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Blueberry

Blueberry

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Blueberry
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  • They just need to make injuring a survivor actually mean something for once
  • I also found what you said about Autohaven pretty funny and absolutely correct. No one likes those maps. They are literally the epitome of this bad design we've talked about. No sneaking or mind games at all, just here's a crap ton of pallets thrown in a box, have fun.

  • @Jack11803 said:

    @Blueberry said:
    Your premise is correct. However, the killers current finding perks have absolutely nothing to do with why stealth is dying. The problem is map design, not killer perks.

    That’s why I talked about everything but perks in this post. I only posted that picture because I just came out of the swamp... so I’m pretty dank

    I apologize then I thought i had remembered reading that part. I posted here earlier but something went wrong and it didn't post so i came back to try and post later based on my memory.

    On the topic though, I'm worried the map design changes would be something the devs wouldn't be willing to take on because of the level of work. We've learned from their past choices they like very simple bandaid fixes. I've been trying to think of alternative options that aren't as good clearly but may be an easier fix for them to implement. Maybe they still maintain the looping and pallets but find a way to make the games much more drawn out so that the extra tame wasted on pallets won't matter. I would still prefer the stealth changes though. I'd rather feel skilled from making a juke than circling a pallet.

  • Killers will stop dodging when the game gets balanced. Killers are already at a crazy disadvantage without have toolboxes and flashlights stacked on them. We need to balance the game and fix the core of the problem which is why killers are dodging in the first place.
  • This idea is already lost because the devs cannot and will not sink that much time into changes for a previous killer. You need to suggest changes that are much faster and easier for them to implement.

  • Doesn't fix the problem and killer perks are too weak for that to make much of a difference compared to what they gain.

  • I know we've been telling them exactly what the issues are and how to fix them for over 2 years. I've got over 1700+ hours so I've been making posts and trying to tell them for ages. They just don't want to do what needs to be done. They have always wanted to fix everything with a bandaid rather than tackling the core issue itself. They always come at the problems by adding a perk or a killer to try and fix the problem. The perks are usually bad and one killer doesn't fix the problem for the rest of the killers. I mean even look at The Pig. She was added to combat games going too fast. That's part of her entire core strength, delaying games, and she's arguably pretty bad at it herself. I can get games slowed down more from myers getting 1 shots and saving chase time than I do from her traps. I'm not gonna be overly critical of the killers buffs though, it's at least a step in the right direction. It's just once again not addressing the core problem, map design and broken survivor perks.

  • Your premise is correct. However, the killers current finding perks have absolutely nothing to do with why stealth is dying. The problem is map design, not killer perks.

  • That still puts way too much power in the survivors hands. Honestly they should have the initial fair chance at getting the hatch first. If the killer gets to it first and closes it then they should have to complete 1 gen. If they can do that it opens back up permanently. Needing to do 1 gen is decently hard without being overbearing. They also might even get the hatch the first time before the killer even gets to it.

  • @Navydivea said:

    @Blueberry said:

    @Navydivea said:
    Mostly agree with Blueberry but add more control to her lunge. Not that hard to dodge.

    Survivors dodging it is usually hardly an issue. It's only an issue with them out distancing you thanks to SB. My hopes are that without the early warning of the roar you can nail the hit before SB has a chance to kick in. I also had the idea of making the roar inflict exhaustion in her terror radius. I think that would be a nice way of giving her a counter to the current meta.

    Not really a fan of the exhaust idea. If someone can time a DH on me then they deserve the dodge. To be honest I wouldn't mind SB so much if the games didn't end so damn fast.

    Well DH isn't really an issue as it has counter play and you can bait it out to make it doing almost nothing. The problem with SB is that there is no counter play. I do agree though, if the games didn't go nearly as fast as they do then many of the perks like SB that waste so much killer time wouldn't be as big of a deal. The problem is though that the games are short, so they are an issue. Looks like the devs prefer tackling the problem from a perk standpoint.

  • @Navydivea said:
    Mostly agree with Blueberry but add more control to her lunge. Not that hard to dodge.

    Survivors dodging it is usually hardly an issue. It's only an issue with them out distancing you thanks to SB. My hopes are that without the early warning of the roar you can nail the hit before SB has a chance to kick in. I also had the idea of making the roar inflict exhaustion in her terror radius. I think that would be a nice way of giving her a counter to the current meta.

  • @Navydivea said:
    The only problem I could see would be lore wise. Amanda is a vicious b$%ch and letting people live through anything wouldn't even cross her mind.

    That's why it's a rule set #2, it isn't her intended game plan. The way she plays is rule set #1.

  • We don't want traps more lethal, we want them to waste more time. Rule Set #2 should be baseline, crouch view point raised to match her actual height, and roar with her lunge removed. That's all she really needs.

  • As some others have said, this would be wayy too strong and highly abusable, turn into the new second DS. I do agree though that the perks current form is slightly too weak. If it simply didn’t notify the killer that you had it and made the hook aura hiding effect a little larger it would actually be decent and have some uses. This is a perk that even in its current state with just slightly too much of a buff could very easily fall from too weak to way too strong quite quickly so I think we should be cautious of how hard we buff it. Some tiny buffs I agree with  though, your change would be too much. One person running sabo and we’d be back in the broken sabo meta all over again with those combined if your changes happened.
  • That sounds like so much fun actually.

