Avatar

Blueberry

Blueberry

About

Username
Blueberry
Joined
Visits
0
Last Active
—

Comments

  • If we were making changes to PH at all I'd be closer to buffing him...

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015658#Comment_2015658

    Surely if they are hidden well they don’t need to be darker?

    I suppose "hidden well" is subjective. I lean on the side of those hiding spots still being bad I suppose based on past results. Totems should be hard enough to find that you find them when actively looking for them, not just randomly running into them while doing gen to gen to gen.

  • Hide totems better on some of the older maps, make them way darker and make all totems look dull to survivors (only shows lit to the killer).

    Your idea seems to be overcomplicating it a little. I also thinks totems should be cleansable from the very start.

  • Every game is gonna have toxicity. People should expect this and deal with it.

    Asking to have BHVR make the game allow less toxicity to me just feels like a child needing his hand held. It's time to toughen up and grow up, the worlds tough. We don't need more censoring these days. If someone wants to say or do something mean to me they should be free to do it. It's just a game.

  • Suicides, DC's, Mori's, NOED, face camping, poor matchmaking, poor rank reset, poor ranking system, people do rift quests instead of playing to win etc etc

    There are literally many, many factors this game has that artificially inflate kill rates that aren't related to "game balance" which is what we're typically determining when looking at kill rates.

    Kill rates have way too many outside factors skewing them to be used for balance at all.

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

    While they have their own flaws as well, hooks or pips would still give a much better gauge than kill rates would in terms of measuring the games balance.

    IE I think if we looked at hooks or pips for killer we would see a "balance image" that looks completely the opposite of what we see in kills. Kills are just so misleading.

  • Spirit. I don't like being reliant on survivor mistakes to win which fits like 90% of the killer roster.

  • People typically call her easy just because they're salty and don't understand her counter play. She's probably in the top 5 skill requiring killers.

  • @MadLordJack said:

    Two reasons. First, people be SWFing. Second, people be not casual SWFing and so killer is miserable because if you play a killer that can potentially challenge them they might hunt you down irl.

    ^ This basically.

    Much less people playing killer. At night there are tons of SWF sweat squads, it's like prime time for them. Not really a fun time to play killer in general, especially if you don't wanna play a top tier killer.

    The game already has killer issues, night time just exacerbates them.

  • You can have every chase sub 15 seconds and still lose. That's just how out of wack the objectives on each side are. The survivors can be completely terrible and as long as they are efficient, don't waste time, and hold m1 you can still lose. Now imagine that they're also actually good loopers...lol

    Losing the game when you never actually got outplayed is the worst feeling and describes high tier games in DBD because of its balance issues.

    Good vs good players you have to do some combination of camp/slug/tunnel with full meta build and a high tier killer if you want a chance at winning. Just how it is.

    This is why you see veteran players quit a lot. They get enough hours into the game until they finally come to this conclusion as well. Players need to always feel as though they could have changed the outcome of the match if they had played better and in DBD once the survivors are at a certain skill level that just isn't the case bar odd exceptions like Nurse etc.

  • Actually proper MMR that worked perfectly would make killers at high rank quit en mass from how terribly unbalanced the game is. The game is playable because of all the poor ranking/rank reset/MM systems that mix a bunch of bad players into the matches and cover up all the balance problems. Also people doing rift challenges instead of the game objectives for that matter.

    That said, I highly doubt their system will work that well so we'll probably see something near exactly what we have now. However with one big bonus! Now we won't be able to see any of it to call them out on it and point out how bad it is. lol

    I'd be much less critical of MMR if we could see all of it. Hiding it just makes it extremely shady.

    Oh we'll abuse it because now we will know what to do to rank up in MMR? Isn't it supposed to measure skill? So me abusing it would be just me playing skillful? Yeah that sounds terrible...

