Blueberry
Blueberry
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- Blueberry
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Comments
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@Chi said:
https://forum.deadbydaylight.com/en/discussion/comment/966165#Comment_966165
Are you on console?
PC
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How would this make her better?
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Love the idea!
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/968319#Comment_968319
I guess 50% of the community has problem with dedicated servers...........?
https://forum.deadbydaylight.com/en/discussion/comment/968187#Comment_968187
80% of you're hours are afk then lmao
Nah, some of us have just been playing the game longer than others lmao
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/967455#Comment_967455
I see why killers main dont want hitboxes to get fixed, it will actually require skill and will not be a braindead ez 4k, it will be to hard :(?
https://forum.deadbydaylight.com/en/discussion/comment/966490#Comment_966490
It would take skill if huntress actually have to hit the survivor, it doesn't make sense that huntress hit the wall and it "hits" does it?
https://forum.deadbydaylight.com/en/discussion/comment/966264#Comment_966264
Im tired of people saying huntress hitboxes are fine, pls play some survivor games against huntress and then post :)
Thank you
I've played more than you and your friends combined :)
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/967203#Comment_967203
No, it's not accurate. For all the reasons I stated. There's documented history of it.
Think what you will but that's not accurate.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/966264#Comment_966264
That's not entirely accurate. This was even an issue from the killer side when killers hosted the trials. When you're the host, and you throw a hatchet and hit the air 6 feet to the left of a survivor, and they take the hit...it's not a ping issue (because you're the host - it should at the very least appear to hit for you). It's a game issue.
No, it is entirely accurate. Before dedicated servers it was happening because of the ping with the survivor connected to the killer. Whether it was dedicated servers or the killer hosting it was still the same issue, ping.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/966530#Comment_966530
Noed isn't nearly strong enough to tip any stats in it's favor.
I highly disagree.
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Start with 3 traps at base and survivors that walk into a trap while injured and escape should be downed. Increase the traps radius as well, it's currently too small.
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I'd rather have NOED completely reworked to do something else entirely. It's unhealthy for the game and single handedly leads to a lot of misleading stats.
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Aside from very minor things the survivor meta hasn't really changed in 3 years. The same perks that are so good that they cloud out all the others from even being considered if you're playing to win, the devs refuse to nerf in any significant way.
There might be slightly more spine chills but it isn't that significant.
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@silverwolf4455 said:
https://forum.deadbydaylight.com/en/discussion/comment/966305#Comment_966305
It would be nice if we're gonna live forever had a secondary effect with auras. I mean the killer equivalent in BBQ has a second effect... just saying.
Well survivors can kind of afford to waste perk slots on just blood points where as killers don't have as much of that luxury.
I'd prefer those blood point effects at baseline though and then give an effect to WGLF.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/966264#Comment_966264
Well they need to do something, it is seriously frustrating having low ping and mostly always being at a disadvantage vs huntress users...
On the flip side, when i play huntress, the slightest wiggle left or right will cause the hatchet to miss, or occasionally go through the survivor.
I can agree on that, the dedicated server ping is pretty bad. A lot of hits landing that normally wouldn't have.
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Why would we buff BT when it is already probably the second best perk in the game. If anything it needs nerfs.
That Ruin "buff" is a very hard nerf. Get rid of the totem and make it last 3 minutes maybe. 30 seconds is laughable.
We're Gonna Live Forever doesn't need changes.
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Tired of people posting about bad Huntress hitboxes. There is nothing wrong with her hitboxes. It is entirely ping related. The dev stream explains the hatchet hitboxes very clearly. I know you mentioned ping as well, but the hitbox stuff shouldn't be included.
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Both your scenarios don't describe why hooking someone else to deactivate DS is a bad idea.
If the killer is camping a survivor in your first scenario like that then he has thrown the entire game in the first place. Not to mention even if he did do that you could tap that guy off the ground while he was picking up and going to hook the first guy that went to save.
