Blueberry
Blueberry
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- Blueberry
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Comments
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He needs buffs imo.
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I think it's because he's kind of boring to play against. You know exactly how every chase is going to go. Idk, he's near the bottom of my list for fun. You basically just drop pallets early like you do against Clown and there isn't much interesting interactions going on.
To contrast, his original playstyle was one of my favorites to go against because it was so unique and made you play differently. His rework made him lose his identity imo. I think his old play style could have been tweaked to work, I don't think an entire rework of how it functioned was really needed.
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I'll save you a lot of time. Go to youtube and search for Fungoose. He's the best Plague you'll ever watch and you'll learn everything you need. He also streams.
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Other than some reworks to Billy's addons there isn't any killer nerfs needed.
About 90% of the killer roster needs varying degrees of buffs, with some still needing addon reworks.
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Spirit is the epitomy of what other killers should be. She's a high skill cap killer that forces the survivors to play differently and can make plays without relying on survivors mistakes like the other 90% of the killer roster which is what makes most of them weak. She has lots of counters and is one of my favorite killers to face along with Huntress and Nurse for those exact same reasons. If you practice more you will realize all the things you can do against her.
Saying she takes no skill is just blatantly wrong and tells me you haven't played her at any significant level. Most people would agree she's in the top 5 most skill requiring killers with many even putting her top 3.
Many people don't like her because she asks you to adapt and it's easier to come here and complain than learn.
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Not only does she not need nerfs, she didn't need her previous nerfs.
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Honestly an Alien chapter would bring in so many freaking fans to the game.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1287529#Comment_1287529
Yeah, I kinda liked that. It removes hatch, but also rewards survivors if they can run the killer. Also, got ANOTHER game with a killer with a mori, so cya.
And I got another game with a key, pretty irrelevant.
Keys and mori's are another issue though.
I like Emptycups idea though.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1287340#Comment_1287340
Doesn't fix the issue of being screwed with bad teammates. I quite like @emptyCups idea more, tell me what you think about that?
So essentially no hatch but collapse starts on last survivor, new scoring event for hiding and lots more bloodpoints for the longer you last during this phase?
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I keep saying that they should shift a lot of the blood points into the struggle phase to encourage people to hold on for as long as possible to give their team the most time to work with even if they know they're dead.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1287286#Comment_1287286
Well, you stated that you dont need to be good to win.
They were bad and lost.
So, everything is fine?
You can be bad and win, you can be bad and lose.
My point is that the line of how bad you can be and still win is too large.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1287312#Comment_1287312
https://forum.deadbydaylight.com/en/discussion/comment/1287314#Comment_1287314
I was usually rank 1 when i played billy It wasent that hard. only reason i deranked was because i had no perks on huntress and piggy.
I never get gen rushing survivors
Keep in mind you are also basing this off using Billy...one of the arguable best killers in the game with one of the best map pressure abilities. Not exactly "average" matches you are going by in other words. Play more of the m1 killers.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1287303#Comment_1287303
I agree that the mechanic is stupid, yes. But if they're not going to offer a better solution then their complaints are worthless. At least @emptyCups offered a solution instead of just making a fuss.
3 gens required to be completed for it to spawn, that easy.
A solution wasn't offered because you hadn't asked for one, you just said it was good as it is.
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You need to get higher rank to see them.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1286492#Comment_1286492
Recently they've skyrocketed in complaints. And I never said I always expect the hatch, in fact I almost NEVER get the hatch myself, and end up giving up at EGC so I can enjoy the animation with the killer. Anyways, as I stated before, the hatch is in place to prevent survivors hiding for 20 minutes. And yes, I have been in a game where a survivor has hid for that long back when hatch standoffs were a thing. I even spectated the Claud.
The hatch is a bandaid for the issue, but it's currently balanced, and these complaints are literally killers wanting it to be even more tilted in their favour.
"And I never said I always expect the hatch"
I never said you did, that doesn't change that expecting the hatch is entitlement in a general sense, not you specifically.
Just because the hatch mechanic solves the standoff issue doesn't mean it's balanced at all, those are not mutually exclusive.
"these complaints are literally killers wanting it to be even more tilted in their favour."
No they are not.
They are pointing out how stupid of a mechanic it is. It has nothing to do with tribalism towards one side. It gives an escape after losing the game.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1287127#Comment_1287127
And still the Survivors lost in OPs Post and in the video.