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014023#Comment_2014023

    I am not really facecamped that much, if anything I am usually last person to get hooked in most matches because all my teammates end up dying. I just find the EGC very anti-fun for survivor to the point that certain days, I rather just instantly leave through exit gate than deal with that killer stuff.

    Facecamping as survivor is like an M1 killer like Myers trying to win chases vs 10 god pallets on "The game"+ 15 more safe pallets for the killer. It is not exactly thrilling gameplay.

    "I just find the EGC very anti-fun for survivor to the point that certain days, I rather just instantly leave through exit gate than deal with that killer stuff."

    Oh I totally agree. I'm just saying the correct change is to the game, not introducing abusable/busted perks.

  • Not necessarily.

    Four good solo survivors still have the advantage over the killer and quite significantly at that.

    Yes SWF coms is a huge advantage, but the biggest advantage of SWF is the ability to guarantee you get good teammates. In solo queue you are rolling the dice on good teammates. The average solo queue group is weaker than killer but just because of your chance at bad teammates.

    IE you can still be doing solo entirely and get good teammates, giving you a significant advantage over the killer.

    In other words:

    1. SWF
    2. Good solo queue teammates
    3. Killer
    4. Average solo queue group (bad teammates)


    Coms are huge, but the guaranteed quality of your teammates is an even bigger advantage. Survivors playing bad doesn't make it killer sided either. We don't base balance on people playing bad, we base it on the best of the best on both sides as that takes human error out of the equation.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2013341#Comment_2013341

    "Wow does this sound broken and completely unhealthy for the game lol."

    I am taking this sentence as " I do not this perk". If this was sarcasm in the sentence than I could not spot it.

    "To make it counterable to something like Leatherface in EGC though you now make it busted against the vast majority of killers."

    Why would it be busted? Current decisive strike already does this when you are near exit gate and new decisive strike is ONLY good for this.

    Facecamping killers in EGC is extremely boring and in my opinion is one of the least fun aspects for survivor. Many days that I am playing survivor, I am not even interested in dealing with it and I get to the EGC very often. Its not even just leatherface. its long-list of killers that just have incredible facecamping. Just to name few Huntress, Billy, Leatherface, Infinity EV3 Myers, Virtually all killers that use STBFL at high stack e.g(Deathslinger, Freddy,Doctor, Demo,Pig are common). EGC for killer is really killer-sided. its why a lot of your games, you can get low kill count and than half the time, survivors too potato to leave so you end up getting 3k for what should been an easy 2-3+ escape. The only time where EGC is looking more survivor favored is when survivors run 4 Adrenaline or use many BT which you should expect to see a lot more post-decisive strike changes with prove thyself.

    "I am taking this sentence as " I do not this perk". If this was sarcasm in the sentence than I could not spot it."

    Why didn't you quote the post you literally commented on? It elaborates everything I've said...

    "I'm totally fine with anti-camp/anti-tunnel perks. The problem is the survivors can abuse this and force killers into camping/tunneling even when they don't want to. Things like during end game when the gates are powered or just when you have that person hooked in your 3 gen and there's no reason for you to leave.

    This just feels very punishing to the killer for situations that are sometimes not his fault but instead forced by the survivors."

    "Why would it be busted? Current decisive strike already does this when you are near exit gate and new decisive strike is ONLY good for this."

    Because that's just for the rescued, not both, which is how this would be.

    "Facecamping killers in EGC is extremely boring and in my opinion is one of the least fun aspects for survivor. Many days that I am playing survivor, I am not even interested in dealing with it and I get to the EGC very often. Its not even just leatherface. its long-list of killers that just have incredible facecamping. Just to name few Huntress, Billy, Leatherface, Infinity EV3 Myers, Virtually all killers that use STBFL at high stack e.g(Deathslinger, Freddy,Doctor, Demo,Pig are common). EGC for killer is really killer-sided. its why a lot of your games, you can get low kill count and than half the time, survivors too potato to leave so you end up getting 3k for what should been an easy 2-3+ escape. The only time where EGC is looking more survivor favored is when survivors run 4 Adrenaline or use many BT which you should expect to see a lot more post-decisive strike changes with prove thyself."

