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Blueberry

Blueberry

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  • I still think the old freddy was way, way more interesting and unique design. He was also quite fun to play. I think that his kit could have been salvaged with some tweaks here and there to make it better and more intuitive for newer players. Old freddy was basically fun but weak.

    As opposed to the new freddy which is boring but strong. I feel like he lost all of his uniqueness and identity. He's boring to play as and boring to face. He just feels like copy/pastes of other killers.

    In my opinion.

  • There are some exceptions, but overall the majority of these actually seem really good imo. Well done.

    So many of these look decent enough that I'd consider running them. If all these changes happened we'd such a diversity of perk usage for sure. Many of them look good enough to be worth a perk slot finally.

  • That's one of the changes I wanted him to get.

    PH is honestly really weak if you play him against decent survivors in the red ranks.

  • I don't think NOED is unfair or OP, but I do think it isn't healthy design.

    You are rewarded with free downs you didn't earn because survivors were lazy. I'd like if it punished "gen rush" by giving the killer more time to make skillful plays. Then it fulfills its purpose but makes you actually earn them.

    IE something like activating 3 random gens after the last gen is powered if they didn't do all the totems. Making the survivors do 1 extra gen in other words.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1468412#Comment_1468412

    It's not even ping related to dedicated servers. It's just ping. My ping's been a lot better on dedicated servers.

    I had no issue until dedicated servers gave me worse ping.

  • The issue isn't hit boxes. The issue is ping related to dedicated servers.

  • @Pryzm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1468262#Comment_1468262

    My post seems to have been deleted?

    Anyways, it was more a playful compliment because I figured you could take a joke better than most. Chase the rainbow brother!

    Ah seems to still be there for me. I will take the compliment then, thank you.

  • Hex's in general are quite weak and almost all need improvements.

    The only Hex that is actually worthy of being a hex currently in my opinion is DH. All the other hex's including Ruin aren't good enough imo.

    DH is actually high risk/high reward and forces you to play a certain way to earn it. Most the other hex's are all high risk/average-low reward.


    I'm actually surprised the hex perks haven't been more on their radar for improvements over other perks seeing as a meta full of hex perks is a net improvement to everyone's game play experience as it adds more objectives for the survivors. 2 for 1 in other words.

  • @Pryzm said:

    *look around for the memo that today is "Post Something Obvious Day"

    Is there something in the water today? Everyone is posting obvious things like, the forums are killer biased; the community is toxic; @Blueberry smells like rainbows...wait....that last one seems off.

    Can we get a new post from someone about Tunneling being Toxic, or SWF being too strong? That would be great.

    Such an odd statement. I can't tell if that's intended as a joking compliment or an insult honestly.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1468154#Comment_1468154

    Bias would be if you only played one side and had a skewed perspective because of it.

    That's the problem. Many killers here (and to a lesser extent survivors) show their bias in their posts. Just look at the amount of support the posts of space coconut receive despite the massive and notorious bias they have, its absolutely ridiculous. Truth is, it's not really about them wanting balance, but an easier experience for themselves.

    I think you have that completely backwards personally.

    I actually didn't think SpaceCoconut received much support on those posts at all. I disagree with many things he has said, but there are some things I think he gets right. SpaceCoconut would be considered a bias person, but he literally states that himself, those aren't my words. He openly states that he is bias on the regular to his viewers.

    ''Truth is, it's not really about them wanting balance, but an easier experience for themselves."

    I think this is a common misconception.

  • I think you're misusing the word bias. Playing both sides equally and realizing that one side is weaker and needs more help than the other is an analysis, not bias.

    Bias would be if you only played one side and had a skewed perspective because of it.

    The forums are not killer bias. What it is, is that there are many people that play both sides and realize where balancing is needed. You simply disagreeing with that, does not make them bias.

    Also, "but nowadays they arent that strong.".

    Yes, they are. No one is arguing survivors weren't stronger in that past, but that does not mean they aren't still too strong, they are. I play both sides at rank 1 and survivor is still very much the power role and I play almost strictly solo queue.

