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Blueberry

Blueberry

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  • @Chilidawg said:

    He IS a solid killer.

    I didn't say he wasn't.

  • I like the idea.

    I actually have had an idea quite similar.

    Seeing as Hemorrhage is also an outdated status effect, we bake the current Bloodhound effect into Hemorrhage and make the new Bloodhound simply be blood aura reading within a very small radius.

    Or just make Bloodhounds aura reading map wide/extremely large, but add a delay to it like your idea. Either one would work great.

  • I think if they just added a % reduction on recovery time to slugged survivors it would make Deerstalker a little better.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1615852#Comment_1615852

    I would actually suggest changes to both iron will and stridor, and change how painful sound works on spirit, like quieter.

    Plus the thing you suggest, she's good to go actually..

    Otherwise playing her is like stridor is required, and playing against her, iron will is required.

    I see your issues with Stridor and Iron Will.

    How exactly would you go about fixing them though?

    Iron Will is also meta good against all killers at least (it's in the top 5 most ran perks and that would be the case even if Spirit didn't exist). Meanwhile Stridor is garbage on anyone but Spirit. I'd like if Stridor was similarly useful to more killers as well.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1615830#Comment_1615830

    That's what i feel like. Spirit without stridor against iron will is the same as survivors without iron will against spirit with stridor

    I think both of them needs to be changed.

    That's why I think a good change would be:

    While phasing Spirits footsteps are significantly louder. She will in turn have the speed of her phasing increased and its cooldown reduced.

    This does 2 things.


    Now she has more skilled counter play, as the survivors can hear her direction and location.

    However to compensate for a weaker 1v1, she now has improved map pressure and mobility.

  • I find it crazy the amount of people that complain about Spirit and then show they have no idea how she actually even works. Like recommending you follow the blood..without even realizing she can't do that without running an ultra-rare addon. They think that's in her base kit...

    I think it just shows how they haven't actually played Spirit at any decent level to have a balanced opinion.

    Anyway, for your question OP, you don't...

    For how much people complain about Stridor countering Iron Will, if she didn't run it she is left completely guessing their movement.

    That's why it's a double edged sword when people say Stridor shouldn't counter Iron Will.

  • @Customapple0 said:

    Why should you, as killer get notified if someone is working on a gen that has been fully regressed? There was literally no counter to that, my position would be revealed just by doing my objective...

    Regardless it’s still a good information perk and still has great synergy with Ruin.

    Counter play like spread pressure? You work that one, teammates work the others.

  • While calling it a fix in the notes, it is actually a significant nerf to a perk that already was just "alright".

    This little "fix" is enough to bump out of the worth using roster to me at least.

  • I find staying is just insulting and they want to rub it in your face. I don't care about points.

  • Oh and I think the game is lacking in 3D depth. By that I mean adding things that make the survivor or killer look/go up or down, everything's very flat.

    Like when's the last time you looked up towards the sky, trees, or tops of buildings? I think there's some un-utilyzed depth there.

  • I'd like more dynamic weather, like a breeze that blows through the map at certain times.

    It adds to the atmosphere and makes the map feel more alive.

  • I was actually pretty surprised with their map graphical update time line. They said they're looking to have a couple on every major patch, so new chapter and mid chapter.

    If they can actually stick to this I will be pretty impressed as that's much faster than I anticipated.

    I really hope the older/original maps get some heavy design changes as well though, not just graphics. The autohaven/corn maps are so boring game play wise imo.

  • @Jill10230 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1615339#Comment_1615339

    Add ? Don't you think the survivors already have enough skill to counter all killers ?

    Okay, fine, then let's add unlimited power, equality..🤗

    https://forum.deadbydaylight.com/en/discussion/comment/1615361#Comment_1615361

    And what do we do for console people, or PC people who don't have a good headset ? We do the same as with the nurse..🤔

    Enough skill? No, the average survivor is pretty bad.

    I'm not trying to give Spirit more counter play or nerf her. I'm trying to make the counter play she does have be more learnable for the average player.

    The footsteps sound give the survivor more intuitive counter play, not just more counter play, while you were having her ability get a much longer duration, so a give and take.

    This lowers her 1v1 a little, but that increased duration is amping her map control and pressure a lot.

  • I just think his rush should be a little more forgiving.

