Blueberry
Blueberry
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- Blueberry
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Comments
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I think people over exaggerate "camping" and "tunneling" when it really isn't. I play survivor at rank 1 just like killer and I rarely see this very often.
Most the time people blame it on those things instead of taking responsibility for their misplay and the killer capitalizing on it.
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Really weak but also annoying to play against.
Deep Wounds is a laughable status effect and needs improvements.
Once injured, he's just a loopable M1 killer trying to run people down...that isn't ever going to be good. His power needs to be able to help him after they are already injured.
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@ItzPixelYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1139423#Comment_1139423
Michael Myers has a addon that allows you to Mori before even hooking a survivor
You're really gonna count MM tombstone?
If he ever even reaches T3 with that addon before the gates are powered your team was really, really bad. It's literally just for meme's, it isn't strong.
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No, his base kit is mostly fine. I do think his chainsaw hitbox is a little too forgiving though imo.
Main issue with Billy is just his addons. His insta saw addons are pretty busted.
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We've had plenty of time to learn her already. She isn't anywhere even close to overpowered.
Do you play her at rank 1 regularly?
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Keep in mind those stats also do not specify rank which I would argue make the SWF rates much higher the higher rank you go, in my experience. I think when we combine all ranks that can cause the conclusions we draw to be a little mislead. Most people would probably agree that SWF doesn't cause much of an issue at lower ranks.
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/1142502#Comment_1142502
I’ve been reported for letting a survivor get hatch as Michael as this salty tbagger was hiding and stalling the game for hatch, since she wanted to waste my time, I wasted hers and waited, I killed her after finding her and she messaged me saying she just needed evidence I was working with a survivor, when all I did was let him go, those bans always need video evidence cause I wasn’t just gonna let her go so she could talk smack.
So you're just agreeing with me? lol
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Nerf Plague? lol...you had me going for a second there.
She needs buffs, not nerfs.
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Ormond imo.
Way too freaking big, very strong loops that can be strung together, a strong mid building and extra difficulty seeing scratch marks/auras.
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Kindred for solo queue. It organizes the randoms extremely well and makes your group very efficient on gens which is all you need to win.
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/1142494#Comment_1142494
pretty sure the reason theres a limit on stalking is so that one survivor doesnt sandbag the entire team and feed michael up to tier three- which is understandable.
maybe make it so that stalk regenerates on each survivor?
Working with the killer is a reportable offense and rarely does that ever happen because of said rule. Based on that I don't see any reason to balance a killer around someone breaking the games rules.
I would take stalk regenerating over nothing but I do think the other option would still be fine.
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Definitely.
Just giving karma a helping hand.
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Rather than make his EW3 scarier, I'd prefer making his ability to get it more reliable and raise the skill ceiling.
Remove the limit of stalk per survivor and allow him to multistalk.
This gives him more potential to tier up faster if he plays well or the survivors mess up and also adds more strategy as now you can try to find the weakest link and use them to take down the better survivors.
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On paper he has a perfect kit, but it doesn't pan out that way. People underestimate how much info he gives the survivors, which is too much. They always know what he's doing at all times because of the constant global sound notifications given for everything he does. His movements are also extremely predictable because of the sounds queue on teleport and his constant thump thump walking sound.
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No killers are on here bragging about 4k'ing with broken stuff.
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It won't fix it. It will just cover it up so that you don't know if it's working or not. You also now won't even know how you're being graded for your MMR since they aren't using the ranking system for that.
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Fungoose is one of the most wholesome streamers I've watched and one of the best players I've seen.
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Huntress, Spirit and Nurse.
It actually requires me to play differently than the other 90% of the killer roster which is just looping the pallet over and over.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1136786#Comment_1136786
Come on i see those bad maps i assume you mean bad setup for killers and good setups for survivors as rare as i see 4 man swf going against me.
Not even remotely. They are the majority of the games.
I'm not strictly referring to bad setups from rng, I'm also including the myriad of maps that are extremely bad for killer simply because of their size which inhibits the majority of the killer roster from maintaining pressure to any significant degree.
