Blueberry
Blueberry
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- Blueberry
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@Salty_Pearl said:
@Blueberry said:
All The Pig really needs is view point of crouch raised, sound from dash removed, combat straps at base and put Rule Set #2 into her base kit.don't forget that she should be able to see RBT timers.
That too lol
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All The Pig really needs is view point of crouch raised, sound from dash removed, combat straps at base and put Rule Set #2 into her base kit.
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I also think Rin is in a good state. However, an issue with her that I think should be addressed and would not make her any stronger but is also an issue for many other killers as well, is her addon dependency. Like many other killers, she could use a pass to bake some of her addon strength into her base kit to make her less dependent on them and actually somewhat manageable with no addons.
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While I get what you're saying, I could give the EXACT same argument for multiple things the survivors have.
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I think it's actually the killer AND the survivor! You can pick the different personalities whether you're playing him as survivor or killer. A scary thing for other survivors lol
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Here's an idea to twist this a little. Three of those personalities are the survivor while one of them is the killer. So that picture is actually the killer AND the survivor. You pick his survivor personality if that's what you're playing as or the killer one if you are playing killer. It gives us some scary interactions seeing him as both a survivor and killer to the other survivors. An interesting thought.
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Bump
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This please!
Honestly the extra environmental factors could add SO much in terms of dynamic game play and immersion.
I'd love some heavy rainfall/wind or snow/blizzard that can actually impact the killers/survivors vision or hearing. Heck there should be a lot of heavy fog as well at base.
If we actually had a lot more sound/vision breakers that could even allow some of the pallets to be reduced since it could give survivors more chances at actually making jukes and losing the killers mid chase.Not having this stuff is definitely a missed opportunity.
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Tbh if they just fixed his bottle exploding in his hand AND brought back his Intoxicated effect stopping fast vaults those would help a lot.
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@ShyN3ko said:
@Blueberry schrieb:
That would actually be a pretty good quality of life change as well.
I rly dont know why she cant see the timer.
But the survivors have the sound and the timer.
What did the gameplay designer thought?Well, to be honest we could say that about A LOT of the killers they've released. Almost all of their killers have already received or still need to receive their reworks/buffs. They release killers at such a weak power level and never quite hit the mark. They're so afraid to release something strong. The worse part is that they still havn't learned from this. Even though they are having to go back and make all of these reworks, they are still releasing new killers in those states to where they will be needing a rework a year from now.
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I think it's because his skill cap is so low compared to some others. There aren't like bottle throws where you're like, wow that was such a skillful play! He's just sorta effective and works, he isn't making cool plays.
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It's just because they're new.
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@ShyN3ko said:
@Blueberry schrieb:
Higher crouch viewpoint, get rid of the stupid sound at the beginning of her ambush, combat straps by default and put Rule Set #2 in her base kit. That's all she needs.And she must see the timer from the reverse beartraps and not the survivors.
That would actually be a pretty good quality of life change as well.
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It just needs to give you charges when you hook someone and not have it timed. That's it.
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Higher crouch viewpoint, get rid of the stupid sound at the beginning of her ambush, combat straps by default and put Rule Set #2 in her base kit. That's all she needs.
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@SanKa_Games said:
@Blueberry said:
There is no war between "killer mains" and "survivor mains". It's literally just a difference between players who are putting forward uninformed opinions and those who are informed. People throw these terms around just because someone disagrees with them. Unless you play both sides at high rank I don't think an opinion has very much substance behind it.That's true. People who play both sides on high ranks know exactly what's wrong and what needs to be changed AND they look at how changes will affect BOTH sides experience.
Example: some people would like to increase gens repair time, but they don't really care about how cool it is to stare at a gen for 80 seconds.
Another one: some people would like Nurse nerfed to the ground, but they don't really care how painful it already is to play the Nurse and how hard it is to keep track of survivours in a chase.Unfortunately, these people appear to post more and be louder, so it looks like there's a war when there's not.
^^ Basically.
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I have some videos up if you'd like to watch. I mainly stream spirit rank 1.
Some tips though:
I like BBQ a lot as it lets me ping pong from hook too hook. II combine this with MYC which I think on her is extremely strong with her good mobility and pairs very well with your BBQ. While I think Stridor is quite weak and not what it used to be, I like running it on her too help alleviate a little bit of all the people running Iron Will these days which can counter you a lot.
Learn their movements. If they try to double back on you mid chase, you will a lot of the times feel the "bump" into them or most the time even just hear them regardless of being injured from your Stridor. She really needs you to have good headphones since it's all about the sounds, the scratch marks are honestly just a bonus to give you a "general" direction of where they went, it's not your main reader.
