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Blueberry

Blueberry

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Blueberry
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  • @Jack11803 said:

    @Blueberry said:

    @Jack11803 said:

    @Blueberry said:

    @Jack11803 said:

    @Blueberry said:

    @Jack11803 said:

    @Blueberry said:

    @Jack11803 said:
    SWF > Killers > Solo Survivors

    I'd still say if you had 4 competent solo players they are still quite a bit above killers.

    Keep in mind a team win is 3 escapes. How often do you go against definite solo players, and they get at least 3 escapes?

    That's because they're usually bad, not because of balance. If I solo loop a killer for 5 gens at rank 1 regularly, there's an issue. This isn't me bragging either, it's easy and happens a lot.

    What if you’re just better than the killer? Also, forgot to add those stats are at rank 1

    It's not a skill issue on his part, there's nothing he can do besides giving up on me and going somewhere else. The only way my loops aren't succeeding is if "I" mess up. Killers success is much more dependent on survivor mistakes than it is them. There's only so much they can do.

    I feel like that’s not much the case ANYMORE (vacuum is gone, pallets are tweaked) it’s just that if the survivor makes a mistake, they get injured, if killer does, it’s another 30 seconds of loop.

    Those pallet tweaks weren't that significant to change much of anything. Just means if he plays well I may just get 1 less loop since i can't cut it as close and rely on the vacuum anymore.

    It’s just, I get to rank 1 and don’t dodge swf all the time. I’ve been 5 gen looped (it WAS SWF) once, as perkless leatherface. 5 streamers too. But I’ve only suffered absolute loss once. While I’ve wiped with little to no gens done several times

    That's simply because the average survivor sucks. If you put the best survivor against the best killer, the killer will always lose. There are a lot more terrible survivors than there are killers.

  • @Jack11803 said:

    @Blueberry said:

    @Jack11803 said:

    @Blueberry said:

    @Jack11803 said:

    @Blueberry said:

    @Jack11803 said:
    SWF > Killers > Solo Survivors

    I'd still say if you had 4 competent solo players they are still quite a bit above killers.

    Keep in mind a team win is 3 escapes. How often do you go against definite solo players, and they get at least 3 escapes?

    That's because they're usually bad, not because of balance. If I solo loop a killer for 5 gens at rank 1 regularly, there's an issue. This isn't me bragging either, it's easy and happens a lot.

    What if you’re just better than the killer? Also, forgot to add those stats are at rank 1

    It's not a skill issue on his part, there's nothing he can do besides giving up on me and going somewhere else. The only way my loops aren't succeeding is if "I" mess up. Killers success is much more dependent on survivor mistakes than it is them. There's only so much they can do.

    I feel like that’s not much the case ANYMORE (vacuum is gone, pallets are tweaked) it’s just that if the survivor makes a mistake, they get injured, if killer does, it’s another 30 seconds of loop.

    Those pallet tweaks weren't that significant to change much of anything. Just means if he plays well I may just get 1 less loop since i can't cut it as close and rely on the vacuum anymore.

  • @Jack11803 said:

    @Blueberry said:

    @Jack11803 said:

    @Blueberry said:

    @Jack11803 said:
    SWF > Killers > Solo Survivors

    I'd still say if you had 4 competent solo players they are still quite a bit above killers.

    Keep in mind a team win is 3 escapes. How often do you go against definite solo players, and they get at least 3 escapes?

    That's because they're usually bad, not because of balance. If I solo loop a killer for 5 gens at rank 1 regularly, there's an issue. This isn't me bragging either, it's easy and happens a lot.

    What if you’re just better than the killer? Also, forgot to add those stats are at rank 1

    It's not a skill issue on his part, there's nothing he can do besides giving up on me and going somewhere else. The only way my loops aren't succeeding is if "I" mess up. Killers success is much more dependent on survivor mistakes than it is them. There's only so much they can do.

