Blueberry
Blueberry
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One of the best designed killers they've made in a while. Same for his addon design.
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Because she already has an extensive list of weaknesses. Her passive ability to counter a lot of healing/sound type perks is one of her few strengths. If you took that away she would need some good buffs. I'd even argue she needs them already in her current state before touching anything.
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Low key extremely good and underrated by most people. It's one of my new favorite perks.
It's anti-pressure and anti-slug in a meta where that's how you win against good survivors.
If they don't pressure well or slug at all to where the perk never got strong you should have won anyway. So to me the perk is always good in that sense. Only not useful when you've won anyway and great when you're not winning.
Kinda like the philosophy of most the second chance perks. If they played in a way that made the perks never activated, you should have won anyway, so they're always good.
Obviously the perk still isn't better than all the second chance perks, but that's not an issue with the perk, that's an issue with the second chance perks being too strong and by comparison making all other perks just look bad. Ignoring second chance perks Desperate Measures is very good.
Oh and the faster unhooking while not quite as significant shouldn't be ignored. It can get you a lot of saves during some hard camping, especially if you have BT as well.
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@MadLordJack said:
It seems that there was supposed to be a mechanic that debuffed the obsession, given that the DS rework heavily implies that becoming the obsession is supposed to be a drawback. However, it seems that the only drawbacks are maybe, possibly being the Rancor and getting a 5th perk, or accidentally res'ing the killers obsession perk that either buffs you or debuffs the killer for interacting with you, which is still a buff to you by proxy.
Hmm. Logic.
So it is fitting that the killers perks themselves are also inconsistent, because pretty much everything else about the mechanic is. Another example: As I found out today, Nemesis doesn't create an obsession til someone in the trial stuns you for the first time. Before then, so long as no other obsession perks (killer or survivor) are in play, there is no obsesson at all. Except Nemesis is an obsession perk, which is supposed to create an obsession from the beginning of the trial.
Once again, Logic.
^ This sums up a lot of my thoughts as well.
They emphasized how being the Obsession is "supposed" to be a drawback when it's really not. There's honestly even more perks from the killer and effects that actually benefit you more as being the Obsession. The whole Obsession mechanic needs a rework and a pass across all the Obsession perks to synchronize them. It's like calling putting a "skill check" on something a downside or skill requirement, it's being disingenuous.
Dying Light and Furtive chase don't deserve being removed when the Obsession dies in their current state.
The Obsession not being affected and getting the healing boost is just over kill and what ruins Dying Light as well.
Furtive chase is just complete garbage and would still be awful even if it received the buff to not deactivate if the Obsession died. It needs an entire rework as its design is just flawed. The decreased TR in chase is just meaningless, much less also putting caveats on achieving it.
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Sounds good to me.
We also need a lot more Exhaustion counters. Only a couple killer have anti-exhaustion addons and most the anti-exhaustion perks aren't good.
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Kind of a weird phenomenon that people constantly complain about slugging all the time and how annoying it is, yet simultaneously say they don't run Unbreakable because they hardly ever get it to activate.
So is it happening all the time or is not happening all the time?
There's some irony here I know it.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1621019#Comment_1621019
You didn't answer my question. What grade are you in?
Because you were trying to insult the other person.
I'm currently finishing a masters in the medical field as well as holding multiple other certifications and licenses as well.
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You are misunderstanding what I said. I said that many hours to have a good understanding of the game balance, not to have a fair shot a winning. Those are not synonymous.
You clearly didn't look up my profile because it doesn't actually show that. If you still think it does then elaborate what specifically on my profile says killer main.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1620909#Comment_1620909
If you are part of a killer-centric circle-fest how will you know anything else? Several of my long-time friends won't touch the game because they feel the killer is too powerful. A decent killer that knows the ins-and outs is way too oppressive. They got sick of the never-ending survivor nerfs. They had several hundred hours before quitting, one had thousands. They won't touch the game and now hate the game.
I'm not about to link my profile but I am on the first page of the DBD leaderboards if you so desire.
"If you are part of a killer-centric circle-fest how will you know anything else?"
