Blueberry
Blueberry
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- Blueberry
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I think M&A is always an auto pick on him. After that I like Bamboozle a lot. It shuts down a lot of loops and the window vault speed in t3 is scary. I think at least Ruin or Sloppy is required for a slow down perk as well, maybe even both if you want. NC is also quite good as him as well.
A lot of people like the Enduring/Spirit Fury combo but I personally think it's highly overrated and not worth the slots for how much is activates.
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@MegaWaffle said:
I sort of like the idea of a pro/con give/take approach to perks.
Spine Chill
When a killer is facing your direction and within 36 meters get a "PING" notification of their location. After a 3 second delay the killer will receive a "PING" notification of you location during the initial perk trigger. This effect can only happen every 30/25/20 seconds.
"A chill ran down my spine and I swear I could feel distant eyes upon my back! Heeding to my guts warning I fled, but I fear it can smell the sweat on my brow." - Unknown
Franklin's Demise
When hitting a survivor holding an item the item is dropped causing it to lose 0/5/10% durability and also giving you a buff depending on the item dropped.
Flashlight: Seeing their light fade brings joy to the void in your heart. Your resistance to being blinded is increased by 0/3/6% for 20 seconds.
Medkit: Life is always painful. You can hear the pains of injured survivors from a greater distance and with stronger clarity. Hearing distance increased by 2/4/6 meters and sounds of healing increased by 6/8/10% for 20 seconds.
Toolbox: Knowing what tools seek to fix what you have undone fuels your hatred for progress. Regressing generators are 5/10/15% faster for 20 seconds.
Map: Such rudimentary mapping brings forth a more animalistic instinct. Each survivor leaves different colored scratch marks for 20 seconds.
Key: They seek to undermine your ritualistic fun, make them suffer. For 5/10/15 seconds all generator sound/progress is hidden from survivors not directly working on them.
All items (listed above) are 10% more effective for survivors and are not lost upon death.
I by no means balanced the % of the perks but just wanted to throw out a couple of fun ideas.
I like the Franklin Demise ideas but Spine Chill is already a great perk and highly underrated. The only reason Spine Chill isn't used more is because it doesn't fit the meta.
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Essentially nothing has changed.
The core of everything is basically the same, which is the problem.
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"the version where if the killer close the hatch exit dates would get powered was a lot better thsn the current system we have"
No, no it wasn't. That was a terrible idea. Powering the exit gates is just as much a free escape as the hatch is bar the rare exception when you just get lucky and both gates happen to be right next to each other which is not the norm.
"if the Killer put you in a situation where you are forced to use hatch the killer has already won."
If he's already won then why should you be escaping? You are literally admitting you lost, you should be dead. We don't need free escapes.
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@xxshinobazuxx said:
https://forum.deadbydaylight.com/en/discussion/comment/416534#Comment_416534
there are some success cases but there are also a lot of games that do this that have failed im sure not solely for that feature but it sure it hasn't helped, and barring all the bugs and things being fixed i still feel that ppl who paid for a game are entitled to enjoy playing it, not being trapped in a game they feel has an unfair advantage. Thats what killed F13th in my opinion and one of the first things players did they was D/c from games that were fun due to hacking or poor play on the jason's part
"there are also a lot of games that do this that have failed"
I don't believe this to be true. Which games and how do you specifically know that is why they failed?
"paid for a game are entitled to enjoy playing it"
DC'ing isn't playing it and it's breaking the Terms of Service they agreed to upon making that purchase. DC'ing is breaking that contract so it could be argued they are losing that right.
"not being trapped in a game they feel has an unfair advantage"
Like I said though, this is assuming balancing coming along side this. There's also a lot of players that may "feel" it is an unfair advantage even if it's not. They may actually just be bad at the game. That is the "entitlement" I am referring to.
"from games that were fun due to hacking or poor play on the jason's part"
You said it yourself. This is a completely different scenario.
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@xxshinobazuxx said:
https://forum.deadbydaylight.com/en/discussion/comment/416509#Comment_416509
you arent wrong but kicking ppl out of playing when they are leaving games they dont like is just going to make people stop playing the game.. and they dont have the player numbers to really justify that
I would argue it's worked for every other game that's implemented it. "they dont like" I am assuming balance and bug fixes are coming at the same time, so if they are leaving after those then it's simply entitlement and children need discipline to learn.
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She needs changes that's for sure, but I don't think that is one of them.
What she needs is the sound on her ambush removed, her viewpoint while crouched raised and rule set #2 at base. There are some other things, but those are the primaries.