  • @Jack11803 said:

    @Blueberry said:

    @Jack11803 said:
    SWF > Killers > Solo Survivors

    I'd still say if you had 4 competent solo players they are still quite a bit above killers.

    Keep in mind a team win is 3 escapes. How often do you go against definite solo players, and they get at least 3 escapes?

    That's because they're usually bad, not because of balance. If I can solo loop a killer for 5 gens at rank 1 regularly, there's an issue. This isn't me bragging either, it's easy and happens a lot.

  • @Jack11803 said:
    SWF > Killers > Solo Survivors

    I'd still say if you had 4 competent solo players they are still quite a bit above killers.

  • Those stressful games seem to only happen when you get the swf groups, which unfortunately happens quite a lot.

  • Both are on the higher skill cap side of things. I personally like spirit more because of her play style. Hag still feels a little campy to me and against a skilled swf they can counter you hard. I feel spirit is less easily countered against knowledgeable survivors.

  • Trapper still does need a little love. I think all his traps should spawn into the map already armed. Trap hit box needs to be increased and he should start with 3 traps in hand at base.

  • @TheMidnightRidr said:
    Freddy main right here :chuffed:

    I used to main Freddy for the most part but I've been destroying with Spirit lately. No one knows how to play against her.

  • I think even the bigger issue is that almost all of the pallets in that map are safe pallets. The majority of them you are forced to break. Very few of them are actual mind game pallets. I don't get why any safe pallets exist period. All pallets should be mind game able so that each one is a battle of skill between the players.

  • You can still do everything while blinded. Not only have I hit someone but I also broke a pallet while blinded. Both after not before.

  • @Eight said:
    Most: Billy, Hag, Myers
    Least: Clown, Leatherface, Nurse

    I find Freddy seems to come in waves - I'll have days where 80% of matches will be against him, and then not see the ######### again for two weeks.

    PS4 btw.

    Freddy's pretty rare as well, I probably see one every few days.

  • @HuN7r3sS said:
    Wraiths, wraiths everywhere

    Not many Nurses roaming the fog though

    Yeah I probably should've put nurse down there as well, surprisingly havn't seen her at all in a while. Wraith popularity definitely has gone up too.

  • @Patricia said:
    @Th3Nightmare
    The Q&A will be posted tomorrow instead of today.
    I'm going to change the date, if someone else is asking please do share the info.
    Thank you !

    Thanks so much for keeping us updated on things and responding to the community, we appreciate it!

  • A +1 to that.

    Although these changes should have been implemented from the beginning and the problems foreseen ahead of time, they did a very good job of quickly correcting the issue. Very good work responding quickly!

  • @Malakir said:
    BBQ isn't game breaking. I don't have it myself but as survivor I always act as they do have it.
    Hide behind a gen or run in a direction for 4s then turn, here we go you countered the perk. 

    For other perks they are fine too like dark sense which activate only on breaking actions and most of these are during a chase

    The perks are fine the maps aren't

    Basically this ^^

    The perk doesn't need changing to begin with, it's one of the most balanced perks in the game currently and even the community manager agrees with that. You literally don't even have to use another perk to counter it, you just play differently. Honestly, the only reason many killers use it is because of the bloodpoint bonus. If it didn't have that you'd probably barely see it ran at all. I know I probably wouldn't.

  • In general they usually do keep all the licensed killers on the weaker side it feels.

    Myers shouldn't have a limit on his stalk per person and he should be able to multi-stalk and capitalize on survivors for letting him.

    Pig needs her crouch viewpoint raised higher and her ambush to have no roar attached to it, that defeats the entire point of it. Her Rule Set #2 should be baseline as well.

    Freddy needs no wake up on SC, slightly faster dream transition and no actions aside from vault/pallet/hook rescue during dream transitions(or at least apply the dream slowing effect immediately). Maybe a decreased skill check chance for the more survivors you have in the dream state at once. In line with these changes, add a little delay on auras appearing after leaving his terror radius to lower the tunneling a bit.

