Blueberry
Blueberry
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/961213#Comment_961213
They could be on console. Only pc and switch have dedicated servers.
That is true, I was assuming PC
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@InLeegion said:
Yea, you may be right, I should never be lagging cause I have great internet, but nope.
Killer ping 300
It has nothing to do with killer ping.
You are connected to the dedicated servers now, not the killer.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/960720#Comment_960720
A Siren lures men and unsuspecting ships to their watery grave...
What you're thinking of is more akin to a Banshee, which is far from luring men... its more like blasting your eardrums to shreds with a high-pitched wail.
Basically, they're two completely different things.
I wasn't aiming for a literal interpretation with my idea.
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/960720#Comment_960720
Screech that blinds...
Kinda like when it's foggy so you turn the radio down to see better.
Exactly! haha
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/960720#Comment_960720
Oh it would indeed be Happy Days when the day comes when I could blind survivors like they do me. I want a killer that has a flash grenade that could blind the whole lot of them if they’re together.
The counterplay is that the blind only works if they are facing away from the killer. The ability has a charge and if they face the killer on power release it doesn't blind.
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Sounds plausible to me!
I want a screech ability that temporarily blinds survivors so you can mess up their looping mid chase.
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The main issue is map design, not gen speed. However, I do still think gens speeds are too fast. I'm basing this on how their map reworks have been so far, and they haven't been good enough to slow down gens as much as they needed to.
Also, as you already pointed out, almost all the killer "slow down" perks are just really terrible and don't accomplish their intended effect very well.
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When a gen is completed, any gens currently being worked on are blocked for 60 seconds.
And for heavens sake do not put a cooldown on it for once.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/960358#Comment_960358
I'm not so sure about that
I've been playing after single day since the patch that caused these issues and experienced zero sound issues as survivor at all. I also haven't seen a single post on the forums mentioning any sound issues on the survivor side.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/960300#Comment_960300
This bug affects survivors as well
It's only survivor sounds, not killer sounds.
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Whether it's footsteps or survivor sounds in general this bug keeps happening literally like every other update...it's getting a little ridiculous. Not to mention every time it happens it takes months to get fixed. These are game breaking bugs.
This is what makes people start thinking these are intentional and just seeing if they can be slipped in under the rug without people noticing. I personally don't think this, but it sure is some really bad spaghetti coding and a heavy lack of QA testing. Why is it bugs that are this game breaking on survivor side get fixed in just a week or two but for killers it's always so much longer?
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"Forever Freddy" got nerfed, it isn't even that good anymore.
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It's extremely survivor sided like most maps. There are tons of safe pallets and the map is way too large to properly maintain pressure on most killers.
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/958859#Comment_958859
Grandma would be an interesting pick, they could also use the neighbor's from the house they investigated and found the gingerbread men in. They did disappear..
haha yes!
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/958795#Comment_958795
The bell idea is sick!! Love It! As for design I don't they could top or match his, but I think they'd have an easier time getting it. If only Sam was a bit taller...
Yeah they probably don't want to add a kid survivor getting killed either so I'm thinking just the older lady from one of the images I posted seeing as we don't have an older lady survivor yet.
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/958618#Comment_958618
Dougherty's Krampus would be amazing, and he's very hands on with art design so he'd probably love to contribute
Definitely!
They could even do their own interpretation of Krampus if they want to avoid licensing. I think Dougherty's is amazing though and would fit the best.
I could imagine the TR music being the soft ringing of the little bell from the movie..so good!
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I still think Krampus would fit DBD perfectly.
Seeing as we don't have an older lady survivor yet, she would work perfectly as well.
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I wouldn't mind that change.
There are 2 hitboxes around her hatchets, 1 small one for detecting a collision with an object and a larger one for detecting a hit on a survivor. I'd like the smaller collision one reduced a little more to improve the reliability of hatcheting over objects. It feels like too many times they collide with the invisible barrier of an object or wall that reaches further than they do visually and makes looping her a little too easy.
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@AllMyLemons said:
https://forum.deadbydaylight.com/en/discussion/comment/956196#Comment_956196
Do you mean that you can crouch and no one sees your aura with OoO or anything? Have i missed this.
Yes.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/956331#Comment_956331
What did you mean with "Over tuned"
?
Perks that are currently too strong and/or unhealthy for the game.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/956305#Comment_956305
"Over tuned"
More laughs for me :)
Not everyone can understand.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/956186#Comment_956186
A tier?
I would say B tier at best.
It is a good counter to stealth killers, but why would I sacrifice 1 perk slot when most stealth killers make noises/has counters?
Because it isn't just for stealth killers, it just happens to be best against them.
Also, most stealth killers aren't noisy.
