Blueberry
Blueberry
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- Blueberry
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@Dudddd said:
“Boo hooo it’s the end of the world i have to wait 5 mins”Who the hell is complaining about a 5min que? No one
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@Damarus said:
@Blueberry said:
The game is still so vastly unbalanced in favor of survivors that a scenario like that is hardly one to even consider given how wide the gap has been the last almost 3 years and still is.Unbalanced in favor of survivors, you say. I can't see how that's true, though. Sure, survivors will try to block your path to the hook. Sure, survivors will try to help their friends with flashlights. No, survivors don't get bonus movement speed because they have been in a chase longer than needed, without being able to get a hit. Pallets are a one time use thing, get them down and they are gone, creating a dead zone in that area (or everywhere on the map, from the very start, if you are playing on Family Residence). After that, you may run a little, but the killer will get you eventually, and it probably will be just because of Bloodlust, not because he was able to anticipate your movements. You can't really say a flashlight save is unbalanced, for instance, if you heard survivors running when you were picking someone up, but you still decided to do so. Hit them and they're gone. On the other hand, while killers can see the auras of hooks, gens, exit gates and hex totems, survivors have none of that, if not by wasting perk slots. The way I see it, this game was designed to let killers have dinner ready, without them even cooking it on their own.
If you had two players, playing killer role, would the two of you not try to coordinate into patrolling different areas of the map, or would you both follow the same route? Survivors will try to help each other as they can, same as a double killer squad would. Now, by playing both sides almost equally, I know how frustrating gen rushing is. But it depends on you, because of where you decide to check first. I've had many teams of 3-4 people, each with DS and Brand New Parts, yet they only managed to complete a single gen. It's also a thing about luck, by how fast you can find them as killer, or unluck, if you get found first as a survivor (and tunneled to death). A lot of maps are also very straightforward, mostly consisting of long corridors, which favor KILLER movement (look at Azarov's Resting Place, a long vertical corridor). As a killer, the hardest part is having the match being hard.
"No, survivors don't get bonus movement speed because they have been in a chase longer than needed, without being able to get a hit." Who ever said anything of this nonsense? I sure didn't.
Or this
" You can't really say a flashlight save is unbalanced, for instance, if you heard survivors running when you were picking someone up, but you still decided to do so. Hit them and they're gone."
I never said any of this nonsense, where are you getting this dribble from?
"On the other hand, while killers can see the auras of hooks, gens, exit gates and hex totems, survivors have none of that, if not by wasting perk slots. The way I see it, this game was designed to let killers have dinner ready, without them even cooking it on their own. "
Who in their right mind would say ridiculous things like this? Someone who doesn't play both sides at rank 1 or have a lot of hours, that's who.Your opinions are so out of touch with the reality of how the game actual goes that I find is highly unlikely that you actually play both sides at rank 1 or have a decent amount of hours to back up these opinions on balance. No one with these qualifications would think this way.
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20+ min que times at rank 1 for me. I think it might be because they made it too easy to rank up as killer so the higher ranks are more swarmed with killers in que. You have to really try extremely hard to intentionally depip as killer right now. You can get dumpstered and still safety pip. Same can be said for survivor as well though and to a more extreme extent. I don't think we see the issue with their que's because they intentionally DC to depip and derank which keeps their numbers at high ranks lower unlike killers.
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Spirit/Huntress
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@LifeInsanity said:
What about a killer that used cabinets like a Boogeyman situation?That's actually an idea I was thinking about as well. Not make it his main power, but a secondary one like The Pig. Allow him to travel between lockers across the map. This would give him lots of map pressure, some close range mind games and even work against SWF because they couldn't always be sure where he was or think they're safe. They could make an ultra-rare that gives the locker travel an unlimited range or one that removes the cooldown on it.
How about his main power allowing him to cause a nearby locker to yank a survivor inside if they come to close to one when he's within range. Now this could be a killer with potential for ending pallet loops that are near lockers.