    He needs a much wider rush hit swing arc. Basically exactly what they did with Oni in his most recent buff where they gave him a 180 "flick". I also think he should have a longer post rush lunge hit. Think Nurse post blink hit basically where it lunges far and semi follows the target, that kinda feeling. It's there to make her blink a little more forgiving.

    I think he's actually pretty decent, but if he doesn't get these changes for the flick and lunge he's gonna get dumped on by good survivors. The counter play is too easy. You can literally 360 his lunge hit because it doesn't have a wide enough flick and they can turn further than your hit can. You try and follow their turn and end up hitting the invisible turn wall limit that prevents you from continuing to turn with them. It ends up making you feel cheated out of a lot of hits you feel like you should've landed.

    He is honestly so close to being a really solid A tier killer if he just got these small tweaks.

  • "let me make Spirit strong but giving the possibility to counter it... yes strong, because it should be compensated and not make it difficult and even useless for most people."

    I think this is a very good point you make that most people who hate Spirit completely disregard.

    The vast majority of the ideas I see just completely gut her entirely and show they haven't actually played Spirit at a decent level or amount.

    Ideas like just removing her ability to hear sound entirely while phasing...I mean common seriously? She would be trash tier. 90% of her reading is based on sound. She would then be completely guessing which is the entire complaint from the survivor side in the first place...

    They act like survivors are dumb and will just be running from you in a straight line, leaving a nice little scratch mark trail to use for her mind game reads, which is just ridiculous. We aren't playing against a rank 20 that doesn't know how the game works here, no one does that.

    -------------

    I think for your change she would need more changes though as I see that as more of a buff than anything.

    Maybe increase her footstep sounds substantially while phasing so now both her and the survivor are reading by sound and they'd better be able to know when she's phasing and where if they're skilled enough at hearing.

    Adds more skill on the survivor side to counter her.

  • It's between Ormond and Rotten Fields for the most survivor sided map imo. I'd probably give the worst to Ormond between those.

    If you lose as survivor on Ormond regardless of what killer it is, ya'll played very badly. The game is already won if you play even semi decent.

  • @Xpljesus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1614164#Comment_1614164

    I'd personally say he's possibly A tier already, personally I'm consistently shitting on people and winning with him, not even used any addons yet either (the compound 21 is OP af and will obviously be gutted) - even though you are totally right about the counterplay being too easy, his fatigue is only 2.5s, and 2s with a yellow addon. He zones you so well with this I feel he might be overly strong/oppressive if he were buffed. As someone who is probably gonna main this guy, I actually don't even want him to be buffed. Top 10 killer IMO

    Ironically "top 10" puts him mid tier lol

    I've been destroying with him as well, however as survivor in solo queue we've been destroying him as well. So my point is the results are quite polarizing.

    I feel like a lot of people just don't know what they're doing against him. From the survivor side I can count on one hand the amount of times I've actually been hit by a rush out of many, many games. The counter play just seems too easy and I can see him getting abused as heck when you actually going against some survivors that are even semi decent.

    I think I'm on like 12+ 4k (almost all yellow and below addons, no offerings) win streak as him and a 12+ 3-4e win streak as survivor in solo queue as well (not counting mori games obv)

    Prob more on both those, but that's being more reserved with my estimates and I wasn't counting exactly. Like I said, polarizing results eh?

  • I noticed a silent vault bug as well. Probably should post this on the bugs channel.

  • I think he's just a few small tweaks from being a solid A tier.

    He needs better turning and a flick to his rush hit similar to the buff they gave Oni. I'd also like a better post rush lunge distance to make his rush a little more forgiving.

    If he got those he'd be looking pretty good. He's honestly almost there, so close. His handicapped lunge/turning/flick is what's holding him back against good players right now, the counter play is too easy.

  • With an Ebony Mori? lol..okay we're gonna ignore that first of all

    Does rank matter? Yes

    Is ranking flawed and not really accurate? Yes, but it does mean something.

    The difference between the average red rank and the average grey rank is significant. Enough that I can tell you roughly what rank every player is before we get to the end tally screen and generally I'm pretty accurate.

  • I just play with the pace that the survivors set. I generally will play chill, but if they're ignoring totems, refusing to heal, and bum rush a gen in my face during pick up animation they make it clear what kind of game they wanna play.

