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Blueberry

Blueberry

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  • @brokedownpalace said:

    "They are long because the game is still unbalanced in favor of survivors and the killers get tired of it."

    People play survivor because: 1. They like co op games, 2. They can play with friends, 3. It can feel like you're IN a horror movie, 4. They prefer being chased as opposed to chasing, etc. etc.

    Biased mains will take literally anything and twist it to mean that their side is getting screwed over.

    These are also true and another reason killer que's are longer.

  • @BadMrFrosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/501093#Comment_501093

    The fact that BVHR is batting 3/15 for playable killers at high levels of play is also a cause for concern. Let me tell you, they wouldn't pass me on any test with a score like that.

    That's still a big point of contention for me as well.

  • @Mushwin said:

    Yes but Blueberry, DBD people should know NOW what to expect. Shouldn't they? it should not be no surprise

    They aren't upset because they are surprised. They got what they expected. What was expected is just still unacceptable to them.

  • "Basically my points are invalid cause they are Purple/Green"

    If someone told you the house you were building was being done incorrectly because they had built a house with leggos before would that make them qualified? That's basically this scenario. Playing at low ranks is a totally different game.

    "But you're not ignoring the balance of the game play on those levels... but my input is void cause I'm not as high as you."

    This is because you don't balance a game around low ranks.

    "Killer times are long... cause there isn't enough Killer playing. Oh my. That's not how it works. If I Q as Killer and it takes forever... it means there is a shortage of Survivors. If I Q as Survivor and it takes forever... it means there is a shortage of Killers. Currently, Survivor Q is fast and Killer Q is long."

    This is a result of the survivor mains growing entitled and unable to accept changes the game needs IE what you've been saying.

    "Anyway, even if I showcased 40 4K's at Rank 1 as new Legion with no add ons or whatnot... I know you'd still throw excuses out like "they must of been potatoes.""

    I wouldn't need to because you wouldn't have the opinions that you do.

  • People are quick to jump, but keep in mind, it's for good reason.

    When a rework for example takes 2 years to come the expectations are very, very high and critical.

    Also because we know how long changes take if something isn't right. If changes were made quickly people wouldn't be as harsh in their judgements.

  • @Vlieger said:

    @Blueberry

    "They can see him at enough distance to not be a big issue."

    I think that is quite an assumption to make from a 5 second clip. Especially considering the different factors of a match such as if he will be in line of sight, but to each their own. I will continue to speculate potential until we can playtest it and see how people react.

    "After the current pip changes there are much less potatoes at red ranks than there used to be."

    Less yes, but there are still plenty. It really isn't hard to get to red ranks still.

    We appear to have very different opinions so rather than this devolving into a pointless argument, when it was meant to be just a speculation thread of potential, I will say we can agree to disagree. Once it can actually be tested and see how people play, we can talk more. GL in the fog.

    "I think that is quite an assumption to make from a 5 second clip"

    This entire conversation we are having is assumption. That is kind of the point. I never said things as definite, I said them as a first impression.

    I agree to disagree. GL

  • I never said it wasn't the easiest it's ever been. Being in its easiest state doesn't mean it is easy, it just means easier. That is a big difference.

  • @VexTheHex said:

    https://forum.deadbydaylight.com/en/discussion/comment/501018#Comment_501018

    Nah, I've seen your postings and see you're very Killer sided in everything. You also blatantly ignored my 4K question with look it up yourself type of deal. The truth is... you want the game easier for you to 4K in. You can't take challenge.

    I've played and mained Stun Hag. You really don't got much room to ridicule me about balance when practically all change for years now have been for the Killer side. And it was needed, but we've hit the point it's starting to go too far.

    And again, you want to ignore anything that isn't 4 Man SWF groups in red ranks. You do know the game would die off right? Solo players like me would get screwed. Casuals would give up before us. All you'd have is the sweaty ones thinking their Red Rank means everything.

    Killer Q's are already long. (it's slowing me down :/) Think there may be a reason? ;P

    "I've seen your postings and see you're very Killer sided in everything."

    Playing survivor at rank 1 regularly since the games release makes me killer sided..OKAY.

    "The truth is... you want the game easier for you to 4K in. You can't take challenge."

    The truth is you're a low rank that has no idea what actually goes on in the game.

    "You really don't got much room to ridicule me about balance when practically all change for years now have been for the Killer side"

    Because the game has been survivor sided for years. That makes the changes quite obvious and logical.