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@Master said:
@Blueberry said:
There is no war between "killer mains" and "survivor mains". It's literally just a difference between players who are putting forward uninformed opinions and those who are informed. People throw these terms around just because someone disagrees with them. Unless you play both sides at high rank I don't think an opinion has very much substance behind it.Still young and naive you are, a lot to learn you have young padawan

Rightttt. I've had rank 1 on both sides for years and probably have more hours than you and a few of your friends combined, youngin.
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There is no war between "killer mains" and "survivor mains". It's literally just a difference between players who are putting forward uninformed opinions and those who are informed. People throw these terms around just because someone disagrees with them. Unless you play both sides at high rank I don't think an opinion has very much substance behind it.
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It's pretty easy.
Take the plants from the blighted event, turn them into gas tanks or whatever that you have to work on like the plants and the vial is a gas meter you have to fill. You have to apply a full gas meter to a gen to activate it and allow it to start being worked on. So, in other words each gen will need to be filled with gas before it can be worked on.
Boom.
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It does help you get a good read of where they are but you're over exaggerating how exact it is. This is also not even taking into account multiple survivors making it activate which can throw that off completely. It's a good perk, but the hard part of this game isn't finding someone, it's the loops + broken perks + imbalance of time given to complete their objective.
On the other note., love the video, so true.
Btw an open AI would not win against competent survivors, that's part of the issue. The BEST killer will always lose against the best survivors, it's not balanced. The killer literally doesn't have the adequate tools to win regardless of how perfect he plays bar off exceptions like nurse etc.
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@ZeBee said:
@Blueberry said:
All of the hallowed blight teasers are for the next chapters killer/survivor, not this one. That's also the victorian era one.huh? Im confused
Those teasers were for the chapter after this December one, not this one. The chapter that was teased at during the hallowed blight event was also said to be the oldest chapter they'd done yet. People have speculated at that older time period being victorian based on the released skins.
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I think he would fit perfect, especially for the next chapter being a victorian era killer.
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All of the hallowed blight teasers are for the next chapters killer/survivor, not this one. That's also the victorian era one.
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I've honestly been wanting Krampus for a while now. I think he'd fit DBD well especially for the winter season killer.
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These are so much better lol
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You're missing the point.
The issue isn't that Left Behind is too weak, it's that the hatch is too strong.
Why work on gens when the hatch is currently a completely survivor sided free escape?
If the hatch was actually more balanced and not just an escape for free, survivors would actually consider doing gens. Without the hatch in the current state it's in, Left Behind would look A LOT more appealing in it's current form.
The hatch mechanic needs to be fixed, not Left Behind buffed.
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@thesuicidefox said:
@Blueberry said:
@thesuicidefox said:
1) Survivors are prevented from doing all actions except vaults and pallet drops during the transition period. This forces them to treat it like the start of a chase and stops the BS when people just do stuff in your face.
2) Invert skill check zones so that the failed zone is the same size as a normal skill check, and a normal skill check is the size of the fail zone (ie. most of the circle). Great skill check zones are removed and the skill checks are red. Think like doing a skill check with Autodidact with the Ruin color bug, except the small part is the fail zone. This means you can't just mash the button to wake up, you have to sort of hit a skill check but it's a fail skill check meaning you still lose progress on whatever you were doing.
3) Reduce fog and grey scale of Dream World. This helps everyone.
4) Increase lullaby range to 32m (heartbeat stays 24m and is affected by perks/add-ons) with the outer 8m being directional. This makes it a bit easier to avoid Freddy (especially now since with #3 he could potentially see you better at a distance).
5) All killer aura reading perks work on Freddy even if you are awake. This includes OoO, Alert, Dark Sense, and Kindred. However, it does NOT include Rancor, as it is a killer perk with a unique effect on Freddy I personally wouldn't want to lose that. You would only see a Rancor aura on Freddy if you are asleep.
6) Freddy's aura reading intensity now based on range and number of survivors asleep. The closer you are to Freddy without being in his heartbeat range, the brighter your aura will be. The farther, the dimmer your aura. The limit for the aura on a single survivor would be something like 40m. But if 2 survivors are asleep it would be 60, and so on. This gives you more of a chance to get away from Freddy if he is tunneling you. He would be forced to sleep others if he wants to track you, which then both make them potential targets and allow them to body block or something if needed).
