Blueberry
Blueberry
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- Blueberry
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Comments
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/380961#Comment_380961
She is the most balanced but viable killer at R1 that’s for sure.
Exactly, which is why I think she's a good power level to aim for when creating new killers.
Kind of like when we look at Plague. Would removing the full heal on fountains make her rank 1 viable? Yes. Would it make her stronger than Spirit? Probably not.
If any strengthening change wouldn't put them above Spirit then it's probably a good idea. Obviously barring changes that downgrade the "fun" factor anyway, but you get my point.
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@GrootDude said:
isn it better to make killers that go in the balanced tier though?
Balanced by the devs standard is mid tier and mid tier is not rank 1 viable. That's not acceptable.
I think a "balanced" standard to shoot for would be Spirit. She's rank 1 viable but yet "most" killers AND survivors alike rank her as one of the most balanced killers alongside Huntress.
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Yeah once it's down 2 to survivors they literally refuse to ever do gens. They just hide without touching gens until 1 gets found and then he just DC's to give the hatch to the other guy or the other guy will just let him die while he waits near the hatch. It's terrible design.
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The fact that people are actually upvoting this is terrifying.
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The matchmaking is definitely messed up right now. At rank 1 I've been going against green and even grey ranks regularly.
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It might be SLIGHTLY too rough on the survivor ranking side but I think it's pretty close. Killer feels just right aside from black pipping when I 4k with zero gens done. Something needs to guarantee at least a pip when you completely decimate the other side.
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Overall I like it. Just some rough bugs and Plague changes I don't quite agree with or lack there of.
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Seems good to me. I've ranked both my killer and survivor back up to rank 1 without issues.
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I've been experiencing the same thing all day as well.
That said, I disagree with most the people here. I've had no problem ranking both my killer and survivor back up to rank 1. I think they're both adequately harder. More of the issue here is people that were higher rank than they should have been and the new system is finally lining them up where they should have been to begin with.
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She's weak.
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That's why I find it comical seeing posts complaining about how small its hitbox is. If anything it is too large. It's been hitting killers on the sides of lockers and literally on the complete other side of walls next to the lockers.
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The red auras could be a little darker. My mine gripe is just how big the map is.
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The fact that even that many people upvoted this is terrifying.
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If it was map wide it would be competitive with similar perks. However currently it's just underwhelming.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/53215/corrupt-intervention-thoughts
It's alright but I really dislike how the developers are still using perks to balance the game. I mean don't get me wrong, it's nice to have a perk that helps against determined survivors but we need a objective rework to solve the bigger problem.
Also, don't combo Ruin with Corrupted Intervention. Survivors will likely hide for the first 2 minutes while doing something that's not a generator, so they are more likely to find your Ruin (even though they don't know you have one).
My thoughts as well. They make a lot of perks to fix problems that just need to be fixed in the base game. We don't don't have enough perk slots for all the problems and even if we did, most those perks aren't good enough to fix the problem very well any way. Maybe just slightly less painful.
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If it blocked the gens until 1 gets completed now THAT would have potential so they couldn't just wait it out. Almost give you a semi early game 3 gen strat.
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@thesuicidefox said:
@Blueberry I say it's a bugged because it "dings" over and over while using a pool, and there's no consistency to it. Having it ding at the start and/or end makes sense, but for me it's like "ding ding ding ding" while they are on it, which has to be a bug.
Hmm, it's dinging correctly for me. Also, it dings every time a corrupted fountain becomes available. So if you use an addon that makes you start the game with a corrupted fountain it will ding right at the beginning of the game as well. That said, there might be multiple dings per fountain rather than just one. That could be the bug.
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Looks strong on paper but in reality is quite weak. Competent survivors just wait it out and then you wasted a perk slot for nothing.
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@thesuicidefox said:
But you are faster while charging it so it evens out as long as you wait until you get into a chase (or at least get close to a survivor). If you are just charging up and holding the power indiscriminately, you are doing it wrong. She's not supposed to always have her power at the ready, she's supposed to find some then use it during a chase. This is also ignoring the other MAJOR buffs she got, namely longer Corrupt Purge time and longer infection time on objects. You make it sound like she's completely incapable of using her power now, no it's still very effective.
As for the sound cue from the fountain, I'm sure that's a bug. It just keeps triggering while they use it which can't be right. There should be a sound when they start and a sound when they finish, both different, that's it.
I'm actually pretty sure that's not a bug and is intentional. It's actually a very good tool for telling you where the survivors are if you know which fountain is the new one that just became corrupted. It gives a lot of information and the sound is to give you a heads up to look for which one just turned.
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@blue4zion said:
Considering it's an exhaustion perk AND can be easily baited, the 3 seconds are completely unnecessary. It could only be used once in a chase, and can't be more "broken" than something like balanced landing/sprint burst/lithe.
That's literally the entire point, it's not meant to be used mid chase easily.
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I actually wouldn't mind their changes they did if they also removed the full heal on fountains. The heal ruins any pressure she creates and forces her into a tunnel type play style rather than spread pressure which is more fun for everyone.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/379108#Comment_379108
You just proved my point that its only useful in the basement...
That didn't prove any of your points. You just have your mind made up and don't want to see reality.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/379075#Comment_379075
Then explain how because that perk is the weakest exhaustion perk in the game right now.
Here's one example.
You make a basement save and then jump in the locker facing the basement entrance. That entrance is narrow enough that he's forced to take the Head On stun if he wants to come down and you both run out or he leaves you. Guarentees free basement saves if done correctly.
