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Blueberry

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  • @Brhoom said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642786#Comment_1642786

    There is an add on that does this, not sure if it's as strong as Technician though.

    https://forum.deadbydaylight.com/en/discussion/comment/1642787#Comment_1642787

    I've played against some Doctors who run both of these and I couldn't hit a skill check to save my life :(

    That only works at low ranks, against better survivors they're literally doing nothing.

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642772#Comment_1642772

    This is exactly what they should have done.

    No one cares about the skill-check crutch part of Technician.

    Wouldn't make it meta or anything but we would have at least seen it run for some "fun" stealth builds. Viable is all I'm asking for, not even good. We would at least have seen it every now and then. This new version won't be ran still.

  • ToT and Thanata changes are pretty nice and good overall. We'll probably see those perks played some.

    Pop to me was one of the most balanced perks in the game, so this doesn't really make sense to me. Also, regardless of what the nerf was, just on mere principle, the fact that they felt Pop was more of an issue than all the survivor second chance perks that have plagued the game for years is just...baffling. It makes me feel like they are extremely disconnected with what's going on.

    All the rest of the perks I'm happy to see buffed, unfortunately they are all buffs that are so insignificant that they will make zero change. None of those buffs are enough to make us see those perks get ran more, they're still bad.

  • @Brhoom said:

    Why does it have the penalty?

    So perks like overcharge and underwhelming presence don't become completely useless.

    Even though they're both already useless? lol

  • @Mew said:

    its really disappointing tbh

    most of the buffs aren't even that substantial to make the perks good, either. they're all still pretty bad perks to run (except trails of torment and thana, but it depends on the number buffs for thana)

    My thoughts as well. Other than possibly those 2, the rest are still terrible and won't be ran.

  • I just thought they went the complete wrong direction.

    They should've emphasized the silent gen progress part of the perk, not the explosion prevention. Making it completely silence the gen you're working on would've made for some fun builds.

    Now it's just still a perk we'll never see.

  • The only legitimate complaint here is a camping Spirit, although I do find people vastly over exaggerate "camping" a lot.

    Curving Billy and Ruin/Undying Blight? What's wrong with that at all?

    Latency hits bone the killer just like it does the survivor, that isn't a survivor only issue.

    Mirror Myers? That's a meme build, it isn't even strong.

    DC's over most this stuff is simply entitlement.

  • While potato teammates in solo queue can be quite frustrating I wouldn't say it's the worst. I'd give the worst to playing against the 4 man swf death squads at rank 1.

    At least with the potatoes I can still escape with a hatch or still pip. Even when I lose in those scenarios it's because of bad teammates.

    Compare that to the death squads where you don't get a consolidation prize like hatch, you probably won't pip and you can still lose even when you don't feel like you made a single misplay all game. Not to mention you are also getting smack talked, tbagged and flashlight flicked all game to rub it in your face. The feeling of not having any control over the outcome of the match is more frustrating than anything else in the game imo.

    At least with solo queue I have some options unlike against the death squads and you aren't being ridiculed.

    You also can fix the solo queue problem by making some friends, killers have literally zero counter play to the death squads other than, "they're rare". Albeit more common than people like to say, especially at prime time.

    Obviously more people will find solo queue most frustrating because more people are experiencing that, where as there's only a small population at rank 1 in general to experience the death squads.

  • I've experienced this bug some as well, not sure what the issue causing it is exactly. I've experienced it next to quite a few different walls all on different killers.

  • I enjoy Plague a lot, but when it comes down to it she's just an M1 killer that's highly loopable. She's a good example of how overly safe loops are. Being 1 hit down doesn't matter when there are enough pallets and windows to finish all the gens before you run out. If the survivors are even semi decent loopers she isn't strong.

    People also over exaggerate how strong her CP is as well. Don't get me wrong, it's good, but against good survivors that know what they're doing, they can still loop you with it for a while. It's only really scary out in the open.

    She also gets gen rushed just so hard. The gens already fly fast in general right now, but without wasting time on healing or totems they go that much faster. People also underestimate how much time she wastes picking up her CP (if she even gets it). You usually always have to go way out of your way for it. Every 1 second you waste picking that up, that's 4 seconds that good survivors are on gens. So even 7 seconds to walk out of your way to grab it is literally almost half an entire gen...just to pick it up..that isn't even talking THEN finding a survivor and starting a chase.

