Blueberry
Blueberry
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/511810#Comment_511810
It's already hard enough to move your camera on the survivor, but that might be a console limitation for me. If the Nurse guesses correctly, you deserve to get hit because they predicted your movement.
That's why you use LoS blockers to make the Nurse guess where you're at. Will the survivor turn back or will the survivor keep going? Did the survivor hide during my fatigue?
"It's already hard enough to move your camera on the survivor, but that might be a console limitation for me"
I believe that is more of a console specific issue.
"If the Nurse guesses correctly, you deserve to get hit because they predicted your movement."
Here's the thing though, her lunge is so long after blink that she didn't correctly predict my movement because the reach is so far it compensates for her miss.
"That's why you use LoS blockers to make the Nurse guess where you're at. Will the survivor turn back or will the survivor keep going?"
In her current form you don't have to guess correctly. They aim for the middle of both choices and the lunge is far enough to correct either way.
"Did the survivor hide during my fatigue?"
In general I'd call this unrealistic against a good nurse.
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/511644#Comment_511644
well when u take a bad player and put them against a better one what do you expect? the game to just hand you the down?
Then you aren't in your correct rank bracket. That isn't an illustration of DS needing a longer time.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/511660#Comment_511660
As a console Nurse main, the lunge is what makes Nurse playable because it gives you enough time to correct your aim. Bad lunge means less hits; you see this with tier I Myers because he's slow and has to be breathing down the survivors' backs to get his hits.
Her insane lunge allows bad blinks to land hits where they shouldn't as well as limiting her counter play to specific spots of certain maps. A slightly lower lunge wouldn't affect good nurses but allow for some very small counter play that isn't dependent on the map entirely.
It only forces better aimed blinks.
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"Playing as plague, you go to a survivor, puke at him once, now after sometime/ getting more puked he will now become a one hit kill"
This right here tells me you don't play her in red ranks as survivors there are always just staying injured and this strat is never coming into play bar the immediate start of the game.
She is not good at rank 1.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/511654#Comment_511654
10% slow is too much to qualify for "a little extra". Even a 5% slow is enough to make the difference between a top tier and trash when over the entire chase.
His teleportation, snares and fake pallets should be enough given good numbers and not too many random downsides (so even money on him being good lol)
You are misunderstanding me. I'm talking about the slow on actions like he has currently, not move speed.
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I just think they should make the 1 extra blink her ultra-rare. Still insanely strong, but it would be an ultra-rare so I'm fine with it. Definitely no more 2 blink addons tho.
Secondly just lesson the insane lunge after her blink. It's currently very forgiving. It wouldn't affect nurses that are good with their aim.
That's all I think she needs, not much.
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I'd like them to give early access to the Fog Whisperers prior to the PTB's so they can get some feedback before hand.
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@SmokePotion said:
I think the dev was partly right. She might be strong with mastery, but short of that, she's kinda meh. The reason for this, is add-ons. With her best add-ons she is pretty strong. Without them, she is not. So i'de say she needs a little love, but not much. Add-on dependences is a mean thing for a killer.
"She might be strong with mastery, but short of that, she's kinda meh"
I disagree with this.
Against red ranks no one is cleansing which means you aren't using her Corrupted fountains. If you aren't using her fountains then that means someone who "masters" her is just skilled at playing an M1 killer that can 1 hit down survivors. That's a very low level of "mastery" and I'd even argue if that Plague is 4k'ing those survivors with base M1's they are playing like potatoes. Especially when she's one of the most loopable killers in the game with her size.
"With her best add-ons she is pretty strong"
Even with her best addons she is maybe upper mid tier at best.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/511449#Comment_511449
The devs have been going out of their way to bridge the gap between perks at tier 1 and 3 so each one is worth carrying even though it's weaker. This is especially important due to the grind. DS at tier 1 with 20 seconds would not be worth a perk slot. I wouldn't even carry it at 40 seconds, tbh.
That's why he brought up rank 1. It's not irrelevant.
20 seconds might be too short that's true.
I'd prefer the ranks just all be 45 seconds and each tier is 3/4/5 sec stun. It would still be worth using at 3 seconds with a 45 sec timer for tier 1 of the perk.
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I just think they should make the 1 extra blink her ultra-rare with a downside of less range on blinks. Still insanely strong, but it would be an ultra-rare so I'm fine with it. Definitely no more 2 blinks addons tho.
Secondly just lesson the insane lunge after her blink. It's currently very forgiving. It wouldn't affect nurses that are good with their aim.
That's all I think she needs, not much.
