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Blueberry

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  • Seems like it.

    The matchmaking is also probably the worst it's ever been. Almost every single match I play has a mash of red ranks, greens and greys...

    Based on the stats we were given for how common SWF is I find it highly unlikely that all of these are because of that.

  • I even think 40% is being generous, I'd say much more than that are just terrible.

  • I don't think it's that intentional.

    I typically leave a person with a trap on them, but if I just happen to run into them again I'm not gonna pass up a free down or hit at least.

    As a killer you can't afford to pass up on free chances to apply pressure.

  • 90% of the killers need buffs.

    The real core issue is map design but at the rate we're going it doesn't seem like a hopeful situation.

  • Because people over exaggerated how good he was.

    He's extremely loud, loopable and his actions are telegraphed over the entire map to always know what he's doing. The undetectable from his portals is near worthless with how loud he is and how short the base duration is. His shred is high risk with low reward, as the majority of the time the only value you get is by faking it similar to huntress wind up. His addons are also very lack luster.

    His "undetectable" from portals needs to be more reliable, addons improved and most importantly of all his shred needs to be more reliable as it's just too easy to dodge and too punishing if you miss.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/949960#Comment_949960

    the problem with that would be though that killers and survivors would be walking around with like 50 keys bnps moris and the ultra rare addons killers have.

    It doesn't have to be that much of an extreme jump. I'm talking slightly better, that's it.

    There's also mori and key nerfs coming so the ultra-rares in the game have all been getting gutted quite a bit to where it isn't going to be as big of a deal as it used to be.

  • I think the rarity from prestiging is what needs improvements.

    The extra blood points should be attached to rank as extra incentive.

  • It all depends how good the survivors are.

    If they are good at looping and know how to do gens fast she's not that strong.

    I wouldn't call any killer that requires survivors to play bad as strong.

    A strong killer is one that can make plays themselves and doesn't rely on survivors mistakes to do so.

  • While I agree maps are the main issue, BL limited their map design with how it could be abused and needed to be tweaked.

    People like DH because it can give you one extra loop or let you take a risky play and completely recover.

  • There are some small things here and there but the main issue is her ambush/crouch.

    It needs to be able to counter loops better than it currently does. Currently 9/10 times you are better off just uncrouching and going for an M1 rather than ambushing and that illustrates a problem with it.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/949092#Comment_949092

    Yes and also I think they should remove the fact that you level up so slowly but keep the same amount of shards its very discouraging.

    Hmm idk, I feel like the amount of shards you get for playing is already extremely generous. I'm surprised we're even able to buy chapters with play time.

  • So you think the current system doesn't reward enough shards?

  • @twistedmonkey said:

    Becasue the lastly stats in April showed the amount swf which wasn't what people thought it was. It also isn't a console problem but a players thinking its always SWF they faced no matter the platform.

    https://us.v-cdn.net/6030815/uploads/431/R1N2OM008SX1.jpg

    PC actually had the highest number of all platforms from the last stats. The console version had been out for around 2 years before this was posted.

    I highly doubt its changed from this to the 90% to 100% figure people are now throwing around in the last 8 months.

    Keep in mind this doesn't show the percentiles at different ranks which I think would be quite different.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/945227#Comment_945227

    I don't think any human on the planet has enough patience to get 9000 shards for every non licensed character

    I did...with still 100k shards to spare

  • You're complaining that you have to do other things because you can't hit a skill check...just practice and get better at hitting skill checks...

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/940492#Comment_940492

    ok I still have not made myself clear.

    Stealth is a function of the game.

    Looping is a function of the game

    Using a flashlight is a function of the game

    If a killer gets "beaten" by those, that does not mean the killer perse needs work. saying stealth works against the Plague is... well, not an argument, Stealth works against all killers in the game, its meant to be a valid strat for survivors to employ.

    So to say the Plague needs a buff because she suffers from potentially being stealthed is just odd.

    Just because all 3 are functions of the game does not make them synonymous.

    All killers can be flashlight blinded, not all killers can be looped or stealthed.

    When looping or stealth does work it can counter a killer. When a killer gets blinded, that is not countering them. No killer gets beaten because of flashlight blinds but killers can be beaten from the other 2.

    "Stealth works against all killers in the game"

    It does not. IE Doctor as one example.