  • @PlantCollector said:

    It's honestly sad that ma boi DudeDelicious isn't here anymore. You both would have come along so well. You both enjoy playing the same killers in the same order, you both make threads about a killer beeing underrated only to make a thread two month later of how bad the killer acutally is and you both suggest "interesting" clown builds.

    But i can tell you at least one thing that ma boi DudeDelicious would have told you if you struggle with pallets. Use the new good/underrated/gives you definitely value every round perk blood favour to block the pallets so you don't have to worry about pallets when chasing.

    I didn't realize something had happened to him?

  • @DaKnight said:

    The dangers of playing a 32m terror radius killer with no tracking perks.

    He actually is running a tracking perk (TT), it just doesn't track survivors doing nothing.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641634#Comment_1641634

    I never said the add on change is a reason for cluttered bloodwebs it was a reason to revert it.

    If survivors have trouble getting bp, have way more useless add ons, arent guarenteed to get use out of their items, have franklins that could potentially delete their item, be hard camped out of the game, etc the least we could have is a guarentee we keep our good stuff. As shown in the screenshot is actually have alot of stuff but not every one is there.

    Killers get alot of bp have less cluttered bloodwebs and have add ons that do significantly better so losing them makes sense. In this day and age of dbd the change was so brainless. Why do it when there isnt stuff like 2 state insta heals?

    "I never said the add on change is a reason for cluttered bloodwebs it was a reason to revert it."

    As I said, if the blood web clutter has nothing to do with the addon change, then reverting the addon change will not fix it. IE it is not a reason to revert it. You having more of your addons on hand doesn't remove them from the blood web options.

    "If survivors have trouble getting bp, have way more useless add ons, arent guarenteed to get use out of their items, have franklins that could potentially delete their item, be hard camped out of the game, etc the least we could have is a guarentee we keep our good stuff. As shown in the screenshot is actually have alot of stuff but not every one is there."

    We already said improving BP gain is a good idea, so arguing for more BP would be better than saying that's a reason to revert it. I would also argue that a lot of killers need those addons more than survivors need the addons to function at a reasonable level. The survivors are also generally guarenteed to get use out of their addons. Franklins isn't even a good perk, it's wasted slot. Calling that a reason for not getting value out of your items is being disingenuous and honestly the perk is almost never ran, last time I saw it was like a week ago. The amount of times I'm instantly hard camped out of the game without getting to use my addons at all is very low. You are also getting to at least keep your base item every game as survivor, killers aren't keeping anything.

    "Killers get alot of bp have less cluttered bloodwebs and have add ons that do significantly better so losing them makes sense. In this day and age of dbd the change was so brainless. Why do it when there isnt stuff like 2 state insta heals?"

    Survivor addons and killer addons are not equivalent. It isn't brainless at all, there have been multiple reasons why it was a good change. I haven't seen any good reason why this should be reverted. There not being insta heals has nothing to do with the change. The point is to actually have addons be used up and needed again. Prior you would stockpile them way, way faster than you would use them.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641604#Comment_1641604

    Yes the losing add on change. It must have had little to no thought. Items having charge time, terrible bp gain, cluttered blood webs.

    Addon change just made you need to get more addons, it had no effect on blood web clutter. I personally think the addon change was a good one. You could just stock pile hundreds of addons and never run out. It now better matches killers using their addons.

    Since you feel otherwise, what reason do you have for feeling that it is a bad change?

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641588#Comment_1641588

    Not just flashlights add ons need reworks, removing the add on change and better bp gains.

    Better BP gains sure.

    You mean reverting the losing addons change?

  • There are a lot of flashlight addons that need improvements I agree.

  • More immersive environment sounds, better dynamic lighting and more overall line of sight blocking on maps so you aren't most of the time seeing the killer coming a mile away.

  • I wouldn't call that camping. The first guy was obviously trying to bait you away and you saw on your BBQ someone else going around. By the time you spent chasing the first guy it was reasonable to assume that other guy that was going around would be arriving at the hook around then.

