Blueberry
Blueberry
About
- Username
- Blueberry
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
DS, BT, Unbreakable and Dead Hard.
Mix up Unbreakable for Iron Will here and there and now you've got like 90% of my matches.
There's overall much more perk diversity on killers. Not to say their perk diversity is good by any means, just better than it is on survivor.
-
It definitely isn't a minor advantage at all that's for sure. I can get away with way more on Claudette than would never happen on another survivor. I personally won't play her though because it feels super "try hard" and desperate to me personally.
-
@Cancan71 said:
Maybe they can make hemorrhage brighten the blood stains like Bloodhound does. And for Bloodhound, they can change it so you can see blood tracks through walls. It would make perks like Lucky Break more useful.
This seems like a good idea.
-
I'll make you a deal. Hide the names in lobby but we get to see who's SWF in post lobby. This seems fair.
-
@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1310247#Comment_1310247
Yeah I don't trust the balance team one bit. Anyone who puts 50 hours into both sides could have told them MoM was a bad idea. Whoever thought of patch 1.9.2 should be fired.
Now that I think about it. A point system may be too difficult to balance. Instead just put the perks into 4 categories. Perk slot 1, 2, 3 and 4. Put all the 2nd chance perks in slot 4 so you can't stack them.
Yeah I'm not sure how something like original MoM gets looked at on the drawing board and seems like a good idea. The fact that MoM even made it to the PTB in that state is mind boggling to anyone with even a decent amount of hours as you said.
-
Resident Evil is the chapter I've been wanting.
-
@Chrisko said:
https://forum.deadbydaylight.com/en/discussion/comment/1305932#Comment_1305932
If survivors actually got decent bloodpoints for games and had something else to do other than gens and totems, they would probably not just jump on a gen. Unlike killer, who gets to play the whole match, survivors can get tunnelled or mori'd out of the game early and not get the opportunity to earn additional points. There need to be other things that gave more points that would incentivize those other actions.
You make it sound like things are awful currently for survivors when it's not. For every bad thing you mentioned about being a survivor I could mention something for killers, like keys for mori's. I feel like this is off topic.
-
They do, just months and months down the line.
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1310247#Comment_1310247
Agreed, their balance changes always come from the community, and we still can't get everyone in the proper mindset.
I get they are more focused on mid-low rank players as that's the majority of the player base. This makes sense from a business standpoint.
However, it's harder to put a number on the amount of new players that those high rank players bring in through their streams and youtube channels as those people are usually the high rank players. Also, an imbalanced high ranking system causes you to have trouble keeping those new players that come in once they climb ranks. Lastly the negative effect of poor high rank balancing is one of the things we see now which is less high rank killers, which in turn causes the high rank survivors to bleed down and bully/ruin the experience of those newer players.
I honestly think that to fix this problem of trying to balance for all ranks, that they need to implement rank based changes to matches. Ex: more gens required the high rank and less gens at lower ranks. Don't take this idea in a literal sense, but simply the concept of making the game easier for low ranks and harder for high ranks, however they decide to go about that.
This makes more sense when we see we have an unusually high survival rate at rank 1 and an unusually high death rate at low ranks.
There's just such a large skew in skill level between high and low ranks that makes it very hard to balance them all together simultaneously.
-
I wouldn't call either of them toxic. However, I do think they both need reworks as they are too strong. I don't believe that simply removing them entirely would be the answer. They can be salvaged.
I think mori is an easier fix. Simply make it require hooking all survivors 1 time instead of each survivor once before they can be mori'd.
For keys maybe make it require more gens and only open the hatch for that 1 person, instead of the entire team. This one I'm not too sure on.
-
I used to not be a fan of this idea but it's been growing on me more and more. It would allow the devs to keep making very strong perks without worrying about them getting all stacked together.
That said, if their balance team were the ones deciding how much points each perk would get I'd be terrified. It's been quite clear for years that whoever the balance team is, they don't play the game at high ranks.
-
Hemorrhage is a completely outdated and a near useless status effect. It either needs to be replaced or reworked.
