Blueberry
Blueberry
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- Blueberry
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Comments
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I see him quite often and the nightlight stats seem to support this. He’s pretty popular.
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It would be nice if they made the bonus Rift Fragments convert into Bloodpoints if your rift is complete. I mean like a good conversion too, so like x3 Rift Fragments would work into x3 Bloodpoints.
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They should be active but not light on the totem until 1 gen is completed. This would make them a little more consistent.
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@aewi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723364#Comment_3723364
yeah bhvr is just scrapping 2 hook moris entirely and reworking the offerings into bloodpoint offerings and are going to change rancor and devour hope, it's not a big deal, everyone should get over themselves, it's such a minor thing. because i don't care about it that means no one should. i'm an empath.
Yes because we should definitely jump to conclusions and assume a bunch of stuff they never said or implied.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723334#Comment_3723334
actually it minimises content. Takes a gameplay element and just makes it an endgame novelty rather than a playable aspect. It changes things a bit more than you think.
Eh an offering that also had little game play impact. A "novelty" if you will. I don't really mind if they did leave the other mori's as they are, I just think it seems pretty irrelevant either way. I just think people are making a bigger deal of it than it is.
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Doesn't really affect game play from any aspect. Simply allows us to see cool mori's more often and them make more money selling unique mori's.
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I'd like tunneling completely removed from the game, but the problem is that most people who want tunneling removed don't want the other changes that would need to come with that, IE slowing the gens down. We can't remove tunneling without also making it never necessary. They typically just want their problem fixed without caring about why it's there in the first place. The game isn't balanced around allowing 12 hook games against equally skilled players, that's just facts. The game is balanced around kills and expecting the killer to tunnel.
I don't personally tunnel as I think it removes skill from the game but I also understand that there are many games where it's necessary to win. There are also many games though where a killer pulls a win from tunneling where it wasn't necessary though and he just played bad but it still gave him the win regardless even though he didn't earn it.
In the same way that many killers can consider a game only winnable by tunneling even when that's not the case, they were just playing bad, there's also many survivors who want tunneling removed but not gens slowed down because they don't think gens are too fast, but just like killer it's because many times they're bad at the game and just propped up into wins by gen speeds and second chances, not their skill. While each side does have some validity to their core points, both don't want to acknowledge their poor skill in their perspective of the game balance.
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@MalekithHatesSnow said:
It's really hard to address "tunneling" properly when a lot of survivor's definition of tunneling is overblown. They'll say they were tunneled but they'll never say they were on a gen, they were doing your totem, there's 2 gens left on GoJ and everyone is still alive or they were body blocking you with basekit bt it's so easy to just say "I was tunneled" not saying tunneling doesn't exist but everyone is apparently getting tunneled out every match
This ^
People stretch the definition of "tunneling" wildly. I tend to rewatch any matches that had a streamer and it's crazy the amount of times people say the killer is tunneling when they're not. I would say actual true tunneling is pretty rare.
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@YayC said:
I edited bits out the original video for easier reference for the devs for the issue (put in my own post but didn't realise this one had already been made, we must've made them very close to one another since it wasn't up when I made my initial post.
Appreciate that!
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Never got mine either
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722824#Comment_3722824
But isn't her post blink lunge the same range as every lunge as well? If we ignore the addon for increased lunge?
I wasn't implying it was longer than any other killer. I was implying that she shouldn't have that same lunge for how strong her blink is.
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Also that her disappearing is actually not lasting the duration that it’s supposed to as well. Between that and the desync it’s quite substantial.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722614#Comment_3722614
Yeah :/
This video has been reported on the bug thread by blueberry. (It won’t let me tag him for some reason)
It’s because I’m Demanifested at the moment so you can’t interact with me.
Would be nice if we could at least get an acknowledgement that they’re working on those bugs as they are actually a substantial nerf.