    You made the smartest play.

    Now if you hadn't chased that first guy at all, that would've been camping. To be fair though, if you see they're all coming for the hook and not on a gen, why would you leave him?

  • Very unbalanced.

    Way too big and way too many safe tiles that are all linked together.

  • I kinda liked the idea someone else had of making add extra time to the post hit sprint you get. This would turn it into an anti-tunnel perk as it would discourage the killer from trying to hit you twice in a row.

  • If it's god bus you have no counter play. Your only options are just letting that gen go or play the loop and lose the game because of all that time you wasted.

  • Probably the same 2 for me.

    DS feels extremely uninteractive to play against and Hag is just a camp fest.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632654#Comment_1632654

    No? It's common knowledge that you crouch at hag traps but not that you can hold down crouch when getting off hook.

    Well if there was a trap under the hook and you know it's there, and you know you have to crouch to prevent a trap from triggering, it seems like common sense to know you are going to need to be crouch immediately on unhooking. The idea of holding the crouch button while being unhooked to not risk a split second of you not being crouched after the unhook if you didn't hit it fast enough and triggering the trap seems obvious to me. Like if the only thing I knew about Hag was that not crouching triggers her traps (assuming I'm a new player), that would have been the first thing I thought of when I was getting unhooked, especially as I watched the guy crouching over the trap to rescue me.

    I don't mean that in a rude or offensive way at all if it comes off that way.

  • @FFabeq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1633379#Comment_1633379

    why didn't they add a breakable wall to the shack lol

    It is kind of unusual that they added breakable walls to one maps shack and not the others.

  • Like others have said, after thousands of hours on PC I've seen maybe a hand full of hackers at most. A lot of this is people being new to the game and not fully understanding how mechanics work and instead making the excuse of "hacking".

    Hacking is not a serious issue facing DBD at the moment, at least on PC.

  • You're saying it's not common knowledge?

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632216#Comment_1632216

    This happens/ can happen on maps with short loops. That killers will try and force a pallet vault into a hit 50/50. So I'd say yeah pretty regularly. I win these 50/50 but latency is common on console and with crossplay the amount of vpners on na west is gross. It's a free hit.

    Ok back to corrupt 20 seconds with corrupt is not detrimental even without it. That's exaggerating and assuming everyone is on gens but this is solo queue. To back this up I've had long chases where no gens will pop so this is a huge claim.

    I dont know if you know this but their is a speed glitch take my words with what you will but bloodlust t1 is really fast. Even with s window there always latency and vpn it's so common that windows are pretty weak currently I actually made a thread regarding that.

    If they add a solid wall there sure it would remove that well its optional but not really feeling but still killing loops instead of reworking them.

    "This happens/ can happen on maps with short loops. That killers will try and force a pallet vault into a hit 50/50. So I'd say yeah pretty regularly. I win these 50/50 but latency is common on console and with crossplay the amount of vpners on na west is gross. It's a free hit."

    If they're really forcing that many bloodlusts they should be losing a lot of games unless the randos you're getting are real potatoes. I don't like balancing the game around assuming the players will be potatoes. Balancing like that leads to unbalanced games against actually semi competent players.

    "Ok back to corrupt 20 seconds with corrupt is not detrimental even without it. That's exaggerating and assuming everyone is on gens but this is solo queue. To back this up I've had long chases where no gens will pop so this is a huge claim."

    Even semi decent survivors they should all be on gens, I don't think this is exaggerating. If we assume they all aren't and balance around that things will be very unbalanced against competent players. Balancing things around assuming the player will be dumb and not use their tools they've been given correctly leads down a bad path. I want the game balanced around good players playing against good players.

    "I dont know if you know this but their is a speed glitch take my words with what you will but bloodlust t1 is really fast. Even with s window there always latency and vpn it's so common that windows are pretty weak currently I actually made a thread regarding that."

    I haven't experienced any of this myself yet.

    "If they add a solid wall there sure it would remove that well its optional but not really feeling but still killing loops instead of reworking them."

    Why would a hypothetical wall there instead kill the loops?

  • Honestly it feels really balanced just where it's at. If we hypothetically didn't have any of the second chance or Exhaustion perks in the game I think it would make it into the meta.