    I find it hard to believe that you are actually face camped that much. I've been face camped like once in the past maybe 2 weeks?

    Also once you're in the EGC the saves are not supposed to be easy. That's the point. Rather than asking for this you should be asking for the devs to give the killer a reason to leave the hook in EGC.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2013352#Comment_2013352

    your previous sentence suggests that you are not ok with anti-camp perks. I do not mind anti-camp perks in EGC because your not realistically suppose to be in a winning position in 4vs1 unless your using NOED. Its like survivors expecting they should escape when they're last person alive every time in EGC. I do not like BT during the game(5 gen progression) because it allows survivors to hook trade without any risk and the perk in general remove skill-cap of safe unhook saves. in EGC though, Its legit needed vs some killers like Leatherface.

    "your previous sentence suggests that you are not ok with anti-camp perks."

    I quite literally explained why I am okay with anti-camp/tunnel perks and went into examples of when they are and aren't okay. I don't feel like I left any room for interpretation in another direction with my wording.

    "I do not mind anti-camp perks in EGC because your not realistically suppose to be in a winning position in 4vs1 unless your using NOED"

    Who said it was a 4v1 at that point? Could be a 3v1 etc etc

    Also why are you supposed to be in a winning position in a 4v1?

    "I do not like BT during the game(5 gen progression) because it allows survivors to hook trade without any risk and the perk in general remove skill-cap of safe unhook saves."

    I totally agree with you.

    "in EGC though, Its legit needed vs some killers like Leatherface."

    To make it counterable to something like Leatherface in EGC though you now make it busted against the vast majority of killers.

  • @senki527 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2013341#Comment_2013341

    Not really, cause it's only useful, when the savior is in injured state. In full health it doesn't do anything really.

    Which encourages not healing and just gen rushing.

    I'm totally fine with anti-camp/anti-tunnel perks. The problem is the survivors can abuse this and force killers into camping/tunneling even when they don't want to. Things like during end game when the gates are powered or just when you have that person hooked in your 3 gen and there's no reason for you to leave.

    This just feels very punishing to the killer for situations that are sometimes not his fault but instead forced by the survivors.

  • Wow does this sound broken and completely unhealthy for the game lol.

  • A lot of it just depends on the situation. People just have to understand when it's a good time and when it's not.

    This all said, once you're healing under the hook it's no longer "tunneling" or "camping" and all is fair game. Be that whether I'm on killer or survivor. I either had the chance to leave and decided to greed the heal or I'm on killer leaving the hook to play "fun" until I notice them greeding it so I come back.

    IE no right to complain if it goes bad if you greed for the hook heal in my opinion.

  • Probably enjoying him before he gets gutted.

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2011649#Comment_2011649

    When snapping out of t3 madness they won’t be able to hear the skill checks. They just fixed the bug with lullaby which did that as well.

    Seems fine to me. Doctor isn't really oppressive anyway.

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2011573#Comment_2011573

    So basically old deep wound mechanic. No ducking thanks keep that the ######### out of the game. I’m sorry but this is such a bad idea

    https://forum.deadbydaylight.com/en/discussion/comment/2011577#Comment_2011577

    Madness tier 3, no thanks

    Don't see the issue.

  • Make survivors be Deafened like Hags addon while afflicted with Deep Wounds. Now it's actually more scary and can allow for some mind games.

  • This and the last chapter were some of the worst we've had in a while imo.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2001127#Comment_2001127

    115

    Stealth

    Can one shot

    Ide say he's the weakest strong killer rn

    You can make anything sound strong when you try and phrase it like that but it's disingenuous for real matches.

    Stealth bar a few select maps is negated by map awareness and being cognizant of your surroundings (something good players will do). He's also completely hard countered by Spine Chill which is a popular perk.