Please BHVR make this happen, sounds awesome haha
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Out of the vast amount of things this game needs fixed, BBQ isn't one of them. It's literally probably one of the farthest things from needing a fix if we we're to apply scales to things.
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@FayeZahara said:
Blueberry said:Ghost face just doesn't fit the DbD theme.
Why do you think that?
I see him hitting all the boxes for me.
-Iconic Character
-Long Historic Franchise
-Got his own reboot with a ######### protagonist
Only thing see wrong about him is being the killers side main use cause its our claudette.
None of those check boxes have anything to do with fitting the dbd theme.
He's an almost comical character which doesn't fit the dbd theme thus far and has even been said as something the devs didn't want. His main weapon is also one we've already used (MM).
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@ad19970 said:
To be fair killers have gotten a lot of buffs lately. So nothing to cater for the other group isn't quite fair.
Problem I see is that camping is already quite effective. If you instead give killers advantages when playing the game non campy, than not camping but using the incentives to not camp could become overpowered for killers.The game is still so vastly unbalanced in favor of survivors that a scenario like that is hardly one to even consider given how wide the gap has been the last almost 3 years and still is.
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Ghost face just doesn't fit the DbD theme.
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The game is heavily unbalanced in favor of survivors still. Bar a few exceptions (like nurse, really strong addons, etc) you're only winning if the survivors are dumb ( which can happen a lot ). Both sides played perfectly the killer will lose every time.
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Agree with OP. The stick shouldn't be used to direct game play, it's supposed to be for breaking rules. They need to be adding incentives (carrots) for getting killers to play the way they would prefer. Perfect example being BBQ.
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@Zarathos said:
Blueberry said:@Chi said:
I don't think you are using Pig correctly if you think her power doesn't help in chases. Use her Ambush at pallet loops to end chases quicker.
Would recommend watching Psychoscorpionz as well. He is a Pig main, and uses her very well.
Idk, only an absolute idiot is falling for an ambush hit at a pallet. I literally can't think of a single time I've ever been hit by an ambush at a pallet. Not only is it quite easy to read but as soon as she crouches you just move on to the next pallet and she just lost time there in between animation locks for nothing.
Harder with the video tape leather straps add ons. As your chance to react is tiny as she crouches fast and can fake a direction if the loop is small enough. Sometimes a pig will enter crouch out of sight during a chase and if you do just abandon the pallet its quite possible the pig can just fake the crouch and just continue chasing to get a hit.
Their are a lot of mindgames you can play with this killer that you as a survivour will have to play otherwise forfeit a free hit going out into the open.
Eh I see what you're saying but just in actuality that almost never happens that well. Never seen it work that well in any game I've played at rank 1 and I play a lot more than most.
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@Master said:
@Blueberry said:
@Master said:
@powerbats said:
@Master said:
@Blueberry said:
What's y'alls thoughts on this?Personally, DC'ing to give a hatch and prevent the 4k is a straight up cop out to me. That loses a "gg" from me right there. The hatch is bad enough and it forces the killer to try and slug one while keeping an eye on them and all the gens simultaneously but you're even gonna deny that with a DC? This is also after the slug nerf. I wouldn't slug at all if we weren't forced to in order to 4 man.
Just a pitty that the devs dont see the need to actually punish players for DCing.
What's a pity is that you keep posting things like that you know to be completely untrue as evidenced by all the complaint threads on here about getting banned for dcing.
I can give you evidence and DC 10 times in a row without receiving any punishment.
ANd this in a "competitive" game. Thats laughable if we are honestRecord this, in a row, no cuts or edits please.
I dont have the tools to do that on my PC, but luckily there are streamers out there that derank regularly by DCing, jendenise for example

She even explains it in her Q&A beneath the stream:
Q: Why do you derank?
