Blueberry
Blueberry
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1361479#Comment_1361479
Plague is basically giving up her whole power to do that, whereas other Killers are at most giving up one perk slot.
Look at it this way. Good survivors won't be wasting time healing against almost any killer whether you are running Forced Penance or not. That is for a reason. This means against good survivors that perk is doing nothing.
It's actually even penalizing you because now you gave up a perk slot for it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1361379#Comment_1361379
I don't want them healing. I prefer da one-shots.
We see how significant that is on Plague, which is not very. There are more than enough pallets and windows to have all the gens done before they run out.
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Absolutely terrible perk.
I don't want them gen rushing, I want them to waste time healing.
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Other than about 4 killers the rest the entire roster could use buffs of varying degrees.
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Needs a buff.
Just reduce the recovery time after his Rites of Judgement attack by a second and make it apply Torment to reward good plays.
Currently he feels like he wastes more time putting his trenches around the map and at loops in an attempt to get people Tormented, than the actual time he saves sending them to cages. Essentially it negates the point of them saving him time.
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One of my favorite maps so far actually on both sides.
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Weak.
Easy to dodge ranged attack that's extremely punishing. Cages save you hook time, but then you lose more time than they save you through wasting time putting trenches down, losing pressure by sending them to the cages and losing out on the best gen control perks that he can't fully use.
Not to mention his bad perks.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1356168#Comment_1356168
I think it's quite servicable now. Not good by any stretch. But playable atleast
With 60 sec cd you can count to get it of atleast 3 times in a match
45 sec of undetectable even if survivors know it is nothing to scoff at
48 sec*
Why the random 1 sec? I need to know
Look at it this way, it could be a "free" perk (fifth slot) and I wouldn't take it.
My point is that showing them your location and having to kick a gen for 15 seconds of Undetectable does more harm to you than good.
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He feels quite weak to me. Extremely easy to dodge ability, with an extremely punishing recovery time. Cages would be nice in that they save you a lot of time aka more pressure, except they give free saves and cost you most the meta gen control perks.
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Still complete garbage.
Highlighting the gen by itself is more harmful to you than the measly Undetectable time you get. The fact it has a cooldown as well is extra dirt on top to make sure it's buried deep.
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Poor Trail of Torment, a perk never to be seen again. It had so much potential too.
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Depends what they do with his perks.
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Brutal Strength
The time gained is extremely minor and there are much better perks for the slot.
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Lightweight decreases footstep sounds and Predator increases footstep sounds. All they need. I don't think the extra scratch marks effect is necessary.
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We need the old rank reset. This new system is terrible and part of the multiple problems that is ruining the matchmaking. It makes it extremely hard to go down in rank which leaves all these people piled up at higher ranks than they should be.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1345439#Comment_1345439
So people don't use BT? It happens against all kinds of survivors, with some killers you can even decide to patrol a hook or setup around it.
Using BT does not = making poor saves always. Especially once they know you have a perk specifically for that.
"with some killers you can even decide to patrol a hook or setup around it."
A perk to encourage camping isn't good design.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1344590#Comment_1344590
It happens quite often in unhook/hook trade cenarios, so 40 seconds oblivious without a CD is not to underestimate.
It happens a lot against bad survivors. I don't balance perks around assuming the players will play poorly. That philosophy is how we ended up with all the second chance meta perks that are currently being abused. They were tuned for bad players, so now the good players make them way stronger than they were supposed to be.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1340702#Comment_1340702
40 seconds or 60 seconds with a 20 seconds CD would be nice.
Why even add a cooldown? It's quite situational and the situation isn't even in your control, it's completely up to the survivors if your perk activates.
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This is the complete opposite of what a good killer does.
You can tell it's a good killer by how they don't over commit to chases and keep spread pressure.
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@Danu said:
https://forum.deadbydaylight.com/en/discussion/comment/1340710#Comment_1340710
Tbh I actually would've been okay with both affects being applied, maybe for a shorter duration though
I mean it's not often that people take protection hits, like 90% of the time it's very endgame trying to get to exit gate so what's the point in applying broken if you're just about to end the game. It could've been a nice counter to bt protection hits
That would've been something as well.
