Blueberry
Blueberry
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@Terra92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1902586#Comment_1902586
You have to give survivors something to work with, if everything is an unsafe pallet loop then chases last 10 seconds.
I know you probably don't see a problem with that, but if survivors have nothing to work with from junction to junction then there's no point in playing the chase game. Everyone runs sprint burst and guns it to the other side of the map at that point.
Wanting mindgameable loops so each side has a chance of winning it and wanting them to be unsafe pallets are two different things. We want mindgameable loops, not unsafe pallets.
Also since you mentioned chases under 10 seconds, you realize that chases longer than 15 seconds is losing you the game as killer right? How long you want the chases to last is unviable against good survivors, you literally do not have that much time with how fast gens go.
Generally speaking, you have to be getting a hit or a pallet in 15 seconds or less if you want a chance at winning.
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Yeah the map reworks graphical wise are nice and all, but when they announced it I kind of assumed they would be getting more of a balance pass than they have. There have been some tweaks but for most of them the loops are still pretty busted and chained together.
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I don't have any issues with it in solo either.
Most the time me and the other randos just ignore it and leave them up all game. It's really that little of an issue.
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The RNG of her traps is not what is holding her back.
Yes they should function how they did previously for end game collapse and yes they should have their gone on first box removed.
That said, what's holding Pig back is her trash crouch/ambush. 99% of the time you'd get a hit with her ambush you could have just played the loop normally and got the hit as well. Not to mention failing to land the ambush is actually punishing whereas the ladder is not. IE it's almost never worth using her ambush. You're better off just uncrouching for an m1, that's poor killer design. Her crouch view point is also still way too low, she can't even see above grass.
On top of those trap changes, she needs straps at base, remove the roar on her ambush or at least put it at the very end, increase the speed on it slightly, and raise the view point on her crouch. The ambush is just too predictable since you hear her crouch before and the roar that comes with it. This makes it way too easy to avoid or just move tiles as soon as you hear her.
Lastly she needs an addon overhaul as most of them are terrible. (Rule Set #2 at base please)
Current Pig is just a basic m1 killer with a little bit of slow down and mediocre stealth.
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Dwights and Fengs are usually the most cocky and toxic players I run into on average.
Bills are probably the chillest.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1900665#Comment_1900665
Dude every Killer Main say it was busted.
No they didn't.
Everyone with a decent amount of hours on both sides thought it was fine.
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Not even remotely. Only new or bad players were complaining.
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Wouldn't even make top 5 for me.
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@Sindel_Lover said:
https://forum.deadbydaylight.com/en/discussion/comment/1900328#Comment_1900328
I was actually considering purchasing her just for Corrupt. Don't know if it's worth 7.99 for just a perk, though, even if it's a really good one.
Well Corrupt is alright but I wouldn't buy her just for the perk unless you actually want to play her as well. You could also just collect enough Iridescent Shards to buy her for free.
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@Sindel_Lover said:
https://forum.deadbydaylight.com/en/discussion/comment/1900314#Comment_1900314
I was thinking this may be the case. I've played other games that have characters like this. They're not very good against experienced players, but the character has a certain niche that makes it very difficult for newer players to contest. Some fighting game characters come to mind that are like this.
You'll find a similar experience with Plague as well if you've tried her.
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He's one of, if not the worst killers in the game against actually decent survivors.
Ironically his kit makes him a noob stomper though for the inexperienced.
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Undying was never over the top in the first place.
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A good question that all the community has been wanting an answer to.
Funnily enough it's so bad that I wonder if people would run it even if it wasn't a hex perk. It's that terrible.
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Winter Solstice was my favorite. Unfortunately we don't see it anymore.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1898994#Comment_1898994
You also got to think how any of those people were already injured so the only affect they are getting is a 4% speed increase
Even if they were already injured and the 4% move speed is the only factor is doesn't change my opinion. 4% move speed is quite significant towards getting downs you wouldn't have otherwise.
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@Dustin said:
Everything about Spirit because it's unhealthy for the game and I find it difficult to believe people have faced a decent one when they're like "See I outplayed this Spirit because I read their actions" when it was just the Spirit making a mistake using their power. In reality it's either no you just got lucky and guessed in a 50 / 50 scenario and the Spirit made a mistake.
