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Blueberry

Blueberry

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  • Just #2 by itself would be a massive nerf as well as ruining a lot of what makes them fun. Without this his ability is now just a map traversal.

    IMO just drastically reduce the bite hit box and its range as well. Also remove the deep wounds. Let’s just start there. While his skill requirement is lower than some of your examples I think people are vastly exaggerating how little skill he requires.

  • I would actually love it. Make some unique skilled plays out of it.

  • @Jtflorencio said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904330#Comment_3904330

    I hope that in the next PTB some of these perks receive buffs, (( FIRE UP received a stealth NERF! :C )) in the last update (you can vault windows/pallets faster with power ex: Legion, Wesker, Chucky, Kaneki… but that ended for "bug") I hope FIRE UP it receives a Buff to compensate for the supposed "bug" it had

    Now the Perk is more useless than ever... it's very sad…

    yeah I agree. I think it’s pretty silly to not allow vault speed perks to worth with killer powers. It feels bad that nearly the best perks on every killer are the same perks. Every time there’s unique synergy with powers and perks it gets gutted.

  • It seems fine to me. No nerfs needed.

  • Not a heavy chucky player but these seem reasonable. He’s in a really bad state atm.

  • @ContentCreator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904379#Comment_3904379

    Legion's entire power turns into 50/50 pallet stun camping.

    1st hit = Deathslinger w/ autoaim
    2nd hit = m1 killer who can vault pallets and cover the map like blight

    To me that more illustrates how much of a buff those other killers need.

  • I always wished they made the gap shots more into his kit. There’s two circles of detection, one for detecting objects and the other for survivors. They should shrink the object detecting one a little more and increase the size of the survivor detecting one a little more. This would make the trick shots a bit more realistic/feasible would shooting through gaps/small holes.

    Slingers needed some love for a while now. He feels high skill/high risk/low reward.

  • This depends on SO many things.

    Like is ranked not allowing swf? Is ranked not allowing certain perks or addons? Some killers best addons are greys while others are ultra rares. SO much variation to blanket balance here.

    This idea being a yes or no varies by so many factors I’d have to know a ton of specifics on what’s limited for my opinion on whether it’s a good idea.

  • He’s kinda of what Legion should have been. Way too early to call for nerfs. Impression so far is high A tier, which imo is what most killers should be brought up to.

  • I’ve always thought his punishment should apply torment on hit. I’d keep the crouch avoidance if we applied the previous change though. His addons do need a complete overhaul though. His kit feels dated.

  • This is the standard trend for paragraphs, especially ones with an actually good killer. Unfortunately.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905108#Comment_3905108

    Yeah, I figured night/early morning would feature the sweatiest play, it only makes sense and is the same in most games. But it's only recently I've tried playing during the day and realized just how different it is.

    Even during the sweat o'clock hours I play relatively chill, but bringing even that level to the daytime makes me feel like a sweatlord. It's like a different game.

    That’s why I miss being able to swap killers in lobby. If they look sweat I could swap to my better killers but if they look chill then I could swap to weaker killers or ones I’m not as good with. Now it either leads to pub stomping or lobby dodging.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905111#Comment_3905111

    I almost never take off Deja Vu. 6% faster gens, permanently, as long as you do the red ones. It's a small number, but it adds up, and it definitely counts when you're (somehow) 3-gen'd.

    Yeah the randoms just do the first gen’s they run into so it helps me make sure they don’t 3 gen us.

  • Agree. Ghoul is basically Legion but actually good.

    The trick is buffing in a way that requires skill to capitalize on it so that it doesn’t hurt lower players as much. Like I thought adding a Defeaned status effect to his Feral Frenzy hits would allow mind game potential where it’s like, is he going to hit another person or did he break LoS and is doubling back on me while I can’t hear? It increases his mind games and skill ceiling.

    Maybe some small debuff to the survivors injured by FF that removes the killers red stain for them? Something to help mind games as a basic m1

  • That would be terrible. We need to be doing the exact opposite and start shrinking the remaining larger maps. Encouraging hold w gameplay is not good.

  • For solo queue Kindred is an S tier perk. Similar thoughts with Dejavu.

    They help to organize randos.

  • The time of day makes a massive difference. For me anything like 8pm EST and all through the night is hard sweat time. Everyone’s only focus is winning, wayyy more swf groups and just bringing every bnp, syringe, styptic and map offering they can.

    Morning and mid day is much more chill.