  • @Cetren said:
    Blueberry said:

    @MandyTalk said:

    As is said in the pinned posts, lobby issues will continue to monitored and we hope that the issue doesn't arise again.

    Could we get some insight as to why yall didn't want to allow people to still harvest plants after 60 vials just for the bloodpoints? This change will only effect people still below 60 vials. After 60 everyone will still be crowding onto killer because it's the only side that can still get the bonus event bloodpoints.

    I imagine the obvious answer is that when you harvest for blood points other people can't harvest for, you know. VIALS. 

    You won't be THAT prevented from filling a vial just because other people are trying to as well. Not to mention then you'd actually get more people using the offerings so there will be more plants to go around.

  • @MandyTalk said:
    As is said in the pinned posts, lobby issues will continue to monitored and we hope that the issue doesn't arise again.

    Could we get some insight as to why yall didn't want to allow people to still harvest plants after 60 vials just for the bloodpoints? This change will only effect people still below 60 vials. After 60 everyone will still be crowding onto killer because it's the only side that can still get the bonus event bloodpoints.

  • It is exactly the event. Que times were totally fine before.

  • @Orion said:

    @Blueberry said:

    @Orion said:
    8/10 because while I don't blame them for the oversight that caused the current lobby issues, it did kinda ruin the event.

    If someone had an oversight would it not be their fault?

    Depends on the oversight.
    The Nurse not being able to blink on certain tiles? That's not acceptable.
    Failing to take into consideration what would happen when one side finished their event? Easy to overlook if you're also busy creating new interactions, spawn points, etc., for an event.

    Seems like a pretty obvious issue that would arise, I'd put it under the same category as nurse unable to blink on certain tiles. I wouldn't exactly call this an unusual outcome. The event played out exactly as planned, the plan just wasn't designed well.

  • @chococri said:
    Thanks to everyone! Leveling up in order to get good perks with him.

    @Blueberry why do you say it doesnt counter DS?

    He will get a mild slow but not enough to make much of a difference compared to how long you're stunned. If you also run Enduring while doing that as well, then yeah sure that could work. By itself though, won't get you much time.

  • @Orion said:
    8/10 because while I don't blame them for the oversight that caused the current lobby issues, it did kinda ruin the event.

    If someone had an oversight would it not be their fault?

  • Personally I think they should add the clearer view back in to Shadowborn even if it's just minor, it's generally quite overshadowed by MnA.

  • @se05239 said:
    Shadowborn's FOV and MnA's FOV are the same, from my understanding but they're still a bit different in how they provide it.
    Shadowborn offers a constant increased FOV at the cost of a weakness to flashlights (really noticable).
    MnA offers it outside chases, together with lowered TR, and reverts back to default FOV in chases.

    This is just all wrong.

    First of all, no they are not the same FoV, Shadowborn is a larger field of view. Shadowborn is consistent always and MnA fluctuates whether you're in a chase. Shadowborn does not increase your weakness to flashlights either, that was removed.

  • @Rex_Huin said:

    @Blueberry said:

    @Rex_Huin said:

    @Blueberry said:

    I spend at least the same if not more bloodpoints on the survivor web to get the offerings than I actually get out of them. I don't want to be forced to level up the survivors to enjoy the bloodpoint portion of the event.

    Really? – I have found this event pays handsomely.

    Yeah, filling out an entire P3 level 50 web to get those offerings will cost me almost the same as what I actually get from using them. It's awful

    I still find that strange. I can usually find between 1 and 3 offerings in a level 50 web. On balance I find that pays..I guess it depends on how many other people harvest.

    Well being lenient I'd say even best case scenario we'll say you get 3 offerings in your web AND don't get bullied out of harvests. In that ideal scenario I'd say those are getting you a bonus of 70k bloodpoints. I'd spend almost that much filling out the entire web. That's not even counting if I get unlucky and don't get 3 in there or don't get to harvest much in a match because of other survivors.