  • So far, pretty overrated. We've been dunking on him in solo queue with 3-4 escapes every time.

    His turning is complete trash in rush. Even with green turning addons a survivor can literally just sharp turn and it jukes the entire ability. It needs the buff that Oni got to his flick back in the day. Juking around objects, sure, makes sense. If you can juke it that easy in an open field though there's a problem. I'd also give him a longer post rush lunge.

    His rush feels like high risk/low reward currently.

  • Appreciate the work you put into this as I can tell you really put a lot of time in. The quality is S tier.

    One of the biggest take aways for me:

    "On average, a killer perk released in the last year was only present 1.83 times in 200 matches. Pathetic"

    I agree. This should be a sign of the poor balance in new perks being released that we've been saying for a while. So many new perks come onto the PTB, everyone says they're weak and how to change them, and then they remain weak on release, never to be seen again. With a couple rare cases of actually decent perks on PTB that then get nerfed to trash on release and forgotten as well. (Hangman's and Gearhead come to mind immediately, RIP)

    People aren't asking for new S tier perks, just make them decent enough to be worth running. Fun and "good" aren't mutually exclusive.

    This improvement in balancing would also fix the stale perk meta we have on both sides, emphasized by the 9 perks making up 48.4% of all perks encountered in your sample size.

  • @pwncxkes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1612285#Comment_1612285

    Downsides are negatives when you use a certain perk.

    Yes when you use Dead Hard you have to be injured that IS a downside to using DH, you have to be injured, but like I said it as not risky to some people.

    Dead Hard not working IS a downside because you know that it may not work but regardless you still use it. Server/Latency issues that mess up perks DO make the perk have issues thus creating downsides because of the perk directly messing with a perk.

    Not finding a window IS a downside just like Balanced Landing because you NEED to interact with something and if you can’t find it, then that is a risky knowing you might not have a window to vault Map knowledge is connected to you player skill but skilled or not you may or may not find a window ALL of the time.

    The term ‘second chance’ could be applied to any perk( but it is so widely thrown out)

    The killer is behind you and you vault a window and you haven the perk Dance with Me, then the killer loses you because of no scratch marks.

    Another Example:

    The Killer is behind you and you have the perk Q&Q then the killer loses you. Second chance?

    Server issues, requirements to use the perk, player skill( sometimes) ARE downsides/risks. No exhaustion perk has ZERO downsides, if they didn’t people would call them Broken, but they aren’t broken. Maybe Dead Hard to some people will call DH broken. P

    "Downsides are negatives when you use a certain perk."

    It isn't considered a downside to a perk if you have that same downside when you aren't using a perk. That is misusing the word.

    "Yes when you use Dead Hard you have to be injured that IS a downside to using DH, you have to be injured, but like I said it as not risky to some people."

    You almost always get injured, that isn't you doing anything different than you would without the perk. Not a downside.

    "Dead Hard not working IS a downside because you know that it may not work but regardless you still use it. Server/Latency issues that mess up perks DO make the perk have issues thus creating downsides because of the perk directly messing with a perk."

    Not when you know how to compensate for latency. IE you misusing the perk.

    "Not finding a window IS a downside just like Balanced Landing because you NEED to interact with something and if you can’t find it, then that is a risky knowing you might not have a window to vault Map knowledge is connected to you player skill but skilled or not you may or may not find a window ALL of the time."

    No, because you would be using the window REGARDLESS of if you were using the perk or not. Windows are also way too numerous to call that a downside or limitation, unlike BL where drop offs are actually limited.

    "The term ‘second chance’ could be applied to any perk( but it is so widely thrown out)"

    It could be applied to any perk if you don't actually understand the definition and misuse it.

    "The Killer is behind you and you have the perk Q&Q then the killer loses you. Second chance?"

    Except that required skill to do and didn't deny him a hit he would have landed otherwise. He got outplayed, you didn't just hit a button and get a free hit deny.

    "Server issues, requirements to use the perk, player skill( sometimes) ARE downsides/risks."

    Server issues and player skill are not downsides or risk. Requirements to use the perk are, IF it's not a readily available requirement that you wouldn't still be having otherwise, of which most those are.

    "No exhaustion perk has ZERO downsides, if they didn’t people would call them Broken, but they aren’t broken. Maybe Dead Hard to some people will call DH broken. P"

    That's simply incorrect. Many people do also call them broken or unbalanced.

