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Blueberry

Blueberry

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Blueberry
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  • Did they remove the pallet stun canceling nurse blink?

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/516400#Comment_516400

    @Blueberry

    This would all work, but about the part you edited in, I think it would be solved if there was a system that keeps track of your highest rank for the season. If someone was in high ranks and then a few days later they deranked to rank 15, that could cause a red flag.

    That would work

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/516561#Comment_516561

    @Blueberry you must have misread the perk.

    If you get 4 tokens then it's 12 seconds PER SURVIVOR.

    And it's an instantaneous change so killing survivors once the endgame starts doesn't reduce the timer.

    Ah well the wording is a little confusing.

    In that case great idea, I like it.

  • "What if instead of a time limit, the generators stayed blocked off until an open generator was done and then Corrupt Intervention wears off."

    Just this and it would be a good perk.

    It doesn't need the extra totem drawback.

  • @NuclearBurrito said:

    @Blueberry how is the remember me change a nerf? The numbers are higher in every situation except a 1v1.

    In the absolute best case scenario you are only getting 18 extra seconds and that isn't affecting if there's just 1 survivor left. That's pretty bad, especially given the more likely scenario is much less.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/516397#Comment_516397

    @Blueberry Reworking all the maps would take many, many months, even if the devs would put priority on it. A 2nd objective could be implemented much easier and faster, that's why I'm such a fan of a 2nd objective.

    A 2nd objective would also give a new impulse to long-time players.

    In the end, implementing a 2nd objective would not mean that map reworks have to be abandoned.

    I agree that would be probably the easiest and quickest to implement option while they slowly try and work through the maps.

  • That's why it would need to come with dedicated servers and rank rewards finally being implemented. Maybe even an increasing blood point bonus the higher you get as well.

    EDIT: They may even find a way to include Devotion level in the matchmaking equation. Basically preventing high hour players from deranking intentionally.

  • The problem is that survivors rely too heavily on pallets and windows to survive. This is why it's very difficult to nerf them by how much they need.

    Survivors need more alternate ways to survive so that we can touch the windows and pallets appropriately.

    This said, we can also go a completely different route. Instead of lessoning the amount of time survivors can waste, they can also finally implement the extra survivor objectives we've been wanting. This would let the survivors still waste a lot of killer time, but now the killer would have more time to waste.

    Or just maybe a mix of the two.

  • @[Deleted User] said:

    The maps and the tremendous number of safe pallets are the biggest problems for M1 killers. I'm not convinced that the parameters can stay the same across ranks in an asymmetrical game. The reason the maps, loops, and pallets exist the way they are is for rank 15-20, and I get that because they don't know where the pallets are and don't know what "loop" means. But it's a problem when someone with 1000 hours has every pallet spawn memorized and can squeeze every drop out of them. I think moving to an "every loop is unsafe but ultimately loopable" philosophy is the way to go and would indirectly buff a lot of killers. I just hope the map reworks are done quickly.

    I start to wonder if the only solution to this is altering the number of pallets the system allows to be placed based on different rank brackets. Making enough for low ranks to be alright is destroying high ranks.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/516315#Comment_516315

    @Blueberry

    +1

    You're right, we wouldn't need BL if maps were perfectly designed (EX: Jungle Gyms shouldn't spawn directly beside of the Killer Shack).

    I also think if maps were designed better it would inadvertently buff the weaker killers and nerf the stronger ones by design. This would mean a lot of the weaker killer might not even need buffs if the maps were changed.

    The issue with this is that at the rate they are changing maps it would take them years, which is why even though it would be the best change, we probably have to look at the next best option.

    This being just buffing those weaker killers and small patching some of the map issues.

    Although they do need to find a way to give killers more time for their objectives. They need to slow the survivors down somehow. Many windows are also just way too powerful and need to be adjusted. There needs to be more mind gameable pallets, there are too many just safe ones.

    As mentioned before, windows should be blocked after 2 vaults instead of 3.

  • I agree with your principle and the problems you found.

    That said, I never think Bloodlust is the answer. Bloodlust is a badly designed band aid fix for the games terrible map design. If we properly fixed the maps we wouldn't need Bloodlust.

