Blueberry
Blueberry
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- Blueberry
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Or you know give up 1 perk slot for small game and problem solved.
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Something that travels underground to pop up and hit survivors. He leaves trenches under the ground after traveling that both him and the survivors can re use. He gains Undetectable while underground and the survivors gain Oblivious while in them. While making a new tunnel survivors can seeing small rumbling above the ground where he's at even though he's Undetectable. The rumbling is hidden if traveling in a previously made tunnel that's still built. If survivors run over the top of a previously built tunnel it will show their aura for a brief couple seconds. Tunnels will have a set duration of like 2 minutes or something.
"The Below"
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The mind games at loops would be fun/fine except many, many loops give vision of the killer, removing all mind games and making it very un-fun. Like all the low wall loops are nothing but time wasters to eat through, not interactive game play.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1660909#Comment_1660909
It depends how many times he Frenzy's you, and what perks you're using. For example if I've got Autodidact or We'll Make It, healing won't take me very long to do (bar the initial Autodidact parts) and whilst I admit skillchecks are braindead easy and boring (he says whist still managing to miss them) at least it's something to keep me paying attention.
https://forum.deadbydaylight.com/en/discussion/comment/1660978#Comment_1660978
Okay, I really really don't mean this in a nasty way, and I'm well aware English isn't your first language, but what the ######### does this mean? Seriously, I don't see any parallel between Doctor not being made of smoke, or being smoky, and my original comment. I mean absolutely no offence but what the ######### does this mean? I'm going to be losing sleep tonight trying to decipher this.
Well if he's FF'ing you that many times it's probably costing him the game if y'all are properly spread out and yeah I mentioned the healing is fine if you've got healing perks. Which if you've got healing perks and you're spread he's really wasting a good bit of time.
Anyway I get your point, I guess it just seems like a non issue to me.
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@Cutiaddu said:
I have another question, if legion is consired one of the weakest killer, why lots of people complain?
Because they don't know how to stop healing against him.
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I think it's an ego thing. They like the feeling of bullying a killer that's the strongest in the game.
Nurse is honestly so rare these days. Last one I saw was like weeks ago and that's playing like all day every day.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1660889#Comment_1660889
It's more the Snap and Mending for me. More time spent holding M1 instead of doing something fun, like being chased. It's just dull, especially when they frenzy you then leave and you're like "aight cya man" and proceed to hold M1 for 12 seconds before returning to 80 seconds of M1. At least Snap has skillchecks; Mending is just holding a button.
Look at it this way. It's actually less time holding M1 because you aren't healing at all against him all game. You'll save more time not healing than you will have added time Mending. I don't even count skill checks seeing as they're so easy and insignificant they might as well not be there.
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I don't know either, they both seem fine to me.
Only way I can see people finding Legion annoying is if they don't know what they're doing and they just keep self caring after every FF...I mean jesus, that would be annoying. Please stop self caring and even healing for that matter after every FF unless you have a medkit or a healing perk that makes it faster.
Basically he's only hated by people that aren't playing smart. Just stay injured people, he's weak.
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I think she's fine. I think there's a good bit of counter play as much as people like to disagree, it's just not as intuitive.
Yes that counter play is much lower against a top tier Spirit, but seeing as the devs are still set on balancing around rank <10, there's lots. A rank 10 Spirit can be juked all day even without Iron Will/Spine Chill etc.
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If you got 4 man slugged in the first 1-2min yall either played very, very badly or the killer was just way better than all of you.
There's nothing wrong with slugging at the moment at all. It's the only way a killer can reasonably pressure the survivors. There are also a multitude of anti-slug perks you could run but clearly refuse to, not that you even need them though honestly.
As a survivor I'd rather be slugged anyway as it saves me a hook state or it's even a free second chance if I'm running Unbreakable and now the killer gained nothing.
"A killer should 4k win with 9+ hooks as is intended, not 3 or 4 hooks or bleed outs."
