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Blueberry

Blueberry

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Blueberry
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  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1957480#Comment_1957480

    1st attempt: 10 degree is equal to Great skill check

    2nd: 20 degree is equal to Overcharge

    3rd: 30 degree equal to DS

    40 degree equal to Good skill check

    50 degree equal to whole basic skill check

    60 degree equal to Snap out of it

    Overcharge is pretty hard, I believe people miss it most of the time. DS too.

    Slap in Unnerving presence can slow Survivors down to at least their 4th-5th attempt.

    Overcharge and DS skill checks are jokingly easy. The only people missing those are lower rank players.

    You're really gonna waste a perk slot for Unnerving Presence? This whole scenario you're imagining is a meme for messing around, not actually good.

  • This would be a net nerf to Trapper. Skill checks in this game are a joke. Your change would be guaranteeing me an escape instantly every single time. Anything in this game that relies on skill checks for its strength will just inherently be bad.

    Honestly the whole RNG escape chance is just bad design in the first place. I'd prefer a set like 4 attempts to escape with addons to increase. A set number, no dice roll.

  • @IWasLeft2Die said:

    https://forum.deadbydaylight.com/en/discussion/comment/1957410#Comment_1957410

    Yeah thats kinda how I feel about it. I dont think it should be exactly the same as borrowed time but I would like at least something that doesn't doom you on the receiving end due to an idiot teammate who unhooks right by killer and they don't even have borrowed time.

    I saw someone suggest something like you lose your hitbox collision. IE so you couldn't be hit, but you also couldn't abuse it to body block for the rescuer and what not.

  • I'd be fine with something like BT being basekit if it was a significantly weaker version that wasn't abusable and we finally addressed all the other second chance perks in the game.

    Preventing genuine tunneling on someone I'm fine with. We just need all the "I played bad so here's another health state" perks gutted.

  • He's quite bad. Using his best addons only gets him to barely mid tier.

    People mention the bag to give him 3 traps at base which would be a good start, but he honestly still needs a lot more.

    -Traps more centralized in the map

    -Darker at base

    -Maybe a weaker Iridescent Stone at base (maybe like every 40 sec)

    -Increase the radius of the trap hit detection. The radius for detection is too small.

    -Escaping a trap on your own while already injured should down the survivor. Avoidable if a teammate rescues you. (this should have already been in the game years ago)

    -The sound of setting the traps feels like too much of a giveaway but it would probably be awkward to be setting a trap with no sound. Maybe something a tad softer?

    Trapper is honestly a really tough one to fix. These are just some ideas but he needs something that's much more than a minor tweak.

  • Coldwinds are the biggest reworks I've been waiting on. Those maps have been horrendous for killers for so long. I really hope the updates include some decent balancing and not just visuals because they definitely need it.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1955700#Comment_1955700

    am not sure of the full reasoning behind that one I'm afraid @Blueberry not even sure if it would be an option with the interface that's being used.

    I understand, thank for responding nonetheless. Hopefully we might have the option in the future.

  • Is there a reason the team didn't want to allow this?

    It feels like having the child lock on the tv and being unable to turn it off. I get the option to protect sensitive people, but its detracting from genuine conversation for everyone else.

  • @Mandy said:

    That chat filter will essentially block out the bad words - you can still report things that you believe are threats etc with the in-game report feature (no need for tickets for this), as the team will still see the unfiltered chat logs.

    Can we turn off the filters for our own feed? IE only what I see.

    I don't want things to be filtered on my own screen which is why I ask.

  • @T2K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1955057#Comment_1955057

    Yeah, i guess it would turn out like that. But compared to the current system we wouldnt play on disliked maps and devs could focus on balancing by the data provided this way. Its even not so far away imo from the current system. Because one surv drops coldwind and the killer drops lerys you end up the same. Personally I already feel like playing only the same 3 maps all over again.

    Disliked is subjective. A lot of my favorite maps are maps a lot of people don't like. With your change I'd never see these maps.