The thing is if a perk is highly situational like this one is, it needs to be an extremely strong effect to warrant how situational it is. "Most" the situational perks we have, including this one, are not strong enough to warrant how rarely they will be activating.
Most the devs will brush this off as well they aren't all suppose to be strong, they're just "fun". I feel like this is a cop-out as these are not mutually exclusive. We can have strong and fun perks at the same time.
They also like to misconstrue when we say "strong", as us wanting new meta perks. We don't want new meta perks, just strong "enough" to be worth considering running.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1340715#Comment_1340715
I don't know what's the point of making bad perks if they will need to buff them in the future...
Yeah I've made the point a lot on here that they keep adding killers and perks to the "list of needing reworks/buffs" faster than they can get to them in mid chapter patches. They are literally self inflicting their own problems and making the pile larger, faster than they can deal with it. If they would just listen to us and make them decent coming out of the PTB we wouldn't have to keep doing this back tracking every time.
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I would say at least 50% of the time the totems are hidden so badly that I passively run into them just while going from objective to objective. This should never be the case. I should have to actively go out of my way to find them. Not to mention the flickering flame sound they gave off tells me they're there even if I don't actively see them, just remove it.
They have said totem spawns are being worked on for years, and here we are still.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1340709#Comment_1340709
Sadly not, it was a mistake... :(
That's such a let down :/
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@Danu said:
Nope, their pinned comment says it was a mistake and its still broken effect applied
That's quite disappointing.
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I'm wondering if it's getting changed to Oblivious instead of Broken.
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If it's 60 seconds of Oblivious that might be okayish. If it's 30 seconds that's terrible. We'll have to see I suppose.
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He's quite bad imo.
He would need quite a few changes to be solid. I think he needs more than the tweaks people act like.
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He just needs his multi-stalk back and remove the stalk limit per survivor.
He should be able to capitalize on the weak link of the group and if the survivors are stacked.
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@SpiritLover1133 said:
in tournaments decisive strike is banned because games don’t last more than 5 minutes and having a 60 seconds immunity is plain unbalanced.
killers must slug and tunnel because getting 12 hooks is impossible.
This ^
Against normal teams it matters less, but against "good" rank 1 survivors you cannot win by playing fair and DS, as well as the other second chance perks, force you to play fair. It leaves the killer in a lose/lose scenario against those survivors. If the killer won regardless, the survivors made a lot of mistakes or he was playing one of the few top tier killers.
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You're missing the main point of DS that a lot of people miss.
You are getting an extreme amount of value from it whether it activates or not, regardless. For the perk not to activate the killer had to play in a way that is extremely inefficient towards winning. Against good survivors this loses you the game. So not only if it didn't activate, but even if you weren't running it and at least 1 person was running it, it still gave a lot of value.
That is how completely insane DS is as a perk. It has a game swinging effect even if it never activated once. That is nuts. You gain a similar effect from BT if it never even activates.
Just the fact of the DS sitting on your perk bar does more than the vast majority of survivor perks in the game, purely by its existence.
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The perk is already great, it doesn't need a buff. There's also literally dozens of other perks that need buffs much, much more.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1338534#Comment_1338534
Basically, yeah. MOM is another second chance perk and you have to earn that one, so why not earn DS by being chased? Plus, you could always reduce/increase the requirement if it's weak/strong.
I like the idea of it having a cost and asking something of you. However, I feel the devs would think that wouldn't stop them from getting downed right as they come off the hook.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1337318#Comment_1337318
What if DS were to work so you get DS after being unhooked after holding a chase for 60 seconds? (previous chases can count and it still has a 60 second timer)
So like now it would have a cost in that you would need to keep him chasing you for a certain amount of time to activate it?
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Survivor: DS
Killer: Pop
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Just because the statement about the survivor perks is true, doesn't mean it makes the statement about NOED untrue. They're both crutches.
Yes, it is hypocritical to complain about NOED though when you're running all the second chance survivor perks.
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It's one of the killers I've been waiting for.
Even if they wanted to stay away from the stereotypical "werewolf", they could make their own entity touched "The Beast". This is kind of the direction I thought they were going with the alchemist injecting himself with the serum.
Less humanoid and more creaturish type killers is a huge untapped resource they still have available and I hope they explore.