Your second scenario isn't even tunneling. If he saw someone else in the distance, went and downed them and then hooked them to come back after the first hooked guy then you weren't tunneled at all. Your team was slow at making a rescue.
The devs did indeed also say that DS's function was to prevent tunneling. If you literally need them to include exactly the word "ONLY" to justify it then you could stretch that to basically anything.
Even it wasn't "ONLY" meant for tunneling, it is simply way too strong, that's the point. It does way too much with zero downsides and asking nothing of you.
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@Valla said:
https://forum.deadbydaylight.com/en/discussion/comment/965972#Comment_965972
You have not used this perk since a long time i guess.
I use it every day actually just fine.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/965972#Comment_965972
I've stopped using the perk since Dedicated Servers came out on PC because it's very inconsistent. Frequently, I'll press the button to activate it and there will either be a lot of delay or nothing will happen at all and I'll still become exhausted.
I've heard of a lot of other people with this issue too.
That has nothing to do with Dead Hard and everything to do with the quality of the dedicated servers.
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No, nothing has been said about Dead Hard.
However, what would be getting said about Dead Hard? It's currently working fine as intended.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/965303#Comment_965303
And that's exactly why it's a mindgame. You have to try and predict what the other person will do
That isn't a mind game, that is a guess.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/964284#Comment_964284
Point 2 is a massive over simplification. You can put anything in terms like that. All you have to do to never get hit is watch what the killer does at the loop and run the other way, dropping the pallet when they get to close.
But it's not that simple. There's tricks the killer uses to make themselves less predictable. Doubling back, moon walking, faking powers (for some killers) hiding the stain. Various perks and powers. Same thing would apply. If survivor just waits for you to leave, then maybe you should leave and then double back and check again to confuse them.
"Same thing would apply. If survivor just waits for you to leave, then maybe you should leave and then double back and check again to confuse them."
No, the same thing does not apply at all.
In your scenario if he does that and you were at the other gate then he just let you escape, which is why he won't be doing that.
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@BugReporte said:
https://forum.deadbydaylight.com/en/discussion/comment/964667#Comment_964667
Well I main ghost face and spirit, and my build's: Hex: Ruin, BBQ, Nurse's, And Franklins so gotta any suggestions?
For Ghostface I'd replace franklins with Sloppy Butcher, Discordance or Pop.
For Spirit I'd get rid of franklins and Nurses for one of those same 3 I mentioned above or MYC.
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@BugReporte said:
https://forum.deadbydaylight.com/en/discussion/comment/964649#Comment_964649
When I say lower ranks I mean rank 6 and lower, because that's when as a killer you start to get sweat red ranks.
Oh so when you say low ranks you are referring to high ranks lol.
I personally wouldn't run it in high ranks as I don't think it's worth the slot. There are much better options. Survivors do find it super annoying though lol
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@BugReporte said:
https://forum.deadbydaylight.com/en/discussion/comment/964629#Comment_964629
I get your what you mean, I went against a survivor that constantly picked his flash light back up. So it is viable when there wasting time.
I'd say so, but since you are specifically referring to low ranks, anything is viable at those levels.
I would just run what you find fun or works for you there. You don't really need to start min/maxing or picking what's specifically viable until you get to higher ranks where it becomes much more noticeable.
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I've actually been doing some testing running Franklins as I think it's a little better than it looks at face value.
Typically people are bringing it to counter items which is actually not why I'd be running the perk at all personally. The use I'm seeing, is using it as a gen slow down perk. This is because of all the added time you make survivors waste by going back to look for their items and pick them up. How much time this adds up to over the course of the match is debatable, but that is entirely what I'm testing out. I think it's more significant in that regard than people give it credit for.
In regard to your question about lower ranks, I think this would be especially good there as the survivors at those ranks will take even more time trying to find their items as they don't know map layouts yet.
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- Survivors already have multiple chances when doing gens, finding the hatch first and the myriad of second chance perks they currently have. They do not need even more "second chances" after they've already had 10.