    "So to say the Plague needs a buff because she suffers from potentially being stealthed is just odd."

    This is also not what I am saying at all. You misunderstand.

  • @laurelstroodle said:

    https://forum.deadbydaylight.com/en/discussion/comment/940494#Comment_940494

    I think I over exaggerated it, but you can at least kick 4 or 5 gens while you're power is still active.

    The kicks don't matter if as soon as you turn your back they jump right back on it.

  • @laurelstroodle said:

    https://forum.deadbydaylight.com/en/discussion/comment/940453#Comment_940453

    You beat it by stealth yes, but that means 0 gens will get pop which most likely will benefit plague and giving she more time to kick all gens and regressing them 0 which adds a lot of map pressure.

    You over exaggerate the regression speed and under represent the time it takes to cross the map and keep checking all gens in this scenario. Her Corrupt Purge is also ticking down this whole time.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/940453#Comment_940453

    Ok ermm we are talking about the plague and you mention how Corrupt Purge is beaten by stealth, ok, yes, Stealth is a valid strat, it can also be beaten by skiller survivors looping well.

    That does not point towards a specific fix that is needed for her.

    Its like saying Myers gets blinded by flashlight so we need to adress that.

    Every killer can be blinded, every killer can be stealthed, that is just a valid strat for survivors and if done well, very effective, that however does not point towards The Plague needing any work. (not to mention if you are sick you tend to make quite a bit of noise)

    Stealth and looping are counters, blinding a killer with a flashlight is not a counter to them.

    The two things you are equating are not equivalent.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/940438#Comment_940438

    last point first:

    It working on every killer IS relevant, it speaks as a function of the game as a whole, this has nothing to do with plague so you cant mention it as some argument against her.

    For the rest: ok so basically you want a reason to keep vomitting on things or people, ok ok, I cant dig that, we could make it so that vomitting on a gen prevents survivors form touching it if they are already at max sickness, we could make it so that vomitting on a max sickness survivor slows them down a bit, like the clown for example.

    There are definitly options there, I mean, personally I dont care, I dont need to go around the map vomitting on everything, but im not against it either.

    "It working on every killer IS relevant, it speaks as a function of the game as a whole, this has nothing to do with plague so you cant mention it as some argument against her."

    That does not make any sense.

    If a counter to a killer works, that is all that matters because it works. Whether it works against multiple killers is irrelevant. If you think otherwise then please elaborate as to why.

    "For the rest: ok so basically you want a reason to keep vomitting on things or people, ok ok, I cant dig that, we could make it so that vomitting on a gen prevents survivors form touching it if they are already at max sickness, we could make it so that vomitting on a max sickness survivor slows them down a bit, like the clown for example.

    There are definitly options there, I mean, personally I dont care, I dont need to go around the map vomitting on everything, but im not against it either."

    Now this would be another fine idea that could work.

    I'm just wanting something that would allow her to be able to keep using her power throughout the game.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/940408#Comment_940408

    I just dont agree, survivors dont cleance, ok, that is then their risk, now if you m1 them you slug them instandly, ez kills.

    I just vomit on someone and then go just M1 mode, they will reach stage insta down soon enough and others helping them also get sick so more insta down for me.

    And survivors that can easily wait out corrupt purge can easily wait out any killer all the time, thats not an argument, stealth is a tactic and it can be very effective as long as all survivors are in on it and play very carefully.

    "I just dont agree, survivors dont cleance, ok, that is then their risk, now if you m1 them you slug them instandly, ez kills."

    You are missing my point entirely.

    My point has nothing to do with how strong M1'ing survivors that stay injured is.

    My point is that she is not getting to use her power makes her not as fun and that she isn't able to function as intended because of not getting to use her power.

    "I just vomit on someone and then go just M1 mode, they will reach stage insta down soon enough and others helping them also get sick so more insta down for me."

    After the first infection of each survivor they are never cleansing so you will never be getting to use her power again.

    "And survivors that can easily wait out corrupt purge can easily wait out any killer all the time, thats not an argument, stealth is a tactic and it can be very effective as long as all survivors are in on it and play very carefully."

    Just because waiting it out is a strategy that happens to work against multiple killers doesn't mean it's not an argument. It WORKS. Whether or not it works for other killers as well is irrelevant.

  • This isn't even a discussion relating to how strong or weak she is.