  • @Rex_Huin said:

    @Blueberry said:

    I spend at least the same if not more bloodpoints on the survivor web to get the offerings than I actually get out of them. I don't want to be forced to level up the survivors to enjoy the bloodpoint portion of the event.

    Really? – I have found this event pays handsomely.

    Yeah, filling out an entire P3 level 50 web to get those offerings will cost me almost the same as what I actually get from using them. It's awful

  • @Slayer said:

    @Blueberry said:

    @Slayer said:

    @Blueberry said:
    I'd still say SB is OP personally. Doesn't matter the cooldown restriction, the perk single handedly makes stealth killers completely irrelevant.

    When i heard about nerf i didnt realize it still recovers when you walking

    People that only play survivor way over exaggerated the nerfs. What else is new though

    True what did make that perk good in first place ?getting sprint burst while looping lol

    Yeah before the nerf you could also keep getting it back up mid chase to loop even longer.

  • @Wolf74 said:
    So there IS a technical issue.^^

    Or they just mean they forgot to allow survivors to collect from plants for blood points even after their 30 vials which caused the killer influx.

  • @Patricia said:
    Hello everyone!
    We are aware of the lobbies issue, our team is discussing on how to improve the situation.
    At the moment I don't have any information, will keep you posted as soon as I have more info.
    Thank you for your patience.

    Thank you so much for posting this. Just letting us know that you are aware and working on it goes a long way.

  • @Slayer said:

    @Blueberry said:
    I'd still say SB is OP personally. Doesn't matter the cooldown restriction, the perk single handedly makes stealth killers completely irrelevant.

    When i heard about nerf i didnt realize it still recovers when you walking

    People that only play survivor way over exaggerated the nerfs. What else is new though

  • Honestly, if the game was balanced I'd let people go in a lot of circumstances. However, with the game still in the balance state that it is, killers have to get whatever they can take. The devs havn't left any room for kindness.

  • @Peasant said:
    @Blueberry WGLF. You can get up to 3 tokens by rescuing in front of the killer.

    Much more situational than BBQ however, you've got 2 other people fighting you for those grabs.

  • I'd still say SB is OP personally. Doesn't matter the cooldown restriction, the perk single handedly makes stealth killers completely irrelevant. It prevents you from ever getting punished for getting caught out, that's bad design imo.

  • @Slayer said:

    @Blueberry said:

    @Slayer said:

    @Blueberry said:
    It's only an issue right now because of the poorly implemented event. Normally it's fine.

    More like survivors nerf to me

    If they're not playing because of that then it's just them acting like children. The changes we're quite needed and still much, much more to get this game closer to balanced. Most of them just don't realize how overpowered survivors are because they are simply not very good at the game.

    Think im going to play survivor now more waiting for 20 mins to get people isnt fun at all

    True, the bloodpoint gains on survivor are just trash unfortunately :/

  • If they had literally JUST hotfixed the survivor cap 90% of these forum complaints would've been fixed. An event that was very easily salvageable if they had just acted quickly. That said, they have not so 5/10. I can't even play killer practically because of these que's stemming from the event problems.

    If they fix the event problem in a hotfix or had fixed it, 9/10. Only complaint is why we even have offerings in the bloodweb that are required for the event bloodpoints. Why can't we all just enjoy the events mechanics without being forced to spend bloodpoints in the web. I spend at least the same if not more bloodpoints on the survivor web to get the offerings than I actually get out of them. I don't want to be forced to level up the survivors to enjoy the bloodpoint portion of the event.

  • This que has absolutely nothing to do with survivors nerfs, it's because of the poorly implemented event mechanics. Nice try though

  • @Slayer said:

    @Blueberry said:
    It's only an issue right now because of the poorly implemented event. Normally it's fine.

    More like survivors nerf to me

    If they're not playing because of that then it's just them acting like children. The changes we're quite needed and still much, much more to get this game closer to balanced. Most of them just don't realize how overpowered survivors are because they are simply not very good at the game.