I've been in the red ranks very often, and use to stay at rank 1. But I would go against the same 1-2 killers many times in a row and it would become very boring for the stream. I would also have the same teammates every game. I like to stay in the purple/green ranks for more variety. I don't like to derank to the yellow ranks because I do think the yellow and brown ranks should be the new player's haven. I found that players tend to get worse the higher I get in ranks. Every day, I start at around rank 11 and stop my streams at around rank 4-6.Saying someone does and showing it are two different things, talk is cheap.
Also, her description basically just says she wants to be ranks where she can bully lower rank killers for entertainment on her channel, that's what she's really saying. Seeing the same killers over and over with that little variety is just nonsense.
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I'd put the nurse above billy but overall pretty much exactly what I'd put I think.
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@Master said:
@powerbats said:
@Master said:
@Blueberry said:
What's y'alls thoughts on this?Personally, DC'ing to give a hatch and prevent the 4k is a straight up cop out to me. That loses a "gg" from me right there. The hatch is bad enough and it forces the killer to try and slug one while keeping an eye on them and all the gens simultaneously but you're even gonna deny that with a DC? This is also after the slug nerf. I wouldn't slug at all if we weren't forced to in order to 4 man.
Just a pitty that the devs dont see the need to actually punish players for DCing.
What's a pity is that you keep posting things like that you know to be completely untrue as evidenced by all the complaint threads on here about getting banned for dcing.
I can give you evidence and DC 10 times in a row without receiving any punishment.
ANd this in a "competitive" game. Thats laughable if we are honestRecord this, in a row, no cuts or edits please.
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@Wolf74 said:
@Blueberry said:
I don't see how this ranking system is any better than what we had before.It better masks the inabilities of killer.
Now killer can get a participation trophy if they had been unable to kill anybody.This ^^ Exactly this ^
It's literal only function is covering up how weak the killers are. "well we don't wanna make the killers strong so instead we'll just change what winning means" - devs. So now instead of thinking you won or lost based on kills we'll make them think they won because of points even though they killed no one. EVERYONE WINS!
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I don't see how this ranking system is any better than what we had before.
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@Chrona said:
I think the hatch and that part of the endgame needs a rework in general, but you keep making posts about survivors DCing to give the hatch.... I've literally never seen that done. Ever.Killing themselves on the hook? Sure, often enough, and it's perfectly fine. Actual disconnects? I've had one person disconnect right at the end of the game, it was literally to deny me the hook/kill when I downed them after they rescued another survivor.
What do you mean keep making? This is the first I've ever posted on this topic.
As to some other comments about suiciding on hook to give hatch, that's fine. I am strictly refering to DC'ing to give hatch, not suiciding.
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@Avariku said:
Blueberry said:This isn't even a close call, killer is way worse. The negatives of survivor don't even matter if you're a good looper because you don't get caught. Hell even if your team is trash you still get to escape for free from the hatch. Playing survivor at rank 1 is hardly stressful at all, you can watch a show and eat some pizza on the side.
With killer you're gonna eat those loops and toxicity regardless bar a few exceptions like nurse etc. You don't have a choice as killer but it can be avoided as survivor.
See? that's the thing... perhaps it's being rank 11 killer and 13 (I think) on survivor... but I rarely run into situations as a killer where I just "don't stand a chance".
Meanwhile, as a survivor, I run into futile rounds all the time. Either getting camped (and no, I don't mean hard-patrolled, which I'm fine with.), getting farmed, or I'm stuck doing 3-4 gens alone, only to end up being last survivor and unable to locate/escape via hatch.
I'm not sure if I'm just an exception to the general rule, or if others can relate, but that's why I made this post.
Your rank is absolutely the reason why. This isn't a thing at low ranks. When you get to rank 1 it is.
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I mean it seems a pretty rampant problem to me. As a killer I get survivors DC'ing at least 1/3 games, sometimes every other game. This is also without any toxic behavior. They usually just rage because they went down fast.