    You are realistically getting very few one shots against good players if any. If the players are good you'd have a better chance just maximizing pressure with Sloppy Butcher hits. Last time I was hit with a stalked 1 shot against a GF as survivor? Literally months ago.

    "Strong" to me is having a competitive and fair chance of winning against a group of equally skilled and very good survivors.

  • DL is just so bad. Even on its best case killers like Plague it's still mediocre.

  • Even the vast majority of the survivor main community agrees the game is more survivor sided in terms of balance. This isn't really a contested topic.

  • Spirit is fine, she just requires a higher skill level to understand how to counter her.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2001255#Comment_2001255

    I've always been of the opinion that the (green) bile should do something besides get people sick, and I think the perfect thing for it to do is to speed up gen regression. Given how crap base gen regression currently is, I don't think that's an unreasonable ask at all.

    I like the idea!

    I also thought of a 2 or 4m TR reduction per survivor fully infected. Nothing "anti-fun" per say but a little extra danger in refusing to cleanse.

    I probably like the gen slow down a little more though as Plague is more susceptible to gen rush than most killers in a meta where most killers are already very susceptible lol.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2001221#Comment_2001221

    I actually think vomiting on a gen should cause it to regress faster for as long as it has bile on it (though it would not stack with anything else that increases the rate of regression like Ruin and...well, just Ruin since Ruin is the only thing in the game that does that currently, IIRC).

    I wouldn't be opposed to that.

    I actually think she probably could use even a little more, I was just trying to be extremely conservative as the devs are very hesitant to buffing killers. IE ask for too much and you might get nothing.

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2001160#Comment_2001160

    Pretty much these. As a Plague main it's really disheartening when you use Vile or Corrupt Purge and it clearly connects and the survivor even screams like they've been hit but they take no damage/don't get infected.

    The channeling fountains idea I love too. Walking a mile to the outskirts of the map to get Corrupt just isn't ways feasible without gens popping lol

    Also a small QoL for her:

    -Vomiting on a gen makes it begin regressing as if kicked. Does not apply any perk regression effects, just base regression.

    The overall goal here is increasing her map pressure by making her a little more time efficient. She suffers from extreme time inefficiency.

  • -Channel her fountains remotely without having to walk to them.

    -Improve her vomits interaction with latency

    Plague is currently extremely weak and suffers from survivors having too much control of her power.

  • I've literally responded to this exact same comment like 3 times in this thread already.

    "Better", not "strong".

  • Like 164/167.

    I think the last few are just freebies though (adepts) that I just haven't attempted. I typically go straight to putting whatever perks I want on a killer and don't really think about grabbing the adepts until months later.

  • B tier is weak. I'd put Blight in A tier myself, but A tier isn't "strong". A tier is reliant on survivor mistakes to win which not relying on survivor mistakes is my definition of strong in DBD.

  • @Timo__R said:

    https://forum.deadbydaylight.com/en/discussion/comment/1998421#Comment_1998421

    He is overpowered, even the Devs know that and they barely know what is going on

    If you say they barely know what's going on then that would lean you to believe they are wrong in this circumstance as well.

  • Losing the match when you never got outplayed simply through an imbalance in objective times.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1998529#Comment_1998529

    The question was: Does Freddy needs Balance? I gave my answer as to why he needs it. His gameplay is stale, shallow, and effective.

    1-Demo is the only one with a similar teleport and also "requires casting time, tells the entire team he's using it, and shows close-by people that the portal is opening" and it's still required to setup. Also, have you read the second sentence? No other killer that loses half of their power upon reaching late game.

    2-Freddy has the highest kill rate among all roster and is the 4th in pick rate (behind 2 free-to-play killers). Can you show me official data that corroborates your statement that he is not OP?

