Blueberry
Blueberry
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I think I preferred the old blood point system for ranking up
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Spirit
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Revert all his last nerfs they did and then reduce his power cooldown.
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@Slaughterhouse3 said:
https://forum.deadbydaylight.com/en/discussion/comment/705148#Comment_705148
Thank you! Yea so far this is an amazing tactic. Can still do the instadowns if you can get into a good position of course.
It's more like required to play him as the devs didn't intent him to because the way they did intend for him to played is simply non viable.
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While these killers need any buffs they can get, these changes are so minor that they wouldn't do anything significant enough to improve their viability.
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I want hallowed blight skins for the other killers that haven't got it yet
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Spine Chill and Urban Evasion
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@Cetren said:
https://forum.deadbydaylight.com/en/discussion/comment/704190#Comment_704190
This is exactly the problem though. Demogorgan is fun to play against, but not so fun to play as.
As soon as he teleports survivors are on your portals because of the global sound cue, then you get into a chase, except you can hardly mind game because they can hear you step stomping around any walls, making it easy to maximize loops. His shred attack can cover ground, but doesn't instantly down survivors like a chainsaw, and has even less control, meaning the only time you'll ever get a hit is when the survivor has nowhere to go but in a straight line, which anyone whose played against a looper knows, is hardly ever the case. Playing as the demogorgan feels frustrating and unintuitive.
This summed it up pretty well.
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Imo he's just another throw in the mid tier pile aka non viable at high ranks.
Billy does almost everything he does but better.
He's fun, but even with his lunge he ends up being an M1 killer essentially with how easy his lunge is to dodge.
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@Ksoni said:
https://forum.deadbydaylight.com/en/discussion/comment/703394#Comment_703394
Separate ranks on killers is really bad idea. Why? If you will main pig for example and get to rank 1, and then you would want to play wraith (lets say youre rank 15 on him). It will be really unfun for survivors because these killers are really similiar. And you will demolish the team you will be playing against.
Similar, but not the same. Someone may be great at one killer but not another. Also, one of the biggest issue high ranks get burnt out, leave, or derank is because they want to play killers they find fun, not be forced to play the ones that can compete at high ranks. This would allow them to have fun playing the less viable killers. I disagree with you.
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@Cetren said:
https://forum.deadbydaylight.com/en/discussion/comment/703917#Comment_703917
Wow, that really is not useful at all. It sucks because leprose lichen is kinda just a deadweight, but tremendously increased cooldown means the add on actively hurts the killer. Being undetectable for that long would be nice, but I wouldn't think it's worth losing so much map pressure.
Exactly. Without the negative that would actually be alright. Definitely not good enough to warrant the negative.
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Yeah it's extremely inconvenient that the bug happened right during this free weekend and with all the new Stranger Things fans coming in. It's probably costing them a lot of new players.
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They have already said what the new addon will be, it's going to Tremendously increase the Undetectable duration after coming out of a portal and Tremendously increase the cooldown on it.
Honestly all it needed was the increase Undetectable and it would be alright. The extra negative thrown on it just ruins it entirely. I don't understand the obsession with putting unneeded negatives on every ultra rare that isn't good enough to warrant it. This is why most killers ultra rares aren't their best addons.
His ultra that allows him to see injured during portal WOULD be nice if you could move your camera to look around but that just isn't the case, which leaves it extremely lack luster.
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I don't think it's a good perk and think people are wasting a slot, far too risky without much payoff.
Imo it should be changed so that the other totem stays lit if the other gets popped. This would give it 2 chances to pop off. THEN it would be decent and worth using.
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They have already made a post about this. It is a current bug they are working to fix.
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@YaiPa said:
Self care is trash anyways, plus if you have head on too, that's already a good reason to change.
Another good point with this. With how much more popular Inner Strength has become I am seeing LOTS of Head Ons now to really good success. Combine it with a DS and it's just nasty.
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At red ranks Inner Strength looks to be making it into the meta. Seeing lots of people running it.
Most didn't run self care before though as being injured doesn't really matter much. They're probably willing to run Inner Strength just because the cost isn't high and they aren't wasting time like self care does.
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@Deadeye said:
@TheHoodedOne kinda agree on the second one. Regarding that the chainsaws recover more quickly and have an insta down power... the Demo should also not be stunned that long.
But maybe also pallets are just free hit then, cuz you have a lunge attack, which might make it free hits. Sure, no insta down, but chases in total might not last very long if your only hope is windows behind corners.
Compared to chainsaws, you at least have to reduce some distance to make use of your power
This is why he feels like just a worse Billy to me. Both do very similar things.
