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Blueberry

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  • Overall I agree, big improvement!

    That said, my nit pick. 5k bloodpoints is utterly irrelevant..like it's basically zero for how insignificant that is. Bare minimum to even care about should be like 50k..at least.

    Similar to how the dailies are such insignificant rewards that no one cares about them. They also need to be like tripled in value. I forget they're even there because the amounts so irrelevant.

  • He feels so bad now.

  • Yeah for some reason the cooldown feels very long.

  • Yeah I believe that post is what got them to at least fix the desync bug, but i'm not sure why they didn't fix the other one. Especially seeing as the other one should've been a much simply fix than the desync one.

  • @HolyDarky said:

    At least they fixed that Sadako's intermittent invisibility when within 24 meters now happens in sync between Survivors and Killer's POV. After 5 months. I'm pretty sure they will fix this bug in the next 5 months. Maybe it is a good idea to report this bug in the Bug Reporting section @jasonq500 if you or no one has done it already, just to remind the devs that this bug is still in the game.

    I already reported them both together in a very long post with videos demonstrating the bugs months and months ago.

  • Still bugged. Months and months later. Lasting roughly .7 sec on the invisibility rather than the intended 1.2 from her last rework.

  • @UndeddJester said:

    I not convinced by tne doom and gloom yet.

    I've seen a few people making amazing use of the Knight with the guards on demand.

    • Using the Carnifex like an event remote pallet break on demand looks disgustingly good.
    • Using the Assassin to shoot past survivors and force them towards you to score hits is very viable, especially with the longer draw paths.
    • Using the Jailor to exert gen/hook pressure while you pursue a down elsewhere looks very good.

    You don't need the guard to be there until the moment to score a hit, you only need them there long enough to push a survivor out into a bad position so you can easily score a hit.

    I had way more fun using him as split pressure Knight when I was playing him, and I have seen some people using the new Knight very well. Its hard to say cause its the PTB, but tbh his brain dead loop cut off cheese was boring as ######### even as a Knight player... anyone using him to cheese loops likely doesn't really care about the killer anyway, and is the type of player who doesn't play to advance their skills and learn, and instead runs crap like Egg Wesker.

    These changes puts more skill expression and mind games into his kit, so even if he's weak, which I'm not yet convinced he is, I think he will be more fun to play for people who actually like to play Knight. The lame players who only use his power to cut off loops for free hits will leave him and the people who actually like the Knight will find new and interesting ways to use the new flexibility his power adds.

    The direction of his rework is healthier, and he can always get numbers buffed later if he needs it.

    There is objectively less skill expression.

    All the things you mentioned were stuff he could already do before as well as more.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760353#Comment_3760353

    So I can happily smurf and stomp the newbies with full slugging build 24/7, what a good design

    You can pull off the same thing right now, let's not exaggerate.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760353#Comment_3760353

    MMR is not a reward. It wouldn't be an incentive to spread hooks.

    In MMR's current state, no. MMR needs changes as well.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760625#Comment_3760625

    indeed. one of major advantage to why game is kills is because it allows multiple strategies to win. yes that mean slugging is possible win condition even if it is not prominent or balanced very well. Camping and 1 stage is also valid win condition. Michael Myer's Mori is also valid win condition and does not use hooks. The killer player is free interpret for how they should win the game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760353#Comment_3760353

    it is already balanced around hooks. the vast majority of games for killer wins come from hooking 3 survivors. rarely do you bleed someone out or camp 1 stage a player. It is possible to 1 stage or Bleed slug someone out but the balance doesn't support these play-styles. They're weakest play-styles for killer.

    The game is not balanced around hooks, it's balanced around getting people out of the game.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760353#Comment_3760353

    Killers who make 6 hooks 4K then keep getting easier game than killers who try to make the game fun for survivors and get the first kill at 9th hook is always the worst idea in my book.

    Youre welcome to try hard and looking for easier way to get more kill. You should get a team who try hard and looking for easier way to escape. Thats what MMR stands for.

    The sentence structure is broken a lot here so it's hard to understand what you're saying.

  • The game should be based around hooks more than kills for mmr.

  • Unfortunately no map. Extreme missed opportunity for a castle map. Whatever other new map is being worked on is probably less interesting a concept than a castle could be.

  • The perk is fine and the counter play is clear and easy. If this is too difficult we are setting the bar so, so low.

  • CoH is still a solid A tier perk. It does not need buffs. Let’s focus on buffing all the actually bad perks instead.