  • This has always been a frustrating point for me as well. We release bad perks significantly faster than we get perks buffed/fixed to be good. No ones asking for S tier perks, just not laughably bad to where it feels like we’re meme’ing if we run them, which fits A LOT of perks atm. I’m not sure how so many perks are making it past the drawing board with their numbers with no one saying anything. This paragraphs perks are very bad and just going to be thrown into the pile with all the rest the perks that get released bad, left bad and then maybe buffed years later. If we start releasing perks in a better state we can finally start to reduce the amount of bad perks in the game.

    Perk buffing atm feels like we’re in a boat with holes and instead of patching the holes we’re just frantically scooping the buckets of water out.

  • Massive W. Hope it's not a bug.

  • 150% survivor queue means we got a paragraph without a new survivor. That's standard for paragraph releases.

  • @Nomade said:

    It was a completely unnecessary nerf. Xeno if anything was already on the weaker side because of the chest spawn issue and double flame turrets.

    Unfortunately that chest spawn issue is still plagueing a few killers (xeno, sadako, plague ect). It unnecessarily nerfs them. We tried reporting it and were told it's not a bug and intended unfortunately. It's just silly. We're forced to run cut coins and unable to use anniversary offerings without nerfing ourselves. It shouldn't be difficult to just switch their spawn priority to killer items before chests.

  • I agree. The skill checks on second hook serve no purpose other than allowing people to quit while avoiding the dc penalty. I see this as no different than allowing the killer to dc at any point without a penalty, which would be silly.

  • I'd rather keep the blind but make the zombies much better based off infection. They're so embarrassingly bad right now. Their speed and detection range should scale based off the number of survivors infected. They need to be way more reliable in pressuring gens. Nemesis's focus should've been on multitasking with the zombies, not his tentacle, which is just another hit over pallet x15 that we have on tons of killers, it's not unique, the zombies are.

  • @Stibfa said:

    His current power is fine, the lock on hitbox for the first hit should be reduced because i agree getting hit trough a wall is not fun. But his gameplay loop is using your power in loops on injured survivors to try to bodyblock them or land perfectly behind them. Try actually using his power in loops and youll see this killer is not easy at all to play ATM and the skill expression is crazy high

    I'd be curious to see the actual design of the first hit hitbox as it doesn't seem consistent. Sometimes I'll get the hit through things as you're mentioning but then other time an object will body block the effect and essentially collide with that but not damage the survivor, even though it plays the full sound effects and animation on my character as if it did land. So it considers it a hit on my side but then doesn't on theirs.

  • First hit's supposed to be easy like Legion. It also needs to be very forgiving to land for console.

  • @XDgamer018 said:

    Hex: two can play

    REMOVED: hex part and 2 pallet requirements

    BUFFS: now stuns the same amount

    Dev note: this perk wasnt as usefull so we made it so its an alternative to lightborn now you can give the survivors the middle finger as you are both stunned for the same amount. (yes this does stack with dark arrogance)

    Much better. This perk is currently completely useless.

    Another route, since we don't have many Blindness perks at all really, is to remove the hex component, remove the 2 times component, and now in addition to its current effect, also applies Blindness debuff to all survivors for 60 seconds. So now you get the micro blind on flashlights or pallet stuns, but it also makes their team get hit with a Blindness debuff. This doesn't feel like too much because they can literally just stop stunning/blinding you and now your perk is useless all game.

    Any time a perk requires something like stuns/blinds to activate it's kind of inherently made bad when they can just stop blinding and pre drop instead of stun the rest of the game. You see this in things like Hubris. You get 1 proc of it, and then they never activate it for the rest of the game.

  • I agree, lots of very bad perks that need significant buffs.

    Dark Arrogance honestly to me needs even more if we're keeping the negative. I'm fine with downsides but the benefit just doesn't outweigh it. I'd keep your change and remove the negative or keep the negative and make the numbers even higher.

    I was probably gonna go even further on Batteries and make it linger for 15 seconds. You never really want to be around completed gens to begin with normally. If it was 15 maybe this could make some "dip into that area to carry it over and capitalize" plays.

    To be honest though, Haste effects in DBD can get really annoying. For how many DOZENS and DOZENS of other bad perks there are in the game at the moment that don't involve Haste, I'd rather us buff those and not risk Haste problems getting out of hand.

  • @SoGo said:

    Should be 6% per token. Maybe add locker opening into the mix. Or maybe make it so it decreases your missed attack cooldown too.

