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Blueberry

Blueberry

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Blueberry
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  • I'll make you a deal. Enduring doesn't effect DS now, but if any other survivor gets downed other than the one that has DS active, it deactivates. If a different guy goes down, that means you weren't tunneled. Now you get your stronger DS if you are being tunneled and this change guarentees it will ONLY be used for tunneling, of which currently it is not. Deal?

  • @Petraaahh said:

    https://forum.deadbydaylight.com/en/discussion/comment/384392#Comment_384392

    Ooooh BBQ and MYC think that's gonna be my next build for sure!

    It lets you just ping pong from hook to down and back and forth. MYC makes it so it doesn't matter which guy you find they'll both just need 1 hit. I don't camp any hooks so it's always active.

  • @Nikkiwhat said:

    I think we need a big break from adding in new Chapters. I feel atm we have enough to last us for a decent enough time. Longer than a few months as I really wish they'd focus 100% on tweaking and fixing the game, instead of packaging fixes with Chapters

    That's never going to happen though. DLC's are big chunk of revenue for them. Which is why they need to release killers in a stronger state so that we don't have to keep going back later. Yet...here we are..still making the same mistakes.

  • I heavily dislike the stupid phrase "sweaty killer" that gets thrown around in circumstances like yours. It's basically just being salty because you played smart and did the most logical plays instead being stupid. They legit expect you to play dumb and not try to win or you're "sweaty". The only people I know using that stupid phrase are low ranks or survivor only mains that have no idea how the game actually goes as a killer.

  • @MegsAreEvil said:

    Killer is easier to win than surv. Thats how they Balance the game, as surv youre just a playtoy.

    This is just inaccurate.

  • I've been playing nonstop since the patch as a rank 1 killer and in a few days I've only seen maybe 3 red ranks.

  • @Master said:

    We need more viable killers, not adding bad ones to the collection.

    I will just ask you one question:

    When was the last time you versed a clown?

    +1 This basically.

    The problem isn't that we need more killers or that we have enough, we simply need more VIABLE rank 1 killers. Too many weak killers with more weak killers being added. A lot of killers just need some bump ups so we can see more variety being played.

  • BBQ,MYC, Stridor, Ruin


    BBQ/MYC combo is godlike her and a requirement imo. The other 2 are flex.

  • I've been playing all day and night for a few days and as a rank 1 killer I think I've only seen MAYBE 3 survivors in the red ranks. Mostly killing green and grey ranks..lol

  • I'm not seeing her hardly at all either which is very odd for a recent DLC release. I don't blame them though, she's just weak after they neutered her from the PTB.

  • "Enduring makes killers overpowered now"

    Wrong.

  • Either more secret offerings or remove the burning of the secret offerings we have. There are so few that it completely defeats the point of them being secrets. It's pretty stupid how they currently are and I can't believe it hasn't been changed yet.

  • @Kagrenac said:

    https://forum.deadbydaylight.com/en/discussion/comment/384183#Comment_384183

    I do play at high ranks.

    Using this perk is like putting yourself onto broken status. If you heal you will be seen until you're downed again; it can only be used once, is an obsession perk, and the survivor has no control over it, unlike decisive. the chances of this being good in the end game are 0

    Not being able to take another hit is fine for the downsides it has

    This is such incorrect information. It's nothing like the broken status whatsoever. Showing your aura to the killer means nothing in the current meta we are in. I guess you think Freddy is strong too then? Even if old DS had no control over when it went off it would STILL be broken. Hence why this is broken. It doesn't matter when you're getting this off it is still going to effect a lot on a survivor that's even slightly competent. It's downsides are insignificant and effect near nothing.

  • @Kagrenac said:

    Mom is fine. The paranoid theory crafters are in shambles because they see the benefits but not the 600 downsides it has

    Flip flop is more of a problem

    We just have way, way more hours into this game and have a better understanding of perk potential than the average player. Not to mention most people disagreeing don't even play at high ranks to really understand what we are talking about.

  • @DrKnockers05 said:

    @Blueberry In fairness, those are some really good points. I forget how hard it is against survivors who know what they're doing. I'm sure (or at least, I hope) they'll be tweaked before release so they're somewhat more balanced.

    It is early and long before they will get released but that's the point of us talking about them early. If no one had any issues with them, then they'd probably just be released as is. These posts are good for pointing these things out to the devs.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/383821#Comment_383821

    The survivors were definitely not bad. I think one group was a good SWF. By good I mean, capable of defeating a decent Billy. My other perks were decent but not as game slowing as Thanatophobia and it might be my skill but I doubt it. I'm nowhere near my previous god tier level I achieved when I used to be a fully committed Hag main. Nowhere near. I'm good but not too good.