    "And it was needed, but we've hit the point it's starting to go too far."

    You just came back and haven't reached red ranks on both sides. This is like saying killer is easy because you're 4King low rank idiots. That's not how this works.

    "And again, you want to ignore anything that isn't 4 Man SWF groups in red ranks"

    I havn't ignored anything.

    "Solo players like me would get screwed."

    I play solo 99% of the time. It is quite easy.

    "Casuals would give up before us."

    I think people actually like a challenge.

    "Killer Q's are already long. (it's slowing me down :/) Think there may be a reason? ;P"

    They are long because the game is still unbalanced in favor of survivors and the killers get tired of it.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/500958#Comment_500958

    No it's not just grabs. They showed grabs in the stream but if you listen to what he say he says "downing or grabbing survivors". I'm pretty sure he said that, I will go back in a moment and find the time stamp.

    That's not what I was implying. I meant they have to be actually working on the gen when you grab or hit them.

  • It could have zero cooldown and it would still be bad. It needs something more.

  • @Vlieger said:

    @Blueberry

    "This isn't going to work against red ranks."

    Red Ranks can see through invisibility? If they run to a point where they see Freddy and turn around, they have still wasted time and closed the distance to the killer.

    Not sure if you actually play in red ranks and are talking from experience..... but there are some pretty bad people in red ranks.

    Do I need to turn on my stream to show rank 1 on both sides?

    They can see him at enough distance to not be a big issue.

    After the current pip changes there are much less potatoes at red ranks than there used to be.

    "Not sure if you actually play in red ranks and are talking from experience"

    Do you? Your opinions make that questionable.

  • @VexTheHex said:

    https://forum.deadbydaylight.com/en/discussion/comment/500984#Comment_500984

    I loss interest and recently came back. Purple Ranks currently and it's 4K fiestas even on Killers I don't play or against weak Killers. The matches snowball hard. Throwing around the Red Rank card is actually petty and irrelevant in the grand scheme of things. If the game is balanced around the best Red Ranked 4 man SWF groups... the game would be dead. I generally question how many 3 or 4 E's you get. People like to complain Killer's are weak but then brag about their consecutive 4Ks, it's quite laughable.

    "Throwing around the Red Rank card is actually petty and irrelevant in the grand scheme of things"

    It's only irrelevant to you because you aren't there. You just came back and don't even know how the games balance is. Purples are easy, if you can't get to red you clearly aren't playing as good as you think you are.

    "f the game is balanced around the best Red Ranked 4 man SWF groups... the game would be dead"

    No. Then survivors would actually have a challenge.

    "I generally question how many 3 or 4 E's you get. People like to complain Killer's are weak but then brag about their consecutive 4Ks, it's quite laughable."

    I actually stream where my rank 1 on both sides is perfectly visible.

    You talk about people getting 4's, but that is using Nurse or at low ranks, which is a completely different conversation.

    You shouldn't comment on the games balance when you know nothing of it. You said it yourself that you just came back.

  • @Vlieger said:

    @Blueberry

    Yep I expect that will be what survivors eventually learn to look for and do, but regardless they are off the gen. It will open up a lot of mind game as well since Freddy will be invisible from a certain distance away now you could potentially get close to a gen, but not too close, start channeling to force a survivor to run. If they run towards you, cancel it and chase them. If they run away, finish the channel and chase them.

    I'm assuming red rank survivors that are half intelligent, not low ranks that don't know what's going on.

    "but regardless they are off the gen."

    That is irrelevant. Them getting off the gen for 3 seconds is worse for you because that cost you 3 seconds of channeling as well. You as the killer are on the clock, not the survivors. That wasn't a good trade for you.

    "It will open up a lot of mind game as well since Freddy will be invisible from a certain distance away now you could potentially get close to a gen, but not too close, start channeling to force a survivor to run"

    This isn't going to work against red ranks.

  • @VexTheHex said:

    https://forum.deadbydaylight.com/en/discussion/comment/500968#Comment_500968

    Back when, yes. Now? Nah. If you aren't 4K'ing anything that isn't a 4 man SWF... you weren't playing your best.

    Survivors are still busted. Anyone that plays both sides at red ranks knows this.