  • @Eight said:

    @Blueberry said:
    The only reason it failed is because they capped survivors blood points on the plants which forced all of them onto killer and killed the que times.

    A lot of survivors need to learn what it's like to play killer. They're getting to do it at the easiest time, when survivors aren't playing properly, but still. I''m guessing this morning's Hillbilly left with some understanding of what it's like when you're looped, flashlighted, laughed at, and then held hostage. (Not by me).

    Poor guy only got one hook, and played a petal too.

    Most of them will just play killer at rank 15 and then come to the forums being like, "SEE killer is easy, 4k!" LeL

    Honestly though, as survivor at rank 1 as well I shouldn't be able to loop a killer for 5 gens. There's literally nothing he can do. The only way I'm not getting those loops is if "I" mess up, nothing on him.

  • @lyric said:
    Blueberry said:

    The only reason it failed is because they capped survivors blood points on the plants which forced all of them onto killer and killed the que times.

    And the killer que times were already not so great at rank one before the event started

    Eh maybe, my que times at rank 1 usually aren't that noticeably bad outside of this event. These last few weeks have been unusually long though, not like the near unplayability of right now.

  • @Black_Fence said:

    @powerbats said:
    @Blueberry The offerings aren't totally worthless since you still get bonus blood pints post game for using them. You get bonus BP just as if you'd used BPS the only difference is you can't get the extra 4k per plant cleansed out unless someones still doing it.

    That would be great if I wasn't at rank 1 where everyone is a try hard and grinded all the vials on the first day the event happened. Now we are back to gen rush while the killer tries to carry people all the way across the map to get his vials.

    Yeah the event slowing down the matches lasted for like..a day lol. Now I'm even tighter on time as no one needs the plants anymore and we're still trying to cross map carry.

  • @Nos37 said:
    During the events, let the killer lobbies open up to all Ranks after t seconds, where t is less than 10 minutes.

    They already do operate this way so you know.

    If they literally just allowed survivors to collect bloodpoints with vials after 30 this ENTIRE problem would be fixed. Being unable to go past 30 is the whole reason killer que's are ridiculous right now. This isn't mentioning how everyone's got petal offerings that are totally worthless stacked in their inventory because of that 30 limit. They seriously need to hotfix this and solve the problem.

  • The only people who don't think survivor is the OP side in this game are the ones that don't play both sides at a meaningfully high rank. This is a skill issue.

  • Honestly these hallowed blight skins look so sick I really hope they make a version for the rest the killers as well. None of the killers that got the skins were any of my mains.

  • @Cetren said:
    Blueberry said:

    +1 These que times are really ruining the experience right now.

    If they literally just allowed survivors to collect bloodpoints with vials after 30 this ENTIRE problem would be fixed. Being unable to go past 30 is the whole reason killer que's are ridiculous right now. This isn't mentioning how everyone's got petal offerings that are totally worthless stacked in their inventory because of that 30 limit. They seriously need to hotfix this and solve the problem.

    Ooooor, just make it so that killer isnt so much more time consuming to get in the first place so the people who are doing killer first can finish and switch to survivor.

    You are missing the point. The entire reason killer is so much more time consuming is because of the cap preventing survivors from getting more bloodpoints. If you fix that, less people will be on killer, hence lower que times, hence way faster than it is now.

  • If they literally just allowed survivors to collect bloodpoints with vials after 30 this ENTIRE problem would be fixed. Being unable to go past 30 is the whole reason killer que's are ridiculous right now. This isn't mentioning how everyone's got petal offerings that are totally worthless stacked in their inventory because of that 30 limit. They seriously need to hotfix this and solve the problem.

  • The only reason it failed is because they capped survivors blood points on the plants which forced all of them onto killer and killed the que times.

  • I mean why is it even triggered by offerings to begin with either? It costs me more points in my web to get them than I get out of them. Why can't they just have it spawned in all matches and let us enjoy? Some bad implementation choices for sure.

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