    Maps are the core issue of the problem.

  • Kill 4 survivors with RBT in a single trial.

  • Predator - Scratch marks lasting longer is actually a nerf to the killers using it. That isn't a good thing.

    Make it increase the sound of survivor footsteps when running and walking on top of its current affect.

    Thanata - Not include sacrificed survivors?

    Play with your food - Would still be garbage after this change. Missed hits taking a token aren't what makes this a bad perk.

    Beast of Pray - Needs to have nothing to do with Bloodlust. Bloodlust is an unreliable and bad feature in the first place.

    Knock Out - Might be too strong on slug builds. It's already a good perk.

    Remember Me- This change is making a bad perk even worse. This is a nerf.

    Make it 8 seconds per token up to a max of 4 tokens. If there is only 1 person remaining in the trial the perk will not be active.

    Everything else looks good to me.

  • It's hard to feel bad for them not having time for reworks when they are STILL currently releasing new killers that will need reworks a year from now.

    If they want to stop having to do reworks they need to stop releasing weak killers.

    They haven't learned from their mistakes yet.

    Not to mention almost all their killer reworks they've done so far still haven't been good enough to make the killers actually strong with Hag probably being the only exception.

    The killers are weak on the PTB's and then still weak after changes at their release.

  • I mean as much as people like to say, just don't tunnel, that isn't really being genuine.

    If you truly don't tunnel all game you will be eating that DS at end game. If you're down to like 2 or 3 people that timer is long enough that either they are escaping out the gates or you're eating the DS.

    So the only time you aren't eating the DS all game is if you just got completely curb stomped anyway.

  • @Bongbingbing said:

    https://forum.deadbydaylight.com/en/discussion/comment/514986#Comment_514986

    They said in the PTB that they where going to do that but think that action penalty are unfun for survivors so they didn't.

    Personally I think they should remove the slowdown when charging, holding and releasing your purge, there was no reason to add these after the PTB when everyone thought she was fine.

    "They said in the PTB that they where going to do that but think that action penalty are unfun for survivors so they didn't."

    It's ironic they say this, as if it's fun for killer having their whole power ignored.

    "Personally I think they should remove the slowdown when charging, holding and releasing your purge, there was no reason to add these after the PTB when everyone thought she was fine."

    We all want a lot of buffs for her, but I actually did not like the PTB version. Not that it wasn't strong like she needed, but I don't think it was good game design. Just walking around holding your vomit the whole time and then tunnel into 1 guy isn't fun play imo.

    I'd rather her get her strength in other ways.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/516166#Comment_516166

    @Blueberry

    I mean, yeah, it can happen that someone spawns on it and can cleanse it. I would lie if I say that this does not happen to me. In fact, one time I did not see my Hex immediatly (probably behind a Gen from my Point of View), and it got cleansed before I knew where it was.

    But, if someone spawns on the Hex, the Hex is basically gone. This person will go back to it as soon as possible, and if others see it as well, it is pointless anyway.

    So I prefer not to go to my Hex so that people cannot guess where it is.

    Regarding the Map Design:

    Maybe when they put in more but shorter Loops, there are more Hiding Positions. But so far the number is limited and I prefer some more obvious spots rather than X Hidden Spots, when this means that those Spots can be checked quite fast.

    Like I said, I wish they would change in appearance. Totems are too big, you can see them from miles away. They should be smaller (1/3 of their current size). Still visible, but you cannot see them when you are far away.

    I'd like the visual changes as well.

  • @Aven_Fallen said:

    Basically what the guy above me said is a good point.

    But other than that, they are working on Totem Spots, even though I think Totems should change in appearance.

    But well - where do you expect them to be? There need to be 5 Totems on the Map, and they all need to be placed with some restrictions. They cannot be just random, so they have Totem Spots. But there need to be some obvious ones, because otherwise you will have even less potential Totem Spots, which results in Hex-Perks found even earlier.

    Oh, and it would help a lot if the Killer would not run into the direction of his Totem right at the start to check it. If someone is on it, it will be gone eventually anyway, but for me, I can find a lot of Hex-Totems, just because the Killer decides to run to it ASAP.

