Blueberry
Blueberry
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/701540#Comment_701540
I hardly see anyone call it bad, even less rank one players.
Not sure what to say to that then.
Anyone who thinks IF is good I do not believe plays killer at rank 1. It's that bad of a perk. There are dozens of bad perks that are still much better than IF.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/701524#Comment_701524
Youtube also makes people look like gods at the game when they are destroying in all their games when in reality they lost 10 games for every 1 that you saw them win. See my point? The youtube vids are pretty irrelevant and highly misleading.
Not everyone, and those same youtubers have been shown to DC themselves. Also seeing all those videos where a killer DOES DC when their ruin pops does not make it any less common knowing this. Those DCs still happened.
This is VASTLY less common than survivors doing it.
It's easier to DC to depip. You lose 2 pips instead of one, and if we took DC games out, then that wouldn't matter. An AFK killer on the other hand would still be messing with survival data, because they can't exactly confirm a killer is doing this, and throw it out like a DC.
Very rare to see in red ranks.
Still happens.
Irrelevant as this is related to the bug with matchmaking that the devs have even recently made a post about and confirmed it is happening. Also only a recent bug.
Still relevant as it is artificially making data bigger than it is. I also disagree it's some "recent" bug as I've faced rank 1 survivors as a green rank killer long before this DLC, and there have been posts up and down about it in the past, people complaining about being bullied by red ranks when they're far below red.
These scenarios that can push the statistics in the other direction happen much, much less common than the scenarios I am referring to. Idk what rank you play at that you are seeing something different but I am referring to games at rank 1 where the games balance problems are actually coming into play and where the stats are coming from that we are referencing. If you are referring to at lower ranks thats fine, but lower ranks aren't where the games issues are happening currently. If you are playing on something other than PC that could also be the issue but there are separate stats for that.
I play on PS4 and I'm not rank 1, but I've had many rank 1s in my games, and have had a few of them DC the moment they were caught. Doesn't mean they would have escaped if they hadn't DCed. Throwing the entire game out is the only way to form an unbiased statistic.
"Not everyone, and those same youtubers have been shown to DC themselves."
On survivor, not on killer.
"Also seeing all those videos where a killer DOES DC when their ruin pops does not make it any less common knowing this"
Yes it does. It's falsely misleading you to believe it's happening more than it actually is.
"Those DCs still happened."
Not saying it doesn't happen, but you are mislead in believing how much it actually is happening.
"It's easier to DC to depip. You lose 2 pips instead of one"
I agree, but that doesn't mean it's a common occurrence among killers.
"An AFK killer on the other hand would still be messing with survival data, because they can't exactly confirm a killer is doing this, and throw it out like a DC."
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.
"Still happens."
The point isn't if it happens, the point is if it happens enough to be a significant impact on the data.
"Still relevant as it is artificially making data bigger than it is."
The data we are referencing was gathered before this bug so it did not influence our stats.
"I also disagree it's some "recent" bug as I've faced rank 1 survivors as a green rank killer long before this DLC"
These bugs weren't during the data collected.
"I play on PS4 and I'm not rank 1, but I've had many rank 1s in my games, and have had a few of them DC the moment they were caught."
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.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/701536#Comment_701536
Now that’s quite the unpopular opinion, I think infectious fright is quite good.
No one who regularly plays at rank 1 would with a straight face say IF is good.
The overall community agrees on how bad IF is, that isn't debated.
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Rancor is OKAY but it's also semi irrelevant if you're already running NOED.
Overall it's definitely a better perk than Infectious Fright though, that perk is trash in most scenarios.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/701504#Comment_701504
Funny you say that when you see a lot of videos on youtube of killer DCs 30 seconds into a game when ruin pops and you've experienced it a few times yourself..
And again, killers AFKing to depip. Killers not taking the game seriously(had a few of those), etc. Let's not even mention games where a rank 1 survivor gets put in a game against a rank 16 killer.
"Funny you say that when you see a lot of videos on youtube of killer DCs 30 seconds into a game when ruin pops and you've experienced it a few times yourself.."
Youtube also makes people look like gods at the game when they are destroying in all their games when in reality they lost 10 games for every 1 that you saw them win. See my point? The youtube vids are pretty irrelevant and highly misleading.