And what makes you think I am apart of that? As I've already said, I also have played survivor at rank 1 for years with thousands of hours. Just because I disagree with you doesn't mean I surround myself in some killer main gossip fest. I've just played the game long enough on both sides to have a better view of its balance.
"Several of my long-time friends won't touch the game because they feel the killer is too powerful."
Then they haven't played the game very much.
"A decent killer that knows the ins-and outs is way too oppressive."
No one with a decent amount of hours and high rank experience would agree with this statement.
"They got sick of the never-ending survivor nerfs."
Because in general survivors have been too strong for a very long time and still are.
"They had several hundred hours before quitting, one had thousands."
Hundreds is quite little and if he had thousands he definitely didn't play much killer.
"I'm not about to link my profile but I am on the first page of the DBD leaderboards if you so desire."
I looked up your profile and it confirms most my thoughts I presented here.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1620877#Comment_1620877
Me too. You got beat by a well coordinated SWF that specifically genrushed and ignored all other aspects of the game and you claim the game is survivor sided and is the power role. I don't see that being a balance metric, as you are leaving out the majority of the survivor playerbase.
As a matter of fact, I hardly play killer anymore because there is no challenge! I know I am going to stump every single match unless it is a well coordinated SWF and even then I pull out some tricks and beat them (ie. tunneling, camping, slugging).
Solo is the only challenge and I'm noticing a very unhealthy trend.
"You got beat by a well coordinated SWF that specifically genrushed and ignored all other aspects of the game and you claim the game is survivor sided and is the power role."
What are you talking about? I haven't even mentioned anything about SWF nor has that anything to do with my opinion at all.
You jumped to a conclusion based a presumption about me that isn't actually true.
"I don't see that being a balance metric, as you are leaving out the majority of the survivor playerbase."
I never said or implied it was a metric at all. You completely made this assumption on your own.
"As a matter of fact, I hardly play killer anymore because there is no challenge! I know I am going to stump every single match unless it is a well coordinated SWF and even then I pull out some tricks and beat them (ie. tunneling, camping, slugging)."
No one who actually plays killer at any significant level or amount believes this. Mind linking your stats on your profile to back this up?
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1620775#Comment_1620775
Wrong. I've been watching rank 1 since 2016 and I see the bloodbaths. These survivors are not new, several hundred hours I am playing with dying and they are not necessarily making bad plays. They shouldn't be dying so easy every match. The killers are too fast, too many aura perks, too many slowdown perks, not enough defenses on maps anymore, and killers have way too much of an upper hand in a solo game. Don't pretend it is not a problem!
https://forum.deadbydaylight.com/en/discussion/comment/1620790#Comment_1620790
You are not.
I'm not watching them, I've actually been playing them for years, and that isn't the case at all.
This is a player skill issue, not a balance issue. Survivor is currently the power role and it isn't even close. I play both sides at rank 1.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1620043#Comment_1620043
I don't believe that at all. That is not my experience. It is a bloodbath massacre 75% of the time. Then, due to EGC, the last survivor is guaranteed to die trying to open the gates.
Maybe at low ranks but not at rank 1.
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Low skill floor for high tier results.
He probably has the lowest skill requirement of all the top tier killers.
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@Sluzzy said:
You are the kind that have been ignored for a long time. A solo survivor is at an extreme disadvantage with all the survivor nerfs vs killer buffs and stronger killer perks that have been done. Without SWAT level coordination and genrushing, you are guaranteed to lose.
This is just factually not true at all.
I play strictly solo queue and we 3-4e at least 75% of the matches.
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I don't think he's being serious guys.
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I'm actually surprised I haven't see more Soul Guards either. There's so many people running hex's that its effect is much more reliable now as well.
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You're wanting to nerf one of the most balanced perks in the game...
"Giving the killer a way to directly add time onto that timer without actually proving him/herself to be smarter, wittier, and more brutal than the survivors is wrong"
He did prove himself, by downing the survivors...
You act like Overcharge is a good perk, it's not. Are we playing rank 20 matches here?
You make it seem like the time saved from Pop is too much. What you should be asking is why is that much time saved on a perk necessary to compete against good survivors.