    "Oh, and it would help a lot if the Killer would not run into the direction of his Totem right at the start to check it. If someone is on it, it will be gone eventually anyway, but for me, I can find a lot of Hex-Totems, just because the Killer decides to run to it ASAP."

    Devils advocate here. The times you don't run straight to it, it gets cleanses instantly because someone spawned there. You know how many times I can run straight to it and someones already on it? A LOT.

    It's a lose/lose situation.

    "But well - where do you expect them to be? There need to be 5 Totems on the Map, and they all need to be placed with some restrictions. They cannot be just random, so they have Totem Spots. But there need to be some obvious ones, because otherwise you will have even less potential Totem Spots, which results in Hex-Perks found even earlier."

    This is because of poor map design limiting the places they can be placed.

  • Seriously.

    I was wanting to take some screen shots as well.

    Like who in their right mind was picking spots on these maps, looked at those spots and thought they were good places...

    It's really tilting.

  • @DingDongs said:

    https://forum.deadbydaylight.com/en/discussion/comment/515437#Comment_515437

    "even if Survivors cleanse, it's usually at the end and fountains I often find (lately) are in corners across the map, which wastes MY time far more than my ability and gimmick does for Survivors."

    omg I hate when they do that ESPECIALLY after finishing gen rush

    It's SOO Frustrating and game taunting you "Hooray! You can finally use it now but you have to travel far far away sucker!"

    The gate already open once i finally drink that stupid faraway bloody fountain

    I mean, at least stop putting all fountain in corners and near exit or something. Talk about balance...

    Yeah I think the devs also underestimate how punishing it is picking up the Corrupted Purge at fountains. Even if you get a survivor that cleanses, you lose a TON of time and pressure going out to the boondocks to pick it up. This is in a meta where you already don't have the time for your objective. There's a lot higher of a cost to using Corrupted Purge than they think it is.

    If you even get a Corrupted Fountain anyway...which we won't unless the gates are powered anyway or the survivors are potatoes.

  • @EnviouSLAY said:

    i mean if she gets attention can we disable stacking effectiveness? along with her getting a buff. thanks.

    Honestly if she got the buffs we were talking about I'd be totally fine reducing how fast she can transition you from sick to broken. This would turn her into more of a spread pressure killer rather than just tunneling into each person

  • That's why it's getting nerfed at next update, it's busted. A very unhealthy perk in design that shouldn't have made it past the whiteboard. Against good red rank survivors that 1 extra hit can be worth an entire gen with how long they can loop. Now multiply that by 4.

  • I can't even imagine a killer making it to PTB being overpowered and then needing nerfs going into live. What a strange world that would be. I'd like to see it though.

  • @doitagain_ said:

    Eh I don’t find Spirit Fury necessary for Plague especially since you don’t wanna get hit by a pallet or you’ll lose your corrupt purge.

    Discordance + apple add-ons make a great combo to get some early hooks.

    If you're against good survivors at high rank you aren't getting your Corrupt Purge almost at all.

  • @Skaraok said:

    Seems like a lot of players have abandoned Plague entirely, gone back to their mains or playing survivor.

    I think I see more Clowns than I do Plagues and we never see Clowns.

  • Thanata/Enduring/Spirit Fury/Ruin/Bamboozle are all good.

  • @pemberley said:

    I’m genuinely curious at where this thread stands in regards to topic popularity. Most topics have a hundred or more views but 4.5 THOUSAND seems pretty hefty.

    I really hope that in spite of what has been said, the devs are reconsidering their position.

    For real.

    I haven't seen this many up votes on a post in quite a long time. I hope the devs really take a look at this and realize that the community disagrees with them and that they might have made a mistake.

    Even the survivors think she's weak.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/515006#Comment_515006

    Yup. There's a lot of false equivalency that goes on. I play both sides, maybe a 60/40 split. I won't go into which side holds the toxicity title, but I will say that the common thing I see is that apparently only killers can be "sweaty" and "tryhard". Being called "sweaty" or "tryhard" by the Claudette running MoM, Adrenaline, and BT is the free square in postgame salt bingo.