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@ItzPixelYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1136786#Comment_1136786
I agree and hope DS and maybe even BT get a little nerf. It wouldn't bother me. The only time i run these perks is if i have like 5 games in a row of solo queuing being targeted off the hook. I think the main reason behind the complaints is SWF. I duo queue at most, i hate 4 man queuing. Even when i duo queue i don't communicate with the player. But I get how easy it can be to get ran by a single survivor while 3 others do gens. I just don't see why people come on the forums to complain about it so much...and act like they're a victim, there's so many killers who can just one shot a survivor. Mori without even hooking them. It's like all killers just expect to get 4 kills easy every game. Toxic survivor behaviour begins with the killer...from my POV anyways.
SWF is more of the issue but the game is even unbalanced against 4 "good" solo queue players, SWF just exacerbates the issue even more.
How do you accept the issue but are also confused why they come to the forums to complain? When there's a balance problem with the game people will complain in order to bring it to the devs attention to try and get things fixed. That seems like a pretty normal scenario to me.
"there's so many killers who can just one shot a survivor."
There isn't that many, and most of them have substantial requirements to do so.
"Mori without even hooking them."
I have no idea what you're talking about here, this literally isn't a thing. The only thing allowing this is a DH at 5 token...if the team really left it up for that long they misplayed hard. Not to mention that is an extremely niche scenario that rarely ever happens. This isn't even worth bringing up.
"It's like all killers just expect to get 4 kills easy every game."
I don't get why people like to default to this made up scenario. This is not what anyone is asking for at all. Especially seeing as you already admitted yourself that there are indeed balance issues which makes their complaint valid. How does a valid complaint lead to "killers just expect to get 4 kills easy every game"? I don't see how that is the logical conclusion we come to based on the information we have agreed on here.
"Toxic survivor behaviour begins with the killer...from my POV anyways."
I disagree entirely. You could have zero campers/tunnelers etc and it would still be happening. They play toxic because they are bored with the base game because it is currently too easy as survivor and they're trying to make the game more entertaining. They are able to get away with it because they know they are the power role and have the extra time to goof around because they aren't the ones on the tight time clock, the killer is.
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@mr_halloween_1997 said:
https://forum.deadbydaylight.com/en/discussion/comment/1138842#Comment_1138842
I can agree that removing the auditory notification when activating Ambush would be nice. However I don't see that happening since most ever killer I can think of, that has a linear path lunge, makes some sort of loud noise. IE: Hill billies chainsaw revving, and Nurses scream. I see what you're saying how DW is laughable status effect, but it slows the healing process down a bit. If you could suggest a Status Effect from Ambush what would it be? The grass comment is true and funny but she is rather short.
-The pig main
Killers are meant to be unique. I don't see an issue if some stray from the norm. Especially seeing as the examples you mentioned are a 1 shot and an ability with much less counter play going through walls. Seeing as the ambush has neither of those advantages I could see it having advantages in other areas.
I actually wouldn't add a status effect to the ambush at all, it doesn't need one. Ambush just needs to be made more reliable and actually counter loops. If ambush actually functioned how it was supposed to function, she would be solid right there.
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3/4 the killer roster needs buffs, most of them are pretty weak. All be it maps are the biggest issue but that ain't getting fixed anytime even remotely soon.
Pigs ambush doesn't need a Deep Wound effect, DW is already a laughable effect. The issue killing ambush is the information given to the survivors, IE the roar attached to it and also the sheething sound when she crouches to a smaller extent. Fix those and it will be solid, currently it's pretty trash and you're only hitting bad survivors with it.
The traps just need their endgame change reverted and Rule Set #2 at base.
She also needs an addon pass as a lot of them just don't make sense or are plain bad.
Minor thing, but please raise her view point while crouched. It's so annoying not being able to even see over grass, makes it very annoying to use.
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Extremely survivor sided. It's just way too large, it needs to be shrunk down massively. Most killers simply cannot pressure a map that big at all.
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@cosmicvolts said:
https://forum.deadbydaylight.com/en/discussion/comment/1136769#Comment_1136769
people actually do toxic stuff without reason, its part of the power trip of playing a killer....killers doing toxic stuff happens a lot!
because another person in this thread was mentioning gate babysitting when hatch spawns waiting for killer to close the hatch and doing gens if killer is camping hatch.....
I don't play toxic so that very, very rarely ever happens to me and I play vastly more than the average player.
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I play both sides at rank 1 as well and I disagree with almost all of this.
"The main issue with this game is the map sizes. It takes someone like doc a good 30/40 seconds if not more to get across coldwin...map reworks are coming."
