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Blueberry

Blueberry

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  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395357#Comment_3395357

    Probably not the main reason since Fathers Glasses was a better tracking addon but that maybe why it's not being addressed.

    You're probably right. With how focused on accessibility they are I doubt it would be changed.

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395346#Comment_3395346

    I see DCB as a accessibility addon for those that are hard of hearing tbh. I only use the combo if I have it and I'm wanting to let off steam....

    Oh that's actually a very good point I never thought of for accessibility. Maybe that's why they made it in the first place.

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395277#Comment_3395277

    That's why many use the MDR/DCB combo now. A survivor with any sense can react to her now.

    Yeah. I personally don't use DCB as I hate its design and it takes all the skill out of playing her, but MDR to me is totally fair game. I don't mind facing it as survivor either for that matter. I kind of view it as just bumping her up to the power level she was supposed to be.

  • @VikingDragonXii said:

    I stopped playing her awhile ago. I agree her fake out needed fixed but giving her both directional audii and distance audio was a bit too much imo.

    They should of given her one but not the other because with both Survivors know exactly where she is coming from and how close she is to getting you. I have not been hit once by the reworked Spirit which is sad to be honest.

    ^ This. Overnerfed.

    There's no depth to her power. It's just can you move faster than they can react, that's it. Pretty shallow now.

  • Boring to play as and against as well as all her perks being terrible. She honestly already needs a full rework. She's got so many design flaws that tweaks aren't going to fix her. Probably the worst chapter they've ever released.

  • Because it's easier to blame solo queue than take responsibility for not playing good. I do fine in solo queue.

  • If they’re actually good + SWF coms especially there isn’t much you can do if you’re on an m1 killer generally speaking.

    What it comes down to is you need hits in under 20 seconds to not be falling behind, which as said before is near impossible if they’re good on most the killer roster. They could literally just hold w in a straight line and you wouldn’t meet that requirement. This isn’t taking into account looping, exhaustion perks, second chance perks, god pallets ect even. You have to hope they play loops and make mistakes. This gets flipped though if they’re a group just pre dropping all pallets to gen rush, then you don’t have much counter play. The unfortunate meta issue is all those hits in under 20 don’t even matter if they have a CoH up as those hits aren’t even gaining you pressure or time as they’re healing faster then the time it took you to get the hit in the first place.

    Essentially it comes down to (assuming you’re playing correctly) just hoping they make a lot of mistakes you can capitalize on. If they don’t you lose.

    Of course this is all highly dependent on what killer you’re playing but holds true for a majority of the roster. If you had specific killers we could get more detailed but we’re having to be generic here.

    When you compare chase, hit, down, pick up, and carry times to gen speeds the math doesn’t add up, hence why to come out ahead you either need them to mess up heavily or unfortunately tunnel/camp. Now most groups do mess up and make mistakes thankfully, but I’m telling you assuming you’ve got a good group playing optimally.

    If it’s good vs good you generally are the security guard in this scenario as you felt.

  • Could you link your page showing hours?

  • @AssortedSorting said:

    NGL Deadlock is peak braindead gameplay.

    Literally no interaction or input from the Killer whatsoever for maximum effectiveness, and I've been of the same opinion since its release.

    Needs to have some kind of interaction, EG: When the Obsession is Hooked, the Generator with the most progress is blocked by the Entity for x/y/z.

    While that is true about DL, it’s the only counter to just pre dropping all pallets, which is also the same kind of game play that takes no skill and actually doesn’t require a perk to do so. That’s why you see the highest mmr players running things like DL and Corrupt instead of gen regression, it’s because the squads there just pre drop everything and prevent regression perk value or just creating pressure in general.

    Pre dropping doesn’t even give the killer a chance to play the game as the majority of pallets once thrown are forced breaks as they’re too safe otherwise.

  • Peak DBD was right before MMR and CoH released, can’t remember which patch.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393987#Comment_3393987

    We're going to be monitoring everything when it goes Live. Also, don't forget set up time for the Boon, plus having two people move to the area where the totem is, this is also time that has to be considered.