    Yeah it's a lot of hypocrisy.

  • Perfectly said, I agree with it all. +100

    This recent string of building the killers counter play into them and putting their power into the survivors hands is just terrible design. Let the survivors figure out there own way of countering like Nurse and Spirit. There's just too much hand holding and not knowing what makes a killer in DBD strong.

    The devs REALLY need to read this badly.

    @Peanits @Patricia @not_Queen

  • It's got to where I will literally just throw a Cypress Mori every time I see these groups because I know they will just DC instantly once the game starts so I don't waste any of my good mori's.

  • @pemberley said:

    https://forum.deadbydaylight.com/en/discussion/comment/514972#Comment_514972

    Maybe not all of those suggestions together, but since Freddy is essentially getting scrapped, there’s now “room” for aura reading in a tracker killer. And I think that The Plague should definitely have an interactive terror radius since she literally spreads the Plague.

    Anyways, even if I got a little carried away, since Plague allows survivors to bypass healing, her being a little strong wouldn’t be the Worst Thing To Happen.

    I agree I'd like her to work similar to Freddy's old play style of trying to micromanage all the survivors. I personally love that play style. Not to mention it fits Plague thematically.

    I had an idea I mentioned earlier of maybe her Black Essence baseline but only while infected and broken. Then we give a 15% repair speed debuff for being sick and every minute a random fountain will become corrupted.

    They could even slightly increased the time to become broken while infected if need be. This would encourage Plague to spread the sickness and move on instead of just tunneling into 1 guy.

  • They expect you to play through their whole SWF alpha squad game, but as soon as you throw a mori or purple addons on they insta DC because it's not "fair" and you're "sweaty". The irony.

    There's a lot less players in the red ranks pool so you run into the same groups and people a lot. This isn't a rare occurrence at all.

  • @pemberley said:

    Now that Freddy is getting completely reworked it seems, ie. losing pretty much all familiarity to his current iteration, I think it might be interesting if Plague’s power:

    Revealed the auras of sick survivors. She cannot see survivors when they are within 16 m of a fountain.

    Her terror radius automatically increases the rate of infection.

    Had a base penalty of 16% to all action speeds, and it takes survivors an additional 4% for every 10 seconds sick.

    Broken survivors not only incur a 50% action speed penalty, exhaustion AND hindered penalty, but they have 10 seconds to get to a fountain or enter the dying state.

    Basically salvage most of the good parts of Freddy and bestow them to Miss Plague.

    Her Black Essence add on could now allow her Corrupt Purge to poison gens and objects - survivors who interact with them will get injured.

    I mean, I want her buffed, but this would be completely broken lol

  • I mean this is like 99% of the killer player bases thoughts on a regular bases.

    There's a lot of killers we want to play but just can't because they aren't viable. Circling pallets and windows for 5 gens in a schoolyard bully simulator isn't fun.

    I wouldn't say it's a matter of being "good" with them per say. For me at least.

  • @zurioon said:

    @Blueberry I see where you’re coming from. But think about it the obscure aura never does anything because most killers know where hooks are and I know this perk would affect console differently because they have to use joysticks. But it’s still rather useless on pc.

    Well I agree it could use a small buff of some kind.

  • You basically end up like Plague where people just don't heal and you get looped for 5 gens. Run perks like Bamboozle/Enduring/Spirit Fury to lower the pain of loops but you'll still get cucked around as you're just not viable at high ranks.

  • @zurioon said:

    They could always see how it works out in the ptb. And make changes accordingly. I just think it’s not very good in its current state. I really like the idea of the perk.

    I agree it isn't that great in its current state, but the buffs you are mentioning are very extreme buffs. Too much to even consider testing on the PTB imo.

    I just think those buffs you want are a lot stronger than you think they are. Even 100% increased struggle effect on top of how much it has now is nuts. You'd have more control over that killer than he would.

  • @Entità said:

    @Blueberry "I have respect for people who earn respect. Respect isn't something to be given freely." you wrote... Mistaken! Respect is due to every human being, as such. Instead, esteem, affection and friendship must be earned. If everyone could decide to whom to show respect, according to their own arbitrary concept of who "deserves" respect, hostility would spread with serious prejudice for civilization: we have small examples in this forum, where fanatics of both factions fight in an endless toxic war, sometimes insulting in awful manners the developers themselves (some threads about Ghost Face are a very good example of this).