This is the only thing I agree with.
Most those complaints people have are pretty valid complaints that have been an issue for years. Not sure why you'd call them killer complaints either, it's pretty easy even as a survivor to see how busted those perks are with the games current balance.
You blame killers for camping/tunneling and point to them as the source of the problem and the need for those perks. In reality the blame is on the games balance team for making those things needed to win in many scenarios. Against "good" survivors and on a bad map (which is the majority of them) you aren't winning playing completely "fair", if you did the survivors were bad. There is obviously an exception to this on some of the top tier killers, but it holds true for the vast majority of the killer roster.
I shouldn't feel like the power role on survivor.
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@cosmicvolts said:
https://forum.deadbydaylight.com/en/discussion/comment/1136728#Comment_1136728
killers purposefully stand over it to be toxic though and block the survivor from exiting, its rare that a killer can prevent a survivor from doing this because most of the time they close it right then and there, the killer only stands over it when they are being toxic? and i guarantee you if youre the last alive and hatch spawns no one is going to do generators theyre just gonna go for gate or hatch
"killers purposefully stand over it to be toxic though and block the survivor from exiting"
I've never once had this happen, ever. If he was doing it to be toxic you must have been toxic first, people don't just randomly do that for no reason.
"and i guarantee you if youre the last alive and hatch spawns no one is going to do generators theyre just gonna go for gate or hatch"
What does that have to do with anything?
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The game is absolutely not even close to the most survivor sided it's ever been. If you played the game years ago you'd wonder how killers ever won anything with how busted things were. There were literally infinite loops.
Now that is not to say the game isn't heavily survivor sided. It is very survivor sided and always has been. Anyone that plays both sides at red ranks knows that.
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All the ones that are too big, which is most of them.
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He can drag hooked survivors over pallets.
Reduced survivor control while hooked.
Increased gun hit box to compensate for dedicated server pings effect on the shots.
Improvements to his two ultra rares.
Now he's solid.
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IMO the Spirit nerfs.
Prayer Beads was the only thing that needed to be touched.
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That would be busted.
The perk needs a rework. We do not need more "second chance" perks. It needs to do something else entirely.
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She needs an addon pass, a lot of her addons don't make sense and need changing.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1134076#Comment_1134076
How does it not relate to what you said? They teleport from halfway across the map and hit me, because my teammate didn't crouchwalk, or is too close for me to to so safely. They teleport and hit me. I go down, they have tunnelled me.
Admittedly it's the other person who activated the traps, but still kind of close enough to your point.
I've also had ONE Hag from memory who didn't do this. It's a playerbase problem to me, but it might just be an Xbox thing.
There's a difference between the scenario I told and yours with 5 traps around the hook and only going after you every time.
I'm talking 1 trap, leaving the hook and going after the trap triggerer.
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Looks pretty accurate to my games as well.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1133993#Comment_1133993
When you place 5 traps at my feet when I'm hooked and all you do all game is hit me when the other guy sets off the traps, them yes. I going to call Hag's entire kit a camping kit.
It's part of the reason that I hate her so much. This sort of thing just happens too much for me to respect anyone who calls themselves a Hag Main.
"When you place 5 traps at my feet when I'm hooked and all you do all game is hit me when the other guy sets off the traps, them yes. I going to call Hag's entire kit a camping kit."
That isn't at all what I'm talking about.
"It's part of the reason that I hate her so much. This sort of thing just happens too much for me to respect anyone who calls themselves a Hag Main."
Last time I saw this happen was months ago. Extremely rare unless a person was being toxic.
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I'm really hoping the fact that they are taking extra time means they are actually giving him some substantial buffs this time around instead of most killers in the past who got released in a weak state even after ample feedback.
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It is fair to say there's no way they could enforce it, so there's no real way to make is bannable.
However, to say SWF isn't cheating is just a fallacy. The game is in fact not balanced for SWF.
I'm not saying SWF should be done away with or anything of the sort. I'm simply saying the game needs to be balanced around it and that saying it isn't cheating is being disingenuous. Generally speaking, not literal.
"cheat
/CHēt/
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gerund or present participle: cheating
1.
act dishonestly or unfairly in order to gain an advantage, especially in a game or examination."
If it is not balanced around it, that is an unfair advantage.