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Dang 2 minute bleed out? People would start slugging with Knockout like mad with a bleed out that fast lol. This would have the opposite of the intended effect
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The only issue I have with nurse is how extremely forgiving her post blink lunge is. IE I can juke her blink correctly but the lunge even though she miss blinked reaches so far it makes her still be in range to hit. It’s just overly forgiving. I think the way to change her is reducing the range of her post blink lunge to require her to be more accurate. This doesn’t hurt very good nurses and just asks they be a little more accurate while giving survivors a little more leeway on their juke.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722698#Comment_3722698
you need hooks in like 90% of cases to get kills. So the game is already balanced around hooks.
People can die on one hook instead of 3 so I disagree. To illustrate why they are different if we looked at the amount of hooks vs kills at the end of each match you would see very different pictures. If you were right we’d hypothetically see something like a 2k showing 6 hooks roughly, but I don’t think that’s what we’d see. Balancing around hooks also incentivizes less tunneling.
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I agree. The game would be in a significantly healthier state if it was balanced around hooks instead of kills. While there will always be people going for kills, we should at least encourage healthier play as much as we can. The game currently encourages playing in the most unfun way possible.
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The % of gens blocked can be quite misleading to some. At face value it leads people to believe the change hasn’t effected anything because barely any gens are getting to that point. However, it’s actually a self fulfilling prophecy as the entire reason the number is so low IS because the feature was implemented as well as all the gen kick perks being gutted which caused everyone to stop running those perks that would’ve caused them to be blocked. So in other words, if gen kick perks weren’t nerfed and the 3 gen feature wasn’t implemented you would see a drastically larger % of gens reaching the 8 regression events limit than what these stats are showing.
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The box should have significantly reduced aura radius to survivors. They should have to actually look for it a little, not see it cross map. Cenobite shouldn’t break chains when walking through them, it can make chases quite awkward. Scaling chain break speed based on Cenobite distance from survivor so that it takes longer to break them the further he is away when landing a chain hit (targeted chain hits, not the passive ones). This rewards skilled plays more. Cenobite is a killer that feels very unrewarding when so many landed chain hits don’t actually lead to a hit.
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Pretty wild people are complaining about a killer running all aura perks now. This is a pretty easy match to win without slow down. If you just assume the killer is running LP every game and play around that you should never be getting insta downed right at the start. If you are this has nothing to do with LP, it’s a skill issue. There’s pallets everywhere right at the start. This is completely counterable at base kit even if they don’t want to run distortion which hard counters all this if you wanted to. If people are going to think stacking aura perks is an issue then they’re going to think anything is an issue and will never be pleased. These are skill issues, not perk issues.
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Make it 4 and make zombies move 25% faster per infected survivor.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/414607/is-ghostface-bad
He's a stealth killer that has one of the loudest telegraphs in the game. I really don't understand why BHVR keeps making these "stealth killers" but then giving them an extremely obvious, loud tell that they are nearby.
I find that so annoying as well and defeats the point of being stealth. I don’t know why opening eyes and looking around isn’t considered good enough counter play.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721998#Comment_3721998
I also want survivors to be in tentacle whip range when I spawn in as Nemesis.
and the zombies spawn with the survivors right? They start moving as the camera starts panning though and before they gain control of their survivor so they have a head start.
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721877#Comment_3721877
See I kind of have a different view on it. Often times the first 60 seconds to 2 minutes completely dictates how the game goes. At least in my experience. That being said, I've had amazing comeback games as survivor, not in a long time, but it has happened. Nothing is ever going to make solo queue teammates do gens or anything else for that matter though. Doesn't matter how the match goes.
That's also why the hatch being a last chance of hope doesn't just happen when 2 survivors are left. It can feel like the only option of escape shortly after the match starts.
As far as killers go, they do have a last chance effort, camping/tunneling. Even if the match feels hopeless there is always an option there to try. It may not pan out or it may lead to a 4k. Whereas the survivors option seems to depend on how the killer chooses to play it at the end. The survivor slugged on the ground has it worse of all, unable to do anything but crawl around.