    Most people already agree both mori's and keys need reworks as well.

    "I'm tired of the us vs them mentality why cant it be just "us."

    This is basically how you started this post, which makes it kind of hypocritical.

  • "Animals seem to trust you as they often stay calm in your presence and help you in return. Reduces chances of alerting Crows by 80/90/100 %. Each time the killer alerts any crow , their aura is revealed to you for 3/4/5 seconds and during that time you leave no strach marks."

    You could've just stopped right here and now it's quite strong. I think you're underestimating how many crows killers disturb.

    The other secondary thing after this is too much.

  • Are they playable? Yeah, I 4k a lot at rank 1.

    Are they good? No, not at all. They are really bad. They compete for the worst killer in the game spot. If the survivors are actually good you'll probably lose. Fortunately I suppose the average survivor isn't very good.

    He needs a lot of improvements to his base kit.

    Reduce the fatigue coming out of his power by 1 second, remove the power bar penalty on basic M1's, make his FF be faster and longer for each consecutive hit he gets (rewarding him for playing well), and finally add Oblivious to the Deep Wounds effect from his hits to add more skill ceiling with mind games.

  • I can't think of a single perk that would be even remotely close to being too strong if its basic M1 requirement was removed. The only possible reasons I can think of are @Claudette_Baguette idea or because most the strongest killers in the game are non M1 killers, so they don't want those perks working for the already stronger killers. Kind of like saying, we want to add something that buffs Wraith but doesn't buff Spirit. That type of thought process.

    As I said though, almost all the perks with basic M1 requirements AND with cooldowns could have them both completely removed and they would still be just fine.

    Worrying about making something on killer side too strong seems pretty weird when the last time that happened was literally Nurse...years ago. It's like worrying about something that essentially doesn't happen.

  • New Freddy is much better, but so boring. The old Freddy design was actually unique and so much fun to play. They're never bringing the old Freddy back though.

  • There are many matches as killer that simply aren't winnable unless you're on certain maps, using a certain set of killers. That isn't good design.

  • Kindred is god tier for solo queue.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465245#Comment_1465245

    Honestly I completely agree with this with only one exception it should not work if someone working on the gen does not have technician.

    In all technicality the concept of technician is supposed to be it's a lone wolf perk it fits with Min being a lone wolf character. With this in mind it should only work that way if people technician are working on the gen the somebody without technician works on it or the person with technician gets off it the sound should return

    Honestly, even if it got the change I suggested I still think barely anyone would run it. It would be a meme/niche/fun perk that at least has a use. Why make it weaker if even in the stronger version it would barely be ran?

  • All Technician needs is to make the gen completely silent, period. Not decrease the distance it can be heard. This will apply as long as one person working on the gen has Technician regardless of the amount of people.

    Most killers just do drive by's and listen if the gens being worked on without actually looking at it directly.

  • @dugman said:

    I don't get this idea that psychological reads are "boring". Saying Deathslinger has "no counterplay" is incorrect, he has counterplay in the form of making correct psychological reads on how he's going to act in a given situation and conditioning him to act in a particular way as you play. Just because you can't literally react to his shot doesn't mean you can't mentally figure out how the Deathslinger player is moving and thinking. People aren't random dice rolls, they're fundamentally predictable even when they try to act "randomly". I would think that figuring out how opposing players behave and acting accordingly would be more interesting than, say, being able to 100% counter an opponent if your reflexes are quick enough to react to what they are doing on-screen.

    I agree with your point, but the point you're arguing isn't what he's actually saying.

    "I don't get this idea that psychological reads are "boring""

    IE This is not what he's saying.


    You can predict the Deathslingers actions entirely and it won't matter is the point. The time for his aim and shot is quicker than your reaction time possible. If you go through the pallet you get hit and if don't you get hit, either way. It's a lose/lose scenario.

    Note, we are not saying Deathslinger is too strong or OP at all. We are simply pointing out that it is designed in an un interactive game play manner that isn't fun for either side at windows/pallets.