    The reason she needs to be worked on is because she simply doesn't function as intended.

    Survivors don't cleanse and she never gets to even use her power so she just walks around M1'ing people. This isn't just not fun, but it also hinders her point gains in deviousness.

    This is a flaw in her functionality that needs fixing. Survivors should be cleansing and she should be able to use her power throughout the game.


    Lastly, I don't think her Corrupt Purge needs any nerfing. I'm not saying it isn't strong, but I am saying a lot of people highly over exaggerate its strength. It already has a very high cost. It requires a survivor to give it to you, you have to walk over and pick it up which means you aren't getting it mid chase, you waste the time going to get it and then find someone afterwards which adds up a lot and lastly, it gives a visual queue and a map wide warning that you have it now.

    Smart survivors can very easily wait it out and the vomit can even be dodged with its delayed projectile speed around corners. It only feel crazy strong if you get caught out in an open field, but in that scenario so is many other killers like a Billy chainsaw.

    There needs to be more reasons to cleanse and the Corrupt Purge does not need a nerf.

  • @Troman said:

    https://forum.deadbydaylight.com/en/discussion/comment/936739#Comment_936739

    Stats reflect how deadly each killer is, based on the kill rate, but they don't reflect the experience during games. 4-man SWF team can humiliate the killer the entire game and when one member is hooked when all gens are done, the game can easily snowball, because SWF don't want to let their member die. For me that's one of the biggest reasons for this "contradiction".

    And to be honest I'm very surprised that the difference between randoms and 4-man SWF is just 7%, it looks very strange to me. For those stats DEVs admitted that they had errors in that data for red ranks, maybe it influenced solo vs SWF stats too, I hope we will get new stats concerning solo vs SWF.

    I think the main issue for why it doesn't make sense is because we are looking at stats for kill rates. For example, you may see a 4k but in reality he had only 2 hooks before all gens were done and the gates were powered. He got a 4k because of things like NOED or as you mentioned all the SWF swarmed him trolling around at end game. That's why kill rates for determining how balanced killers are is very flawed. The 4k makes the killer look like he was strong or played well when he really didn't. It gives a false balance reading.

    We'd fix this issue "mostly" by looking at pip rates instead. As this would allow us to separate games like the example I mentioned and see that he really didn't "win". I say mostly because we still have quite a few killers that get artificially punished with the current pip system with things such as one shots, but that can be easily fixed and ruins the "stats" much less than the more numerous flaws in going by kill rates.

    "And to be honest I'm very surprised that the difference between randoms and 4-man SWF is just 7%"

    Me as well, which is where my post of "contradictions" comes from as if it really was just 7% then their logic for changes between solo and swf doesn't make sense. I think the reality of it is that there are indeed A LOT of factors influencing the kill rates to such a significant degree to where they're near worthless. The devs kind of mentioned this as you said, but I think they down played how significant those factors are with the wording they chose.

  • Kind of side related, but I find it interesting that were told that there is no real significant survival increase as a SWF when killers complain about how broken it is, however at the same time they tell us they want to decrease the gap between solo and swf because of how significant the difference is.

    This just sounds so contradicting.

    So which is it, is SWF significant or not? If it wasn't significant then why are they trying to close the gap.

    I'm not trying to start a conversation about whether SWF is op or not here, just pointing out the inconsistency of the information we've been given.

  • A perk that lets the survivor lay down as long as they don't move.

  • Winter Solstice theme...that isn't happening this year.

  • All he does is make the survivors drop pallets early. There are more than enough pallets in the maps to have all the gens done before they run out. This makes his literal only strength not matter much. He needs changes, especially since as others have pointed out, Freddy just does everything he does and more.

  • Yeah this is what a lot of people have been telling the devs for a very long time, map design is the games number 1 problem.

    It's clear they recognize this and are working to fix it which is good, but the problem is that at the rate we're going it will be years before all the problem maps are fixed and that's assuming not a single other bad map gets released in that time.

  • @ASpazNamedSteve said:

    https://forum.deadbydaylight.com/en/discussion/comment/932312#Comment_932312

    How is slowly increasing madness over time better in that scenario? A 60s cooldown doesn't really matter when the effect is so, so much stronger.

    You'll end up getting more tier ups than the 60 second cd.