  • It’s meme’y and funny, but not practically good. I don’t see why it would get nerfed. Hag isn’t even that good.

  • The perk is fine. The counter play is very easy.

  • Overall nerf. A nerf to his most viable strat (I use viable very loosely here) and a buff to his weakest strat but it’s still weak and unviable.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/420113/thoughts-on-the-new-im-all-ears

    It's not only Perks that hide the aura of the survivor like Distortion or Off The Record. The other issue is that this Perk still has a too large trigger radius. 48meters is way too large and results in situations where a survivor randomly triggers the Perk and it becomes useless since you're not interested in this one or the survivor who you're chasing triggers the Perk too far from you. Players told the developers that this trigger radius is too big and the reason why the Perk is underused besides its long cooldown. However, they chose to not listen and ignore us and then in a week they'll wonder why every killer is still running Pop, PainRes, Corrupt, and Grim Embrace. ¯_(ツ)_/¯ However, the Perk is still decent on some killers like Pyramid Head, Huntress, or Trickster but not so reliable like other ones.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759662#Comment_3759662

    Realistically I don’t think any of the killer perk buffs are gonna
    see their usage rates go up much at all. Maybe Oppression a tiny bit.
    Kinda meh for a perk update for killers in my opinion, I don’t see
    enough changes that would make me run any of them.

    True. Darkness Revealed could have been a good Perk but - again the developers - chose to not listen and buffed it in the wrong direction. I'm looking forward the new Machine Learning because this can be cool paired with Tinkerer, Deadlock, and filler. But other Perks are more reliable. Opression, Trail of Torment, and Dragon's Grip will be for sure decent too but only when you do something funny.

    Yeah the Darkness Revealed change makes zero sense. Its problems had nothing to do with aura duration, the problem was its range of detection. Still bad.

  • I don’t see this change increasing the usage rate at all. 10 seconds isn’t gonna be the make or break for whether someone considers it or not. Also yeah, Distortion things.

    Realistically I don’t think any of the killer perk buffs are gonna see their usage rates go up much at all. Maybe Oppression a tiny bit. Kinda meh for a perk update for killers in my opinion, I don’t see enough changes that would make me run any of them.

  • Well they could still be active at the start, just not make them show lit on a totem until your first down or 60 seconds, ect.

    So they could hypothetically cleanse it early if they spawn and start breaking dulls, but they could also just be wasting time.

  • @Laluzi said:

    I used to think Kindred basekit was absolutely necessary, but I've found the addition of survivor icons has fixed most problems that used to come with blind unhooking, and that it generally handles itself nowadays. It's only baby players who don't understand that two people on a gen and one person being chased means that someone needs to get off the gen and go for the unhook. Or gen rushers, or partial SWF who don't care about anyone outside their SWF, or hatch hunters who are waiting for everyone else to die. And those are all players whom giving more information doesn't change anything. They wouldn't help you anyway. The only time I see the current model fail when Kindred would have helped, is when you have a player that's wasting time hiding or AFK, and the other two think the person with the blank icon must be going for the unhook until it's too late. Which is very annoying, but it isn't that common.

    To be clear, I'm not opposed to it as long as the killer aura is removed from the perk, but I don't think it's needed either.

    I feel the same way about icons. Honestly the icons provide nearly all the information a Kindred base kit would be giving. Seems redundant.

  • I'll trade you that for Corrupt base kit.

  • Yeah nerfed and less fun simultaneously.

  • Yup.

    With how much unanimous feedback was received to keep the guard cancel bug I was at least expecting to get that as a compensation for all the nerfs. That would've offset some of this. Some..

  • @SOULWARRIOR71K said:

    Am I the only one who does not find using the sweatiest builds on blight/nurse etc and relentlessly tunneling/camping to cheese win streaks even remotely impressive? lol.

    That's why I personally don't count streaks as legitimate that include tunneling. It removes skill. The entire point of a win streak is to show skill.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758608#Comment_3758608

    Knight could be in a much better spot… i think they could at least give full Map of the Realm to Carnifex and Assassin (12m patrol) and Call to Arms speed partially basekt.

    Aside from that, i think Knight will be better to play than the current live version. Lets see how the new Knight plays and what they will be doing for the next weeks

    We'll of course test it more but this looks like a side grade at best if not arguably a nerf. It seemed like the primary focus of this entire update with him was not to fix his issues or make him better to play, but to instead just make him more fun to face.

  • Honestly with how weak those addons are they could use the help.