    Well with healing times of 16 seconds the walk time is significant as you mention, however 8 second heals is so fast that it defeats the entire loss of walking with how fast that is. This isn't even taking into account the times it's on the second story of a building in the middle of the map where the walk time is negated and the cost of snuffing it is too high. Also the value of one healing perk covering the entire team instead of needing everyone to run a healing is a massive advantage to take into account of its power level that rarely is. Only one CoH for the entire team is all that's needed for all of their healing needs. It should be much weaker for taking way less perk slots. This change is going to make it overshadow all other healing perks, again.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393959#Comment_3393959

    because base heal was 24 charges too. they are trying to incentivize altruistic medkit heals and i think it's neat now idk. i just think efficiency penalty was needed to be 50% but i'm not that much of a math nerd so i'm probably wrong

    I guess I just found the wording to be misleading is all.

    8 second altruistic heals in a CoH doesn't sound neat to me though.

  • @Mandy said:

    It's exactly 1 self heal I believe...DbD maths does confuse me I must admit!

    The Speed/Efficiency penalties make it 24 charges.

    If it was already 24 charges (1 heal) in the original PTB, why add the extra line of "all Med-Kits will now have a 33% speed and efficiency penalty when used for self healing"?

    This tends to confuse people and mislead them into thinking there were additional nerfs to self healing ("will now") when there was not, unless I am misreading something of course.

  • @KayTwoAyy said:

    Proportionally, everything looks the same to me. They just crouched the model, because it'd look awkward af if left upright.

    A shame they couldn't be bothered to leave the tail loose and give it physics or an animation cycle.

    Well on top of crouching her down the arms and legs are shifted differently as well as the head movements have changed. Even the finger movements are different.

    Including the tail animation might have given too much away towards the Alien teasing.

  • @jinx3d said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393898#Comment_3393898

    are you aware what a "model" is? a model in a game is the look of the character. some use the same models (like the default recolors every killer/survivor has and prestige) , but most use new models for skins that are very rare or hire. they all have unique models. artists jabberwock skin looks nothing like a xenomorph

    I'm aware and that's wrong. Different props put on the original model does not make it a new model. All of those you mentioned are the exact same model and animation rig with simply different cosmetics placed on them. The model itself is the same.

    You can literally go to the killer right now and click back and forth between the base skin and those cosmetics, the model is the same. Cosmetics on them are the only thing changing. I think you're misunderstanding what a model is.

  • @jinx3d said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393888#Comment_3393888

    yes they do, theyre entirely new. same with sadako's ultra rare, birkin, the crypt tv skins, etc etc, all are entirely new models.

    No, that's wrong, they do not. Birkin is the only one of those that has a new model. All those others you are mentioning are the same model with a different skin.

  • @Mooks said:

    Isn’t it pretty much normal for legendary characters though - i would say this is more in line with Krampus or Minotaur.

    Both of those skins do not have new models.

  • @GentlemanFridge said:

    Did you forget about Birkin?

    That actually is a fair point. That's the first new model for a skin we saw.

  • With it giving 8 second heals CoH is still going to be in basically every single game, especially with swf groups. Way overbuffed from PTB, it does not need more buffs whatsoever, it needs nerfs. 50% heal was solid but fair.

  • It’s still going to be meta with this change, it still needs to be an exhaustion.

  • Nothing has really changed. Hit and run is still not viable. Same killers and perks in the meta bar no CoB, PR or OC and a tiny, tiny bit less DH.

    The PTB changes were going to be enough to change the meta but since the reverts I don’t see much changing anymore. Healing is now fast enough you won’t see healing perks ran as it’s already fast at base and not necessary bar the one CoH for the whole group and healing isn’t slow enough to be worth using a slot on anti-heal anymore.

    The killers with weak chase are going to be hurt quite a bit from the gen kick perks being gone as they had better synergy with them. Less boring to face I guess.

  • I’d say Bubba followed by Wraith, then maybe Wesker.

  • 25% is at least not bad per say, but only 4 tokens? And still a scourge perk? Doesn't seem worth and the synergy with DMS is now mostly gone. The pick rate will go down substantially.