    I'm 99% sure Thanatophobia did the work, slowing down gens. Because I was literally forcing them to Self care otherwise they'd undoubtedly run into my traps that shut down their routes.

    I can 4k consistently using the 4 worst perks in the game, that doesn't mean they're good. I'm not going to be able to change your mind here I can tell but I'm just telling you that the math has already been done on how effective Thanata is and it's bad. I believe you are contributing other factors to Thanatas success. Carry on using though if you feel otherwise.

  • @DrKnockers05 said:

    https://forum.deadbydaylight.com/en/discussion/comment/383833#Comment_383833

    I actually don't think MoM is THAT bad. True, you're right about second chance perks and it is a pretty damn strong perk despite the caveats. But look at it this way; it takes 3 hits from a basic attack to activate it (which is probably 4 and 5 hits at tiers 1 and 2), so that means hatchets, chainsaws, traps, corrupt purge vomit, none of that will count. Plus the killer gets to see your aura when you heal after the "fake hit" so it's got a lot of downsides to it alongside just the one benefit. Perhaps if they made it so the killer sees your aura regardless of distance, it would be a little more balanced.

    The other 2 are just OK. Flip-Flop isn't a terrible perk by any means, but it is entirely dependent on the killer slugging you. If not, it's almost useless.

    Buckle Up, I rather like the sound of. But again, it's dependent on how good or bad other survivors are, and whether they're slugged or not. Still, I can see myself using that one a fair bit.

    They could be tweaked by the time they're officially out though 👍

    Speaking about tier 1 and 2 of a perk is pointless. We are talking about actually competent survivors here, not rank 20's. Mentioning a few exceptions like hatchets, chainsaws, or vomit doesn't really make sense either. Firstly, that's only a few exception killers. Secondly, even with them the chances of still never getting 3 M1 hits is quite low. If a survivor is running this perk 90% it WILL be activating at some point. It activating is essentially and even better than hitting an old DS on your back and clearly that was a problem, hence why it got altered. Lastly, aura reading as a downside is near meaningless. Survivors at rank 1 in this game do not care about being found because pallets and loops are overly strong. That is hardly a downside to care about. Keep in mind as well, all 4 survivors can run this. That's 4 more second chances in the match and we now how that went with DS. The killer just doesn't have the time to eat 4 of those in a match and still do well.

    Flip Flop while not gamebreaking like MoM it is still too strong imo. In this current meta killers are FORCED to slug if we want to avoid the hatch, we have no other option. Combine this with Boil Over and there's quite a high chance you actually won't be making it to a hook especially since they've probably crawled to the corner of the map. This isn't even mentioning if they throw on another of the other anti-slug perks with it. Any time slugging isn't coming into play in that match, you're probably already winning to begin with so it's irrelevant anyway.

    Buckle Up is fine, I have no issues with it.

  • https://www.twitch.tv/blueberrycollective

    @PNgamer said:

    Give me your streaming link, i want to watch it.

    Link me your steam

  • @PNgamer said:

    i respect you but "I pip almost every single game" ( with the new emblemchanges ?) i don´t believe that. I have tested alooooot of stuff and i have 4k hours dbd exp too. I know what im doing and im not stupid to tunnel or to camp. Im doing alot of stuff, believe me you need some luck to get a pip. You can´t hold every game over 9 minutes and killing all 4 survivors with 12x hookz to get a 4k on a normal way ...no chance

    I stream if you'd like to watch my matches yourself. I've got 3k hours myself and I test a lot as well. Pipping in the current system is quite easy if you are good at playing killer. Link me your steam page?

  • @Hoodied said:

    @Blueberry When did I say the survivor's skin was the hitbox?

    Still, its bs if you are avoiding the vomit all together and still got hit

    Latency could be it, but I had this happen to me aswell and it still straight up hit me, the match was completely okay the entire time

    You said that it didn't even hit you, implying just that. There was some inefficiency on hugging the wall with your loop as well as the misread on her direction which let her catch you off guard and be too close. Her vomit is similar to Huntress hatches to where it may not look like it hit you, but the hatchets and her vomit have capsules around them as well that reach out further than they look which can cause this effect when it doesn't appear you've been hit.

    If you want to make an argument for shrinking survivor and her vomits capsules size then that's a fair argument to make. Adjustments for balance to survivor side and Plague herself would need to be made accordingly though.

  • I'd be fine with these changes. She's fun but she just gets looped too easily on too many maps. Not to mention many maps where she's near unplayable against competent survivors like Lery's. Her negatives are stacked a little too heavy imo.

  • Your hitbox isn't your survivors skin. There is a capsule around the character that extends a little up and out for collision. Also latency differences.

  • I havn't left rank 1 killer since the emblem changes hit so I'm not sure what trouble you're having. I literally just play like normal spreading pressure and not camping any hooks. I pip almost every single game.