  • The whole map should have been a carnival or circus map :/

    Big missed opportunity.

  • +1

    They should make the male survivors naturally quieter than the females to give them a more fair trade off.

    So females smaller advantage, males sound advantage.

    Currently the females are just a bigger advantage all around for the most part.

    I'd like to play the males more but it feels like I'm significantly disadvantaging myself when I do.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1612316#Comment_1612316

    My comp team figured out pretty quick that they can hug any object or junk tile to avoid being hit in between stronger tiles. Then you can transition to jungle gyms during the rush cooldown. It's the exact same concept as running a Nurse, except that the Blight has to play pallets too. They also figured out you can pre-throw pallets at jungle gyms to render the rusb useless there.

    Yeah hugging objects and sharp turns seems to counter him too easy imo.

    If his rush was a one shot then these limitations and easy counters would make sense to me, but it's not.

    It needs to be way harder to dodge or more rewarding. It just currently feels like high risk, cooldown, limitations for low reward.

    I think I've literally only been hit by a rush once, maybe twice from many, many games so far.

  • @[Deleted User] said:

    Great against average players, quite weak against skilled players.

    Turning add ons should be baseline

    Lethal Rush lunge flick needs to be the same as Oni's flick

    Needs more control on the bounce. A one-size-fits-all-bounce works against you in tight quarters like shack doorway or 4 lanes. Should be able to hit and "stick" if I want.

    Should be able to attack immediately after a slam, similar to how Nurse can either attack or blink during her chain blink window. There are too many instances where survivors simply run into you and you can't hit them. That's not well-designed counterplay. That's just dumb.

    Similar to my thoughts as well.

    Most the "amazing" videos of him destroying that people reference I just see bad survivors running in straight lines. We've been dunking on him every game I see him at rank 1 and that's in solo queue even.

  • @pwncxkes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611512#Comment_1611512

    Sprint Burst

    - Teaches bad habits to walk and waste time

    -Can be used earlier on accident

    -99ing can be glitched and not activate

    Balanced Landing

    - You May not find a place to drop from

    -Some Maps have no consistent drop offs

    Dead Hard-

    -You are injured thus making pools of blood

    -You can get dedicated and be exhausted on the ground

    Lithe-

    -Can still get hit through Windows and vaulting pallets still giving a speed boost

    -Not always going to find a window

    Head On-

    Are you seriously saying Head On is a second chance perk with no downsides.

    I’m not even going to list the downsides because you should already know them.

    Adrenaline-

    -Not having a 4th perk until endgame

    -May not even need it because you are healthy and the killer isn’t chasing you

    All those are still downsides believe it or not.

    The player misusing the perk is not a downside, it's literally just the player not knowing what they're doing.

    99'ing the perk and it not activating is not a downside and I have never seen that happen, ever. Even if it did happen, that is a glitch, not a downside.

    The perk not activating but it goes on cooldown is not a downside, that is server latency issues.

    You make pools of blood regardless of if you have the perk or not, that isn't a downside.

    Getting hit through windows happens regardless of using the perk or not, and once again, is based on server latency anyway. Has nothing to do with a perk downside.

    Can't find a window? That's a player mistake and you would have the issue regardless of running the perk or not anyway.

    Adrenaline and Head On are actually perks I am fine with as they DO actually have risk or downside attached to them that would not occur otherwise. BL also has some situational requirement, so I am also fine with it, as that is a downside. You may get a map with no good drop offs and waste a perk slot, that is an additional risk.

    All the rest of these "downsides" you are mentioning are not downsides at all.

    Player error, bugs, glitches, or things that are negatives regardless of if you are running the perk or not, are not downsides of the perks.

  • @pwncxkes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611488#Comment_1611488

    I would say that all exhaustion’s perks have their risks, some less risky than others.

    What risk?

    Comparing not running the perk, to running the perk, there is no negative or risk they apply to you that you wouldn't have otherwise.

  • Killers on your back, you jump the window, now you've made it to another tile. You would've normally been stuck there and either given up a hit or a pallet. It's no different than the other Exhaustion perks.

  • They're all second chances at life every 40 seconds with zero downsides. Why not run one?

  • This is bait right?