I'm not saying it's as busted as all the second chance perks currently available, but arguably against anything other than the over tuned meta perks it's up there.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/956200#Comment_956200
You have to know the layout in order to do it so it of course isn’t for everyone.
https://forum.deadbydaylight.com/en/discussion/comment/956199#Comment_956199
I know most map layouts pretty well but it definitely isn’t for everyone lol (PS4 too btw)
I'm not really referring to it blocking your vision of the layout. I'm more referring to the survivor. You aren't hiding yourself very well from his vision when you're walking up while turned around to see his movement.
If it works for you that's totally cool, but I wouldn't knock that as any sort of a downside to Spine Chill that anyone would realistically need to worry about in using the perk.
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@THEghostface said:
https://forum.deadbydaylight.com/en/discussion/comment/745572#Comment_745572
I'm very surprised how many people don't know that spine chill doesn't work on this status effect. Michael in tier 1 is the best example considering the status effect is based off of his first tier.
Spine Chill works on Myers tier 1.
It was a change in his last update when the Undetectable status came in.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/956186#Comment_956186
Not necessarily, you can moonwalk to gens. I did it when I mained Wraith and piggy.
I never even once seen that done, ever.
Also quite unreliable to an extent as the killer doing that since it's block your vision.
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Misinformation here.
Spine Chill absolutely does work on Undetectable.
Undetectable is blocking aura reading perks.
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It's way better than you think it is. At the very least it's A tier.
A highly underrated perk. It's good in general against all killers but just completely hard counters any stealth killers. They rely on getting the jump on you for an initial hit and Spine Chill single handedly makes that never happen.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/956022#Comment_956022
The cool down is not that much of an issue from my prospective since during that 45 seconds of exhaustion the survivor will play safer meaning pallets dropped or not realize they are exhausted and mess up; Because of this it shouldn't be an issue on time since you would be slowing the game naturally with thano and dying light and could always kick a gen with pgtw. So by the time you have hooked someone, found and downed someone, then kicked a gen before or after that down the cool down for blood echo would be over so you can activate it again.
Like I said I haven't used it but that is what using this perk looks like in my head and I also don't care about the hemorrhage effect only the exhaustion which is why I think it could be good on her since exhaustion perks are really the only thing she has to worry about. At least it would be better than M&A since thats what im using in its place so I can get slightly closer to survivors and because I don't know what 4th perk is the best besides ruin which i will not use.
I mean that's relying on them messing up which isn't happening as much at high ranks, so that isn't a good strategy in the first place and them throwing pallets early really doesn't matter all that much since there's more than enough to finish all 5 gens.
I think you'd get a lot more use out of your M&A or even Infectious Fright which I think is extremely good on her.
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I don't think so. In my opinion it's quite a weak perk in general.
The Hemorrhage is basically worthless and not even worth mentioning, so it's basically just 45seconds of Exhausted only on injured targets with a cooldown.
Bar some hook rush scenarios, by the time you actually find someone new and get the chance at a hit those 45 seconds will either already be gone or really close to gone. This is also if they are even running an Exhaustion perk in the first place.
Then there's also the fact that Plague already has quite a few perks that work really well with her, so it's not just if the perk is good enough for her, but also the cost of losing a different perk for the slot.
Plague is probably one of the best killers to make use of this perk and even in it's best case scenario it is still extremely lacking.
Hemorrhage needs to either be reworked to do more or be replaced with a different status effect that isn't complete trash. The cooldown also shouldn't even exist. The counter to the perk already exists and the cooldown is just overkill.
Then it might be worth considering.
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@LOA said:
Survivors at the highest rank have it much easier than Killers at the highest rank, this isn't even really a debate if you have spent a month or 3 in the red ranks at either side. But this game is not focused on the higher ranks, it is much more focused on the casual player. If they wanted an elite group of players, they would have made a competitive league or mode and a casual mode. They are trying their best to muddy up the high ranks with the new rank reset system, allowing weaker survivors to make into the red ranks so killers can have more success, but even that won't work. You don't have to be the greatest solo survivor to survive a SWF.
yeah this ^
They balance towards the casual mid rank that isn't that good which causes very bad balancing in red ranks. They keep convoluting the rank system to try and get worse survivors into the red ranks in order to muddy the imbalances there so that it won't be as noticeable and then they can post kill rate stats that don't reflect the imbalances.
Separate ranked and casual mode is my opinion of the best solution still as well.
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I get they want to rework the corresponding map and killer at the same time, but Lery's isn't even in the top 10 maps most in need of a rework.
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It's a mix of 2 things:
- Survivor ranking up is currently too easy and killer forces you to play an un-optimal way if you want to pip which means an uneven balance of each side in red ranks.
- The game isn't balanced for red ranks which leads to a very un-fun experience as killer when you go against actually decent survivors.
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Way easier to list the better balanced maps than the unbalanced ones.
The MacMillan maps are probably the most balanced ones. I also don't mind Hawkins that much.
Almost all the rest are between pretty unbalanced to extremely unbalanced depending which one.
