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Blueberry

Blueberry

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Blueberry
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  • It's all placebo, but yeah it does feel that way to me as well.

  • If it's only been 1 month since you left nothing has changed worth mentioning.

  • +1

    Extremely outdated and boring maps. They're literally just fields of pallets and nothing interesting.

  • Overall good changes and I agree with most of them.

    Some exceptions:

    Spirit change is unnecessary. If that extra counterplay was added she would need compensation elsewhere.

    Pig buffs aren't enough. She still needs her ambush improved and traps reverted to previous state as well. I also still want her crouch viewpoint raised, not being able to see above the grass is extremely annoying. Rule Set #2 base kit. Blindness should affect boxes.

    Plague still needs more changes. I don't think he gave enough incentive to cleanse and wanting to make Iron Will somewhat counter her coughing and some way to make healing perks/medkits not entirely useless is not a good idea. She has a lot of weaknesses and one of the few things she has going for her is the entire point that she makes quite a few other perks useless. If we made those perks not countered by her should would need a lot to compensate.

    Clown changes aren't enough. He still needs more. The ideas he gave were good, but quite minuscule and not significant enough to fix Clowns problems imo.

    Legion changes also not enough. The changes he proposed were good, but again not enough, he would still be weak. There needs to be a detriment to getting hit with FF while injured to encourage survivors to heal and he needs his 1v1 improved. Reduce his fatigue coming out of his power to at least 3 seconds instead of 4 at minimum. Drop his base TR while not using FF to 24m. Since Deep Wounds is now unrelated to TR, make Deep Wounds have Oblivious attached to it. FF hits on injured survivors makes the Deep Wounds take significantly longer to cleanse.


    For the most part all his changes were good things, I just think many of the killers still need more than he was giving them.

  • Does almost nothing to slow gens down, especially since it doesn't allow regression while blocked. It's only real use is information, in which I think there are better options.

    It needs to allow regression while blocked and have its cooldown either reduced a lot or removed entirely to be a strong perk.

  • @InsideOut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062234#Comment_1062234

    How is using NOED "doing nothing".

    How about running the entire game with only 3 perks?

    How About risking a perk on a hex totem, that is so easily countered.

    The Killer is in fact risking quite a bit, and if they are lucky it pays off.

    Any Kill that happens because of NOED is earned. Survivors get salty over it because they don't want to blame themselves for the NOED death. Even though NOED , is entirely in their hands.

    So NO , NOED isn't a crutch, its a gamble.

    "How is using NOED "doing nothing".

    How about running the entire game with only 3 perks?

    How About risking a perk on a hex totem, that is so easily countered.

    The Killer is in fact risking quite a bit, and if they are lucky it pays off."

    You are misunderstanding. I never said using NOED wasn't a risk, it is a risk. I also never said it wasn't counterable. Just because you are taking a risk using NOED and playing 1 perk down, doesn't mean you DID anything, you just hoped they wouldn't cleanse totems is all.

    "Any Kill that happens because of NOED is earned. Survivors get salty over it because they don't want to blame themselves for the NOED death. Even though NOED , is entirely in their hands."

    You didn't "earn" anything. You were rewarded for survivors being lazy, that's it.

  • And him smacking you on the hook over and over while you feel his breath on your hooked corpse is to demoralize you so that you'll ######### instead of struggling and he can win faster.

  • @BulletsNonstop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1066107#Comment_1066107

    Way to killer-sided of improvement requests. Killers are swift in knocking out all 4 players as is I couldn’t imagine playing if it was any worse.

    Because most the issues are on killer side. Survivor is currently way too easy.

    I play both sides at rank 1.

  • Map design is the biggest issue that the game needs to be resolved as soon as possible. Size, loop distribution and loop strength. The current rate they are going is not enough. At their current rate it will be years before the problem is fixed and that's assuming not a single other bad map gets released in that entire time.

    The "second chance" perks in the game are out of hand. They reward bad play, with a game swinging effect and ask nothing of the player. They either need to be more situational, require something of the survivor or lessened in the strength of their effect.

    New killers need to be designed in a way that asks something different of the survivors. Too many killers are countered near the exact same way, pallet loops. If the survivors were asked to play differently against more killers it would keep the game much more interesting and fresh without having actually added a new game type. Think Nurse and Huntress as an example. The survivors have to play against them differently than all the other M1 killers.

    On that note, we still have quite a few killers that are below par and could use some buffs.

    Lastly, we still have a lot of perks on both sides that need improvements. I know they are working on this, but it needs to go faster. Many perks don't even need significant work. A lot of them just need their numbers tweaked or their cooldowns reduced/removed, that's it.