    I even think Deathslinger could use buffs. We just want interactive and fun game play for both sides.

  • @TheMonadoBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465094#Comment_1465094

    I think you have some very very good points but at the same time I think it's utopical to think both sides will have fun solutions for every situation. DS is not fun, just like NOED is not fun. Even if fun is a subjective matter, it would be impossible to make both sides enjoy the other's tools to win. I hate going against Trapper and Deathslinger, but I still try to find enjoyment out of being chased and try to adapt, knowing full well they both have weaknesses and shortcomings.

    Just because fun is subjective doesn't mean it's not a sliding scale that can be made more fun for both sides. I don't think DS or NOED is fun or good design for that matter.

    If you read my example of fixing PH, I think this would illustrate my point very well. That change would make him much more fun for both sides.

    I think that killers that are fun for both sides while still being strong is not utopical.

  • Yeah it seems you were saying essentially what I was as well.

    I'm not particularly fond of a portal solution though. It feels like a bandaid fix that's kind of out of place to me.

    I'd personally add extra mandatory objectives that slow the game down without just adding more M1 holding to the gens. I also think the average map sizes need to be shrunk down. Many are still much too large.

    I also prefer this solution because I'd rather not fall into the box of being forced to give every single killer a movement ability.

  • @TheMonadoBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465018#Comment_1465018

    Why is a killer being able to route effectively the problem? I didn't want to contribute to such a pointless thread but I think what you mention is important to discuss.

    It's really not that deep, the problem is survivors REFUSE to change the way they play no matter what. Let's say PH is chasing you around killer shack, you can safely loop it twice and then run away or drop the pallet, assuming the third time you try to loop the building he WILL be able to bait/use his ranged attack to hit you anyway. You could have dropped the pallet early or left but survivors want to always have the upper hand in chases, absolutely nothing the killer can do, cause it's my right to loop this building AT LEAST THREE TIMES.

    And the killer is supposed to be the "scary" and powerful side?

    I get what you're saying, but the point is dropping the pallet early as the only real counter play at a loop isn't fun for anyone.

    You can't just loop twice and then drop the pallet or run because that's a guaranteed hit. We aren't saying it's too strong, we're saying it's not fun for either side.

    The goal here is fun interactions on both sides while making the killer still strong.

  • The "boring" killers refers to the killers that put survivors in a lose/lose scenario like Deathslinger, PH, Doc etc. They counter loops in a way that makes them "un fun", but those same killers also have zero map pressure, so although they win chases, they still lose the game and are generally not that strong against decent survivors.

    This is where the balancing around 1v1 or 1v4 comes into play. If you balance around the 1v4, the game is more balanced but the chases aren't as fun because they end so quick. With how fast gens are, chases have to be extremely short. If you balance around the 1v1, you get more fun chases but the killers end up extremely weak because as said, he simply does not have the time for chases to last that long in a 1v4.

    I think the key here is to make the chases longer and more fun, but for this to be viable, the game lengths need to be increased dramatically to give them time to have these "fun" chases and still have a chance of winning.

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

    Obviously we would need to go into specific tweaks on multiple of those killers to fix each of them around this design philosophy. The key problem is that these killers powers are way too punishing when used which is why they end up only being used at locked animations like at pallets when they can guarantee it.

    I'll use PH as an example but the same philosophy will apply to the others.

    Using PH's ranged attack is so punishing that it's almost never worth the risk to try and use when there's no line of sight and behind walls. We fix his issues by adding a recovery time when putting his weapon down, this is to add counterplay at the pallet/window itself and get rid of the lose/lose scenario. In exchange, we improve his "skillful" attacks behind walls and out of line of sight hits by making them less punishing and more rewarding. Make the ranged hit faster to reduce its dodgeability slightly, lower the recovery time after using the ranged attack and apply Torment on ranged attack hit. He is now incentivized to make skilled plays and is rewarded if he does them well.

    Now the lose/lose scenario at pallets/windows is removed and his hits now will be skilled ones where you were actually outplayed and the killer predicted your movement. This is the same concept we would apply to the others.

