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Blueberry

Blueberry

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  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019193#Comment_1019193

    What like PGTW having all tiers give 25% and another 30s time added?

    Sloppy being buffed to 20%?

    And that's just two.

    Both sides have had nerfs and buffs over time. It's rare a perk gets completely reworked tbh but some will only ever see what they lose and not what they have gained when a buff was done.

    The difference is we're talking about nerfs, you are listing perks that were buffed. No one is against more variety of viable perks for either side or arguing who got more new ones recently.

    What they are saying is those S tier survivor perks got "reworked" for being too strong and yet are still basically S tier.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1018605#Comment_1018605

    I happen to be R1 in both roles.

    That's your opinion but don't act like it is authoritative. Anti-tunnel means exactly that, being opposed to tunneling. That term doesn't identify any such limits. I also said the 60s timer would need to go if it worked twice to balance it out but ultimately imo tunneling should be a highly punishable behavior. And by that I don't mean a ToS violation, but via some other means to discourage it. I think Killers should have the freedom to tunnel of course.

    That wouldn't be even remotely close to a good idea for game balance at all in any stretch of the imagination.I do not believe you are rank 1 on both sides either.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1018577#Comment_1018577

    I never said you did, in fact I quoted you entirely so there was no risk of anyone reaching that conclusion. On topic, one charge is insufficient, you can be tunneled twice so imo it should work on both occasions. The 60s timer would have to go but another mechanism to detect being tunneled would have to be implemented. I have some ideas but it gets complicated, not sure the game can even recognize the detection to trigger a new version of DS.

    If you think it's insufficient then you aren't playing at rank 1. No one at rank 1 would think that. Even 1 DS is game swinging, much less 4...or even more if we had your change.

    Anti-tunnel means you get 1 tunnel attempt blocked, not blocked from being tunneled all game.

  • "I see so many people saying that when the 5th gen is done, the killer lost."

    They say this because after the 5th gens done you aren't getting more kills unless they play dumb or you have NOED.

    If the gates took longer and regressed when not finished then maybe things would be different. However that isn't the case.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008523#Comment_1008523

    People should be cautious what they wish for, a truly anti-tunnel change to DS would be very compelling. I would LOVE for DS to get a major change to address the issue. It would work TWICE since you can be tunneled off the Hook two times, among other changes to truly remedy tunneling and Killers will be begging for the existing iteration.

    Not sure how you get from "I want an anti tunnel perk" to that meaning it should have more than 1 charge. That isn't what I said at all.

    Wanting it to counter tunneling does not mean it should counter tunneling multiple times. That isn't the same thing.

  • There is no "becoming", it's been a bully simulator on killer since the games release in varying degrees.

  • Haven't really been able to test him appropriately on live seeing as everyone thinks it's funny to run Calm Spirit right at his release.

  • @Rivyn said:

    Don't. At least, not yet. There's an audio bug going on right now where a survivors sounds are drowned out by the music, or muffled. A large part of Spirit is audio, and this bug makes her incredibly tricky. But if you want a streamer, can't go wrong with Tru3. He's helped me a bit on his builds. Otz as well, but he doesn't play Spirit that much.

    This is what I was gonna mention as well. Now is not the time to learn Spirit. Even most heavy Spirit players like myself aren't really playing her right now because she still has very bad sound bugs that ruin her...again.

  • It's good on killers that don't need it and weak on killer that do.

    It's also a late game hex perk which just doesn't make any sense at all.

    The entire point of Ruin was to slow down this early game of which this doesn't at all.

    I think overall it's pretty awful.

  • @skoopydoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1015426#Comment_1015426

    The overall rate is pretty close. Fact is, killers have no stats to back their argument. Survivors do.

    Have useless stats compared to no stats isn't proving your point.

  • I have a soft spot for Inner Strength so I tend to like maps as well.

  • I don't think I've had a single game against all survivors my rank. Like literally, not even 1 and I play almost all day every day.

    Most matches are a mash of purple, green and grey ranks. All over the place.

    My last match for example was a rank 5, 9, 15 and 18 survivor.

    This is pretty much my same experience as a red rank survivor as well.

  • That is not the overall kill rate, first of all. That was Freddy's specifically.

    Secondly, those kill stats are highly skewed by a multitude of factors to where they're near worthless in terms of determining balance, which is why the devs stated to not draw any conclusions from them.

  • I'm expecting tomorrow.

  • @TheHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014736#Comment_1014736

    You're making it seem like a small nerf to looking up would substantially change the balance of the game, but it really wouldn't change a whole lot. Also, I'm not even saying to make it as immediate blinding head on, just gradually. You are definitely exaggerating the moonwalking though.