    "balancing by the data provided this way"

    This is under the assumption they would actually do this and do it correctly. Not to mention how long it would take them or if they even agreed it was an issue map. Based on their track record I would not put any faith in this.

    "Its even not so far away imo from the current system. Because one surv drops coldwind and the killer drops lerys you end up the same."

    Most games aren't throwing map offerings. Also, being forced onto a map because of a limited offering is fine. Your change would be getting forced every time.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1955028#Comment_1955028

    Today there are only more killer issues because there are more killers in the game each of whom is unique. While all survivors are the same.

    Most killer issues have already been addressed. Survivor vs. Killer mechanics balance issues are a lot closer today than ever. I completely disagree with your thesis that the only reason tehre seem to be more killer posts on this forum is because ther are more problems with killer. I strongly disagree with that. #SurvivorLivesMatter too. Especially since it's killers killing them.

    "Today there are only more killer issues because there are more killers in the game each of whom is unique. While all survivors are the same."

    I don't quite agree. While I see your premise, the core issue with killers isn't them individually, it's more related to map design, objective times, and perks. IE things related to all killers as a whole.

    "Most killer issues have already been addressed."

    I disagree. They've barely touched the issues in my opinion.

    "Survivor vs. Killer mechanics balance issues are a lot closer today than ever."

    True statement. However, just because things used to be bad, doesn't mean they aren't still bad, just simply less bad.

    "I completely disagree with your thesis that the only reason tehre seem to be more killer posts on this forum is because ther are more problems with killer."

    Give me a reason why you disagree.

    I'd even say the fact that there's generally 4 survivors to 1 killer and their are still more killer issues discussed on the forums even further substantiates how bad the issues really are. If anything we'd expect to see the exact opposite based on those ratios.

  • Terrible.

    There would be maps we'd never see and maps we'd always see.

  • It "seems" like there's more killers on the forums because there is in fact much more killer issues with the games balance. I use the words seems specifically because people just throw around the term "killer main" if you think there are more issues with the killer side, regardless of whether you actually do or do not play killer more.

    People also throw around the word "bias" without actually understanding its true definition. Most people misuse its actual meaning. IE "you think killers need buffs, therefor you have killer bias". This would be an incorrect use of the word.

  • If all my chases were sub 15 seconds on killer and still lost. Losing when you never got outplayed but gens were simply too fast. Most frustrating feeling.

  • Her body is literaly chopped up with air in between the pieces while she blinks in and out of visual sight passively...like how much more impressive for visuals do you want? I feel like this is being skewed by Spirit hate. This is literally just visuals.

  • Plague and Spirit are S tier for visuals in my opinion.

  • @MrsPuddles said:

    https://forum.deadbydaylight.com/en/discussion/comment/1953262#Comment_1953262

    If you actually read my responses to other people in the thread, you’d see that what I proposed isn’t a buff. Just a rework. It should activate when the killer is within a certain radius of the hooked survivor. Killers like Freddy shouldn’t be able to deny it. The hooked survivor should also be on the hook for a while before it can be used, as to avoid the rushed saves and the person with the BT activated on them should have no collision so they can’t body block for their friends.

    It would still be a strong perk, but this way it won’t be abused / misused.

    "If you actually read my responses to other people in the thread, you’d see that what I proposed isn’t a buff. Just a rework."

    Then you should put that in your post. Not expect people to read down through all your responses to other people.

    If it got the no collision change I'd be okay with that rework.

  • Funny enough when I saw the title I was expecting some sort of nerf...but you wanted a buff...to an already meta and probably top 3 best perks in the game...lol

    9/10 times this perk is getting used aggressively and not to prevent actual camping or tunneling of someone. It's a zero cost, zero skill requirement, no cooldown, second chance perk that can be extended to give the second chance to another player by body blocking for them...