- What you are suggesting isn't making it a mind game whatsoever. It's making it a free escape for the survivor. The survivor just hides near one gate, waits for the killer to check it and then opens it before he can return after checking the other one.
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@YummySushiPJs said:
https://forum.deadbydaylight.com/en/discussion/comment/964212#Comment_964212
I’ve already stated it’s virtually useless against trapper killers though, as that also triggers Small Game. So you have to spend so much unnecessary time trying to work out if totems are still standing. People complain about NOED a lot, what do people say? Use Small Game. Okay, that’s great in theory. But outside of SWF, Small Game doesn’t make it a guarantee you’ll get all of the totems, as there’s no way of knowing if totems are still standing without being able to communicate with your team, which kind of defeats the purpose of playing solo. It’s just an odd choice to have a perk that isn’t useful for solo players. Which is where this perk is needed most. SWF don’t need it.
"I’ve already stated it’s virtually useless against trapper killers though, as that also triggers Small Game."
And then all his traps are useless and you've already won the game anyway because he's just a large TR killer walking around M1'ing people, of which you should not be losing to.
"So you have to spend so much unnecessary time trying to work out if totems are still standing."
Even without using small game you just passively run into at least 2 totems. You act like you are going to waste the entire game circling the map to make sure totems are all cleansed, this is just an extreme exaggeration. If you even get 2 or 3 totems with Small Game ya'll have probably got them all since your team is getting some as well. Not to mention the range is large enough to search the whole map with it quite quickly even if you wanted to do that.
"People complain about NOED a lot, what do people say? Use Small Game. Okay, that’s great in theory. But outside of SWF, Small Game doesn’t make it a guarantee you’ll get all of the totems, as there’s no way of knowing if totems are still standing without being able to communicate with your team, which kind of defeats the purpose of playing solo"
Why in the world should it be a guarantee you'll get all the totems when using Small Game? That's ridiculous. Survivors have a total of 16 perks and you think you 1 perk out of 16 should counter 1 of the killers 4 completely?
Not being able to communicate with your team IS entirely the point of playing solo.
"It’s just an odd choice to have a perk that isn’t useful for solo players."
This is completely backwards. It IS more useful to solo players because you aren't able to communicate about who has done totems. Small Game in its current state is better for solo players than it is for SWF.
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@ppo8820 said:
If a killer gets more kills than escapes 70-80% of time, and across all ranks, it might need a rework. The issue in this game is the build killers and perks to compete at red ranks, and then they are op at other ranks. It’s impossible to balance fully.
Hypothetically if kills are how you judge overperforming, what if this said killer gets no kills all game and is only getting those "more kills 70-80% of time" in the duration of end game from having NOED after all the gens are powered. That is giving him kills but has absolutely nothing to do with how strong the killer was.
This is just one of many reasons why kills is a highly inaccurate way of determining over performance.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/117094/decisive-strike
- Decrease it to 80 seconds.
- Delete this one, basically if you are healed by adrenaline and the killer is tunneling you, decisive gets cancelled? That doesn't make sense, since the killer is tunneling you.
- If another survivors is hooked the timer goes to 40 seconds, IF another survivors get hooked decisive is cancelled.
This would be a buff to DS, not a nerf.
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@YummySushiPJs said:
https://forum.deadbydaylight.com/en/discussion/comment/964196#Comment_964196
But that’s just your opinion. I encounter NOED a lot in solo matches. Because nobody does totems. Or nobody knows that there’s still totems left that need cleansing. Showing how many are remaining would make it viable in solo lobbies. Because as it stands, it’s only really good at finding totems you know for a fact are still standing, like Ruin.
Everything that anyone is posting in this discussion is an opinion, that's kinda the point.
You don't need to know for a fact that totems are standing for it to be okay. You just pan your camera around as you traverse the map from gen to gen. Just because there isn't a totem counter doesn't make this perk bad.