  • Imagine if killer got a participation trophy like the hatch is for survivor. The killer lost horribly and the survivors are all about to walk out the gates when all of the sudden one just falls over dead. Sounds ridiculous doesn't it.

    A slight exaggeration, but that's essentially what's happening.

  • @Peanits said:

    It'll continue regressing once the Thrilling Tremors effect wears off, but the regression is paused while the blocking is active.

    People thought it regressed (placebo effect) because the current base regression speed is already so bad it's hardly noticeable. When expectations are so low it's easier to not even notice.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1065433#Comment_1065433

    Hmm 80 × 5 = 400, 400 ÷ 2 = 200 + 20 = 220

    And, 15 × 12 = 180, 180 + (20 × 6) = 300

    Theoretically, on maps/killers that have trouble applying pressure, it is possible to have 15 second chases and still get a 0k?

    Check my math:

    80 second gens(add travel time, subtract great skill checks, doesn't account for killer slowdown)

    5 gens (supreme efficiency, very unrealistic because killer usually shuts down at least .5 gens with pressure/regression)

    2 survivors on gens per second (very rough overestimation, hyper efficient squad)

    20 seconds to get the gate

    15 second chase

    12 chases needed (1 hook per chase, 3 hooks per survivor, extremely suboptimal)

    20 seconds for patrolling/getting pallets down (misc time, varies with map/killer/perks)

    6 unsuccessful chases/patrols (one third of chases/patrols failed, pretty bad tbh)

    For killer you can add 5-10 seconds for hooking per chase if you'd please.

    First, we aren't specifically talking just 0k, 1k is also a loss.

    20 seconds to get to the gate could be more or less.

    20 seconds for patrolling/pallets/misc is also hardly measurable like that and probably much higher.

    You are also assuming only 2 survivors on gens at all times.

    12 chases needed isn't taking into account which survivors either. Certain survivors can take up two hooks without getting the third.

    Lastly this hasn't taken into account perks/items. We can argue both sides have things for this, but I'd also argue the survivors ones are much more effective and x4.

  • It is. The math has been done by a few people. A lot more time is spent in pick up, hook, kicking, walking across map than people think. For example, some maps are so large that it can take you almost 40 second to go from one side to the other. That alone, is 2 gens, assuming not a single toolbox or addon speeding it up. Every 1 second you use, is 3-4 seconds given to survivors (depending on your current chase/slug).

  • Ending all chases <15 seconds and still losing.

    You feel like you never got outplayed but you still lost simply because gens went too fast.

  • The majority of my matches are at least 2 SWF at minimum. I run into more 3-4 SWF than I do entirely solo games. I check their profiles in lobby before each game to verify. I'm sure it might be less at lower ranks, but this is what I see at rank 1.

  • It's pretty bad when a few set perks dictate the entire game of how the killer can play. You feel like you lose no matter what you do.

  • All it needs now is for the debuff of speed to affect the obsession as well. The only downside should be the altruism speed increase for the obsession, that's enough.

  • @mmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1064967#Comment_1064967

    I guess the way I look at whether or not something is OP is to ask myself "would I play this game if...."

    There isn't a single killer in this game that I can say I would never play if they were the only killer (I'm a survivor main). However, using Billy as the example again I can say if every match was Billy on an open map I probably wouldn't have ever played more than a few matches because I simply wouldn't enjoy a game that was an almost guaranteed loss every time you play.

    In other words as the game is now I don't think a Billy on an open map is OP. There are gonna be games where a Billy ends up on a map that is exactly the opposite of that. It only seems fair that there will be matches where the map and other things make it a little more advantageous for one side or the other.

    On the other hand if every match was a Billy on on open map then I would say he is OP.

    It's interesting you mention Billy, he's my least favorite killer to face.

    I don't think Billy is OP at all, but I don't like some of his design. He's extremely polarizing. He's loopable which is what prevents him from being "OP", but if you don't have a loop available you're pretty much SOL. Against a good Billy you are going down if caught too far from a pallet which is what Billy is good at in the first place since he has such great mobility.

    That type of play isn't fun to me. I don't like the deciding factor being just if I have a pallet available or not. I don't feel outplayed, I feel cheesed.

    I wouldn't want Billy weaker at all, but I'd want his design changed a little.

  • All we have confirmed is they are looking at toolboxes I believe.