"who didn't like using Hex: Ruin even though this killer started out as a Hag main and still doesn't like using any slowdown (or instadown**) perks that require no effort on my part. That means no: 1. Pop 2. Thanatophobia 3. Ruin 4. Corrupt Intervention 5. Thrilling Temors 6. NOED 7. Sloppy Butcher. I camp, slug, and patrol whenever necessary, and I will greed every single last survivor to their deaths."
Most people would rather run some slow down perks rather than play in a way that completely ruins the fun for all the other players...
Not to mention many perks that you consider requiring no effort on the killers part actually do.
"Regardless, it's not solely a question of map sizes and gen speeds (sounds like you are regurgitating a number of streamers rn)"
Have you thought about why most the streamers think this? Maybe because it's true..just maybe.
This was a very fast response as there is just way, way too many things wrong in this post to try and unpack all of it and that would be exhausting.
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I would love a Krampus skin, but I'd rather Krampus as a future killer ;P
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Adrenaline just seems unbalanced because of the other issues in the game when it's stacked together, but it isn't actually one of the problems itself.
Honestly Adrenaline is one of the more balanced meta perks honestly. It only rewards you if you play well and it puts you down a perk slot all game. Seems like good design to me.
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Most hex perks haven't been high risk/high reward for a long time now. Blood Favor's just another one on that list.
They could literally remove the hex portion of it and it would still be bad.
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@Inji said:
Cleansing dull totems was only important for Thrill to weaken it and potentional NOED (and points), but now with Undying into play its even more important to cleanse dulls. If Haunted Grounds was transferred multiple times that means nobody cleansed any dulls.
Its becoming more important to cleanse dulls and less optional with undying.
That's definitely a good thing!
However, wouldn't that make more sense from a base game level instead of requiring a perk to make the totems less optional? It feels more like a bandaid to a problem.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1619238#Comment_1619238
Ik that but the point I'm trying to say is we have to but more perks and make more synergies that way builds have variety
I agree. The devs don't seem to in their design though.
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I haven't seen a single person running this combo yet.
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In 4 years of play I can count the amount of hackers I've seen on one hand. Sorry but I think you're misinterpreting game mechanics for hacking unless you have some video evidence. There's no way you are getting hackers 1 in 3 games.
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I'm hoping they start delving into the non-humanoid licensed monsters to bring to DBD. A huge untapped resource.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1619217#Comment_1619217
I've seen people want spirnchill to be nerfed despite the fact it's good and not meta.
I wouldn't say that's the majority though. There are lots of new players on the forums. Tbh though, while not quittte meta, spin chill probably does still make the top 7 most used perks. Definitely doesn't need any nerfs though.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1619207#Comment_1619207
I'm not saying to buff sabo I'm using it as an example of people not accepting any buffs. And besides maybe a small buff to an already trash perk/interaction could change the flow of the game.
I'm just saying that I disagree with the statement that people generally aren't accepting of buffs to non meta perks. I think the majority of people are okay with buffs for the vast majority of perks. The real issue is the devs not wanting to buff them.
"And besides maybe a small buff to an already trash perk/interaction could change the flow of the game."
I agree.
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Mentioning Sabo is kind of a poor example. Sabo is a perk that is unhealthy for the game if it's strong, which is why many people are hesitant when it comes to buffs for it.
That vast majority of people are alright with buffs to 90% of the other perks. You picked one of the few exceptions there are.
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I've actually broken just one of them a few times as bait. Quite hilarious to see them run up it into a dead end lol
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1618418#Comment_1618418
Scott Jund gave two amazing ways to fix these issues 1 pregame collapse which we have been told we are getting and 2 survivors always spawn together and furthest from gens so not only does the killer have to patrol so do survivors balancing the game out
Yeah I watched the vid. Those changes don't sound significant enough on face value to fix the problem to me but I suppose we have no idea to what extent the pregame collapse will be so we'll just have to wait and see.
Scotts idea specifically of what he wanted the pregame collapse to be sounded very insignificant to me as well. It would help sure, but not enough to come close to fixing the problem imo.
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@RizeAki said:
tbh the real thing people don’t understand and it seems even yourself is it’s not that the game is necessarily survivor sided it’s the maps are awful for most killers and the fact they spawn spread out and immediately on top of gens so killer has to quickly run to 4 places and hit everyone once and hope when they move to the rest the person doesn’t just hop back on the gen and pop it behind them
^ This is basically it right here.