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@premiumRICE said:
Its the same thing as 3k hours surv main playing in green ranks
I think the difference is that killers do it so they won't get bullied, survivors do it so they can bully.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/955583#Comment_955583
Plague either has to either passivly make them sick wich takes forever or go to every survivor and puke on them 2-3 times and if survivors are at certain tiles then can avoid the puke pretty well
Legion can ping pong extremly fast between survivors injuring them all and is bassicly unavoidable unless Legion makes a mistake
The only time Legion struggles is when every single survivor is seperated and while that rarelly happens in my experience and the people i watch play Legion
On avarage Legion can injure everyone waaay faster then Plague, that's honestly not even a debate
Once infected they are injured for the rest the game basically, meaning you never have to re injure. Legion is having to do it over and over. You also might be fast but you still have to find them and hit them, Plague doesn't need that.
The rate at which they become injured really doesn't matter much if she is being played properly. Unless you catch them at a bad spot you are just infecting and moving on.
"Legion can ping pong extremly fast between survivors injuring them all and is bassicly unavoidable unless Legion makes a mistake"
This is generally only happening against bad survivors and is definitely avoidable quite easily.
"The only time Legion struggles is when every single survivor is seperated and while that rarelly happens in my experience and the people i watch play Legion"
Only if you are playing against bad survivors. Even decent survivors aren't gonna clump up for you against Legion.
"On avarage Legion can injure everyone waaay faster then Plague, that's honestly not even a debate"
ONE time, of which you are having to do it over and over all game. That cannot be said for Plague. Also infecting them all faster depends on how clumped they are.
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Legion doesn't do it faster and a lot of people overrate Plague.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/954120#Comment_954120
It's not a pip at red ranks
If you do it right it is.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/954086#Comment_954086
What if the killer is far below my rank and I get chased till I escape? I de-pipped for that earlier.
Both sides pipping systems have flaws.
Every time that's happened to me it was still a pip.
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If you aren't pipping as survivor when you escape then you are quite literally doing absolutely nothing all game and getting carried.
It is extremely hard not to pip as survivor currently...like I'd have to actively try not to.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/953417#Comment_953417
"Unbalanced advantages"
Your posts are so fun to read after realizing I don't need to take any of them seriously. 😊
You'll understand after a few more hours played.
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@SpacingLlamas said:
https://forum.deadbydaylight.com/en/discussion/comment/953794#Comment_953794
I'm not entirely sure how it works. But to my knowledge it essentially adds 5 new maps, like for the Preschool as an example.
But I don't know for sure
I don't believe that's the case, but yeah I'm not sure either.
@Peanits could you clarify how the map roll works in relation to this? I think a lot of people aren't sure about this.
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@PistolTimb said:
I swear, if they kill this map for stealth killers I will blow a gasket. Lery's is balanced as is, with plenty of strong window and pallet setups. Meanwhile the glaring issues of Coldwind have been ignored for years... gigabrain devs. I know I shouldn't jump to conclusions, but Lery's should have been FAR down the totem pole for reworked maps
My thoughts as well.
I could see a few tweaks to Lery's, but there are far more maps that desperately need changes and fixes more severely.
Lery's would be near the bottom of my needing fixes list.
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@SpacingLlamas said:
Uh I don't wanna go to that map more often. . . I hope it doesn't have 5 variations
I don't believe that's how it works.
When the map roll lands on Lery's it would get another roll as to which of the variations you get. I don't think it actually adds all 5 variations to the initial roll which would result in Lery's happening more often.
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Really hoping that rank rework includes individual killer ranks.
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Pipping is too easy for survivors so it artificially ranks them up to where they shouldn't be.
But yeah, a lot of survivors are just really bad which artificially makes killers look stronger than they are. Then they balance for these bad survivors as you mentioned, which leads to a very unbalanced game at higher ranks when you get survivors that are actually good.
As per your question, they don't improve at the game because instead of striving to reach the bar, the devs lower the bar to them so there's no reason to get better. Why learn to catch a fish when you'll just keep getting one handed to you.
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@Altima9619 said:
Yes just give it 4-5 years and eventually the base game maps will have been adjusted.
^ This.
They are supposedly working on it and realize it's an issue, but at the rate we're going it's going to be YEARS before they're all fixed. This is also assuming not a single new bad map gets released in all that time.
I also don't think their "fixed" maps we've received so far are really fixed well enough. They still have problems.
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If no one was toxic and the game was actually decently long without being a curb stomp on either side it gets a gg. A "gg" is for it actually being in fact a "good game". If those aforementioned things happened then it wasn't a good game.
SWF will "almost" never get a gg aside from the occasional really friendly group. There's nothing "good game" about playing a game against someone using unbalanced advantages of which you have no counter.
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The lack of red rank killers speaks for itself.
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I think it would be which it why it's what I think they should do.
I believe they mentioned in a couple previous streams that they'd been considering it, not positive though.


