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Blueberry

Blueberry

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Blueberry
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  • No, it's not. Also, your complaint has nothing to do with "killer sided" at all and is completely related to poor dedicated server ping.

  • Is it better balanced? yes

    Is it balanced? no

    Are all the same issues that were present a year ago still issues today? Generally speaking, yes.

  • I hope so, that would be awesome!

  • People are pretty nice when they see a Demo as well since he's so rare.

  • That actually sounds like an awesome idea.

    Would 2 totems really be that bad though? It's completely up to the survivors if they want to break it at all, or even when it does break. For this much control in the survivors hands I don't see 2 as an issue. Especially seeing as once they break one, they will know you have another. Heck we currently see most totems broken within seconds of the game starting in which you'd have received zero value out of it. For a perk to have that much control in the survivors hands entirely, it needs to be quite strong.

    Currently most Hex perks are under powered imo. I think Haunted Ground should keep it's second totem after the first is broken for the same reasons I mentioned for this new perk.

  • Yeah the grabs have been messed up for months. It's related to dedicated server ping. Who knows how long it's gonna take to get fixed. You get denied a lot of grabs currently.

  • I think it's pretty telling that the majority of people favorites killers to play against are the ones that don't follow the games normal mechanics and ask something different of them.

    In other words, a killer that they have to counter in a different way than just looping the pallet and window over and over. It makes a new and refreshing game play experience.

  • Fun to play as :

    Legion as of lately actually

    Fun to play against :

    Huntress or Nurse

    These two killers make me actually play differently and that's a refreshing change, as well as something they should be aiming for with all new killers.

    The majority of the killer roster is currently played against in nearly the exact same way, just looping the pallets and windows over and over.

  • I think the problem is that you are creating content because you want recognition from others instead of creating content because you actually enjoy doing it. That is where the disconnect is coming from for you.

  • As Orion said, it's just salty players that say that and have never actually played her themselves. They think any killer that is "strong" is "easy".

    3/4 the killer roster just requires knowledge of looping and gen pressure, nothing special.

    Spirit, like only a few other killers, actually has other skill requirements to learn. You have to track survivors while you cannot see them and are only able to go by sound or scratch marks.

    Imo she's easily in the top 3 highest skill requiring killers in the game. I think most people that have actually played her extensively up to high ranks would agree with this. The few that wouldn't, would at least say top 5, and top 5 out of all the killers we have available does not put her anywhere near "easy".

    I'd put Nurse, Huntress and Spirit as the hardest killers in DBD to learn to play at a top level, not in that particular order however.

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/158754/a-legion-thought

    Seems pretty good to me. But I will always say the stun duration needs to be shortened before anything else.

    I mentioned in the comment above that I also wanted that shortened to 3 seconds.

  • I saw quite a few games like this today. Unless you’re playing some of the top tier killers you are gonna have to play very “un fair” by survivor terms if you want to win. You aren’t going to prevail playing “fair” and one hooking them each one at a time and taking turns or not slugging at all. They’re too efficient at gens for you to have time to play like that. Even then your chances aren’t good as their entire perk setup is to counter you from playing that way in order to win. No video though so I’m just assuming they are one of those swf death squads without being able to see anything. Luckily they at least had a few dead perks, my groups had 4 more unbreakables I had to eat through as well.

  • 30+ seconds without wasting a pallet or getting a hit is a win chase imo. 30+ second chase if you didn’t at least get a hit or a pallet is a bad deal for a killer. The killer needs to get a hit or a pallet in roughly 15 seconds or it’s been a misplay. Imo

  • @NotDBD said:

    I would be interested to see it in play. Could be a decent buff to legion to make it more threatening

    Yeah it would make people think twice and always kinda wonder if you could be doubling back instead.

  • @shane32 said:

    https://forum.deadbydaylight.com/en/discussion/158754/a-legion-thought

    I think something needs to be added to legion but what idk.

    I feel like my above change and make his fatigue time down to 3 seconds would make him quite solid.

  • It's happening on many, many different windows. Completely unable to vault them.

  • It's not just there, it's happening for me on many, many different windows. It literally will not allow me to vault them no matter how many times i try.

  • What if his TR was inversed as well?

    Like it gets quieter and quieter the closer he gets to you, with it being basically dead silent right when he's about on top of you. His TR music that plays when he's far away would need to be a longer loop that's easier to listen to since you'd be hearing it much more obviously and wouldn't want it to get annoying. Maybe more like a creepy ambiance.