I thought about baking the Bloodhound effect into it, which would be a start. Not sure if that would even be significant enough to matter much though.
By the way on this topic, Blindness is also quite outdated and in the vast majority of cases useless as well. It needs improvements or a rework also as you mentioned a little.
Oblivious is a much more useful effect and I like the idea of switching it in for the Hemorrhage effects as well.
-
With how rank reset is completely botched right now, absolutely.
It takes a very, very long time to derank now, which is part of the problem currently.
-
Well lets look at what perks were terrible in the previous chapter PTB's we've had over the years and were buffed enough to be decent coming into the live game....
....
oh wait..
yup. none.
I'm all hoping for improvements with you, it's just history hasn't made me very optimistic. We have a pattern of telling them how bad most the perks are during PTB with nothing significant enough or at all being done to them.
I'll gladly change my pessimistic opinion on this topic if we see a change in this pattern finally though.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1305992#Comment_1305992
Although I support his idea, I believe it would more interactive if it was something more than, "Everyone receives a 50% repair speed penalty until either a survivor takes damage or enters a chase"
Personally, I would like to see a second objective such as finding all Fuse Boxes once the Exit Gates are activated. Overall, they would add, hmm, let's say, 4 minutes if the killer can apply decent pressure. Generators could have their repair time reduced by 10 to 20 seconds since we don't want to extend the game too much. Of course, my suggestion is just what comes from the top of my head, it can definitely be improved on! 🙂
Oh I agree. I think a mandatory second objective like what you mentioned would be much better. Survivors complain about how boring just holding M1 is so this would fix 2 birds with one stone. I'm just expecting them to take this other route because it would be much easier and faster to implement.
Overall I don't think something as small as Scotts idea would be enough to fix the problem but it's better than nothing and at this point i'll take whatever we can get.
-
I think the nerfs hurt her a lot and she definitely isn't the best in the game anymore imo. However, I definitely don't think she's trash. She's still a solid A.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1305932#Comment_1305932
Since we're on topic, do you have any speculations on what it could be? 🙂
I have a feeling it's something similar to the idea Scott Jund had presented in one of his videos where the gens go significantly slower until the first chase is started. He seems to have some connections with some people in bhvr from things he's said in the past so that's my hunch.
-
They mentioned in the stream today that they have a new feature similar to end game collapse for the start of the game to slow things down coming soon. So yes, they already said they are working on it.
-
It hard counters Pop, which is literally the best gen slow perk in the game currently and ran by 9/10 killers meaning you will almost always get value out of it. It prevents the killer from getting a crucial gen saving Pop kick. It lasts long enough that if he waits it out yall get another gen done for free and he loses all pressure. If he leaves it then now it comes out ready to finish without being regressed at all.
If Pop wasn't meta then yeah this perk wouldn't be that great. However it is, so this perk is quite good if used properly.
-
@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1304688#Comment_1304688
Lol....
”What makes SWF a problem is gen speed and communication”
What counters SWF? Pressure. If SWF are unable to combat team mates getting hooked pressure starts to build. If no survivors are around get the hook for bbq and pop.
If they’re altruistic send them to a cage.
Pressure kills all.
"If SWF are unable to combat team mates getting hooked pressure starts to build."
Them preventing hooks is not what is causing the killer to be unable to cause appropriate pressure. They are able to do this without preventing his hooks. If they are preventing you from getting hooks then you are making terrible plays regardless of SWF.
No one is disagreeing that pressure is what wins games.
Information provided to SWF which allows them to be efficient on gens is what causes them to be an issue.
-
@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1304665#Comment_1304665
So you’ve never lost pressure from flash light blinds, hook sabos, body blocking etc?
That isn't what I said and those also aren't what make SWF a problem.
-
None of those reasons are what made SWF a problem.
-
Deathbound - Decent perk
Forced Penance - Completely terrible. It could literally be 60 seconds and it would still be completely terrible. Needs heavy changes. This overvalues the "broken" status effect and with a situational requirement.