    One suggestion though. It'd be extra cool if you had the option to choose to place dummy traps or real traps on survivors for that add on too, so that it has potential in early and late game.

    Ex: You bear trap first survivor early game and in 2.5m, their head doesn't pop. Now they know you have the add-on. You trap a second survivor mid game and they think it's a dud, but it was actually real and chops their head off.
    Yeah I thought about that as well. I was just trying to keep it as simple as possible since the devs don’t like things that would require too much work. Also, as long as it’s not a swf it feels extremely strong already so I didn’t wanna go over the top. It’s gonna be a ton of extra time given. As we’ve seen for the last few killers they really don’t wanna ultra-rates that are that strong and prefer to have them simply change game play instead. Kinda interesting as it’s one of the only ultra rare killer addons that actually changes the survivors game play as well instead of just the killers.
  • Actually, a good idea, since the default Rules no.2 was really useless anyway

    This can be defeated by SWF though, oh he has that addon, so we don't have to care about those boxes!

    Yeah I thought about swf kind of nullifying it after one persons gone through it completely but I mean doesn’t swf already nullify a lot of other game mechanics as it is? Lol. At least if that happens you already got the time from 1 person at minimum going through all the boxes and that’s if you didn’t also trap more people during that time so they’re going through it as well. It could also not be a full 4 man swf. Regardless yeah weaker for swf but that already holds true for many aspects in the game so what’s new lol
  • Remove failed skill check wake up from SC. Bake some of his cubes dream transition time reduce into his base kit. Cancel and block interactions during dream transition aside from pallet drop, window vault, or hook rescue. Also, remove the extra slow for Red Paint Brush, it's not good enough to warrant that penalty. Black Box isn't worthy of being an ultra-rare with how little effect it has. Maybe add some extra effects to that obsession target that persist through the round, or have it so Black Box makes one person always is in the dream world. So if that guy wakes up, then it jumps to a different random survivor and that continues throughout the round.

  • I agree the biggest issue is chases taking too long and survivors being able to waste too much of the killers time. However, I do think survivors should have to find a part to work on gens first to slow it down a little there without just adding more gen time.
  • This is comical. If anything, I’d buff him, not nerf. If you think the power is in his hands your just bad.
  • They should have never removed his bloodlust from tier 1. 
  • I like to look at what I’m eating at the moment to decide.
  • Honestly, it shouldn’t even be a hex perk for how strong it is. Make it so you get token when someone is rescued off the hook and you’re a certain distance away like make your choice. Boom so much better and it’s another perk that incentivized less camping for the survivors. Even at max stacks it’s only strong against really bad players. 
  • Now imagine how bad it is at rank 1 if you think it’s bad there. Many more survivors should try and play killer to understand why they do the things they do. If you play by survivor rules you lose and they’re gonna tbag you any way.
  • That’s my point lol. They say a lot without it meaning much. There’s things they say that end up never happening or take eons to come to fruition. 
  • I think it’s a good change. It’s more punishing if you sprint around to objectives instead of saving it by walking. Yes it effects the other perks, but it effects SB more so. 
  • I just think the killer should be able to place them himself. The survivors get the benefit of it also not being active until he places it. Secondly, TOTH and lullaby should not be hex perks unless they get buffed. 
  • They said rank rewards were coming...over a year ago
  • While the game is still ridiculously survivor favored, this isn’t the way to go about fixing it. The problem is map design and a lot of completely overpowered survivor perks.
  • The problem with this game is that this type of looping shouldn’t even be possible. Yeah the killer made some mistakes but nothing that severe. It’s too easy for survivors to do this kind of looping. 
  • Map design is the biggest issue. However, we’ve been telling them that for the last two years. It’s too large of a fix for them to undertake at this point as they kept adding more maps and increasing how many they would have to work on. In an ideal scenario, pallets need to be reduced dramatically, like cut in half. In that same token though, survivors have no other way to get away. They need to at the same time add a ton more bushes/debri/fog they you can juke mid chase with. Think swamp maps but even heavier chances to lose sight. This would shift more of the gameplay into skilled jukes rather than running circles around a pallet all game with no skill involved. 
  • Or a frosty killer that chills survivors and you have to warm yourself at all the fire barrels on the maps. I like the idea of killers that utilize parts of the maps.
  • Even with the proposed changes it would still be used by every single person and they called that “possibly too harsh”. I’ll take any nerf we can get at this point since it’s pretty clear their unwilling to nerf it how much it needs.
  • I think they should stretch their requirement of the killers be humanoids. A slightly creature ish killer would be amazing and terrifying. 
  • Nurse is kind of like survivor pallet looping. Against a really good nurse you just lose, there’s nothing you can do. Kind of like pallet looping, there is no counter. The difference here being that nurse requires a lot of skills while pallet looping does not. 
  • @Blueberry What? No need to spout off your credentials, dude. Whether or not you have 10,000 hours doesn't change the fact that you weren't playing in the game I was. That's the experience I'm talking about. And what Runiver is saying about the change can true and there can be bugs at the same time. Or it's not working as intended. It's pretty weird that you have 1700 hours playing this game and yet somehow doubt that a bug could exist. The game has been littered with bugs from the start.
    I only spouted credentials because you spouted about my lack of experience. Also, I never said bugs can’t exist as there has been many. I’ve just simply tested the terror radius changes with and without perks like M&A to know that in that domain it is not bugged and working as intended. Now if you can recreate this experience and show me the video showing otherwise I will gladly admit I was wrong. My testing thus far just proves otherwise. 
  • It’s because the devs have catered to the survivor side so long that they have become entitled and expect to be pseudo unkillable. That and also the fact that many of them don’t play both sides enough to see it from another perspective so their judgement is clouded. 
  • @Blueberry No.