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@ShrimpTwiggs said:
I don't support it either. It breaks the rules of the game and cheats the killer out of a 4k, unless DCing was an intended game mechanic.Exactly, if it isn't part of an intended game mechanic that's a problem and how I see it.
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Bloodlust is a bad designed mechanic in the first place, we don't need more perks attached to it.
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This isn't even a close call, killer is way worse. The negatives of survivor don't even matter if you're a good looper because you don't get caught. Hell even if your team is trash you still get to escape for free from the hatch. Playing survivor at rank 1 is hardly stressful at all, you can watch a show and eat some pizza on the side.
With killer you're gonna eat those loops and toxicity regardless bar a few exceptions like nurse etc. You don't have a choice as killer but it can be avoided as survivor.
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New Killer - Grab their head with two hands, lifts them off the ground and crushes in between them.
Spirit - Rips their spirit out of their body as their husk falls to the ground and she slides the sword through their spirit forms chest. -
@Chi said:
I don't think you are using Pig correctly if you think her power doesn't help in chases. Use her Ambush at pallet loops to end chases quicker.
Would recommend watching Psychoscorpionz as well. He is a Pig main, and uses her very well.Idk, only an absolute idiot is falling for an ambush hit at a pallet. I literally can't think of a single time I've ever been hit by an ambush at a pallet. Not only is it quite easy to read but as soon as she crouches you just move on to the next pallet and she just lost time there in between animation locks for nothing.
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Less bloodpoints and too easy gameplay are the main reasons I would think. Killers are just too weak which makes it too easy and you can get literally at least double or triple+ with BBQ running the bloodpoints of playing survivor.
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Trapper just still needs some massive buffs to bring him up to other killers. He's just extremely underwhelming and lacks any control whatsoever to a competent group.
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@MegaWaffle said:
@Blueberry said:
The description makes you think it actually helps a lot when in reality it's a barely noticeable amount. I believe it was tested to only add a few seconds if that.Iron grasp tier 3 adds 4 seconds to the wiggle bar.
More importantly it makes the wiggle bar red rendering any survivor on your should hopelessly frustrated by the color as they scream out in anguish "DAMN IRON GRASP!!!"haha yeah that red bar makes people feel it does more than the actual 4 seconds it does.
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@Avariku said:
I honestly don't get why its such a big deal. with the right perks his invisibility is insane.
-faster uncloaking
-temporary speedboost after uncloakingalmost a guaranteed hit. mind you, I barely play wraith, though I intend to change that once I get my survivor maxed out...
but even playing piggy as my main, I often leave an entire team at my mercy without truly trying. (I play friendly pig and rarely go for "kills", just get bloodpoints and have fun terrorizing survivors.)
Even commonly scoring a kill or two by sheer accident... if you're survivors are escaping with barely a scratch, maybe you need to reevaluate your killer or your playstyle...Yes now let's leave rank 20 and speak to rank 1, it's a big difference.
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It's already been gone.
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It is an extremely annoying feature that needs to go
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The Boogieman
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Jack the Ripper...a victorian town with back alleys and pubs.
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Krampus, snowy neighborhood or multistory mansion with snow falling in.
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The description makes you think it actually helps a lot when in reality it's a barely noticeable amount. I believe it was tested to only add a few seconds if that.
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Only good on a few certain maps. Just like a ton of other ultra-rares, why does it even have its negative side affect? So many ultra-rares for killers these days are underwhelming or aren't even good enough to warrant the negatives they attached to them, bar a few. It's kind of an issue when most of the killers best addons are their very-rares and not the ultra-rare ones.
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Instead of making survivors learn when to make good saves or not at all, they just make enough changes to where it doesn't matter if you make a good save or not.
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wow that was pretty dumb, I'd be pissed too
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@PigNRun said:
Entità said:@Blueberry You're right, it's balanced: does it mean that there are no other mechanics equally balanced? Many killers hate to be camped by one or more people when they hook a survivor: Nos37's and my proposal helps them to avoid this unpleasant event.
