless we see significant changes.
With how bad these last 2 chapters have been the game has been even staler than normal for a lot of people. We really need some new features or meta changes to shake things up.
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I just hate the Coldwind farm maps, all of them.
Oh and Red Forest. Map is wayy too big.
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If it glows, it goes. Just how it is.
Plus even if it is HG it doesn't really matter as the perk isn't really intimidating.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2024082#Comment_2024082
True. Twins, Nurse, Spirit, Blight and Pyramid Head are the only Killers that can consistently down at a speed to match generators when played well against good Survivors without any crazy add-ons.
Everyone else is a little bit weak at high level or pretty add-on reliant to be solid
I wouldn't put PH up there at all and Twins is literally an embarrassment, I'd put them near the bottom of a tier list.
Blights pretty good, but I still don't think he's quite there. He's got the map mobility to save time but nearly nothing to help him in the actually loops which is definitely needed if they are even semi decent loopers.
I'd agree on Nurse and generally Spirit, but honestly even a "good" team can make it a tough match for Spirit. You'll be sweating with her if they know how to play well.
I suppose I'm starting to lean more into "good" teams though with this thought process and not just "optimal" on time teams which was our actual initial point. Which are quite different. I'll fully agree on Blight and Spirit if were just talking optimal only. There's some nuance here.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2024124#Comment_2024124
I do not think this going to be used as an exhaustion perk. It will be more like balance landing. Survivors might opt to run Smack down+Dead hard now. More hold W gameplay. Thrilling. I am not complaining, they improved killer perks. I'm surprised they finally released a decent killer perk after so many disappointing patches. I can't wait to play Distressing+Starstruck with calm add-on doctor. Sounds super fun. I wonder what new clickbait title from content creator is going to be: GLOBAL expose doc?
Oh yeah I'm not saying it's gonna be better than like DH, it's not. I'm just saying some people might use it here and there like BL as you said for some more variety.
No Way Out is just for the memes. Outside of just "fun" builds we won't see it.
Starstruck is actually decent-ish now. Not good enough I'd ever run it, but good enough some people would at least look at it, which is better than we can say for most perks.
Crowd Control is being way overrated imo. The time it needs to stay up for it to be worth is the time you could have just won if you were running DH instead.
I do agree, they are better than what were used to. Just still not "good". We'll see I suppose.
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Seems reasonable to me.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2023128#Comment_2023128
Look on the bright side, If he gets extremely under performing statistics and abysmal pickrate, he might actually become better after 1 year. I thought you hated exhaustion perks and they just buffed an exhaustion perk from 3->4 seconds.
My hope is change of heart towards him in 6 months. rip his only useful add-on.
"I thought you hated exhaustion perks and they just buffed an exhaustion perk from 3->4 seconds."
Exhaustion perks are a problem. However, they don't stack. So them adding an extra Exhaustion perk is irrelevant in that sense. I'm happy with it's change because it adds more variety to the Exhaustion perks we see in games.
IE it hasn't made Exhaustion perks stronger, just simply more variety, and if we're stuck with them I'd rather at least see variety. If we're stuck with a bad feature I'd at least like that feature to be more interesting essentially.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2023764#Comment_2023764
If you never manage to snowball or get back into another chase quickly yeah a good team might win from that... might.
It is pretty unlikely most of your chases will be like that unless you play certain killers.
"It is pretty unlikely most of your chases will be like that unless you play certain killers."
Which is why I consider most killers weak.
The vast majority of the killer roster even when played perfectly can't down fast enough to keep up with survivor objective speed against optimal survivors.
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Yeah anything greater than 20+ seconds of chase is a survivor win.
Too many people think of a win as literally escaping the chase. That's how we end up with so many wild balance issues.
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The vast majority of my adept failures are them DC'ing, taking the hatch, or I killed them too quickly...so dumb.
I agree it should be attached to the 4k. Not counting DC's or hatches would be good as well as that's essentially a 4k.
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The wiggle time is perfect imo. Not too long and not too short.
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So in summary:
Killer was extremely weak, got essentially zero buffs, improved some visual QoL, and gutted one of his best addons.
So of all the changes offered to fix him he got none and he's still just as bad but also got one of his best addons gutted. So now we're looking towards at least another 6 months till he gets a possible tweak...assuming he even gets any good changes then. Well that's a new release excitement killer.