    While it would still be bad that's a good start. At least then it might be tempting for the feels good on locker reload type killers.

  • @sethrollins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904028#Comment_3904028

    Ye, because he is super easy and op, typical killer main lol

    Not op or easy. Not a killer main either. Do we just call anyone who says something positive about a killer a killer main now? I'd rather a discussion than just ad hominem attacks.

  • One of the best releases they've had since Wesker. Definitely one of their better chapters they've done (aside from perks, they're trash). Not my personal type of killer but I can appreciate it.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903740#Comment_3903740

    I can count on my third hand the amount of times Ive reached the kick limit because of Nowhere to Hide

    P.S. I dont have a third hand

    Missing my point. NWTH isn't directly that limited by a gen kick limit. However my point is that the gen kick limit does have an effect in making nearly all other gen kick perks obsolete. IE people generally don't run them. Meaning you aren't efficiently able to stack synergistic perks therefore forcing raw kicks for NWTH value.

    Point here being that it was significantly stronger in a meta that had gen kick perks in the meta. That time is gone.

  • @Nomade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441574/forever-entwined

    Picking up a survivor takes 3 seconds and hooking a survivor takes 1.5 seconds.

    0 tokens = no change
    1 token = .12 seconds saved on the pickup and .06 seconds on the hook = .18 seconds in total
    2 tokens .36 seconds in total
    3 tokens .54 seconds in total
    4 tokens .72 seconds in total
    5 tokens .9 seconds in total
    6 tokens = 1.08 seconds in total
    7 tokens = 1.26 seconds in total
    8 tokens = 1.44 seconds in total

    As you can see the time savings from this perk are hardly anything so in my opinion its not even close to good enough.

    Yeah it's pretty terrible. Needs a lot.

  • @Langweilig said:

    I actually like this perk (even if it’s not that good), because it makes the gameplay feel better, a tiny bit faster and it actually safed me two times from a flashlight safe already.

    The token requirement while being unnecessary is almost unnoticeable. You reach max tokens so fast. I just wished they would allow for something like 15 tokens (60%). It would feel so much better and would probably not need any more changes.

    For a secondary effect I have only bad not for the perk fitting ideas, so I’m not going to bother you with them.

    Yeah I agree it totally feels good, just missing any practicality for it. Like if we were worried about blinds, just run Lightborn with less steps and guaranteed…and even then I think Lightborn is always a wasted perk slot anyway.

    To put into perspective, it could even be 100%, IE pick up, drops and hooks would be instant animations..and you'd still only save like 1/3 of what most time saving perks currently save you. Not saying they should do this, just illustrating how bad it is.

  • Pretty good. Win most matches.

  • First impression seems high A to me

  • There perk doesn't need nerfs at all while we have a gen kick limit.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903630#Comment_3903630

    Rather than specific values it would be interesting to see standing of your killers basically compared only to your values.

    So it can't be really used to compare with other people (not like it would matter), you just see who has highest MMR between your killers.

    Seeing just your own mmr per killer would be a fantastic start. I can't think of a single game with mmr that doesn't show it to you.

  • I wish the per killer mmr realistically existed.

  • Zero reason for them to be removed so I hope they stay. Downvotes allow us to disagree without having to respond. There are lots of people that we wouldn’t be able to have rational, logical and non emotional conversations with about topics which is the reason for not wanting to post an actual response for why we disagree. Downvotes let us communicate while keeping things non confrontational.

    They’re good for snapshot community perception. Upvotes are utterly meaningless and serve no purpose if you can’t see downvotes.

  • This sounds reasonable to test out.

  • As others have said, “technically” no. You could level them and never play them once. Realistically however almost no one is spending that much time and blood points on something they aren’t playing. So no causation, but sure, probably a very strong correlation that they at the very least have an extremely strong understanding of said killer by that point even if not guaranteed.

  • Like a fruit ninja 😂 I go in phases of activity

  • @UknownShredder said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901795#Comment_3901795

    Make sense it could be the case. The reason for the question is that if we consider these people the top of the crop then why is it not the same in other games ? You do not see someone who playing for rank 1 in wow , Or Starcraft, or Counterstrike suck so much as their opponents do in stream and you can also tell that what these content creators are doing is nothing out of the world such as when a world champion in counterstrike has surgical precision in every single shot and would ace everyone with the starting pistol by shooting everyone in the head 1 shot per guy.