Then why fix whats not broken? Maybe in a distant utopian future where there are no meta perks (or at least not the current ones), dedicated servers, optimal map balance, good totem system and several other characteristics Devs should focus on before fixing something that is not broken.
^^^^^ +1
Why are we trying to change one of the most balanced perks in the game with SO MANY other things that are completely broken/unbalanced and need fixing.
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BBQ is one of the most balanced perks in the game and even the devs agreed with that. It has multiple counters that don't even require a perk to do so, you literally just play differently. Unfortunately many people refuse to adapt and improve, instead they come here complaining about it being too strong when it's really not.
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@Visionmaker said:
@Blueberry said:
@Visionmaker said:
@Blueberry said:
@Visionmaker said:
@Blueberry said:
@Nickenzie said:
Blueberry said:@Nickenzie said:
Blueberry said:
The killer buff during chase is just random and doesn't have any logical reasoning behind it. It also just wouldn't be a good idea, we already had that issue back with the "machine gun" build issue if you were around then. Also, I'm down for Kindred 2 being at base to bring solo up to swf par however your changes to Kindred would defeat the purpose of a lot of other perks like Bond and Empathy. If you kept Kindred the same or changed it you would have to give some massive as hell buffs to killer and add some other HEAVY things to slow down the game. I don't think you realize just how much of a massive loss of time that would do to the killers...who are already way, way behind on time in the current game WITHOUT adding that. Kindred doesn't buff the killer, read the bold for a quick summary.
Kindred: Your loving heart burns evil and protects you from harms way. When in a chase, all survivors except you will see each other's aura. The killer's attack recovery time and speed penalty during the attack recovery time towards you is increased by 5/10/15%.
Jesus, you actually want that hindrance on the killer ALSO? Read what i already wrote on my last post, these are just insane buffs on the survivor side that would absolutely destroy the what little balance there is.
You're overreacting, 15% is not the end of the world for the killer and it only affects the killer when he attacks a survivor that is using the perk. It's not like Open Handed where it gives the 15% to ever survivor.
My point is that even WITHOUT that 15% effect, this change would MASSIVELY put the game out of balance when it's ALREADY in a massively out of balance state. If you want to push these changes, you need to offer some very extreme killer buffs to compensate alongside them.
Yeah, bullshit. The game is already at a killer favored death ratio with SWF factored in, yet killers are continuously getting buffed with little regard for differentiating solo and SWF players.
Every killer buff is mostly a nerf to solo survivors. With killer queues already staggering due to the lack of current survivor players, we need changes to improve solo survivor experience.
And I say this as someone who can barely stand to play killer because of the 5-10 minute queues that only fill up once a 4-man SWF rolls around.
Just complete nonsense. If you're having trouble as a solo survivor it's you. Rank 20 isn't an accurate balance representation.
Having trouble and not wanting to play are two separate things.
I don't play handicapped. You should talk to the non-existent solo survivors in your queues for their "Rank 20" opinions.
Yeah I'm sure you could get past rank 20 if you wanted to...right lol.
My over 2,100 hours and rank 1's from well over 2 years ago would disagree with you.
Since I'm not a child, I'm not going to turn this into a rank/gametime dick measuring contest.
Come back when you have something of value to add.
Because you totally added some value right? lol
Come back after you've actually played the game some as well, then we'll talk. -
@Visionmaker said:
@Blueberry said:
@Visionmaker said:
@Blueberry said:
@Nickenzie said:
Blueberry said:@Nickenzie said:
Blueberry said:
The killer buff during chase is just random and doesn't have any logical reasoning behind it. It also just wouldn't be a good idea, we already had that issue back with the "machine gun" build issue if you were around then. Also, I'm down for Kindred 2 being at base to bring solo up to swf par however your changes to Kindred would defeat the purpose of a lot of other perks like Bond and Empathy. If you kept Kindred the same or changed it you would have to give some massive as hell buffs to killer and add some other HEAVY things to slow down the game. I don't think you realize just how much of a massive loss of time that would do to the killers...who are already way, way behind on time in the current game WITHOUT adding that. Kindred doesn't buff the killer, read the bold for a quick summary.