  • Well firstly, a majority of the anti-loop killers don't even counter that well to think it would change the meta. Even then, the ones that do it decently in exchange have their map pressure completely gutted rendering that loop countering not nearly as meaningful. I wouldn't say the strategy for pre throwing pallets on a few killers is gonna change the meta, it just means on a few killers you throw them early, that's it. The meta is still absolutely looping and spread out pressure on gens. The vast majority of those killers can still be looped, it just means 1 less loop.

  • @ResidentDoctorMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464272#Comment_1464272

    Resident Doctor Main here,

    You forgot the Swamp maps there, friend. Sincerely,

    Resident Doctor Main

    You could throw swamp in there as needing some tweaks, I just would put it near the bottom of the most problematic list.

  • @Khakuate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464485#Comment_1464485

    There shouldn't be any X sided map in the game if you "really" want balance.

    Killer Sided maps: Dead Dawg Saloon, Hawkins, The game, Midwich (If you dont have OoO, but probably that perk is getting nerfed), Lery's, Shelter Woods and swamp cause it spawns a lot of dead zones and I counted 8 pallets.

    There will always be maps that slightly favor one or the other, that is inevitable in this type of game. The degree to which they favor is what we can control.

    I wouldn't add Dead Dawg Saloon, Shelter Woods or the Swamp as killer sided maps.

  • Very few maps are killer sided and the ones that are, aren't that killer sided to where they are much of an issue. Not nearly the extent that the survivor ones are. I say this playing survivor at rank 1 as well. The killer sided maps aren't that bad and are actually my favorite maps to play as survivor. None of those maps I mentioned I enjoy as survivor. They simply make me feel way too strong and don't have interesting interactions in their design.

  • Coldwind maps, Ormond, Red Forest maps, Haddonfield, Autohaven maps. They all suffer from either being too large, too many strong loops strung together, simply uninteractive design, or a combination of those.

  • Hag has much easier counter play for survivors that know what they're doing. Freddy also has much more map pressure.

  • I'd put Spirit up in the highest bracket, drop hag, pig, plague and clown down a few brackets, and Legion up a few.

    I'd still move some others a little, but those are the extreme outliers imo.

  • She's pretty bad imo. Her traps can very from terrible to decent depending on rng and her ambush is near worthless against survivors that are even half decent.

    I'd like her traps to be more reliable but the main fixes she needs is to her crouch/ambush, that's where her main issue lies. 95% of the time it's not worth using her ambush which is bad design. She needs the roar removed from the ambush, the sheathing sound on her crouch removed and raise her view point while crouched.

    She also needs an addon pass.

  • They said it would be hidden, which makes zero sense. The only thing hiding it does is prevent people from pointing out when it's failing.

    It's like hiding ranks from the end tally screen so you can't point out that it's matching you with ranks that aren't appropriate for you.

    If it is functioning properly as it should, there's no reason to hide it.

  • @Khakuate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1461533#Comment_1461533

    Dude, you can check my YT channel if you want, LordKimber.

    I play spirit and it is most of the time a win without any effort required, I just have a good pair of headphones and that's all you need, just use a slowdown build, and say welcome to the ez 4k, Im not trying to get spirit nerfed im just being honest, and yup im red ranks on both sides.

    Btw deathslinger isn't that hard, maybe on console but rn im playing on PC and doing the quick scope isn't that skillful.

    Huntress? maybe, but most of the time they get carried by their awesome connection and wonderful hitboxes.

    Never said Deathslinger was hard. The point is that those killers are higher skill cap killers than most of the roster. You still haven't listed what killers all require more skill than Spirit in your opinion since you think Spirit is so easy. 90% of the roster are basic M1 killers that have very low skill caps comparably.

  • @Khakuate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1461348#Comment_1461348

    dude be honest pls, she only requires a good pair of headphones.

    Im literally a baby spirit and im getting 4k against 2k+ hours SWF teams

    I think you're vastly over exaggerating. Any decent 2k hour survivors are not playing that badly.

