Blueberry
Blueberry
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I can't really get past Yui's face :/
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I never see Ghostfaces doing this.
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As others have said, we see a lot of posts like this on the forums from new players.
We tell them to get to red ranks with killer and come back.
Then we see a post of them talking about "wow how wrong I was" after just even getting to purple ranks.
The game seems killers sided early on when survivors just play dumb, but after you start playing against survivors that know what they're doing they are very much the power role.
Not only do survivors not need those meta perks, but they could all be running zero perks at all and they would still be the power role, that's how strong they are currently.
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That would be so broken. Even at 1 token.
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Overrated.
It's just an okay effect for costing you 2 perk slots..that's meh.
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This is related to ping. The window is also a hole, not a brick wall, the killer can reach through.
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It also needs the cooldown removed.
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Yes.
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Tbh he isn't far from being decently good.
I agree with your first change, the Bone Clapper at base is kind of needed.
However for the second change I actually think what he needs is the rare Windstorm addon at base. I say this because he needs the extra move speed in cloak to be able to properly apply enough pressure on the map.
Now even we gave him all 3 I still don't think that would be too much and it would be a fine change, but just those 2 alone would do a lot for him.
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Now that would be awesome!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/908456#Comment_908456
Yeah I honestly don't get why they don't, there is no reason it's not a complicated request. One could argue they prefer to rework perks entirely, but that is both A) Much slower and B) not needed for perks like surge that are already fundamentally fine.
If they gave surge a small numbers buff it would be a very good perk, it's already not bad in niche situations; like on Freddy it can be half decent.
Even more so why they don't have these perks up to par on release. Why do we always have to wait half a year to a year too get them fixed to where they should have been on release. They're so afraid to have a killer perk too strong on release.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/908202#Comment_908202
That would make blindness a whole lot more useful yeah
I kinda wanted to see more oblivious cause i think it's a cool status effect but i wouldn't say no to straight up buffing blindness
That's why I typically want Oblivious and Undetectable on a lot of killer perks because it's one of the few status effects that I think is actually pretty good. There are quite a few mediocre status's that aren't really doing much of anything.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/908398#Comment_908398
The only perk with a comparable effect is Solidarity, and Second Wind is a bit more reliable and efficient than Solidarity at the cost of reusability and speed.
I'm not referring to literal effects of similarity but other perks that are simply better in general.
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I think it's less about Second Wind not being good enough and more that their are other perks that are too good and simply overshadowing it.
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To me Wraiths green addon for cloaked movespeed should have been base kit. Having more map pressure while cloaked would go a long way for him. The walk through walls while cloaked would be a cool unique thing for him. I'd be curious to test that on a PTB.
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@PeenutsButt3r said:
https://forum.deadbydaylight.com/en/discussion/comment/908331#Comment_908331
Sure that's green ping issue dud
A green ping at lobby doesn't mean a green ping all game.
The issue has nothing to do with hit box whatsoever.
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That's not hitbox issues, that's ping issues.
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Tbh, remove the cooldown and just increase the distance by a few meters and it's solid.
It also should work with things like Pop and Overcharge etc
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QnQ, Dance with Me, Iron Will, Head On for the memes.
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/908261#Comment_908261
This is the big thing with DS. Even if you go after the unhooker, the timer is so long that there is still a big chance you'll get hit with it anyway, even though you didn't tunnel. I think the perfect change would be
- When another survivor is hooked while DS is active, the perk deactivates. Gain a 10% speed boost to unhooking actions.
That would fix some issues and I like it.
I still think it leaves out some other non tunnel issues though, like end game and when they use it as a second life to repair gens in your face etc.
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@StrodeWins said:
https://forum.deadbydaylight.com/en/discussion/comment/908038#Comment_908038
so you’re basically saying that you want to tunnel..
that’s why DS is in place though. it doesn’t reward bad gameplay on behalf of the survivors, it punishes the bad gameplay on behalf of the killer.
No, incorrect.
It punishes the killer many times when he does not tunnel.
I'm fine with it being an anti tunnel perk, it just currently is not.
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@TheCrookedMan said:
https://forum.deadbydaylight.com/en/discussion/comment/908213#Comment_908213
Clown can cut off areas during a chase that makes it a risk to go to. And no, that's not how data works. What the graph says is what it says. The REASONING behind what the graph says is broad but at the end of the day it says what it says
No, the reasoning is not the only broad factor. There are multiple factors taken into that "kill rate" that are not correlated with game balance but are included in the data. A lot of things would need to be taken out of that data to make it more accurate.
Yes the data says what it says, but the use of that data by the devs is what makes the data going into it not accurate for their means.
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@Drazen said:
https://forum.deadbydaylight.com/en/discussion/comment/908142#Comment_908142
yeh thanks for agreeing all I get is nO GiT gUd aLl kIlLeRs aRe vIaBlE iF u ArE goOd 😂
You typically only see that from people who don't play both sides at high rank to understand. Unfortunately that is the majority of the population so they have a very skewed perception of the games balance.