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Just a small like 10% base slow on being asleep would be nice. Nothing like it is now, but just a little extra.
We haven't seen numbers yet but so far I think red ranks are just going to ignore waking up altogether unless it has very heavy penalties for refusing to wake up.
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I'd just like the insane lunge after her blink reduced, that's it. It's currently very forgiving and nurses with good aim wouldn't be affected by this. Nothing extreme.
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/511391#Comment_511391
yet at the same time I could be tunneled off hook but play well enough to last more than 60 seconds in a chase, so I lose out on using ds. I like how it is right now though
You aren't supposed to last that long in a chase, that's entirely the point and illustrates a problem in the game.
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@ReikoMori said:
The mentioned nothing about the nurse. I just finished watching the vod and nurse didn't get a mention.
Nurse was mentioned
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@DoubleTap said:
Just curious where / when did they say that Freddie's aura reading was being scrapped? I'm hoping this is just an assumption?
I'd like to see the source myself if I may.
Todays stream.
It's on their twitch and youtube channel.
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It does nothing
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@NuclearBurrito said:
@Peanits wait a sec. Does the blood pallet (that's what I'm calling the pallets freddy leaves btw) stun freddy if it hits him kinda like spirit furry? Since presumably it explodes after they are done throwing the pallet.
He said they do not stun the killer.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/511502#Comment_511502
It will not have anything 50% or reading auras ... only "skills" that are only effective when the survivors are asleep, however, waking up with the new freddy will be even easier.
I know, this was just my dream "wish" list.
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@gantes said:
And he still has add-ons that slow down action speed (less than the stupid amount right now).
As for the aura reading going away, they merely took power out of his dream world, which is fair because his ENTIRE POWER BUDGET is there in the current iteration (since he does nothing to awake survivors, that's a necessity). Now that he's gonna be a normal killer when survs are awake and will be able to warp to gens, it's only fair that dream world doesn't have as much loaded in it as it does in live.
Having some that can be added from perks is nice, it just has me worried about addon dependency which is a huge issue already that the majority of killers have.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/511476#Comment_511476
We did sorta' mention it in the 3rd Anniversary stream when we said they're explode into blood when thrown down. Meanwhile a fake doctor pallet cannot be thrown down; it vanishes when you get close.
I guess I interpreted that phrase from the stream differently.
Anywho it's too early to tell without having any numbers or specifics yet. We'll have to wait on more details.
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I kinda liked the whole aspect of trying to micromanage all the survivors with the aura reading and juggle them. It was a unique play style.
Hopefully this new version has its own though. I would just like to keep some of the slow down in dream state at base to reduce his gen rush.
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/511478#Comment_511478
Well, killers spammed the forum af when MoM was leaked..
I wouldn't quite call those comparable.
Freddy has been in a garbage state for ages, survivors are not.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/511468#Comment_511468
Does Freddy slow down while placing them? @Peanits
They said no on todays stream, full speed.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/511457#Comment_511457
Those fake pallets disappear when you get near them. Freddy is able to place pallets that look and act just like regular pallets, only they explode into blood when dropped (and do not stun the killer). This means that a survivor could end up looping a pallet that isn't actually there, making it very easy to get a hit.
Ah well they didn't specify that.
I guess this all depends on its cooldown then as to whether it's effective enough or not.
Same for the traps with cooldown, how much they slow by and whether or not the trap and the killers animation putting it down are visible to them.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/511371#Comment_511371
You act like fake pallets is worse than aura reading...
We already know how good fake pallets are from playing Doctor.
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/511391#Comment_511391
I know it last too long but 40 seconds isn't the way.
When my ds is tier 1 (40 seconds) it feels too short..
Now imagine a tier 1 (20 seconds)..
Mentioning lower ranks of the perk is pointless. No one measures balance at lower versions of the perk.
I'd like a 35/40/45
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@Vetrathene said:
While its supposed to be an anti tunneling perk, it lasts too long, as I've managed to down and hook another survivor, stumbled upon the survivor who got unhooked, and go to pick them up because I figure they surely don't have DS because I didn't TUNNEL them, and then get hit by it anyways. It needs to go down to 20/30/40 seconds from 40/50/60 seconds.
This is my thoughts as well.
It's just about there, it just lasts slightly too long. This situation happens to me on the regular.
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@Orion said:
Why should the power role's perks not be more powerful than the number role's perks?
Which is ironic because in most cases the power role has the weaker perks currently.
I agree though.
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I personally think both of their blood point components should be baked into the base game as each encourage "fun" game play. WGLF would just need a new effect for it.