I've got a lot of hours into the game experiencing hardly any of that.
"killers AFKing to depip"
This is VASTLY less common than survivors doing it.
"Killers not taking the game seriously(had a few of those)"
Very rare to see in red ranks.
"Let's not even mention games where a rank 1 survivor gets put in a game against a rank 16 killer."
Irrelevant as this is related to the bug with matchmaking that the devs have even recently made a post about and confirmed it is happening. Also only a recent bug.
These scenarios that can push the statistics in the other direction happen much, much less common than the scenarios I am referring to. Idk what rank you play at that you are seeing something different but I am referring to games at rank 1 where the games balance problems are actually coming into play and where the stats are coming from that we are referencing. If you are referring to at lower ranks thats fine, but lower ranks aren't where the games issues are happening currently. If you are playing on something other than PC that could also be the issue but there are separate stats for that.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/701488#Comment_701488
I've had more farmers and AFKs than you then.
If you take out survivor DCs only, then you'd be exploiting the statistics. The only way to fairly judge the statistics would be to take out that game entirely.
Killer DC's are much, much rarer than survivor ones to a point that I wouldn't think those would be affecting much.
"The only way to fairly judge the statistics would be to take out that game entirely."
I agree and I think that would raise the survival rates significantly.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/701479#Comment_701479
Unpopular opinion, but I'd put my Freddy without add-ons next to any prayer beads spirit
I wouldn't even put them remotely close with Freddy having full addons and Spirit with none.
To each his own though, I'm not gonna be changing your mind.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/701476#Comment_701476
I've run into quite a few farming killers. Generally they get two kills early and take pity on the rest, or some even start it from the get go. I've also had killers just stand still all game(quite often a while back I was having it every few games) and face a wall so you don't get any chaser points and can only do gens/totems and leave while they AFK(I assume to depip?). I would even argue to say I've had that happen more than I've had survivors DC on their first down. Not saying survivors don't DC a lot, but taking out that information would not make survival rates higher or lower. It would only remove data, not add to it. The only way it would make survival rates HIGHER is if you counted it as a survival. Instead, you throw that game out the window to make it a fair statistic.
In 4k hours I can count the farming killers I've seen on one hand.
"Not saying survivors don't DC a lot, but taking out that information would not make survival rates higher or lower."
It would. Those DC's are being counted as kills in those stats. You are assuming that if they hadn't DC'd they would have still died and that isn't the case.
I think you may be taking what I'm saying literally. I don't mean physically delete those numbers. I'm saying those DC's shouldn't be counted as kills.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/701455#Comment_701455
Nobody is forcing you to play those killers or use those perks, I play LF at high ranks and do just fine, hardly even use ruin.
If you actually enjoy winning and don't want to play a bully simulator you do.
If you play LF at high ranks to success then you are getting potatoes. Any good rank 1 survivor group is destroying a LF.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/701455#Comment_701455
I find this comment odd, in that it suggests your using only perks and killers that are 3 years old. Spirit is a year old now and VERY viable, while there's been many odd perk/killer combos that work VERY good together with recent patches. Personally, I've been having HUGE success with new Freddy.
Spirit is the only exception to any of the things I have mentioned. One exception not being enough to discredit a trend or fix the core problem.
New Freddy is good, but not as good as he should be imo
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/701456#Comment_701456
Can you explain how you could make the survival rate higher by taking out information that results in "kills". I assume you're talking about DCing, if so, how would the survival rate go higher? Unless you count those DCs as survival, which should obviously not be the case as they gave up. If you took out that data entirely, it wouldn't be any different. The only way it could go higher would be by counting that data as them surviving, which honestly is even more skewed than if you counted them as kills, because they usually are downed when they DC, meaning the killer caught them. If they caught them once, they can catch them again pretty easily, especially if they DCed, meaning they were likely caught early. Also there are farming killers, who actually don't take kills at all, which skews the data as well.
Because DC's artificially make it look like the killers are killing more and the survivors are dying more than they actually are, thus if you were to take those out there would be more "survivals" if you will.