When you play both sides at high rank you realize how overpowered survivors currently are. I get away with way too much on survivor and can mess up many times but still win. The majority of the killers rely on those mistakes to win which is bad in the first place but is exacerbated even more with all the "second chance" perks survivors are given to make up for the few mistakes they do make. The second chance perks are really unhealthy for the game. For the record I hate NOED too as I think that's an unhealthy second chance perk as well.
The problem is that the lower ranks you go, the survivors get really bad. This makes it difficult to balance from the top down as they should. That's why I really think they need a sliding scale difficulty depending on rank. IE make getting gens done take longer at high ranks and shorter at lower ranks. Now I don't specifically mean give gens more time, this could be in the manner of extra objectives even, I just mean the time to complete the objective in get out in general.
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@TheCrookedMan said:
https://forum.deadbydaylight.com/en/discussion/comment/908059#Comment_908059
Clown had some REALLY good chase potential but the problem is his pressure is nonexistent.
https://forum.deadbydaylight.com/en/discussion/comment/908099#Comment_908099
They aren't inaccurate they're just broad
"Clown had some REALLY good chase potential but the problem is his pressure is nonexistent."
I actually wouldn't even say Clown counters pallets though. He just forces survivors to use them early. Unfortunately there are still too many pallets and the gens go too fast for this to matter enough. I agree he has no map pressure.
"They aren't inaccurate they're just broad"
Broad meaning they are incompassing a lot of extra factors that skew the data, ie not accurate.
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Blindness and Hemmorhage both needs good buffs but combining blindness into Oblivious isn't a good idea as oblivious is already one of the stronger effects.
Blindness effects need to work on killer specific things like Pigs boxes, Plagues fountains etc.
Blindness should also hide debuffs survivors have from being shown to them and the cooldowns on their perks. This means they couldn't tell how much they have left on thei exhaustion timer or the cooldown left on their Quick and Quiet, DS etc.
Could possibly also hide the effects on their team members so they couldn't see who was injured etc which would mean they wouldn't know who was in a chase for example.
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@Drazen said:
top tier killers dont depend on surv mistakes while the other low tier ones force surv to commit mistake to capitalize on it which is really hard against good survivors
+1
This is the crux of the issue.
People want more killers that can make things happen if they're skilled, not just hoping the survivors are bad.
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@Artyomich said:
Bring more monsters in the game. Demogorgon actually brought back that sense of dread I lost because I got experienced with the game. He looks and sounds terrifying hearing those stomps and roars across the map just sells his image....of course he's loopable so rip.
I'd like this as well. I'm much more of a fan of "creature" type killers rather than humanoid. I really hope they explore this more.
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@LordGlint said:
Love how the highest kill-rate killer among red ranks is STILL seen as not good enough, lol.
Those stats are heavily flawed and not remotely accurate as the devs even said themselves.
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Strong killers.
The game isn't as scary because overall the killers are quite weak. You aren't scared of something if you don't feel in danger. As a survivor the game just feels like you are almost always safe with how numerous strong loops are.
Also, the ambiance needs massive improvements. More darkness, fog, sounds etc.
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Not sure what region you're getting this, but my killer queue's are always instant. The survivor ones are the 15-20min queue times.
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If the killer plays by the survivors rules, they lose (ie the pallet looping game). This is why the "viable" killers are the ones with powers that counter looping and don't have to deal with it. To win with killers that play their game, there has to be a massive skill difference between the survivors and killers. I mean these survivors are messing up a lot. Which is where the common "it's more about whether the survivors screw up than how good I am" phrase comes from. I'm speaking of rank 1 games to be more precise, with the best players against each other in which you aren't going to see that large of a skill gap to make the difference. This scenario does not apply to low ranks where survivors just play badly enough that you can make anything work.
The extreme factor of:
Do they counter pallet looping?
Yes? Viable
No? Dumpster.
Shows how too much survival reliance is currently on loops.
I'd prefer changes that weakened looping but gave survivors other reliable ways to survive.
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I honestly hate NOED and would love to see it removed, but comparing NOED with DS simply doesn't make sense.
They are not even remotely similar.
One has very easy counters and one doesn't.
Also, "just don't go after anyone for 60 seconds after every single unhook for the entire game" is not a counter. That is how you lose the game. A 60 second immunity after each survivors unhook is insane hence why it is the best survivor perk in the game. 60 seconds is so long that you will end up eating it at some point whether you are tunneling or not.
NOED shouldn't exist, just like DS in its current state shouldn't.
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Waste of a perk slot
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/907237#Comment_907237
No, it has not. You said “The devs said it is strictly an anti tunnel perk.” I am only asking for you to post a link to a video or a post where they posted just that.
What Sairek posted is a change that gave the perk more purpose, but not only one way of using it.
Read the bottom line: “The 60 seconds does allow for enough time to find a killer again after being unhooked, but I believe it will come down to a smart strategy at that point.”