Kindred: Your loving heart burns evil and protects you from harms way. When in a chase, all survivors except you will see each other's aura. The killer's attack recovery time and speed penalty during the attack recovery time towards you is increased by 5/10/15%.
Jesus, you actually want that hindrance on the killer ALSO? Read what i already wrote on my last post, these are just insane buffs on the survivor side that would absolutely destroy the what little balance there is.
You're overreacting, 15% is not the end of the world for the killer and it only affects the killer when he attacks a survivor that is using the perk. It's not like Open Handed where it gives the 15% to ever survivor.
My point is that even WITHOUT that 15% effect, this change would MASSIVELY put the game out of balance when it's ALREADY in a massively out of balance state. If you want to push these changes, you need to offer some very extreme killer buffs to compensate alongside them.
Yeah, bullshit. The game is already at a killer favored death ratio with SWF factored in, yet killers are continuously getting buffed with little regard for differentiating solo and SWF players.
Every killer buff is mostly a nerf to solo survivors. With killer queues already staggering due to the lack of current survivor players, we need changes to improve solo survivor experience.
And I say this as someone who can barely stand to play killer because of the 5-10 minute queues that only fill up once a 4-man SWF rolls around.
Just complete nonsense. If you're having trouble as a solo survivor it's you. Rank 20 isn't an accurate balance representation.
Having trouble and not wanting to play are two separate things.
I don't play handicapped. You should talk to the non-existent solo survivors in your queues for their "Rank 20" opinions.
Yeah I'm sure you could get past rank 20 if you wanted to...right lol.
My over 2,100 hours and rank 1's from well over 2 years ago would disagree with you.
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@Visionmaker said:
@Blueberry said:
@Nickenzie said:
Blueberry said:@Nickenzie said:
Blueberry said:
The killer buff during chase is just random and doesn't have any logical reasoning behind it. It also just wouldn't be a good idea, we already had that issue back with the "machine gun" build issue if you were around then. Also, I'm down for Kindred 2 being at base to bring solo up to swf par however your changes to Kindred would defeat the purpose of a lot of other perks like Bond and Empathy. If you kept Kindred the same or changed it you would have to give some massive as hell buffs to killer and add some other HEAVY things to slow down the game. I don't think you realize just how much of a massive loss of time that would do to the killers...who are already way, way behind on time in the current game WITHOUT adding that. Kindred doesn't buff the killer, read the bold for a quick summary.
Kindred: Your loving heart burns evil and protects you from harms way. When in a chase, all survivors except you will see each other's aura. The killer's attack recovery time and speed penalty during the attack recovery time towards you is increased by 5/10/15%.
Jesus, you actually want that hindrance on the killer ALSO? Read what i already wrote on my last post, these are just insane buffs on the survivor side that would absolutely destroy the what little balance there is.
You're overreacting, 15% is not the end of the world for the killer and it only affects the killer when he attacks a survivor that is using the perk. It's not like Open Handed where it gives the 15% to ever survivor.
My point is that even WITHOUT that 15% effect, this change would MASSIVELY put the game out of balance when it's ALREADY in a massively out of balance state. If you want to push these changes, you need to offer some very extreme killer buffs to compensate alongside them.
Yeah, bullshit. The game is already at a killer favored death ratio with SWF factored in, yet killers are continuously getting buffed with little regard for differentiating solo and SWF players.
Every killer buff is mostly a nerf to solo survivors. With killer queues already staggering due to the lack of current survivor players, we need changes to improve solo survivor experience.
And I say this as someone who can barely stand to play killer because of the 5-10 minute queues that only fill up once a 4-man SWF rolls around.