    "I just don't think throwing your teammates under the bus by using fountains and then hiding in corners while they suffer the consequences is any evidence of higher "skill"." Which corners are you talking about? When it is unwise to repair the gens or save someone from the hook, I look for totems to cleanse or allies to help; otherwise, I search in the chests: there is not a single moment in which I stand and contemplate the view in a corner. Like me, they too can hide, devoting themselves to secondary objectives. If the killer uses Corrupt Intervention, the survivors simply hide until the Entity frees the gens: not surprisingly, it's a weak perk. They can do the same, waiting for the Corrupt Purge to run out, or make sure to work at the most distant gens. It's not difficult... you said it yourself that "You could run zero perks on survivor and still dominate in red ranks quite easily as survivor. The skill floor is quite low.".

    It makes no sense to continue this ideological diatribe: our respective positions are now clear to the community. Bye bye.

    "Mistaken! Respect is due to every human being"

    Wrong.

    "If everyone could decide to whom to show respect, according to their own arbitrary concept of who "deserves" respect, hostility would spread with serious prejudice for civilization"

    Wrong. Just because someone hasn't earned respect doesn't imply there would be hostility.

    "we have small examples in this forum, where fanatics of both factions fight in an endless toxic war, sometimes insulting in awful manners the developers themselves (some threads about Ghost Face are a very good example of this)."

    That isn't because of a lack of respect.

    ""You could run zero perks on survivor and still dominate in red ranks quite easily as survivor. The skill floor is quite low."."

    Which is very true. Nothing you've said would speak to that being contradicted.

    "It makes no sense to continue this ideological diatribe: our respective positions are now clear to the community. Bye bye."

    That's why I said, "you do you bro". I can't rationalize with someone that is irrational.

    It's just a game, relax.

  • This is a perk that could be extremely unhealthy for the game if buffed too much.

    Maybe just a SLIGHT increase to the struggling effect and increase the distance that hook highlights are blocked. Definitely not an increased wiggle speed.

  • At your rank she's completely viable and you shouldn't worry. Play her if you enjoy her.

    The reason she isn't as popular is because once you get to higher ranks she isn't viable.

    Sometimes her traps will waste good time but sometimes they won't. This inconsistency bothers a lot of people myself included.

    Her ambush is basically trash. Aside from some very, very small instances you're better off just uncrouching and going for the basic attack in 90% of the cases. The ambush just takes too long, gives too much of a warning to the survivors ahead of time, can be counter played quite easily even without using perks to do so and you lose a lot of time if you miss with it.

    Her crouch view point is also too low to where it limits her view too much and slows her down a lot. You will use the crouch just very sparingly.

    She also has a lot of lackluster addons.

    The biggest factor in determining if a killer is viable at high ranks is if they can counter looping. Pig doesn't. Some will argue you can counter certain loops with her ambush but generally that isn't working against good high rank survivors, hence why she is still fine at lower ranks.

  • I'd love a werewolf type killer with their own twist on it. Like an entity touched beast.

  • @xllxENIGMAxllx said:

    https://forum.deadbydaylight.com/en/discussion/comment/514695#Comment_514695

    For prove thyself i agree with you but detective hunch not. Why? because he will change meta and increase perks variety it's what the game need right now.

    64 Meters is literally almost 1/4 of the map a lot of the time, that's huge for a guaranteed proc multiple times.

    This change would not make any perk diversity or break up the meta at all. It just screws over the killers that are already forced to run Ruin that don't want to.

  • @Entità said:

    @Blueberry I'm not misunderstanding anything: I'm speaking of the Plague, and I simply don't agree the Broken state is (ALWAYS) THE (BEST) solution against her. I'm not giving lessons: I'm just explaining my experience, my reasons, my doubts about this "Broken doctrine". You, instead, insult people by calling them "potatoes", because they offer a different point of view. Maybe I lack some skill in chases, but you, for sure, lack respect. Aside this, if I survive with what you consider a bad strategy, maybe my overall skill is greater than yours (I reach the same goal with less or worse tools) or, maybe, my stealth strategy is not as bad as you think. And no, I don't survive by sacrificing or letting die my mates: your assumption that "I screw over the rest of my team" is arbitrary.