I wouldn't know how to make a skill based mechanic for comebacks as survivor. It most likely would be as unfun as the killers choice to try and camp/tunnel. Id like to see killers have a different option as well. Maybe a way for both sides just to steer off course, forget the objective for a moment, but do something that could possibly slow the game down a bit afterward. Or even reset a small portion of progress. But then that would have to be balanced out somehow so that it couldn't be used to stomp the other side lol.
Personally, I don't care about the hatch mechanic one way or another. Was just stating how giving up at the start or end of a match could often be because of the same feeling. That is my opinion of course.
Well unlike the hatch, tunneling/camping at least required him to be able to down them in the first place, so some skill there even if it’s little, whereas hatch is just free rng completely. Don’t get me wrong though, I want tunneling/camping removed as well. Tunneling/camping artificially gives killers kills they didn’t earn and removes skill from the game.
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A very good point. I feel like most killers should have their powers up at the start of the match.
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I’d put him bottom 5. Lots of bad maps and getting revealed is extremely inconsistent as well as too easy. Also very hard to play a stealth killer against swf where they’re all calling out your location all game. If they made it so he wasn’t revealed even after you broke LoS and basic hits didn’t remove stalk progress he’d be significantly better.
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720454#Comment_3720454
I would say the situations may be different but the feeling is some what the same. Which is giving up because the match now feels hopeless. Hatch is really the only comeback mechanic survivors have. It's also probably part of the reason that DC's or hook suicides don't go higher than they already are. It's the only last hope survivors have in the game.
The beginning of the game is different in that if the match feels hopeless, and there are more than 2 alive, then getting hatch feels less achievable. Watching 2 teammates go down in the first 30 seconds of a match, or running the killer for 45 seconds while not seeing a single gen get touched, also can cause a match to feel hopeless.
The biggest difference between beginning and end is playing out a full match, to at least have the hope of hatch. Then seeing the killer take away that only hope by slugging. Makes it feel worse. When people encounter the latter enough, why not just end it at the start?
There’s very rarely a scenario in the first 60 seconds of a match to warrant hopelessness and removing yourself on hook. Whereas by the time it’s only 2 survivors left and ones already down that is generally lost. Those are very different scenarios which are not comparable as that is my point since the previous person was acting as if they were the same.
I get that the hatch is the last chance at hope but at that point the game is over unless there’s only 1 gen left. Your only chance at that point is if the killers plays really bad or just camps the guy on the ground so you get to finish the gen. Having times of hopeless is how games work. If killer only has 1 hook and the gates are powered that is generally hopeless for him as well unless the survivors just play bad, that’s how things go. Even though that scenario is hopeless I wouldn’t advocate for a freebie rng kill to be given to the killer for no reason.
If you wanna advocate for a new feature that can give hope through skilled play I’m totally down for that idea. However just giving free rng escapes for the sake of hope to me is bad design.
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Interesting so it’s still on. I guess maybe it’s just people playing more chill since it’s random that we’re feeling. Does feel much more relaxed.
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I don’t know if it’s off but it definitely feels like it. The games have been so much more relaxed. I wish it was like that for normal games.
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Make it work like before to where you don’t need all 4 injured to be relevant but just lower the % overall. TBH though I don’t know what game we were playing differently but even at its strongest Thana has never been OP or even meta for that matter. At its best it was good enough to consider over the current slow down meta of the time but it definitely wasn’t better. People exaggerate how common it was too, at that time you still didn’t see it much. It’s best users legion and plague weren’t OP with it either.
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Much better, but still happening.
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A pretty overrated perk imo. It's quite bad. 20 seconds of Exposed is in almost all cases completely worthless, so it's essentially just a very bad BBQ. To see a decent perk that Exposed would need to be like 60 seconds.
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My regular build is running Lightweight, Iron Will, Distortion and Deception. Allows for so many mind games. So I do think Lightweight is underrated, I would make it also work while injured though.
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Singularity. Extremely hard to play but super fun and good if you can figure him out.