    To be honest the blocked hit should transfer the hit to the rescuer. Now it actually prevents tunneling/camping but doesn't allow it to be abused and makes the rescuer actually think a little before just yolo'ing in the for the save with little thought process going on. IE now it will actually require a little skill, have some cost, and not be abusable.

  • Play Nurse or Spirit.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1951195#Comment_1951195

    I mean, the only Rank 1 Survivor I have seen was a Hacker. So you must be a god at this game, because most of the time dying lets you depip and surviving might only grant a Blackpip instead of a Pip (even tho, this is more rare).

    Usually I make Rank 1 around 2-4 days after Rank Reset, currently I am barely Rank 4, since every Death is a depip (and most of the time would have been a Blackpip, since I am missing out 1 or at max 2 points overall).

    https://forum.deadbydaylight.com/en/discussion/comment/1951210#Comment_1951210

    While this is true, there is a lot of luck involved in that one. You have to get good Chases AND have teammates not being so good on Gens to do Objectives your own.

    https://forum.deadbydaylight.com/en/discussion/comment/1951700#Comment_1951700

    Unbroken is the last Emblem. They changed it to alphabetical order (for whatever reason..).

    Old: Lightbringer - Unbroken - Benevolence - Evader

    New: Benevolence - Evader - Lightbringer - Unbroken

    As someone already posted a picture above it is very possible to pip and you can also die and not depip if you played well enough.

  • That's just an untrue statement. If it's impossible how am I staying at rank 1 even?

  • I think people have trouble understanding the purpose of this perk. It's not supposed to be good.

    It's supposed to be a hard mode when you want extra challenge.

    I would be fine if it had an extra blood point modifier however as a reward for the extra challenge. That would be reasonable.

  • First time I've seen someone actually think LF needed a nerf lol.

    He's pretty balanced for average survivors. He'll get dumpstered by good survivors. If I was going to do anything to LF, it would be a buff.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948362#Comment_1948362

    As a survivor main I feel like that would be way too broken. Imagine running that and iron will the killer could almost never find you. The downside of iron will is that the killer can still track you via blood, if you remove that it seems a bit unfair.

    Given it's 2 perks that seems fine to me.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948362#Comment_1948362

    That would be possible perk tiers didn't exist. Also just talking blood pools is still lack luster it would be no different from what we have now. Having another added effect is needed in order it to be at least decent.

    Tier 1 current time, Tier 2 1minute longer time, Tier 3 Permanent. Easy

    It's issue currently isn't the factor of just no blood, it's the timer.

  • Just remove the timer and make it permanent like Iron Will. That's all it needs.

  • @Bond4ever said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947824#Comment_1947824

    That depends most of the time on the region, here in SA servers spirits are well - known for playing scummy most of the times, that's why in my region a lot of people DC against her.

    btw most of the time tru3 is using a build made exactly to counter spirit, but against any other killer is basically usseles/trash, so I dont get it, we finally counter spirit, but now we're going to be destroyed by any other killer?

    He has multiple videos against Spirit where he isn't using any perks to counter her.

    Also no, those perks to counter her are not useless against other killers. Most the perks to counter Spirit are either meta or highly used perks that are good against all killers.

  • So your question is why are they toxic?

    Typically because they only play one side and have a very skewed perspective.

  • @Angelicus23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948051#Comment_1948051

    because I already watched tons of his videos it's all either complaints of whatever to justify his bad gameplay or claiming he looped the killer fine (not even a good one) after leaving no pallet left

    Someone that is hypothetically bad at the game and knows nothing about it could still happen to say something that is true.

    With your standards you would just refuse to even hear what they had to say and regard it as wrong.

    This hypothetical persons past comments and actions may make it very likely that his statement will be wrong but that does not de facto mean it will be.

    Even if someone that I thoroughly dispised and thought was incompetent said that they had proof that something I said was factually incorrect I would still look at their evidence because whether I like the person or not, or whether I think they're smart or not, has zero effect on whether their evidence is true or not.