    You seriously think a killer that a long with basic map pressure/loop knowledge that all other killers have but also makes you track through sounds and scratch marks solely requires less skill? You can't be serious. This is at rank 1?

    What killers are you putting as harder than her? List them. Nurse, Deathslinger, Huntress sure, what else?

  • I actually wouldn't mind that.

    That said, the main issue with DL is its downside of buffing the obsession which is completely unnecessary. Just move that negative and it looks a lot better.

  • She's literally in the top 10% of skill requiring killers. 90% of the killer roster only requires basic understanding of loops and map pressure to do well.

  • Here's the funnier part, I as the survivor just stand still as well and let you mind game yourself. Easy.

    This "Spirit takes no skill and has no counter play" nonsense really needs to go.

  • The loudest people are the ones that don't play both sides and have very little time put into the game to fully understand what they're talking about.

    People also misuse the word "bias" tremendously on these forums. As soon as you say that this or that needs buffs or nerfs, you are immediately labeled "bias" for thinking one side needs something, which isn't what bias is at all.

    I for example think killers are generally speaking quite weak. That isn't bias, as I play both sides equally at the highest rank. i experience it all from both sides and have come to the conclusion that one side needs help more than another. That is an analysis from seeing both sides from all perspectives, not bias.

  • It should've been reverted ages ago. It's caused extreme damage to the matchmaking and ranking system.

  • Mori- Every survivor must be hooked once

    Keys- Only for the individual survivor, not multiple. 1 key, 1 escape for that survivor only. Once the door is opened and closed from using a key it will never re-open. This makes it more of a selfish escape tool and not one that can be abused by swf.

    NOED - The problem isn't the totem counter, it's giving free 1 hit downs for doing nothing skillful.

    Make it activate 3 random gens so that the survivors have to do 1 more gen essentially. This punishes gen rush by slowing the survivors down and giving the killer more time to make a skillful play. No 1 hit downs or speed increases attached.

  • I don't think camping needs any fixes at all. Camping is not the sickness, it's the symptom of an unbalanced game.

    If the game was better balanced we'd see way less camping.

    I also thinking camping is way less of an issue than people make it seem. The majority of "camping" scenarios aren't actually camping, it's making excuses for their or their teams bad plays.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1459810#Comment_1459810

    I dont really play killer anymore bc it's too easy so no. Survivor I do, and killer I'm purple going against reds. How does spamming snares or doing a "mindgame" by standing still take skill? I was a killer main for a very long time and avoided them bc I like to play fair. Those two dont need buffs.

    If you played both sides at rank 1 with a good amount of hours you wouldn't have the opinions you do.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1459727#Comment_1459727

    They are. They take no skill and are the most powerful killers. That's not fair whatsoever.

    None of those statements are accurate at all. Do you play both sides at rank 1?

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457941#Comment_1457941

    If you want all killers to be buffed to spirit and freddy levels, just know if they do that survivors will be buffed significantly to compensate.

    You're under the assumption that those killers are too strong then, which isn't the case even remotely.

  • I think it's just some small tweaks, a new map and a custom TR/chase music.

  • @th3 said:

    What devotion is considered old? I see some with devotion 27 like Cope

    I would probably go by hours instead seeing as Devotion itself is a relatively new feature. There are quite a few of us that had thousands of hours before Devotion even started for example.

  • Fine: Spirit, Nurse, Freddy, Doctor, Billy, Oni

    Weak/Needs a Rework of varying degrees: Everyone else

  • It's because we get to red ranks and then realize how unbalanced the game is there so we lose interest. That's the problem with strictly balancing the game around low ranks.

    The same issues the game had 2 years ago are still generally the same issues it has today.

    That said, I've still stuck around because it's the only real game in its genre.

  • I really wish we had dynamic weather effects to where it had an impact on game play. Using the cover to hide better or sneak up on survivors for example.

    What we currently have in game is nice but barely even noticeable.

    Heck, even some offerings for weather would be cool. We'd probably run into the same issue that the old moonlight offerings had though.

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