  • Really disappointed in Knight changes. All the feedback..and that's it. Not even Call to Arms basekit.

  • It's entitlement. I think we need stricter penalties and to remove the ability to remove yourself on hook.

  • It’s actually a similar issue for a few killers as well, not just Onryo. For example the chests are prioritized over Xenos tunnels as well. So essentially they just need a pass in general for killer objects to be prioritized near gens over chests.

  • Nothing they implement for solo queue is going to fix the problem because the problem is a skill issue. That’s a hard pill to swallow though.

    The only thing that would improve the experience is better matchmaking. However that would make queue times drastically longer and was overall disliked last time it was tested. Tighter matchmaking would also mean significant buffs for killer but most the people wanting solo queue improvements wouldn’t be down for that either.

  • I wish they’d fix the priority spawn logic for TVs over chests :/

  • @GolbezGarlandGabrant said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755358#Comment_3755358

    But the game is being balanced around average/bad killers. I'd go in how but it's off topic.

    It’s not.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757442#Comment_3757442

    Not in SoloQ. We have no control over what our teammates bring nor what they do with the item.

    If my 3 teammates all get hit in the middle of the map in the beginning of the game because the Killer had Lethal Presuer, it's game over.

    There's no realistic way to know where the items were dropped, look for them, then run them to the edge of the map.

    The edges of the map are also where most people hide to heal so then the Killer gets 'A Nurse's Calling' for free.

    Before I stopped bringing items, I couldn't even find my own dropped item because there's usually a chase and the odds you're going to remember exactly where you got hit are slim.

    Even if you do, you go straight back into danger to go looking for it as your aura is revealed while you're within a certain range of it.

    Assuming you can grab it and take it to an edge of the map, there's no way to communicate that to teammates that may go to that corner for a heal. They won't know until the debuff icon shows and it's too late. They are injured and now their aura is shown.

    Yes you’re not in control over teammates, that’s how the game works. If you want the role that only relies on yourself that’s killer. It’s a team game as survivor, your outcome is affected by how your team plays and that’s out of your control.

    Saying the game is over if the items get dropped in the middle early is extremely hyperbolic. That’s irrelevant.

    If you’re hiding in the corner to heal that is already a misplay, you shouldn’t be doing that. That is a low mmr play. Good survivors don’t do that. Nurses is also a very uncommon perk for that matter anyway.

    I’ve literally never once dropped my item from franklins and not remember where I got hit. This is a skill issue. Yes, if you play bad, you get bad results. That’s how games work.

    That’s why you use good judgement of when to go pick it up. You make it sound like the killer is just sitting there staring at it and waiting for you step in to pounce. Unrealistic point.

    Again your teammates should not be going to the corners to heal. This is a misplay. Misplays get punished.

    All these points you’ve made are basically just illustrating skill issues as these are survivors making bad plays. Good survivors have none of these issues. Playing bad makes you lose games, this isn’t unique to the Weave combo.

  • I think we have different definitions of the word “facts” too much to agree on anything.

  • Honestly if picking up an item and placing it in a corner is too difficult of counter play we’re never going to be able to have anything that requires counter play. This is as easy as it gets. I can’t believe this is even a topic honestly.

    People that think the only counter play is to not bring items I think is being extremely disingenuous and not honest. There is very clear counter play.

  • @SleepyLunatic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755674#Comment_3755674

    as someone who uses alot of dance with me and quick and quiet paired with lithe, it can definitely be strong if used correctly.

    However you have to sacrifice all your perk slots to make it work lol.

    Yeah I run those builds regularly as well and you can get some good mind games games. Just wanting to give them a little bump even if it’s just duration or shortening the cooldown.

  • It’s funny you mention that. The build I always run is Iron Will, Lightfooted, Distortion and Deception. Lots of jukes and mind games. Catches people off guard more than you’d think. I could see Lightweight in there.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756920#Comment_3756920

    I think giving her 7 hatchets was a mistake for two reasons.

    One is because of Survivor effective counterplay. It was hard but you felt like you COULD dodge some hatchets, at least enough that she'd have to reload prior to the change. Now, though, you don't have that anymore. Even if she misses a Hatchet and downs someone else, then comes for you, she's still got three hatchets instead of one.

    This feels bad to play against, because it feels like your good play doesn't matter, we see this with Trickster as well. You can dodge ten knives, but that doesn't really matter in the chase.