9+ hooks is just completely unviable to win against good survivors. If yall lost in 3 or 4 you played bad.
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It's way too easy to rank up on both sides. It's even worse on the survivor side though.
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What they should have done is let us pick all the killers that we think need buffs and order them, seeing as like 2/3 of the roster need buffs.
I personally put Plague. She's not one of the worst issues, but I play her more than the others so I would rather have her get improvements first.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1659603#Comment_1659603
Yeah there was no way they were letting the original version through.
My next prediction is that Ruin/Undying gets nerfed to dust.
I think they'll leave Ruin but yeah they're gonna gut Undying for sure. First time we actually got a decent perk in a while too.
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@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1659607#Comment_1659607
I would make same as deadslinger hitbox smaller but faster shooting
I wouldn't like that. I feel like with how bad latency is on dedicated servers you need the larger hit boxes to compensate. This is why I find DS tilting. His hits have to be extremely precise in a latency that isn't precise.
I have no issue with huntresses hatchet hit boxes, they seem fine where they're at.
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Huntress is a wonky one. She can feel very high tier or very low tier depending how good you are and what map you're on. Those low wall loops are also quite tilting with how high their invisible hit box is blocking your hatchets.
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@ClickyClicky said:
I forsee it getting nerfed to when the survivor taps the gen or when you hit a survivor, rather than the dying state.
You literally called it haha.
Cancels on survivor hit now instead of down.
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Just make it completely silence the gen sounds entirely. Boom.
Not meta. Not amazing. Good enough to run for fun builds though. It would actually see some play.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1659392#Comment_1659392
Do you remember when people thought The Blight was some sort of werewolf haha?
I had my hopes up lol.
I don't think they'd ever do a literal "werewolf" as I think they believe it's a little too cliche. However I do think they could do a "The Beast" as a kind of entity touched animal per say.
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I really want that "werewolf" type killer.
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Oh man I say this all the time, it's such a double standard we have for balance.
They balance around low rank survivors that don't know what they're doing, yet simultaneously balance killers/killer perks around a top tier multi thousand hour killer.
I personally think it should all be balanced equally around top tier both sides, but if we aren't gonna do that on the survivor side, at least keep consistency and treat both sides that way.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1659259#Comment_1659259
You don't use brutal strengt to save time, you use it for getting hits between tiles.
It suffers from the same issue thana has and that it can stack with other perks so it and fire up have to be relativelly weak on their own so they don't become overbearing when stacked. It sucks but that's the way it is
"You don't use brutal strengt to save time, you use it for getting hits between tiles."
I know, that's the time I was referring to.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1659269#Comment_1659269
They did that because there weren't enough people in red. Que times were stupid long and people were constantly playing against the same people over and over leading to a lot of people purposefully depipping. If they ever get skill based match making working hopefully they'll revisit that because I think you're right from a rank perspective it's better, just not a matchmaking perspective (which imo is more important).
I never experienced any of those issues before.
Also we now have the oppposite of that happening where everyone's piled up and stacked at high ranks disproportionately. That's what increased queue times and gave you matches with/against people that weren't "really" your same rank. This is why our matches are so all over the place now in balance. There's inconsistency with the people at a given rank.
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Not only is rank reset good, but they even messed up by making it reset you less in its last rework. It needs to be brought back to its original reset.
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Faster breaking or a slightly faster regress on kicked gens. Feels like a pretty overrated perk to me. The amount of time you save currently is milliseconds.
You'd save substantially more time just throwing another gen regression perk like Pop or Surge on.
Most the games "chase" perks are pretty underwhelming imo.
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That's the problem we have currently where it's too easy to rank up and rank reset isn't enough of a reset. It leads to people getting piled up at ranks they aren't supposed to be because it's almost impossible to derank consistentlly without just suiciding/dc'ing.
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I felt kinda the opposite. I reached 70 before level 4 had even come out yet.