    3-Oh yes, bc it takes 2 failed skill checks to stay awake for the time it takes to fix a generator. 20% penalty that is equal to 16 seconds penalty while alerting the killer twice. When his best addon applies 8% and his second-best applies 4%. Sure, you seem to have quite the experience playing against him.

    "The question was: Does Freddy needs Balance? I gave my answer as to why he needs it. His gameplay is stale, shallow, and effective."

    Balance refers to level of strength, weak vs strong, not stale, shallow, boring etc. That would be design.

    "1-Demo is the only one with a similar teleport and also "requires casting time, tells the entire team he's using it, and shows close-by people that the portal is opening" and it's still required to setup. Also, have you read the second sentence? No other killer that loses half of their power upon reaching late game."

    And Demo is considered by most to be weak. Yes he loses his teleport in end game, that's part of its drawback. What's the issue?

    "2-Freddy has the highest kill rate among all roster and is the 4th in pick rate (behind 2 free-to-play killers). Can you show me official data that corroborates your statement that he is not OP?"

    Their data is highly flawed by a multitude of factors to being near worthless. Are you gonna tell me Nurse is the weakest killer in the game because she has the lowest kill rate by that same data?

    "3-Oh yes, bc it takes 2 failed skill checks to stay awake for the time it takes to fix a generator. 20% penalty that is equal to 16 seconds penalty while alerting the killer twice. When his best addon applies 8% and his second-best applies 4%. Sure, you seem to have quite the experience playing against him."

    Do you realize how unequal the objective times are between each side? They have the time. Also, being asleep really isn't that big of a deal which is why most ignore it. The penalty is also 8%, not 10. I probably have a lot more experience than you think I do.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1998421#Comment_1998421

    A lot of Freddy's gameplay is passive or given. That alone makes him extremely effective in inexperienced hands. Freddy is just an easy pick for someone who doesn't want to put the effort into more skill-intensive killers and there is nothing wrong with having killers with different skill expressions. My issue with him is that there is much going on passively and lowering his skill floor moment that he becomes too effective, some examples:

    1- He can teleport to the main survivor objectives without setting down or activate portals. This also makes half of his power useless in the late game.

    2- His most effective addons are boring % penalties to actions and the ones that could be hun (fake pallets ex:) are gimmicky.

    3- Survivors are passively falling asleep. There is no way for Freddy to accelerate that besides hitting them. There is no way to slow that down, only wake up by going to the other side of the map.

    IMO, he needs change.

    No one is disagreeing that his skill requirement is much lower than the other top tier killers, but that wasn't the question.

    "1- He can teleport to the main survivor objectives without setting down or activate portals. This also makes half of his power useless in the late game."

    Requires a cast time, tells the entire team he's using it and shows the person at the gen he's coming. What's the issue?

    "2- His most effective addons are boring % penalties to actions and the ones that could be hun (fake pallets ex:) are gimmicky."

    As I said, boring, but not OP

    "3- Survivors are passively falling asleep. There is no way for Freddy to accelerate that besides hitting them. There is no way to slow that down, only wake up by going to the other side of the map."

    Uhh literally just failing a skill check or clapping a teammate wakes them up. You aren't forced to the other side of the map.

    "IMO, he needs change."

    Nothing you mentioned points out a need for change.

  • Boring? Yeah

    Overpowered? No

  • @IWasLeft2Die said:

    A fee years ago they did have killers release way too strong (Freddy and Legion) and that went very poorly. I believe their reasoning now is that having a weak killer is easier to adjust while too strong of one its easier to nerf into the ground accidentally (like what happened happened freddy originally).

    Actually Freddy wasn't too strong on release, bad survivors just complained and they caved.

    Original Legion actually wasn't strong, he just had unhealthy game play. IE he could guarentee you would go down with no counter play (unhealthy game play), but it took so long that it was unviable and lost you the game (weak).