    Whille toolboxes are an issue, even if they did get fixed it wouldn't solve the problem. "Gen rushing" is an issue even with no toolboxes present. The issue is the speed at which gens can get done even at base, with no increasing effects present. Toolboxes or perks simply make the problem more apparent.

  • @mmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1064923#Comment_1064923

    I understand that. And again, this is only my personal experience. That obviously makes it anecdotal. Also, I'm only using OP in a vague sense to indicate how it appears certain killers are much better adapted to certain maps than others.

    Oh well that's totally different.

    Yeah there are some maps that make certain killers significantly stronger yes. Just when those maps and killers do align I think it makes them much stronger, not too strong, which is what I mean when I say "OP".

  • I don't think any killer is even close to OP on any map.

  • I think most people, myself included, didn't realize it paused the regression while it was blocked.

    I already thought it wasn't that great, but now that I know that, man it's bad. That literally defeats the entire point of blocking them.

    Remove the blocked regression while it's active and remove its cooldown.

  • If it got the unnecessary cooldown removed and they just limited to 1 activate per survivor down it would be pretty dang decent.

    Currently with a cooldown it's just...okay.

    It works for giving you a direction to go like BBQ but does almost nothing in terms of slowing the game down.

  • Lucky Break should just be permanent like Iron Will.

    If Lucky Break was permanent, Iron Will would still be better. So if Iron Will would be better and we have it as permanent, why shouldn't Lucky Break?

    Just seem inconsistent in balancing that it isn't permanent but Iron Will is.

  • What misquotes are we even talking about exactly?

  • @Stitch7833 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063900#Comment_1063900

    waters not actually wet by definition, water may make objects wet as something needs to be dry before it comes wet. but either way survivor is too easy and boring, a decent survivor team will ######### on nearly all killers, hell i solo que and random perk wheel and i still escape way too much, some games i de-pip because they went too fast. balancing around people who are scared to do gens or just stay in a terror radius and cant even lead on a chase shouldnt even be near red, probably green rank at best, i shouldnt get rank 2`s who miss skillchecks, hide 90% of the match around the edge or lead on 5 second chases... not a red rank

    Wasn't being literal.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063838#Comment_1063838

    You don't have to do much to escape when the killer is bad.

    That has nothing to do with anything I just said.

  • Those groups are much more common than people think. They don't even have to be good, they just have to be efficient at holding M1 and not wasting time.

    When the game is "fine" as long as the survivors are bad, that's an issue.

  • The primary issue is maps.

    Followed by some still broken perks.

  • Way better than it used to be years ago.

    That said, just because it's better doesn't mean it's good. It's still quite bad.

    Survivor is still boring from being too easy and most killers are too weak.

  • Generally I don't see us getting blighted skins for the licensed killers. That said, Netflix seems much more open to things than the other licensed killers so maybe. I hope so.

    Definitely excited for his skin on the 5th though, I plan on getting it.

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062758#Comment_1062758

    Well DS+Unbreakable is essentially uncounterable, whereas NOED can be taken out before it even activates.

    And with that I would agree.

  • You fix camping by fixing the reason killers are camping. That is poor game balance.

  • @korean_zombie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062758#Comment_1062758

    I'm down with that comment and frankly only have issues with the survivor perks. Hook tech, and DS gen interrupts / locker plays. They undermine the intent of the perk. It is not possible to undermine NOED as far as I know.

    Yes the survivor ones are highly abusable outside of their intended purpose while NOED is not.

  • @korean_zombie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062234#Comment_1062234

    DS, BT, and Unbreakable give you undeserved escapes?

    NOED is part of the new speed meta, now that Hex Ruin is trash. It literally takes 100 seconds to ensure you won't see NOED. Yeah I understand that it doubles the time spent in match.

    Yes, all those perks give you second chances at life for failing and asking absolutely nothing of you.

    I'm not saying NOED is unbalanced, it's completely fair. What I am saying is that it's unheallthy design in that just like those survivor perks it gives you a second chance for failing and asking nothing skillful of you.

  • Definitely doesn't need a rework.

    He just needs his Undetectable, addons and portals improved.

  • This is kinda what people were expecting before Clown was released. There were SO many potential ideas they could have done for a circus map that they didn't do. Lots of lost potential imo.

  • NOED is a crutch perk. It gives you undeserved kills for doing nothing.

    That said, so is DS, BT, and Unbreakable.

  • @WTBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062108#Comment_1062108

    I didn't think of it like that. But now that you mention it, it kind of is.

    Spend 7000 bloodpoints and use 1 of your 2 only add-on slots so the game can hold your hand after missing an attack.