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720454#Comment_3720454
As you can see in this thread, some people are so invested in Us vs Them that they lack the ability to see things objectively.
It unfortunately does seem that way.
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What trouble are you having with the slugging? It’s the same as walking over to someone hooked.
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I mean to be fair they already were.
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Are we going to pretend that giving up at 5 gens is the same as giving up after the game is over? This is disingenuous to be making fun of people when you know it is not the same thing.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719944#Comment_3719944
I don't use aura reading on my killers. Do the auras from Gearhead differ from the auras you see if you used LP or BBQ?
They look the same. The reason I said it’s harder is because it’s only activating while they’re on a gen and many times it blends in with that quite well. Whereas BBQ and LP proc very often not on gens and when they’re just running around, so the auras are hidden much less often.
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@JeanGreyarea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719962#Comment_3719962
you can kill them. Hook the 3rd person and go for the last one instead of leaving on to bleedout and wasting their time.
https://us.v-cdn.net/6030815/uploads/LSCU4AYZCEEU/img-5893.jpeg
You’re asking the killer to play the least smart way. Why would he roll the end game to rng of whether or not he beats you for a hatch when he can try to prevent that rng entirely? You could be working on a gen, going for the save, or even walk up and give yourself to him if it’s such a waste of time. I think the person waiting out the person on the ground to bleed out is nearly just as guilty as the killer. No better.
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Typically unless a teammate gives up or your team is playing extremely bad, you should only have 3 gens left after the first person dies at most, even if they’re hard tunneling. With many times at 2. I don’t give up in those scenarios because you’re rewarding that behavior and 3 gens left with 3 survivors is very winnable, especially if it’s only 2. Of course that requires the team to be good, but playing bad loses games, that’s life.
I would say I see tunneling in sub 20% of games and that’s being very generous. I think the reason people report such high levels of tunneling is because they consider many, many things “tunneling” that aren’t. It’s usually just them or their teammates making a mistake, the killer capitalizing on said mistake, and then it’s easier to scream tunneling than take responsibility.
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@HaunterofShadows said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719972#Comment_3719972
On the roadmap, the August chapter (castlevania) comes without a map
Oh wow talk about hype killer. That would’ve been one of the most iconic castle maps..I see why everyone’s disappointed now.
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@Zexbunny said:
Easy. After being defeated by a Belmont, the entity revived dracula in the Entity's realm.
All I wanna know is why we aren't getting his castle!?
Why are we assuming we aren’t getting the castle?
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@JeanGreyarea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719932#Comment_3719932
What is so bad about hatch that it needs to be changed? It doesn’t lower or improve mmr. It’s just a latch ditch effort to escape for the last survivor like in a horror movie. And to end the game
What’s wrong with the killer wanting to kill all the survivors? That’s their objective.
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719932#Comment_3719932
If someone truly feels like it's a waste of time/they really want to go 'next', they can always run up to the killer to expedite the end of the match.
I don't see that happening a lot, though.
Exactly lol
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This probably should be shown to them in the bug forum.
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I totally agree, both are underrated and not used much. Discordance is nice for getting around all the Distortion users and almost always procs right at the start as a lethal. Gearhead is hard to see the auras but thankfully lingers the auras long enough you see where they hide or head towards after leaving the gen. It’s also nice as a Distortion counter since as you said it eats up tokens fast. The downside of it is against good players who can hit great skill checks. Probably 90% of my skill checks are greats for example so worse against the better players.
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I personally think the healthier design instead of anti loop is a killer with good map mobility and a built in game slow down. You can swap some of this for stealth as well.
This allows them to win more with macro play and allowing the survivors to have their longer chases without it costing them the entire game.
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@JeanGreyarea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719874#Comment_3719874
current hatch is fine
Then slugging for the 4K is fine as well.
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I personally don’t do it but I also don’t see an issue with it or mind them doing it. If the hatch is what the last survivors going for then at that point the killer already won and earned his 4K anyway. The hatch is just a freebie rng escape. Until the hatch mechanic is changed it’s what he has to do.