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Essentially it's just bad game balancing and bugs. I'd also add that I think some of it is just entitlement. While I do agree those are the issues, they do still need to get more strict with bans or wait times for DC'ing. Even if all the balancing and bugs were fixed to make the matches "fun", without harsher penalties lots of people would still DC as soon as they start losing just to start over.
I actually don't think the ranking system is that bad right now, maybe even slightly too easy on killer side still. The only times i'm not pipping right now for either side is when there are DC's. The rank mattering I think has more to do with not having actual rank rewards for people to care.
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This is actually a fantastic feature. An auto cancellation if you're missing players? Sounds great
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@artist said:
well, for one this proves nothing, but yeah plague is like the highest of the mid tiers
+1
The picture literally shows nothing. Any killer can 4 man some potatoes.
Plague is in the upper mid tiers at best.
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It's because of MoM. It was the last straw for a lot of people. They're left with either Nurse, Billy, or Legion. They don't feel like they have much choice left.
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Yeah we've received practically zero communication this year. It has been dead quiet. We have no idea what's going on, if problems have been acknowledged or even what's in the pipeline. I was looking forward to some communication today but instead just a Mash Up.
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@PeepingPeacock said:
I think spine-chill is one of the strongest perks in the game and depending on the map, the strongest. It just requires a different play style that many find boring.
Yeah I think people undervalue Spine Chill a lot and consider it a noob perk. It's actually quite strong for a different play style.
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Iron Will and Urban Evasion
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Springfield. Very fun to me on both sides and decently balanced imo
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As others have said, she's fun but weak. Not rank 1 viable.
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I'd agree. She is very fun to play, just weak.
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Yeah they've been essentially MIA for quite a while now. We need more regular live streams to update us. We have no idea what's going on.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/410807#Comment_410807
Even in this scenerio it still buys a time for you.
That time is meaningless if you aren't downing anyone because they all just wait at the other side of the map for the timer to end. You aren't gaining any time, you are just delaying the start of the game. You're missing the point.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/410739#Comment_410739
Not really, because you can still defend the 3 gens that you want to be uncompleted. Survivors will need to run to those gens, giving you a short time for a 3 gen strat.
And then they just do exactly what they did at the start of the game which is just ignore the gens entirely and wait for the timer to end. Then you gained nothing.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/410717#Comment_410717
That's why I want this perk to become buffed. No-healing meta is hurting already the killers. Immo corrupt shouldn't still be an one use perk though. This one block gen could still help you in defending the gens.
The solution for giving the killers more time isn't buffing healing. The solution is making loops less safe so that the survivors feel enough in danger to actually have to heal regardless of how slow it is.
"Immo corrupt shouldn't still be an one use perk though"
There's nothing wrong with 1 time use perk. The only reason there's a problem with Corrupt Intervention is because its 1 time use is weak.
"This one block gen could still help you in defending the gens."
1 gen isn't a big deal and I already pointed out that this could very easily be BAD for the killer. Imagine it blocking the gen on the farthest side of the map, AKA the one you WANT them to complete. Now you get stuck with the last 3 gens and 1 of them is that gen WAY over there. This is hurting you as the killer.
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"Solidarity grants a 100% if you heal other survivor at least 50/40/30% conversion rate of his health bar. You need to heal survivor fully in order to gain a reward."
This would be completely and utterly broken. That's not even throwing something like We'll Make It on top of that...
It's already quite a strong perk. The only reason no ones using it is because in the current meta no one cares about healing.
Your change to Corrupt Intervention wouldn't really be doing much at all and could even hurt you if the wrong one gets blocked.
Corrupt Interventions issue is that survivors just wait till its over so you gain nothing from its duration. What it should do is instead of blocking for a set time, it lasts until 1 gen is completed. This would turn the perk into a 1 time use early semi 3 gen strat. This change would make it good enough to consider replacing Ruin for.
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We need problems fixed at base. Not another band aid perk fix.
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+1
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@Tzeentchling9 said:
No map pressure.
More than enough pallets to counter the gas allowing one less loop.
Bottle throw actually slows him down, so it's counter productive at loops.
I prefer Wraith over Clown, what little advantage he has in map pressure makes all the difference.
Basically this. He lacks map pressure and the 1 less loop isn't enough to make up for it.
His mori is also too long and using the gas doesn't feel very rewarding as the skill ceiling is extremely low.
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Springwood. My favorite on both sides.
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I like the idea. Get rid of the Exposed entirely and just give a ping when they enter a locker. The survivors don't receive any kind of notification.