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I think they're given out extremely generously at the moment. I'm surprised they give as many as they do honestly.
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Those are the same people that scream camper or tunneler when you teleport back from half way across the map because they refused to crouch walk.
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Billy. Not a fun experience at all.
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@hex_genrush said:
https://forum.deadbydaylight.com/en/discussion/comment/1133330#Comment_1133330
I haven’t coded in over 2 years but I’m sure it’s pretty easy to add a timer to something, all thay was done was make a timer for her power
That took them months to do. That isn't going to happen.
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This is pointless. They are not going to revert something they spent all that time working on. If you want to have a chance of fixing Nurse you'd be better off posting additional tweaks that could make her current state function better.
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@[Deleted User] said:
Nobody -- okay, most people don't think that most SWFs are tactical groups who go in to bully. The problem is that they don't even need to do that.
Any casual group who just announces "OMG, MIKEY IS AFTER ME!" while screaming and laughing is already giving more information than the rest of the survivors should have. Anybody who announces "I'm coming to save you!" already has more information they already should have, anybody who announces where the hatch is casually provided far more information to the rest of the team, or where a hex is, or even what killer it is at the start of the match, etc. Even a "I have Deliverance so don't rescue me" for a casual group of survivors can massively reduce the amount of pressure a Killer would otherwise have.
The game is balanced around no communication, but communicating with the people you're playing with in a voice call is just the natural thing to do, even if the game is the background to whatever discussion is going on. When I play occasionally with my group of friends, even if the game is the background to the discussion we're having, we still say things like "Oh it's a Pig" or "Oh it's a trapper" or "Oh, I found the hex" or "I found hatch at killer shack" or whatever else.
This ^^ explains it pretty well. That little bit of casual communication from even just some guys goofing around is significantly more information than randoms would have and makes quite a difference. The game simply put is not balanced for that level of information being given out so freely.
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Here's the thing though, they don't need to be a tactical swat swf group for it to be an awful experience.
The benefit of swf is that it organizes them and makes them hyper efficient on gens which leads to you getting gen rushed hard. You don't need to be good at the game if you know how to hold M1 efficiently and not waste time, something that is made especially easier with a swf.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1132527#Comment_1132527
Would make for a good change... 4 per survivor might be a bit much as a 16m terror radius where everyone is instadown would force people to cleanse, and then having essentially limitless corrupt purge is also a problem.. Maybe 2m per survivor or make it a 8m but only affect said survivor? (ie infected survivors have a 24m terror radius they can hear, which can be reduced by monitor and abuse etc.) Not knocking the idea though! its a very fun, powerful change, that would act as a minor buff to the plague. hell i already run tinkerer on plague to rid me of my terror radius and sneak on people unsuspectingly.
That change would work as well.
I don't particularly see more Corrupt Purge as a bad idea because I also want almost all her addons that improve her Corrupt Purge changed to adding sicknesses (status effects) to being fully infected. This puts a hard cap on her Corrupt Purge so it can't be made any better as we already think it's quite strong and shifts more of that power into her Vile Purge to change game play up in how you play or what perks you run depending which sickness addons you are using. IE like one that gives Blindness, Hemorrhage, Exhausted etc. There would be grey, yellow, green and purple ones depending which status effect as some are clearly much better than others.
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Plague gets a 4 meter reduced TR per survivor fully infected and broken.
Makes ignoring her sickness more dangerous without adding "non fun" mechanics like gen slow down.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1132196#Comment_1132196
If the game was balanced around 2 kills before the gates get powered, than the game would only be balanced if the killer couldn't get any more kills once the gates have been powered, otherwise the average kill rate of matches would be above 2.
My point is not that it should be balanced around 2 kills before the gates are powered. My point is that you can't balance around kills period because of how many outside factors unrelated to balance or skill affect the kill rates "artificially".
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@gatsby said:
@Blueberry the good players must still be in green ranks from rank reset in that case. I see unbreakable like everyone third game in red ranks and its usually just one person
Most everyone I see just stacks all 3 second chance perks (DS, BT, Unbreakable), last spot for the Exhaustion.
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Most really good players all run Unbreakable because it will single handedly win you games.
In our current meta the only way a killer is winning (bar some small exceptions) is through slugging. Unbreakable counters this. If the killer won without any slugging your team was really bad. Unbreakable by itself negates the only way a killer is winning against good survivors.