Blueberry
Blueberry
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- Blueberry
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Comments
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Not healing just needs to be more punishable. Survivors are so strong with looping that no one feels threatened being injured. If pallets and loops weren't so broken you'd see survivors healing no matter how ridiculously long it may be and that would slow the game down.
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Pips and bloodpoints are irrelevant. 4k or it's a loss. 3k is usually counted as a 4k though as that's generally just the fourth guy getting a free hatch escape which isn't really in your control as the last guy normally just lets the 3rd guy die on the ground or that guy DC's to give the hatch.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/366016#Comment_366016
How so? Before the healing nerf everyone preferred to heal over taking the risk of being vulnerable while repairing the generator. Now it's the opposite, you risk too much healing because it's too much of a waste of time you could've invested into repairing, thus having adrenaline sooner and increasing the chances of escaping.
Do we really want the game to reduce itself to having survivors not doing anything but gens this bad?
"Healing doesn't need to be incentivized more. NOT healing needs to be more punishable. That is the solution." That's how so
Before the changes the game was even worse. Healing was too easy and the killer getting hits was meaningless if you weren't downed and hooked.
"Do we really want the game to reduce itself to having survivors not doing anything but gens this bad?"
My solution already addressed this in my first post.
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@NurseMainBTW said:
You guys are completely losing sight of what the point of the thread is.
As long as healing takes this long nobody will feel like "Hey! Maybe I should heal myself so I risk less!". The game is not incentivizing survivors to heal at all so that's why most of the survs now gen-rush with Adrenaline. I do so myself because otherwise I would be a huge hindrance to my team.
https://forum.deadbydaylight.com/en/discussion/comment/365935#Comment_365935
No, that's hardly the solution. Accept the fact that Survivors would be extremely disadvantaged if this goes trough. Not everything survivors have needs to be nerfed.
I don't think they are getting off track, they are pointing out that you're coming at it from the wrong angle.
Healing doesn't need to be incentivized more. NOT healing needs to be more punishable. That is the solution.
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@The_Crusader said:
https://forum.deadbydaylight.com/en/discussion/comment/365952#Comment_365952
Whats the point in healing if you know you're going to get an instaheal pretty soon anyway? There isnt one. Adrenaline should go, but it wont happen because killer mains would kick and scream if they ever had to lose Noed to balance it out.
That's what I said. Adrenaline isn't the issue though.
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The issue isn't healing being too slow and causing the gen rush meta. The issue is how powerful survivors are to where they don't NEED to heal and choosing to just work on the gens is even an option.
Healing needs to be that slow. The survivors just need to be weak enough that they feel like they actually need to heal regardless of the speed. The gens are also able to be done too fast which is also why just rushing them and ignoring healing is even an option.
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More killers rank 1 viable
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bunny feng outfit please
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Hillybilly feels cheap. When you go down you don't feel like you got outplayed. I just think his chainsaw is too forgiving. His miss plays don't get punished very hard.
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Nurse and Spirit are about it, everything else is taunt worthy.
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Bait
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More killers to be rank 1 viable
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Different color glows around our characters similar to the one from the last lunar event. Make some colors only purchasable, some from really hard achieves and others based on rank rewards or devotion level.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/359037#Comment_359037
I’m scared of hags, literally I jump when her traps trigger. Unless she has waterlogged shoe then I’m like “sweet a free escape”
Well of course, her traps can give quite the jump scare. I just think she's much easier to counter than many other top tier killers. Like I said though she's extremely strong, just that I don't think quite as much as people like to place her.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/358945#Comment_358945
@Blueberry it's the opposite way round, most people underrate her.
This is something passed around a lot and I just don't believe it to be true. Everyone likes to say that people underestimate hag but in reality most peoples tier lists put hag quite high.
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I preferred them as well. The only reason they weren't meaty and people complained about them is because they dodged real questions and instead answered pointless ones like " What do you think nurse does on her days off? ". That's what upsets people.
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Hag. She's strong, but not as strong as most people place her imo
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@xChrisx said:
Spirit? Huntress? Its a bait? No phase sound and instadown on hatchet for you guys its balanced? Well
Phase has a sound and instadown on hatchets is an ultra rare. We are talking normal games here.
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Spirit and Huntress
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First impression I agree. Doesn't feel like it should heal as well. We'll see though, still early.
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Yeah..they've been working on most all those for AT LEAST a year +
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I can't take this seriously. Either a troll post or completely delusional.
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This perk isn't even good on Legion. Unless you're at rank 20 they aren't even mending themselves in your terror radius.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/347671#Comment_347671
Puke isn't permanently on an object until it effects someone?...
It doesn't damage at first so you should be able to just cover the map tbh...
Also totem changes not gen changes
My bad meant to say totem.
Permanent? Not a chance they'd do that
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/347659#Comment_347659
How about blocking the most progressed generator for 60 seconds upon hooking a survivor?
That works great too. Doesn't sound OP but is good enough to be worth running. Currently just a minute for 3 at the start is trash.
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This makes me wonder what they meant by the gen changes since they didn't specify. Puke on a totem is pretty irrelevant unless it literally stays on it for like a minute and I highly doubt they'd do that.