They say they don't have time between PTB and official release to do much which is understandable, but then how about we actually release them in a decent state so none of this is necessary in the first place? This happens on almost every chapter...hence why they're constantly having to back track to do killer buffs/reworks years later. This is a self perpetuating problem and they are creating more work for themselves.
Pretty happy with the survivor perk changes, some fair buffs for them overall.
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They needed to be nerfed but they went way too far. They are literally worthless right now and just clog your bloodweb.
The more equal ground change to them is to make it require every survivor to be hooked once before it can be used. This prevents him from tunneling anyone out immediately, actually guarentees the games last a decent bit longer, and gives play around options.
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Spirit. Nothing else comes close.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/234548/surveillance
People used to run it a lot more when it was 'bugged'
Basically at one point gens that were regressing hit zero, they would stay permanently white
This was a bug that got fixed semi-recently and now when a gen hits 0, it goes back to being red.
^ This is a big part of it. Surveillance was a little bit of a hidden gem before that actually was decent. However the fix to the "bug" just bumped it below the decent level for me and I suppose many others. Not sure why it was needed to be fixed as it's not like the perk was overbearing or anything.
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I don't mind a longer wait for better results. We just haven't seen the better results part yet.
Twins is still left in an abysmal state for example.
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Idk they’ve vehemently said it’s off but it feels quite on. I can go on my main killers and it’s full rank 1s for multiple matches and as soon as I switch to a killer I rarely play it’s greys, yellows, and greens for multiple matches. Switch back to my main? Rank 1s again. If it’s off some really weird and coincidental stuff going on.
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@Shoottokill_Shinsou said:
https://forum.deadbydaylight.com/en/discussion/comment/2015399#Comment_2015399
That's because you're bad. Or you don't have a headset. Either one. Spirit is one of the easiest killers in the game.
Lol okay bud.
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Grind is a little heavy I can agree with that, but the price for the game is extremely reasonably priced in my opinion. You can even get the majority of content through play time.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2016067#Comment_2016067
Gonna disagree with you then. She's on par with many of the killers difficulty I'd say, or atleast from personal experience. In no particular order, I'd say Nurse, Hag, Huntress, Plague, Demo, Oni, Ph (Less the tunneling more the POTD) and Blight are all harder killers. Does that make her 9th? Nah, she feels the same difficulty to me when I was learning Bubbas hitboxes or Docs shock timing.
She's far from the easiest killer, but from killers that are A tier and above, she is the second easiest killer to me, and a long way from third easiest.
Plague, PH, Oni and Demo are all pretty easy. Hag has a learning curve but still lower than Spirit in my opinion.
I would put Nurse, Huntress and Blight above her.
A lot of people can misconstrue kill results with killer difficulty. Spirit requires more skill from the survivor so since most survivors are bad you can get a lot of kills. Those kills are a result of bad survivors not her ease of use.
In other words, we don't want to confuse "Strength" with "Skill Required".
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One of my favorite killers to face. Actually changes up my game play and asks something more skillful of me than circling the loop over and over.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2015399#Comment_2015399
Is this a joke, or are you genuinely serious?
Quite serious.
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Yeah Demos biggest issue is that he simply gives too much information to survivors. They know exactly where he's at and what he's doing at all times. He needs the info he gives brought down. Getting rid of the global teleport sound and removing his loud footstep sounds during his "Undetectable" would be a great start.
He also needs a big addon pass. His best addon is grey and most of his addons are garbage.
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I just wanna know who the person was on the team placing these. Like who looked at this spot and was like yeah that looks great!
Terrible.
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Most underrated killer?
Legion - He's pretty weak don't get me wrong and needs buffs, but I do think he's slightly better than people give him credit for.
Most underrated killer perk?
Tough one to pick. Discordance is quite good and most people don't run it. It's still not that rare though. Not as many hidden killer perk gems as survivor, most on killer are actually pretty bad.
Most underrated survivor perk?
WGLF - Even ignoring the bloodpoints the speed you pick survivors up comes in handy in tons of my matches and essentially makes slugging non viable if nearly even 1 person is running it. So strong. More people should be running this.
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Resident Evil and Alien are at the top of my license list.