Just complete nonsense. If you're having trouble as a solo survivor it's you. Rank 20 isn't an accurate balance representation.
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I think spirits best is BBQ, MYC, Stridor and RUIN
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@Damarus said:
Blueberry said:Firstly, I play both sides at rank 1, so I know exactly how it is as survivor as well. The reason a lot of people reference the way I have is because it shows something. While the ranking system is heavily flawed, if you don't get near those ranks on both sides then you firstly havn't experienced both sides enough to have a fair assessment. Secondly, if you are playing at those lower ranks and can't get to rank 1 then it shows you are playing poorly and I don't say that in a mean way at all, just a matter of fact. If you are using the tools given to you poorly, then you will then think things are weaker or stronger than they actually are, you're just using them incorrectly. That's why many of these opinions of yours are flawed and why many people say what I said.
Last post, just for you. You must have lost the passage where I wrote that, even though I was indulged into doing so multiple times, but I already am rank 1 on both sides, and I am speaking with common sense. It doesn't take a red rank to be able to say that camping is bad, anyway. EWIII duration and survivor's exhaustion perks cooldown aside, I am not talking about something being strong or powerful. While I appreciate you trying to be constructive at least, you're starting on false pretenses.
I frankly don't believe anyone at rank 1 on both sides would believe these things so I doubt that validity. Also, I'm not making false pretenses because you did indeed state MULTIPLE things you would like nerfed/lowered. If you are asking for things to be nerfed or weakened that is indeed implying that it is too strong or powerful in its current state.
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@Damarus said:
@Global said:
Extremely survivor sided. Have you ever played killer past rank 15?Oh, I keep getting to rank 1 on both sides, so yes. Have you ever tried not to be a jerk?
@Blueberry said:
There are just way, way too many things wrong with all these ideas to even try and tackle them all. Get to rank 1 on both sides and many of these opinions you have will change completely.
I can't really understand you people. Perhaps I can. I am pushing forward more limitations for survivors than for killers, yet all you care about is your precious camping "strategy". Not to mention there have been so many times in which I have seen killer hit through walls and windows. But of course no killer main is bothered by that, just makes the game even cheesier.
Firstly, I play both sides at rank 1, so I know exactly how it is as survivor as well. The reason a lot of people reference the way I have is because it shows something. While the ranking system is heavily flawed, if you don't get near those ranks on both sides then you firstly havn't experienced both sides enough to have a fair assessment. Secondly, if you are playing at those lower ranks and can't get to rank 1 then it shows you are playing poorly and I don't say that in a mean way at all, just a matter of fact. If you are using the tools given to you poorly, then you will then think things are weaker or stronger than they actually are, you're just using them incorrectly. That's why many of these opinions of yours are flawed and why many people say what I said.
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There are just way, way too many things wrong with all these ideas to even try and tackle them all. Get to rank 1 on both sides and many of these opinions you have will change completely.
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@Nickenzie said:
Blueberry said:@Nickenzie said:
Blueberry said:
@Nickenzie said: Blueberry said:
The killer buff during chase is just random and doesn't have any logical reasoning behind it. It also just wouldn't be a good idea, we already had that issue back with the "machine gun" build issue if you were around then. Also, I'm down for Kindred 2 being at base to bring solo up to swf par however your changes to Kindred would defeat the purpose of a lot of other perks like Bond and Empathy. If you kept Kindred the same or changed it you would have to give some massive as hell buffs to killer and add some other HEAVY things to slow down the game. I don't think you realize just how much of a massive loss of time that would do to the killers...who are already way, way behind on time in the current game WITHOUT adding that. Kindred doesn't buff the killer, read the bold for a quick summary.
Kindred: Your loving heart burns evil and protects you from harms way. When in a chase, all survivors except you will see each other's aura. The killer's attack recovery time and speed penalty during the attack recovery time towards you is increased by 5/10/15%. Jesus, you actually want that hindrance on the killer ALSO? Read what i already wrote on my last post, these are just insane buffs on the survivor side that would absolutely destroy the what little balance there is.