Spirit can passively mind game without action - Passive action was the reason HEX: Ruin was changed. Again to emphasis this the Spirit can fake using their power and just stand still. There is no tell sign when Spirit does this either.
Spirit's main counter is regarding audio - No one wants to constantly equip Iron Will at the risk of vs'ing a Spirit and that can be ignored with Stridor anyway. Since Spirit is a killer that doesn't worry too much about perks they usually have this.
If a Spirit is even decent you won't break chase with them - The only real solution is dropping pallets immediately and hope a mistake is made on their part.
https://forum.deadbydaylight.com/en/discussion/comment/1897573#Comment_1897573
To be honest I agree with you but not because I feel we have too many Stealth Killers but because I feel the current ones need adjustments. Especially The Wraith and The Shape. In regards to The Pig I feel her stealth is completely fine it's the RBT's that need adjustments overall and in fact probably a mechanic overhaul on how those work and are applied throughout the trial.
https://forum.deadbydaylight.com/en/discussion/comment/1897575#Comment_1897575
I wholeheartedly agree with this however I feel there needs to be hard limits on some killers. A good example is we don't need another Nurse granted she is my main. We need more killers like Blight as he had an interesting concept for gameplay, good mobility, great power and is fun to play as and against if The Blight is good enough.
Why wouldn't we need another Nurse type killer?
She's rarely played and in general has low kill rates. The skill requirement to do overly well with her is so high that you very rarely see people that good to where it isn't an issue.
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Not feeling like I have multiple second chances on survivor and actually having consequences to my actions.
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@Wesker09 said:
https://forum.deadbydaylight.com/en/discussion/comment/1898994#Comment_1898994
wait how are ds and bt giving bad players a chance when those two help deal with camping/tunneling?
Because they are activating in many, many scenarios that aren't tunneling or camping.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/1898994#Comment_1898994
Same, I'd honestly love to see hook statistics rather than kill statistics since alot of them could have been skewed with old moris.
"I'd honestly love to see hook statistics rather than kill statistics"
This x100
I don't say it as much because of mori's, but looking at just kill rates is highly misleading.
Just for one example. Most killers will camp whatever last survivor they hooked till death once the gates are powered. That isn't really a kill representing skill, but when you see it on kill stats it will look like it is. This is a pretty regularly occurrence too, not an out of the norm. This happens more than it doesn't.
Hook rates per killer, per rank i can almost guarentee you would paint a significantly different picture from what kill rates is leading us to believe.
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DS on survivor.
None of the killer perks are OP.
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I personally think it's kept as a handicap to help newer players/bad players have a chance. Similar to DS, BT etc
Just my guess.
I would love to see kill rate stats for a weekend that has NOED turned off. I don't think people realize how much NOED single handedly alters the games kill stats. I think it's pretty massive.
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In near 5 years of playing way, way more than the average player I've seen less than a handful of hackers, probably like 3.
This makes me highly skeptical. We get a lot of players that came to these forums complaining of hackers when most of the time it's just a lack of knowledge in the game, ping related, or simply the killer getting lucky in his guesses.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1897443#Comment_1897443
They don't have to make it as far as Deathslinger's though. Let's face it, out of all the insta down add-ons, Deathslinger has probably the [bad word] one. They could still put a distance requirement but make it more doable. Let's say, 10 meters. Is that doable would you say? Survivors 10 meters or more away get insta downed. That way you can't ride a survivors [bad word] and get the insta down but it's still close enough that you can aim.
Funnily enough while DS ultra rare is trash...there are still many ones even worse or at least just as bad. Honestly I would probably even say the majority of ultra rares in the game are bad. Most of them range from "memey" to just trash.
Well 10m is actually still pretty dang close, that would be working enough that survivors would still think it's op.
I actually prefer the change of keeping it a 1 shot but she can't have more than 1 hatchet even through addons. Now it can be strong if you are good enough but would actually be much worse if they aren't a good Huntress. Risk and reward here with reward favoring skilled players.
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Possible.