    Thought this would be an interesting and unique change.

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

    Heck, let's get even weirder....changing levels of fog...

    The closer he is the thicker the fog gets....now his TR would basically be visual instead of auditory...lol

  • That's entirely the point of why DS is still busted and not an anti-tunnel perk. It punishes you for playing well even when you didn't tunnel. It's a 60 second abusable invulnerability perk.

    Why we haven't changed DS to deactivate once you do any action other than running/vaulting/pallet dropping etc the world will never know. The survivor should be having to decide if he thinks he's safe enough and not being tunneled to start working on the objective or making a save.

  • I've been saying Jack the Ripper would fit DBD extremely well for a very long time.

    Can you imagine the european cobblestone streets with lanterns lighting them and dark alleys? Such a unique theme it would bring to DBD.

    I think "The Ripper" fits a lot better than "The Cloaked" though imo.


    I really like the idea for his power as well. My idea was for making the map go dark and they can light it with flashlights, firepits, lanterns etc. Similar idea though.

  • Depends on your definition of strong.

    I personally interpret strong as viable and when I say viable, I mean can take on a rank 1 strong swf squad and have a fair chance of winning. So by that interpretation no, I don't think he's strong.

    As someone else said, I'd give him high B. I think that's generous.

    Keep in mind B tier isn''t a tier you want to be in. To me A tier is the barely passable/almost passable for viable.

    If by strong you just mean can 4k a lot at rank 1, then yeah easily. All killers can 4k at rank 1 a lot.

  • @Gonourakuto said:

    https://forum.deadbydaylight.com/en/discussion/comment/1321444#Comment_1321444

    I said nerf thana on legion not thana on itself , thana is a very good perk if you get everyone wounded what no killer can really do outside of legion and thats why this perk is OP on him

    I know what you said and I'm including Legion in that statement. Thanata isn't a good perk, even on Legion. There are much, much better options.

  • @BigBrainMegMain said:

    "Pride Month" is literally just a marketing scheme made by Corporations to cash in on the "Pride" hype.

    Following July, they completely forget about the LGBT community.

    I'm gay myself, and it's nothing more than a pandering scheme to make money. I literally hate "Pride Month" because I want to feel like a normal human being, equal to everyone else, something my ancestors fought so hard for.

    This guy gets it.

  • The vast majority of times people complain about tunneling or camping it's really a case of bad teammates making bad plays and it's easier to just blame the killer. Essentially what you said kind of.

    Too many people use DS offensively tho, just like BT, abusing its intended purpose.

  • SWF is definitely a problem.

    I just don't think you could ever punish them for SWF, that just wouldn't make sense.

    I also think the extra rewards idea is terrible though. Almost no one cares about extra rewards for facing a SWF, the entire point is that it isn't balanced and it isn't a fun game to play.

    Almost all the ideas we've had over the years all have their issues. I still think probably the best one has been adding built in voice comms and then balancing killers around SWF. Like I said, it has issues, but it's the best I've seen.

  • You gotta be more specific. When you say viable you're gonna get a lot of people coming in here being like, "I 4k with blablabla all the time".

    To me "viable", is able to go toe to toe against the best survivor swf squads and have a fair chance of winning, of which very few killers are viable in that sense. People have different definitions of viable.

    People will argue those groups are rare, and I'd argue less rare than they make it seem. Especially right now at prime time for EST the majority of my games are swf death squads.

    So I generally agree with you.

  • I agree for the most part.

    Most of the "problematic" and unhealthy perks in the game are all punishment perks that reward the person for playing badly or punish the other side for doing what they're supposed to.

  • Until it's a swf and they're all like that. Then you just lose.

  • When they waste time and do nothing. I loop the killer for a minute to finally go down and literally not see a single person near a gen.

    Biggest survivor advice you can give to any player...get on a generator..that's it. Stop wasting time.

    If your team is efficient at gens, they can be terrible loopers and still win.

  • There are quite a few things that skew the data heavily and yes, the archives are one of them.

  • @Dr_Loomis said:

    First of all, Baked Bloodhounds sound delicious 😛 but seriously, the idea is not bad.

    NB4 the next killer is..The Baker...shoves survivors in ovens instead of on hooks!

    You can pay me later ;P

    Hansel and Gretel chapter!

  • @Peanits said:

    The old version was very unpopular since it made scratch marks linger longer, which is usually regarded as a bad thing. It's great for finding people, but really hurts you in a chase since it'll be covered up by the old scratch marks. To put it simply, longer duration = easier to see from a distance, but harder to pinpoint their exact location. Shorter duration = harder to see from a distance, but easier to pinpoint their exact location.