    Regardless though, he's still weak either way, so whether or not it's better is pretty irrelevant.

    I want to see changes that help him in chase or improve his ability to counter loops. Improving the tier up rate (if it is) isn't going to make him more viable. The madness just doesn't mean enough.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/932231#Comment_932231

    Whispers fixes the TR problem pretty easily.

    The way I see it, the Static Field was largely not very useful after the very beginning of the game. I would much rather just be able to insta-tier someone than have to linger at 110% under the hope people stay in the field too long.

    Running a tracking perk on a killer that's strength is already tracking is a bad idea. Not to mention this is comparing his previous ability to new ability + a perk. That isn't a fair comparison.

    What use are you getting out of that insta-tier of madness in exchange for your better tracking? None of it is helping you in a chase. It's just being a little annoying with a "deep wounds" type effect.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/932204#Comment_932204

    Insta-tier up AoE attack and not having to switch stances to shock seems like a nerf? Those are the biggest changes to me.

    On a 60 sec cooldown and only if they are in your TR at that moment. Overall you will end up with way less Madness tier ups in total with this change.

  • Seems like more of a nerf so far imo

    Not sure why they would even make the statement about only wanting to make him more fun and not stronger when he is currently really bad. He needs to be buffed.

  • Not sure why they can't just give us the lights and decorations seeing as that is already done and wouldn't require any extra work.

  • Some people are just more competitive than others, that's normal for every game.

    I personally don't have near as much of an issue with mori's and keys as I do other things in the game, because as you said, they are very rarely seen. I personally also like having some "OP" addons/offerings as long as they're ultra rare as I kinda see that as the entire point of ultra rares. I'm in the minority there though.

    I also think whether or not people take it more or less serious has to do with their rank as well. Like in lower ranks you can goof around, not be serious, still win and not as many people are toxic. However in high ranks, the other side doesn't give you time to goof around and if you do or you're just bad they are going to be toxic as hell to you. You almost "try hard" because you want to stop them from treating you badly. Think of it like standing up to a bully in school.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/921888#Comment_921888

    Deathgarden was balanced from the top down and it was a massive flop. Casuals got absolutely slaughtered in a game balanced around a 5 man on comms.

    Actually the overall consensus on Deathgardens balance was great. That had nothing to do with why it failed.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/921696#Comment_921696

    If the average survivor is really bad then why should the game be balanced around high rank gameplay?

    I absolutely agree that the average survivor is not that great. I also believe that the average SWF group is not that great as well. I can beat most teams with Plague (my main killer) but if I get a really good team who split gens and are effective at surviving a chase then most likely I lose. That’s few and far between though. Most of my survivors are potatoes.

    I’m not saying you’re wrong, I like the idea of scaling the difficulty depending on ranks.

    As you said it’s difficult to find balance. I just think it’ll drive newer players away if the game is balanced around survivors who know what they’re doing especially if they’re in an SWF group with their high rank friends.

    I'd also argue that's what every other successful game does in terms of balancing from the top down instead of the bottom up.

    Even though the majority are bad, they can fix the problem for themselves by improving at the game. The solution is in their control. When you balance from the bottom up and you are playing at the top, you have no solution, you're just SoL. That's why I think it's better balancing from the top down.

  • Literally just do a gen if he's camping it, that easy.

  • I'm basing it on well over 4,000 hours played as both sides at rank 1 on every reset for years. That's quite a lot of collected data. Keep in mind my survivor play is almost exclusively solo as well.

    Most people that don't think the game is survivor sided in terms of power role are people that don't play both sides at the max rank or are new players in general and are solely basing their opinion watching streamers/youtubers or the flawed stats we have.

    Lower ranks do not give an accurate read of the games balance as most lower rank survivors play really bad and make killers look stronger than they are.

  • @SyntheticAesthetic said:

    https://forum.deadbydaylight.com/en/discussion/comment/921721#Comment_921721

    that's true, reverse boosting is rare if it even happens at all so I wager the people regressing ranks would be a small minority to the point it's rarely an issue. The map design really need to be looked at from a standpoint of balance first and artistic design second.

    Yeah and I mean it's clear they recognize this at least as they are going through and fixing them.

    However, it is extremely slow going for how many maps we have that need fixing. At the rate we're going the problem maps will be fixed in a few years...assuming not a single new map gets released in that time that needs fixing as well.