The "stars" reference could also be relating to space stars, AKA Alien chapter.
Resident Evil is probably the more likely one though.
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You'd think his loud foot stomps and noises counteracting the entire point of Undetectable would have been noticed on literally the first game playing him in development.
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@Phasmamain said:
Killers that rely on slugging to win( I know all killers can but oni and twins literally need to to win)
Plague too.
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What I'd like to see more of:
More skill based killers.
IE Blight, Nurse, Huntress etc.
They need to be aiming for killers that make survivor play differently. This is how you keep the game fresh with only 1 game mode.
We don't need more killers whos counter play is to just circle the loop or drop the pallet early.
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I usually just switch to better addons when I see a ttv.
Not always, but on average they are usually in a swf squad. I'd also say that more often than not they usually end up being the ones that want to tbag and flashlight click as well for their viewers.
Like I said, not always the case, but often enough that it makes me swap to better addons just in case we're gonna have one of "those" matches.
In the case they end up actually being chill I'll give them the hatch typically to reciprocate.
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Don't release your ranged attack too early when they're running for an animation lock from a pallet or window vault. Release when you see they're locked in animation as if you don't many will fake turn last second after you've comited.
Don't just send them to cages randomly. You use the cages when you know all survivors are on your side of the map, they could have a Decisive Strike active, or you have two people on the ground.
You don't always need to release the ranged attack. Lots of times the survivor just seeing you about to use it will make them do a poor decision and you can just lift up to go for the m1 hit.
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Overwhelming Presence would still be trash even with this change.
You're talking about sniping the exact 20 seconds of time they are using said medkit or toolbox which is a small time period.
To be honest I think the perk needs an entire rework to do something completely different. Two perks for the same purpose of combating items just seems redundant. Wasting 1 perk on removing items is "generally" already a bad idea, much less wasting 2.
For how annoying people find Franklin's it's honestly still pretty bad. Hypothetically we could make Franklin's make no items usable all game as a passive and it would still be not worth using bar some extremely off scenario of like 4 purple medkits. I don't say this because it's what the perk should do, it's just to get a point across. The point being that if that hypothetical Franklin's would still be bad, then our current one is terrible.
This is a similar sentiment I have with the killer Exhaustion perks we have available.
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I think Wraith is the killer you're looking for. Easy to learn and understand. I think he can be quite fun as well. When I introduce new players to DBD Wraith is the first killer I put them on and it seems to help them pick things up quite easily and with little frustration.
Wraith and simply stealth killers in general I think are good for newer players that are still learning the basics.
After Wraith I'd probably recommend Myers.
I think you could go up on the fun metric with some other killers but I think these two are the best balance of fun and new player friendly.
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Twins and then Plague
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1897021#Comment_1897021
Personally I think the answer isn't replace the insta down with something like people believe they should. I think they need to make it more like Deathslinger where the add-on rewards you for being able to snipe so it doesn't effect close range hits.
If it was only long range hits it would be garbage.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1897011#Comment_1897011
No I'm trying to use the fact that there's so many other insta downs so to say "Huntress has it get rid of it" is literally stupid. I get the reasoning behind why it's wanted, but when they announced Huntress' add-on pass everyone started celebrating that Iri Head was no longer going to be an insta down when they never said that. I'm trying to show that there are plenty of other insta downs and they're still making them.
I suppose the issue with Huntresses addon is that you can stack it with another addon to remove its negative essentially, whereas all the other killers are more balanced around their insta down or their insta down addon is trash/has an unnegatable very heavy penalty attached to it.
IE most killers insta down addons don't really make them strong, Huntresses makes her very strong. If they just made it so you couldn't negate the hatchet reduction so you could only use 1 hatchet with it, it would be pretty balanced in my opinion.
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I'm confused by this topic. I've never seen anyone recommend removing insta downs other than Huntress's addon. You're implying there's some vocal group wanting insta downs in general removed?
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@XayahXRakanFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1896976#Comment_1896976
Except that never happens because items eventually disappear after being on the ground for too long and how would this work if you are playing solo randos are too dumb to cooperate and finish objectives make it make sense.
I feel like I'm being trolled right now.
Are you being serious?