    IE 1+1=2 whether someone you hold in high regards says it, or if Tru3 says it. Your reasoning shuts out all dialogue with anyone you may disagree with. This isn't an open minded thought process.

    You also elude to the Spirits he plays against are just bad and for that this redirects back to my original statement as to why this doesn't make sense.

  • Judge someone by what they say, not by who is saying it.

    Writing something off just because of who is saying it without caring about if what they say is correct or incorrect is just flawed reasoning.

    Something to learn here.

  • @Angelicus23 said:

    if anyone else is going to drop any "counterplay" tips they better be video footage against a non-default skin stridor spirit with a chase that lasts over 15 seconds

    I mean you could literally just bring up Tru3's youtube where he has many, many videos showcasing how unless you just happen to think every single Spirit he faces is bad which seems unlikely.

    Also if really that many Spirits are just bad, then you should have an easy time against most of them and there's really no problem.

  • She has lots of counter play that don't even involve perks if you understand how she works.

    That said, the perks that counter her are generally speaking already meta or at least decently popular. So when people mention using certain perks against her it's not like you're using a perk slot for a chance at one specific killer, that's being very disingenuous. Those perks are great against almost all killers.

  • This is all perspective.

    You see Franklin's as reducing your ability to get event items.

    I see Franklin's as increasing my chance to get event items because now he's wasted a perk slot, IE increasing my chance at survival and keeping my item. Putting the item on the ground is honestly pretty irrelevant outside of meme'ing, just walk over and pick it back up.

  • No he cannot cross the entire map without you wiggling free, much less half the bar. That's simply not true and an exaggeration.

    It is not useless. It's purpose is to put urgency on the killer to hook while it also applies a short enough duration that the team could allow an escape with body blocking potentially.

    If you were able to regularly escape from wiggling that would defeat the entire point and no one would even bother hooking. You really want to be slugged every game?

    The wiggle time is in a perfect place. It's not too long and it's not too short.

    Of all the issues in the game (and there are quite a few), the wiggle duration is not one of them.

  • Even with the emblem bug I've still kept at rank 1. I think the bug may end up moving people down that probably shouldn't have been where they were in the first place given how overly generous the pipping system was.

  • So because someone watches a youtuber use a perk so they decide to try it out...that makes them pathetic?

    Really? That's pretty insulting for no reason.

    I find it difficult to rationalize why someone would feel the need to start a topic like this.

  • Killers are not even remotely OP.

    You said a lot of things that were simply inaccurate or a misunderstanding of how multiple addons/killers function fundamentally.

  • It's a perk for memes, even with Undying.

    You run it because you want to roll the dice for a small chance at some fun. You don't seriously run DH/Undying if you actually care about winning, it's a noob trap.

    Totem spawns are too terrible for it to be taken seriously. Undying was the bandaid for the bad totem spawns and now that's gutted.

  • This has been an ongoing issue related to dedicated servers that has been happening for a very, very long time. One of many other reasons she has a low play rate.

  • In nearly 5 years the devs haven't been able to properly balance their base 1v4 game so no I don't want a 2v8.

    Lets finally get the base game fixed before we think about other modes. With how many issue the games has just in its current state another game mode should be the dead last thing to even think about.

  • DH and Undying are not even remotely meta. It's a noob trap or for memes.

  • First: Do you believe that the game is survivor sided or killer sided?

    Survivor sided significantly. Especially in SWF, but even in solo queue four good solo's is very much the power role in this game. I play almost strictly solo queue.

    Second: What rank are you?

    Rank 1 on both sides for years

    Third: How long have you been playing/hours played approximately?

    4-5 years. I'm coming up on 7,000 hours

    Fourth: Do you have main characters with the perks that you want in these games at least for the most part?

    Yes, every single one is at P3 Lvl 50 with every single perk at tier 3.

    LASTLY: Are you a killer or survivor main?

    I enjoy killer more as I think it's significantly more challenging and I don't have to rely on other people, but I do play both pretty equally.