  • You'd be rewarding them. That's literally what they want to happen.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632082#Comment_1632082

    But it is an issue with perks like corrupt that slow down early gens and solo queue teams bloodlusting is still common. 10 seconds is not detrimental to you as killer that would be an exaggeration.

    Actually nailed it here except my biggest gripe is there are too many breakable walls and this shows that anything the devs think is problematic they are gonna shove in s breakable qall that's never getting broke.

    "But it is an issue with perks like corrupt that slow down early gens and solo queue teams bloodlusting is still common. 10 seconds is not detrimental to you as killer that would be an exaggeration."

    Just so I understand, you're telling me that this happens on the regular for your solo queue teams at rank 1 on Console?

    Tbh it's actually 15seconds not 10 and when you add in the time starting the chase that's a good bit of time. Anything over 20 seconds for a chase is losing the killer the game. Pallet or hit in 20 seconds or less if you want to win is a general rule. Anything over 20 seconds and you misplayed.

    This is also assuming the chase never gets broke long enough for a reset and that there's no windows. Even with T1 bloodlust you can still loop a good bit longer if there's a window.

    "Actually nailed it here except my biggest gripe is there are too many breakable walls and this shows that anything the devs think is problematic they are gonna shove in s breakable qall that's never getting broke."

    I get your point. Feels kinda like semantics though.

    What if hypothetically every time there's a loop that's problematic they add a solid wall by closing off a window or doorway? Would kind of be the same thing as adding a breakable wall no?

  • That's one of my only gripes. His "flick" isn't far enough.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632022#Comment_1632022

    The unsafe pallet amount on badham seems high right now alot of the loops are just so short I will record a video later to day and see.

    The bloodlust was a hypothetical if i didnt make that clear. I dont go down due to bloodlust I was making a point it could happen and also bloodlust takes like 10 seconds for the first one thats not a long amount of time.

    My argument here is if killers arent gonna break the wall anyways just make them solid. I wouldnt complain. My complaint is the fact that even though its optional no smart killer is gonna do it so you might as well close them completely.

    "The bloodlust was a hypothetical if i didnt make that clear. I dont go down due to bloodlust I was making a point it could happen and also bloodlust takes like 10 seconds for the first one thats not a long amount of time."

    They could, but they don't, so it's not really an issue. It wastes enough time getting it for a hit that it's throwing the game. If it was an inconsequential amount of time for the hit many killers would do it, but they don't, because it is a large amount of wasted time.

    "My argument here is if killers arent gonna break the wall anyways just make them solid. I wouldnt complain. My complaint is the fact that even though its optional no smart killer is gonna do it so you might as well close them completely."

    I mean if it's a wall or a door that doesn't get broken you still end up with the same outcome, so asking them to make it a solid wall wouldn't change anything. Your issue is more just with the principle of it then, in the fact that by making it door they're acting like it's an option when it's really not.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630563#Comment_1630563

    Does it still recognize that you're crouching if you're stuck in an animation? I had a match where whenever someone's feet touched the ground during their unhook, it'd immediately set off traps.

    It does recognize it. If you just hold crouch as you're being unhooked it will not trigger the trap.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631904#Comment_1631904

    I'll watch the shack videos or look them up in a bit.

    Ok while their design is to be less usable they might as well not be there. It feels like the number of side steppable/unsafe pallets has risen. Even medium pallets are bad because you can bloodlust which is pretty mindless gameplay.

    Whats the point if they are never broken might as well be solid then right? It could be something like search for a hammer or be able to break atleast one.

    "Ok while their design is to be less usable they might as well not be there. It feels like the number of side steppable/unsafe pallets has risen. Even medium pallets are bad because you can bloodlust which is pretty mindless gameplay."

    The number of side steppable/unsafe pallets still feels extremely low to me, like only 1 or 2 per game with some maps having basically none.

    Saying medium pallets are bad because of bloodlust just doesn't make any sense. I can't even remember the last time I got hit because of a blood, so that's at least a couple months. Also, even IF you are getting bloodlusted, he is throwing the game for that 1 hit with the amount of time it takes to gain enough bloodlust. In other words, if you are going down because of bloodlust the killer has already thrown the game anyway, so what's the issue? This is why you hardly see it(they don't want to throw the game) and why bloodlust nor medium pallets are an issue.