    I also don't particularly think Springwood is fixed properly any way.

  • Blood Echo is just really bad in my opinion. No matter what killer you are playing there are better perks you could use by far.

    Hemorrhage is near completely worthless and not even worth mentioning, so it's basically just 45 seconds of Exhausted on injured survivors. 45 seconds is so short that by the time you hook a guy, find someone new and actually get close enough to hit them the effect is already going to be gone any way unless they were complete potatoes.

    You could even completely remove the cooldown on this perk and it would still be terrible imo.

    Hemorrhage needs to be replaced with a different and more useful status effect because just 45 seconds of Exhausted is simply not good enough. Could also just cut the cooldown and make the Exhausted 60 seconds...now maybe.

  • @SyntheticAesthetic said:

    https://forum.deadbydaylight.com/en/discussion/comment/921696#Comment_921696

    they'd just regress ranks, I think what needs to happen is smaller map sizes so the gap between good and bad killers isn't quite as steep. Then it wouldn't just be ghostface,myers,nurse,spirit and the gang of Z tier killers. By design this game wasn't meant to be this happy fun bounce house kind of experience for new players, it's like learning to ride a bike you'll scrape your knees and fall over but with dedication you can suffer through it. The training wheels in that situation can be crutch perks like widening a terror radius and giving that stupid red eye glow thing.

    "they'd just regress ranks"

    That's why this change would only work after implementing proper rank rewards and the dc penalties. Yeah some people "can" still do it, but it would be extremely slow, tedious and not that common at that point imo.

    "I think what needs to happen is smaller map sizes so the gap between good and bad killers isn't quite as steep."

    That I can agree with. Map sizes and even map design in general for terms of balance is really bad.

  • For the sake of time they re-use and re-skin a lot of abilities and powers since it takes them a lot of work to do a brand new one from the ground up.

    I also think people have been somewhat dissapointed with the killers lately because they require no learning to adapt. The recent killers have had their "counters" literally built into their kit so the survivors have nothing to learn.

    Rather than the opposite which would be just making a unique, fun and strong killer and then letting the survivors figure out what works and doesn't work against him. A lot of hand holding in other words.

  • It's difficult because the average survivor is just really bad.

    We need to balance for the high ranks but they're worried about all the lower ranks. This is why I think we should have scaling difficulty IE gens take less time at lower ranks and more time at higher ranks. I don't mean literal gen time as this is just an example, but you get my point in general.

    There also comes a point where you just need to put the challenge there and make the survivors adapt and improve to overcome. Were at a time where instead of improving to overcome the challenge we'll just go to the forums and complain until the devs lower the killers bar to where they're at, no need to improve.

    Most games balance from the top down to prevent the issues we are having now because they're not.

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/908096#Comment_908096

    Scary games stop being scary when you've played them for the hundredth time and know exactly what's going to happen. BHVR can't change that; nobody can.

    Overpowered killers don't make me think: "Oh no, I'm in danger", they just make me sigh and say "Well, I'm up against this BS again. Why do I even bother?"

    Also, I'd have to say no to the darkness; I can already hardly see a thing on the Yamaoka Estate maps. Darkness benefits the survivors more than Killers.

    https://forum.deadbydaylight.com/en/discussion/comment/908100#Comment_908100

    All those loud noises do more harm than good for the Demogorgon, really. The footsteps and hissing noises allow you to always pinpoint which direction he's coming from when there's a wall between you and the Demo, and the map-wide noises from missed attacks let you know that it's safe to work on gens when the Demo isn't chasing you.

    In fact, he's one of the worst killers in the game, according to stats.

    "Scary games stop being scary when you've played them for the hundredth time and know exactly what's going to happen. BHVR can't change that; nobody can."

    We know exactly what's going to happen because of the over reliance on pallets and windows being a repetitive and unchanging interaction, not because of how long we've been playing. You can create replayable interactions that are still changing.

    "Overpowered killers don't make me think: "Oh no, I'm in danger", they just make me sigh and say "Well, I'm up against this BS again. Why do I even bother?""

    Strong killers is not the same thing as overpowered killers. That's not what I was talking about at all.

    "Darkness benefits the survivors more than Killers."

    I know, which is why I want more things to help the survivors escape other than just pallets and windows so we can tone them down.

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