As someone else already pointed out though, killers do need more blood points because of how addon dependent they are.
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DS is still S tier imo. It never leaves my load out.
It is activating in at least 3/4 of my games giving me an entire extra life. I personally think it's even better than Adrenaline as they both perform a similar job but DS is less situational.
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Keep in mind there's no aura reading and no base slow down in dream state. That is worth A LOT less in his new context.
All that's giving you is a lullaby instead of heartbeat and you can use your pallets or traps against them now..that's it. Dream state really doesn't seem like much of a downside in his new format.
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@MonsterInMyMind said:
Devs said no current plan to buff freddy's perks but keep voicing opinions and thoughts!
That was unfortunate to hear. They all need buffs.
It's especially disheartening when it's something as easy as number tweaking like on Fire Up.
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This is completely true.
Unfortunately the majority of the player base doesn't fit that criteria which means they are all gonna down vote you.
Btw I'd switch "didn't" with "don't" and "played" with "play" in your post title, it's more grammatically correct.
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Extremely happy they listened on this!
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They answered my question! I'm honored
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/509813#Comment_509813
Stats can be a good indicator of what’s going on, but stats also need to be taken with a grain of salt because they can be easily influenced by falsehoods.
If Plague gets 4K at rank 1, what is more likely?
Their opponents dced or gave up, as toxic survivors are heavily inclined to do?
Or Plague is a rival for Billy and Nurse, with a skill cap so high not even good or popular streamers play her enough to capitalize on it and broadcast the news?
These are points that a lot of people miss.
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Hilarious, but sadly true.
They don't make strong killers anymore. Spirit was pretty much the only fluke.
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Based on the pip system they basically reward you for playing the way survivors want you to play which may get you the pips but costs you the game in terms of kills.
So their pip system causes a scenario where everyone's a winner.
You don't kill anyone but everyone pipped.
I'm obviously exaggerating a bit but you get the point. In order to pip they make you play stupid, aka the "fun" way for survivors. Making the smartest plays isn't the "fun" way and makes you depip.
The whole system is based on trying to redefine what "winning" is. To the devs it's pips based on this system, that determines who wins. However to a lot of people myself included, winning is kills. This is where the problem lies.
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@Mc_Harty said:
He's going to flop.
I agree. Even if they gave him the most optimistic of buffs I just can't see him reaching viability. Stealth killers just don't work at red ranks against competent survivors.
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@Judith said:
Mid tier is unviable?
Yes
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Those were really bad choices for a poll.
Just say:
Viable
Mid Tier
Low Tier
Shouldn't even throw Freddy into this, it just con volutes the results.
Whether they chose below or at Freddy tier that's basically all still saying they will think he's low tier but now you don't even have a mid tier option.
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This is actually the question I posted for the Q&A. Here's to hoping they choose it.
It would be quite a quick fix.
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Here's why:
Whether a killer is strong is "generally" based on whether or not they counter pallet looping.
That can come primarily in the killers power but also to a very small degree in the killers size.
The larger you are, the much more difficult it is to mind game a pallet.
So basically if you want larger killers then their powers basically have to somehow counter pallet looping in one way or another or they aren't going to be viable since they won't be able to mind game them well.
We've had lots of tiny killers because all their powers don't counter looping.
Exception being Plague who loses on both counts, which is why most people unanimously think she needs buffs.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/509959#Comment_509959
Is that the sweet sound of denial I hear?
If you don't know how to interpret data and just want to post toxicity why do you even reply?
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@suffering23 said:
https://forum.deadbydaylight.com/en/discussion/comment/510134#Comment_510134
better than it is now
Exactly, I was agreeing.
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Yeah no cooldown and include missed skill checks. This wouldn't even make it amazing, just okay.
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@SpaceCoconut said:
Give them a stun or a heavy Hindered effect when they vomit, give them exhaustion when sick.
They shouldn't be able to run at full speed when in that kind of physical condition.
Make skill checks more common and increasingly difficult as the sickness progresses removing the "good" section entirely when a survivor is broken at full sickness.
Fixed.
This would work as well.
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Being fully infected/broken gives a 15% reduced repair speed and every 1 minute a fountain will automatically corrupt.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/507058#Comment_507058
Players: We need stats to determine what side needs love!
Also players: “Stats mean nothing.”
We want stats that take into account many things that would skew the numbers. Their stats they are currently using aren't doing that.
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Their stats are skewed by a multitude of factors that make them near completely meaningless in terms of measuring balance.