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Maybe an added:
Everytime a gen is completed the farthest gen from you gets blocked for a minute.
That with the initial minute for 3 at the start would make this actually see some play and be viable. Also doesn't leave it as a dead perk after the start.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/347645#Comment_347645
From the look of it in the stream, I think it's going to sit at one minute.
Unfortunately at 1 minute it won't be worth the slot
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I agree with any others. It has potential but that all depends on how long it lasts. It needs 1 min at minimum just to even be considered. 1:30-2min we start to look possibly good. I feel we'd be lucky to even get a minute on it though.
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@ATOMIC_ACE_PUGG said:
https://forum.deadbydaylight.com/en/discussion/comment/346633#Comment_346633
Probably going to be on the same teir as pig or doctor unless I missed something
We'll have to wait and see how it works fully and what her addons affect as well but so far that's my first impression as well.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/346968#Comment_346968
And clown, and Myers (does he even count?)
They are both mid tier, not top tier.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/346633#Comment_346633
And then there's Billy
Which is why I said generally. He's more the exception though.
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Now when they say becoming fully infected damages you and gives the broken status, does this only mean from full health to injured or does this also mean if they are already injured then the damage will put them into dying state? I doubt they would include the dying state for already being injured but man that would actually be strong.
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The temple looks cool but highly dissapointed that it's just a Red Forest re skin. I was really hoping for something different and original. There was so much potential to work with.
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She seemed so random and has nothing to do with the chapter at all. It was a stretch imo. Should've been another person from that actual time period that actually had anything whatsoever to do with the lore.
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I'm thinking a minute and a half for the gen blocking perk to at least reach the potential of MAYBE being okayish. 2 minutes we might have some meta here. Less than 1 minute and that's just trash.
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@Delfador said:
Yeah, we have seen what is going to happen but we don't know what it will actually do.
What do you guys think about the new perks. Honestly, I love the new locker perk, but I can't speak for the rest of the perks.
The killer ones looked pretty lackluster to me. That early gen stalling one would have to last way, way longer than the time they mentioned for that to be worth a slot.
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Only bad part is 115% generally means you're relegated to mid tier at best.
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My thought as well. They didn't really go very in depth on her ability.
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@HavelmomDaS1 said:
Blueberry said:People don't want to buff solo's because most killers would have to be buffed substantially at the same time and given BHVR's past 3 years, the chances of them buffing killers how much they would need to is slim to none. That's why people are so hesitant on the idea.
Yeah I see where they coming from. But I think BHVR can gain trust if they do the Freddy rework well. They already proved that they can with spirit and wraith.
I understand the concerns tho, but maybe they hold back with the killer buffs simply because they don't want to completely destroy and stomp the solo experience. Who knows what the motivations of the devs are, they keep it very secretI'm already hesitant about a Freddy rework proving themselves. Mainly because they've already taken way, way longer than it should have.
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People don't want to buff solo's because most killers would have to be buffed substantially at the same time and given BHVR's past 3 years, the chances of them buffing killers how much they would need to is slim to none. That's why people are so hesitant on the idea.
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It isn't even remotely a close call. The survivors have way, way more powerful perks. If you put the equivalent of those on killer there would be riots of "OP".
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Well for good reason. She received changes shortly at release that MADE her very good. She was very bad before those.
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Love the ideas. We need some easier ways to get addons equivalently to how survivors have it right now. Especially with how addon dependent they keep most the killers.
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They had a change that already went through a little while back making the stuns a little more responsive.
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Yeah I feel you. I don't intentionally tunnel but a lot of the time you just run into the same guy by chance. I don't want to tunnel but killer is all about pressure and I can't just willingly be like, oh wait your the same guy, I don't want to be a tunneler and so I leave him and go randomly looking for a new survivor while he continues on the gen. That's just now how it works. You would give up all your pressure by doing this. You'll of course be called a tunneler for this though.
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Nerf
The 60 seconds is too long though. 40 would be much more reasonable.
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@Kaelum said:
Here’s the problem with the timer as it is:- Survivor heads to hook for the save and gets smacked while doing so. (potato survivor camping the hook)
- Injured survivor unhooks hooked survivor, and I smack the potato performing the unsafe unhook. (potato is now in dying state)
- I leave the potato slugged, and chase the unhooked survivor. Anything else would be stupid on my part. I am not tunneling, as I clearly got 2 hits on the potato, and downed him/her.
- I down the unhooked survivor, who now has DS activated.
How is this fair? If I down any survivor other than the one that was unhooked, DS should immediately be deactivated.
I agree with this totally and see the same issue happening. As soon as a survivor other than the one unhooked goes down any activated DS should be deactivated because that immediately means they weren't tunneled.
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@The_Crusader said:
Its not just Tyde, I've seen others float the suggestion about the timer needing to be increased.Myself and @Blueberry think if anything it should be 10-20 seconds lower.
The devs have tested 2 mins though and they say it's not good, as I would expect. So yeah blueberry I think we have been proven right here lol
I'd like to hope they lower it some but I honestly can't see it happening. They seem pretty set on that minute.
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The truth lol