Downed when they DC doesn't necessarily mean DC'd on their last down. Generally it is on their first.
Other factors are things like the survivors just screwing around and giving free kills after the gates are open or NOED. I mention NOED because it isn't a reflection of the games balance.
Farming killers is a pretty irrelevant factor to mention here as those are extremely far and few, not even remotely as common as the other factors we are mentioning.
How the data would accomodate all of these things I do not know. My point here is to simply show how skewed that data really is and I suppose to point in the direction it artificially leans.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/701382#Comment_701382
Stats are however not accurate because of survivors dcing or killing themselves on hooks early, which screws over the entire team. There are definitely enough matches where survivors could have won but somebody who dc's or kills himself early enough ruins the game for the other survivors.
This ^
While the survival rate stats are quite high at rank 1, in reality they are probably much higher than even that when you take into account all the scenarios that are falsely counting as "kills" in those stats.
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@Kilmeran said:
Yeah, I have to agree with @Blueberry
And to be honest, this is one of the few PvP games I've played where the devs seem either incapable, or disinterested, in making changes to force a Meta change every so often.
I can't fathom how the long-term players have put up with the same Meta for years in a game with only one mode of play, to boot.
Gets tiring having to use the same killers and same perks for 3 years yeah :/
They wouldn't have so much turn over on their player base if more killers and perks were viable to allow change of play. We aren't even talking heavy work loads here either, many killers and perks are being held back simply by just needing number changes, not even mechanical changes.
So it isn't a matter of work load, it's them simply not wanting to. Their idea of "balanced" is very different from our view, as they are balancing around low ranks since that's the majority of their player base. That isn't a design philosophy I would agree with though.
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It's been this way for years now so unfortunately I don't see it ever getting fixed by this point.
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The Blighted series was some of the best ones they've done imo
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One issue I have with them is not being able to move your camera during travel, especially noticeable when using his ultra rare as it hinders its usefulness a lot. Overall though I agree, I do think his portals are nice and not where I take issue for the most part.
My issue is with his perks being extremely underwhelming and the unnecessary negative they are attaching to his new ultra rare.
Also, his lunge just feels like a worse Billy chainsaw. Same jist, but not a 1 shot and doesn't have the flick to change directions like Billy's.
I find him fun but overall he seems to do the same thing Billy does but just worse to an extent.
The pallet break on lunge that's coming is nice and all, but that does nothing to improve his viability almost at all. Even with his lunge he comes out feeling like another M1 killer.
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If I know it's a swf com squad I'll use one to even the playing field a little.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/701110#Comment_701110
Fantastic counter point.
No point was presented to counter argue. If someone thinks that then they lack experience and aren't going to agree regardless of what I have to say.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/700981#Comment_700981
His snares are amazing at rank 1 and make most loops unsafe if you ignore breaking them and just spam snares around the loop they will get slowed back to back and won't make it around.
The pallets are trash if you're trying to do good.
Freddy is god tier at rank 1 even against good teams due to a great anti loop and map pressure.
I disagree entirely.
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He's actually quite weak and needs buffs, more than the one coming in the next hot fix.
He's just a much worse Billy.
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It just needs a much larger radius and to have zero cooldown.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/700950#Comment_700950
He's widely considered to be high tier. Still doesn't deserve a nerf though.
Only by people who don't play at rank 1 regularly.
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Not sure why they would, he's still only mid tier when using the pallet addons.
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He's just a worse version of Billy. He does almost all the same things Demo does but just better. If Demo's lunge was a 1 hit down he'd be about the same level as Billy.
Seems quite weak to me.
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There are quite a few maps that are still way too large to properly apply pressure for the majority of the killers.
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I agree with the post.
Pig is pretty dang close to being a decently strong killer and just needs some small changes.
The traps not activating after last gen pop just doesn't make any sense at all and needs to be reverted.
Remove the roar entirely from her ambush or make it on hit. Even at the end of charging isn't good enough imo. The sound ruins a lot of the ambushes viability against good survivors.
Raise the crouch view point. The camera angle is just too low and ruins a lot of its functionality.
Rule Set #2 base kit.
Letter needs the trap reduction downside removed. It's a good addon but not good enough to even warrant this downside.