    "I simply don't agree the Broken state is (ALWAYS) THE (BEST) solution against her."

    Neither do I. That's the point, you aren't reading carefully what I wrote.

    "You, instead, insult people by calling them "potatoes", because they offer a different point of view"

    If they are quite literally playing as a potato then that isn't insulting, it's just descriptive of their nature. Finding that insulting is subjective, not objective. It also isn't "because they offer a different point of view". That is you missing the point.

    "Maybe I lack some skill in chases, but you, for sure, lack respect"

    I have respect for people who earn respect. Respect isn't something to be given freely.

    "Aside this, if I survive with what you consider a bad strategy, maybe my overall skill is greater than yours"

    You can think and do whatever you want as I've said from the beginning. I just don't think throwing your teammates under the bus by using fountains and then hiding in corners while they suffer the consequences is any evidence of higher "skill".

    "And no, I don't survive by sacrificing or letting die my mates: your assumption that "I screw over the rest of my team" is arbitrary."

    Using fountains and then hiding while your teammates suffer for that decision is exactly that.

    I just think you're wrong and you disagree. You do you bro.

  • Prove Thyself - The game doesn't need anything increasing gen speed any more with the current state it's in. I get your reasoning, but gens are already done WAY too fast. We really don't need anything else exacerbating that issue even more.

    Tenacity - Already a decent perk. Combining this with the other "slug" perks as you mentioned would be too strong.

    Boil Over - Very unhealthy for the game. ESPECIALLY combined with the other slug perks this would get abused so hard.

    Flip Flop - Okay and you actually wanted to buff this as well. This perk is already very good and would be broken with your other changes BEFORE this perks change. Buffing this as well as those would be nuts. Not healthy for the game at all.

    Lightweight - I actually don't mind this change but I thought it would be more interesting if instead it quieted your footsteps when running and walking.

    Premonition - The perk already seems fine to me. With this change it would just make Spine Chill obsolete as in most cases this would be better.

    This is not Happening - Very unhealthy for the game as well. We do not need any perks increasing vault speed like this. Loops are already too strong as is, we don't need something making the problem even worse.

    Detectives Hunch - If it received this change the 64 meters needs to be reduced. This would completely destroy Hex perks that are arguably already in need of improvements.

    All the other perk changes look good to me.

  • @Entità said:

    https://forum.deadbydaylight.com/en/discussion/comment/514467#Comment_514467

    No fallacy. You assume being Broken all the trial it's the best way to face the Plague, but you have not given any evidence: it's just your opinion. An opinion, not the truth. I think the opposite: an extra health state is almost always useful, because you don't emit grunts of pain, because you don't risk to be seen by the puking-related aura reading add-on, because you remove the penalty of Thanatophobia, because you can keep the killer for an extra loop, while your mates do gens. An extra health state becomes irrelevant in exceptional circumstances, like the infinite EW3, especially if you run Iron Will. The Plague is not such an exceptional case: you can stay Broken, but don't pretend it's the only way to win against her.

    "Everyone does.. except you". Who are you to speak on behalf of the whole community? Speak for yourself. I survive against the Plague, and I'm not alone. You have your playstyle, I have mine. Accept it. You are not entitled to give lessons to anybody nor to judge other players' strategies. Good trials, dear @Blueberry .

    "You assume being Broken all the trial it's the best way to face the Plague, but you have not given any evidence: it's just your opinion. An opinion, not the truth."

    There is no proof anyone could give. It's also not "my" opinion. It's all other red ranks except for you. The community of high ranks disagree with you and that's as close as you're going to get to proof.

    "I think the opposite: an extra health state is almost always useful, because you don't emit grunts of pain, because you don't risk to be seen by the puking-related aura reading add-on, because you remove the penalty of Thanatophobia, because you can keep the killer for an extra loop, while your mates do gens"

    You are misunderstanding. No one is saying an extra health state isn't useful. We are saying that it isn't enough to change the outcome of the game against Plague in "most" cases. Those are not the same things.