Demi lunge is slightly faster, but Billy's you have much more control over it and can flick the direction while also being a one shot. With how easy demi lunge is to dodge I wouldn't even think that was broken if it had a one shot as well. Maybe that shoulda been the ultra rare instead.
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It's because his ultra rares are just meh like most the recent killers. They don't generally make powerful ultra rares anymore. They also have this obsession with putting heavy negative effects on them that just doesn't make any sense like the new ultra rare they are giving him. This is why most killers best addons aren't their ultra rares which shouldn't be the case. They are ultra rares, they are supposed to be very strong. Most their downsides are so extreme that it makes them not worth using.
If they made it so you could move your camera around during portals then seeing injured would be decent but that just isn't the case for some reason. Not sure how having his lunge break a pallet be an ultra rare ever even made it past the white board, that just sounds bad at concept.
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@BBQnDemogorgon said:
Not to mention you get punished for not playing a killer you're good with.
Get to rank 1 and try to experiment with a new killer you have few/no perks on and you're gonna have a bad time.
Because you likely wouldn't be there because of the killer you don't play but becof your mains...
Want to derank without getting banned? Too bad play normally as a killer you suck with for hours on end to lose 1 pip at a time.
This is why I actually think they really need separate ranks per killer. I feel like they were hinting at this being the direction they were going. Would be a really nice change.
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Almost all of them are extremely lackluster. His best ones are probably just the lunge cooldown reductions.
Seeing injured survivors during his travel would be nice if you could move your camera during it, but alas you can't which leaves it meh.
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Now that actually sounds pretty nice!
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My favorite map they've done yet, it's great.
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@FrenziedRoach said:
Bricky is kind of out of touch with this game's balance, I think. Back when he played regularly, he used to make a few good points. But I spent this whole video thinking "######### are these suggestions".
The nurse lunge nerf was about the only suggestion that had any merit.
My thoughts as well. He used to have good ideas but most of these are just awful and make it seem like he doesn't play them at all.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/702717#Comment_702717
Well then they are viable. If you can get to rank one with a killer and stay there they have to be viable they just don't wield the same results over and over as others.
The main problem I see is when people lose and lose badly they forget the game is still dependent on who you are versing and sometimes a set of players can be just better than you.
"stay there"
Is not what was said. Not all killers can stay there and consistently do well. We said get to rank 1. The vast majority of killers are not high rank viable.
"The main problem I see is when people lose and lose badly they forget the game is still dependent on who you are versing and sometimes a set of players can be just better than you."
3/4 of the killer roster at rank 1 will lose every single time against an equally skilled group of rank 1 survivors. This is because the majority of killers have to rely on survivor mistakes to capitalize. If they don't make mistakes you lose. The few viable killers are the ones that can make plays regardless of survivor mistakes.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/700981#Comment_700981
I play rank 1 regularly and consider him on par with hag. Not quite nurse or billy level, but certainly higher then a lot of the cast. Snares are also his most powerful power not his pallets which is a very common misconception.
"Snares are also his most powerful power not his pallets which is a very common misconception."
It's a common misconception to think his snares are actually that good.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/702564#Comment_702564
That all depends on what one deems viable.
There are players who can successfully play the ones people say are not viable at high ranks.
Take Marth before a lot to these changes were made he took Wraith to rank one perkless and a few others have done the same with others. Personal skill with a killer does play a major factor in the game.
I think it comes down to that some killers are more viable to the masses like the nurse/billy/spirit so you see more of them.
Marth would agree with my entire statement there. Being playable at rank 1 and able to get them to rank 1 perkless and addonless is not what I'm referring to when I say "viable". Rank 1 perkless and addonless is very easy with any killer.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/702398#Comment_702398
While Billy, Spirit, and Nurse are arguably the only viable killers at high ranks, that does not mean the developers haven't been trying to balance the game. BHVR had made several changes over the past year such as buffing trapper, wraith, ghostface, freddy, and so on. Furthermore, BHVR did some general changes that buffed all killers such as removing pallet vacuum, increased base healing time, buffed killers perks, and added the EGC.
BHVR does care, it just takes time! :)
That's true they have made changes in the right direction. However it's taken 3 years of those changes and we still only have a few actually high rank viable killers and the game is still essentially a bully simulator. "Almost" all the reworks for killers they've done have still left them non high rank viable with Freddy probably being the closest to making it. The meta hasn't changed at all. It's effort, but I'd call almost all of them a failure if in the end they still aren't viable.
When are we gonna finally get there, 5 years? 8? I've lost faith.
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All the things you've posted are complete nonsense and aren't actually true. It's clear that you are a new player. With more game time you'll realize how wrong you are about all these things.