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I noticed that as well. It should count.
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1658881#Comment_1658881
And?
Just pick Plague anyway, lots of survivors bring medkits.
Telling people a solution to their base game problem is to just play 1 killer just doesn't make any sense at all.
I personally play Plague all the time, but that doesn't fix the problem when I'm on any other killer.
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1657992#Comment_1657992
Play Plague. That goes for Op as well.
Except we can't swap killers in lobby...lol
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It's definitely more of a nerf than a buff, with use on Plague being the only real exception. Which it's still probably not good enough to run on Plague over Surge or Pop.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1658180#Comment_1658180
DS Itself is fine. It's how people use it that's currently the issue.
I don't think it needs changing.
"It's how people use it that's currently the issue."
AKA "Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available."
If you admit how people are using it is an issue, then you are admitting that it does need changing. Making it so people can't use it in an abusive way is all people want.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1658169#Comment_1658169
About Pop lasting too long so they reduced it to 45 seconds as killers were able to chase and down someone before using Pop, then some bright sparks had the inevitable 'Just like Decisive Strike?" argument-but-not-really.
While I don't care much about the nerf to Pop, I disagree with your opinion on DS.
Almo's description of why they nerfed Pop is the exact issue with DS currently. It was a perfect response in my opinion.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/1658147#Comment_1658147
Its funny how the new ruin was treated as a joke until ... it respawns if cleansed? Didnt survivors IGNORE it before undying was a thing?
It feels like this combination is the survivors current complaint of the month .
Undying is the only thing making Ruin viable in my opinion. I don't think Ruin is worth running alone since its rework. Totem spawns are just too bad to be worth the risk. Without Undying most the hex perks are extremely high risk/mediocre-bad reward.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1657988#Comment_1657988
Well, after the DS/Pop comments with a similar thing I thought it's only fair to pull them same when the roles are reversed.
What DS/Pop comments?
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The fact that it's a mediocre/bad effect, with a cooldown and a Hex component is almost insulting.
Look at it this way, they could completely remove the hex component of it and it would still be awful and ran by no one, that's how bad it is.
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Honestly if it was just hard capped at 1 hatchet that would be completely fair. That adds a high risk/high cost for the 1 hit down.
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I honestly just ignore it most the time in solo queue and just pump out the gens. To actually have Ruin be heavily impactful the killers gotta be playing really well and your team messing up a lot.
It seems fine to me. I've had games using it where they get the Undying instantly and now I'm down my perks. Seems high risk enough to warrant its strength.
If it really bothers you just run anti-totem perks to take them out quick and now the killer is playing with only 2 perks.
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Honestly wiggle time and hook distance feels almost perfectly balanced at the moment to me from both sides.
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The worst thing you can see is 4 medkits in a lobby. Basically guarantees you aren't going to be able to have map pressure.
Honestly I'm not sure why they buffed them a while back when they were already very strong.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1657911#Comment_1657911
Like BBq & Chilli?
But yeah, back on topic. WGLF is a perk that I went with instantly after Dead Hard when I created an extra account to play with a mate who almost never plays. Since I've held red rank for a while, I'm not only a more skilled survivor than a majority of what you'd face at those ranks, so going for those saves for extra BP is better for me as I'm less likely to be caught and hooked.
Yes like BBQ and Chilli? I wasn't implying that was a bad thing
My point was that people are acting like the healing on slugged survivors isn't that good and it is, very good.
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I wouldn't mind if it gave stacks for picking people up off the ground. Would be some extra encouragement when running the perk.
I'll also say that people are vastly underestimating 100% heal speed on slugged survivors, that is insanely strong. I would run that even if it didn't have a BP component on it. Might even be too strong honestly.
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The only reason I do it sometimes is to work towards the unhooking yourself achieve. I don't wanna risk killing myself so I'll save a couple attempts right before I know I'm getting rescued.