  • @reeves7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1992773#Comment_1992773

    Youre right,but the best thing to do to have a perfect balance is to make the killers a little bit stronger so it doesn’t affect the weak survivors. A 3-4 % speed buff or 10-15% slower gens or a 5th perk would be a good thing. Right now it is far from balanced and this would make killers shut up about unfairness.

    I wouldn't want any of those changes, they're terrible.

    3-4% speed buff is nuts. That's an extreme bandaid fix and would cause a slew of other problems that I don't think you realize. Not a healthy change at all.

    Gens do go too fast but just adding duration is not the solution. That is boring for survivors. We add time to gens by adding a secondary objective that is fun and engaging. Holding m1 for longer is neither of those.

    5th perk slot is another bandaid fix. An extra perk slot doesn't fix the problems.

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

    What we need is better map design, mandatory secondary objectives for survivors, and to fix a lot of unhealthy second chance perks in the game.

    There are also quite a few substantially under performing killers.

    Balance can be tweaked for high ranks without hurting low ranks.

  • It's hard to get a good gauge on play time as each metric as some flaws.

    I personally like going by play time as that takes into account all their play time, not just their play time since devotion was released which was maybe like 2-3 years ago? Something like that. IE some people could have also been playing a lot before devotion even came out.

    To the specific question though, I think the highest I saw was in the 40's. Typically the highest people are all the full time streamers as it's essentially their full time job and they're able to commit a lot more time than other people working normal jobs.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1995295#Comment_1995295

    Wdym. He's easily the third strongest killer even in comp again the highest level swfs. Arguably second if you ask me. Only thing spirit does better than him is end chases against the most insane survivors slightly faster.

    Not even remotely. You are way over estimating how strong Blight is. His counter play is quite easy. The only thing he's got going for him is high map

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1992912#Comment_1992912

    Yes, many survs are bad but many killers are bad too at red ranks. But all killer think they’re semigods and they deserve 4k always

    Yes there are lots of bad killers as well but no that is not what they think.

  • I don't know about 0% exactly but like 80% of the perk changes they've made we're a waste of time because they didn't go far enough to make the perks actually good enough to consider running.

    They were mostly buffed yeah, but the percent buff to each perk is irrelevant if it's still bad enough that no one runs it.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1992759#Comment_1992759

    You have a blight profile pic but u failed to mention that blight is more than capable of decimating any team. I'm upset :(

    Because unfortunately he's not. I enjoy and like Blight a lot. He's very fun and pretty decent.

    Against equally good survivors though he's too easy to counter. Out of most the A tier he's probably the easiest killer to face when I'm on survivor.

  • Pop, Surge, Tinkerer, Bamboozle

    I 4k most matches at rank 1 with this.

    Bamboozle is your flex spot, it's not necessary. 9/10 matches you won't need it but I'd rather give up that perk slot on most matches for the fewer matches where I run up against an actually strong swf group that knows how to loop and then the perk feels essential.

    Pro tip: The bunny onesie is your hidden 5th perk slot. Works as a gen slow down as they're distracted wanting to pet you.

  • Blight no. Oni isn't there, but I would however put Oni closer to the upper side of A tier.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1992725#Comment_1992725

    Your wrong, Spirit, Ghostface and Blight. In the PTB they were weak then they were buffed and now now spirit is top 3 and blight is considered top 3 to ghostface not so much but he was weak as ######### back then

    Spirit is the only example I can agree with, which is also why I said "almost" instead of "literally" never.

    Ghostface and Blight came out decent from PTB, not strong. Blight is also not even remotely top 3.

    The reason you and some others disagree is because we have different definitions of "strong".

    Strong to me is having an equally fair chance of winning when it's a good killer against an equally good group of survivors. By those standards, no, they are not strong. Average matches you'll play? Sure, they'll wreck and 4k all the time because most survivors are bad and matchmaking is terrible right now. We base strong when it's good vs good, not average games.

1 … 110 111 112 113 114 … 255