Blueberry
Blueberry
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/498133#Comment_498133
I disagree with you this time.
They always change hooks and gens for events. They even switch colors mid-game, when the gen or hook has been used, so they've already coded the stuff. No extra work for them.
And, roughly 12 - 14 % of the male population suffers from some degree of colorblindness. That percentage equals some real coin there, in my opinion.
There are a lot of people from the thread I started almost a year ago that I have not seen post again after expressing their inconformity. My guess is they stopped playing.
Well firstly, you aren't really disagreeing with me. You're just simply saying that you think most the colorblind features already exist and that's something I was skeptical of. As I said before, if this is true and they are indeed already made then I agree it's a great idea.
Secondly, 12-14% isn't an accurate number in the least. I've got the statistics here in front of me and it is much, much lower than that.
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@GrootDude said:
@Blueberry they’ve showed us that they can change the aura to blue so I think they could do it. (Gens have also been white and bright yellow)
If they do already have it done then that's one thing. I don't know what all goes into making a game colorblind friendly. Maybe they feel there would be a lot more to do and not just those few color changes you mentioned.
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While I agree it would be nice. Look at it from a financial standpoint only. How much will it cost them to do and how many extra players would that get them? You're looking at probably less than 4% of the population. Now what small percentage of that would actually be interested in games, much less DBD? That explains why it hasn't been done yet. It costs more than it would return to them.
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@ASurvkillivorer said:
What are they doing to enduring?
It will only affect pallet stuns now but it will reduce them by a little more.
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@PhantomMask20763 said:
That might just be the bad RNG I think. Hopefully the upcoming map reworks will do something about it.
We hope.
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He made a couple mistakes but still, that map was insane and he's using Bubba. There was still AT LEAST 10+ pallets left on that map as well. Even without those couple small mistakes it wouldn't have made a difference. Those kind of maps are just busted.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/497703#Comment_497703
@Blueberry Spirit, Hag and Billy do fine without it.
Against a top tier rank 1 group I disagree. I'm not talking an average run of the mill group.
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@CallMeSpidey said:
DS should not be touched and it needs to remain at a 5 second stun.
The perk exists as so because killers tend to tunnel. I run it and use it almost every game.
He literally didn't say a single thing about nerfing DS. Did you actually read the post?
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@Salty_Pearl said:
https://forum.deadbydaylight.com/en/discussion/comment/497954#Comment_497954
In one of the livestreams (I forget which one but it was recent) they said they were going to make it so that the stun would be cause when jumping out of the locker and they might remove the 3 seconds needed to activate it.
"they might remove the 3 seconds needed to activate it."
They never said that. That would be so broken.
What they said on stream wasn't exactly a buff. They said they were looking at tweaking the stun radius in a way to make it more reliable in how it reads if it should or shouldn't stun the killer. Sometimes the killer would move out of its radius right as you were using it.
In other words more reliable. That was it.
I do however think Head On could use a small buff. Maybe a small stun duration increase like you mentioned or less Exhaustion cooldown than the other Exhaustion perks.
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While Head On is getting buffed in the next update, I think the stun time should be equal to Decisive Strike's (5 seconds) Head On is harder to use and it is affected by Enduring which makes the stun useless.
Where did you see a confirmation of it getting buffed next update?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/497690#Comment_497690
This is true, although if I find you by chance nearly a minute later, I just have to wait a few seconds and the timer runs out. If it only deactivates when someone else is hooked, it'll never deactivate.
I do feel like reducing the timer isn't 100% the way to go with it since making it shorter would make it easier to slug the guy that was unhooked and wait out the timer, but I'm still keeping an eye out for feedback nonetheless.
Well I'd agree with you on waiting a few seconds if I was able to see the timer but as the killer I cannot.
"If it only deactivates when someone else is hooked, it'll never deactivate."
I agree, I don't think OP's idea is the best.
"I do feel like reducing the timer isn't 100% the way to go with it since making it shorter would make it easier to slug the guy that was unhooked and wait out the timer, but I'm still keeping an eye out for feedback nonetheless."
I can see what you're saying, but even at 45 seconds that is a long time for a teammate to get them up if he decides to do that. Also, that is countered by the myriad of anti-slug perks survivors have available right now. Glad to know it's still being looked at though.
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Could be. I assume they were just for the video though.
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Well..first we start with what killers are viable even WITH addons..which is like 3 or 4 if you're being very generous.
Now in those without addons..nurse.
If you're playing against bad survivors..all the killers are viable with nothing.
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/497671#Comment_497671
But, then again you have to keep in mind as a killer, the killer could be looped by the person he's tunneling for a minute ;) So the timer would still not prevent tunneling, But it is understandable to have so DS won't be over used constantly. It's just going to be difficult to balance it enough where it is actually usable and where the killer won't Tunnel. (I tunnel either way lol gotta get that Myers 4K).
So both sides are understandable so I would say increase the Timer to about:
Teir 1: 60 seconds
Teir 2: 75 seconds
Teir 3: 90 seconds
This would keep the timer and limit the tunneling to maybe once or twice per and per unhook.
You realize how completely broken that would be?