Hence they know you can still use it some other way. This perk doesn’t stop a tunneler, at best it stops a tunnel off the hook.
"No, it has not. You said “The devs said it is strictly an anti tunnel perk.” I am only asking for you to post a link to a video or a post where they posted just that."
"it no longer serves its purpose to protect you from being tunneled/farmed"
pur·pose
/ˈpərpəs/
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noun: purpose; plural noun: purposes
the reason for which something is done or created or for which something exists.
It is in the definition of the terminology they used quite clearly. You've already been linked the post and the video I have already referenced to you, I'm not going to literally go scrolling through their entire history of youtube vids to find the exact one for you when it's quite clear you would disagree with their wording regardless. That is a waste of time.
You've been presented the proof from their post, if you still don't believe it then that's on you to look up the video.
"Read the bottom line: “The 60 seconds does allow for enough time to find a killer again after being unhooked, but I believe it will come down to a smart strategy at that point.”"
None of that phrase contradicts its purpose as being for anti-tunnel.
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I'm down for nerfing Ebony's but only after the game gets properly balanced.
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Way to many pallets that are safe. I mean at least raise the walls on all those pallet loops in the middle of the field. They're so low you aren't mind gaming them. Kinda the same issue that the holes in the walls on the corn maps had.
This would also help a little with that map just being terrible for stealth in general.
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I think Whispers is one of those underrated perks.
If you get good with its distance you can use it to pinpoint survivors and the longer the game goes on the stronger it gets.
People knock it for saying you don't want to waste time searching for the survivors when it goes off, but it's actually the complete opposite. You use it so you don't waste time in a wrong area. Helps a lot for less mobile killers like Huntress by saving them from wasted time on certain sides of the map and helps make up for their mobility issues some.
I don't think you could ever stop it from counting hooked survivors as then it would be too strong for camping and I think that is intentionally why it still does count them.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/907256#Comment_907256
If only it were.
Maybe you can think of something better looking than that? 🤔
Maybe OP will but I still think the current idea fits great.
Unless he just wants the person locked in a coffin that the killer takes off his back.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/906973#Comment_906973
An ugly solution is still a solution i guess. 🤷♂️
A great looking solution yes it is.
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I'd be closer to thinking fast vaults should be removed before I would think slow vaults should. There were very good reasons for those changes. Even with the changes windows are still far stronger than they should be.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/907221#Comment_907221
Please post a link of where they said what you just said. Word by word.
You can also post patch notes if you’d like.
Their post in relation to the patch notes has already been posted for you to read and you still refuse to believe it.
Also, it was said during the stream back when the DS changes were released and Horvath discussed their design philosophy with the changes.
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@Johnny_XMan said:
And yet no one ever said it was strictly an anti tunnel perk except for the people who don’t fully understand the perk.
It’s also not an anti tunnel perk because the killer can continue to tunnel even after they get hit with DS.
A tunneler will always be a tunneler.
"And yet no one ever said it was strictly an anti tunnel perk except for the people who don’t fully understand the perk."
Oh you mean LITERALLY the devs? Who stated that it was made to be strictly an anti-tunnel perk themselves...
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/906904#Comment_906904
Okay, i picture it and it's pretty ugly.
For example, burying means the dirt needs to be put back on.
So there'll just be an out-of-place patch of dirt here and there.
And a Survivor going out means it'd return to being tiles or concrete or whichever.
Instead of brown the dirt will be grey to match the concrete he's digging up, seems fine to me.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/906545#Comment_906545
Sure, it'll just be ugly.
Eh I'm picturing it in my head and it looks fine
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@Ksoni said:
https://forum.deadbydaylight.com/en/discussion/comment/906505#Comment_906505
And imagine a creepy cementry map comming with him!
That would be perfect!
Part of the map could be some catacombs under the cemetary as well like a crypt.
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@Boss said:
How would that work on Lery's or The Game's hard floors?
It doesn't need to literally be dirt. We avert some realism in this game already when a survivor doesn't instantly die from a chainsaw to the chest.
For functionality it would work like dirt and you could bury them into it.
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@Peanits said:
It sounds sorta' cool on paper, but I feel like in practice it would make them a glorified slug killer. You'd be giving up a hook state just to bury them, so the end result would more or less be the same as leaving them on the ground. While I'm sure it could be good, you'd get the same effect and have a power on top of that by tossing Knock Out on another killer.
Not if the bury animation took a good bit of time similar to walking and hooking. It would also count as a hook state. It would just make survivors take longer to find them and waste time since he would essentially have hooks wherever he wanted them.
This would basically just turn it into a gen slowdown function is all.
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"The Gravedigger"
Now that would be cool.
I love the concept.
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This is such a common misunderstanding of the term "gen rush".
No one is saying you shouldn't be doing gens as fast as possible.
What people are saying is that they shouldn't be able to be done as fast as they currently are.
That is a very big difference between the two.
It's saying that the gens need to be slowed down in one fashion or another, not that you shouldn't be doing them.