She also has quite a few other addons that are just bad and need reworking.
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Because it was probably wasn't "Survivor has a good idea".
Perhaps you were simply incorrect and it was actually a bad idea.
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@miaasma said:
they're absurd, anyone who tells you otherwise is lying or incredibly biased
look no further than the previous two posts for examples of the latter
States the person that doesn't even play both sides at rank 1, oh the irony.
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It's breaking Terms of Service. There is no opinion to be had, it's quite black and white.
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@Morfedel said:
If you guys complaining about the plague are all red rank, remember, not everyone IS in red rank and don't play your way.
I play Plague a lot; she isn't my top killer but she is near there. I hover around rank 11; best I've ever got was rank 6, but haven't been able to get there since the emblem rework for killer, best I've gotten now is rank 10.
When I play plague, I almost always run Thanatophobia. When I run into survivors that don't cleanse, I get that 4 man slowdown of the game. And once they are all broken, they are one hit wonders for me. Sure, they can try to avoid me by looping, but survivors aren't all expert at running the killer ragged, some can do it and some can't.
And then some of them WILL cleanse.
So, this whole "plague is bad because no one cleanses" thing isn't always accurate, and if its all about red ranks, well, not everyone PLAYS at red ranks; you have to consider the viability of a killer across the entire spectrum of ranks, not just at the top tier.
And I've NEVER had a game where someone hasn't cleansed. But even then I've not always needed to go for the corrupt plague because just having them broken was good enough in a lot of cases.
"If you guys complaining about the plague are all red rank, remember, not everyone IS in red rank and don't play your way"
The issue with this comes that at lower ranks if the killer was stronger, they CAN win, they just have to learn and improve. Currently with having killers like Plague balanced for low ranks, we CAN'T win at high ranks unless the survivors play really dumb and just mess up a lot which is something that can be said for A LOT of the killers.
Now I am not saying they can't 4k a lot at rank 1. What I am saying is that if they do, it's because the survivors were bad. For the majority of killers like Plague that are balanced for low rank, if both sides are equally skilled the killer will lose every single time. You rely on survivor mistakes.
"you have to consider the viability of a killer across the entire spectrum of ranks, not just at the top tier."
Almost no game balances like that.
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/577710#Comment_577710
what is this revisionist nonsense? killers can activate bloodlust whenever they want, not just when it's necessary. you can't force a killer to break a pallet even if it's the intelligent thing to do - they can just run around it until they get BL3 and remove any and all skill from both sides. efficient? no. braindead? yes
the reason this is an issue on the reworked badham map is that most pallets were made to be less safe, which translates to more easily abused with bloodlust (instead of needing bloodlust 3 to guarantee a hit, bloodlust 1 can be sufficient, and that can be gained beginning with the initial chase so you don't even get 15 seconds at the pallet before it activates)
"what is this revisionist nonsense?"
re·vi·sion·ist
noun: revisionist; plural noun: revisionists
- 1.
- a supporter of a policy of revision or modification."the revisionists who sought to replace it were long denied"
- a person with a revised attitude to a previously accepted situation or point of view."revisionists have argued that the battle was crucial"
Do you know what that even means? I haven't advocated for a single change on this post at all.
"killers can activate bloodlust whenever they want, not just when it's necessary."
Not unless he's just dumb or intentionally throwing.
We are assuming a game that the killer is actually trying to win, common now.
"the reason this is an issue on the reworked badham map is that most pallets were made to be less safe, which translates to more easily abused with bloodlust"
If he's actually doing this then he's wasted enough time that he's thrown the game already. That makes this argument quite ridiculous.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/576638#Comment_576638
They can PTB test it, I'm just curious about the community's thoughts overall since Bloodlust is a band-aid on bad map design.
@Blueberry can explain this more better than I can, but you should understand that Bloodlust is only meant for very bad maps that only favor the survivor.
That is true, but if the map is really fixed then bloodlust shouldn't be activating in the first place.
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It serves its purpose as a way to even out the match a little when you're up against a SWF on coms.
I'm all for reducing its power, but only if the game was actually balanced properly to not need them.