If it seriously took the killer that long to down you then he's already lost the game in the first place because that chase cost him a couple gens, for one hook.
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@Peanits said:
That would be interesting in theory, but say I, as the killer, intentionally look for someone else after you are unhooked. I do my best to track them down but they vanished like a fart in a wind tunnel. Instead, I go back to patrolling only to find you by random chance a minute later. You would still be able to use DS on me even though I did not intentionally chase you off the hook.
To add to that, I could toss on no mither and keep jumping in front of you while you chase someone and you'd have to eat the DS and hook me or put up with me getting myself up and blocking you over and over.
I think it's important to keep the timer on DS. Finding someone a minute later would not be tunneling.
"You would still be able to use DS on me even though I did not intentionally chase you off the hook.
To add to that, I could toss on no mither and keep jumping in front of you while you chase someone and you'd have to eat the DS and hook me or put up with me getting myself up and blocking you over and over."
I mean let's be honest, this is exactly what happens in its current state just with a minute timer on it. That isn't an anti-tunnel perk.
The timer just needs to be 45 seconds. At a minute it goes far beyond an anti-tunnel perk.
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@BBQnDemogorgon said:
@Blueberry It doesn't matter with survivors though since you need more of them anyway.
No one playing survivor will hurt the queues.
Less killers a role with just 1 wont
You need more survivors but there are way less killers.
"No one playing survivor will hurt the queues."
It won't affect it any more than Ash did.
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@BBQnDemogorgon said:
@Blueberry A survivor dlc from months ago isn't going to combat the rush of Ghostface queues in June.
Neither was survivor que's when Ash was released.
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You already did get something, you got Ash. Ghostface is literally just making it even.
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I just think its timer needs to be 45 seconds.
At 60 it isn't an anti-tunnel perk, it's a 1 minute immunity perk.
I get hit with this many times after hooking a different survivor and then finding the previous guy again with the perk still active. That wasn't tunneling but I still get punished.
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@BBQnDemogorgon said:
@Blueberry Spirit definitely needs some better ones.
I'd like one with her hair covering her face like the grudge/ring type of ghosts.
That would be neat!
I generally dislike the skins that just change the clothes they're wearing. I like the ones that actually change how they look, like the Blighted skins for example.
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This one and the santa one are some top notch skins. I wish we'd get more like these for the other killers.
All of Spirits skins are just lackluster to me.
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This has been needed for so long.
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/497238#Comment_497238
I'm cautiously optimistic, I hope it'll actually be good.
To me the biggest problems with maps are RNG (I've seen examples of the same map either having like 8 safe pallet loops, or a wide open dead area), being too large - screwing over killers without movement options, and some structures just being too safe with no counterplay.
I do see that as an issue, but not the biggest to me.
Even on perfectly good RNG for the killer it is still completely broken for most M1 killers.
They need less of the survivors survivability put on pallets or windows and some of that shifted into making jukes and hiding mid chase, but for that too be viable the maps need changing. The survivors are too reliant on pallets or windows to survive.
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@ASpazNamedSteve said:
In the 3 year anniversary stream panels one of them is talking about future map reworks, so MAYBE there'll be some changes for maps coming up?
Yeah that's the panel I'm most excited for.
I'm hoping it's not something minuscule as the maps needs A LOT done to them.
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Most hex perks need buffs not nerfs. There's no reason the progress should be saved.
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Map design is one of the games biggest problems imo.
They are designed to where you can waste way, way too much of a killers time. This is what causes "most" of the best killers to be the ones that can counter looping.
If loops weren't so strong and there was more chances for "stealth" this would buff the lower tier killers and nerf the top tier killers.
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@TheBean said:
Weird... I wonder if this happens more in the higher ranks.
I've been playing killer more and I don't see the disconnects that much. I get them the odd time but not that much.
I play around the rank 14 and 13 area.. so I'm not squeezing a turd out every match which might be the reason higher ranks are ditching more often.
It happens more at higher ranks imo.
The people in red ranks have really large ego's. If they went down it's because of something that wasn't fair and wasn't their fault. There's absolutely no chance it was because they were outplayed. They DC on their first down or because they're salty they will DC to give hatch.
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@NeaJovovich said:
It's hilarious cuz Killah Mainz cry about the game being "GeN rUsHeD" and ending in "2 minutes" but then wanna bring Pink Moris or meme OP add-ons like prayer beads, iri hatches, or pinky's finga... that literally ends the game sin 2 mins of cuz wiping or dc's or wiping + dcs.
They don't know what they want.
This is such a strawman argument.
Killers bringing ultra-rare addons or offerings are not the ones complaining about gen rush. You are building an imaginary scenario in your head that isn't reality.
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@Mochan said:
You can.
And you I suppose are the typical killer main who thinks he's experienced, but blames all his failures on the game rather his actual lack of skills.
I wish you'd actually play some killer at any relevant rank whatsoever so you could come back here and apologize for how wrong you were. You shouldn't post things that you know nothing of.
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@ItsYourBoyGuzma said:
https://forum.deadbydaylight.com/en/discussion/comment/496627#Comment_496627
this is why there needs to be a punishment for suiciding as well.