    The fact that you actually think this tells me you don't.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/500921#Comment_500921

    I think the problem with comparing it to Clown is that Clown is able to use his slowdown on whoever he wants and actively whereas Freddy's will only work on sleeping Survivors who step on a Trap, so I think it's a bit of an early conclusion to assume that the slowdown on the Dream Snares will be to the same degree as the Gas Bottles.

    Well seeing as Clowns slow is his only ability and for Freddy it's another ability the likelyhood of it being a better slow than Clowns is just very low and unlikely. Then Clown would be irrelevant.

  • @VexTheHex said:

    You complain, but besides MOM... which is getting reworked... has there been any good Survivor perks released in quite some time? Ash's other two are trash, Jane's are trash, Jeff has alright perks but nothing strong, Adam's are highly situational, Kate's are trash, Tapp's are trash, Quentin's are under rated but not great, David's are all hard mode options basically, Feng has Lithe and Alert, Bill has BT, Ace's are trash, Laurie had DS... it's been gutted, Nea has UE, Jake has IW (Sabotage is dead), Claud has solid perks, Meg has meta perks, and Dwight has a few okay perks.

    This is because survivors are already busted and can't afford more busted things with the games current balance.

  • @Vlieger said:

    https://forum.deadbydaylight.com/en/discussion/comment/500947#Comment_500947

    @Blueberry

    If you read my post the usefulness I am mentioning actually comes from the fact that survivors see you coming with it. Forcing survivors to run without actually having to be there..... is good.

    That would be a stupid thing to do. You waste more time doing that then you gain.

    They walk away for 3 seconds...oh he didn't teleport..back on it we go.

  • Did he not include the stipulation that you have to actually interupt a survivors working on a gen to activate it? Meaning not just down a survivor anywhere.

  • I'm expecting it to make PGTW actually an auto include on him. Makes it much more reliable to use on the gen you want.

    The teleport is nice for mobility but that's gonna be the end of it. You aren't actually getting any surprise jumps on people with it unless they're blind.

  • I'm not sure why he added that there was a cooldown on all those perks. Most of them could have zero cooldown and still look too weak.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/500754#Comment_500754

    Traps counter looping aka: Hag/Clown

    The question is how practical they are. If it's too limiting we might have a Trapper scenario.

    Regardless I like that we are getting more stealth and zoning Killers.

    "Traps counter looping aka: Hag/Clown"

    You're using the word trap extremely loosely.

    Hag is a teleport and hit..which isn't at all what were working with here.

    Clown is the better comparison and we know how bad he is. Seeing as the trap would be an additional ability to his main I can't imagine it being a better version of Clowns slow.

    "Regardless I like that we are getting more stealth"

    The problem is the map designs don't allow for stealth killer rank 1 viability.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/500898#Comment_500898

    Correct me if I'm wrong but the traps slow the survivors down yeah?

    So I'll imagine it'll probably look something like this

    https://www.youtube.com/watch?v=e2Cuc3oHb4U

    I highly doubt that effective. That's more of an immobilization than a slow.

    We already know how effective a slow is with the Clown..not enough for rank 1 viability or even close. Not to mention it's probably much less flexible than the clowns bottles as you have to pre place it.

  • I agree.

    It's just a first impression so I'm holding off a lot until we get to try it out though.

    The traps and fake pallets just seems gimmicky to me. I can't see a competent red rank falling for that enough to be effective.

  • I like the teleport for mobility but the whole trap and fake pallet thing looks gimmicky and unrealistic to be effective against good survivors. Not to mentions traps don't really fit Freddy's theme to begin with imo.

    This is just first impressions though. It also depends a lot what the numbers look like for cooldowns on the abilities and whatnot.

  • @Mercury said:

    Tinkerer, nuff said.

    That's pretty irrelevant when the gen spouts blood to tell them you're coming anyway.

  • I don't like the idea of traps on Freddy. He isn't thematically a trap killer.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/500754#Comment_500754

    @Blueberry Billy can't counter looping and he was top tier. Same for PTB PLAG :D

    Btw, ik Billy can curve, I've been learning it it's fun to try. But a good survivor will do a 180 turn the opposite way and avoid his saw.

    Also the fake pallets helps with loops a lot. I genuinely might main him alongside Billy and Spirit. Hag bores me nowadays, too effortless like Nurse. I used to main Nurse too btw, her and Hag are too easy once mastered to be fun.

    But Freddy, he sounds like a beast and a lot of fun.