    Yeah it just depends on the streamer. Like if you focus look at the streamers that are consistently getting very strong opponents matching their skill you'll notice that those are the streamers that play focusing on winning and not, "challenges, weird builds, letting people go, messing around and not being serious ect". The disparity you're seeing are the ones meme'ing/goofing/chilling around all the time, which explains the inconsistencies.

  • Bad Change:

    The double stack of nerfing all the gen kick perks while also having gen kick limits. Not talking each individually, but stacked.

    IE if we have the gen kick limit, then those nerfs to the gen kick perks are completely unnecessary and should be reverted. We don't need both.

    Another bad: Removing the tape destruction on hit for Sadako. Removes tape counter play and gives no negative to tape holding.

  • Well what's realistically causing what you're talking about is a few other things, not intentional MMR dropping imo. I think it's more that they do lots of challenges, weird builds, letting people go, messing around and not being serious ect. So while not per say "intentionally" deranking, I think those players play in a lot of ways that ends up deranking them a bunch inadvertently if you get what I mean.

  • Now Boons are a whole other issue. Honestly Boons are unhealthy/flawed design in their current state. I think it's very hard to find a balance between good but not too good in how they currently work. IE we need reworks to their design, not just "buffs".

    They're currently tuned weak bar a couple exceptions. Some like CoH are still way better than the average person thinks they are.

    So like 90% of them could use buffs, but we'd need changes to how they function in turn. Let's look at their current design realistically and why it's flawed.

    The killers time is worth x4 for each survivors, so we can't look at killer to survivor time in a 1:1 ratio, it's 1:4. So even though him snuffing is instant and it takes the survivor time to Boon it's still more costly for the killer snuffing because of that time he's giving the other survivors. IE if you had one teammate that did nothing the entire game but Boon, Boon, Boon over and over and the killer kept snuffing, snuffing, snuffing, that would be a net win for the survivors in time. Every 10 seconds the killer spends, is 40 seconds given to survivors.

    What does all that mean? It means the core supposed "negative" of boons, in that they can be snuffed, is not a negative at all, it's even a positive if the killer wastes time doing it. The only real negative of boons is the perk slot and their limited range.

    Another issue I tend to see is people comparing Boon perks relative power to personal alternatives, IE CoH to Botany ect to point out why the boons are bad. To be clear, Boons are supposed to be weaker than those personal alternatives. That's because you are giving their effects to your entire team and saving them those perk slots for other things. That is the tradeoff.

    So what's the fix here?

    Either snuffing boons needs to be more costly for the survivor so it's an actual downside, or boons needs to be a limited resource.

    Probably the best fix here is the totem breaking on snuff like Shattered Hope does. This still makes it a negative time investment for the killer to snuff, but at least the resources are limited by the amount of totems left and the survivor has to find a new totem.

    This would allow us to start buffing the Boons across the board.

  • Hexes and totems in general have needed a rework for years on years now. Their problems have just been ignored. Their supposed to be high risk/high reward but the vast majority of them have been low-average reward. Because of the very rare chance of one staying up all game against bad players they tend to keep their power levels toned lower than their supposed to be to warrant their risk. Realistically most of them need to be significantly tuned up to meet the risk level (which I don't think they're willing to do) or conversely the risk level needs to be lowered (which is the more realistic option probably).

    There's a few issues here making their risk too high here.

    -Spawning on top of the hexes

    -Hexes being right next to gens. IE zero time actually looking for them.

    -Absolutely atrocious hiding spots that aren't hidden at all

    -On top of all that they're very loud. IE you more often than not just hear them running around accidentally even when you aren't looking.

    What kind of options do we have to fix this?

    -Better hidden spawns (location, more grass/debris/things covering their LoS)

    -Remove the fire crackling sound on them to make them harder to locate

    -Maybe don't even show the survivors which totem is a hex until X minutes have passed. IE for the first few minutes of the game they all appear as dulls. This makes them harder to find and adds some risk in them breaking the wrong totem.

    -Potentially a "weakened" version of the hex that remains after the hex is broken. Probably unrealistic given how much work that would be though.

    -People have mentioned just having them blocked at the start for X minutes but they can still see it's a hex. This is an option, more realistically the one they'd probably take, but the weakest option imo. This "helps" but doesn't fix the problem enough. They'll just come right back after X time.

  • Yeah the map change does basically kill Scratch Mirror Myers and let's be real it wasn't really "strong" to begin with even on those maps, it was more a fun meme that could work. It's completely useless on normal maps.

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