It almost like the devs dont realize they need to nip the issues (aka survivors when they get upset about getting downed or hooked too early because theyre fav streamer lasts 10mins) in the bud sooner rather than later.
An example of this is that survivors for over a year and a half expected to always survive (at lauch.)
Once pallet vacuums got removed it started changing their mind set for the better. Tbh the devs shouldve never let survivors think they should be able to live EVERY single match, this essentially helped craft certain players ego's be larger than their own head.
I was actually thinking of adding a large blood point chunk for the struggle phase. Much more than there is currently any way. It may be enough incentive.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/495945#Comment_495945
Not really. Just don't go out of your way to slug everyone super early in the game and you will be fine. If you have one on a hook and 2 slugged, take another hook and let the last guy make a save. If you are a good killer it honestly shouldn't be hard to maintain control in that situation.
"Just don't go out of your way to slug everyone super early in the game"
I literally already answered this..
"You have to intentionally draw the game out very long"
Not slugging everyone IS intentionally drawing the game out very long.
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@suffering23 said:
https://forum.deadbydaylight.com/en/discussion/comment/496779#Comment_496779
spirit fury, enduring, brutal, bamboozle, fire up, bbq.
bbq, pop goes the weasel, huntress lullaby, overcharge, distressing, unnerving presence.
there'S many perk combination, it could be interesting
Would be interesting, but it wouldn't be enough to shift the balance.
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@Eninya said:
https://forum.deadbydaylight.com/en/discussion/comment/496779#Comment_496779
lolwut. I could run so much stuff for my killers with 2 extra perk slots. It'd be nuts putting in tracking or chasing perks in their builds.
I didn't say it would be nothing. It would add strength.
Just not enough to really fix any of the games issues that makes them weak killers in the first place.
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Now they're gonna give us prestiging for our forum portrait lol
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Overall killer perks in general are quite weak. An extra 1 or 2 perks wouldn't make much of a difference. None of the killer perks really fix what makes so many killers weak.
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I honestly don't blame Leatherface players for just camping. He such a bad killer that he has no choice. If he plays normally he'll just get trashed. It's the only thing he has going for him.
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Tbh, I was expecting:
"SWF: plays their sweatiest plays, purple odd bulb flashlights, DS, MoM, Instaheals."
They expect a gg and to play the game out.
Killer: Uses good addons or mori
All insta DC at start because it's not a "fair game" or "not fun".
Oh the irony. lol
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It's just way too loud currently. It blasts out survivors sounds.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/496496#Comment_496496
The main issue is RNG tile placement
For example, there can be areas where even if you have Spirit Fury + Enduring and you break a pallet with Spirit Fury, the survivors can run to another pallet before you can hit them
Now imagine that, but without Spirit Fury + Enduring. Such spots waste massive amounts of time and the majority of killers have no way to deal with it. There is no skill involved from the survivors. The game just decided to give them a super safe area for free
I disagree
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I disagree.
Map design is one of the biggest issues in the game right now.
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All the maps need massively increased amounts of clutter/debris/tall grass/reeds/boxes/fog etc and amount of pallets reduced.
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@Peanits said:
We are currently looking into various audio issues. This was actually mentioned in our last dev update. You can read more about it here: https://forum.deadbydaylight.com/en/discussion/63559/
Have y'all also looked at Stridors effect in relation to sound as well? Ever since the sound changes long, long ago it has never been as good as it once was.
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Not happening and no reason to.
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@Shad03 said:
As a person who plays mostly killer, I would suggest you hold off saying how easy survivor is when you are in rank 20. Trust me it gets harder.
This actually isn't quite accurate. Survivor works opposite to how killer does. The higher rank you get on survivor, the easier the game gets. This is because your biggest limiting factor is how good your teammates are and this improves drastically as you rank up. Yes the killer gets better as well, but the game is in a poor balance state to where having a good group of survivors is worth much more than how much better the killer gets.
Ranking up as killer gives you harder games, while ranking up as survivor gives you easier games.
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I'm most excited to see the "Map Reworks" they mentioned. It's a major issue in the game.
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This is like the millionth time this exact same idea has been posted on these forums.
It was tested long ago and the survivors abused it heavily so it was dropped.
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@UkilledLegion said:
@Blueberry I mean if u fast kill all survivors
Yes, if you slaughter them too fast you can depip.
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@UkilledLegion said:
@Blueberry I must not give survivors go out but interst if u will play slagging or hook all survivors very fast u not get pip mybe will depip :D
It's kind of difficult to understand what you're saying.
If you slug or they die on the first hooks then yes, you can very likely depip.
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@[Deleted User] said:
we'll make it doesn't stack on multiple saves. it's written in the perk desc. (up to a maximum of 100%)
and the fastest heal in the game takes 3.96 seconds ( @ me if you wanna know how to do it)
That's not what he's talking about.
He's not referring to multiple saves making it faster.
He's referring to if multiple survivor all have We'll Make It active and are healing the same person.
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You have to intentionally draw the game out very long which is obviously difficult in the gen rush meta we have.