You have to immediately go in 4 different direction to try and get each survivor off their gen simultaneously. Hypothetically you hit 1 and then go to the next to pressure them off gens, but good survivors don't care, as soon as you hit them and leave they will go straight back to the gen as they don't care about being injured. It leaves the killer in a lose/lose scenario for at least the first 2-3 gens.
I wonder if there was some built in mechanic that slowed gen progression while injured or blocked you from working on a gen for a set amount of time after being injured, if that could do something to help. Aside from slowing the first gens down it would actually encourage killers to split pressure and not tunnel someone down, aka playing "fun".
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Your recommended change would be nuts, way too strong.
Just make it work on the first and second hook, not just the second.
That's it! Would make it extremely costly for the killer to camp you.
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Hey, it could've said in a single trial.
On a real note, just let the others leave before you, that's it.
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It is a fun perk, which is why I wish it was better so I could justify giving it a perk slot.
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@Chilidawg said:
https://forum.deadbydaylight.com/en/discussion/comment/1618259#Comment_1618259
Nah, some people can just think on their own. It was buffed from alerting you at 85% to 70% gen progress which usually gives you enough time to get to the gen. Bubba with this perk is nuts and gets you sooo many free downs in red ranks it's hilarious. It's also really good on Blight because of his mobility and if coupled with PGTW it's even better. it allows you to defend gens much easier.. what's not good about it? Isn't that what killers complain about every day? This perk literally tells you when a gen is going to be completed and give you 0 terror radius to sneak up on them. Easy choice.
The duration of Undetectable is too short to generally make it to the gen even on the fastest of killers unless you literally happen to already be close to it and not in the middle of a chase, so you are rarely truly capitalizing on it much.
More or less a perk for a 70% threshold ping. I'd rather just run discordance.
I'm not saying it's "bad", just that I think there are better options and over exaggerated.
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They watched a couple of the popular streamers all using it.
It's pretty lackluster imo.
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Survivors spreading out and not stacking is how you lose. There isn't really much counter play until many of the maps get shrunk down and tile sets weakened. When you count walk time and ground lost from a sprint burst to a loop with the other 3 survivors on gens, you just lost a gen in walk time, not even playing the loop, just getting to where the survivor is at.
There are some exceptions, but generally speaking.
To me that's the worst feeling when you lose because gens are too fast and maps are designed poorly, and not because you were actually outplayed. That isn't a "gg" to me.
I think there are a lot of survivors even with decent hours that don't play killer at any significant level to understand. You even see it in these forums for example. Inversely I think there's much, much lower amounts of people that strictly play killer and don't play survivor at a decent level.
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I love his music, just turn down the volume for him of it in chase. It's blaring so loud it muffles you trying to make reads at loops by sounds.
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Give him back his multi-stalk and remove the stalk limit per survivor. These are artificial handicaps that limit his skill ceiling.
He should be about capitalizing on the weakest survivor to take down the better ones.
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He reminds of Hag in that sense that he curbstomps bad players, but gets countered very easily against good survivors.
I mostly agree with all your points, other than his hit box being generous. I actually think the complete opposite.
Wish they'd change his slam duration addons to something else. They actually actively hinder you significantly. You'd be better off with no addons than using those addons imo.
The "flick" and lunge post rush is very unforgiving. It needs the treatment that Oni got on his most recent buff to its degree of turn. You end up feeling cheated out of a lot of hits just because the survivor 360's and you hit an invisible wall limiting your turn radius to turn as far as they do. Given the skill requirement on this killer (which I love) I think they could stand to be a little more generous here. The counter play for good survivors is just too easy.
That all said, I do think he's very strong. It's just whether or not he gets those small flick and lunge tweaks as to whether or not he has a chance at being swf sweat squad viable, which is personally all I really care about. Winning against the average survivors that are mostly potatoes is pretty irrelevant to me, as winning against players because they were simply bad doesn't do anything for me.
I'd say as him I'm 3-4k 90% of my games, but as survivor (in solo queue mind you), we're 3-4e every game vs him as well. Rank 1 PC.
That's quite a polarizing experience I'd say.
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Agree.