    "Whats the point if they are never broken might as well be solid then right? It could be something like search for a hammer or be able to break atleast one."

    If the door in some of those loops could hypothetically just be a solid wall then why is there an issue at all? If they changed it to a solid wall or left it a door that he doesn't break you are still left with the same outcome, so where's the issue? Is your argument that with the door still closed the loop is too unsafe?

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631873#Comment_1631873

    Ok so I'll keep this short I'll make a video of me counting the pallets on badham 1 cause why not. The max pallets is 16 but that map only spawns about 8-9 in experienced and for some reason they shrunk killer shack which I forgot to mention.

    If yourself says unsafe pallets and latency are a problem and you avoid them then that makes even less usable pallets.

    House of pain is a joke now I've been playing killer on there and the breakable walls is a bandaid fix to a bigger problem as killer there is no reason to break and as survivor you should have a way of doing it yourself.

    I'm pretty sure I've seen multiple videos measuring the shack and it is indeed still the same size. We can take a look at that in the video as well though.

    "If yourself says unsafe pallets and latency are a problem and you avoid them then that makes even less usable pallets."

    They are meant to be less usable pallets, that is by design. I don't avoid them because of how unsafe they are or latency, I avoid them because I can waste more time at other loops.

    "House of pain is a joke now I've been playing killer on there and the breakable walls is a bandaid fix to a bigger problem as killer there is no reason to break and as survivor you should have a way of doing it yourself."

    If the survivor could break them that would defeat their purpose entirely.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631757#Comment_1631757

    Ok so you are saying they increased the amount of pallrt spawns on that map to make up for the lack of unsafe pallets. Alright that's cool but I've never seen this map spawn more than 8. That is a lack of tile spawns. These 8 pallets are medium to unsafe pallets.

    After reading what you said it makes sense but my problem lies in the fact that increased pallet spawns dont matter as long as there are no tiles to spawn it. That's my frustration they also just flat out made some spots not spawn a 2 pallets like hosue of pain and on top of that the absurd breakable walls that make it essentially a death trap.

    The unsafe pallets are a design flaw as latency makes going for stuns inconsistent half the time you are hit through the pallet so I see very little reason for them to be unfafe.

    Even with this "increased amount of pallets" the map has less than it did prior to the update so could you explain that? They removed alot of the filler pallet spawns on like trucks in the street.

    "Ok so you are saying they increased the amount of pallrt spawns on that map to make up for the lack of unsafe pallets. Alright that's cool but I've never seen this map spawn more than 8. That is a lack of tile spawns. These 8 pallets are medium to unsafe pallets."

    For the lack of safe pallets, not unsafe pallets.

    There are generally way, way more than 8, like almost double that.

    "After reading what you said it makes sense but my problem lies in the fact that increased pallet spawns dont matter as long as there are no tiles to spawn it. That's my frustration they also just flat out made some spots not spawn a 2 pallets like hosue of pain and on top of that the absurd breakable walls that make it essentially a death trap."

    Sometimes there can be a double from lack of spawn spots, but I generally find this pretty rare. I can agree that they could add a few more "potential" spawn places for more variety though and to lessen the chance of those double spawns even more. I don't really see it happen very often though that I feel like it's an immediate issue. I'd argue that even with those breakable walls in house of pain as one example, it is still extremely strong. Even without him breaking it I can still waste a lot of the killers time there. More time than a killer can afford to waste if he wants to win the game. So I don't really see breakable walls there as an issue.

    "The unsafe pallets are a design flaw as latency makes going for stuns inconsistent half the time you are hit through the pallet so I see very little reason for them to be unfafe."

    I agree latency is a problem and the ping from dedicated servers needs improvements as it is still quite bad. However I don't think that means those unsafe spots are bad as that's a latency problem, not a loop problem. I generally just avoid using those spots to avoid the risk entirely and that seems to work well for me. There are generally many other better spots to run to. Even when I am forced to run it I typically don't even try for the stun and just bait the run around or swing and just keep looping it. I'll go down eventually but the killer ends up wasting at least a couple loops. IE more than he should have and enough time that I'd call that a win on my side.