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All those changes sound fair to me.
It would make it even better for countering tunneling but in return for getting rid of those situations that weren't tunneling or were abusing it.
I'd almost be tempted to add a little clause for having the timer end if they start working on a generator as well, but I suppose that's small.
I like it.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/964143#Comment_964143
Well, small game is one of them.
It isn't BAAAADDD at all, but isn't worth it.
But there are a lot of perks that are bad, so I'd rather tackle those before the ones that just aren't worth it.
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Kill the toxic people but they also don't wanna ruin the match for the survivors that were nice.
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Out of all the perks that need buffs you pick Small Game? It isn't even bad.
There are so many other perks that need attention sooner because they are simply bad.
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This is exactly the only thing Cypress Mori's are good for. It's insane how many DC's you can bait with those.
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4 DS, BT, Unbreakable, Andrenaline
oh wait...that's almost every game
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You forgot you can also combine it with Spine Chill for a little extra speed lol
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Regardless of your opinion on mori's, "because of things beyond my control" just isn't accurate at all. You were chased and downed the first time, that was in your control.
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@MegHasCuteFeet said:
https://forum.deadbydaylight.com/en/discussion/comment/962780#Comment_962780
sounds like ds and bt
I wouldn't include fair and balanced in a description of bt or ds at all.
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This all looks great to me.
I'd like 2 seconds off his "fatigue" coming out of FF the most though. This alone would be a massive buff.
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It's completely fair and balanced.
However, I view it as a crutch and not healthy for the game in general. It rewards undeserved kills for survivors being lazy rather than the killer actually doing anything skillful.
I'd never run it.
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Here's one of the best Hag players I've seen.
Hello, I am a Hag main. =) I upload a lot of DBD footage and other games.She streams as well if you're into that.
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There hasn't been talk because no one has been able to realistically even test her yet because of all the sound bugs still existing...again.
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@OnryosTapeRentals said:
I rarely see this happen so I'm fairly indifferent.
If you're the survivor on the hook in that situation, it is pretty frustrating but as @Blueberry said, doing generators and moving on is the best way to go about it.
I think the discrepancies we find with some people having this happen all the time and people like us saying it's rare comes from our definitions of "camping".
The frustration we are referring to is like a straight on face camp, where he's right in front of your face on the hook and ignoring everyone no matter what. These situations are extremely rare and when they do happen it's generally because the survivor was toxic.
I think that a lot of the "camping" scenarios people refer to are situations where the killer doesn't go extremely far from the hook and keeps checking back on it. I have zero problems with this scenario as they are definitely savable even without running certain perks. A lot of these situations go bad because of player error and not making a good save.
In other words many peoples definitions of "camping" are far too broad and many of those camping scenarios really aren't camping. There is simply a lack of skill and self agency in the person and it's easier to make excuses or blame others than admit they messed up or could have done something better that would have made the save possible.
Not saying this is always the case, just generally what I find.
My experience with this topic anyway.
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Do gens and move on, doesn't happen enough to really matter. Not to mention there are perks to counter this completely.
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@Dwight_Fairfield said:
He tweeted before Christmas about his absence. He said his father has cancer and its spread to his bones. He is retiring from streaming and Dbd in general as he has some tough times ahead.
I'll miss him. He was one of the first content makers I ever watched. His weekly shrine watches were always good.
Otzdarva and Painreliever are both great non toxic people to learn about the game from.
Check out Fungoose as well! He's an amazing player that is highly educational.
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@SimpliJess said:
https://forum.deadbydaylight.com/en/discussion/comment/960720#Comment_960720
Not blind, but, distort? Like blindness but makes screen wobbly.
It would have to be intense enough to counter looping. Like the Clowns blurred vision for example is not enough to counter looping.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/960701#Comment_960701
Badham is great for me as killer...GF main...
I'm speaking for most killers in general not specific ones.
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It's actually a pill shape, not square.
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Only if baby yoda is the survivor.