They played bad and lost, what's the issue? There are varying degrees of playing badly, it isn't static.
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It's currently one of the better balanced perks. I don't think it needs buffs. It's a risk vs reward, what the other second chance perks should be.
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I agree. You don't have to be good at the game as survivor to win if your team is simply efficient at rushing gens. Not saying they shouldn't be focused on gens, but that the speed at which the gens can be completed is way too fast. This results in many games at red ranks where you lost even though you didn't get out played at all, they just did gens fast.
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@NursesBootie said:
That's the problem of DS. You don't even have to use it to get the benefit.
^ This.
A lot of people don't understand that they are getting an extreme amount of value out of that perk whether it activates or not. In order to avoid it, it forces the killer to play "fair", which is what will lose you the game against survivors that are even semi competent. This leaves the killer in a lose/lose scenario. If the survivors lost and those perks never activated then the survivors simply played really badly. Against good survivors you quite simply do not have the time to 1 hook each survivor 1 at a time and not slug if you want to win.
It's a similar issue with most the second chance perks. This makes them always a strong game swinging effect no matter what happens, which is why they are way too strong and poorly designed.
Perks need to be highly situational and game swinging, or activating a lot but just okay in strength. The second chance perks in this game currently have everything.
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Billy is completely anti-fun to me.
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These complaints didn't come out of no where at all, they've been here since hatch existed. Also, no one is saying hatch wasn't worse before, but it is still a terrible mechanic as it is.
"I'm genuinely disgusted at the entitlement being shown."
Entitlement is expecting the hatch. It's a free and undeserved escape.
Current hatch is the equivalent of the killer killing no one but as the last survivor goes to run out the gate it blocks him from leaving to give the killer a free kill so he at least gets something. Sound like a stupid idea? Exactly, that's what hatch currently is.
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When people complain about slugging it just tells me they don't play killer much. In the games current meta you HAVE to slug if you want a chance of winning against good survivors, emphasis on the "good". Killers simply do not have enough time to just hook each survivor one at a time. This is compounded because of all the second chance perks that work from being hooked as well, these perks have just made hooking not worth it in most cases. All the second chance perks that negate the killers map pressure have left slugging as one of the only few ways to make pressure.
Instead of complaining about slugging you should be complaining about the why the game is so poorly balanced at high ranks that most killers are forced to slug.
This is a game balance issue, not a slugging issue. Slugging is simply the symptom of that poor balance, not the sickness itself.
Not to mention the myriad of anti-slug perks that have been added over time you can choose from. If this happens that often then those perks are great for you, if it doesn't happen enough to be worth using them then this really isn't much of an issue after all is it, as it's so rare.
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/153583/what-if-bt-had-a-timer
i always figured making it to where the damage that the person who was just unhooked gets should go towards the unhooker would be pretty balanced because it wouldn't allow survivors to make dumb plays while injured and get away with it. They would actually have to take a hit first.
This was exactly the change I've been pushing for a while. It maintains its purpose of protecting the unhooked but now it would actually have a cost and make you think about making a good save instead of what we have now which is just an abusive yolo save perk that requires zero thought process, has zero downsides and is just universally game swinging without any skillful play needed.
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This is one of the best updates we have seen them release in years. First update I've upvoted in quite a while.
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If they would open up a little more into "non-humanoid" killers they would have so many more original ideas and even new licenses available to them. There are quite a lot of non-humanoid horror movies to tap into.
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@VCDiamondFinder said:
https://forum.deadbydaylight.com/en/discussion/comment/1182510#Comment_1182510
So are you saying the game should be balanced for rank 1 but 2-20 should be on their own? Because you act like being around rank 5-10 means nothing, I've faced rank 5 killers and survivors and had no issues killing the survivors, but trying to survive is a little difficult
No, I'm not saying that. What I am saying is the difficulty should be tiered by rank. Keep in mind though, those 2 scenarios are very different. One is losing because of balance that is out of your control and the other is losing because the player simply isn't very good. With imbalance there's nothing the player can do about that, but that low rank survivor does have something they can do, get better at the game. That's why all other games balance from the top down.
And for your second question, yes, rank 5-10 is almost nothing. Players in that rank are still quite bad, generally.
Playing survivor at rank 1 right now is being the power role. Your team has to mess up many, many times to lose if they aren't going against one of the top tier killers. Not to mention it's almost impossible not to pip as survivor right now as well.