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I play both in red ranks currently. I'm getting matched with mainly purples, greens and below. There are much fewer survivors in red ranks, but I don't solely hold the new pipping system responsible even though it does have a lot of issues. The average survivor is pretty bad and there were a lot of people at red ranks in the old system that shouldn't have been there.
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The perk needs a small nerf, not a buff. The perk in its current state is still S tier and extremely strong.
All it needs now is to actually only affect tunnelers, of which it currently does not. If a different survivor gets downed DS should deactivate. The 60 second timer is also too forgiving, it should be 45.
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Such entitlement and delusion. This is the thread that gets made when someone doesn't play killer at all and has no idea what they're talking about.
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Yeah Billy's chainsaw reach has been complete bull crap for a long time. Those hits are why he is my least favorite killer to go against. It makes you feel cheated.
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This is basically her issue. Smart groups don't use the fountains. There's enough pallets to loop her five gens while broken so there's no need to cleanse.
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Blood lust is a bandaid for bad map design. I'd rather them get rid of the lazy fix entirely and actually fix maps.
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If that's seriously enough of an issue to allow people to DC because of a fear then they shouldn't be playing this game to begin with. it's called DEAD BY DAYLIGHT...like literally maybe this game is too much for them if they're that much of a snowflake.
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@DemonDaddy said:
I agree with the notification, would also like if it would hide the hex visual so they all appear dull.
This would actually do so much. Having to cleanse them all because you aren't sure which one's real would add a lot of time to the killers. Not to mention how much easier the flame makes it to see and hear.
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@YummyGothDaddy said:
Okay thanks! Didn't know this was still name-shaming.
Will share with Mods/Devs.
Just make sure you remove those images quickly as it will get you banned as well.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/408113#Comment_408113
@Blueberry that's a good idea, imagine the synergy with WGLF.
Yeah, plus it encourages more team play if that's what the person is into. It's basically trading hits when you do want them in order to take a free hit later when you don't want it.
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@Shapeless said:
https://forum.deadbydaylight.com/en/discussion/comment/408120#Comment_408120
I’m feeling a trend here! Iron will seems to be a hidden gem!
Oh for sure. It's probably the best out of those three. Iron Will actually makes jukes and mind games possible when you're injured, which is normally not quite as possible with how loud your pain grunts are.
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Iron Will, Urban Evasion and Spine Chill
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Only gets stacks on body blocks
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The perk is still S tier and still slightly too strong imo.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/408001#Comment_408001
Sorry @Blueberry again, I won't do that again. I'm so blind lol.
It's alright lol
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/407979#Comment_407979
@Blueberry my bad, I'm just used to you saying biased stuff and I'm tired. Sorry. That was a good statement you made, I misread it. Sorry <3.
That's fine. However you shouldn't throw the word "bias" around so loosely. Nothing I've ever said has been biased because as I said, I play both sides equally. Just because someone disagrees with you doesn't make them bias.
bi·ased
/ˈbīəst/
adjective
adjective: biased
- unfairly prejudiced for or against someone or something."we will not tolerate this biased media coverage"
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/407972#Comment_407972
@Blueberry stop being completely biased. If DS is a crutch now, then NOED is. End of story.
Start actually reading before you start whining.
"DS since its change I wouldn't call a crutch"
I literally said DS was NOT a crutch.
Also, I don't know how you get this "bias" nonsense when I play both sides at rank 1 regularly.
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@GrootDude said:
@Blueberry true, it still doesn’t change the fact people say “-insert perk here- boost bad players even though we can completely counter it”
Well I think NOED is a totally fair and balanced perk because as you said, it's easily counterable. That doesn't change the fact though that it rewards killers with kills they didn't deserve, AKA a "crutch". It's bad design and artificially makes it look like killers are stronger than they actually are when you look at kill ratios in the devs statistics. It rewards you for survivors being lazy, not because you actually did anything skillful.
DS since its change I wouldn't call a crutch. I would however say it is still punishing killers that aren't tunneling which can still make it game breaking. It needs to only affect tunnelers before I'm okay with it.
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I like Ebony's as they are. It's something to bring when you know it's a SWF to even the playing field a little. Your change would make it complete trash and not even worth the blood points.
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+1
This is exactly the buff I was wanting for it.
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Just to point out here, being a "crutch" and having counters are two completely different things. Just because something has a counter, doesn't mean it's not a crutch.
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@Weederick said:
Broken survivors can't interact. You have to cleanse before you can work on gens.
I actually like this.
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Removing the heal on the fountains would be a start. That destroys all of her map pressure which is why she gets genrushed. There probably also needs to be an increasing penalty for just ignoring fountains and choosing to stay infected though. The broken status isn't enough incentive with how overly strong pallets still are.