    "Even with this "increased amount of pallets" the map has less than it did prior to the update so could you explain that? They removed alot of the filler pallet spawns on like trucks in the street."

    I'll have to go back and manual count the pallets again, but generally as I said earlier, I feel that there are still lots of pallets. I can't remember the last time I played there and we ran out of pallets before the gate was open. If you could post a video of you in a KYF counting the pallets as well we could take a look at that and see if there is an issue, but generally I don't think the count is low from my experience. If anything I'd still say that map favors survivors even with its changes.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631737#Comment_1631737

    "What are you even talking about? I have not said that at all."

    Well, you are the person claiming that Soul Guard is OP, and if you see it (which is very, very rare), you only see it with Unbreakable. And I might mistaken, but you also said that one of the new Felix-Perks is too strong. If I am mistaken on that one, apologies.

    "Killers and survivors both want variety. Variety doesn't mean giving you back a busted and abusable perk, those aren't synonymous."

    If I read the Forum with all the Nerf-Threads (including Exhaustion Perks), I dont think that Killers want variety. Or only variety, if everything is weak enough.

    And nope, it is not the Perk, it is bad Maps. BHVR should fix the Maps in a reasonable time. It is around 1 year since Balanced Landing was nerfed and Haddonfield or Ormond are STILL the worst Maps for Killers in the game. Even if they say that they dont want to make Health-Chapters, they should start doing what is more important and fixing those Maps is something that should have been done months ago instead of nerfing a Perk, which would not be busted if Map Design would actually been addressed.

    "Well, you are the person claiming that Soul Guard is OP, and if you see it (which is very, very rare), you only see it with Unbreakable. And I might mistaken, but you also said that one of the new Felix-Perks is too strong. If I am mistaken on that one, apologies."

    I do think Soul Guard is too strong in a SWF context. That is ONE perk that I have said and I agree on. That's it. Not "all new survivor perks".

    I haven't said ANY of Felix's perks were too strong, at all. I have as I said earlier, even posted buff ideas for some his perks.

    "If I read the Forum with all the Nerf-Threads (including Exhaustion Perks), I dont think that Killers want variety. Or only variety, if everything is weak enough."

    I don't think you're listening to what those people are wanting closely then. They all want variety and not with everything being weak.

    Wanting something that is overly strong to be brought down to normal levels to create more diversity of builds to where those perks aren't overshadowing everything else, is not the same as wanting everything weak. The majority of those people, myself included also want lots of major buffs to survivor perks. I would personally like about 90% of the survivor perks to be buffed and have even made multiple threads about how I would buff them. I just simply think about 5% of the survivor perks are too strong and overshadow the others as well.

    I feel like you are focusing so hard on the few perk nerfs people want and ignoring the massive buffs to all the other perks they want simultaneously.

    "And nope, it is not the Perk, it is bad Maps. BHVR is too lazy to fix the Maps in a reasonable time. It is around 1 year since Balanced Landing was nerfed and Haddonfield or Ormond are STILL the worst Maps for Killers in the game. Even if they say that they dont want to make Health-Chapters, they should start doing what is more important and fixing those Maps is something that should have been done months ago instead of nerfing a Perk, which would not be busted if Map Design would actually been addressed."

    Oh I agree that bad map design is one of the games biggest issues and that the changes have been too slow. While we can agree on that, I still don't think the idea that old BL limited future map design is untrue.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631727#Comment_1631727

    Ok so why is there not enough space. They have flat out removed some pallet spawns and shortened loop tot he point you can side step them.

    There are very little places where pallrts can spawn on badham they removed them. You can try and justify it with nonsense but that's how it is. It's not too many pallets and no space it's the game failing to place pallets on the lack of spawns due to the devs and forcing one.

    "Ok so why is there not enough space. They have flat out removed some pallet spawns and shortened loop tot he point you can side step them."