    Pretty same on survivor. I just make lots of saves and work on gens. Use your time wisely and don't walk around wasting time like a potato. At all times you should either be in chase, on a gen, or making a save. If you are ever walking around and not doing 1 of those things you are wasting time, bloodpoints and pips.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/383821#Comment_383821

    Thana is underrated, I love the perk and it’s very useful.

    It's unnderrated because it is weak. This isn't a matter of opinion, the math has been done on its effectiveness.

  • I don't believe there will be a killer at all. I feel pretty confident that it's a stand alone survivor similar to Bill.

    In terms of his perks, I think MoM and Flip Flop are extremely strong. In my opinion too strong. These are future meta perks and need to be toned down some. MoM shouldn't even exist. I feel like the devs should have learned their lesson about second chance perks by now and we need to lean away from these types of things. They are not healthy for the game.

  • @RSB said:

    https://forum.deadbydaylight.com/en/discussion/comment/376412#Comment_376412

    Or just revert the nerf, bring back her only viable tactic.

    This, or remove the 2 slowdowns while charging and after releasing the vomit.

    I'd rather have the fountain change than reverting her speed while holding. Fountain change promotes a spread pressure game play which is more fun for both the survivor and killer. The old way is literally just tunneling into each survivor which isn't as fun for either party, nor is it more skill based.

    Regardless, I'll take any buff changes. She's currently weak.

  • You're other perks/bad survivors/you playing well are what is causing you to do well, it has nothing to do with Thanata. Correlation, not causation. Thanata is trash and its effectiveness is placebo. This has been thoroughly tested already as to its effectiveness. You're going to give bad hags bad habits.

  • I'll make you a deal. Enduring doesn't work on DS anymore, but if a different survivor gets downed other than the one that just got off hook, your DS deactivates. This means you weren't tunneled. This insures it's only for tunneling of which currently it is not.

  • I'll make you a deal. We give it 4 seconds instead, but if a different survivor gets downed while your 60 second timer is still going the perk turns off. This just guarantees it's ONLY for tunnelers of which it currently is not.

  • I don't get it either, she's quite weak. At least 8/10 of my games have 1 or more DC's.

  • @blue4zion said:

    https://forum.deadbydaylight.com/en/discussion/comment/381254#Comment_381254

    There are ultimately better perks, but it does slightly speed it up and every second counts.

    You'd probably get more seconds back even running Franklins Demise just with the time they waste going back for items.

  • I think BS is a garbage perk on most killers including plague. It's doing very little for you.

  • It should show auras. Just location ping aint worth a slot unless you're nurse.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/381215#Comment_381215

    Yea but at purple or red ranks if you get bad luck or a bad group you could at least have played to prevent a depip in the past. Now you basically need to pip to safety pip. And each game where you do well and pip is going to be offset by the bad ones, since it's far more likely you will get screwed by circumstance than benefit from it. You work hard, play well, get a pip, only to have it taken away the very next game because of dumbness.

    I played survivor for hours last night. Most of my games were safety pips where I just short of a pip, literally by pixels on an emblem (usually Evader or Lightbringer). And the sad part is there is nothing more I could have done. Even the best survivors would have found themselves in the same situation. It's a zero sum game, there isn't enough opportunities as survivor to get the points you need. You are competing with other survivors in 2 emblems, and there is only so many points to go around. It's impossible to get them all yourself sometimes. And if they do something stupid, or the killer resorts to lame tactics like camping, you literally cannot pip because there is no opportunity. The only way to reliably pip as survivor is if all the other survivors go hide in lockers and you just do everything on your own. But that's not what happens. So you end up getting screwed out of even those few single digit points you need for the next tier emblem for a pip.

    Idk I've had lots of bad teams and I just havn't had this problem. Since the new system I've climbed back up to rank 1 on survivor and stayed there fine.

  • @Franks_mixtape said:

    https://forum.deadbydaylight.com/en/discussion/comment/381201#Comment_381201

    It is still easy tbh. I am not very experienced killer and I am rank 1 with no problems just like before the update. Solo survivor on the other hand seems more challenging.

    Didn't say it wasn't easy, I'm sitting at rank 1 with the new system as well. Survivor might be slightly too difficult but I think it's almost there.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/381197#Comment_381197

    This is true to a degree, however (at least on survivor side) there is too much dumb luck mixed in for it to still be accurate. A really good top tier survivor can still depip or safety pip just from bad luck, or having a bad group. No amount of skill can make up for that. If the others do something stupid and you die as a result, chances are there wasn't much else you could have done. You could have played the game perfectly given the circumstances and still get screwed out of your rank.

    You are always going to have bad games where you just get unlucky or have a bad team that screws you over. If you keep playing games though you will still steadily climb. Those outlier games aren't rank destroyers as they are generally far and few.