Trail of Torment - When can we stop putting cooldowns on everything...literally just remove the ridiculous cooldown, it's only 15 seconds. Remove the cooldown and it's decent, currently with the cooldown it's just awful and will be ran by no one. It already has a cost of making you waste time kicking a gen to get the effect. 15 seconds is too short to warrant having a cooldown attached. This perk has so much potential if it was tweaked. It also highlights the gen to let them know you have the perk and where you are....like WHY? The negatives are just stacked so freaking high on this perk for a measly 15 seconds.
Soul Guard - Literally insane. This perk will be meta. Way too strong. You could cut off its entire secondary effect and it would still be nuts. Can we seriously stop making second chance perks? These are so unhealthy for the game.
Blood Pact - It's okay I guess, all depends how strong that haste effect is. Haven't tested this one myself so I can't comment too much yet.
Repressed Alliance - Feels strong but also fair. I like it.
-
I really hope not, Tony Hawk just doesn't make any sense at all in a horror game like DBD. It would be so random.
-
I actually think it will either be 2 licensed killers at once OR 1 licensed killer and a licensed survivor from a different license.
-
So the only reason you think it's not Pinhead is because he wouldn't give us a real leak this close to the release. I think that's a pretty flimsy basis. If it just makes you think it's not Pinhead because of that okay, but I definitely wouldn't say it means it's not him.
Also, regardless of the tweet at all, there are things that were pointing to Pinhead already. I was thinking it was Pinhead even before the tweet so whether that teaser is legit or not is pretty irrelevant to me as an evidence of the next chapter.
I still think most things point towards it being Pinhead.
-
Eh little disappointed.
I'd be much more excited for pennywise or alien.
-
@Noire said:
https://forum.deadbydaylight.com/en/discussion/comment/1300957#Comment_1300957
I actually haven't heard of them yet, can you link me to them
Jump to 4:39
https://youtu.be/JAP0BBA-_FcKeep in mind these are a bit old but they were still never used and they sound very close to the hellraiser films.
Also this...
-
@Noire said:
https://forum.deadbydaylight.com/en/discussion/comment/1300887#Comment_1300887
Really? The only evidence I've seen for him is that the colors used in the stream's promotional images are similar to the ones used on his puzzle box, which is a huge stretch for me. The only other evidence I've seen are ones that can be applied for most other candidates like that he could have a map with multiple levels.
He definitely has a chance but I haven't seen any real evidence for him.
I wouldn't even consider that a clue, that seems like a stretch to me as well.
Have you not heard the sound files from Paulie that exactly match the sounds from the movies? That is like a huge give away.
-
@DarKnight_Doom said:
My hope belong to Alien. =p
Alien would be my number 1 choice that I'd like to see, i just don't think it's happening.
-
@mottigedel said:
why are some of u all of a sudden c oming up with Pinhead? there is absolutely no clue whatsoever to that killer.
- Unused sound files matching the Pinhead films. They were dug up before Deathslingers release.
- The devs mentioned it specifically as being a series that was dear to them (aka this chapter is emotional for us)
- Fits the criteria of a classic horror killer. When you cross through the classic horror killers we already have and the ones left available there aren't many.
Number 1 being the most serious of clues. The others simply fit the things they've said.
-
And why is that? There's quite a lot of evidence.
-
2PM EST
I feel pretty confident that it's Pinhead.
-
@FlamingkittyUmad said:
https://forum.deadbydaylight.com/en/discussion/comment/1300738#Comment_1300738
The point is they've been nerfing survivor since the game was released, and killer only gets nerfed in extreme situations (spirit beads) or in the case on bugs/ exploits (which are not really nerfs but the killer community call them nerfs)
Because survivors have been brokenly strong and needing nerfs since release.
Just because one side gets a nerf doesn't mean now the other side gets a nerf. This isn't a counting game where each side gets an equal amount of nerfs. The entire point is to get the game balanced and very few things on killer side are "overpowered", bar like mori's.
-
The vast majority, like 90% of the maps were more survivor sided, that's why. There are very few killer sided maps and even the couple that are, it's not nearly as extreme in their favor as the survivor ones were.
-
They don't want more gen regression perks to be stackable.
That said, just remove the cooldown and the "basic attack" requirement. Now it's a solid perk.