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@CalamityJane said:
https://forum.deadbydaylight.com/en/discussion/comment/1655103#Comment_1655103
It's really not. It's the pill boxes. While they're sill in the hitbox, there's a large amount of empty space behind their head that's still hitbox, and combined with the sphere hitbox of the hatchet means that the actual hatchet can be a very long way away from the survivor's model if the hitboxes just barely touch.
Ping does affect it but it's mainly the hitboxes.
"there's a large amount of empty space behind their head that's still hitbox"
There's no issue with this, it's working as intended. If you know the pill shape then it makes sense. If you're arguing against the pill shape, then what are you proposing?
Making the hitbox match the survivors actual exact shape isn't happening as the devs have gone over in a stream how much difficulty and problems that would cause.
Do you want the height of the pill shape shortened? I personally think their height is fine.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1656466#Comment_1656466
I have no problems with the concept, but with the implementation.
And in what way does this match
https://us.v-cdn.net/6030815/uploads/1M0T539Y1W5V/grafik.png
with that?
https://us.v-cdn.net/6030815/uploads/5P5J894A79BY/grafik.png
Your second imagine isn't accurate with the hitbox placement, it's further back and smaller.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1655176#Comment_1655176
I did not say any of that. It is just that most of the hits don't look like hits because of the listed things. I'm fine with hitboxes, I would be mad if I have to play as perfectly as possible because I regularly see hatchets miss survivors by flying through their legs or between arms and body or getting a survivor a new haircut.
It is just that the shapes they claim does not really match what you see in the game. The hitboxes are not that close to the survivor. Look at the blood effect. Even while leaning out of the hitbox cuz injured, it should only be the head/shoulders being outside of the hitbox. The feet should still be pretty centered. No lags, no latency cuz no movement.
https://us.v-cdn.net/6030815/uploads/884/4OU4118K7CGC.gif
https://us.v-cdn.net/6030815/uploads/5P5J894A79BY/grafik.png
"I did not say any of that."
You implied it with your wording.
"It is just that the shapes they claim does not really match what you see in the game. The hitboxes are not that close to the survivor. Look at the blood effect. Even while leaning out of the hitbox cuz injured, it should only be the head/shoulders being outside of the hitbox. The feet should still be pretty centered. No lags, no latency cuz no movement."
Just as you did right here once again. You are implying there is a problem with it. You're saying you aren't, but you are.
I see zero issues with those clips. If you understand the hitbox of the hatchets and survivors those hits make sense. The shapes they claim do match what we see in game and in that clip.
If you want to say those hit boxes need changes we can discuss that, but I personally don't think they do and neither do the devs.
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@LittilAvindar said:
https://forum.deadbydaylight.com/en/discussion/comment/1655850#Comment_1655850
Lol, experience eh? So I guess that trumps my opinion then, because you "have more experience." With what, exactly, your opinion? Even other killer mains think it should be transferred over to ToTH.
I never said my opinion trumped yours, you inferred that on your own.
Experience was referencing play time. It was simply stating how I formed my opinion.
Many other players also think it shouldn't be transferred.
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@LittilAvindar said:
https://forum.deadbydaylight.com/en/discussion/comment/1655829#Comment_1655829
Because just because you think something is fine, doesn't mean it is. I think Decisive Strike is fine. How bout that?
I have a good bit of experience and my experience disagrees. That's how opinions work.
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@LittilAvindar said:
https://forum.deadbydaylight.com/en/discussion/comment/1655776#Comment_1655776
Then they should buff thrill by giving IT the aura reading, and leave Undying at simply transferring hexes.
If I already said Undying was fine where it was at then why would I want to nerf it? Thrill should get something else.
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Thrill wasn't auras, just a location ping. Thrill was quite bad and Undying is what it should have been in the first place. I think Undying is fine, I'm not having any issues with it as survivor. Many times we just ignore it and finish all the gens with it and Ruin still up.
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Sounds like a reasonable change to me.