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Killers slug for the 4k because they don't want the last survivor to get their free escape. Remove the free escape and killers won't 4k slug anymore.
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@XayahXRakanFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1896912#Comment_1896912
There is very much a problem when two survivors bring items and both of them get hit and drop their items close together which almost makes it impossible to get your items back thank you very much...
I still don't see the issue?
You're complaining the killer is screwing around and wasting time fiddling with you and another guys items while the rest your team is pumping out gens?
This sounds like an ideal situation I'd hope for as survivor.
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If a killer's running Franklins he's wasting a perk slot. I'm fine with that any day on survivor. The item doesn't matter much. I don't see the issue.
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DS/Unbreakable/BT/DH and purple medkits
x4...
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/1896793#Comment_1896793
Undying is NOT easily manageable ESPECIALLY if you are paired with 3 other teammates who are solo as well. Even SWF’s can have a hard time taking out this combo. You’re right on some parts, yes we should of been getting gens done but we struggled, that is not the killers fault and have only myself and my teammates to blame. But I cannot be upset with my team either it’s solo que. I also want to correct you on something... I was not “angry that he didn’t play dumb”, I used “bored” and “disgusted” because that’s how I felt.
"To me that just screamed sweat lord"
You aren't correcting me on what I said. You calling him sweaty is you being angry. "Sweaty" does not have a positive connotation attached with it. So it is complaining that he wasn't playing dumb. You're being disingenuous in implying otherwise.
I play almost entirely solo queue. Undying is very manageable. To the point most games the group just ignores it entirely and finishes the gens with it still up. As you said yourself, this is a skill issue you are describing, not an Undying issue. Undying is not even remotely difficult for a swf either, these are such exaggerations.
Now if you're referring to extremely low ranks in this difficulty, most killers that low don't even have the combo when they're still that low, much less the skill to properly pressure the team to get use out of it. Like literally the situation you just described...he wasn't pressuring y'all at all.
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Undying is easily manageable. If it was that much of an issue there was a skill difference going on.
There are so many problems with this story you gave. If he's camping the totem that hard y'all should be getting free gens. Him dropping someone because he sees you on his totems isn't sweaty, it's common sense. You are literally angry that he didn't play dumb.
Even with ruin/undying up he can't chase all of you at once so you should still be popping gens unless y'all were playing terrible and going down extremely fast.
You call Undying unhealthy when Undying is quite literally the epitome of healthy design. Why? Because it's high risk in that you could lose it immediately without it doing anything and it literally once again does nothing unless the killer is skilled enough to be pressuring the whole map.
A cost, skill requirement, and it takes two perk slots to do anything. That is what healthy design looks like.
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@B_Deity said:
https://forum.deadbydaylight.com/en/discussion/comment/1896684#Comment_1896684
Yeah, Bone Clapper. I just call it that, and call Coxcomed Clapper "Silent Bell".
I like your ideas and they seem decent.
If the devs were looking for the easiest and quickest fix though all they honestly need to do is bake Bone Clapper and Windstorm into his base while of course toning down the addons accordingly. Just that would make him a lot more solid. I'd like if his invis was actually full invis all the time but I'm trying not to get greedy here.
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@DarKaron said:
Question: You reference something called the "Mangled Bell", yet as a former Wraith main, I can confirn this is not a thing.
Correction?
I think he means Bone Clapper.
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She doesn't need her base move speed increased as you shouldn't be chasing them around loops in the first place.
Compared to most other killers she's actually got some of the better addons already. Yeah some could use tweaks but for the most part they're pretty good.
Hiding her traps on the ground doesn't sound like a good idea as then you are left just guessing where they are and we know how much survivors hate to feel like their counter play is guessing.
Honestly out of the whole killer roster Hag is probably one of the killers that needs the least changes. She's very low picked because she doesn't chase and that's where a lot of people find fun in the game. That doesn't imply we need to make her start chasing though. Different play styles is a good thing.