  • @EvilJoshy said:

    "Blight players are evolving"

    Is it just me or does it feel like Killers are the ones more likely to adapt? Survivors pretty much do the same 3 things. Pallet loop, DS, Gen rush.

    They never implement anything to make them adapt.

  • Agreed.

    If it was just a normal perk with its current cooldown it would only be decent.

  • Seems almost the same. I was hoping for more changes with the graphical update.

  • It just needs the downside on it removed and for all your teammates to see the gen auras that you see within your 32m radius.

    This makes it a better solo queue perk for reasons similar to Kindred and help organize the randos.

    Still wouldn't be ran much, but at least it would be decent now. I think this would make it more attractive than the change you recommended.

  • @Heartbound said:

    It begins.

    Everyone said Deathslinger was a worse huntress btw

    Everyone said Oni was a weaker Hillbilly btw

    Knee jerk reactions in this game only serve to give you a false sense of confidence. "Oh he's playing x killer, no need to worry..."

    Tbf, both those were true statements...

    Oni is only better now because he got buffs and Billy got some nerfs.

    And DS still is a worse Huntress.

  • I'm still waiting to be impressed. On survivor we've been dunking on him with a 3-4 escape every game at rank 1 (solo queue mind you).

    So far it feels way too easy to dodge his rush given its prerequisites and high risk involved.

    Reminds me a little of Oni before he got his turning buff where you could just easily side step him. At least Oni's was a 1 shot though...

    Still early so we'll have to give it time, but first impressions he seems weak from both sides. Currently feels like I'm playing with him, not running from him.

  • You can afford to waste a perk slot with WGLF on survivor, however on killer against good survivors you don't have perk slots to waste.

  • Honestly, get rid of the range reduction nonsense.

    Just make the generator silent while using the perk, regardless of how many are on it.

    Now it's decent.

  • Just a first impression, but he feels like a bad nurse with a lot more steps.

    Like why would I care about catching up with a rush when I could just blink hit them easier?

    Why run a loop when I can blink over it?

    I get you could apply this to any killer in large view, but his charge for the hits just reminds me of blinking for the hits with way more restrictions and stipulations. I could just get blink hits with way less risk and effort.

    I like the idea of better turning as well though as he seems quite easy to juke with a simple 360 in his charge.

    Like I said though, just first impressions. Feels more negative than positive so far. Will continue to test as I definitely haven't had a good enough sample size for an educated opinion yet.

  • Not sure why it's a hex.

    They could remove the hex part of it and it would still be lackluster.

  • @Auron471 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1604288#Comment_1604288

    transferring hits would just give the face-camping bubba someone else to facecamp. thats why im against hit transferring

    That other person has a refreshed hook time though. Plenty of time to finish the last gen or 2.

    3 escape 1 death with the killer depipping is a win.

  • I actually like the idea of making it better at preventing face camping. However, the cooldown isn't enough.

    I think BT should be either a one time use or it will transfer the blocked hit to the rescuer.

    While I would like it to be better for facecamping, the perk is currently too strong even before giving it this buff imo. Just like the other second chance perks it's currently game swinging, with zero downsides, and easily abusable.

  • I see more matches where the gates are far enough that it's essentially a free escape for the survivor unless they play bad than I do close gates.

    I'd even make an argument that having them close every time would be fair given you got in that scenario from losing the match already in the first place...and you already had a second chance at making hatch and missed it.

    The whole hatch/gate powering after hatch close mechanic is already way more in favor of survivors than it even should be, much less to complain about it as you are.

  • @CalamityJane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1603092#Comment_1603092

    Except IT ALSO HAS AURA READING.

    You flat out cannot do totems if the killer has 2 brain cells.

    Who cares?

    You keep him running back and forth every time you go to the totem wasting his time while your entire other team pounds out gens.

    If your team has 2 brain cells they are winning the match from him doing this.

    You're literally describing the same situation that happens with Thrill of the Hunt and that isn't a good perk either.

  • @lostboy said:

    As a rank 1 killer nurse - I use it and find in over 50% of the games it activates. Hope is a great slow down perk and really underrated.

    Hope is a survivor perk, not killer, and it doesn't slow the game..

  • @Milo said:

    Imo Hope (this goes for No one Left Behind too) should just activate after gates are powered and last till you leave. And if 7% is an issue then reduce it to 5%.

    +1 I like this.

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