  • I think it's almost perfect on the killer side. They just need to fix the structure for when you completely destroy a team as I don't believe they intended a black pip when you 4k with zero gens completed.

  • @slingshotsurvivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/381028#Comment_381028

    Agreed. It's a huge shift for some but for others it's pretty much the same. Handing out pips for letting folks die on hook or bleed out was just unfun ESPECIALLY when playing solo queu.

    I'm seeing a lot of people saying it's bad because they're supposed to be rank 1 and yet they're being pushed down which is why they say the system is broken. Yet what they aren't realizing is that they weren't really a rank 1 and shouldn't have been there in the first place. The system is finally moving them to where they were supposed to be to begin with.

  • @The_Crusader said:

    https://forum.deadbydaylight.com/en/discussion/comment/381096#Comment_381096

    There is a range of balance imo. It starts with the third killer in the tier list and ends with...I dunno, maybe somewhere around 6 or 7.

    Every killer can theoretically win at rank 1 but you're gonna find it easy with nurse and sweaty with Pig. Likewise for survivors, easy against the bottom tier killers but sweaty against the top.

    They CAN win if they are playing against potatoes that make lots of mistakes.

  • @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/comment/381050#Comment_381050

    If it's any Coldwind map then Billy rules them all, But Spirit is definitely either #2 on other maps or really darn close. Nurse is op God tier especially if it's an Omega Blink Nurse played by a good killer.

    The others if it's played by someone that can get the most out of them they're rank 1 viable except against the swat teams. But against the majority of the lobbies they can still do 2k at least every game on average.

    Well obviously 2 and 3 spot can be interchanged depending on the map, that's just a given.

    I absolutely though do not believe all killers are rank 1 viable. Bar odd circumstances like Ultra Rares, nurse, etc you will lose every time against an equally top tier set of survivors and I'm not even talking about swf here. Both sides played perfectly you aren't winning. You RELY on survivors making mistakes to win, both sides playing their best this isn't happening. That's why the majority of the killers that are considered top tier are there because they are the few that do not rely on survivor mistakes to win, they can actually make the plays themselves.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/381067#Comment_381067

    What does that even mean? Every killer in the game is red ranks viable. If we're talking like tournament-levels then sure you've got Nurse and maaaaybe Spirit but what does "rank 1 viable" even mean?

    "Every killer in the game is red ranks viable"

    This is so incorrect. We're assuming games against actually competent survivors, not potatoes.

  • @LexTalionis said:

    Ok, here's the compromise I'd propose.

    The effect of Enduring on DS is 40%, but DS can only trigger for the last person to be hooked. If the killer hooks someone else, your DS timer instantly ends, and if the newly hooked player has DS, they'll have the timer for 60 seconds after unhook, or until another person is hooked.

    This keeps the perk valid for anti-tunneling AND it prevents hook diving and punishing the killer for doing what they should be doing - hooking targets of opportunity.

    THIS! 100%

    I am completely behind the change if this was part of it. I can't get behind removing Endurings effect on it in its current state because it isn't only punishing tunnelers. This is totally a fair trade.

  • Honestly JUST remove the heal from the fountains and even that would be enough to get her to rank 1 viability imo.

  • @The_Crusader said:

    https://forum.deadbydaylight.com/en/discussion/comment/381051#Comment_381051

    If they aren't "rank 1 viable" then they aren't balanced.

    And honestly for people whose idea of balance is a killer who can zoom across the map in mere seconds back to back with no cooldown, and has an instadown so easy it gets used in place of his regular attack 90% of the time then I think it says more about that players skill level than it does the game.

    "If they aren't "rank 1 viable" then they aren't balanced."

    I agree with this entirely. Most people including the devs idea of "balanced" is mid tier unfortunately.

  • @The_Crusader said:

    As someone who plays killer and hated old DS more than anything in the game....I can't say I disagree.

    The tunnelers need to be punished harder. Especially hillbillys who zoom back to hooks to tunnel and all run Enduring anyway.

    If it literally only punished tunnelers I'd be fine with this as well, but that's not the case.

  • @Meme said:

    https://forum.deadbydaylight.com/en/discussion/comment/380950#Comment_380950

    Exactly, it feels really out of place in this game. Even when I get the escape with the hatch, I feel like I didn't earn it.

    Because you didn't lol

  • @Ray_Penber said:

    https://forum.deadbydaylight.com/en/discussion/comment/380961#Comment_380961

    I wasn't sure whether to put her with billy. She is really good with add ons, but billy can be good without them. That's why he is better.

    I still think Billy is probably above Spirit but I would absolutely put her at 3rd and not far behind him.

  • It's got a couple issues but in general I think it is a huge improvement and I like it as well. Nice to finally have pips not just handed out for participation or lack there of.

  • No one was toxic and no hatch escape.

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