    That's about as much as I'm going to argue your point since you think you can simply dismiss someone else's experience you know nothing about.
    Yeah 1700 hours with hag at P3 and all perks while I also have played both sides at rank 1 for over the last 2 years. Totally, I know nothing about it lol. If you can’t accept you may be simply wrong and not understand how the terror radius has changed as Runiver pointed out then we can’t help you. 
  • I honestly think billy has way too much chainsaw control and there’s very little punishment for mistakes. Now that said, I don’t think he should be touched whatsoever until the game gets properly balanced for killers and THEN maybe look at him again. 
  • Agree OP. That’s why I’m hopeful for these changes coming to them. That’s the kind of first few games that make someone quit and not give this game a chance. 
  • Honestly let’s not over exaggerate how often people “accidentally” dc. I can count on one hand the amount of times that’s happened for me and I’ve got over 1700 hours in this game. If someone’s worried about getting banned from legit dc’s that’s not a game issue, it means you need to get your crap together because you’ve got some bad systems/internet/or just going into killers rooms that have bad connections of which you can see beforehand.
  • Honestly the boogieman or Krampus during winter time would fit the dbd theme extremely well imo
  • On a related note, did they ever fix how survivors get to keep their items when they dc? If they haven’t that is pretty pathetic on their part seeing as that’s been going on for what like a year at least?
  • First of all, M&A isn’t bugged. It’s just OP over exaggerating because it “seemed” super small. I do agree with some of how strong hag can be as someone who also has her P3 with all perks and I play her pretty regularly at rank 1 with good success. That said, I still think her blink attack needs to be fixed/buffed to lunge properly. It’s not always that reliable for having her lower speed. Also, she can get just completely dismantled by a swf that knows what they are doing. ie as soon as she’s busy popping all her traps to never let her get her web developed and waste a lot of her time. She is also heavily punished on larger maps and bad rng with gen spawns for building a tight web well.
  • wolf and runiver summed it up pretty well. SC completely breaks so much of the game and makes hitting someone as a killer a complete waste of time unless you’re downing them. An actual real nerf to SC would also inadvertently go a long way in starting to alleviate some of the problem in how fast the games go as well.

  • Agree on all. There’s way too many pallets in general, but also just way too many that are safe. Unless they’re bad, survivors can still loop you for 5 gens. I still can’t understand how the devs keep this able to be done over two years later. The pallets need to be chances to break line of sight and lose the killer, not their current form which is just time wasters. Also mind game able pallets should be the majority, not the minority. Against a skilled tbagging /flashlight flicking/pallet looper team you just lose, there is no “outplays”. THIS is even without them being swf, with swf they just get even that much more leniency for mistakes. 
  • While many killer perks do need buffs I just honestly don’t think it’s the most important thing. All these completely overpowered/second chance survivor perks need to be gutted and pallets drastically reduced on all maps. Then, let’s go with some of the buffs like Roach mentioned. Whoever is on dbds balance team is a complete failure and is one of the core problems of this game. They have no idea what they’re doing. 
  • Agree with pretty much all you said. The sad part is it’s been like this for over two years. Anyone with a good amount of hours and rank 1 on both sides would agree. The problem is the majority of the community that will come and say your wrong or whining but at the same time have no experience in the matter. Those are the ones the devs listen to unfortunately. 
  • It doesn't need any buffs. Pharmacy in its current state is how strong SC needs to be.

  • So your answer to SC is to buff medkits? ROFL

    The power level of survivors is so vastly above killers heads that they need to be brought down, not buff other things to be just as good. You shouldn't be able to 1v1 the killer. Pharmacy is how strong SC should have been.

  • Getting rank 1 with any killer in the game is dead easy. The real question is will you be able to play the other killers at rank 1 without getting completely bullied by any survivors with half a brain/SWF. The answer to that question is no. If they play good, you lose. They play bad, you win. You both play good, you still lose. That's the problem. Nurse is the only one that truly gets around this and even she is still subject to other imbalances in the game such as how ridiculously too little of time it takes to power the gens and get out. Billy and Huntress can get around things to an extent, but still not as much as the nurse.