    As for the pallets again, feet are one visual cue, sound is another. Just being blinded doesnt take the killer out of commission completely. As for blinding at pallet, I'm saying it is an option but not necessarily a good one unless you are against a killer that's bad at tracking. Sprinting away is a guaranteed gain for that situation.

    "You're making it seem like a small nerf to looking up would substantially change the balance of the game"

    No, I don't feel like I'm implying that. I'm just saying that buff to flashlights would be much significant than you think it would be and that flashlights are already strong enough.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014708#Comment_1014708

    Yes in terms of full on reworks Pig probably won't get one in that sense but bubba might.

    I think Pig is pretty close to being quite strong, she wouldn't require a lot of work from them to get her problems fixed. I hope she sees some love.

  • @TheHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014646#Comment_1014646

    Nerfing something that's OP makes it weak? #########, are you even reading what you type?

    Also, this is not a substantial buff at all. You can still just as easily turn left or right and get the same effect. If you disagree, you could just say that instead of blowing things way out of proportion. It is a buff for consistency that in effect doesnt change much, because you can still look the other directions.

    As for pallets, you're blinded for part of the destroying animation where you weren't attacking anyways. Survivors have less time to escape, but they gain points and some confusion to possibly mindgame the killer; that's the tradeoff. They don't gain nothing, they just dont gain the distance that sprinting away would've had.

    "Nerfing something that's OP makes it weak? #########, are you even reading what you type?"

    That isn't what was said.

    You said they were not OP anymore, so we are not talking about nerfing something that is OP.

    "Also, this is not a substantial buff at all. You can still just as easily turn left or right and get the same effect."

    You can still be blinded from the side so you'd have to "almost" walk backwards. I think that is substantial.

    "If you disagree, you could just say that instead of blowing things way out of proportion."

    I don't believe I've blown anything out of proportion. This has been a pretty calm and normal conversation.

    "As for pallets, you're blinded for part of the destroying animation where you weren't attacking anyways."

    Not entirely. You have enough vision to see there feet and know what direction they are going.

    "they just dont gain the distance that sprinting away would've had."

    "but they gain points and some confusion to possibly mindgame the killer"

    So we agree that blinding at a pallet is not a waste. They gain points and if done correctly confuse the killer about where they went which can potentially be worth more than the sprint distance.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014657#Comment_1014657

    Legion just got changed so no. Idk how they could fix Bubba tbh, but I would like him and Billy to get their add ons fixed.

    Their change did hardly anything if at all to fix his problems. Like I was saying, I don't think he will get a rework because he had recent changes, I just think he needs them still is all.

    I do agree Bubba and Billy need addons fixed though.

    I also think Pig needs buffs but I assumed OP meant reworks because their design is flawed not just killers who need buffs. If we're talking buffs I'd agree about Pig as well.

    I suppose "rework" can have a few different meanings depending how we take it.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014383#Comment_1014383

    Damn, those DEMO mains at red ranks are amazing, weird to go agaist, but really good killers

    I think he still has issues that need fixing but I do think he's better than most people think.

    You actually get a lot of comments in after chat that they were excited to face a Demo in red ranks because he's played so little.

  • Probably Bubba.

    I'd personally like Legion though. He still needs it.


  • @TheHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014590#Comment_1014590

    And I quote, "Flashlights have been nerfed many times from their once OP instablind mode. That's all fine and dandy, they're okay where it's at." At no point was it said that flashlights are weak. You're reading things into my post. I'm specifically critiquing a specific mechanic of flashlights, which has been around for a while, and that never made sense to me.

    As for the pallets, you potentially sacrifice vision for a few seconds to ensure a pallet is destroyed, and the survivor just wasted time flashing you when they could've been running.

    "At no point was it said that flashlights are weak"

    "Flashlights have been nerfed many times from their once OP instablind mode."

    You are asking for something that would be a substantial buff to flashlights. If you thought flashlights were still strong you wouldn't be asking for a strong buff to them. The change you want is much more than a quality of life change.

    Pallet break already has a cost of time to break, why does it now also deserve losing vision for a few seconds as well? Do you currently think pallet breaking is too strong? If blinding at the pallet was a complete waste of time survivors wouldn't do it, but they do and for a reason. They gain more out of it than the cost of the time it takes them, so to say they are wasting time in exchange for that blind I think is a bit of stretch.

  • @TheHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014552#Comment_1014552

    Because your response to my critique of one specific flashlight mechanic was to bring up animations. Animations are part of the game, how is that a productive conversation?

    It's productive because it points out that the "cheesyness" comes on both sides in regards to flashlights. I point this out because your original posts wording implies that flashlights are weak and need the changes you point out. Me pointing out both sides of it is me saying that they are not as weak as your original stance says.