    Removing pallet "spawns" is not the same thing as removing the amount of pallets allocated to a map on generation. There was some overly safe pallet placements they wanted removed but in return they increased the overall amount of pallets on the map to make up for it. IE more pallets but less that are overly safe. We see the double spawn because of this increased amount of pallets trying to be placed. Not sure if I'd agree on loops that were overly shortened to be too unsafe to where you can just side step them. There are only a very small few of those and they are intended to be pallets that you don't want to stay and play, while instead aiming for the stun on them to be used properly.

    "There are very little places where pallrts can spawn on badham they removed them. You can try and justify it with nonsense but that's how it is. It's not too many pallets and no space it's the game failing to place pallets on the lack of spawns due to the devs and forcing one."

    I'm not sure where you're getting this "justify with nonsense" from me. This design philosophy on what you're describing and what I'm quoting is literally from the devs themselves. What's happening on the Badham design is exactly what they described to be their design, so it's working as intended. I'm not sure where your disagreement lies.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631714#Comment_1631714

    The Drop Off inside the Saloon has a Breakable Wall next to it which leads inside so that the Killer can drop down. So, you cannot really name any window drops. Thats not a surprise, given the fact that you are the person who claims that every new Survivor Perk is OP. Surely you dont want that another Perk can become good again.

    (I mean, I am fine with using Dead Hard instead, it is better anyway. But Killers should not complain about the lack of variety if there are no alternatives)

    "The Drop Off inside the Saloon has a Breakable Wall next to it which leads inside so that the Killer can drop down. So, you cannot really name any window drops"

    I already answered this.

    "Thats not a surprise, given the fact that you are the person who claims that every new Survivor Perk is OP. Surely you dont want that another Perk can become good again."

    What are you even talking about? I have not said that at all.

    By all means, please link posts to me saying things like this if you are going to make wild accusations. Let's see it. They don't exist.

    I've even made quite a few posts talking about how a lot of the new survivor perks lately are weak and need buffs, as well as offering my own buff ideas for them.

    "(I mean, I am fine with using Dead Hard instead, it is better anyway. But Killers should not complain about the lack of variety if there are no alternatives)"

    You are missing the point entirely here.

    Killers and survivors both want variety. Variety doesn't mean giving you back a busted and abusable perk, those aren't synonymous.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631693#Comment_1631693

    Its related to your comment about future map designs being ruined becuase of bl being in thought. I countered that bt saying they already are. The pallet count is so low double pallets are spawning I even have the screen shot.

    How are you relating that to pallet distribution?

    Double pallet spawning is related to too many pallets and not enough space to place them, not too little. If pallet count was extremely low we wouldn't see double pallets. It's trying to squeeze too many pallets into too small a space which makes it supercede the pallet distribution rule it's given.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631667#Comment_1631667

    Which Drops? And where is aesthetic when there is a hole in the ground or the wall?

    The holes in the ground or wall, or even a scafolding is quite thematic when it's a old run down building that's falling apart or a saloon. I'd say that aesthetically fits quite well.

    There's a drop off window at the saloon back into the inside and a few stairs in the map going to drop offs.

    They're obviously not to the degree of Haddonfield and some of them have semi walk arounds or breakable walls. However, breaking the walls there and the walk arounds would still allow them to waste quite a lot of time. So yes, we're not looking at infinites like with previous BL on Haddonfield, but still able to waste way more time than they want to see happen.

    That also doesn't change my point about limiting future map design.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631601#Comment_1631601

    They already are doing that new badham spawned a double pallet and you should know what that means.

    I agree that's an issue but I'd also say that's unrelated to this topic.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631601#Comment_1631601

    But they are already doing it, and I would not say that they are crippling the future map design.

    Sanctum of Wrath-->next to every Window is a Drop for the Killer.

    Saloon-->The Balconies have Windows, but on all of them is a Drop as well.

    Midwich-->The only Windows with height are in the Hallways, and those have a Drop nearby.

    So they are already doing Maps with old BL in mind and I dont think that those Maps are crippled.

    They aren't doing those with old BL in mind, those designs were for aesthetic.

    There are also quite a few drops in those maps that don't match that design that you aren't mentioning and could be abused if we had old BL.