  • It's pretty rare. People vastly over exaggerate its occurrence mainly because they view a lot of situations as camping or tunneling when it either simply isn't or when it's a justified situation that the survivors themselves caused through playing poorly.

  • It doesn't just need a buff, it needs a rework. It's near redundant with Spine Chill.

    Either rework it entirely or add a new effect that makes it very different.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940910#Comment_1940910

    I feel like killer have new enemy, their power. Lately, every singe killer is fighting against their power rather than the survivors.

    Billy has to fight his overheat mechanic

    Blight has to fight against his sliding on objects and his POV, sometimes his lunge if the survivor is smart.

    Twins have to fight their design with victor downing people from super far away.

    Clown has to fight his activation delay on yellow bottles to be able to use his power effectively.

    I wish killers were not fighting their power constantly and could play against their opponent... the survivors. It feels strange because ever since Billy rework, its been like this. Clown is such wasted potential, if they just got rid of that silly drawback, he would be decent enough at least to compare to old one.

    I agree with ya

  • There hasn't really been any change over the years in my opinion. It seems about the same.

  • What makes Freddy "boring" to play against is the exact same thing that makes Clown boring.

    The only reason you hear people complain about Freddy and not Clown is because of how strong Freddy is. This is why they don't want to buff Clown much.

    Both their core powers which are slowing/anti-loop are unfun to play against. There's very little interaction and you're just dropping pallets early.

  • @Bond4ever said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940852#Comment_1940852

    Pipping doesn't mean anything when most red rank survivors are supposed to be at yellow ranks

    But in my experience (and from a lot of other solo's) most of the time solo is a frustating experience.

    "Pipping doesn't mean anything when most red rank survivors are supposed to be at yellow ranks"

    This is not a normal problem. That is a generally recent occurrence. Once mmr gets here it should be better.

    Even then, while many red rank survivors are boosted artificially, you will still on average find better teammates than lower ranks.

    "But in my experience (and from a lot of other solo's) most of the time solo is a frustating experience."

    That's because the average survivor is pretty bad. I'm including typically the people complaining about solo queue in this group. On average, most games can be carried if you're good enough.

    IE on average the people complaining about getting bad teammates in solo queue are usually bad themselves but take no responsibility.


    Related to this, I'm still offering to watch your videos solo or swf.

  • @Dustin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940610#Comment_1940610

    There are instances where you roam to a tile sometimes even in the center of the map and there is no pallet. Sure call it bad luck or player fault but I feel you're underestimating how easy it is to get out of position against a Spirit unless the tiles are basically handing you a victory. At that point though there's no way any killer aside from Nurse is winning that chase unless they bloodlust.

    Also regarding Sprinting away - Once your scratchmarks stop she just unphases and finds your position because walking doesn't let you get far. It's worse if you're injured and the sounds aren't bugged.

    Well you're calling it a tile so I'm assuming you have a window like an L T maybe. If that's the case you fast vault the window, dab some scratch marks for a split second and then slow vault back over. I don't see the issue here.

    "I feel you're underestimating how easy it is to get out of position against a Spirit unless the tiles are basically handing you a victory."

    Which tiles are we talking about. There's tiles almost everywhere, they're numerous. If there's no tile at all you would've been getting hit by any killer.

    "Also regarding Sprinting away - Once your scratchmarks stop she just unphases and finds your position because walking doesn't let you get far."

    In the time to activate her phase and get to your spot that is at least 3 seconds, minimum. Walking at that speed will have actually gained you some significant distance over her, especially if she guessed the wrong direction you walked. Be unpredictable. She doesn't know if you walked forwards, backwards, left, or right.

    "It's worse if you're injured and the sounds aren't bugged."

    Yes this is more a situation you're doing while uninjured. Spirit does have the advantage on you while injured. However, this is only half the time. All those times you weren't injured she was completely guessing. YOU have the advantage over her while uninjured.

  • He is still pretty garbage, but I don't agree with making him a 120% killer.

    There are better solutions.

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