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There isn't. For some reason the devs still haven't added a proper ranking system or rank rewards in 3 years.
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Basically what you have to do or play nurse/spirit/billy.
The devs refuse to actually balance their game and it's been that way for years.
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If they're playing an M1 killer they're gonna have to "camp" or "tunnel" to an extent if they want a chance at winning unless they're playing against potatoes.
Regardless, complaining about tunneling and camping is like a killer complaining about you focusing a gen down. Why don't you do 10% to a gen then move to the next one and repeat? Because it's stupid, that's why. That's what complaining about camping and tunneling sounds like.
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It isn't any different for killer. If you totally destroy them you don't pip a lot either.
The game promotes optimal game play as dragging the match out for as long as possible for either side.
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Cruel Limits isn't very good.
Bamboozle by far.
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@Alba said:
I may be the minority here, but it doesnt seem good....
It isn't good.
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Well for one the matchmaking is bugged right now.
However there are also less red rank killers because we get tired of being forced to play the same killers and same perks for years if we actually want to win and don't want to play a bully simulator. The meta doesn't change. If there were a lot more killers and perks made "viable" at red ranks then a lot more of them would still stick around.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/701981#Comment_701981
Blindness add-ons on Clown and Freddy will be very useful to counter jungle Gym and other loops with walls.
Hemorrhage will be very strong with unnerving presence and on maps like Gideon and Hawkins
I mean yeah it helps in those situations, it's just arguable how much and was it worth running the blindness addon over others. I still would lean towards not.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/701981#Comment_701981
Stridor Spirit plus with Hemorrhage Stuff affecting grunts of pain = OVERPOWERED.
Potentially, but a good point. Iron Will would negate this entirely though and that's already a meta perk.
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The concept is great but its numbers are just very bad, similar to the issue with Thrilling Tremors.
It needs a larger radius of effect and shouldn't even have a cooldown component on it. Then it would be worth running over other choices.
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I agree OP, great idea.
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I agree.
So many new perks are simply held back by terrible numbers and unnecessary cooldowns.
Surge for example needs a larger radius and doesn't even deserve a cooldown on it. Then it might actually be decent.
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"My idea was to let third seal not only trigger blindness status but also the oblivious status."
Before even reading your post this is EXACTLY my same idea upon reading your title.
Blindness should be baked in with Oblivious. This would make it actually strong and worthy of being a Hex I agree.
Yeah it would be potentially too strong on Nurse, but what isn't? Balancing around 1 outlying killer isn't a good idea in the first place.
I'd love this change.
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Both are for the most part just terrible status effects I agree.
I'd honestly just like it if they tied Oblivious into the Blindness effect. The only way blindness would be worth it in its current form is if all the addons that applied it had massively longer duration's. These addons for 15-45 seconds of blindness in most scenarios isn't doing diddly squat.
Your change is an improvement, but I just still don't think it's enough.
Hemorrhage is also just so bad, but I don't think your changes would make it much better. Maybe if it also increased their breathing/pain grunt sounds tremendously it might become OKAY.
Either way they both need something as almost all the addons for either of those are just bad for the most part.
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If they had kept the couple seconds of aura reading with it in how it was on the PTB it would be a decent perk. I don't think that was too strong at all.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/701562#Comment_701562
I’m just as confused as @GrootDude
What makes having another survivors location revealed to so you can IMMEDIATELY give chase to them, thus keeping pressure up, so bad?!
Because at rank 1 a location ping is worth very little. Knowing where a survivor is for a moment means very little with how numerous and strong windows and pallets are. It may SEEM strong if you're playing against potatoes, but at rank 1 they generally are not. All perks are gonna seem strong if you're playing against low ranks that don't know what they're doing.
I am not saying its useless, it's better than nothing. There are just many, many perks that are way more impactful and by running this you are generally hindering yourself a lot by not running those other choices.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/701554#Comment_701554
On survivor, not on killer.
No, I've seen it on killer. I've never seen them DC as survivor.
Yes it does. It's falsely misleading you to believe it's happening more than it actually is.
No, it still happens as frequently as you see it. There are multiple games strewn about these videos usually, and sure, they may play MANY games, but that's still a common occurrence. You can't say "Oh that rarely ever happens" when there's video evidence of it happening multiple times.
I agree, but that doesn't mean it's a common occurrence among killers.
You have no proof of that, as far as I know they haven't shown any data regarding killers DCing.
I agree, but like I've said, this very rarely happens. Rarely enough to hardly be effecting the data especially if you are looking at it comparatively with survivors.