    I don't see how what I'm saying isn't making sense. There are drops that could not be made if we had old BL that now can be made. I don't see how this is controversial. There are very clearly abusable and non-abusable designs that correlate with BL potential.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630813#Comment_1630813

    This is honestly quite a sad argument. Because those Maps where Balanced Landing was strong (and which were brought up before the Change) are horrible for Killer anyway, even with new Balanced Landing or completely without this Perk. Haddonfield, Ormond, Disturbed Ward were the Maps mentioned, and all 3 are really survivor-sided, even if you cannot loop the Main Building multiple times (or, in the case of Disturbed Ward, this was possible without BL anyway).

    Also, another argument was that the Devs dont have to balance Maps with Balanced Landing in mind. But this is already happening. Look at the Maps which were created since the BL-Nerf, they all have a Drop next to a upper floor window. You cannot really use Balanced Landing there to create strong Loops, you can use it once by getting the Speed Burst (which is possible with current BL), but a second Loop will not be possible because even with Stagger Reduction, the Killer has a Drop, meaning he does not lose any distance because of the slower vault.

    And IMO only the Myers House and Ormond need BL-Fixes, because the Main Building of Disturbed Ward does not really benefit BL that much, since there are no windows on the upper floor (but it needs rework in general). The Myers House would be fixed by putting Doorways instead of Windows on the Top OR open Doorways next to Windows. Same with Ormond, either remove every Window on the Top Floor or put a Doorway next to it. And this are things which SHOULD be able to be done quickly. Maybe also revisit the Buildings on Haddonfield.

    But honestly, this should be done instead of crippling a Perk like BL. DH was already better, and now it is one of only two real options. And the argument that BHVR would need to balance Maps with the Stagger Reduction in mind also does not hold anything, because they are doing it already.

    So tl;dr - BHVR should fix the problematic Maps and bring back the stagger reduction of Balanced Landing for at least a little bit of variety in the Survivor Meta.

    "BHVR should fix the problematic Maps and bring back the stagger reduction of Balanced Landing for at least a little bit of variety in the Survivor Meta."

    You're wanting to cripple all future map designs around the design of 1 perk, that is not good decision making.

    Fixing BL allows them much more options with map design without having to always consider if it's abusable by BL.

  • The tombstones are for meme builds, they aren't even good. If you're dying to tombstone either you or your team is playing extremely bad. There's nothing about those that need nerfing.

    Nothing has been confirmed about a Myers addon rework.

  • It's just a fun build, not really a strong build.

  • I find this a weird question to ask.

    If I was to touch them at all, it would be a buff (Corrupt), not a nerf. Pop is one of the most balanced killer perks in the game and Corrupt is generally not even that good, it's literally only used because it's the only option available when it comes to early slow down.

  • "HOWEVER, I'm aware that some killers like to do nothing BUT slug and let everyone bleed out just to annoy the survivors and ruin their day."

    This almost never happens. I play probably way, way more than the average player and the last time that happened to me was months ago. Extremely rare and when it does happen at least someone was being very toxic to the killer.

    I actually like both your options. One gives it a downside and the other gives it a situational requirement. This is something all the second chance perks need.

    Similar to your second option, but just make the perk only active when 2 or more survivors are downed. Even just there would be fine.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630949#Comment_1630949

    Exactly, (however, deathslinger has a pretty high skill cap), blight is that killer that sits near the top, but requires a ton of skill to use correctly, and can be used in many ways, which is very good game design. Not to mention, I get to counter sprint burst, because ######### that perk.

    These types of designed killers end up being good for game health as well.

    Let's look at Nurse for example..

    Killers typically dominate in low ranks and survivors dominate in high ranks. Nurse has a high enough skill requirement that it makes her weaker in low ranks to give the survivors more of a chance and it evens things out. Yet her high skill requirement gives her the potential if played well enough to better balance out the high ranks where survivors dominate.

    Deathslinger has the the higher skill cap, but even played perfectly still can't keep up with good survivors in the way that Nurse/Spirit can. So he's got the "high skill" I'm referring to, just still missing the "high reward" part.

  • I think the reason Blights been so popular is because people have been craving for high skill/high reward type killers similar to nurse/huntress etc.

    We haven't had that in a while. Most the killers we currently have, have lower skill requirements and even played at their best are low power level.

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