    Billy is the only exception, not the rule. They don't make killers like Billy anymore.

    Plague was PTB, not actual release, so irrelevant.

    "But a good survivor will do a 180 turn the opposite way and avoid his saw."

    Only works on bad Billy's.

    "Also the fake pallets helps with loops a lot."

    I'm skeptical of how often this will actually work against good survivors.

  • @Okapi said:

    https://forum.deadbydaylight.com/en/discussion/comment/500754#Comment_500754

    It's not like his invisibility helped him against anyone but rank 20 survivors.

    Pill Bottle.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/500739#Comment_500739

    @Blueberry think of that with Surveillance though. He'd be a top tier gen protector maybe even better than Hag. And the best 3 gen killer.

    https://forum.deadbydaylight.com/en/discussion/comment/500727#Comment_500727

    But he can place it down in routes to make survivors lose map pressure and to make survivors slow down in chase.

    That placing fake pallets is soooo strong. Think of that with STBFL and Brutal strength. With his ability to protect gens, stick to one half of the map, clear the pallets, place fake ones and use STBFL to have ridiculously short chasing.

    And this is all in his base. Omg I might main him.

    I just think it looks too gimmicky and not practical. The traps would have to be extreme to counter looping effectively.

    I also dislike that his invisibility is basically gone. He's only really getting it from far away which is pretty irrelevant. If he had the stuttering in and out at close range now that might be a loooping counter, but alas it doesn't.

    Unless their power counters looping they are stuck to mid tier.

  • @Okapi said:

    https://forum.deadbydaylight.com/en/discussion/comment/500727#Comment_500727

    That gen teleport will be great against gen rush though.

    I don't think so. The teleport is quite long and the survivors can see it coming.

  • First impression he looks quite weak. We already know how effective a slowing trap will look from Clown.

  • Yeah happy to see the rank rewards but almost a year from now..that's far. They should be higher priority.

  • @CallMeSpidey said:

    https://forum.deadbydaylight.com/en/discussion/comment/500309#Comment_500309

    https://us.v-cdn.net/6030815/uploads/569/8UAEBGTNXEGX.png

    When grabbed.

    I think being grabbed means when the killer picks me up by my pants, not when I'm on his/her shoulder.

    It should obviously get fixed.

    You mean just the wording on the perk. You're taking it very literal.

  • Is it really only 15 seconds? That sounds like garbage if it is.

  • Well if we make a guess based on all the previous "reworks" the most likely scenario by far is that he ends up another mid tier aka non viable killer. If he did actually end up as rank 1 viable he would be beating all the odds.

    So I like to stay positive but the most likely scenario isn't a good one.

  • It's not meant to kill survivors, it's meant to waste time. That's why.

  • I do not think that is a bug. It's just because you are too close to the hook and it's not gonna cancel him mid hook animation. This is why if I know I'm gonna get the DS I always move a little ways away from hooks.

  • I completely agree. They DC at that moment to INTENTIONALLY deny you the BBQ stack because they're salty.

    This isn't even a minority of games. This happens to me literally almost every other game at least. I main Spirit so people rage quit fast.

    Also @Mochan we know that isn't quite the case as most of them even stick around till end chat to rub it in your face that they denied you the BBQ stack.

  • @Mandy said:

    I'm excited and also really nervous and really hope it goes smoothly for everyone involved in it.

    Y'all are gonna have the forums exploding with a bunch of very happy and a bunch of very angry people lol

    I bet y'all are super nervous before so many big reveals and how the community is going to receive them.

  • The perk honestly needs buffs still.

    What it should also do is increase survivor footstep sounds when running and walking.

    Now increased survivor sounds, THAT would have some potential.


    Similarly how I think the survivor equivalent Lightweight should quiet running and walking footsteps.

  • @pemberley said:

    https://forum.deadbydaylight.com/en/discussion/comment/499787#Comment_499787

    I think that’s a huge mistake tbh. It’s so plain to see how much help Plague needs.

    I would like to hear their rationale behind not buffing her, if that’s the case.

    @Peanits

    @not_Queen

    Today is the big day. I hope we hear something about Plague.

    Their rational would probably be in relation to there kill stats.

    However we really have to stop using those kill stats in determining killer balance. Those stats are extremely flawed for a multitude of factors edging them near meaningless for determining any type of conclusions on balance.