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All they had to do was 15 seconds of Undetectable after kicking a gen..full stop! That's it, nothing else! Solid perk. Not amazing to be meta or anything, but good enough to run for some fun builds.
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Seeing as there's very little incentive to cage people, I think we'll still see all the hook perks ran.
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We probably won't find out till next Tuesday.
If we go by past track records of buffing weak perks coming out of the PTB, we'll being seeing nothing significant...if at all.
My gut tells me they'll do something because pretty much everyone has complained about how completely terrible they are, but yeah, nothing significant enough to make them not terrible and we still won't see them ran after the initial hype. I feel the general level of "balanced" they aim for on killer perks is quite weak. If we ever see a change in direction though I'll gladly change my opinion.
Most the killer perks are so over stacked with checks and balances(cooldowns, requirements, costs etc) for a minimal effect. Where as this same philosophy is rarely applied to survivor perks. If we look at all the meta survivor perks, none of these checks and balances apply.
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I like the idea of situational perks, however, the problem is that if a perk is situational then the effect needs to be extremely strong to match its situational chance. Most of the games situational perks are way too weak in the situations they arrive to warrant their situational use.
If we look down the perk list we should see the strongest/gaming swinging effects on the situational perks, but that's just not the case. The most game swinging effects we have in the game are on perks that are hardly situational at all, hence why they're meta.
Perks should be situational but strong, or happen regularly but with an average effect.
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There should be more addons and perks that counter Exhaustion well. The ones we have are lackluster which is why no one runs them and why everyone runs Exhaustion perks. They are re-usable game swinging effects that have little counter play currently.
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The extra time did make a big difference. Pop is an example of well designed perk because it rewards you for playing well but does nothing if you play badly.
DS just needs to deactivate if the survivor does anything towards the objective, such as gens, totems, hook rescue etc. If they are doing those things then they either aren't being tunneled or they're trying to abuse the 60 second immunity.
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They said that every killer would be getting their own chase music in time.
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I believe it is, and it has zero cost, zero downside, a game swinging effect, all while asking nothing in return. Yet most killer perks have at least one of those if not multiple. That makes total sense.
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When people say rank doesn't matter, what they really mean is rank doesn't mean as much as it should.
So rank does matter, people are just misusing the phrase from its actual meaning.
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@OperationMintyHippo said:
https://forum.deadbydaylight.com/en/discussion/comment/1335847#Comment_1335847
I am red ranks and the killers were mostly red rank as well, but a few purples. Most lower rank killers I had tonight (rank 7s to rank 20s) all played pretty fairly. But every single one of the red rank killers I had tonight (which was most of my killers surprisingly) all played like absolute scum lords. I work late so I play even later. Normally my punishment for playing late is long queues and rank 20s. But here lately I've been getting people who play like this.
If this is at red ranks that you're talking about then I really don't believe you're getting tunneled and camped as much as you say you are. I play at red ranks and very, very rarely am I tunneled or camped and I play massively more than the average player. The vast majority of the time players complain about camping or tunneling it is really their team making bad plays and the killer capitalizing. If a survivor is sprinting across the map leaving a trail back to the hook for example so I follow him back and down the person getting off the hook that is not tunneling or camping, it was a teammate making a really bad play.
If your argument is that there are a lot of bad players in solo queue that get you killed then that would be a much more reasonable point to make.
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@ytduh said:
https://forum.deadbydaylight.com/en/discussion/comment/1335595#Comment_1335595
yep, and franklin too
I agree.
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The Exhaustion perks end up being crutches that give survivors re-usable second chances. Good Exhaustion addons or perks would maybe change the meta some as it would be risky to run them, but since the devs refuse to take the survivors second chances away because there would be outrage, here we are. You'd be surprised how much less time survivors could waste without all those second chances every game. There's a reason everyone runs an Exhaustion perk. There's literally zero risk, zero cost and a high game swinging effect. Meanwhile every killer perk is given a cost, a situational activation, or a long cooldown...many times multiple of these all together.
The devs keep making good survivor perks that counter popular killer perks, but all the killer perks we get to counter survivor ones are always way undertuned and not worth running. Which is why after the initial new killer hype dies down we generally never see any of the new perks again.
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Zero, Lightborne is a waste of a perk slot even in its absolute best case scenario.
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Probably should be permanent.