    "The Plague is not such an exceptional case: you can stay Broken, but don't pretend it's the only way to win against her."

    Once again you are conflating 2 different things. We are NOT saying it's the only way to win against her. We are saying it's the smartest and most efficient way to win. Those are NOT the same things. It's also not "pretending", it's you not reading carefully at the specific words that I wrote and interpreting it incorrectly.

    "Who are you to speak on behalf of the whole community?"

    I'm not speaking for the whole community. It was the community that figured this out, not me.

    "I survive against the Plague, and I'm not alone."

    No one has said you don't, you're just doing it the least efficient way and the way that screws over the rest of your team.

    "and I'm not alone"

    You're not alone, you're joined by the other potatoes as well.

    "You have your play style, I have mine. Accept it. You are not entitled to give lessons to anybody nor to judge other players' strategies."

    I never said you didn't and I never didn't "accept it". All I told you was that you're doing it the least logical way, not that you couldn't do it. This is you once again not properly reading what was written and interpreting it your own way. I never gave lessons, those aren't free. You're the one that came in here and started disagreeing with the community and trying to give "lessons".

    Hopefully after you've played the game more you'll realize how mistaken you were here or at least read people's words more carefully next time and not allow yourself to be influenced so easily by your preconceived notions.

  • I like the changes.

    For the boxes addons you could also add that they come from the opposite direction. That would throw peoples timing off a little.

    "Uncommon---Serrated Blade: The hidden blade has been replaced with a serrated edged blade allowing a much deeper cut. Successful Ambush attacks inflicts the Broken status effect for 30 seconds."

    30 seconds is pretty meaningless. It will be over before it can matter. Maybe 60 seconds?

    Idk broken just seems pretty lackluster in general as survivors don't heal any way.

    I think her blindness effect addons and from perks should be changed to affect her boxes as well.

    Lastly, one of the really big issues for Pig you didn't mention was raising her crouch view point. It is just way too low and doesn't match her actual height. She should be able to see over grass. How low it currently is, is extremely limiting.

  • @Entità said:

    https://forum.deadbydaylight.com/en/discussion/comment/513927#Comment_513927

    @Blueberry You said No Mither hinders survivors and Mettle of Man is broken, then you agree an extra health state makes the difference (for example, it gives you an extra loop), so you should agree that playing an entire trial in Broken status against the Plague is a high risk playstyle, which not all players consider optimal. She's not fast: you must use fountains in dead zones of the map, where the gens have been repaired and there are no hex totems. You can easily waste her time, while your mates work.

    "You said No Mither hinders survivors and Mettle of Man is broken, then you agree an extra health state makes the difference (for example, it gives you an extra loop), so you should agree that playing an entire trial in Broken status against the Plague is a high risk playstyle"

    No, you are conflating 2 different things. Just because it isn't as dangerous doesn't mean people are going to literally take a perk to hinder themselves on purpose. Same thing applies to choosing to take Mettle of Man. Also, that was against Plague specifically. You have no idea what killer you are going against ahead of time when picking your perks. You must realize the fallacy in what you are saying here....common...that just sounds stupid. Critically think think through what you are saying here.

    "which not all players consider optimal."

    Everyone does..except you..who hasn't figured it out yet and continues to screw his team over and play as a potato.

    "you must use fountains in dead zones of the map"

    Seeing as you've been screwing over your teaming and cleansing all game which forced everyone else to cleanse there will now be multiple fountains, so there is no convenience left of picking the dead zone one.

  • This is actually about the exact same idea I was mentioning and I agree it's the best option for handling SWF. A 2 man SWF in the ranked mode is fine and gives them a little more flexibility.

    I hope they do this.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/513810#Comment_513810

    I think unlimited stalk would be a bit too far. Double the amount of stalk a survivor has to give would (I think) be safe while still helping his viability.

    Peeking is not Michael's style.

    It's not like the survivor is standing there letting you soak up like a moron. You are still having to work for all of it.

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