You're overreacting, 15% is not the end of the world for the killer and it only affects the killer when he attacks a survivor that is using the perk. It's not like Open Handed where it gives the 15% to ever survivor.
My point is that even WITHOUT that 15% effect, this change would MASSIVELY put the game out of balance when it's ALREADY in a massively out of balance state. If you want to push these changes, you need to offer some very extreme killer buffs to compensate alongside them.
Ah, I see your point. This is why I want this change in Dead by Daylight:
If SWF and solo Q survivors were at the same strength then the developers can nerf both SWF and solo Q survivors simultaneously. Usually when a nerf hits a survivor, it usually 9/10 only effects solo Q survivors while SWF remains untouched. If the developers can make SWF = Solo Q survivors then the developers can buff killers more killers drastically without leaving solo Q survivors in the dust. Does this help with the clarification? If you need further explanation then I would happily be glad to aid you more!
Sounds totally reasonable to me. They would absolutely have to implement those changes at the same time though.
Honestly, the "The killer's attack recovery time and speed penalty during the attack recovery time towards you is increased by 5/10/15%." is totally unneeded for the kindred change though. The other effect is already extremely strong for what it's doing.
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@Nickenzie said:
Blueberry said:@Nickenzie said:
Blueberry said:
The killer buff during chase is just random and doesn't have any logical reasoning behind it. It also just wouldn't be a good idea, we already had that issue back with the "machine gun" build issue if you were around then. Also, I'm down for Kindred 2 being at base to bring solo up to swf par however your changes to Kindred would defeat the purpose of a lot of other perks like Bond and Empathy. If you kept Kindred the same or changed it you would have to give some massive as hell buffs to killer and add some other HEAVY things to slow down the game. I don't think you realize just how much of a massive loss of time that would do to the killers...who are already way, way behind on time in the current game WITHOUT adding that. Kindred doesn't buff the killer, read the bold for a quick summary.
Kindred: Your loving heart burns evil and protects you from harms way. When in a chase, all survivors except you will see each other's aura. The killer's attack recovery time and speed penalty during the attack recovery time towards you is increased by 5/10/15%.
Jesus, you actually want that hindrance on the killer ALSO? Read what i already wrote on my last post, these are just insane buffs on the survivor side that would absolutely destroy the what little balance there is.
You're overreacting, 15% is not the end of the world for the killer and it only affects the killer when he attacks a survivor that is using the perk. It's not like Open Handed where it gives the 15% to ever survivor.
My point is that even WITHOUT that 15% effect, this change would MASSIVELY put the game out of balance when it's ALREADY in a massively out of balance state. If you want to push these changes, you need to offer some very extreme killer buffs to compensate alongside them.
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@Nickenzie said:
Blueberry said:The killer buff during chase is just random and doesn't have any logical reasoning behind it. It also just wouldn't be a good idea, we already had that issue back with the "machine gun" build issue if you were around then.
Also, I'm down for Kindred 2 being at base to bring solo up to swf par however your changes to Kindred would defeat the purpose of a lot of other perks like Bond and Empathy. If you kept Kindred the same or changed it you would have to give some massive as hell buffs to killer and add some other HEAVY things to slow down the game. I don't think you realize just how much of a massive loss of time that would do to the killers...who are already way, way behind on time in the current game WITHOUT adding that.
Kindred doesn't buff the killer, read the bold for a quick summary.
Kindred: Your loving heart burns evil and protects you from harms way. When in a chase, all survivors except you will see each other's aura. The killer's attack recovery time and speed penalty during the attack recovery time towards you is increased by 5/10/15%.
Jesus, you actually want that hindrance on the killer ALSO? Read what i already wrote on my last post, these are just insane buffs on the survivor side that would absolutely destroy the what little balance there is.