7) Freddy leaves the Dream World and enters the real world when inside an open exit gate or within a short range of it. This let's you hit people at the exit gate even if they are awake. Freddy can also put them to sleep here but he doesn't have to in order to hit them. There's no animation to this, just a threshold where if he crosses he's just there in the real world, and if he goes back he goes back to the Dream World. Awake survivors would not see him while he is still in the DW and will hear a lullaby up until the moment he crosses over, at which point they would hear a heartbeat (assuming they are in range, eg. M&A + paint brush).Uhh so where is the buff?
With all these changes you literally just nerfed the worst killer in the game extensively...like what lol
1 and 2 are the buffs, HUGE buffs. The two biggest problems Freddy has is not having ANY defense and it being too easy to wake up. Fix those two things and he becomes significantly better. Also 7 is huge because he can just hit you without putting you to sleep. Considering Blood Warden is one of his perks, this is a good buff.
The "nerfs" are really just minor things to make him less frustrating to play against. Like do you really care if you can be seen for like 4 seconds from Alert? "OMG he knows I just kicked a pallet across the map" like he will still see you coming. As far as the lullaby, adding 8m and making it directional would not hurt him that much. He moves at 4.6 m/s, meaning he would cover that distance in less than 2 seconds. You would have to be paying good attention to the direction to have a heads up where is coming from and it's no guarantee he doesn't see you. More that you know definitely do not run in this direction. You could argue 6 is a big nerf, but you can take it or leave it. The idea there was to give more wiggle room to avoid a tunneling Freddy, which is a very lame thing to go against.
The important ones though are 1-5.
You guys all want him to be this crazy thing in a chase, when his power already slows the game and tracks survivors. When it's harder to wake up, Freddy is a lot stronger. Depip squad sort of kind of proved this, as half of the killers that 4k'd them were Freddy (and because they couldn't Self Care awake). He doesn't need crazy buffs.
1) Sure that's a buff he definitely needed.
However, (2) doesn't keep people in the dream state longer at all.
You gave minor buffs that don't fully even address his issues while adding nerfs that are way more sever than the buffs you gave. You nerfed him way more than you buffed him. I don't think you see how little you gave him or how much you really took away from him.
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I'm not sure what to say about this then. I play this game much more than most and I've never seen this exaggerated hit box range ever.
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I think it's better to have more player choice with their character diversity. Everyone just gets to play with the survivor they like the most or relate to. It doesn't feel good to be pushed in a direction for the sake of a passive.
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@Wolf74 said:
1. Remove awake survivor from hit detection.
2. Healing from awake survivor should not block picking up downed survivor.
3. 25% action speed debuff during dream transition.
4. Dream Demon should be an interrupt ability, with a 1.5 sec block to resume the any action.Literally this is what he needs. I'd also throw on no SC wake up though.
I don't think he needs all these crazy complete reworks like some people are thinking. He just needs some tweaks.
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@thesuicidefox said:
1) Survivors are prevented from doing all actions except vaults and pallet drops during the transition period. This forces them to treat it like the start of a chase and stops the BS when people just do stuff in your face.
2) Invert skill check zones so that the failed zone is the same size as a normal skill check, and a normal skill check is the size of the fail zone (ie. most of the circle). Great skill check zones are removed and the skill checks are red. Think like doing a skill check with Autodidact with the Ruin color bug, except the small part is the fail zone. This means you can't just mash the button to wake up, you have to sort of hit a skill check but it's a fail skill check meaning you still lose progress on whatever you were doing.
3) Reduce fog and grey scale of Dream World. This helps everyone.
4) Increase lullaby range to 32m (heartbeat stays 24m and is affected by perks/add-ons) with the outer 8m being directional. This makes it a bit easier to avoid Freddy (especially now since with #3 he could potentially see you better at a distance).
5) All killer aura reading perks work on Freddy even if you are awake. This includes OoO, Alert, Dark Sense, and Kindred. However, it does NOT include Rancor, as it is a killer perk with a unique effect on Freddy I personally wouldn't want to lose that. You would only see a Rancor aura on Freddy if you are asleep.
6) Freddy's aura reading intensity now based on range and number of survivors asleep. The closer you are to Freddy without being in his heartbeat range, the brighter your aura will be. The farther, the dimmer your aura. The limit for the aura on a single survivor would be something like 40m. But if 2 survivors are asleep it would be 60, and so on. This gives you more of a chance to get away from Freddy if he is tunneling you. He would be forced to sleep others if he wants to track you, which then both make them potential targets and allow them to body block or something if needed).
7) Freddy leaves the Dream World and enters the real world when inside an open exit gate or within a short range of it. This let's you hit people at the exit gate even if they are awake. Freddy can also put them to sleep here but he doesn't have to in order to hit them. There's no animation to this, just a threshold where if he crosses he's just there in the real world, and if he goes back he goes back to the Dream World. Awake survivors would not see him while he is still in the DW and will hear a lullaby up until the moment he crosses over, at which point they would hear a heartbeat (assuming they are in range, eg. M&A + paint brush).Uhh so where is the buff?