    They should have just made it give Oni Undetectable only while in Demon Dash and gives a location ping for all survivors outside his TR when he activates Yamaokas Wrath.

    The survivors already get a global notification when he activates Yamaokas Wrath and his Demon Dash so they are given a heads up to be on the lookout as well as realizing he's using the addon quite quickly.

    Boom, that easy. A strong Ultra Rare that has counter play quite easily.

  • They're both pretty bad.

    The family crest is down right insulting and should never have even made it out of testing.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061981#Comment_1061981

    You think gens went too fast in that game, with a pretty bad map for the killer? Despite the results?

    Also I made the "crying few" statement because no sensible and logical competitive dbd player thinks gen speeds are the problem. Not to insult you but I have yet to hear a strong argument other than "It's pretty unanimously agreed upon"

    "You think gens went too fast in that game, with a pretty bad map for the killer? Despite the results?"

    It's bad killer map in general, not a bad map for Ghostface in particular. Also, it was quite clear those survivors were not doing gens as optimally as possible. A better group would have done them much fast. I don't think that was the best example.

    "Also I made the "crying few" statement because no sensible and logical competitive dbd player thinks gen speeds are the problem."

    Every single one does actually.

    "Gen speeds" does not literally mean just the time they take to complete. For example, I think the 80 seconds to complete a gen is totally fine but I do think gens go too fast. You see what I'm saying? The time for them is fine, but they go too fast because of poor map design limiting the killers potential pressure on survivors.

    "Not to insult you but I have yet to hear a strong argument other than "It's pretty unanimously agreed upon"

    Inversely I have not heard a strong argument from you about why they are fine.

    Many people have posted on here and in videos breaking down the math for time to complete survivor objectives compared to time for the killers to complete theirs.

    While not the best type of data, the anecdotal data is from players with massively more hours than most people who play both sides at rank 1. This is a lot more important data than say some anecdotal of low hours at rank 10 for example.

    The few people who think gen speeds are fine are people who don't play both sides at rank 1 with a decent amount of hours to fully understand the issue.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1061956#Comment_1061956

    Maybe among the crying few who believe they are entitled to red ranks and 4ks just for buying the game. Have you seen Ohtofu's GF gameplay review? Did gens go too fast in that game?

    "Maybe among the crying few who believe they are entitled to red ranks and 4ks just for buying the game"

    That is an extreme minority and a poor rebuttal by people who simply disagree and don't have a counter argument for them.

    "Have you seen Ohtofu's GF gameplay review? Did gens go too fast in that game?"

    I did and I don't think it has contradicted anything.

  • I don't even consider this topic a debate. It's pretty unanimously agreed upon that they do go too fast. The debate is more about how we want to go about fixing the problem.

  • Demi isn't too far from being just right, he only needs some tweaks.

    The vast majority of his addons are just really bad.

    On that note, remove the negative effect on Red Moss and allow Demi to turn his camera during portal travel. Red Moss isn't good enough to warrant the negative and allowing him to look around during portal travel will make Leprose Lichen much better.

    Undetectable from his portals needs to mute his sounds as well. His footsteps are insanely loud to where it negates the entire point of Undetectable on him when leaving portals. I don't think asking survivors to have eyes and always be vigilant looking around is asking a lot, we need to stop holding hands so much. Some people want the Undetectable to last longer, but if the portals and Undetectable from portals was buffed in the ways I'm presenting that would be unnecessary.

    The radius of effect on the portals for detection using Of The Abyss needs to be much larger.

    Lastly, remove the global teleport announcement. This, combined with his sound removal on Undetectable from portal travel and the portals increased detection radius will actually make survivors waste time cleansing them more. For one this gives him some slowdown on gens and secondly that all the sudden makes many of his bad addons decent now. The reason many of them were bad is because they rarely did anything since most survivors just ignored the portals because of how weak they are. Now the survivors will actually see the portals as a threat and waste time on them.

  • @Pulsar said:

    I disagree. Ruin is too strong to be a regular perk, but too weak for a Hex perk.

    This is where my idea comes in.

    A Hex that affects all survivors' generator repair progress. All generators are affected by Hex: Ruin. While a generator is not being repaired by a survivor, it will immediately and automatically regress repair progress at 150%/175%/200% of the normal regression speed.

    Once the related Hex totem is destroyed, Hex: Ruin will no longer regress generators automatically. You must damage generators to apply this effect towards generators.

    Thanks to @NMCKE for the formatting.

    Now this I like, and it seems like a fair trade.

    So once it's broken it won't be completely gone and it will still have some use.

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