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You don't see the games imbalances at low ranks. At low ranks the survivors are complete potatoes and make killers look stronger than they are. Rank 1 is where you start to see the issues.
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People camp and tunnel because the game isn't balanced.
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He needs buffs.
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@Raccoon said:
I feel sad that resources were spent on this rework :(
This ^
All the things the game needs fixing and resources were wasted to take it from useless to still useless.
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Many maps need their size and loop strength reduced tremendously.
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The difference is if you killed the survivors really fast in the scenario you're describing, the survivors had to play really bad and mess up a lot.
On the flip side if you have that same match where the killer gets gen rushed and loses very quickly that does not necessarily mean he played bad, messed up, or anything.
Those are two extremely different scenarios you are comparing that I don't think are equally compatible in the way that you are using them.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1154519#Comment_1154519
On yeah, i forgot those perks. Maybe i had such experience is because i don't bring second chance perks..
Btw i agree as survivor, you pip no matter what you do lol
I don't typically bring them either, but you mentioned bad teammates, not yourself being the issue. Usually those other teammates for me at least are all stacking every second chance perk they can.
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Not only do I not think it's even remotely close to as bad as killer but I don't even think solo is that bad. I do solo strictly and yeah you get bad teammates here and there but it's not that bad. Not to mention with how many multiple second chances we get on survivor, we have plenty of room for those bad teammates to mess up over and over and still be totally fine. Heck even if your team is complete trash and you all die you will still pip if you are even slightly decent.
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Only a couple killers have addons that make them "overpowered" though. 95% of the killer rosters addons do not fit that criteria. Even those very small cases I wouldn't call them overpowered depending what they were up against, IE SWF as one example.
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@OperationMintyHippo said:
https://forum.deadbydaylight.com/en/discussion/comment/1148496#Comment_1148496
A lot of perks on both sides in dbd require very specific cases to ever be useful. That's what creates meta builds: perks that are good in nearly every game you play. There's too many *specific* perks that no one would ever run because why run that when you could run something you know will be of value? If people don't run meta perks then they call it memeing.
"A lot of perks on both sides in dbd require very specific cases to ever be useful."
That's why most of them are bad.
The reason for most of our meta is because we have perks that are not situational AND still extremely strong. They should be designed as situational but very strong or not situational but just okay. The failure to adhere to that is how we got where we are today.
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It does nothing to address her real issues. It's barely more than a quality of life change.
It's better than nothing so I'll take it, but she isn't any more "viable" now than she was before to any noticeable degree.
She needs an addon pass and for staying infected to be more dangerous than it currently is.
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Almost every killer has been weak on release.
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I was expecting a lot more, especially with the release delay.
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Yeah at 6m no one is running that perk.
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It was decently good in the PTB and worth considering. Now...the perks never getting used, quite bad.
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Not only did he not get any buffs he actually got nerfed with the crows being set off every time he shoots...lol. They also nerfed gear head so now that perk isn’t getting used ever.
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@Almo said:
This perk is meant to show you if someone is close to a hook for sabo purposes. The range does not need to be as big as it was to suit that purpose.
Why would someone run the perk just for the chance that a survivor is running sabo...and that doesn’t even counter it...that doesn’t make any sense. That is a very, very niche perk that isn’t even that good in the moment it’s niche situation arrives.
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Nurse, spirit and huntress. All make me play the game differently. 75% of the killer roster you counter in almost the exact same way, looping. A killer that makes the survivors play differently should be their goal in design. This makes the game feel fresh and new without actually adding a new game mode.
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Red forest maps or Ormond. All wayyy too big. If the survivors are even semi decent and you aren’t on a top tier killer you aren’t about to have fun.
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Recover from Exhausted while running at 25% the normal speed in addition to its current effect.
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-Decrease the amount of control survivors have while hooked
-Something more to help him at loops after the pallet is thrown. Able to pull hooked survivors over pallets as one example.
-Increased hit box on shots to compensate for dedicated servers hurting it
-Improvements on his ultra rares as they are both quite lackluster and not very good.
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@BlueFirebilly said:
https://forum.deadbydaylight.com/en/discussion/comment/1147165#Comment_1147165
Yeah, I think that most people would agree that clown is the weakest killer
To me it's pretty close between Clown and Legion.
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Out of those I'd say Clown for sure. He's definitely the weaker out of those 3.
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I don't think anyone likes facing them.