Blueberry
Blueberry
About
- Username
- Blueberry
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Peanits said:
I see the point you're trying to make, but it really is countered by not tunneling. If someone tries running at you at the last second to make you grab them, slug them for a few more seconds and it'll run out. Running out the clock isn't a big deal unless you are actually chasing them off the hook and have to wait almost 60 seconds.
You make it sound like slugging isn't a high risk play for killers. They aren't getting the option here either, this is forcing them to make that risk. Also, you are expecting the killer to slug every single survivor after every single hook that they attempt to do this? That seems so unrealistic.
Killers are on the clock with already not enough time for their objective in comparison to gen speed.
One single perk is effecting how the killer plays every single game. That is not good design.
Tunneling also is not just downing the same person twice in a row. Killers work on momentum. If I leave a hook entirely and just happen to run into the same survivor again a killer can't afford to be like "oh my bad! Didn't realize it was you, carry on. I'll go look for someone else randomly". Killers don't have time to do that.
-
@JacksonWise said:
https://forum.deadbydaylight.com/en/discussion/comment/898759#Comment_898759
I have to disagree.
Map size is one thing, but if it's too dark it creates frustrations for both sides. As killer, you can't find survivors or you lose them easily. As survivor, you're likely to run into walls or get caught on tiles which will cause you to lose chases prematurely.
I think gameplay has to come before realism on this one.
I wasn't referring to realism, i was referring to game play.
"but if it's too dark it creates frustrations for both sides."
I don't think this is true at all.
As survivor you have lots of outplay potential through jukes and hiding.
As certain killers like Ghostface it helps you sneak up on people easier.
-
It sounds like you're a new player. As you play more things will seem better.
-
@skoopydoo said:
BT and DS do what they're supposed to. Don't understand all the complaining.
They're both to counter camping and tunneling but they both punish the killer even when he doesn't do either currently. It's pretty straight forward why people are complaining.
-
It is heavily abused, same as BT.
-
Less RNG on traps, start with more in hand and more on the ground. Just this would go a long way for him.
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/898724#Comment_898724
We are aware, yes.
Isn't that fine that some maps are darker than others, just like some maps are larger than others? It's just more variety where some maps will be harder or easier for certain killers, survivors, or builds.
Feels like most maps are too bright anyway.
-
Yup...again
-
They keep building the counter play into the killers kit rather than just making a strong killer and letting survivors adapt and figure out the counters on their own.
-
I'm kind of okay with its clunkyness for it being a 1 shot so that seems reasonable.
I'm more bothered by Demo's clunkeyness and easy to dodge lunge because its not a 1 shot.
-
@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/898291#Comment_898291
Yup, that's exactly what I mean by big IP and a Xenomorph would definitely fit that bill.
I like the dragging idea for your werewolf, I'm a bit surprised to not see a "drag" option in game already to be honest. Probably would cost quite a bit though.
That would make sense but to be honest I don't see them ever adding a Xenomorph to DBD. It just doesn't fit the theme imo at all.
-
Haddonfield, the corn maps and autohavens would be the firsts on my list.
-
@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/898244#Comment_898244
A killer that could climb would feel super fresh, my only question is would they save something like that for a big IP killer?
If by big IP you mean a licensed, I don't know of any licensed killer that would do that.
They also mention a lot about how off humanoid killers would be able pick up survivors but I think a "Beast" would just grab their shoulder in his mouth and drag them quite easily. Hooking animation can be him just flinging them from his mouth up onto it.
-
@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/897727#Comment_897727
I would love for Krampus to pop up and yeah, like most, I'm very interested to see what their own werewolf could be.
Yeah they said they don't want to do too "stereotypical" killers ie vampire or werewolf, but I think they could seriously make them work if they just made it their own entity interpretation of each instead of iconic versions we all think of. Those stereotypical killers are popular for a reason and I think people would like them a lot.
For example:
I was thinking all the clips we've seen of Vigo and his experimentation with blight was going to transform him into "The Beast" aka their own werewolf interpretation but unique.
I really like killers that force survivors to play differently as it makes the game feel very fresh. So like if the werewolfs ability was jumping and clinging to walls, it would now force survivors to always be looking up at tree tops and buildings. "The Beast" would be able to jump from tree to tree and cling to them or crawl along the building walls. Maybe while attached to walls or trees he has undetectable.
People complain about the game getting stale, but I think this is because they keep making every killer be countered by literally the exact same play style. They aren't making survivors play any differently, so of course it's gonna get boring. They could keep the 1 play mode from getting as boring if each round required a different tactic from them.
-
"It's so sad how lacking of skill some killers in the game has that they have to rely on such cheap tactics. Really ruins the fun for me, but then again, im just a ''newb''."
I'm not sure if I'd be so quick to make that kind of judgement.
Does looping pallets require skill? I don't think so. If there was way less safe pallets then sure, but that isn't the case.
Also in terms of ruining fun, is it fun for the killer to get looped at pallets? I don't think so.
You say camping is cheap but if the killer plays by survivor standards of "fair" play they lose. It's like saying "the killer didn't play dumb, that's not fair".