It may rarely happen, but it happens just as rarely with survivors. However with a survivor, one survivor may die. The other 3 may get out. At least one has a guaranteed chance, but the likelihood of them escaping has lowered drastically. With an AFK killer, all survivors get out regardless.
The point isn't if it happens, the point is if it happens enough to be a significant impact on the data.
Even if it only happened 1 in 10 times, that's still a significant number. That'd be 4 out of 28 with a 70% escape rate. They're counting that as a 4 escape. So if 1 game out of 100 was considered a 4 escape, that would increase the escape rate by 1%, but I'm sure it happens far more than 1 out of 100 games.
These bugs weren't during the data collected.
Again, it has been talked about long before recently constantly on the forums. It's a common problem talked about where lower ranked killers are bullied by higher ranked survivors. It's not just "a bug", unless it's something that has been going on for a LONG time, and if it has, then it's not something that's recent and is likely still in the data they gathered.
This explains the issue. Not just that it's PS4, but the fact that you are playing at a different rank. We are talking about data on rank 1 where very different game play goes on than at lower ranks.
No, we're talking about survival for rank 1s. Rank 1s can still get put in games against lower ranked killers. I highly doubt their data is matched as all rank 1 survivors vs a rank 1 killer, as they would have very little data to draw from in that instance. And knowing who we're talking about, it's likely they just compiled data from rank 1 survivors' survival rates.
"No, I've seen it on killer. I've never seen them DC as survivor."
Seeing some videos of streamers doing it is not reliable data. We are also not talking about if it has EVER happened, we are talking about enough to highly effect data.
"You can't say "Oh that rarely ever happens" when there's video evidence of it happening multiple times."
Multiple times across hundreds of games is not a common occurrence.
"You have no proof of that, as far as I know they haven't shown any data regarding killers DCing."
Thousands of hours of rank 1 play on both sides, how many do you have?
"It may rarely happen, but it happens just as rarely with survivors."
You don't know this at all. You've already said that you don't play at rank 1 which is where we are talking about. You are basing your entire opinion on youtube videos...
"Even if it only happened 1 in 10 times, that's still a significant number."
That would be a significant number I agree, but that is NOT how often it happens at all.
"Again, it has been talked about long before recently constantly on the forums. It's a common problem talked about where lower ranked killers are bullied by higher ranked survivors."
No, killers deranking intentionally to bully survivors is a very rare occurence. What IS highly common and talked about on the forums is survivors deranking to bully killers, which is also reflected in how much more often survivors intentionally DC.
"It's not just "a bug", unless it's something that has been going on for a LONG time"
You are referring to people intentionally deranking, not a bug.
"No, we're talking about survival for rank 1s. Rank 1s can still get put in games against lower ranked killers."
If we're talking about survival for rank 1's then stop referencing lower rank scenarios. The things you think happen a lot do not happen a lot at rank 1. You don't have firsthand experience on this and are basing your opinions on youtube videos. Rank 1's are not getting put against lower ranks outside of a bug.
"I highly doubt their data is matched as all rank 1 survivors vs a rank 1 killer, as they would have very little data to draw from in that instance"
The data was indeed rank 1, they made that very clear in their stats and it also wasn't very little data. Have you looked at the stats?
"And knowing who we're talking about, it's likely they just compiled data from rank 1 survivors' survival rates."
That's the entire premise of what we've been talking about here.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/701562#Comment_701562
IF is used to quickly snowball for a quick game.
You bring a Killer that can quickly down people like Billy/Nurse, bring Monitor for extra range (and because monitor is a good perk in general) and then go ham on them.
You down someone, IF procs and usually reveals at least one other Survivor, you down them too immediately and then it procs again telling you where the next target is and you go to down them too.
Infectious Fright Nurse is currently one of the builds people use when they want to utterly crush Survivors, since the Nurse can immediately be right ontop of them through walls after each down keeping an insane amount of pressure and momentum going very fast.
And of course if IF doesn't proc on a new Survivor then you just hook everyone you downed which is usually at least 2 Survivors right off the bat.
Additionally it's also useful in gimmiky builds such as dedicated slug builds, DD builds, large terror radius builds, ect. But that's less important for obvious reasons.
The only reason why I wouldn't use it on Spirit, Hag and Huntress is because of their small terror radius's.
That's why I had said "in most scenarios."
Nurse and Billy only sometimes being those one off scenarios.
"Additionally it's also useful in gimmiky builds"
I also wouldn't considered somethings viability from a gimmicky build.
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I still think the timer on it is way too long. It isn't an anti tunnel perk, it's a 1 minute immunity perk.
I eat countless DS's after hooking a different survivor. It needs less time or to deactive once you've downed a different survivor because then that isn't tunneling.