    If your original post was that flashlights are not weak but they simply have issues in general and could use some reworks then my response would have been quite different.

  • I don't really see an issue with showing them in general other than just for curiosity.

    The real question is why after well over 3 years we still have "secret" offerings shown in the load screen when there are so few "secret" offerings that there is nothing secret about them. This should have been changed coming out of beta.

  • @TheHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014525#Comment_1014525

    Hardly, you choose to break a pallet as a killer. Are you implying flashlight blinds should never work?

    I'm not sure how you connect what I said with implying blinds should never work. That is quite a stretch and clearly not being implied at all.

    Also, saying it's my choice to break a pallet is a little misleading seeing as there are many pallet tiles that must be broken as they are completely safe if not.

  • I mean it kinda goes both ways.

    The amount of times you get broken out when you're completely behind an object because of server ping is surprisingly high.

    It's also quite frequent that you can't see enough of a survivor through holes in a building to stalk but it's enough for them to break you out.

    For all the times I get stalked before breaking him out in the situations you describe I have just as many times I get revealed when it seemed like I shouldn't have.

  • Almost as cheesy as getting blinded at a pallet because you are unable to move your camera at all during break animation?

  • Who do you play when you're having bad games in order to change that feeling? Typically Spirit but since we've had the bugs with sound now for ages that isn't an option.

    Who do you find the most enjoyable to play as? These days I'm having the most fun on Demo

    Who do you main? Been Spirit for ages but since sounds have been bugged I've been maining Demo

    What rank and platform are you on? Rank 1 PC

  • Sounds good to me.

  • I see way, way more survivors dc'ing than killers. That's why you typically hear about it more.

  • She's literally the least played killer now in all my games and I play way, way more than the average person.

    When I have seen her she gets destroyed.

    This is red ranks on PC.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1012460#Comment_1012460

    BT already barely serves its purpose of saving camped survivors. Unbreakable is only obnoxious because of current DS. Solution to the last clause of mine: hook another survivor.

    The Unbreakable is a valid point. It may not be as much of an issue if DS was nerfed.

    Yes BT currently does save camped survivors, but it also is highly abusable, My change keeps it as a way to protect camped survivors but while limiting a lot of the abusable scenarios. It's current form is extremely strong and game swinging in all scenarios while asking nothing of the survivors.

    Why should you need to hook a different survivor? If you had an entire minute laying there to be picked you were either saved or the killer just threw the entire game waiting there. Either way is a win/win scenario already.

  • I liked all the changed until "While no other survivor is hooked the timer does not tick down while you are in the dying state.".

    In its current state if slugged you have 60 seconds for another teammate to get you up. That is an insanely long amount of time for a teammate to come get you so I don't really see a need for that change. If he literally stands there and waits it out he just threw the entire game anyway.

    As far as other perks that I think need nerfing on survivor, they are BT and Unbreakable. Basically all the "second chance" perks. They all are just insanely strong in all scenarios with literally zero downsides and asking nothing of them in return for game swinging effects. I think they are unhealthy for the game.

    Unbreakable just remove the speed increase on recovery. This will keep it game swinging if you actually need it but the downside being that if that situation doesn't come you wasted a perk slot as it did nothing.

    For BT I'd rather it be a trade.

    It transfers the hit from the person rescued to the rescuer. This preserves its purpose of protecting the rescued survivor but prevents completely unsafe hook rescues with no consequence.

  • Just make it deactivate on hooking a different survivor and that should be fine.

  • These days I'm having the most fun with Demo

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008365#Comment_1008365

    I forgot to reply to you for some reason, but here's a video that shows how unbalanced a map like Bloodlodge was two months before they made the experiment. Obviously that map is still unbalanced, but this is just another level of BS.

    https://www.youtube.com/watch?v=Z39cgI6PyxA

    I also checked and pallet vacuum was still a thing during those experiments, which was definitely terrible for killers.

    I wouldn't argue it's worse now than it was then, but simply that it isn't significantly enough different to where the depip squad videos are irrelevant yet. That's all I'm saying.

    They wouldn't have any trouble redoing the exact same thing in other words.

  • I think those types of responses just show which players only play survivor and have no empathy for understand it from the killers perspective.

    Anyone who actually plays both sides at high rank understands there are times you need to camp or tunnel. Also, unless the survivors are just really bad, you will need to slug if you want to win and they're even semi competent. There are even perks to counter slugging, but people would rather complain than run the perks because they want all their second chance perks instead.

    Then there's also many, many scenarios where they say camping or tunneling and it really just wasn't.

    I'm not gonna blame a killer for camping if I'm on a hook and my teammates are all running circles around the hook and leaving scratch marks everywhere. He has no reason to leave and that's my teammates faults.