With how fast gens go the killer literally does not have the time to complete his objective playing "fair". Now I get this is more of a high rank thing, but my point is that the power is completely in your hands to counter this. Whether you lose the game or not is up to the survivors, not the killer.
Even in spite of this there are also multiple perks to counter camping. As well as a lot of survivors use the term "camping" very loosely. Most the times survivors say a killer is camping, he's not. Same goes for the term "tunneling". Unless they are getting facecamped, they are definitely saveable.
Obviously I'd like the game better balanced so no camping or tunneling for that matter was needed at all, but that just isn't how the game is currently balanced. If the game was more balanced I think you'd see way less of both.
-
Krampus (could make use of all the fire pits as "fireplaces"), Jack the Ripper (victorian era town would be very unique as a setting), their own interpretation of a "werewolf", The Boogeyman (killer that has a lot of interaction with lockers). Hansel and Gretel Chapter
-
I was actually thinking Krampus should get his own chapter tbh
-
@DBDIT said:
https://forum.deadbydaylight.com/en/discussion/comment/894892#Comment_894892
Spoken like a killer main that does the same crap. It was more so the other survivor's fault but to disregard the killer working with survivor is just asinine
I didn't disregard it at all. Also, just because someone disagrees with you doesn't make them a killer main. I have played survivor at rank 1 on every reset for years for your information.
-
@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/894892#Comment_894892
Okay. I can't take you seriously anymore. You and me have had our fair share of disagreements. But I always respected your opinions. If you are going to try to blame the person who is the victim I can't take anything you say seriously. The killer was clearly working with the other survivor. Why the hell should the OP have stayed in a game with cheating scum like that? Even if you were correct about the supposed misplays on the OP's part, they should stay to be farmed why?
You make it seem like they joined the game together and pre planned the whole scenario. This stuff happens every now and then just because a survivor wants to be funny and only cares about himself. I'm not saying what the other survivor did was good, he was being a really bad person. All I'm saying is there's no reason to break the games Terms of Service and DC.
-
I think it's only the best for certain killers. There are quite a few I think it's awful for like Billy, Nurse, Huntress etc.
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/894892#Comment_894892
So a teammate survivor showing the killer in what locker you are hiding is now a misplay of yourself? What?
"So a teammate survivor showing the killer in what locker you are hiding"
That is not what he said happened.
"is now a misplay of yourself"
And that is not what I was calling a misplay.
-
@Esheon said:
https://forum.deadbydaylight.com/en/discussion/comment/894892#Comment_894892
You're claiming the OP "made misplays"?
There was no misplay in what the OP describes. Hiding in a locker is a valid tactic. Everything else described was done by other people, and you can't fault someone for not bringing a perk they may not even have.
"There was no misplay in what the OP describes."
Yes, he did. The killer doesn't come to a random corner and start checking lockers for no reason. One of them either loud jumped into a locker or left scratch marks. If either was him, misplay. If he saw the other survivor do either of those, his misplay was then jumping into a locker as well because she should know the killer will see scratch marks or have heard the jump.
Choosing not to act differently when another survivor makes a mistake is a misplay because it is not adapting to the situation.
"you can't fault someone for not bringing a perk they may not even have."
I am not faulting him for not bringing a perk. I am faulting him for his misplay and choosing to DC instead of adapting next time. Telling him he can run DS for a tunnel situation was simply a recommendation for a situation he finds annoying.
-
Just so you know, the devs have stated that admitting on the forums to doing bannable offenses can get you banned. Idk how strict that is in regards to DC'ing but it's been said.
Also, that is no reason to DC. You made misplays and could have even run DS to counter that.
-
Mori's being the only secret offering for killers but still shown on the loading screen as a "secret" just doesn't make any sense at all and should've been fixed literally years ago.
I find it pretty fun to throw worthless Cypress offerings when I know it's a SWF just to watch them all get tricked into DC'ing lol. That's about the only use those offerings have.
-
@projecteulogy said:
https://forum.deadbydaylight.com/en/discussion/comment/893656#Comment_893656
Now its actually true but for a different reason.
VPN/Steam Location Change(pre-servers) + Hitboxes not coded for Dedicated servers, but for P2P connection + Great Value Dedicated servers they got out of the bargain bin at Walmart = Getting "Hitboxed".
Some of their Fog Whisperers even call it "Getting Dedicated Server'd".
What you described is ping related.
-
For years, the endless posts complaining about "hitbox" issues and referencing how they got hit because of it when they shouldn't have.
There are no hitbox issues.
The problem comes from 2 things.
Ping and people not understanding how the game detects a hit when the killer swings.
-
This isn't new. It's been this ways for years unfortunately.
-
He's "okay". However okay in DBD is weak. We've been destroying him in all my survivor games in red ranks.
He feels like a low A to me.
-
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/891748#Comment_891748
Yea I would disregard the sounds. Seems like they get messed up every patch. While it hurts her, it's not something intentional.
I still think she is S tier, it's more that her post-phase feels like crap is all. Like I can still clearly outplay survivors, it just feels worse.
The post phase is the biggest nerf I'm feeling as well. It seems minor at face value but it adds a lot more chase time between phases and that time can be the make or break as to whether or not they get to another window or pallet.