-
Rank 10-1 does matter very much. I agree with your point in the post though.
-
Both are issues.
Mori's just need to require every survivor to be hooked once before they can be used.
Not sure what I'd do with keys yet.
-
We don't need a solution for camping, we need a solution for WHY killers camp. The answer to that is game balance.
Camping is not the sickness, it's simply a symptom of the real problem.
Even with this said, "camping" happens way, way less than people like to exaggerate. Most the time survivors scream camping, it's not.
-
Fungoose easily imo
-
She's pretty bad. Not as low as say Clown or Legion, but she's down there.
Her main issue is her ambush being trash. 9/10 times you are better off just uncrouching and going for an M1, that is a sign of poor design when it's not even worth using. It's too telegraphed, just remove the roar from it and now it's decent. It's too high risk for little reward to use. I also think her viewpoint while in crouch is too low, it needs to be raised.
Her traps need to be reverted to how they worked at end game before, the change was unneeded. Rule Set #2 in base kit.
Lastly she just needs an addon overhaul, most of her addons are trash.
The ambush problem is the main thing that is holding her back but she does still need those other things as well.
-
It happens to me all the time but it has nothing to do with the perk not functioning properly, the issue is entirely ping related.
-
"Boring" is code for they lost and couldn't bully the killer, in my experience. It's just them being salty.
-
Just make individual killer ranks, it's good enough.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1294228#Comment_1294228
I agree, but it is too easy to rank up for both sides. The rest is 100% true, especially the Change to Rank Reset.
Oh I agree. The issue is just more pronounced on the survivor side is all, but both are too easy.
-
- It's too easy to rank up as survivor.
- The devs recent change to rank reset
Both these combined have botched the ranking system and caused a pile up of survivors at high ranks that shouldn't be. It's now very hard to go down but very fast and easy to move up.
These are also 2 things that are botching the matchmaking as well. This pile up has caused a disproportionate amount of survivors at high ranks compared to killers. This is what's causing the long queue times and the matchmaking that puts low rank killers against high rank survivors.
Easy fixes:
- Make it harder to rank up
- Easier to depip
- Revert the rank reset system back to what it was before. The old system was fine.
Side relation, but we still need individual killer ranks as well. If this was implemented then we would only need the old rank reset system for survivors instead of both.
-
@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1287127#Comment_1287127
Being good at survivor isn’t just about chases, though. Of course it’s important but it isn’t the be all and end all.
Taking the killer on long chases is good but you also have to pressure the map properly. Avoid three gen scenarios, keep tabs on where the killer is, figure out their perks and play around them, adapt to the playstyles of your teammates, save at the right time, heal or don’t heal when necessary, know when to take a hit or a hook state, avoid running the killer to progressing gens. Having good game sense is just as important as your mechanical ability in a chase.
The same also goes for killer. Plenty of killers are good at chases but they have little map control or awareness, so they’ll lose to survivors who are weak at chases but good at pressuring the map.
"Taking the killer on long chases is good but you also have to pressure the map properly. Avoid three gen scenarios, keep tabs on where the killer is, figure out their perks and play around them, adapt to the playstyles of your teammates, save at the right time, heal or don’t heal when necessary, know when to take a hit or a hook state, avoid running the killer to progressing gens. Having good game sense is just as important as your mechanical ability in a chase."
My point is that most these thing's don't matter if you know how to focus gens. You can be bad at all these and still win.
"The same also goes for killer. Plenty of killers are good at chases but they have little map control or awareness, so they’ll lose to survivors who are weak at chases but good at pressuring the map."
The point is that survivors have much more of the control in how much map pressure you can have than the killer does.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1293417#Comment_1293417
So you don't think "bee pretty sweet", followed by a candy emoji, fits the guy who controls bees, has a saying related to sweets ("Sweets to the sweet"), and is literally called the CANDYman?
I'm sorry, but at some point you have to recognize you're in denial.
I'm more recognizing bait when I see it is all.
-
This feels like a stretch. I also don't think Candyman fits the descriptions and terminology they used about the new killer coming however vague they were.