    Should I scream tunneler when a teammate unhooks me right in the killers face and he insta downs me? No, he isn't tunneling, that's my teammates fault for trying to farm me.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010787#Comment_1010787

    Exactly, @Blueberry is confusing straw mans with hyperboles, but whatever, let’s not reopen this ;)

    That isn't what a hyperbole is actually.

  • The devs said the difference in kill rates between swf and solo is very small so why would we need it added to base kit?

  • @GaunterODimm said:

    Well one side is 1 V 4 and the other side is 4 V 1.

    I don't use my brain at all when I'm playing survivor, I don't have to think of everyone's movements as much and if my actions can cost me the match compared to Killer where you can really feel that missing one lunge is like throwing the game altogether.

    Yeah you can play pretty sub par on survivor, not pay attention and mess up a lot but still at least pip and a lot of the time survive.

    As killer you can feel that one misplay and it just cost you the entire game. Pips, kills and all. You don't have lots of second chances and redo's.

  • You summed up a lot of the games balance and ranking issues quite well in your experiences lol

    The different experiences between playing killer and survivor at high rank are so polarizing.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010692#Comment_1010692

    To be fair, even if @xEa apparently doesn’t know what a straw man fallacy is, neither do you, since he didn’t throw one.

    He did.

    We've already let this whole conversation end, let's not restart this all over again.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010692#Comment_1010692

    I dont see this leading anywhere, so we let it go. You say the hitboxes are working fine, i say they are not. We both have reasons why we think the way we do, lets stick with this. Also stop trying to explain me what a strawman agrument is, you sound not very mature by doing so.

    We have different definitions of what mature looks like then. I don't think mocking and insulting someone is mature either.

    We can let it go.

  • The main reason is that the sounds are still god awful and months after they still haven't even acknowledged the problem. Until the sounds get fixed her tracking is just trash right now. She doesn't function properly.

    They also way over nerfed a lot of her things that didn't need nerfing.

    I've probably seen more of every other killer than her since that patch as well.

  • You get it from both sides.

    Tbh if I see them post that it just tells me they know they lost badly and are extremely salty about it.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010054#Comment_1010054

    Thats the thing you simply dont understand for whatever reason (or you ignore it, i dont know). Its not about how they work. Its about how they SHOULD work. And that is my complain... Other games showed us,that this can be done properly. If you are fine with the hitboxes then good for you.

    And i am aware that the servers are also an issue, but as said, the combinition makes it so aweful.

    https://forum.deadbydaylight.com/en/discussion/comment/1010035#Comment_1010035

    lol you are a special one, aren't you? :D

    Since you did not even tried to refute any argument so far and you are just talking about something that has nothing to do with the actual topic, i asked you to refute my so called strawman argument. Maybe i should have used" " for Strawman Arguemtn to make this more clear.

    Whatever, i dont see any light at the end of the tunnel here. Peace out.

    My posts are completely related to your original topic.

    One of your issues was hit box problems. I posted that it is in fact not hit boxes and is related to ping.

    You then posted a strawman argument for why you think the way hit boxes work is bad and how they should work. You follow this up with asking me to refute your strawman argument. I point out that asking someone to refute a strawman argument doesn't make any sense but it is clear that you still don't know what the definition of a strawman argument is and are not going to look it up because you still insist I haven't refuted it.

    Instead you'd rather just be condescending and try and make an argument with me. I'm not belittling you for not knowing things, so there's no need to be insulting towards me. We can have a normal conversation.

    If you'd simply look up the definition you would understand how this looks.

  • @NDwight88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009331#Comment_1009331

    Hmm. Then why is it so much more prevalent with huntress vs. any other killer?

    It's not, it's just as prevalent. It only seems more prevalent because a lot of people don't know how her hatchets work.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009954#Comment_1009954

    Try to refute my strawman argument. Good luck with that.

    If you knew what a strawman argument was then you'd realize asking me to refute it doesn't make any sense.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009695#Comment_1009695

    "Except this isn't simple logic, it's a lack of understanding all the variables that go into why her hatchets are the way they are."

    Thank you, again, we know how this works. But it does not matter. Knowing that this stuff does not work like a regular hitbox is supposed to work (you know, hitting air counting as hit for example is not considere as "working hitbox"), wont fix it! At least not in this universe.

    When i buy a car and the salesman tells me, that the breaks are not working, but i can use an anchor to stop the vehicle, it still wont make the car a decent product, even if there is an option to adapt to the problem. No matter how nice the anchor is, and no matter how often the salesman is telling me.

    You can keep giving a strawman argument but it doesn't change what it is.

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