I know the sound changes aren't intentional but they are effecting the experience in trying to judge her now. I really wish we'd stop having the sounds messed up though on every other patch.
-
She feels significantly weaker to me. I don't believe there is an S tier killer anymore. I would still put Spirit at the top though in A.
Keep in mind though, survivor sounds are messed up again this patch which is probably a big factor influencing my experience post changes.
-
Billy
-
@DeadbyDaylightbroke said:
https://forum.deadbydaylight.com/en/discussion/comment/891058#Comment_891058
I've vaulted and ran and still been hit, Also he is swinging the club (downwards) into a window ;without collision;
It has a longer lunge than normal attacks, that's in its description. Downwards into a window would still have it go through. The downwards animation is also literally just that, an animation, not real life functioning.
-
Windows are holes, not walls. What's the confusion?
-
I like your first idea the most. +1
-
I hope there's a lot more to come because none of that looks promising in terms of improving Doctors viability.
-
This is happening on every killer...on what seems like every patch unfortunately.
-
No, the best perk in the entire game does not need a buff....
-
Or you know just pallet loop like every other killer
-
Individual ranks is a feature I've been waiting on a lot as well, especially with the recent changes to the rank reset not dropping you as low as before. It's fun to look forward to rank reset so you can actually have fun playing the less viable killers but with this change that isn't going to be a thing anymore.
I don't think you dreamed it, I believe I remember them saying they were looking into doing it.
-
There are already countless anti-slug perks available if it bothers anyone that much. Slugging is also a high risk play for killers in the first place. There's no reason for more slugging nerfs.
-
@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/883775#Comment_883775
You know, according to BHVR's stats (Specifically, a post made by @Almo), SWF doesn't really affect escape rates most of the time, because they tend to get super-altruistic and refuse to leave unless they can get everyone out.
It only has a significant impact on escape rates with high-ranking groups that have been playing together for a long time.
As you mentioned slightly, at rank 1 it increases their survival rate significantly. I know people play at different ranks, but for those of us at rank 1 it is busted and ruins the game balance completely.
-
@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/883703#Comment_883703
Isn't only 2 so long as you heal and they are safe? I'm sure I got iridescent this way.
@kornz2dope Do 3 gens to get lightbringer. Doing totems and opening the gate helps too so you don't have to do all 3 by yourself, though it helps secure it.
I just finished it earlier this evening, it took a while but it was fine.
https://forum.deadbydaylight.com/en/discussion/comment/883710#Comment_883710
They fixed it with the patch.I got 3 from a match earlier.
Ah glad it's finally fixed then
-
Honestly with all the problems Legion has had to this point I don't even know what would get him to viability anymore. I genuinely think he needs a Freddy level rework at this point.
-
I'm not a fan of that strategy they're doing because we know what the devs consider a "strong" killer and it's weak and non viable. I can't believe that they would buff the killers enough to compensate for getting solo''s to SWF level.
The best solution in my opinion is a ranked and unranked queue. A cross platform player base would be big enough to handle this. Ranked is solo OR up to 2 SWF. Unranked would allow any amount of SWF. People would play unranked still for higher blood points and when they wanted to practice different killers or builds without losing rank. Obviously this would all only work if we also finally got ranked rewards as well.
In regards to your nerf to SWF, there's no way to directly nerf SWF without hurting solo's.
-
Pretty sure that challenge is currently bugged. No matter how many Iridescents I get it only gives 1 per game towards the achievement.
-
I think there's a few factors making this problem:
- It's much easier to rank up on survivor than it is killer currently
- The matchmaking system spends longer trying to get a more accurate match
- The game imbalance. The red ranks were more tolerable at least when playing the top tier killers but now that even those are getting nerfed people just don't want to deal with a bully simulator that is red ranks.
-
To me it feels like that as killer because you're constantly getting mocked, taunted and played with by survivors. You want to win to teach them a lesson for acting like that.
As survivor it's more a good time either way because unless you mess up A LOT you are going to win. Your worst case scenario is when you get bad teammates and that's kinda just whatever. The higher rank you get the less often that happens. The killer may kill you, but he didn't taunt, mock or toy with you generally because if he did he would lose the game, of which the same can't be said vice versa. The survivors can dick around a lot and still win easily.
Survivor is just so much more relaxing and chill. Ironically this should be the complete opposite.
-
Even removing the cooldown from Blood Echos it still wouldn't be that good and no one would run it.
Along with removing the cooldown they need to dump the useless Hemorrhage debuff and it give it something more useful. Hell even Blindness would be better.
I think this also kind of points out how bad Hemorrhage is currently and as a status effect it really needs improvements for it to be a status effect anyone cared about.
I'm not as sure on Lucky Break but I'd lean towards just making it infinite and not have that restriction it does.
-
@Khroalthemadbomber said:
Though I have noticed a couple times lately when I play survivor that I SOMEHOW get exposed after breaking the Ghostface out of cloak through his stalk. And I'm not talking recently broken out but multiple seconds having broken out.
It's latency and happens both ways. The amount of times you break line of sight and still get revealed seconds later is very often.