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@Axx said:
Solo doesn't need help. People need to get better at survivor in all honesty. Solo doesn't need a totem counter. The survivor role is already getting it's hand held too much. Solo is only bad when your teammates are low skill. If 50% of survivors could play optimally, solo would be 200% better. 99% of the issues solo has is due to other survivors. People DC for any reason, they give up on hook for any reason, they crouch around, they don't do gens, they can't run the killer, they rush hooks to save, which lets the killer snowball, etc. I have no issue on a personal level as a solo survivor. I can run most killers to the point they lose multiple gens, or they just leave me to find a weaker target. The only thing I have an issue with is lower skilled teammates giving low skilled killers free wins.
People really need to look into their personal skill and find how to improve. This is a PvP game and it should be a challenge for both sides, not just killer vs experienced survivors.
+1
Other than skill issues, the only other problems effecting solo queue is a poor ranking and a poor rank reset system which is putting survivors at higher ranks than they should be. IE your other teammates are supposedly your same rank but in reality are much lower rank in their skill.
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That's how they should have been changed. A nerf without making them irrelevant. They are now irrelevant and just waste space in my bloodweb.
That said, they aren't gonna change them. This is gonna be what were stuck with.
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@Wesker09 said:
https://forum.deadbydaylight.com/en/discussion/comment/1894978#Comment_1894978
Old rank reset will help (I still don't get why they changed it to where it is now) and idk I feel like I get a lot of points when interacting with the killer when I can I just want more points to other stuff like being stealthy or healing and kinda want more survival points cause theyre isn't much in that category I feel tbh
Also what's the issue with seeing our own ranks? Is it due to people thinking they're better than they are cause they see a red rank and think "i'm so good" when in reality they aren't?
More points while in close proximity of the killer without being engaged would be a nice change.
Honestly I think they need to have more objectives for survivors as well, like parts you have to find to start working on a gen. Survivor could use more interactions that are skill based as well. I've been saying they could do much more with gen repairs and skill checks as well.
"Also what's the issue with seeing our own ranks? Is it due to people thinking they're better than they are cause they see a red rank and think "i'm so good" when in reality they aren't?"
It's a good question, I don't know why they don't want us to see it. I suppose then we could have a way of finding out if we were badly matched in a roundabout way? Lol
Honestly not many good answers for some of these changes other than an intent to hide flaws.
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@smileybones said:
https://forum.deadbydaylight.com/en/discussion/comment/1894963#Comment_1894963
100% agree with everything you just said. Hiding MMR is the most shady thing I've seen come out of these devs. Some players like to think that this is just some "party/casual" game to play with their friends, and the devs like to pretend that's the case. But we all know it's the intrinsic competitiveness that keeps everyone coming back. Even if the devs and the players like to pretend otherwise.
Hiding it gives no benefit that we do not have now.
The literal only thing it accomplishes is as you've implied, covering issues up.
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@Wesker09 said:
https://forum.deadbydaylight.com/en/discussion/comment/1894963#Comment_1894963
So what could be done on the survivor side to make sure the potatoes stay where they belong and not get into matches they shouldn't be able to get in? The issue with survivor is yeah it's easy to play in terms of just hold m1 and help out when you can but where there much survivors can do (a game issue not a skill one) it's gonna be easy for now until devs do something for objectives
They also hide mmr only cause when they made it to where it was possible to see other ranks people just kept lobby dogging which I guess they don't want
"So what could be done on the survivor side to make sure the potatoes stay where they belong and not get into matches they shouldn't be able to get in? The issue with survivor is yeah it's easy to play in terms of just hold m1 and help out when you can but where there much survivors can do (a game issue not a skill one) it's gonna be easy for now until devs do something for objectives"
First we need the old rank reset back. The new one is way too slow in bringing people back down.
Second increase the requirements for pipping/safety pipping. It's near impossible not to pip on survivor even at rank 1 outside of suiciding or a literal face camp. Move more points from gens and into killer interactions and slow the gens down to allow for more time to have these interactions.
Lastly they really need to fix the matchmaking. We shouldn't be seeing matches with rainbow colors like we do now.
"They also hide mmr only cause when they made it to where it was possible to see other ranks people just kept lobby dogging which I guess they don't want"
You misunderstand. I'm not referring to other people being able to see each others mmr in lobby. I'm referring to seeing your own.