  • Both are good perks and shouldn’t be touched.

  • No it doesn't need to be buffed. It's an unhealthy designed perk.

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391323#Comment_3391323

    Try playing solo q against a camping killer, while using reassurance. Tell me how it went.

    I play strictly solo queue, it goes fine. You're complaining about bad players, not a Reassurance issue.

  • "No, it definitely is not. Just ignore the obsession and you're good"

    You downplay significantly how difficult that can be against a swf.

    "Except you're not going to see it because they're not going to chase you, making the only way for you to realistically know about it being your teammates telling you. + If you just keep taking hits over and over and over again...at one point you're just gonna die, which puts the killer at a very advantageous spot."

    You can see the killer in chases to know he's running it. Taking hits over and over is irrelevant with how fast heals are currently, hence why people do it.

    "f by especially you meant only, then maybe I agree. But in generally getting m1s is really not that difficult, especially since getting them is easier the more stacks you get."

    So you're stance is that getting m1's is only easy against bad players? So the perk is only "OP" by you if the players are bad? What's the issue then? If the players are bad they should be punished.

    "Also when a killer with a lot of STBFL tokens camps someone on hook, there's literally just nothing you can do to rescue, there just isn't, unless you're directly next to an exit gate."

    Much harder? Yes. Nothing you can do? Absolutely no. You can still outplay a STBFL at hook. Rarely is a killer sitting at 8 stacks on a hook anyway, that isn't common.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391587#Comment_3391587

    ive run stbfl on wesker and spirit myself and its very good, more than good enough to disprove the perk being "only good on the weaker killers." and these special attack flexibility killers being able to completely invalidate the counterplay to the perk is not good, its an oversight, and not necessary to get very good value out of the perk at all. i can understand the point of everything being stronger against solos than swfs, but i do think stbfl goes beyond the average in this regard since it relies on the obsession knowing what to do to be countered. 8 stacks are not hard to get to at all, 8 m1s in no way warrants a free kill and i would just have to disagree if you thought otherwise.

    I don't think anyone says it's "only" good on weaker killers, just generally good on many of the weaker killers. I disagree on Spirit.

    "these special attack flexibility killers being able to completely invalidate the counterplay to the perk is not good, its an oversight, and not necessary to get very good value out of the perk at all."

    It is generally necessary to get good value. That's why it's typically the only killers you see using it. None m2 capable killers can run it to some okay use, but not enough to generally be considered good enough to run against most other things.

    "i can understand the point of everything being stronger against solos than swfs, but i do think stbfl goes beyond the average in this regard since it relies on the obsession knowing what to do to be countered"

    This has absolutely nothing to do with solos at all. You're literally talking about bad vs good players. Solo is irrelevant here. If I'm in solo queue and I see this I abuse it to remove his stacks. Who doesn't know about removing obsession hits with STBFL? This is talking about new players. Everything's good against new players that don't know what they're doing.

    "8 stacks are not hard to get to at all, 8 m1s in no way warrants a free kill and i would just have to disagree if you thought otherwise."

    It is, especially against good players. 8 stacks also does not get you a free kill.

  • I think STBFL is fine as I disagree with most of your issues you take with it.

    Most those killers you mentioned aren't that strong bar Wesker which how many Weskers have you actually seen run STBFL? I've never even seen one, doesn't sound that OP. It isn't really good on Spirit.

    Killers with special attack capability are typically the only ones you see run STBFL because it isn't that good otherwise. This isn't a flaw that they are able to get around it, it's the only way it gets really good. This is players utilizing the strengths of the killer abilities and perk synergy. This is a good thing. Plus most of those special attacks are much harder to land than a simple m1 so it takes more skill to be forced to use that for your injure against the obsession even when it's not the best choice.

    Everything is good against solos more than swf. This is a universal thing and not a reason to change STBFL. It's not too strong against them either. The main thing making STBFL strong isn't because someone on coms can tell his obsession teammate to go body block, it's synergy with a killer power allowing them to avoid losing stacks that's mainly making it strong.

    It does not making camping and tunneling free. 8 stacks are not free or easy. You had to do a lot to get them.