    The new predator narrows the scratch marks, which practically draws a line leading right to the survivor.

    Has the team thought about making Predator increase walking/running footstep sounds? Lightweight inversely decreasing walking/running footstep sounds?

    Neither perk is used much if it all and that would make people consider them a lot more.

  • I don't know if I'd even say "anymore". I don't feel like they ever really started. Most the meta perks aren't even great, they're just the most passable options we have available.

    The few that are great, became great after a couple changes and people complaining over and over. So they weren't even great from the start in other words. There were a couple decent out the gate, but not enough to sway the general sense of my statement.

    They hold back so much harder on killer perks than they do on survivor perks.

    People don't want the new best perk, they want a new good enough perk to consider running. Something that is general not reached with most new perks. I feel like this strawman is used so often.

  • Billy. It's a boring match.

    Do I have a pallet? Cool, he''s loopable.

    Do I not? Cool, I'm one shot.

    I also don't like him because his mistakes are very under punishing. I can outplay him forcing a saw cancel or running into an object and you still barely gain any distance from your outplay.

    Not to mention the busted insta saw addons that are too common.

    They also typically all run the same perks for the most part.

  • @Peanits said:

    The perk you've suggested is very similar to one of his other perks, Deathbound.

    Food for thought, though: It doesn't only work with basic attacks. Any attack can trigger it. Huntress hatchets, feral frenzy, etc. will all trigger Forced Penance.

    I think most people realize this, it's just that the effect is extremely weak regardless.

  • @csandman1977 said:

    I think. Keep the cool down, allow m2 attack trigger and have it effect the 3 closest gens to the killer. Like corrupt intervention.

    This would be a good change as well.

    Either remove the cooldown from what we have now or make it worthy of the cooldown with this change.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325285#Comment_1325285

    Right, infectious triggers from specials with no cool down and I could argue that it’s info is more valuable than the 8% surge proc. I know it doesn’t immediately do anything but if you can chain 2-3 downs quickly the game is over. I literally just made a post stating that it’s the most recent “meta,” perk just for that reason.

    https://forum.deadbydaylight.com/en/discussion/comment/1325301#Comment_1325301

    I agree, although I would say it applies to even survivor perks too. Look at windows of opportunity, it triggers a cool down when you vault. Knowing where vaults are isn’t game breaking and after enough hours you basically know anyways and drop the perk. So why not let new survuvors have it on all the time. Plus it had a stupid short range

    Oh I agree, it applies to quite a few survivor perks as well.

  • It doesn't deserve a cooldown. It's just another of the numerous examples that a completely unnecessary negative was thrown on a perk. Like 90% of the cooldowns on the perks we have don't even need to exist. They're just so afraid of a killer perk being too strong that they all end up in mediocrity and never seen again.

  • The amount of buffs killers would need to balance the game after giving these buffs to survivors would be freaking huge. I just couldn't see the devs giving the killers those amount of buffs that would be needed.

  • Autohaven maps. They are so dated.

    They need reworks not just visually but game play wise as well. They are literally just a giant field of pallets, that's it. No interesting game play or interactions involved.

  • I enjoy all the indoors maps the most as both survivor and killer. They feel much more enjoyable both aesthetically and game play wise.

  • Almost all the classic maps need major reworks. Not just for balance, but because their design is quite dated and boring as well.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1323561#Comment_1323561

    With the editing it is indeed hard to tell, but what did the survivors do that was so skilled, exactly, other than hold M1?

    My exact thoughts as well. I didn't see any skilled plays, they just held M1 efficiently. I'd even argue they played quite bad.

  • It's because Deep Wounds is a laughable effect that isn't worth much. His fatigue is so long that it resets the chase. People just won't heal either making your power near useless and now he's just an m1 killer walking around getting pallet looped all game. He suffers from similar issues as the Plague does. Yes you can 1 shot now but there are enough pallets and loops to have all the gens done before they run out. Being injured isn't as dangerous as the devs think it is. It's why you just start Mending in his face as soon as he hits you.

  • Losing because gens are too fast, not because you got outplayed.

  • None of this was uncounterable. Doc is just an above average mid tier killer. Going against survivors playing badly will make anything look strong.

  • Healing against Legion is how you throw the game.

    Obviously some exceptions like if you make a save and have We'll Make It or a very fast medkit to use, but generally speaking.

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