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@HeroLives said:
Yeah it’s weak, it only works if the killer is basically right in front of the locker. I think the timer needs to be taken off, keep the exhaustion. If you’re smart enough to jump in a locker to dodge a hit then you should be able to get the stun when they go to try and yeet you
This is simply incorrect. It has stunned the killer for me when he was on the complete side of the locker and even behind a wall next to it. The radius is massive.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/376515#Comment_376515
The perk is garbage. It's inconsistent as #########, affected by enduring and exhaustion add-ons, and is only useful in the basement.
Left Behind is more useful than this.
That is just incorrect. You havn't realized its potential yet.
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I wish they'd stop making maps this big. I feel like this one and Red Forest both need shrinking now like the swamps had. They're just too big to maintain good pressure. I also agree though, a tonn of pallets. I wouldn't care about so many pallets if so many of them weren't safe. The majority of all pallets should be mind gameable.
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@Marvett said:
@Blueberry I keep facing it every match. I don't think DS was the cause.
Could be regions then, I havn't seen one in days and I play wayy more than the average player.
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Spirit Fury is highly overrated and not ran as often as you think.
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Way too big, just like Red Forest is. They both need to be compressed like the swamp maps were.
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@Orion said:
I think it's fine being 3 seconds, since the activation is so easy and risk-free. The radius is also much bigger than it should be (twice the size of the doors, at least, which means it's twice the size it should be) and there are places where it's impossible to avoid even if the killer knows exactly where you are.
I don't know why you want to balance it around the possibility that the killer has Enduring. That'd be like making Saboteur have hooks remain broken for 10 minutes just because the killer might be using Hangman's Trick.
My thoughts exactly.
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It WAS meta. With DS nerfed it is not.
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What does a que timer have to do with anything you posted? Whether they tell you the wait is 10min or they don't tell you, you are still waiting 10min. The timer doesn't change anything.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/377560#Comment_377560
People complain about fat shaming because it's a ######### thing to do. We're all entitled to our opinions. But if you don't find someone attractive you don't have to be a dick about it. I personally don't find ultra skinny women attractive. I'm not going to make a thing about it to them and try to shame them into conforming to my ideals.
Please elaborate on what I said that was being a "dick"? I said nothing even rude whatsoever.
The difference here is skinny isn't unhealthy (not talking about an extreme like anorexia here), being overweight is.
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I think they're essentially waiting until dedicated servers come out to punish it more severely as less excuses will be able to be used about their connection. I agree though, DC are out of control. I have more games with at least 1+ DC's than I do with none.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/377584#Comment_377584
That "massive killer buff" would be a mixture of adding a second objective + individual buffs of extremely weak killers.
It goes all hand in hand.
Also, I prefer balance over "unknown and surprise".
I was quoting "unknown and surprise" not because it's literally unknown but to convey a point. There are quite solid game aspects lost from this that aren't feelings but actual mechanics. I always prefer balance as well, but this isn't the way to go about it imo.
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@HeroLives said:
@Blueberry it would be nice if they built it in with Sabo. That’s just imo though.
I'd be fine with that
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The video shows it working exactly as intended. I see no bug.
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Your working towards bringing solo's to the swf level, but killers aren't even near swf level. If you want these things added to solo there would need to be some massive killer buffs along side them.
I personally don't think bringing solo's to swf levels is the best solution though. Extra information given isn't going to make the game more fun. An amount of unknown and surprise is lost in this.
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Just because someone 4k's doesn't mean killer is strong, he couldn've just had potatoes. Killer looks strong because the average survivor is bad. However, if you actually get a full group of competent survivors (not even going into swf yet), the killer doesn't have control of the game. Obviously this is barring exceptions like nurse, ultra rares, etc but it is generally the case. For statistical purposes I also wouldn't be surprised if NOED alone accounted for at least 25% of the kills accumulated on killer. That's not data driven though and just my impression.
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@PiiFree said:
https://forum.deadbydaylight.com/en/discussion/comment/377353#Comment_377353
If you're a bit thicker than her and you see people calling her fat, it would automatically mean that you're fat aswell. I think that's why some people don't want to call her fat :-)
People would rather complain about "fat shaming" rather than just putting the food down. It's always someone elses fault these days. I just don't like how so many facets are attempting to normalize unhealthy levels of weight for the sake of emotions.
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@HeroLives said:
@Blueberry yeah I was around then, it’s why there’s so many hooks in game now. I think just being able to see hooks within certain meters of yourself would be a nice buff/perk. Which I’d totally be cool with it’s nothing that’s game changing but more of a qol for the perk/possible perk build.
Yeah i mean a perk like that would be fine, I just don't think it would be used because of how weak sabo is.
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It's in a weak spot now but it's also one of those perks that can't be allowed to ever be strong. Idk how long you've been around but we had a time when sabo was strong and trust me it was a nightmare and definitely wasn't balanced.
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She's fun but weak. Not even viable at rank 1 with competent survivors. Mid tier at best. She needs needs the heal on the fountains removed.
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She looks unhealthy
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It's got a slow projectile speed, you need to aim higher so it goes a little further ahead of them.
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I'd say the larger maps like the new one are far more of an issue than Lery's. When the map is that big it's just way harder to have any pressure or map control at all.
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Can't get a chance at a gg for me. 8 games in a row with at least 1+ DC
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@ImAGirl said:
https://forum.deadbydaylight.com/en/discussion/comment/376739#Comment_376739
Dude, im red/green colorblind. I wont be able to see ######### so id have to stop playing.
I feel for you, but that's an extreme minority of the player base.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/376818#Comment_376818
The radius is about twice the size of the locker doors (i.e.: twice as big as it should be).
Yeah I don't understand the radius complaints. It honestly reaches much farther than it probably even should currently. It has stunned me on the complete side of the locker and also on the other side of an entire wall.