    And the second reason is that it's a band-aid fix for bad locker placement. This affects both her and Dredge. Instead of actually fixing locker spawns, they decided to just give her more hatchets

    Hatchets aren’t hard to dodge, I think that’s exaggerating a bit. The scenario you’re describing is survivors playing bad. In this new 7 hatchets scenario instead of reloading she just gets to waste a couple more hatchets worth of time trying to hit me. Still a loss for her. Are we really trying to say Huntress is too strong? I wouldn’t even put her A tier. She’s very loopable.

    I agree with your second point though, they should’ve fixed lockers instead. I don’t think extra hatchets on Huntress really matters much though. In her current state if someone’s losing to Huntress it’s not because she’s got a couple extra hatchets, it’s because they’re playing worse.

  • It’s good. The reason it exists is because then pallet saves would be impossible and she would be immune to DS so she could tunnel easier.

    The red stain gone longer is attached to undetectable so what you’re really asking is if the undetectable could last longer. Yeah that would sound fine to me.

    Flicker after vault would be fine.

    I like the current TV durations.

    There’s a lot of ways I think Sadako needs improvements that are different than these things though.

  • @Spirit_IsTheBest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756899#Comment_3756899

    Please explain why you think she's fine, and why the buffs were given to her when she was fine before, just want your opinion! :)

    Well is she overpowered now? No, not even close.

    Is she unhealthy now? Also no.

    If she isn’t unhealthy and she’s not overpowered then I don’t see anything wrong with the changes. There are of course killers who need buffs more but I’ve yet to see a good reason why they should be reverted. Open to changing my mind though if I hear a good reason.

    Even if she has more attempts before a reload those attempts are still wasting her time. I see no issue.

  • @poinepp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756562#Comment_3756562

    you can at least juke artist crows even with a slight chance but with the other two its impossible to do plays

    I mean she’s better than the other two but that counter play window is very, very little outside of just holding w. It feels like free downs if holding w isn’t an option at certain loops. Facing Artist as survivor just feels like very little interactivity and the scenario just plays itself.

    Long range snipe Artist is very fun to face though. I wish that play style would get buffs.

  • Artist, Knight, and SM.

    All three just put you in lose/lose scenarios with little counter play. Note I'm not saying over powered, just unhealthy design.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756255#Comment_3756255

    I wouldn‘t call the passive condemned free condemned. It wasn‘t meant for condemning people, it was more like „Don‘t touch my tapes!“. I miss those times where survivors left my TVs alone. I hate that they deactivate all TVs just by doing the condemned counter.

    I didn‘t really like the condemned on hit thing it felt as survivor often very unfair and as killer shure you can‘t really complain. I don‘t think hitting someone is something you earn the condemned for, it is something you are supposed to do as killer. I’m not saying the other ways are more earned.

    Agree with the rest. Maybe by grabbing a tape you have a permanent lullaby, instead of removing it.

    I'm not against the passive, I just like earned options more so. Permanent lullaby would work as well.

    "I don‘t think hitting someone is something you earn the condemned for, it is something you are supposed to do as killer."

    I vehemently disagree with this. Just because you're doing something you're supposed to do as killer, doesn't make it all the sudden not earned. Especially as a basic m1 like Sadako with no anti loop. If hits aren't earned, give me an example of something that is. That's as skillful as it can get in DBD as far as action rewards.

    Survivors are supposed to run from and loop killers..is that now taking zero skill and not earned even if they loop the killer for 5 gens just because it's what they're supposed to do? No, that would be silly, of course it's showing skill.

  • @Eelanos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756254#Comment_3756254

    There's still stuff like hard slugging. Killers can have a rough idea of what the survivors are gonna play like just checking their items, but survivors have no clue what they're gonna face until the killer's plan is already in motion.

    The fact that you won't have the tools to counter a hard slug scenario if you don't bring a full anti-slug build to every single match in the off-chance that you face that one-match-every-4-days that has a killer dedicated to end the game by not hooking anyone and just bleeding them to death is ridiculous.

    You won't know it's happening until the second slug, and by that point resetting would be a miracle. If one of the two remaining survivors gets into a chase, forget about the game progressing. You're gonna be playing catch up until the entire team inevitably bleeds out to death.

    There's also NOED spawning next to hooks, making it impossible to make an end game save. Which sounds fair when there's still 4 players, but is kinda awful when there's only 2 or 3 remaining.