With all these changes you literally just nerfed the worst killer in the game extensively...like what lol
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@Visionmaker said:
Blueberry said:Honestly, the real buff this perk needs is to just simply add a killer version of "Wake Up" to it. So keep its current effect but make it so it also shows survivors auras that are opening gates. I would actually run the perk if it got this.
Side note: what if we also made it so the hatch had an opening animation so Remember Me could apply to hatch opening as well.
I'm surprised it doesn't show auras to begin with.
But then again, Wake Up! is hot trash even in spite of the auras so it's not a fair comparison.
Yeah I think that little extra aura during opening would give it some more control and get it to see some play. Heck for how many free hatch escapes survivors get if it effected that as well that would be pretty nice and I'd probably run it some.
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@Nickenzie said:
SpongeBob420Pants said:I'm sick of teammates not doing gens, not doing chases, not going for the unhook and just waiting for everyone else to accomplish 2 gens and die, so they can escape through the hatch, it's toxic and not fun.
If you can't be a good teammate and contribute towards winning you deserve to lose and the hatch existing makes this not the case.
The killer should be able to close the Hatch and get it stuck closed. However the survivor should be able to open it in a 10 second animation (Where the survivor struggles to get the Hatch unstuck) but stopping the action resets the progress to opening the hatch just like cleaning totems.
Make Remember Me effect that hatch opening and you got a deal lol
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Honestly, the real buff this perk needs is to just simply add a killer version of "Wake Up" to it. So keep its current effect but make it so it also shows survivors auras that are opening gates. I would actually run the perk if it got this.
Side note: what if we also made it so the hatch had an opening animation so Remember Me could apply to hatch opening as well.
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The only time this has happened to me is when the game has an update you havn't done yet ( so close the game and steam entirely and re open them to get the update) or if I have the screen minimized while it's loading. Otherwise I don't this issue at all.
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That doesn't sound like a hit box issue at all, it sounds like a laggy game. I'd just be more careful in lobbies looking at the ping indicator.
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@DwightsLifeMatters said:
Blueberry said:If you simply leave a game that isn't green, you will have zero problems. If you're walking into red games which sometimes you get excellent games, you're asking for it and have no one to blame. Some snakes are friendly, doesn't mean I'm gonna play with them all and get upset when I get bit.
Not true. Ping indicator isn't as reliable as you think it is
I've been playing this game long enough to know otherwise. Maybe you're in a terribly small area of the world and out of the norm, otherwise it's more people blaming lag for getting hit instead of owning their own mistakes.
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@Entità said:
@Blueberry Then I should simply stop playing: at least half of lobbies are in red zone...9/10 games i join are at least yellow if not green. Only time I've ever had lag issues is going into a red game because i was afk at lobby.
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This idea has already been tossed around by the devs in the past. It was passed up because it was abusable by the people on the hook who want to troll the other survivors. Not a good idea.
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If you simply leave a game that isn't green, you will have zero problems. If you're walking into red games which sometimes you get excellent games, you're asking for it and have no one to blame. Some snakes are friendly, doesn't mean I'm gonna play with them all and get upset when I get bit.
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The connections are fine. Look at the ping before the match starts.
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It's not that Hex:Ruin is "good", it's just that it's basically all we have and the games are so short that we're essentially forced to run it.
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Well, this is telling you that medkits need buffs. What this is telling me, is that Self Care still needs nerfs.
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@Kind_Lemon said:
Killers get noticeably more bp on average than survivors if the killer does well compared to when survivors do well, not counting BBQ and Chilli. Killers also play less games per hour than a survivor if that survivor is bad and is killed first every game. Therefore, killers have the bp to get more addons used for longer over less trials. The perks you mention I consider to balance out this inequality. Also, survivors lose their item and both addons when they die whereas the killer only loses the addons.It would, however, be cool if there was an in-game secondary killer objective that allowed killers to keep addons.
Do keep in mind though, many killers are quite addon dependent as well, while most survivor items are just luxuries. Many times you can be out of a survivor match and into the next match much faster as well. This also doesn't take into account short survivor que's.
Just some other things to keep in mind. I like his idea as well though.
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I wish our profiles here were linked with our steam ones.
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@Wolf74 said:
Second.
The rest ist "animation time" and is not affected by Enduring.^^ Essentially this is the answer. Which is why Enduring isn't really a counter to DS.