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I greed everything. Not always the best choice, I just find it more fun. If I die from 3 hooks in a match chances are I only used 1 or 2 pallets at most. I try to save everything.
Especially if it's a god pallet like shack. I'll go down before I throw that.
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@zacattak48 said:
https://forum.deadbydaylight.com/en/discussion/comment/2015802#Comment_2015802
https://forum.deadbydaylight.com/en/discussion/comment/2015807#Comment_2015807
Yeah, if every hex could be worth bringing the risk would make more sense. Hexes differ so much. With this hex you can kill survivors after 5 stacks. And with this one you can block a window a survivor fast vaults
@zacattak48 said:
https://forum.deadbydaylight.com/en/discussion/comment/2015802#Comment_2015802
https://forum.deadbydaylight.com/en/discussion/comment/2015807#Comment_2015807
Yeah, if every hex could be worth bringing the risk would make more sense. Hexes differ so much. With this hex you can kill survivors after 5 stacks. And with this one you can block a window a survivor fast vaults
"With this hex you can kill survivors after 5 stacks. And with this one you can block a window a survivor fast vaults"
Yeah some are on just completely different spectrum's lol
Really wish they look at hexes more closely. As you mentioned already even the newest hex they just released isn't at hex level of power in my opinion. Why would I run that over DH? Yeah DH does nothing till 3 stacks but honestly what little value are you gaining from blocking the windows for the same time it takes you to get 3 stacks of DH? Very little and at that point DH explodes in value.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2015791#Comment_2015791
But you're not taking into account indirect effects of giving that information to players.
For example, you're told bad pallet efficiency will lower your mmr. Derankers will then drop pallets at the start of the match to derank faster. On the flipside, you're told pallet stuns increase mmr. Therefore, you try to land every stun regardless of if it's helping your team escape or not.
It's not as simple as do skillful interactions = win games. Trust me here. No other games reveal mmr for this exact reason. Name one that does (besides chess).
Well to be fair most games MMR is just based on winning or losing between different MMR ratings.
I see the issue you're pointing out. I'd say that it's more indicative of another problem that needs fixing rather than trying to fix it through the MMR system though.
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@zacattak48 said:
https://forum.deadbydaylight.com/en/discussion/comment/2015658#Comment_2015658
https://forum.deadbydaylight.com/en/discussion/comment/2015665#Comment_2015665
The reason i suggested the totem blocking was so you could run hexes without worrying about them being a wasted perk slot. There is too much rng when it comes to hexes, there are games where ruin last for 15 seconds, and 15 minute matches where it never gets cleansed, whats so bad about lessening this rng and making the perk more consistent?
I mean bringing in the outliers is a reasonable goal.
Currently the issue is that like 90% of the hex perks are:
Overly high risk-Barely average reward
instead of what they're supposed to be, which is:
High Risk-High Reward
Most the hexes risk level is just too high because of how bad their spawns are on most maps and even when it does stick like 90% of the hex perks are just bad/average effects. The risk needs to be slightly brought down and their reward needs to be brought up quite a bit.
DH and somewhat Ruin are the only perks near the correct level.
Hex perks are something we want to be very good as they are healthy for the meta since they give survivors secondary objectives to hunt for. Hex perks need an overhaul.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2014085#Comment_2014085
Most pvp games hide the calculations for MMR for both abusing how to climb it quickly (boosting accounts) but more for exact opposite - deranking. Trust me it's not a bad thing to withold mmr from players.
Is MMR not supposed to measure skill? You abusing it is just you being skillful which is the intended point of it in the first place.
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As long as the survivors were chill/not toxic I'll usually give hatch if the last person doesn't wiggle.
I also leave every hook and play chill until they let me know we're sweating for it. I let the survivors dictate what kinda game they wanna play.
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Why would the game be more balanced on Trickster release?
DS change is pretty much the only thing balance wise changing and that's like 5% of the problems currently effecting balance.
Balance is basically the exact same before and after Trickster release.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2015715#Comment_2015715
Definitely. I would love them to hide them better. It just goes to show that dead dawg is effectively the smallest map in the game but still has great totems spawns
I agree Dead Dawg is pretty well done totems.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2015689#Comment_2015689
Some maps like the saloon or lerys have really good hiding spots. I’d argue lery’s totems are actually too hard to find
That's more the exception not the rule. The vast majority of the maps are terrible.