    Hard slugging or even slugging in general is not an issue at all. Firstly as you put it yourself, slugging is very rare. Secondly you don't need builds or items to counter slugging, the counters are in the base game. It's a high risk/high reward play. Chain slugging typically does not work unless your team is playing very, very badly. If y'all are playing even remotely average this scenario isn't working. 4 man slug bleed outs also isn't even worth mentioning as this first has to have everything line up from what I said above and second is extremely rare. Like I don't think I've seen it once in the last 300 matches I've played in solo queue. Most the "bleed out" scenarios people show aren't actual bleed outs, it's a partial slug for pressure or looking for the last guy to prevent hatch. If someone is seeing bleed outs regularly they are either vastly exaggerating "bleed out" or they are playing very toxic to instigate things.

    The real reason people complain about slugging is because they want to be able to remove themselves from matches like they can on hooks. That's a feature we want to reduce, not encourage even further.

  • @The_Krapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756440#Comment_3756440

    I've beaten good squads without a slowdown and low tier killer it's frustrating I won't lie but it's totally possible and you cant always call those survivors bad I wouldn't say the ones that lost to the perkless p100 trapper recently are necessarily bad survivors I think in DBD anything can happen if you play your cards right.

    As for the bias you pretty much just agreed with what I said , the way your first post sounded it seemed as if you placed the blame solely on survivor only players that's what I was referring to but you agreed with my statement about it being both sides not just one so I'm just gonna chalk it up to a misunderstanding because if you agree it's both sides then you must not mean what I was thinking

    "I've beaten good squads without a slowdown and low tier killer it's
    frustrating I won't lie but it's totally possible and you cant always
    call those survivors bad I wouldn't say the ones that lost to the
    perkless p100 trapper recently are necessarily bad survivors I think in
    DBD anything can happen if you play your cards right."

    Let me rephrase instead of "bad". "Making tons of mistakes". IE even if they're good survivors they have to be playing bad that game and making lots of mistakes. They aren't playing equally as good as you and you win without slow downs on low tier killers. It's just not. Even the Trapper game was them making lots of mistakes. In a good vs good match with a low tier killer if both sides play perfectly you lose as killer. You are reliant, heavily, on their mistakes, regardless of how well you play.

    "As for the bias you pretty much just agreed with what I said , the way
    your first post sounded it seemed as if you placed the blame solely on
    survivor only players that's what I was referring to but you agreed with
    my statement about it being both sides not just one so I'm just gonna
    chalk it up to a misunderstanding because if you agree it's both sides
    then you must not mean what I was thinking "

    Which is why I reference back to my previous statement again, where I said you were misunderstanding what I was saying. Both sides complain (referencing killer/survivor nerfs/buffs perks/basekit changes made to the game, not requests), the difference is one side is generally justified much more often, there are some exceptions, but "generally speaking". Now as I mentioned before, if you disagree with this and my statement here is bias, then present enough exceptions to me to illustration it being incorrect. If you can present enough then I'll admit I'm wrong or otherwise it would indeed be me being bias as being presented with contrary evidence to my opinion and still thinking this would make it fit the correct definition of bias.

  • @The_Krapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756367#Comment_3756367

    I don't consider myself one of the best killers this game has but I've played comp and ladder for years I've ran into plenty of players who don't need slowdowns, to me that part of it is really killer dependant on your own skill with said killer, as to the complaints part that's where you're misunderstanding where I'm going with this, I'm saying both roles have players who aren't skilled due to lack of intelligence playing the other role and they make complaints that bring upon changes that neither side really enjoys when it comes to veteran players or people who understand, you'll see more survivor complaints because there are more survivor players but overall they both change the game for the worse by the devs simply listening to players they shouldn't be listening to due to their refusal to want to learn the other side properly instead of just complain

    " I've ran into plenty of players who don't need slowdowns, to me that
    part of it is really killer dependant on your own skill with said killer"

    As I said before, there are a few killers that do not need slow down at all. That's far an away the exception though, the vast majority of the roster requires slow down to varying degrees depending which killer we're talking. If someone's playing a low tier killer and they're winning without slow down then the survivors are bad. It is what it is. That's facts. If they were equally good they would need slow down. The vast majority of players being bad gives a false illusion of slow down being not as required. I'm referencing good vs good for my opinions here, not average games where everyone's bad.

    "you'll see more survivor complaints because there are more survivor
    players but overall they both change the game for the worse by the devs
    simply listening to players they shouldn't be listening to due to their
    refusal to want to learn the other side properly instead of just
    complain"

    I agree.

    I don't think the rest of your post addresses any of my points. You said I was being bias, I'd like examples or references to support that claim and we can converse on it.

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