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"then do something for low experience players"
This game has been literally completely catered to low experienced players which is why the game is completely unbalanced in the first place.
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The solution to camping is balancing the game finally and the answer to that is no, probably not.
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This has already been tried in the past and it failed horribly because the survivors abused it.
The solution isn't to punish camping. The solution is to understand WHY killers camp and fix that. Camping is a symptom of the actual disease which is game imbalance. Balance the game, fix camping.
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I agree, about 90% of the killer roster could use some buffs.
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Happy Birthday! I enjoy our conversations we have on here :)
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@[Deleted User] said:
Ultimately, any killer that has to actually play around pallets and loops is going to have an uphill battle to be consistently red rank viable, and this version of Freddy will be no exception. There are just too many safe pallets, god windows, loops, and health states for optimal survivors to utilize. No way around that. But he does have some things going for him.
There is a lot of potential map pressure in the generator teleport. It's a great concept, but I think it takes a bit too long to channel and it shouldn't be on full cooldown at the start of a match. It's tuned for low rank play. That's a problem.
The snares should be a bit more consequential and quicker to set. They are great for denying fast vaults. As it stands, a dream snare just turns Freddy into Clown, and Clown sucks.
Dream pallets are great. I think the pallets should be the base kit and the snares should be the add on dependent power.
This sums it up pretty well.
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@NoShinyPony said:
@Blueberry But don't you think the fake pallets look decent? I agree that the snares don't look so powerful.
The pallets are looking decent. They honestly shouldn've scrapped the snare idea entirely and just given him the pallets at base. It's just awkward now since it requires an addon.
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Looks really weak so far. Especially the snares.
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Totally fair, I just don't think it's good design.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/569742#Comment_569742
yeah, somone else already showed evidence it's not 100%.
But like i said to them, the point wasn't to be 100% accurate...
Well my other point though is still valid. Your point is that a lot of people are still playing it, but those high hour players doesn't illustrate that. Games hours =/= play time.
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Well for one, literally myself.
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Those numbers are also quite inaccurate though.
One because those numbers are artificially inflated by people who just leave their game up but afk to rack up their number.
Secondly I don't trust those numbers because there are many people missing from that list that should be there.
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It's because they get tired of posting positive feedback for how to fix the games terrible imbalance and it is still ignored for 3 years. They gave up waiting for the game to get fixed.
Every one step forward that's taken is accompanied by two steps back. Lots of bad decisions.
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@kermit_snacc_choke said:
https://forum.deadbydaylight.com/en/discussion/comment/568808#Comment_568808
Rly? Oh. But then why does the swing animation try to lock on to the rising body of the entity sacrifice animation? I just don't understand why the animation just abruptly ends when I'm about to hit someone, causing a whiff
It follows it when the entity is taking the body away because it registered the survivor as "being hit" at the time you swung and the animation was making the weapon connect with the survivor to show you that it indeed did hit.
The swing is following the survivor because it DID hit, not following the survivor so it WILL hit. You see what i mean?
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What you're referring to is not auto aim. This is a common misconception.
The only "auto aim" that directs your swing is nurse with her blink attack, that's it.
The "appearance" of an auto aim is the game adjusting your swing to animate a hit or miss. Whether your attack was going to land was already determined before you even saw this. There is nothing to fix.
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Short answer: She's very weak and gets low blood points.
Longer answer: Survivors don't cleanse which means you are essentially not even getting to use your power. You'll be lucky if you even get 1 fountain a game and that will be after all gens are done and it doesn't matter anymore. Yes this means they are injured all game, but pallets and windows are so numerous and safe in this game that they will have all 5 gens done LONG before they run out of pallets to use. This is exacerbated by her having a large TR and huge size which makes her one of the most loopable killers in the game.
This also means she has zero pressure since no one is healing and that makes gen rush even faster in a world where gen rush is already insanely fast.
The not using fountains which prevents her from getting to use her power is also what makes her get very low bloodpoints because she isn't getting chances to use it.
IE devs think being injured/broken is a lot more dangerous than it actually is.
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1) This is already in his kit
2) Agree
3) Agree
Waking up is way too easy. It either needs to be made more difficult to wake up or the punishment for being asleep more penalizing.