    Your change for the perk heavily punishes the killers against swf or even just a solo group with common sense as they can tell you're running it. So I'm the Obsession, what's to stop me from body blocking the killer ad nauseum from my teammates and rendering that perk useless? This would make the perk ridiculously bad.

  • Make it map wide, 2 second aura read instead of a notification. Now it's decent.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391554#Comment_3391554

    First, high MMR doesnt exist the way you think it does

    Second, comp players tunnel the moment they go in because its the safest option to score the most points. They arent competing against a team of Survivors, they compete against another team period. If a team is ahead in points (or close) theres no reason to try to go for fresh hooks which net the most points

    It does. It can stretch quite far down especially in periods of long queues, but it does exist. People at high mmr aren't saying all of their matches are high mmr. You can look at profiles and the skill of the players to tell how good they are.

    While their scoring criteria does affect their play choices it doesn't deter from that being the way to win against very good swf groups. Anyone who understands this games balance well knows there are many (not most) matches that require tunneling to win regardless of how good you are as killer unless you're on some of the more viable top tier killers. Are you going to tell me that you could be the best Myers player out there, go against an equally skilled 4 man swf on coms and win on average going for a 12 hook game with typical maps? That just is not a thing. You rely on survivors playing extremely bad and messing up a lot for that to work, which isn't happening if they're equally skilled.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391537#Comment_3391537

    nuh uh

    been doing just fine without it. Other than the occasional "oh wow you ######### up"

    I never said you couldn't do fine without it. I even said it's not necessary against most players. I specifically said very good high mmr games. Have you watched comp matches for example? There's a reason all they do is tunnel/camp each person to death.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391313#Comment_3391313

    Thing is, tunneling is far from necessary and most people who put it into practice usually just throw the game for themselves.

    Its just the easiest option that yields results against those who dont know how to deal with it.

    Far from necessary against bad players (which is most). Far necessary against actually good players at high mmr.

  • I agree. They’ve been way undertuned for ages. 30k isn’t worth someone’s time. 60-90k per is more realistic.

  • It does not need improvements, it’s already an S tier perk.

  • Well they didn’t fully commit to anti tunnel/camp because they also didn’t fully commit to making tunneling never necessary to win. They kind of go hand in hand.

    Also the reason tunneling is going up is because they keep nerfing all the regression perks and taking away the killers other ways of winning. Essentially nerfing more gen regression perks increases tunneling.

    The fact of the matter is that gens go too fast. The killers are fixing this by stacking gen slow down perks. Then that gets nerfed. What are they left with? Tunneling.

    So either we give gen slow downs back or we fix gen speeds. That’s the options for preventing tunneling from being as prevalent. Realistically map design and map size are the core issue of gen speeds so I’d prefer that fixed. Healing was also an issue but we’ll see how that turns out from the PTB.

  • @ProudRinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390828#Comment_3390828

    oh hey blueberry 🫐 👋🏻 and also yeah it’s really annoying

    Hey fam 😂

  • @Grindixer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390891#Comment_3390891

    Yeah but currently he's a ranged killer and has been treated worse than the other 2 (3 if you count Wesker). So just bringing him in line with the others would do him some justice at least. M&A Deathslinger was pretty rough tho.

    I wish the chain strength would scale with range, otherwise the range increase would be pointless.

    Well yeah I was kind of assuming they’d increase the strength based on range.

    I actually don’t think there was any issue with M&A DS at all. Wasn’t that big of a deal.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390894#Comment_3390894

    Not really. Every killer with a teleporting ability has a tell. Why should Dredge be different.

    @topic I haven't noticed a noise but there is some black mist that swirls around the locker.

    And most all of those tells are overkill of information instead of requiring the survivors to be observant. Most of them shouldn’t exist either.

  • So how are my solo queue games going totally fine and I play for hours a day?

  • They hear like a thud sound unfortunately. Kinda defeats the entire point.

  • I love the ideas. I don’t even think the lullaby is necessary though. Definitely needs an addon pass too. I’d personally make his guns hit box a little more forgiving and maybe increase the range a tad.