    Kill ratio =/= how balanced there are

  • I agree with your base principle of looping being an issue but it's the only thing survivors have so they are forced to. However, just because we want to make stealth more viable does not mean that Claudette isn't an issue, she is.

    "Nerfs to Killer detection abilities, especially those that can be equipped on killers who are strong in the chase (like Spirit and Nurse). This creates a gameplay imbalance that makes these killers too strong in comparison to other killers."

    Stealth is not unviable because of killer detection perks. The detection perks are completely balanced much less creating "imbalance". The detection perks do not need touching at all.

    "Nerfs to looping mechanics. Windows, palettes, etc. have been tweaked but they need even further tweaking. Vault mechanics may also need to be addressed. Fixes to maps won't be needed if the core looping mechanics are fixed."

    Looping from windows and pallets is way too strong. There are too many safe pallets and not enough mind gameable ones. The window and pallet loops also allow way, way too much time to be wasted. However, map design is why the core looping mechanic is so strong and is what needs fixing.

    "Fixes to lighting. Seriously, the game needs to stop looking like Dead in the Daylight. Let sneaking around be possible. Make more shadows in the map. Not every corner of the map needs to be dark, but there should be enough dark places in all maps. It needs to be such that even if I'm wearing a bright pink Meg outfit I can still hide in shadows on most maps if I need to."

    I actually agree with this. That said, this would need to come in tandem with the pallet, window and loop changes. I also think there needs to be massively more tall grass/reeds/boxes/fog etc to give more chances to juke mid chase.

    We need looping nerfed, but we also need to give the survivors others ways to survive than just pallets.

    These changes of yours even more so emphasize why claudette needs nerfing. Hypothetically if these changes went through, Claudette would be beyond broken.

    The core of all these problems is bad map design which is why it's my biggest issue in the game.

  • Waste.

    The majority of your reads aren't from scratch marks.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/499648#Comment_499648

    @Blueberry

    I would throw up if I had to play Nurse with a VR headset. 😂

    Or Plague XD

  • I'm trying not to get too hyped. Their previous reworks have told us we should be expecting very low viability.

    I hope he keeps his invisibility to an extent. I find it very unique to him.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/499706#Comment_499706

    @Blueberry

    The survivor isn't sleeping because HUD doesn't say she is. Therefore, it looks like survivors are able to see Freddy when they aren't sleeping. Also, apparently awake survivors are able to see the auras of sleeping survivors because Meg doesn't have Aftercare affecting her and she doesn't have aura reading perks to see that survivor.

    https://us.v-cdn.net/6030815/uploads/549/NACXVLT9ZLZ4.jpg

    Also, if you look at the HUD, the survivor just took damage while they are awake. Therefore, sleeping survivors are woke up when they are attacked or Freddy can attack awake survivors.

    https://us.v-cdn.net/6030815/uploads/060/GWN893APPMFT.jpg

    So yeah an educated guess from the clip. Looks most likely.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/65534/freddy-rework-info-tomorrow

    @Raccoon

    I already have some information about the Freddy rework! :)

    Guess what?

    Dream Demon has a power bar like Spirit and Legion.

    Attacking a survivor wakes them up.

    Survivors can now see you when they are awake.

    Is this something you actually know or just speculated based on the little clip we saw in the anniversary video?

  • I've been piling millions of bloodpoints into him stocking up on addons in anticipation. I really hope this rework doesn't turn out like all the other ones in the past that left the killers in the unviable mid tier dead zone.

  • @StarMoral said:

    https://forum.deadbydaylight.com/en/discussion/comment/499651#Comment_499651

    I mean, I main Legion and Pig without Enduring/Spirit Fury. I don't think I'll ever be viable. XD

    Yeah they're not viable regardless of what you're running. That said, I don't use Enduring/Spirit Fury on either of those. I think that combo is highly overrated. Not that it isn't good, but I think there are much better options for those 2 slots.

  • @pemberley said:

    https://forum.deadbydaylight.com/en/discussion/comment/499650#Comment_499650

    I @ at @Peanits in one of the posts on here, but no reply. Do you mean in the original post? Would it still ping them even after it’s been like a week since posting?

    I know :( I saw. But hey, 50/51 to 0 is a pretty good ratio I would say. I’m going to think that downvote was just a troll, like many downvotes on here are wont to do.

    Yeah I guess it doesn't matter where the @ was.

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