His lunge arc + distance is what's limiting him against good survivors right now. You completely catch them out in the open and they can literally just 360 your lunge because they can turn further than you. It leaves you feeling cheated.
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@guyDDDfieri said:
https://forum.deadbydaylight.com/en/discussion/comment/1614164#Comment_1614164
Not to mention how short his camera is...
Actually doesn't bother me at all.
I honestly wouldn't have even noticed it at all if people had been spamming the forums about it.
Just feels like Hag, I don't see the issue.
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Well it's Friday night so this is like prime SWF sweat squad time. I suppose the killer problems you're experiencing are a trickle down of this as that's what they're expecting in the lobby screen each game.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1616582#Comment_1616582
I think it would be the best option. Sound is quite crucial in this game, and iron will eliminates it with no downside is just too much imo. As you said, it's not only used to against spirit, but other killer as well. It basically negates the downside of being injured besides blood, which can be hard to see sometimes.
On the other hand, stridor is almost completely useless except on spirit. Both of them needs to be worked on.
Well an issue I see with that is that I can't imagine them ever removing Iron Wills function. It is just a heavily used perk and generally considered one of the most balanced meta perks we have. It also promotes more exciting jukes and fun game play mid chase.
I mean Iron Will would probably make my top 3 most balanced survivor perks in the game honestly. It's terrible if you're bad and great if you're good.
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The non-humanoid killers are currently a huge untapped resource for BHVR, between licensed and originals.
Also I agree the "tiny" killers could work the way you're describing. Imagine pointing your flashlight down for a blind..lol
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@maderr said:
https://forum.deadbydaylight.com/en/discussion/comment/1616613#Comment_1616613
Datas are what they are, you have the kill/rate ratio in red ranks, DC's are ignored in these datas. What factors do you want to add ? Killers have 3k in most of their games... lol
They have nerfed the nurse, it's instant visible on the stats
@maderr said:
https://forum.deadbydaylight.com/en/discussion/comment/1616613#Comment_1616613
Datas are what they are, you have the kill/rate ratio in red ranks, DC's are ignored in these datas. What factors do you want to add ? Killers have 3k in most of their games... lol
They have nerfed the nurse, it's instant visible on the stats
Data is data but you are misinterpreting it.
Does this account for SWF?
When survivors suicide on hook?
When the killer gets zero downs all game but then 4k's from a noed?
When the killer gets his first down when the gates are open so the survivors bum rush the hook and all die?
When the game is over so the survivors just troll around and give him free kills because they already won?
Wasn't this data during the times when random low ranks were getting put into red rank games?
Isn't this after the rank reset change that piled "low rank" survivors into red ranks where they shouldn't be?
Wasn't this also after the survivor rank up change that made it too easy to rank up?
These all account for "kills" but the point of the kill data is to try and understand how balanced killers are. None of those "kills" represents balance. A killer that got trashed all game and then 4k's at the end from a NOED looks OP because he 4k'd but he actually got trashed.
That's why you just taking this data at face value in terms of measuring balance is flawed from multiple points.
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This is a hard perk to buff.
The slightest buff like you're recommending would make it nuts.
At 5 stacks a guarenteed skill check proc and you're walking around near insta healing people. The chance at bad rng is what keeps it in check. The bonuses from the skill checks would need to be lowered if it got this buff.
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You're also ignoring a plethora of factors that skew that data and make it highly misleading, which is why the devs themselves said not to use it to come to any assumptions. Exactly as you're doing right now.
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We must be playing different games.
Not sure what survivor matches you're getting, but I'm winning at least 75% of my matches and that's in solo queue...if you wanna talk a swf that number jumps up substantially. By win I mean a 3-4 escape.
Also, I rarely see mori's so I'm not with you on that. Not to mention they're getting nerfed soon so kinda irrelevant. I end up surviving more mori matches than I die anyway.
Lastly, there is not an issue with hit boxes. This gets brought up over and over and over. It is related to server ping, not hit boxes.
These issues feel like player issues, not game issues. Survivors still are by far the power role in this game, that's a pretty unanimously agreed upon statement by most the high rank/high hour community.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1615880#Comment_1615880
Change them to complete different perks
Like nothing related to sound at all?