  • @Coffeecrashing said:

    MDR by itself is fine, because I think it causes many people to mess up phasings because there aren’t any scratchmarks. Yes, the 6,000+ hour streamers do really well with MDR, but those people can also win streak with her other addons too.

    It’s really blossom that is an issue, because it patches up the weakness of MDR. Because I have watched people, where their MDR strategy is frantically sweeping an area at supersonic speed, and waiting for killer instinct to show them where the survivor is.

    Blight’s addons are more of an issue, because they either don’t have any downsides……or in the case of adrenaline vial they un-nerfed the penalty so many times that it’s now a solid addon choice, and it’s actually my preferred addon choice for indoor maps because I want all those extra M2 bumps to help navigate the indoor maps. And it’s extra questionable that adrenaline vial combos so well with the addon that makes his M2 charge time even better, because that combo results in Blight having his power available almost non-stop, to the point where he doesn’t even need alch ring anymore.

    And I’m really really really still not sure why Nurse got a triple nerf, and Spirit got an awful 100% crystal clear directional audio….. but Blight has been pretty much nerf free for years, where his only “nerfs” have been removing certain exploits.

    Yeah this. The main issue is Cherry Blossom, not MDR.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390826#Comment_3390826

    Cherry Blossom is just a badly designed addon. Taking away the scratch marks means very little when it tells you when you are right up against a survivor. On one hand, it's nice that they tried to give spirit addons that weren't just "% improvements", but it certainly fails at being an interesting addon.

    Yeah I agree, I’d like the addon changed to something entirely different. It’s unhealthy design.

  • @ProudRinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390354#Comment_3390354

    Biased opinion = not agreeing with the majority. Mkay. You’re doing exactly what i mentioned in the last paragraph and still haven’t contributed to the actual point i was talking about.

    People tend to misuse the word “bias” ridiculously on these forums. People use it as you say a lot of things catering to one side or because you play something that would benefit from said changes, neither of which is using the definition correctly.

  • Honestly if anything I’d like to see them rework cherry blossom. Takes skill away and bypasses mechanics.

  • MDR is the standard that other killers ultra rares should be. I don’t have an issue playing against it. It’s extremely good, as it should be for an ultra rare. I’m open to other ideas for a rework to it as well even though I think there are way more important things to be reworking with that time.

  • @JustAShadow said:

    I don't know why a lot of people think Spirit was overnerfed. She's still strong and easily the top 3 killer, just not Nurse and Blight levels of strong(if we don't count MDR).

    MDR is the only thing that gets her to top 3.

  • @Eelanos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390092#Comment_3390092

    "The majority of people don’t play dbd at a high level which is where the balance problems come out. This in turn leaves the majority of people voicing balance opinions not actually understanding the games balance."

    To be fair, if 90% of players have a 20% win rate against X specific strategy, just because the remaining 10% manage to get said strategy to around 50% win rate doesn't mean the strategy doesn't require balancing.

    If a strategy requires 3000 hours of play and an extensive youtube guide with several matches on a curated environment to train how to counter it, you have to accept that perhaps the counter is a little bit inaccessible for a normal person and, for the sake of the game's health, requires some rebalancing.

    And I'm not even talking specifically about this game. This is game balancing 101. Other games constantly try to tune up strategies in such a way that the difference in success between common play and high level play isn't too big, and will always lean towards strategies being useless in common play and balanced in pro instead of oppressive in common and balanced in pro for the sake of the game's health and the playerbase's happiness.

    Under no circumstances should a strategy be deemed "balanced" if only tournament level players are able to counter it. That's ignoring the vast majority of your player base that are making the strategy more likely to succeed than to fail on average. You know... unbalanced.

    You’re taking everything to the extremes and being hyperbolic with your examples. I never said or implied something crazy like tournament play. All I referenced was from the top down balancing. Top down is more like the top 25% of players, not tournament which is like top 1%.

    You also don’t need all those crazy hours or guides to perform well when balanced top down. This is again exaggerating tremendously. They simply need to keep practicing and improve at the game. It gives everyone agency.

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